renderer_d3d12.cpp 178 KB

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  1. /*
  2. * Copyright 2011-2016 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. namespace bgfx { namespace d3d12
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  11. struct PrimInfo
  12. {
  13. D3D_PRIMITIVE_TOPOLOGY m_topology;
  14. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  15. uint32_t m_min;
  16. uint32_t m_div;
  17. uint32_t m_sub;
  18. };
  19. static const PrimInfo s_primInfo[] =
  20. {
  21. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  22. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  23. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  24. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "Point",
  33. };
  34. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  35. static const uint32_t s_checkMsaa[] =
  36. {
  37. 0,
  38. 2,
  39. 4,
  40. 8,
  41. 16,
  42. };
  43. static DXGI_SAMPLE_DESC s_msaa[] =
  44. {
  45. { 1, 0 },
  46. { 2, 0 },
  47. { 4, 0 },
  48. { 8, 0 },
  49. { 16, 0 },
  50. };
  51. static const D3D12_BLEND s_blendFactor[][2] =
  52. {
  53. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  54. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  55. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  56. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  57. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  58. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  59. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  60. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  61. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  62. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  63. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  64. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  65. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  66. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  67. };
  68. static const D3D12_BLEND_OP s_blendEquation[] =
  69. {
  70. D3D12_BLEND_OP_ADD,
  71. D3D12_BLEND_OP_SUBTRACT,
  72. D3D12_BLEND_OP_REV_SUBTRACT,
  73. D3D12_BLEND_OP_MIN,
  74. D3D12_BLEND_OP_MAX,
  75. };
  76. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  77. {
  78. D3D12_COMPARISON_FUNC(0), // ignored
  79. D3D12_COMPARISON_FUNC_LESS,
  80. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  81. D3D12_COMPARISON_FUNC_EQUAL,
  82. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  83. D3D12_COMPARISON_FUNC_GREATER,
  84. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  85. D3D12_COMPARISON_FUNC_NEVER,
  86. D3D12_COMPARISON_FUNC_ALWAYS,
  87. };
  88. static const D3D12_STENCIL_OP s_stencilOp[] =
  89. {
  90. D3D12_STENCIL_OP_ZERO,
  91. D3D12_STENCIL_OP_KEEP,
  92. D3D12_STENCIL_OP_REPLACE,
  93. D3D12_STENCIL_OP_INCR,
  94. D3D12_STENCIL_OP_INCR_SAT,
  95. D3D12_STENCIL_OP_DECR,
  96. D3D12_STENCIL_OP_DECR_SAT,
  97. D3D12_STENCIL_OP_INVERT,
  98. };
  99. static const D3D12_CULL_MODE s_cullMode[] =
  100. {
  101. D3D12_CULL_MODE_NONE,
  102. D3D12_CULL_MODE_FRONT,
  103. D3D12_CULL_MODE_BACK,
  104. };
  105. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  106. {
  107. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  108. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  109. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  110. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  111. };
  112. /*
  113. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  114. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  115. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  116. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  117. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  118. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  119. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  120. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  121. * D3D11_FILTER_ANISOTROPIC = 0x55,
  122. *
  123. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  124. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  125. *
  126. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  127. * 0x10 // MIN_LINEAR
  128. * 0x04 // MAG_LINEAR
  129. * 0x01 // MIP_LINEAR
  130. */
  131. static const uint8_t s_textureFilter[3][3] =
  132. {
  133. {
  134. 0x10, // min linear
  135. 0x00, // min point
  136. 0x55, // anisotropic
  137. },
  138. {
  139. 0x04, // mag linear
  140. 0x00, // mag point
  141. 0x55, // anisotropic
  142. },
  143. {
  144. 0x01, // mip linear
  145. 0x00, // mip point
  146. 0x55, // anisotropic
  147. },
  148. };
  149. struct TextureFormatInfo
  150. {
  151. DXGI_FORMAT m_fmt;
  152. DXGI_FORMAT m_fmtSrv;
  153. DXGI_FORMAT m_fmtDsv;
  154. DXGI_FORMAT m_fmtSrgb;
  155. };
  156. static const TextureFormatInfo s_textureFormat[] =
  157. {
  158. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  159. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  160. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  161. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  162. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  163. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  164. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  165. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  166. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  176. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  177. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  178. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  179. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  180. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  181. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  182. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  183. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  184. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  185. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  186. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  187. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  188. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  189. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  190. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  191. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  192. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  193. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  194. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  195. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  196. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  197. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  198. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  199. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  200. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  201. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  206. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  207. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  208. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  209. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  210. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  211. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  212. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  213. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  214. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  215. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  216. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  217. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  218. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  219. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  220. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  221. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  222. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  223. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  224. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  225. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  226. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  227. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  229. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  230. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  232. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  233. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  234. };
  235. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  236. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  237. {
  238. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  239. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. };
  255. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  256. static const DXGI_FORMAT s_attribType[][4][2] =
  257. {
  258. { // Uint8
  259. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  260. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  261. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  262. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  263. },
  264. { // Uint10
  265. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  266. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  267. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  268. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  269. },
  270. { // Int16
  271. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  272. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  273. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  274. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  275. },
  276. { // Half
  277. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  278. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  279. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  280. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  281. },
  282. { // Float
  283. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  284. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  285. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  286. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  287. },
  288. };
  289. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  290. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  291. {
  292. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  293. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  294. {
  295. if (UINT16_MAX != _decl.m_attributes[attr])
  296. {
  297. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  298. if (0 == _decl.m_attributes[attr])
  299. {
  300. elem->AlignedByteOffset = 0;
  301. }
  302. else
  303. {
  304. uint8_t num;
  305. AttribType::Enum type;
  306. bool normalized;
  307. bool asInt;
  308. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  309. elem->Format = s_attribType[type][num-1][normalized];
  310. elem->AlignedByteOffset = _decl.m_offset[attr];
  311. }
  312. ++elem;
  313. }
  314. }
  315. return elem;
  316. }
  317. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  318. {
  319. D3D12_RESOURCE_BARRIER barrier;
  320. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  321. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  322. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  323. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  324. barrier.Transition.StateBefore = _stateBefore;
  325. barrier.Transition.StateAfter = _stateAfter;
  326. _commandList->ResourceBarrier(1, &barrier);
  327. }
  328. #if USE_D3D12_DYNAMIC_LIB
  329. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  330. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  331. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  332. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  333. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  334. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  335. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  336. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  337. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  338. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  339. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  340. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  341. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  342. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  343. #else
  344. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  345. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  346. #endif // USE_D3D12_DYNAMIC_LIB
  347. struct HeapProperty
  348. {
  349. enum Enum
  350. {
  351. Default,
  352. Upload,
  353. ReadBack,
  354. Count
  355. };
  356. D3D12_HEAP_PROPERTIES m_properties;
  357. D3D12_RESOURCE_STATES m_state;
  358. };
  359. static const HeapProperty s_heapProperties[] =
  360. {
  361. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  362. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  363. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  364. };
  365. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  366. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  367. {
  368. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  369. ID3D12Resource* resource;
  370. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  371. , D3D12_HEAP_FLAG_NONE
  372. , _resourceDesc
  373. , heapProperty.m_state
  374. , _clearValue
  375. , IID_ID3D12Resource
  376. , (void**)&resource
  377. ) );
  378. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  379. , _resourceDesc->Width
  380. );
  381. return resource;
  382. }
  383. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  384. {
  385. D3D12_RESOURCE_DESC resourceDesc;
  386. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  387. resourceDesc.Alignment = 0;
  388. resourceDesc.Width = _size;
  389. resourceDesc.Height = 1;
  390. resourceDesc.DepthOrArraySize = 1;
  391. resourceDesc.MipLevels = 1;
  392. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  393. resourceDesc.SampleDesc.Count = 1;
  394. resourceDesc.SampleDesc.Quality = 0;
  395. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  396. resourceDesc.Flags = _flags;
  397. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  398. }
  399. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  400. {
  401. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  402. {
  403. char temp[2048];
  404. va_list argList;
  405. va_start(argList, _format);
  406. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  407. va_end(argList);
  408. temp[size] = '\0';
  409. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  410. mbstowcs(wtemp, temp, size+1);
  411. _object->SetName(wtemp);
  412. }
  413. }
  414. #if USE_D3D12_DYNAMIC_LIB
  415. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  416. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  417. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  418. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  419. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  420. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  421. #endif // USE_D3D12_DYNAMIC_LIB
  422. struct RendererContextD3D12 : public RendererContextI
  423. {
  424. RendererContextD3D12()
  425. : m_d3d12dll(NULL)
  426. , m_dxgidll(NULL)
  427. , m_renderdocdll(NULL)
  428. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  429. , m_wireframe(false)
  430. , m_maxAnisotropy(1)
  431. , m_depthClamp(false)
  432. , m_fsChanges(0)
  433. , m_vsChanges(0)
  434. , m_backBufferColorIdx(0)
  435. , m_rtMsaa(false)
  436. {
  437. }
  438. ~RendererContextD3D12()
  439. {
  440. }
  441. bool init()
  442. {
  443. struct ErrorState
  444. {
  445. enum Enum
  446. {
  447. Default,
  448. LoadedKernel32,
  449. LoadedD3D12,
  450. LoadedDXGI,
  451. CreatedDXGIFactory,
  452. CreatedCommandQueue,
  453. };
  454. };
  455. ErrorState::Enum errorState = ErrorState::Default;
  456. LUID luid;
  457. m_fbh.idx = invalidHandle;
  458. memset(m_uniforms, 0, sizeof(m_uniforms) );
  459. memset(&m_resolution, 0, sizeof(m_resolution) );
  460. #if USE_D3D12_DYNAMIC_LIB
  461. m_kernel32dll = bx::dlopen("kernel32.dll");
  462. BX_WARN(NULL != m_kernel32dll, "Failed to load kernel32.dll.");
  463. if (NULL == m_kernel32dll)
  464. {
  465. goto error;
  466. }
  467. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  468. BX_WARN(NULL != CreateEventExA, "Function CreateEventExA not found.");
  469. if (NULL == CreateEventExA)
  470. {
  471. goto error;
  472. }
  473. errorState = ErrorState::LoadedKernel32;
  474. m_d3d12dll = bx::dlopen("d3d12.dll");
  475. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  476. if (NULL == m_d3d12dll)
  477. {
  478. goto error;
  479. }
  480. errorState = ErrorState::LoadedD3D12;
  481. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  482. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  483. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  484. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  485. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  486. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  487. if (NULL == D3D12CreateDevice
  488. || NULL == D3D12GetDebugInterface
  489. || NULL == D3D12SerializeRootSignature)
  490. {
  491. goto error;
  492. }
  493. m_dxgidll = bx::dlopen("dxgi.dll");
  494. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  495. if (NULL == m_dxgidll)
  496. {
  497. goto error;
  498. }
  499. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  500. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  501. if (NULL == CreateDXGIFactory1)
  502. {
  503. goto error;
  504. }
  505. #endif // USE_D3D12_DYNAMIC_LIB
  506. errorState = ErrorState::LoadedDXGI;
  507. HRESULT hr;
  508. #if BX_PLATFORM_WINDOWS
  509. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  510. #else
  511. hr = S_OK;
  512. m_factory = NULL;
  513. #endif // BX_PLATFORM_*
  514. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  515. if (FAILED(hr) )
  516. {
  517. goto error;
  518. }
  519. errorState = ErrorState::CreatedDXGIFactory;
  520. m_adapter = NULL;
  521. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  522. if (NULL != m_factory)
  523. {
  524. #if BX_PLATFORM_WINDOWS
  525. IDXGIAdapter3* adapter;
  526. #else
  527. IDXGIAdapter* adapter;
  528. #endif // BX_PLATFORM_*
  529. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  530. {
  531. DXGI_ADAPTER_DESC desc;
  532. hr = adapter->GetDesc(&desc);
  533. if (SUCCEEDED(hr) )
  534. {
  535. BX_TRACE("Adapter #%d", ii);
  536. char description[BX_COUNTOF(desc.Description)];
  537. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  538. BX_TRACE("\tDescription: %s", description);
  539. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  540. , desc.VendorId
  541. , desc.DeviceId
  542. , desc.SubSysId
  543. , desc.Revision
  544. );
  545. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  546. , desc.DedicatedVideoMemory
  547. , desc.DedicatedSystemMemory
  548. , desc.SharedSystemMemory
  549. );
  550. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  551. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  552. ++g_caps.numGPUs;
  553. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  554. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  555. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  556. {
  557. m_adapter = adapter;
  558. m_adapter->AddRef();
  559. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  560. }
  561. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  562. && 0 != strstr(description, "PerfHUD") )
  563. {
  564. m_adapter = adapter;
  565. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  566. }
  567. }
  568. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  569. }
  570. }
  571. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  572. {
  573. ID3D12Debug* debug;
  574. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  575. if (SUCCEEDED(hr) )
  576. {
  577. debug->EnableDebugLayer();
  578. }
  579. }
  580. {
  581. D3D_FEATURE_LEVEL featureLevel[] =
  582. {
  583. D3D_FEATURE_LEVEL_12_1,
  584. D3D_FEATURE_LEVEL_12_0,
  585. D3D_FEATURE_LEVEL_11_1,
  586. D3D_FEATURE_LEVEL_11_0,
  587. };
  588. hr = E_FAIL;
  589. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  590. {
  591. hr = D3D12CreateDevice(m_adapter
  592. , featureLevel[ii]
  593. , IID_ID3D12Device
  594. , (void**)&m_device
  595. );
  596. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  597. , (featureLevel[ii] >> 12) & 0xf
  598. , (featureLevel[ii] >> 8) & 0xf
  599. );
  600. m_featureLevel = featureLevel[ii];
  601. }
  602. }
  603. if (FAILED(hr) )
  604. {
  605. BX_TRACE("Unable to create Direct3D12 device.");
  606. goto error;
  607. }
  608. if (NULL != m_factory)
  609. {
  610. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  611. luid = m_device->GetAdapterLuid();
  612. #if BX_PLATFORM_WINDOWS
  613. IDXGIAdapter3* adapter;
  614. #else
  615. IDXGIAdapter* adapter;
  616. #endif // BX_PLATFORM_*
  617. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  618. {
  619. adapter->GetDesc(&m_adapterDesc);
  620. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  621. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  622. {
  623. if (NULL == m_adapter)
  624. {
  625. m_adapter = adapter;
  626. }
  627. else
  628. {
  629. DX_RELEASE(adapter, 0);
  630. }
  631. break;
  632. }
  633. DX_RELEASE(adapter, 0);
  634. }
  635. }
  636. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  637. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  638. {
  639. uint32_t numNodes = m_device->GetNodeCount();
  640. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  641. for (uint32_t ii = 0; ii < numNodes; ++ii)
  642. {
  643. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  644. architecture.NodeIndex = ii;
  645. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  646. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  647. , ii
  648. , architecture.TileBasedRenderer
  649. , architecture.UMA
  650. , architecture.CacheCoherentUMA
  651. );
  652. if (0 == ii)
  653. {
  654. memcpy(&m_architecture, &architecture, sizeof(architecture) );
  655. }
  656. }
  657. }
  658. #if !BX_PLATFORM_WINDOWS
  659. if (NULL == m_factory)
  660. {
  661. IDXGIDevice1* dxgiDevice;
  662. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  663. if (FAILED(hr) )
  664. {
  665. BX_TRACE("Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  666. goto error;
  667. }
  668. hr = dxgiDevice->GetAdapter(&m_adapter);
  669. if (FAILED(hr) )
  670. {
  671. BX_TRACE("DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  672. goto error;
  673. }
  674. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  675. if (FAILED(hr) )
  676. {
  677. BX_TRACE("IDXGIAdapter::GetParent failed 0x%08x.", hr);
  678. goto error;
  679. }
  680. }
  681. #endif // !BX_PLATFORM_WINDOWS
  682. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  683. BX_TRACE("D3D12 options:")
  684. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  685. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  686. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  687. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  688. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  689. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  690. m_cmd.init(m_device);
  691. errorState = ErrorState::CreatedCommandQueue;
  692. if (NULL == g_platformData.backBuffer)
  693. {
  694. #if !BX_PLATFORM_WINDOWS
  695. hr = m_adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  696. DX_RELEASE(m_adapter, 1);
  697. if (FAILED(hr) )
  698. {
  699. BX_TRACE("Unable to create Direct3D11 device.");
  700. goto error;
  701. }
  702. m_scd.Width = BGFX_DEFAULT_WIDTH;
  703. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  704. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  705. m_scd.Stereo = false;
  706. m_scd.SampleDesc.Count = 1;
  707. m_scd.SampleDesc.Quality = 0;
  708. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  709. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  710. m_scd.Scaling = DXGI_SCALING_STRETCH;
  711. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  712. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  713. if (NULL == g_platformData.ndt)
  714. {
  715. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  716. , (::IUnknown*)g_platformData.nwh
  717. , &m_scd
  718. , NULL
  719. , &m_swapChain
  720. );
  721. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  722. }
  723. else
  724. {
  725. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  726. hr = m_factory->CreateSwapChainForComposition(m_device
  727. , &m_scd
  728. , NULL
  729. , &m_swapChain
  730. );
  731. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  732. # if BX_PLATFORM_WINRT
  733. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  734. ISwapChainBackgroundPanelNative* panel = NULL;
  735. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  736. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  737. if (NULL != panel)
  738. {
  739. hr = panel->SetSwapChain(m_swapChain);
  740. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  741. panel->Release();
  742. }
  743. # endif // BX_PLATFORM_WINRT
  744. }
  745. #else
  746. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  747. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  748. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  749. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  750. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  751. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  752. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  753. m_scd.SampleDesc.Count = 1;
  754. m_scd.SampleDesc.Quality = 0;
  755. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  756. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  757. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  758. m_scd.Windowed = true;
  759. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  760. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  761. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  762. , m_scd.BufferCount
  763. , BX_COUNTOF(m_backBufferColor)
  764. );
  765. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  766. , &m_scd
  767. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  768. );
  769. #endif // BX_PLATFORM_*
  770. if (FAILED(hr) )
  771. {
  772. BX_TRACE("Failed to create swap chain.");
  773. goto error;
  774. }
  775. }
  776. m_presentElapsed = 0;
  777. {
  778. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  779. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  780. m_numWindows = 1;
  781. #if BX_PLATFORM_WINDOWS
  782. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  783. , 0
  784. | DXGI_MWA_NO_WINDOW_CHANGES
  785. | DXGI_MWA_NO_ALT_ENTER
  786. ) );
  787. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  788. {
  789. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  790. if (SUCCEEDED(hr) )
  791. {
  792. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  793. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  794. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  795. D3D12_INFO_QUEUE_FILTER filter;
  796. memset(&filter, 0, sizeof(filter) );
  797. D3D12_MESSAGE_CATEGORY catlist[] =
  798. {
  799. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  800. D3D12_MESSAGE_CATEGORY_EXECUTION,
  801. };
  802. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  803. filter.DenyList.pCategoryList = catlist;
  804. m_infoQueue->PushStorageFilter(&filter);
  805. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  806. }
  807. }
  808. #endif // BX_PLATFORM_WINDOWS
  809. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  810. rtvDescHeap.NumDescriptors = 0
  811. + BX_COUNTOF(m_backBufferColor)
  812. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  813. ;
  814. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  815. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  816. rtvDescHeap.NodeMask = 1;
  817. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  818. , IID_ID3D12DescriptorHeap
  819. , (void**)&m_rtvDescriptorHeap
  820. ) );
  821. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  822. dsvDescHeap.NumDescriptors = 0
  823. + 1 // reserved for depth backbuffer.
  824. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  825. ;
  826. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  827. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  828. dsvDescHeap.NodeMask = 1;
  829. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  830. , IID_ID3D12DescriptorHeap
  831. , (void**)&m_dsvDescriptorHeap
  832. ) );
  833. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  834. {
  835. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  836. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  837. );
  838. }
  839. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  840. , 1024
  841. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  842. );
  843. D3D12_DESCRIPTOR_RANGE descRange[] =
  844. {
  845. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  846. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  847. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  848. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  849. };
  850. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  851. D3D12_ROOT_PARAMETER rootParameter[] =
  852. {
  853. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  854. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  855. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  856. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  857. };
  858. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  859. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  860. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  861. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  862. descRootSignature.pParameters = rootParameter;
  863. descRootSignature.NumStaticSamplers = 0;
  864. descRootSignature.pStaticSamplers = NULL;
  865. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  866. ID3DBlob* outBlob;
  867. ID3DBlob* errorBlob;
  868. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  869. , D3D_ROOT_SIGNATURE_VERSION_1
  870. , &outBlob
  871. , &errorBlob
  872. ) );
  873. DX_CHECK(m_device->CreateRootSignature(0
  874. , outBlob->GetBufferPointer()
  875. , outBlob->GetBufferSize()
  876. , IID_ID3D12RootSignature
  877. , (void**)&m_rootSignature
  878. ) );
  879. g_caps.supported |= ( 0
  880. | BGFX_CAPS_TEXTURE_3D
  881. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  882. | BGFX_CAPS_INSTANCING
  883. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  884. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  885. | BGFX_CAPS_FRAGMENT_DEPTH
  886. | BGFX_CAPS_BLEND_INDEPENDENT
  887. | BGFX_CAPS_COMPUTE
  888. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  889. // | BGFX_CAPS_SWAP_CHAIN
  890. | BGFX_CAPS_TEXTURE_BLIT
  891. | BGFX_CAPS_TEXTURE_READ_BACK
  892. | BGFX_CAPS_OCCLUSION_QUERY
  893. | BGFX_CAPS_ALPHA_TO_COVERAGE
  894. | BGFX_CAPS_TEXTURE_2D_ARRAY
  895. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  896. );
  897. g_caps.limits.maxTextureSize = 16384;
  898. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  899. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  900. {
  901. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  902. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  903. ? s_textureFormat[ii].m_fmtDsv
  904. : s_textureFormat[ii].m_fmt
  905. ;
  906. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  907. if (DXGI_FORMAT_UNKNOWN != fmt)
  908. {
  909. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  910. data.Format = fmt;
  911. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  912. if (SUCCEEDED(hr) )
  913. {
  914. support |= 0 != (data.Support1 & (0
  915. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  916. ) )
  917. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  918. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  919. ;
  920. support |= 0 != (data.Support1 & (0
  921. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  922. ) )
  923. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  924. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  925. ;
  926. support |= 0 != (data.Support1 & (0
  927. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  928. ) )
  929. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  930. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  931. ;
  932. support |= 0 != (data.Support1 & (0
  933. | D3D12_FORMAT_SUPPORT1_BUFFER
  934. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  935. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  936. ) )
  937. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  938. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  939. ;
  940. support |= 0 != (data.Support1 & (0
  941. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  942. ) )
  943. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  944. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  945. ;
  946. support |= 0 != (data.Support1 & (0
  947. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  948. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  949. ) )
  950. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  951. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  952. ;
  953. support |= 0 != (data.Support1 & (0
  954. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  955. ) )
  956. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  957. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  958. ;
  959. support |= 0 != (data.Support1 & (0
  960. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  961. ) )
  962. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  963. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  964. ;
  965. }
  966. else
  967. {
  968. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  969. }
  970. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  971. {
  972. // clear image flag for additional testing
  973. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  974. data.Format = s_textureFormat[ii].m_fmt;
  975. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  976. if (SUCCEEDED(hr) )
  977. {
  978. support |= 0 != (data.Support2 & (0
  979. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  980. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  981. ) )
  982. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  983. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  984. ;
  985. }
  986. }
  987. }
  988. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  989. {
  990. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  991. {
  992. DXGI_FORMAT InFormat;
  993. UINT OutFormatSupport;
  994. };
  995. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  996. data.Format = fmtSrgb;
  997. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  998. if (SUCCEEDED(hr) )
  999. {
  1000. support |= 0 != (data.Support1 & (0
  1001. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1002. ) )
  1003. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1004. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1005. ;
  1006. support |= 0 != (data.Support1 & (0
  1007. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1008. ) )
  1009. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1010. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1011. ;
  1012. support |= 0 != (data.Support1 & (0
  1013. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1014. ) )
  1015. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1016. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1017. ;
  1018. }
  1019. else
  1020. {
  1021. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1022. }
  1023. }
  1024. g_caps.formats[ii] = support;
  1025. }
  1026. postReset();
  1027. m_batch.create(4<<10);
  1028. m_gpuTimer.init();
  1029. m_occlusionQuery.init();
  1030. }
  1031. g_internalData.context = m_device;
  1032. return true;
  1033. error:
  1034. switch (errorState)
  1035. {
  1036. case ErrorState::CreatedCommandQueue:
  1037. m_cmd.shutdown();
  1038. case ErrorState::CreatedDXGIFactory:
  1039. DX_RELEASE(m_device, 0);
  1040. DX_RELEASE(m_adapter, 0);
  1041. DX_RELEASE(m_factory, 0);
  1042. #if USE_D3D12_DYNAMIC_LIB
  1043. case ErrorState::LoadedDXGI:
  1044. bx::dlclose(m_dxgidll);
  1045. case ErrorState::LoadedD3D12:
  1046. bx::dlclose(m_d3d12dll);
  1047. case ErrorState::LoadedKernel32:
  1048. bx::dlclose(m_kernel32dll);
  1049. #endif // USE_D3D12_DYNAMIC_LIB
  1050. case ErrorState::Default:
  1051. default:
  1052. break;
  1053. }
  1054. return false;
  1055. }
  1056. void shutdown()
  1057. {
  1058. m_batch.destroy();
  1059. preReset();
  1060. m_gpuTimer.shutdown();
  1061. m_occlusionQuery.shutdown();
  1062. m_samplerAllocator.destroy();
  1063. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1064. {
  1065. m_scratchBuffer[ii].destroy();
  1066. }
  1067. m_pipelineStateCache.invalidate();
  1068. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1069. {
  1070. m_indexBuffers[ii].destroy();
  1071. }
  1072. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1073. {
  1074. m_vertexBuffers[ii].destroy();
  1075. }
  1076. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1077. {
  1078. m_shaders[ii].destroy();
  1079. }
  1080. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1081. {
  1082. m_textures[ii].destroy();
  1083. }
  1084. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1085. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1086. DX_RELEASE(m_rootSignature, 0);
  1087. DX_RELEASE(m_swapChain, 0);
  1088. m_cmd.shutdown();
  1089. DX_RELEASE(m_device, 0);
  1090. DX_RELEASE(m_adapter, 0);
  1091. DX_RELEASE(m_factory, 0);
  1092. #if USE_D3D12_DYNAMIC_LIB
  1093. bx::dlclose(m_dxgidll);
  1094. bx::dlclose(m_d3d12dll);
  1095. bx::dlclose(m_kernel32dll);
  1096. #endif // USE_D3D12_DYNAMIC_LIB
  1097. }
  1098. RendererType::Enum getRendererType() const BX_OVERRIDE
  1099. {
  1100. return RendererType::Direct3D12;
  1101. }
  1102. const char* getRendererName() const BX_OVERRIDE
  1103. {
  1104. return BGFX_RENDERER_DIRECT3D12_NAME;
  1105. }
  1106. static bool isLost(HRESULT _hr)
  1107. {
  1108. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1109. || DXGI_ERROR_DEVICE_HUNG == _hr
  1110. || DXGI_ERROR_DEVICE_RESET == _hr
  1111. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1112. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1113. ;
  1114. }
  1115. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  1116. {
  1117. if (NULL != m_swapChain)
  1118. {
  1119. int64_t start = bx::getHPCounter();
  1120. HRESULT hr = 0;
  1121. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1122. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1123. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1124. {
  1125. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1126. }
  1127. if (SUCCEEDED(hr) )
  1128. {
  1129. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1130. hr = m_swapChain->Present(syncInterval, flags);
  1131. }
  1132. int64_t now = bx::getHPCounter();
  1133. m_presentElapsed = now - start;
  1134. if (FAILED(hr)
  1135. && isLost(hr) )
  1136. {
  1137. ++m_lost;
  1138. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1139. }
  1140. else
  1141. {
  1142. m_lost = 0;
  1143. }
  1144. }
  1145. }
  1146. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1147. {
  1148. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1149. }
  1150. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1151. {
  1152. m_indexBuffers[_handle.idx].destroy();
  1153. }
  1154. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1155. {
  1156. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1157. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1158. dump(decl);
  1159. }
  1160. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1161. {
  1162. }
  1163. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1164. {
  1165. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1166. }
  1167. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1168. {
  1169. m_vertexBuffers[_handle.idx].destroy();
  1170. }
  1171. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1172. {
  1173. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1174. }
  1175. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1176. {
  1177. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1178. }
  1179. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1180. {
  1181. m_indexBuffers[_handle.idx].destroy();
  1182. }
  1183. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1184. {
  1185. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1186. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1187. }
  1188. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1189. {
  1190. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1191. }
  1192. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1193. {
  1194. m_vertexBuffers[_handle.idx].destroy();
  1195. }
  1196. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1197. {
  1198. m_shaders[_handle.idx].create(_mem);
  1199. }
  1200. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1201. {
  1202. m_shaders[_handle.idx].destroy();
  1203. }
  1204. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1205. {
  1206. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1207. }
  1208. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1209. {
  1210. m_program[_handle.idx].destroy();
  1211. }
  1212. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1213. {
  1214. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1215. }
  1216. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1217. {
  1218. }
  1219. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1220. {
  1221. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1222. }
  1223. void updateTextureEnd() BX_OVERRIDE
  1224. {
  1225. }
  1226. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) BX_OVERRIDE
  1227. {
  1228. const TextureD3D12& texture = m_textures[_handle.idx];
  1229. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  1230. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1231. uint32_t numRows;
  1232. uint64_t total;
  1233. uint64_t srcPitch;
  1234. m_device->GetCopyableFootprints(&desc
  1235. , _mip
  1236. , 1
  1237. , 0
  1238. , &layout
  1239. , &numRows
  1240. , &srcPitch
  1241. , &total
  1242. );
  1243. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1244. D3D12_BOX box;
  1245. box.left = 0;
  1246. box.top = 0;
  1247. box.right = texture.m_width;
  1248. box.bottom = texture.m_height;
  1249. box.front = 0;
  1250. box.back = 1;
  1251. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1252. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1253. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1254. finish();
  1255. m_commandList = m_cmd.alloc();
  1256. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1257. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1258. uint8_t* src;
  1259. readback->Map(0, NULL, (void**)&src);
  1260. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1261. uint8_t* dst = (uint8_t*)_data;
  1262. uint32_t dstPitch = srcWidth*bpp/8;
  1263. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1264. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1265. {
  1266. memcpy(dst, src, pitch);
  1267. src += srcPitch;
  1268. dst += dstPitch;
  1269. }
  1270. readback->Unmap(0, NULL);
  1271. DX_RELEASE(readback, 0);
  1272. }
  1273. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) BX_OVERRIDE
  1274. {
  1275. TextureD3D12& texture = m_textures[_handle.idx];
  1276. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1277. const Memory* mem = alloc(size);
  1278. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1279. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1280. bx::write(&writer, magic);
  1281. TextureCreate tc;
  1282. tc.m_width = _width;
  1283. tc.m_height = _height;
  1284. tc.m_depth = 0;
  1285. tc.m_numLayers = 1;
  1286. tc.m_numMips = _numMips;
  1287. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1288. tc.m_cubeMap = false;
  1289. tc.m_mem = NULL;
  1290. bx::write(&writer, tc);
  1291. texture.destroy();
  1292. texture.create(mem, texture.m_flags, 0);
  1293. release(mem);
  1294. }
  1295. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  1296. {
  1297. BX_UNUSED(_handle, _ptr);
  1298. }
  1299. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  1300. {
  1301. BX_UNUSED(_handle);
  1302. return 0;
  1303. }
  1304. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1305. {
  1306. m_textures[_handle.idx].destroy();
  1307. }
  1308. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  1309. {
  1310. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1311. }
  1312. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1313. {
  1314. uint16_t denseIdx = m_numWindows++;
  1315. m_windows[denseIdx] = _handle;
  1316. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1317. }
  1318. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1319. {
  1320. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1321. if (UINT16_MAX != denseIdx)
  1322. {
  1323. --m_numWindows;
  1324. if (m_numWindows > 1)
  1325. {
  1326. FrameBufferHandle handle = m_windows[m_numWindows];
  1327. m_windows[denseIdx] = handle;
  1328. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1329. }
  1330. }
  1331. }
  1332. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1333. {
  1334. if (NULL != m_uniforms[_handle.idx])
  1335. {
  1336. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1337. }
  1338. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1339. void* data = BX_ALLOC(g_allocator, size);
  1340. memset(data, 0, size);
  1341. m_uniforms[_handle.idx] = data;
  1342. m_uniformReg.add(_handle, _name, data);
  1343. }
  1344. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1345. {
  1346. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1347. m_uniforms[_handle.idx] = NULL;
  1348. m_uniformReg.remove(_handle);
  1349. }
  1350. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1351. {
  1352. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1353. m_cmd.finish(m_backBufferColorFence[idx]);
  1354. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1355. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1356. const uint32_t width = (uint32_t)desc.Width;
  1357. const uint32_t height = (uint32_t)desc.Height;
  1358. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1359. uint32_t numRows;
  1360. uint64_t total;
  1361. uint64_t pitch;
  1362. m_device->GetCopyableFootprints(&desc
  1363. , 0
  1364. , 1
  1365. , 0
  1366. , &layout
  1367. , &numRows
  1368. , &pitch
  1369. , &total
  1370. );
  1371. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1372. D3D12_BOX box;
  1373. box.left = 0;
  1374. box.top = 0;
  1375. box.right = width;
  1376. box.bottom = height;
  1377. box.front = 0;
  1378. box.back = 1;
  1379. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1380. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1381. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1382. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1383. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1384. finish();
  1385. m_commandList = m_cmd.alloc();
  1386. void* data;
  1387. readback->Map(0, NULL, (void**)&data);
  1388. imageSwizzleBgra8(width
  1389. , height
  1390. , (uint32_t)pitch
  1391. , data
  1392. , data
  1393. );
  1394. g_callback->screenShot(_filePath
  1395. , width
  1396. , height
  1397. , (uint32_t)pitch
  1398. , data
  1399. , (uint32_t)total
  1400. , false
  1401. );
  1402. readback->Unmap(0, NULL);
  1403. DX_RELEASE(readback, 0);
  1404. }
  1405. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1406. {
  1407. }
  1408. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1409. {
  1410. memcpy(m_uniforms[_loc], _data, _size);
  1411. }
  1412. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1413. {
  1414. }
  1415. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1416. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1417. {
  1418. const uint32_t width = getBufferWidth();
  1419. const uint32_t height = getBufferHeight();
  1420. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1421. setFrameBuffer(fbh, false);
  1422. D3D12_VIEWPORT vp;
  1423. vp.TopLeftX = 0;
  1424. vp.TopLeftY = 0;
  1425. vp.Width = (float)width;
  1426. vp.Height = (float)height;
  1427. vp.MinDepth = 0.0f;
  1428. vp.MaxDepth = 1.0f;
  1429. m_commandList->RSSetViewports(1, &vp);
  1430. D3D12_RECT rc;
  1431. rc.left = 0;
  1432. rc.top = 0;
  1433. rc.right = width;
  1434. rc.bottom = height;
  1435. m_commandList->RSSetScissorRects(1, &rc);
  1436. const uint64_t state = 0
  1437. | BGFX_STATE_RGB_WRITE
  1438. | BGFX_STATE_ALPHA_WRITE
  1439. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1440. ;
  1441. ID3D12PipelineState* pso = getPipelineState(state
  1442. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1443. , _blitter.m_vb->decl.idx
  1444. , _blitter.m_program.idx
  1445. , 0
  1446. );
  1447. m_commandList->SetPipelineState(pso);
  1448. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1449. float proj[16];
  1450. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1451. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1452. uint8_t flags = predefined.m_type;
  1453. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1454. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1455. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1456. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1457. ID3D12DescriptorHeap* heaps[] =
  1458. {
  1459. m_samplerAllocator.getHeap(),
  1460. scratchBuffer.getHeap(),
  1461. };
  1462. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1463. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1464. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1465. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1466. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1467. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1468. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1469. scratchBuffer.allocSrv(srvHandle, texture);
  1470. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1471. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1472. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1473. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1474. viewDesc.BufferLocation = vb.m_gpuVA;
  1475. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1476. viewDesc.SizeInBytes = vb.m_size;
  1477. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1478. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1479. D3D12_INDEX_BUFFER_VIEW ibv;
  1480. ibv.Format = DXGI_FORMAT_R16_UINT;
  1481. ibv.BufferLocation = ib.m_gpuVA;
  1482. ibv.SizeInBytes = ib.m_size;
  1483. m_commandList->IASetIndexBuffer(&ibv);
  1484. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1485. }
  1486. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1487. {
  1488. const uint32_t numVertices = _numIndices*4/6;
  1489. if (0 < numVertices)
  1490. {
  1491. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1492. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1493. m_commandList->DrawIndexedInstanced(_numIndices
  1494. , 1
  1495. , 0
  1496. , 0
  1497. , 0
  1498. );
  1499. }
  1500. }
  1501. void preReset()
  1502. {
  1503. finishAll();
  1504. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1505. {
  1506. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1507. }
  1508. DX_RELEASE(m_backBufferDepthStencil, 0);
  1509. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1510. {
  1511. m_frameBuffers[ii].preReset();
  1512. }
  1513. invalidateCache();
  1514. // capturePreReset();
  1515. }
  1516. void postReset()
  1517. {
  1518. memset(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1519. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1520. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1521. {
  1522. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1523. handle.ptr += ii * rtvDescriptorSize;
  1524. DX_CHECK(m_swapChain->GetBuffer(ii
  1525. , IID_ID3D12Resource
  1526. , (void**)&m_backBufferColor[ii]
  1527. ) );
  1528. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1529. }
  1530. D3D12_RESOURCE_DESC resourceDesc;
  1531. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1532. resourceDesc.Alignment = 0;
  1533. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1534. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1535. resourceDesc.DepthOrArraySize = 1;
  1536. resourceDesc.MipLevels = 0;
  1537. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1538. resourceDesc.SampleDesc.Count = 1;
  1539. resourceDesc.SampleDesc.Quality = 0;
  1540. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1541. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1542. D3D12_CLEAR_VALUE clearValue;
  1543. clearValue.Format = resourceDesc.Format;
  1544. clearValue.DepthStencil.Depth = 1.0f;
  1545. clearValue.DepthStencil.Stencil = 0;
  1546. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1547. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1548. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1549. dsvDesc.Format = resourceDesc.Format;
  1550. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1551. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1552. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1553. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1554. ;
  1555. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1556. , &dsvDesc
  1557. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1558. );
  1559. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1560. {
  1561. m_frameBuffers[ii].postReset();
  1562. }
  1563. m_commandList = m_cmd.alloc();
  1564. // capturePostReset();
  1565. }
  1566. void invalidateCache()
  1567. {
  1568. m_pipelineStateCache.invalidate();
  1569. m_samplerStateCache.invalidate();
  1570. m_samplerAllocator.reset();
  1571. }
  1572. void updateMsaa()
  1573. {
  1574. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1575. {
  1576. uint32_t msaa = s_checkMsaa[ii];
  1577. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1578. memset(&data, 0, sizeof(msaa) );
  1579. data.Format = getBufferFormat();
  1580. data.SampleCount = msaa;
  1581. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1582. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1583. data.NumQualityLevels = 0;
  1584. if (SUCCEEDED(hr)
  1585. && 0 < data.NumQualityLevels)
  1586. {
  1587. s_msaa[ii].Count = data.SampleCount;
  1588. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1589. last = ii;
  1590. }
  1591. else
  1592. {
  1593. s_msaa[ii] = s_msaa[last];
  1594. }
  1595. }
  1596. }
  1597. void updateResolution(const Resolution& _resolution)
  1598. {
  1599. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1600. {
  1601. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1602. }
  1603. else
  1604. {
  1605. m_maxAnisotropy = 1;
  1606. }
  1607. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1608. if (m_depthClamp != depthClamp)
  1609. {
  1610. m_depthClamp = depthClamp;
  1611. m_pipelineStateCache.invalidate();
  1612. }
  1613. const uint32_t maskFlags = ~(0
  1614. | BGFX_RESET_HMD_RECENTER
  1615. | BGFX_RESET_MAXANISOTROPY
  1616. | BGFX_RESET_DEPTH_CLAMP
  1617. | BGFX_RESET_SUSPEND
  1618. );
  1619. if (m_resolution.m_width != _resolution.m_width
  1620. || m_resolution.m_height != _resolution.m_height
  1621. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1622. {
  1623. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1624. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1625. m_resolution = _resolution;
  1626. m_resolution.m_flags = flags;
  1627. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1628. m_textVideoMem.clear();
  1629. setBufferSize(_resolution.m_width, _resolution.m_height);
  1630. preReset();
  1631. BX_UNUSED(resize);
  1632. #if BX_PLATFORM_WINDOWS
  1633. if (resize)
  1634. {
  1635. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1636. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1637. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1638. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1639. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1640. , m_scd.BufferDesc.Width
  1641. , m_scd.BufferDesc.Height
  1642. , m_scd.BufferDesc.Format
  1643. , m_scd.Flags
  1644. , nodeMask
  1645. , presentQueue
  1646. ) );
  1647. }
  1648. else
  1649. #endif // BX_PLATFORM_WINDOWS
  1650. {
  1651. updateMsaa();
  1652. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1653. DX_RELEASE(m_swapChain, 0);
  1654. #if BX_PLATFORM_WINDOWS
  1655. HRESULT hr;
  1656. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1657. , &m_scd
  1658. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1659. );
  1660. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1661. #endif // BX_PLATFORM_WINDOWS
  1662. }
  1663. postReset();
  1664. }
  1665. }
  1666. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1667. {
  1668. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1669. {
  1670. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1671. m_fsChanges += _numRegs;
  1672. }
  1673. else
  1674. {
  1675. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1676. m_vsChanges += _numRegs;
  1677. }
  1678. }
  1679. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1680. {
  1681. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1682. }
  1683. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1684. {
  1685. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1686. }
  1687. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1688. {
  1689. const ProgramD3D12& program = m_program[_programIdx];
  1690. uint32_t total = bx::strideAlign(0
  1691. + program.m_vsh->m_size
  1692. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1693. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1694. );
  1695. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1696. {
  1697. uint32_t size = program.m_vsh->m_size;
  1698. memcpy(data, m_vsScratch, size);
  1699. data += size;
  1700. m_vsChanges = 0;
  1701. }
  1702. if (NULL != program.m_fsh)
  1703. {
  1704. memcpy(data, m_fsScratch, program.m_fsh->m_size);
  1705. m_fsChanges = 0;
  1706. }
  1707. }
  1708. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1709. {
  1710. if (isValid(m_fbh)
  1711. && m_fbh.idx != _fbh.idx)
  1712. {
  1713. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1714. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1715. {
  1716. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1717. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1718. }
  1719. if (isValid(frameBuffer.m_depth) )
  1720. {
  1721. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1722. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1723. if (!writeOnly)
  1724. {
  1725. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1726. }
  1727. }
  1728. }
  1729. if (!isValid(_fbh) )
  1730. {
  1731. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1732. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1733. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1734. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1735. m_currentColor = &m_rtvHandle;
  1736. m_currentDepthStencil = &m_dsvHandle;
  1737. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1738. }
  1739. else
  1740. {
  1741. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1742. if (0 < frameBuffer.m_num)
  1743. {
  1744. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1745. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1746. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1747. m_currentColor = &m_rtvHandle;
  1748. }
  1749. else
  1750. {
  1751. m_currentColor = NULL;
  1752. }
  1753. if (isValid(frameBuffer.m_depth) )
  1754. {
  1755. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1756. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1757. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1758. m_currentDepthStencil = &m_dsvHandle;
  1759. }
  1760. else
  1761. {
  1762. m_currentDepthStencil = NULL;
  1763. }
  1764. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1765. {
  1766. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1767. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1768. }
  1769. if (isValid(frameBuffer.m_depth) )
  1770. {
  1771. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1772. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1773. }
  1774. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1775. , m_currentColor
  1776. , true
  1777. , m_currentDepthStencil
  1778. );
  1779. }
  1780. m_fbh = _fbh;
  1781. m_rtMsaa = _msaa;
  1782. }
  1783. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1784. {
  1785. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  1786. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1787. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1788. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1789. drt->LogicOpEnable = false;
  1790. {
  1791. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1792. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1793. const uint32_t srcRGB = (blend ) & 0xf;
  1794. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1795. const uint32_t srcA = (blend >> 8) & 0xf;
  1796. const uint32_t dstA = (blend >> 12) & 0xf;
  1797. const uint32_t equRGB = (equation ) & 0x7;
  1798. const uint32_t equA = (equation >> 3) & 0x7;
  1799. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1800. drt->DestBlend = s_blendFactor[dstRGB][0];
  1801. drt->BlendOp = s_blendEquation[equRGB];
  1802. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1803. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1804. drt->BlendOpAlpha = s_blendEquation[equA];
  1805. }
  1806. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1807. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1808. : 0
  1809. ;
  1810. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1811. ? D3D12_COLOR_WRITE_ENABLE_RED
  1812. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1813. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1814. : 0
  1815. ;
  1816. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1817. drt->RenderTargetWriteMask = writeMask;
  1818. if (_desc.IndependentBlendEnable)
  1819. {
  1820. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1821. {
  1822. drt = &_desc.RenderTarget[ii];
  1823. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1824. drt->LogicOpEnable = false;
  1825. const uint32_t src = (rgba ) & 0xf;
  1826. const uint32_t dst = (rgba >> 4) & 0xf;
  1827. const uint32_t equation = (rgba >> 8) & 0x7;
  1828. drt->SrcBlend = s_blendFactor[src][0];
  1829. drt->DestBlend = s_blendFactor[dst][0];
  1830. drt->BlendOp = s_blendEquation[equation];
  1831. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1832. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1833. drt->BlendOpAlpha = s_blendEquation[equation];
  1834. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1835. drt->RenderTargetWriteMask = writeMask;
  1836. }
  1837. }
  1838. else
  1839. {
  1840. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1841. {
  1842. memcpy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1843. }
  1844. }
  1845. }
  1846. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  1847. {
  1848. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1849. _desc.FillMode = _wireframe
  1850. ? D3D12_FILL_MODE_WIREFRAME
  1851. : D3D12_FILL_MODE_SOLID
  1852. ;
  1853. _desc.CullMode = s_cullMode[cull];
  1854. _desc.FrontCounterClockwise = false;
  1855. _desc.DepthBias = 0;
  1856. _desc.DepthBiasClamp = 0.0f;
  1857. _desc.SlopeScaledDepthBias = 0.0f;
  1858. _desc.DepthClipEnable = !m_depthClamp;
  1859. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1860. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  1861. _desc.ForcedSampleCount = 0;
  1862. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  1863. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  1864. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  1865. ;
  1866. }
  1867. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  1868. {
  1869. const uint32_t fstencil = unpackStencil(0, _stencil);
  1870. memset(&_desc, 0, sizeof(_desc) );
  1871. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1872. _desc.DepthEnable = 0 != func;
  1873. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1874. ? D3D12_DEPTH_WRITE_MASK_ALL
  1875. : D3D12_DEPTH_WRITE_MASK_ZERO
  1876. ;
  1877. _desc.DepthFunc = s_cmpFunc[func];
  1878. uint32_t bstencil = unpackStencil(1, _stencil);
  1879. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1880. bstencil = frontAndBack ? bstencil : fstencil;
  1881. _desc.StencilEnable = 0 != _stencil;
  1882. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1883. _desc.StencilWriteMask = 0xff;
  1884. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1885. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1886. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1887. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1888. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1889. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1890. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1891. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1892. }
  1893. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1894. {
  1895. VertexDecl decl;
  1896. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1897. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1898. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1899. {
  1900. uint16_t mask = attrMask[ii];
  1901. uint16_t attr = (decl.m_attributes[ii] & mask);
  1902. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1903. }
  1904. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1905. uint32_t num = uint32_t(elem-_vertexElements);
  1906. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1907. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1908. {
  1909. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1910. uint32_t jj;
  1911. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1912. for (jj = 0; jj < num; ++jj)
  1913. {
  1914. curr = &_vertexElements[jj];
  1915. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1916. && curr->SemanticIndex == index)
  1917. {
  1918. break;
  1919. }
  1920. }
  1921. if (jj == num)
  1922. {
  1923. curr = elem;
  1924. ++elem;
  1925. }
  1926. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1927. curr->InputSlot = 1;
  1928. curr->SemanticIndex = index;
  1929. curr->AlignedByteOffset = ii*16;
  1930. }
  1931. return uint32_t(elem-_vertexElements);
  1932. }
  1933. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1934. {
  1935. union { void* ptr; uint32_t offset; } cast = { _userData };
  1936. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1937. {
  1938. DxbcOperand& operand = _instruction.operand[ii];
  1939. if (DxbcOperandType::ConstantBuffer == operand.type)
  1940. {
  1941. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1942. && 0 == operand.regIndex[0]
  1943. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1944. {
  1945. operand.regIndex[1] += cast.offset;
  1946. }
  1947. }
  1948. }
  1949. }
  1950. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1951. {
  1952. ProgramD3D12& program = m_program[_programIdx];
  1953. const uint32_t hash = program.m_vsh->m_hash;
  1954. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1955. if (BX_LIKELY(NULL != pso) )
  1956. {
  1957. return pso;
  1958. }
  1959. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1960. memset(&desc, 0, sizeof(desc) );
  1961. desc.pRootSignature = m_rootSignature;
  1962. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1963. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1964. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1965. , IID_ID3D12PipelineState
  1966. , (void**)&pso
  1967. ) );
  1968. m_pipelineStateCache.add(hash, pso);
  1969. return pso;
  1970. }
  1971. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1972. {
  1973. ProgramD3D12& program = m_program[_programIdx];
  1974. _state &= 0
  1975. | BGFX_STATE_RGB_WRITE
  1976. | BGFX_STATE_ALPHA_WRITE
  1977. | BGFX_STATE_DEPTH_WRITE
  1978. | BGFX_STATE_DEPTH_TEST_MASK
  1979. | BGFX_STATE_BLEND_MASK
  1980. | BGFX_STATE_BLEND_EQUATION_MASK
  1981. | BGFX_STATE_BLEND_INDEPENDENT
  1982. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  1983. | BGFX_STATE_CULL_MASK
  1984. | BGFX_STATE_MSAA
  1985. | BGFX_STATE_LINEAA
  1986. | BGFX_STATE_CONSERVATIVE_RASTER
  1987. | BGFX_STATE_PT_MASK
  1988. ;
  1989. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1990. VertexDecl decl;
  1991. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1992. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  1993. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1994. {
  1995. uint16_t mask = attrMask[ii];
  1996. uint16_t attr = (decl.m_attributes[ii] & mask);
  1997. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1998. }
  1999. bx::HashMurmur2A murmur;
  2000. murmur.begin();
  2001. murmur.add(_state);
  2002. murmur.add(_stencil);
  2003. murmur.add(program.m_vsh->m_hash);
  2004. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2005. murmur.add(program.m_fsh->m_hash);
  2006. murmur.add(m_vertexDecls[_declIdx].m_hash);
  2007. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2008. murmur.add(m_fbh.idx);
  2009. murmur.add(_numInstanceData);
  2010. const uint32_t hash = murmur.end();
  2011. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2012. if (NULL != pso)
  2013. {
  2014. return pso;
  2015. }
  2016. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2017. memset(&desc, 0, sizeof(desc) );
  2018. desc.pRootSignature = m_rootSignature;
  2019. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2020. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2021. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2022. memset(temp->data, 0, temp->size);
  2023. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2024. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2025. DxbcContext dxbc;
  2026. bx::Error err;
  2027. read(&rd, dxbc, &err);
  2028. bool patchShader = !dxbc.shader.aon9;
  2029. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2030. && patchShader)
  2031. {
  2032. union { uint32_t offset; void* ptr; } cast = { 0 };
  2033. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2034. write(&wr, dxbc, &err);
  2035. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2036. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  2037. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2038. if (!patchShader)
  2039. {
  2040. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2041. {
  2042. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2043. {
  2044. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2045. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  2046. break;
  2047. }
  2048. }
  2049. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2050. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2051. }
  2052. }
  2053. if (patchShader)
  2054. {
  2055. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2056. bx::seek(&wr, 0, bx::Whence::Begin);
  2057. union { uint32_t offset; void* ptr; } cast =
  2058. {
  2059. uint32_t(program.m_vsh->m_size)/16
  2060. };
  2061. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2062. write(&wr, dxbc, &err);
  2063. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2064. desc.PS.pShaderBytecode = temp->data;
  2065. desc.PS.BytecodeLength = temp->size;
  2066. }
  2067. else
  2068. {
  2069. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2070. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2071. }
  2072. desc.DS.pShaderBytecode = NULL;
  2073. desc.DS.BytecodeLength = 0;
  2074. desc.HS.pShaderBytecode = NULL;
  2075. desc.HS.BytecodeLength = 0;
  2076. desc.GS.pShaderBytecode = NULL;
  2077. desc.GS.BytecodeLength = 0;
  2078. desc.StreamOutput.pSODeclaration = NULL;
  2079. desc.StreamOutput.NumEntries = 0;
  2080. desc.StreamOutput.pBufferStrides = NULL;
  2081. desc.StreamOutput.NumStrides = 0;
  2082. desc.StreamOutput.RasterizedStream = 0;
  2083. setBlendState(desc.BlendState, _state);
  2084. desc.SampleMask = 1;
  2085. setRasterizerState(desc.RasterizerState, _state);
  2086. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2087. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2088. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  2089. desc.InputLayout.pInputElementDescs = vertexElements;
  2090. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2091. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2092. if (isValid(m_fbh) )
  2093. {
  2094. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2095. desc.NumRenderTargets = frameBuffer.m_num;
  2096. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2097. {
  2098. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2099. }
  2100. if (isValid(frameBuffer.m_depth) )
  2101. {
  2102. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2103. }
  2104. else
  2105. {
  2106. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2107. }
  2108. }
  2109. else
  2110. {
  2111. desc.NumRenderTargets = 1;
  2112. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2113. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2114. }
  2115. desc.SampleDesc.Count = 1;
  2116. desc.SampleDesc.Quality = 0;
  2117. uint32_t length = g_callback->cacheReadSize(hash);
  2118. bool cached = length > 0;
  2119. void* cachedData = NULL;
  2120. if (cached)
  2121. {
  2122. cachedData = BX_ALLOC(g_allocator, length);
  2123. if (g_callback->cacheRead(hash, cachedData, length) )
  2124. {
  2125. BX_TRACE("Loading cached PSO (size %d).", length);
  2126. bx::MemoryReader reader(cachedData, length);
  2127. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2128. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2129. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2130. , IID_ID3D12PipelineState
  2131. , (void**)&pso
  2132. );
  2133. if (FAILED(hr) )
  2134. {
  2135. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2136. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2137. }
  2138. }
  2139. }
  2140. if (NULL == pso)
  2141. {
  2142. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2143. , IID_ID3D12PipelineState
  2144. , (void**)&pso
  2145. ) );
  2146. }
  2147. m_pipelineStateCache.add(hash, pso);
  2148. release(temp);
  2149. ID3DBlob* blob;
  2150. HRESULT hr = pso->GetCachedBlob(&blob);
  2151. if (SUCCEEDED(hr) )
  2152. {
  2153. void* data = blob->GetBufferPointer();
  2154. length = (uint32_t)blob->GetBufferSize();
  2155. g_callback->cacheWrite(hash, data, length);
  2156. DX_RELEASE(blob, 0);
  2157. }
  2158. if (NULL != cachedData)
  2159. {
  2160. BX_FREE(g_allocator, cachedData);
  2161. }
  2162. return pso;
  2163. }
  2164. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2165. {
  2166. bx::HashMurmur2A murmur;
  2167. murmur.begin();
  2168. murmur.add(_flags, _num * sizeof(uint32_t) );
  2169. uint32_t hash = murmur.end();
  2170. uint16_t sampler = m_samplerStateCache.find(hash);
  2171. if (UINT16_MAX == sampler)
  2172. {
  2173. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2174. m_samplerStateCache.add(hash, sampler);
  2175. }
  2176. return sampler;
  2177. }
  2178. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2179. {
  2180. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2181. }
  2182. DXGI_FORMAT getBufferFormat()
  2183. {
  2184. #if BX_PLATFORM_WINDOWS
  2185. return m_scd.BufferDesc.Format;
  2186. #else
  2187. return m_scd.Format;
  2188. #endif
  2189. }
  2190. uint32_t getBufferWidth()
  2191. {
  2192. #if BX_PLATFORM_WINDOWS
  2193. return m_scd.BufferDesc.Width;
  2194. #else
  2195. return m_scd.Width;
  2196. #endif
  2197. }
  2198. uint32_t getBufferHeight()
  2199. {
  2200. #if BX_PLATFORM_WINDOWS
  2201. return m_scd.BufferDesc.Height;
  2202. #else
  2203. return m_scd.Height;
  2204. #endif
  2205. }
  2206. void setBufferSize(uint32_t _width, uint32_t _height)
  2207. {
  2208. #if BX_PLATFORM_WINDOWS
  2209. m_scd.BufferDesc.Width = _width;
  2210. m_scd.BufferDesc.Height = _height;
  2211. #else
  2212. m_scd.Width = _width;
  2213. m_scd.Height = _height;
  2214. #endif
  2215. }
  2216. void commit(UniformBuffer& _uniformBuffer)
  2217. {
  2218. _uniformBuffer.reset();
  2219. for (;;)
  2220. {
  2221. uint32_t opcode = _uniformBuffer.read();
  2222. if (UniformType::End == opcode)
  2223. {
  2224. break;
  2225. }
  2226. UniformType::Enum type;
  2227. uint16_t loc;
  2228. uint16_t num;
  2229. uint16_t copy;
  2230. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2231. const char* data;
  2232. if (copy)
  2233. {
  2234. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2235. }
  2236. else
  2237. {
  2238. UniformHandle handle;
  2239. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2240. data = (const char*)m_uniforms[handle.idx];
  2241. }
  2242. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2243. case UniformType::_uniform: \
  2244. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2245. { \
  2246. setShaderUniform(uint8_t(type), loc, data, num); \
  2247. } \
  2248. break;
  2249. switch ( (uint32_t)type)
  2250. {
  2251. case UniformType::Mat3:
  2252. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2253. {
  2254. float* value = (float*)data;
  2255. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2256. {
  2257. Matrix4 mtx;
  2258. mtx.un.val[ 0] = value[0];
  2259. mtx.un.val[ 1] = value[1];
  2260. mtx.un.val[ 2] = value[2];
  2261. mtx.un.val[ 3] = 0.0f;
  2262. mtx.un.val[ 4] = value[3];
  2263. mtx.un.val[ 5] = value[4];
  2264. mtx.un.val[ 6] = value[5];
  2265. mtx.un.val[ 7] = 0.0f;
  2266. mtx.un.val[ 8] = value[6];
  2267. mtx.un.val[ 9] = value[7];
  2268. mtx.un.val[10] = value[8];
  2269. mtx.un.val[11] = 0.0f;
  2270. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2271. }
  2272. }
  2273. break;
  2274. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2275. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2276. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2277. case UniformType::End:
  2278. break;
  2279. default:
  2280. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2281. break;
  2282. }
  2283. #undef CASE_IMPLEMENT_UNIFORM
  2284. }
  2285. }
  2286. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2287. {
  2288. if (isValid(m_fbh) )
  2289. {
  2290. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2291. frameBuffer.clear(m_commandList, _clear, _palette);
  2292. }
  2293. else
  2294. {
  2295. if (NULL != m_currentColor
  2296. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2297. {
  2298. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2299. {
  2300. uint8_t index = _clear.m_index[0];
  2301. if (UINT8_MAX != index)
  2302. {
  2303. m_commandList->ClearRenderTargetView(*m_currentColor
  2304. , _palette[index]
  2305. , _num
  2306. , _rect
  2307. );
  2308. }
  2309. }
  2310. else
  2311. {
  2312. float frgba[4] =
  2313. {
  2314. _clear.m_index[0] * 1.0f / 255.0f,
  2315. _clear.m_index[1] * 1.0f / 255.0f,
  2316. _clear.m_index[2] * 1.0f / 255.0f,
  2317. _clear.m_index[3] * 1.0f / 255.0f,
  2318. };
  2319. m_commandList->ClearRenderTargetView(*m_currentColor
  2320. , frgba
  2321. , _num
  2322. , _rect
  2323. );
  2324. }
  2325. }
  2326. if (NULL != m_currentDepthStencil
  2327. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2328. {
  2329. uint32_t flags = 0;
  2330. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2331. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2332. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2333. , D3D12_CLEAR_FLAGS(flags)
  2334. , _clear.m_depth
  2335. , _clear.m_stencil
  2336. , _num
  2337. , _rect
  2338. );
  2339. }
  2340. }
  2341. }
  2342. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2343. {
  2344. uint32_t width;
  2345. uint32_t height;
  2346. if (isValid(m_fbh) )
  2347. {
  2348. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2349. width = fb.m_width;
  2350. height = fb.m_height;
  2351. }
  2352. else
  2353. {
  2354. width = getBufferWidth();
  2355. height = getBufferHeight();
  2356. }
  2357. if (0 == _rect.m_x
  2358. && 0 == _rect.m_y
  2359. && width == _rect.m_width
  2360. && height == _rect.m_height)
  2361. {
  2362. clear(_clear, _palette);
  2363. }
  2364. else
  2365. {
  2366. D3D12_RECT rect;
  2367. rect.left = _rect.m_x;
  2368. rect.top = _rect.m_y;
  2369. rect.right = _rect.m_x + _rect.m_width;
  2370. rect.bottom = _rect.m_y + _rect.m_height;
  2371. clear(_clear, _palette, &rect, 1);
  2372. }
  2373. }
  2374. uint64_t kick()
  2375. {
  2376. uint64_t fence = m_cmd.kick();
  2377. m_commandList = m_cmd.alloc();
  2378. return fence;
  2379. }
  2380. void finish()
  2381. {
  2382. m_cmd.kick();
  2383. m_cmd.finish();
  2384. m_commandList = NULL;
  2385. }
  2386. void finishAll()
  2387. {
  2388. uint64_t fence = m_cmd.kick();
  2389. m_cmd.finish(fence, true);
  2390. m_commandList = NULL;
  2391. }
  2392. void* m_kernel32dll;
  2393. void* m_d3d12dll;
  2394. void* m_dxgidll;
  2395. void* m_renderdocdll;
  2396. D3D_FEATURE_LEVEL m_featureLevel;
  2397. D3D_DRIVER_TYPE m_driverType;
  2398. DXGI_ADAPTER_DESC m_adapterDesc;
  2399. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2400. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2401. #if BX_PLATFORM_WINDOWS
  2402. IDXGIAdapter3* m_adapter;
  2403. IDXGIFactory4* m_factory;
  2404. IDXGISwapChain3* m_swapChain;
  2405. ID3D12InfoQueue* m_infoQueue;
  2406. #else
  2407. IDXGIAdapter* m_adapter;
  2408. IDXGIFactory2* m_factory;
  2409. IDXGISwapChain1* m_swapChain;
  2410. #endif // BX_PLATFORM_WINDOWS
  2411. int64_t m_presentElapsed;
  2412. uint16_t m_lost;
  2413. uint16_t m_numWindows;
  2414. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2415. ID3D12Device* m_device;
  2416. TimerQueryD3D12 m_gpuTimer;
  2417. OcclusionQueryD3D12 m_occlusionQuery;
  2418. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2419. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2420. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2421. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2422. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2423. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2424. ID3D12Resource* m_backBufferColor[4];
  2425. uint64_t m_backBufferColorFence[4];
  2426. ID3D12Resource* m_backBufferDepthStencil;
  2427. ScratchBufferD3D12 m_scratchBuffer[4];
  2428. DescriptorAllocatorD3D12 m_samplerAllocator;
  2429. ID3D12RootSignature* m_rootSignature;
  2430. CommandQueueD3D12 m_cmd;
  2431. BatchD3D12 m_batch;
  2432. ID3D12GraphicsCommandList* m_commandList;
  2433. Resolution m_resolution;
  2434. bool m_wireframe;
  2435. #if BX_PLATFORM_WINDOWS
  2436. DXGI_SWAP_CHAIN_DESC m_scd;
  2437. #else
  2438. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2439. #endif // BX_PLATFORM_WINDOWS
  2440. uint32_t m_maxAnisotropy;
  2441. bool m_depthClamp;
  2442. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2443. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2444. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2445. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2446. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2447. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2448. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2449. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2450. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2451. UniformRegistry m_uniformReg;
  2452. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2453. StateCache m_samplerStateCache;
  2454. TextVideoMem m_textVideoMem;
  2455. uint8_t m_fsScratch[64<<10];
  2456. uint8_t m_vsScratch[64<<10];
  2457. uint32_t m_fsChanges;
  2458. uint32_t m_vsChanges;
  2459. FrameBufferHandle m_fbh;
  2460. uint32_t m_backBufferColorIdx;
  2461. bool m_rtMsaa;
  2462. };
  2463. static RendererContextD3D12* s_renderD3D12;
  2464. RendererContextI* rendererCreate()
  2465. {
  2466. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2467. if (!s_renderD3D12->init() )
  2468. {
  2469. BX_DELETE(g_allocator, s_renderD3D12);
  2470. s_renderD3D12 = NULL;
  2471. }
  2472. return s_renderD3D12;
  2473. }
  2474. void rendererDestroy()
  2475. {
  2476. s_renderD3D12->shutdown();
  2477. BX_DELETE(g_allocator, s_renderD3D12);
  2478. s_renderD3D12 = NULL;
  2479. }
  2480. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2481. {
  2482. m_size = _size;
  2483. ID3D12Device* device = s_renderD3D12->m_device;
  2484. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2485. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2486. desc.NumDescriptors = _maxDescriptors;
  2487. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2488. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2489. desc.NodeMask = 1;
  2490. DX_CHECK(device->CreateDescriptorHeap(&desc
  2491. , IID_ID3D12DescriptorHeap
  2492. , (void**)&m_heap
  2493. ) );
  2494. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2495. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2496. m_upload->Map(0, NULL, (void**)&m_data);
  2497. reset(m_gpuHandle);
  2498. }
  2499. void ScratchBufferD3D12::destroy()
  2500. {
  2501. m_upload->Unmap(0, NULL);
  2502. DX_RELEASE(m_upload, 0);
  2503. DX_RELEASE(m_heap, 0);
  2504. }
  2505. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2506. {
  2507. m_pos = 0;
  2508. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2509. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2510. _gpuHandle = m_gpuHandle;
  2511. }
  2512. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2513. {
  2514. _gpuAddress = m_gpuVA + m_pos;
  2515. void* data = &m_data[m_pos];
  2516. m_pos += BX_ALIGN_256(_size);
  2517. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2518. // desc.BufferLocation = _gpuAddress;
  2519. // desc.SizeInBytes = _size;
  2520. // ID3D12Device* device = s_renderD3D12->m_device;
  2521. // device->CreateConstantBufferView(&desc
  2522. // , m_cpuHandle
  2523. // );
  2524. // m_cpuHandle.ptr += m_incrementSize;
  2525. // m_gpuHandle.ptr += m_incrementSize;
  2526. return data;
  2527. }
  2528. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2529. {
  2530. ID3D12Device* device = s_renderD3D12->m_device;
  2531. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2532. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2533. if (0 != _mip)
  2534. {
  2535. memcpy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2536. srvd = &tmpSrvd;
  2537. switch (_texture.m_srvd.ViewDimension)
  2538. {
  2539. default:
  2540. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2541. srvd->Texture2D.MostDetailedMip = _mip;
  2542. srvd->Texture2D.MipLevels = 1;
  2543. srvd->Texture2D.PlaneSlice = 0;
  2544. srvd->Texture2D.ResourceMinLODClamp = 0;
  2545. break;
  2546. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2547. srvd->TextureCube.MostDetailedMip = _mip;
  2548. srvd->TextureCube.MipLevels = 1;
  2549. srvd->TextureCube.ResourceMinLODClamp = 0;
  2550. break;
  2551. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2552. srvd->Texture3D.MostDetailedMip = _mip;
  2553. srvd->Texture3D.MipLevels = 1;
  2554. srvd->Texture3D.ResourceMinLODClamp = 0;
  2555. break;
  2556. }
  2557. }
  2558. device->CreateShaderResourceView(_texture.m_ptr
  2559. , srvd
  2560. , m_cpuHandle
  2561. );
  2562. m_cpuHandle.ptr += m_incrementSize;
  2563. _gpuHandle = m_gpuHandle;
  2564. m_gpuHandle.ptr += m_incrementSize;
  2565. }
  2566. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2567. {
  2568. ID3D12Device* device = s_renderD3D12->m_device;
  2569. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2570. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2571. if (0 != _mip)
  2572. {
  2573. memcpy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2574. uavd = &tmpUavd;
  2575. switch (_texture.m_uavd.ViewDimension)
  2576. {
  2577. default:
  2578. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2579. uavd->Texture2D.MipSlice = _mip;
  2580. uavd->Texture2D.PlaneSlice = 0;
  2581. break;
  2582. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2583. uavd->Texture2DArray.MipSlice = _mip;
  2584. uavd->Texture2DArray.PlaneSlice = 0;
  2585. break;
  2586. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2587. uavd->Texture3D.MipSlice = _mip;
  2588. break;
  2589. }
  2590. }
  2591. device->CreateUnorderedAccessView(_texture.m_ptr
  2592. , NULL
  2593. , uavd
  2594. , m_cpuHandle
  2595. );
  2596. m_cpuHandle.ptr += m_incrementSize;
  2597. _gpuHandle = m_gpuHandle;
  2598. m_gpuHandle.ptr += m_incrementSize;
  2599. }
  2600. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2601. {
  2602. ID3D12Device* device = s_renderD3D12->m_device;
  2603. device->CreateShaderResourceView(_buffer.m_ptr
  2604. , &_buffer.m_srvd
  2605. , m_cpuHandle
  2606. );
  2607. m_cpuHandle.ptr += m_incrementSize;
  2608. _gpuHandle = m_gpuHandle;
  2609. m_gpuHandle.ptr += m_incrementSize;
  2610. }
  2611. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2612. {
  2613. ID3D12Device* device = s_renderD3D12->m_device;
  2614. device->CreateUnorderedAccessView(_buffer.m_ptr
  2615. , NULL
  2616. , &_buffer.m_uavd
  2617. , m_cpuHandle
  2618. );
  2619. m_cpuHandle.ptr += m_incrementSize;
  2620. _gpuHandle = m_gpuHandle;
  2621. m_gpuHandle.ptr += m_incrementSize;
  2622. }
  2623. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2624. {
  2625. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2626. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2627. ID3D12Device* device = s_renderD3D12->m_device;
  2628. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2629. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2630. desc.NumDescriptors = _maxDescriptors;
  2631. desc.Type = _type;
  2632. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2633. desc.NodeMask = 1;
  2634. DX_CHECK(device->CreateDescriptorHeap(&desc
  2635. , IID_ID3D12DescriptorHeap
  2636. , (void**)&m_heap
  2637. ) );
  2638. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2639. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2640. }
  2641. void DescriptorAllocatorD3D12::destroy()
  2642. {
  2643. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2644. DX_RELEASE(m_heap, 0);
  2645. }
  2646. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2647. {
  2648. uint16_t idx = m_handleAlloc->alloc();
  2649. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2650. ID3D12Device* device = s_renderD3D12->m_device;
  2651. device->CreateShaderResourceView(_ptr
  2652. , _desc
  2653. , cpuHandle
  2654. );
  2655. return idx;
  2656. }
  2657. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2658. {
  2659. uint16_t idx = m_handleAlloc->alloc();
  2660. ID3D12Device* device = s_renderD3D12->m_device;
  2661. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2662. for (uint32_t ii = 0; ii < _num; ++ii)
  2663. {
  2664. uint32_t flags = _flags[ii];
  2665. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2666. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2667. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2668. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2669. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2670. D3D12_SAMPLER_DESC sd;
  2671. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2672. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2673. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2674. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2675. sd.MipLODBias = 0.0f;
  2676. sd.MaxAnisotropy = maxAnisotropy;
  2677. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2678. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2679. if (NULL != _palette
  2680. && needBorderColor(flags) )
  2681. {
  2682. const float* rgba = _palette[index];
  2683. sd.BorderColor[0] = rgba[0];
  2684. sd.BorderColor[1] = rgba[1];
  2685. sd.BorderColor[2] = rgba[2];
  2686. sd.BorderColor[3] = rgba[3];
  2687. }
  2688. else
  2689. {
  2690. sd.BorderColor[0] = 0.0f;
  2691. sd.BorderColor[1] = 0.0f;
  2692. sd.BorderColor[2] = 0.0f;
  2693. sd.BorderColor[3] = 0.0f;
  2694. }
  2695. sd.MinLOD = 0;
  2696. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2697. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2698. {
  2699. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2700. };
  2701. device->CreateSampler(&sd, cpuHandle);
  2702. }
  2703. return idx;
  2704. }
  2705. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2706. {
  2707. m_handleAlloc->free(_idx);
  2708. }
  2709. void DescriptorAllocatorD3D12::reset()
  2710. {
  2711. uint16_t max = m_handleAlloc->getMaxHandles();
  2712. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2713. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2714. }
  2715. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2716. {
  2717. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2718. return gpuHandle;
  2719. }
  2720. void CommandQueueD3D12::init(ID3D12Device* _device)
  2721. {
  2722. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2723. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2724. queueDesc.Priority = 0;
  2725. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2726. queueDesc.NodeMask = 1;
  2727. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2728. , IID_ID3D12CommandQueue
  2729. , (void**)&m_commandQueue
  2730. ) );
  2731. m_completedFence = 0;
  2732. m_currentFence = 0;
  2733. DX_CHECK(_device->CreateFence(0
  2734. , D3D12_FENCE_FLAG_NONE
  2735. , IID_ID3D12Fence
  2736. , (void**)&m_fence
  2737. ) );
  2738. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2739. {
  2740. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2741. , IID_ID3D12CommandAllocator
  2742. , (void**)&m_commandList[ii].m_commandAllocator
  2743. ) );
  2744. DX_CHECK(_device->CreateCommandList(0
  2745. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2746. , m_commandList[ii].m_commandAllocator
  2747. , NULL
  2748. , IID_ID3D12GraphicsCommandList
  2749. , (void**)&m_commandList[ii].m_commandList
  2750. ) );
  2751. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2752. }
  2753. }
  2754. void CommandQueueD3D12::shutdown()
  2755. {
  2756. finish(UINT64_MAX, true);
  2757. DX_RELEASE(m_fence, 0);
  2758. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2759. {
  2760. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2761. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2762. }
  2763. DX_RELEASE(m_commandQueue, 0);
  2764. }
  2765. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2766. {
  2767. while (0 == m_control.reserve(1) )
  2768. {
  2769. consume();
  2770. }
  2771. CommandList& commandList = m_commandList[m_control.m_current];
  2772. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2773. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2774. return commandList.m_commandList;
  2775. }
  2776. uint64_t CommandQueueD3D12::kick()
  2777. {
  2778. CommandList& commandList = m_commandList[m_control.m_current];
  2779. DX_CHECK(commandList.m_commandList->Close() );
  2780. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2781. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2782. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2783. const uint64_t fence = m_currentFence++;
  2784. m_commandQueue->Signal(m_fence, fence);
  2785. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2786. m_control.commit(1);
  2787. return fence;
  2788. }
  2789. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2790. {
  2791. while (0 < m_control.available() )
  2792. {
  2793. consume();
  2794. if (!_finishAll
  2795. && _waitFence <= m_completedFence)
  2796. {
  2797. return;
  2798. }
  2799. }
  2800. BX_CHECK(0 == m_control.available(), "");
  2801. }
  2802. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2803. {
  2804. if (0 < m_control.available() )
  2805. {
  2806. if (consume(0)
  2807. && _waitFence <= m_completedFence)
  2808. {
  2809. return true;
  2810. }
  2811. }
  2812. return false;
  2813. }
  2814. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2815. {
  2816. m_release[m_control.m_current].push_back(_ptr);
  2817. }
  2818. bool CommandQueueD3D12::consume(uint32_t _ms)
  2819. {
  2820. CommandList& commandList = m_commandList[m_control.m_read];
  2821. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2822. {
  2823. CloseHandle(commandList.m_event);
  2824. commandList.m_event = NULL;
  2825. m_completedFence = m_fence->GetCompletedValue();
  2826. m_commandQueue->Wait(m_fence, m_completedFence);
  2827. ResourceArray& ra = m_release[m_control.m_read];
  2828. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2829. {
  2830. DX_RELEASE(*it, 0);
  2831. }
  2832. ra.clear();
  2833. m_control.consume(1);
  2834. return true;
  2835. }
  2836. return false;
  2837. }
  2838. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2839. {
  2840. m_maxDrawPerBatch = _maxDrawPerBatch;
  2841. setSeqMode(false);
  2842. setIndirectMode(true);
  2843. ID3D12Device* device = s_renderD3D12->m_device;
  2844. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2845. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2846. {
  2847. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2848. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2849. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2850. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2851. };
  2852. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2853. {
  2854. sizeof(DrawIndirectCommand),
  2855. BX_COUNTOF(drawArgDesc),
  2856. drawArgDesc,
  2857. 1,
  2858. };
  2859. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2860. , rootSignature
  2861. , IID_ID3D12CommandSignature
  2862. , (void**)&m_commandSignature[Draw]
  2863. ) );
  2864. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2865. {
  2866. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2867. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2868. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2869. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2870. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2871. };
  2872. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2873. {
  2874. sizeof(DrawIndexedIndirectCommand),
  2875. BX_COUNTOF(drawIndexedArgDesc),
  2876. drawIndexedArgDesc,
  2877. 1,
  2878. };
  2879. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2880. , rootSignature
  2881. , IID_ID3D12CommandSignature
  2882. , (void**)&m_commandSignature[DrawIndexed]
  2883. ) );
  2884. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2885. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2886. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2887. {
  2888. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2889. , NULL
  2890. , BGFX_BUFFER_DRAW_INDIRECT
  2891. , false
  2892. , sizeof(DrawIndexedIndirectCommand)
  2893. );
  2894. }
  2895. }
  2896. void BatchD3D12::destroy()
  2897. {
  2898. BX_FREE(g_allocator, m_cmds[0]);
  2899. BX_FREE(g_allocator, m_cmds[1]);
  2900. DX_RELEASE(m_commandSignature[0], 0);
  2901. DX_RELEASE(m_commandSignature[1], 0);
  2902. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2903. {
  2904. m_indirect[ii].destroy();
  2905. }
  2906. }
  2907. template<typename Ty>
  2908. Ty& BatchD3D12::getCmd(Enum _type)
  2909. {
  2910. uint32_t index = m_num[_type];
  2911. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2912. m_num[_type]++;
  2913. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2914. return *cmd;
  2915. }
  2916. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2917. {
  2918. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2919. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_stream[0].m_handle.idx];
  2920. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2921. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  2922. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2923. uint32_t numIndices = 0;
  2924. if (Draw == type)
  2925. {
  2926. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2927. ? vb.m_size / vertexDecl.m_stride
  2928. : _draw.m_numVertices
  2929. ;
  2930. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2931. cmd.cbv = _cbv;
  2932. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2933. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2934. cmd.vbv[0].SizeInBytes = vb.m_size;
  2935. if (isValid(_draw.m_instanceDataBuffer) )
  2936. {
  2937. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2938. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2939. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2940. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2941. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2942. }
  2943. else
  2944. {
  2945. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2946. }
  2947. cmd.draw.InstanceCount = _draw.m_numInstances;
  2948. cmd.draw.VertexCountPerInstance = numVertices;
  2949. cmd.draw.StartVertexLocation = _draw.m_stream[0].m_startVertex;
  2950. cmd.draw.StartInstanceLocation = 0;
  2951. }
  2952. else
  2953. {
  2954. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2955. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2956. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2957. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2958. numIndices = UINT32_MAX == _draw.m_numIndices
  2959. ? ib.m_size / indexSize
  2960. : _draw.m_numIndices
  2961. ;
  2962. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  2963. cmd.cbv = _cbv;
  2964. cmd.ibv.BufferLocation = ib.m_gpuVA;
  2965. cmd.ibv.SizeInBytes = ib.m_size;
  2966. cmd.ibv.Format = hasIndex16
  2967. ? DXGI_FORMAT_R16_UINT
  2968. : DXGI_FORMAT_R32_UINT
  2969. ;
  2970. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2971. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2972. cmd.vbv[0].SizeInBytes = vb.m_size;
  2973. if (isValid(_draw.m_instanceDataBuffer) )
  2974. {
  2975. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2976. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2977. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2978. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2979. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2980. }
  2981. else
  2982. {
  2983. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2984. }
  2985. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  2986. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  2987. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  2988. cmd.drawIndexed.BaseVertexLocation = _draw.m_stream[0].m_startVertex;
  2989. cmd.drawIndexed.StartInstanceLocation = 0;
  2990. }
  2991. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  2992. {
  2993. flush(_commandList, type);
  2994. }
  2995. return numIndices;
  2996. }
  2997. static const uint32_t s_indirectCommandSize[] =
  2998. {
  2999. sizeof(BatchD3D12::DrawIndirectCommand),
  3000. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3001. };
  3002. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3003. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3004. {
  3005. uint32_t num = m_num[_type];
  3006. if (0 != num)
  3007. {
  3008. m_num[_type] = 0;
  3009. if (m_minIndirect < num)
  3010. {
  3011. m_stats.m_numIndirect[_type]++;
  3012. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3013. m_currIndirect %= BX_COUNTOF(m_indirect);
  3014. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3015. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3016. , num
  3017. , indirect.m_ptr
  3018. , 0
  3019. , NULL
  3020. , 0
  3021. );
  3022. }
  3023. else
  3024. {
  3025. m_stats.m_numImmediate[_type]++;
  3026. if (Draw == _type)
  3027. {
  3028. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3029. for (uint32_t ii = 0; ii < num; ++ii)
  3030. {
  3031. const DrawIndirectCommand& cmd = cmds[ii];
  3032. if (m_current.cbv != cmd.cbv)
  3033. {
  3034. m_current.cbv = cmd.cbv;
  3035. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3036. }
  3037. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3038. {
  3039. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3040. _commandList->IASetVertexBuffers(0
  3041. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3042. , cmd.vbv
  3043. );
  3044. }
  3045. _commandList->DrawInstanced(
  3046. cmd.draw.VertexCountPerInstance
  3047. , cmd.draw.InstanceCount
  3048. , cmd.draw.StartVertexLocation
  3049. , cmd.draw.StartInstanceLocation
  3050. );
  3051. }
  3052. }
  3053. else
  3054. {
  3055. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3056. for (uint32_t ii = 0; ii < num; ++ii)
  3057. {
  3058. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3059. if (m_current.cbv != cmd.cbv)
  3060. {
  3061. m_current.cbv = cmd.cbv;
  3062. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3063. }
  3064. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3065. {
  3066. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3067. _commandList->IASetVertexBuffers(0
  3068. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3069. , cmd.vbv
  3070. );
  3071. }
  3072. if (0 != memcmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3073. {
  3074. memcpy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3075. _commandList->IASetIndexBuffer(&cmd.ibv);
  3076. }
  3077. _commandList->DrawIndexedInstanced(
  3078. cmd.drawIndexed.IndexCountPerInstance
  3079. , cmd.drawIndexed.InstanceCount
  3080. , cmd.drawIndexed.StartIndexLocation
  3081. , cmd.drawIndexed.BaseVertexLocation
  3082. , cmd.drawIndexed.StartInstanceLocation
  3083. );
  3084. }
  3085. }
  3086. }
  3087. }
  3088. }
  3089. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3090. {
  3091. flush(_commandList, Draw);
  3092. flush(_commandList, DrawIndexed);
  3093. if (_clean)
  3094. {
  3095. memset(&m_current, 0, sizeof(m_current) );
  3096. }
  3097. }
  3098. void BatchD3D12::begin()
  3099. {
  3100. memset(&m_stats, 0, sizeof(m_stats) );
  3101. memset(&m_current, 0, sizeof(m_current) );
  3102. }
  3103. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3104. {
  3105. flush(_commandList);
  3106. }
  3107. struct UavFormat
  3108. {
  3109. DXGI_FORMAT format[3];
  3110. uint32_t stride;
  3111. };
  3112. static const UavFormat s_uavFormat[] =
  3113. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3114. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3115. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3116. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3117. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3118. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3119. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3120. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3121. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3122. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3123. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3124. };
  3125. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3126. {
  3127. m_size = _size;
  3128. m_flags = _flags;
  3129. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3130. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3131. m_dynamic = NULL == _data || needUav;
  3132. DXGI_FORMAT format;
  3133. uint32_t stride;
  3134. uint32_t flags = needUav
  3135. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3136. : D3D12_RESOURCE_FLAG_NONE
  3137. ;
  3138. if (drawIndirect)
  3139. {
  3140. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3141. stride = 16;
  3142. }
  3143. else
  3144. {
  3145. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3146. if (0 == uavFormat)
  3147. {
  3148. if (_vertex)
  3149. {
  3150. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3151. stride = 16;
  3152. }
  3153. else
  3154. {
  3155. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3156. {
  3157. format = DXGI_FORMAT_R16_UINT;
  3158. stride = 2;
  3159. }
  3160. else
  3161. {
  3162. format = DXGI_FORMAT_R32_UINT;
  3163. stride = 4;
  3164. }
  3165. }
  3166. }
  3167. else
  3168. {
  3169. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3170. format = s_uavFormat[uavFormat].format[uavType];
  3171. stride = s_uavFormat[uavFormat].stride;
  3172. }
  3173. }
  3174. stride = 0 == _stride ? stride : _stride;
  3175. m_srvd.Format = format;
  3176. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3177. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3178. m_srvd.Buffer.FirstElement = 0;
  3179. m_srvd.Buffer.NumElements = m_size / stride;
  3180. m_srvd.Buffer.StructureByteStride = 0;
  3181. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3182. m_uavd.Format = format;
  3183. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3184. m_uavd.Buffer.FirstElement = 0;
  3185. m_uavd.Buffer.NumElements = m_size / stride;
  3186. m_uavd.Buffer.StructureByteStride = 0;
  3187. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3188. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3189. ID3D12Device* device = s_renderD3D12->m_device;
  3190. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3191. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3192. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3193. setState(commandList, drawIndirect
  3194. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3195. : D3D12_RESOURCE_STATE_GENERIC_READ
  3196. );
  3197. if (!m_dynamic)
  3198. {
  3199. update(commandList, 0, _size, _data);
  3200. }
  3201. }
  3202. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3203. {
  3204. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3205. uint8_t* data;
  3206. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3207. memcpy(data, _data, _size);
  3208. staging->Unmap(0, NULL);
  3209. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3210. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3211. setState(_commandList, state);
  3212. s_renderD3D12->m_cmd.release(staging);
  3213. }
  3214. void BufferD3D12::destroy()
  3215. {
  3216. if (NULL != m_ptr)
  3217. {
  3218. s_renderD3D12->m_cmd.release(m_ptr);
  3219. m_dynamic = false;
  3220. }
  3221. }
  3222. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3223. {
  3224. if (m_state != _state)
  3225. {
  3226. setResourceBarrier(_commandList
  3227. , m_ptr
  3228. , m_state
  3229. , _state
  3230. );
  3231. bx::xchg(m_state, _state);
  3232. }
  3233. return _state;
  3234. }
  3235. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3236. {
  3237. BufferD3D12::create(_size, _data, _flags, true);
  3238. m_decl = _declHandle;
  3239. }
  3240. void ShaderD3D12::create(const Memory* _mem)
  3241. {
  3242. bx::MemoryReader reader(_mem->data, _mem->size);
  3243. uint32_t magic;
  3244. bx::read(&reader, magic);
  3245. switch (magic)
  3246. {
  3247. case BGFX_CHUNK_MAGIC_CSH:
  3248. case BGFX_CHUNK_MAGIC_FSH:
  3249. case BGFX_CHUNK_MAGIC_VSH:
  3250. break;
  3251. default:
  3252. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3253. break;
  3254. }
  3255. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3256. uint32_t iohash;
  3257. bx::read(&reader, iohash);
  3258. uint16_t count;
  3259. bx::read(&reader, count);
  3260. m_numPredefined = 0;
  3261. m_numUniforms = count;
  3262. BX_TRACE("%s Shader consts %d"
  3263. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3264. , count
  3265. );
  3266. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3267. if (0 < count)
  3268. {
  3269. for (uint32_t ii = 0; ii < count; ++ii)
  3270. {
  3271. uint8_t nameSize = 0;
  3272. bx::read(&reader, nameSize);
  3273. char name[256] = {};
  3274. bx::read(&reader, &name, nameSize);
  3275. name[nameSize] = '\0';
  3276. uint8_t type = 0;
  3277. bx::read(&reader, type);
  3278. uint8_t num = 0;
  3279. bx::read(&reader, num);
  3280. uint16_t regIndex = 0;
  3281. bx::read(&reader, regIndex);
  3282. uint16_t regCount = 0;
  3283. bx::read(&reader, regCount);
  3284. const char* kind = "invalid";
  3285. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3286. if (PredefinedUniform::Count != predefined)
  3287. {
  3288. kind = "predefined";
  3289. m_predefined[m_numPredefined].m_loc = regIndex;
  3290. m_predefined[m_numPredefined].m_count = regCount;
  3291. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3292. m_numPredefined++;
  3293. }
  3294. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3295. {
  3296. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3297. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3298. if (NULL != info)
  3299. {
  3300. if (NULL == m_constantBuffer)
  3301. {
  3302. m_constantBuffer = UniformBuffer::create(1024);
  3303. }
  3304. kind = "user";
  3305. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3306. }
  3307. }
  3308. else
  3309. {
  3310. kind = "sampler";
  3311. }
  3312. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3313. , kind
  3314. , name
  3315. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3316. , num
  3317. , regIndex
  3318. , regCount
  3319. );
  3320. BX_UNUSED(kind);
  3321. }
  3322. if (NULL != m_constantBuffer)
  3323. {
  3324. m_constantBuffer->finish();
  3325. }
  3326. }
  3327. uint16_t shaderSize;
  3328. bx::read(&reader, shaderSize);
  3329. const void* code = reader.getDataPtr();
  3330. bx::skip(&reader, shaderSize+1);
  3331. m_code = copy(code, shaderSize);
  3332. uint8_t numAttrs = 0;
  3333. bx::read(&reader, numAttrs);
  3334. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3335. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3336. {
  3337. uint16_t id;
  3338. bx::read(&reader, id);
  3339. Attrib::Enum attr = idToAttrib(id);
  3340. if (Attrib::Count != attr)
  3341. {
  3342. m_attrMask[attr] = UINT16_MAX;
  3343. }
  3344. }
  3345. bx::HashMurmur2A murmur;
  3346. murmur.begin();
  3347. murmur.add(iohash);
  3348. murmur.add(code, shaderSize);
  3349. murmur.add(numAttrs);
  3350. murmur.add(m_attrMask, numAttrs);
  3351. m_hash = murmur.end();
  3352. bx::read(&reader, m_size);
  3353. }
  3354. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3355. {
  3356. ImageContainer imageContainer;
  3357. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3358. {
  3359. uint8_t numMips = imageContainer.m_numMips;
  3360. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3361. numMips -= startLod;
  3362. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3363. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3364. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3365. const uint16_t numLayers = imageContainer.m_numLayers;
  3366. m_flags = _flags;
  3367. m_width = textureWidth;
  3368. m_height = textureHeight;
  3369. m_depth = imageContainer.m_depth;
  3370. m_requestedFormat = uint8_t(imageContainer.m_format);
  3371. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3372. const bool convert = m_textureFormat != m_requestedFormat;
  3373. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3374. if (imageContainer.m_cubeMap)
  3375. {
  3376. m_type = TextureCube;
  3377. }
  3378. else if (imageContainer.m_depth > 1)
  3379. {
  3380. m_type = Texture3D;
  3381. }
  3382. else
  3383. {
  3384. m_type = Texture2D;
  3385. }
  3386. m_numMips = numMips;
  3387. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3388. const uint32_t numSrd = numSides * numMips;
  3389. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3390. uint32_t kk = 0;
  3391. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3392. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3393. uint32_t blockWidth = 1;
  3394. uint32_t blockHeight = 1;
  3395. if (convert && compressed)
  3396. {
  3397. blockWidth = blockInfo.blockWidth;
  3398. blockHeight = blockInfo.blockHeight;
  3399. }
  3400. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3401. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3402. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3403. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3404. , this - s_renderD3D12->m_textures
  3405. , getName( (TextureFormat::Enum)m_textureFormat)
  3406. , getName( (TextureFormat::Enum)m_requestedFormat)
  3407. , textureWidth
  3408. , textureHeight
  3409. , imageContainer.m_cubeMap ? "x6" : ""
  3410. , renderTarget ? 'x' : ' '
  3411. , writeOnly ? 'x' : ' '
  3412. , computeWrite ? 'x' : ' '
  3413. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3414. );
  3415. uint32_t totalSize = 0;
  3416. for (uint8_t side = 0; side < numSides; ++side)
  3417. {
  3418. uint32_t width = textureWidth;
  3419. uint32_t height = textureHeight;
  3420. uint32_t depth = imageContainer.m_depth;
  3421. for (uint8_t lod = 0; lod < numMips; ++lod)
  3422. {
  3423. width = bx::uint32_max(blockWidth, width);
  3424. height = bx::uint32_max(blockHeight, height);
  3425. depth = bx::uint32_max(1, depth);
  3426. ImageMip mip;
  3427. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3428. {
  3429. if (convert)
  3430. {
  3431. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3432. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3433. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3434. imageDecodeToBgra8(temp
  3435. , mip.m_data
  3436. , mip.m_width
  3437. , mip.m_height
  3438. , pitch, mip.m_format
  3439. );
  3440. srd[kk].pData = temp;
  3441. srd[kk].RowPitch = pitch;
  3442. srd[kk].SlicePitch = slice;
  3443. totalSize += slice;
  3444. }
  3445. else if (compressed)
  3446. {
  3447. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3448. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3449. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3450. imageCopy(mip.m_height/blockInfo.blockHeight
  3451. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3452. , mip.m_data
  3453. , pitch
  3454. , temp
  3455. );
  3456. srd[kk].pData = temp;
  3457. srd[kk].RowPitch = pitch;
  3458. srd[kk].SlicePitch = slice;
  3459. totalSize += slice;
  3460. }
  3461. else
  3462. {
  3463. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3464. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3465. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3466. imageCopy(mip.m_height
  3467. , mip.m_width*mip.m_bpp / 8
  3468. , mip.m_data
  3469. , pitch
  3470. , temp
  3471. );
  3472. srd[kk].pData = temp;
  3473. srd[kk].RowPitch = pitch;
  3474. srd[kk].SlicePitch = slice;
  3475. totalSize += slice;
  3476. }
  3477. if (swizzle)
  3478. {
  3479. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3480. }
  3481. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3482. ++kk;
  3483. }
  3484. else
  3485. {
  3486. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3487. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3488. totalSize += slice;
  3489. }
  3490. width >>= 1;
  3491. height >>= 1;
  3492. depth >>= 1;
  3493. }
  3494. }
  3495. BX_TRACE("texture total size: %d", totalSize);
  3496. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3497. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3498. memset(&m_srvd, 0, sizeof(m_srvd) );
  3499. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3500. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3501. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3502. if (swizzle)
  3503. {
  3504. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3505. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3506. }
  3507. m_uavd.Format = m_srvd.Format;
  3508. ID3D12Device* device = s_renderD3D12->m_device;
  3509. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3510. D3D12_RESOURCE_DESC resourceDesc;
  3511. resourceDesc.Alignment = 0;
  3512. resourceDesc.Width = textureWidth;
  3513. resourceDesc.Height = textureHeight;
  3514. resourceDesc.MipLevels = numMips;
  3515. resourceDesc.Format = format;
  3516. resourceDesc.SampleDesc = msaa;
  3517. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3518. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3519. resourceDesc.DepthOrArraySize = numSides;
  3520. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3521. D3D12_CLEAR_VALUE* clearValue = NULL;
  3522. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  3523. {
  3524. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3525. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3526. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3527. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3528. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3529. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3530. clearValue->DepthStencil.Depth = 1.0f;
  3531. clearValue->DepthStencil.Stencil = 0;
  3532. }
  3533. else if (renderTarget)
  3534. {
  3535. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3536. clearValue->Format = resourceDesc.Format;
  3537. clearValue->Color[0] = 0.0f;
  3538. clearValue->Color[1] = 0.0f;
  3539. clearValue->Color[2] = 0.0f;
  3540. clearValue->Color[3] = 0.0f;
  3541. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3542. }
  3543. if (writeOnly)
  3544. {
  3545. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3546. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3547. }
  3548. if (computeWrite)
  3549. {
  3550. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3551. }
  3552. switch (m_type)
  3553. {
  3554. case Texture2D:
  3555. case TextureCube:
  3556. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3557. if (imageContainer.m_cubeMap)
  3558. {
  3559. if (1 < numLayers)
  3560. {
  3561. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3562. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3563. m_srvd.TextureCubeArray.MipLevels = numMips;
  3564. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3565. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3566. }
  3567. else
  3568. {
  3569. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3570. m_srvd.TextureCube.MostDetailedMip = 0;
  3571. m_srvd.TextureCube.MipLevels = numMips;
  3572. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3573. }
  3574. }
  3575. else
  3576. {
  3577. if (1 < numLayers)
  3578. {
  3579. m_srvd.ViewDimension = 1 < msaa.Count
  3580. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3581. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3582. ;
  3583. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3584. m_srvd.Texture2DArray.MipLevels = numMips;
  3585. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3586. m_srvd.Texture2DArray.ArraySize = numLayers;
  3587. }
  3588. else
  3589. {
  3590. m_srvd.ViewDimension = 1 < msaa.Count
  3591. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3592. : D3D12_SRV_DIMENSION_TEXTURE2D
  3593. ;
  3594. m_srvd.Texture2D.MostDetailedMip = 0;
  3595. m_srvd.Texture2D.MipLevels = numMips;
  3596. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3597. }
  3598. }
  3599. if (1 < numLayers)
  3600. {
  3601. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3602. m_uavd.Texture2DArray.MipSlice = 0;
  3603. m_uavd.Texture2DArray.PlaneSlice = 0;
  3604. }
  3605. else
  3606. {
  3607. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3608. m_uavd.Texture2D.MipSlice = 0;
  3609. m_uavd.Texture2D.PlaneSlice = 0;
  3610. }
  3611. if( m_type==TextureCube )
  3612. {
  3613. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3614. m_uavd.Texture2DArray.MipSlice = 0;
  3615. m_uavd.Texture2DArray.ArraySize = 6;
  3616. }
  3617. break;
  3618. case Texture3D:
  3619. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3620. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3621. m_srvd.Texture3D.MostDetailedMip = 0;
  3622. m_srvd.Texture3D.MipLevels = numMips;
  3623. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3624. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3625. m_uavd.Texture3D.MipSlice = 0;
  3626. m_uavd.Texture3D.FirstWSlice = 0;
  3627. m_uavd.Texture3D.WSize = 0;
  3628. break;
  3629. }
  3630. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3631. {
  3632. uint64_t uploadBufferSize;
  3633. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3634. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3635. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3636. device->GetCopyableFootprints(&resourceDesc
  3637. , 0
  3638. , numSrd
  3639. , 0
  3640. , layouts
  3641. , numRows
  3642. , rowSizeInBytes
  3643. , &uploadBufferSize
  3644. );
  3645. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3646. , uploadBufferSize
  3647. , totalSize
  3648. , numRows[0]
  3649. , rowSizeInBytes[0]
  3650. );
  3651. }
  3652. if (kk != 0)
  3653. {
  3654. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3655. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3656. uint64_t result = UpdateSubresources(commandList
  3657. , m_ptr
  3658. , staging
  3659. , 0
  3660. , 0
  3661. , numSrd
  3662. , srd
  3663. );
  3664. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3665. BX_TRACE("Update subresource %" PRId64, result);
  3666. setState(commandList, state);
  3667. s_renderD3D12->m_cmd.release(staging);
  3668. }
  3669. else
  3670. {
  3671. setState(commandList, state);
  3672. }
  3673. if (0 != kk)
  3674. {
  3675. kk = 0;
  3676. for (uint8_t side = 0; side < numSides; ++side)
  3677. {
  3678. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3679. {
  3680. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3681. ++kk;
  3682. }
  3683. }
  3684. }
  3685. }
  3686. }
  3687. void TextureD3D12::destroy()
  3688. {
  3689. if (NULL != m_ptr)
  3690. {
  3691. s_renderD3D12->m_cmd.release(m_ptr);
  3692. m_ptr = NULL;
  3693. }
  3694. }
  3695. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3696. {
  3697. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3698. const uint32_t subres = _mip + (_side * m_numMips);
  3699. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3700. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3701. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3702. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3703. desc.Height = _rect.m_height;
  3704. uint32_t numRows;
  3705. uint64_t rowPitch;
  3706. uint64_t totalBytes;
  3707. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3708. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3709. , subres
  3710. , 1
  3711. , 0
  3712. , &layout
  3713. , &numRows
  3714. , &rowPitch
  3715. , &totalBytes
  3716. );
  3717. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3718. uint8_t* data;
  3719. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3720. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3721. {
  3722. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3723. }
  3724. staging->Unmap(0, NULL);
  3725. D3D12_BOX box;
  3726. box.left = 0;
  3727. box.top = 0;
  3728. box.right = box.left + _rect.m_width;
  3729. box.bottom = box.top + _rect.m_height;
  3730. box.front = _z;
  3731. box.back = _z+_depth;
  3732. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3733. dst.SubresourceIndex = subres;
  3734. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3735. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3736. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3737. s_renderD3D12->m_cmd.release(staging);
  3738. }
  3739. void TextureD3D12::resolve()
  3740. {
  3741. }
  3742. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3743. {
  3744. if (m_state != _state)
  3745. {
  3746. setResourceBarrier(_commandList
  3747. , m_ptr
  3748. , m_state
  3749. , _state
  3750. );
  3751. bx::xchg(m_state, _state);
  3752. }
  3753. return _state;
  3754. }
  3755. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  3756. {
  3757. m_numTh = _num;
  3758. memcpy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3759. postReset();
  3760. }
  3761. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3762. {
  3763. }
  3764. void FrameBufferD3D12::preReset()
  3765. {
  3766. }
  3767. void FrameBufferD3D12::postReset()
  3768. {
  3769. if (m_numTh != 0)
  3770. {
  3771. ID3D12Device* device = s_renderD3D12->m_device;
  3772. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3773. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3774. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3775. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3776. m_width = 0;
  3777. m_height = 0;
  3778. m_depth.idx = bgfx::invalidHandle;
  3779. m_num = 0;
  3780. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3781. {
  3782. TextureHandle handle = m_attachment[ii].handle;
  3783. if (isValid(handle) )
  3784. {
  3785. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3786. if (0 == m_width)
  3787. {
  3788. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  3789. m_width = uint32_t(desc.Width);
  3790. m_height = uint32_t(desc.Height);
  3791. }
  3792. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3793. {
  3794. BX_CHECK(!isValid(m_depth), "");
  3795. m_depth = handle;
  3796. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3797. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3798. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3799. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  3800. BX_UNUSED(blockInfo);
  3801. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3802. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3803. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3804. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3805. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3806. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3807. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3808. ;
  3809. device->CreateDepthStencilView(texture.m_ptr
  3810. , &dsvDesc
  3811. , dsvDescriptor
  3812. );
  3813. }
  3814. else
  3815. {
  3816. m_texture[m_num] = handle;
  3817. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3818. device->CreateRenderTargetView(texture.m_ptr
  3819. , NULL
  3820. , rtv
  3821. );
  3822. m_num++;
  3823. }
  3824. }
  3825. }
  3826. }
  3827. }
  3828. uint16_t FrameBufferD3D12::destroy()
  3829. {
  3830. m_numTh = 0;
  3831. m_depth.idx = bgfx::invalidHandle;
  3832. uint16_t denseIdx = m_denseIdx;
  3833. m_denseIdx = UINT16_MAX;
  3834. return denseIdx;
  3835. }
  3836. void FrameBufferD3D12::resolve()
  3837. {
  3838. }
  3839. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3840. {
  3841. ID3D12Device* device = s_renderD3D12->m_device;
  3842. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3843. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3844. && 0 != m_num)
  3845. {
  3846. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3847. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3848. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3849. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3850. {
  3851. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3852. {
  3853. uint8_t index = _clear.m_index[ii];
  3854. if (UINT8_MAX != index)
  3855. {
  3856. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3857. _commandList->ClearRenderTargetView(rtv
  3858. , _palette[index]
  3859. , _num
  3860. , _rect
  3861. );
  3862. }
  3863. }
  3864. }
  3865. else
  3866. {
  3867. float frgba[4] =
  3868. {
  3869. _clear.m_index[0]*1.0f/255.0f,
  3870. _clear.m_index[1]*1.0f/255.0f,
  3871. _clear.m_index[2]*1.0f/255.0f,
  3872. _clear.m_index[3]*1.0f/255.0f,
  3873. };
  3874. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3875. {
  3876. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3877. _commandList->ClearRenderTargetView(rtv
  3878. , frgba
  3879. , _num
  3880. , _rect
  3881. );
  3882. }
  3883. }
  3884. }
  3885. if (isValid(m_depth)
  3886. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3887. {
  3888. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3889. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3890. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3891. DWORD flags = 0;
  3892. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3893. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3894. _commandList->ClearDepthStencilView(dsvDescriptor
  3895. , D3D12_CLEAR_FLAGS(flags)
  3896. , _clear.m_depth
  3897. , _clear.m_stencil
  3898. , _num
  3899. , _rect
  3900. );
  3901. }
  3902. }
  3903. void TimerQueryD3D12::init()
  3904. {
  3905. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3906. queryHeapDesc.Count = m_control.m_size * 2;
  3907. queryHeapDesc.NodeMask = 1;
  3908. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  3909. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3910. , IID_ID3D12QueryHeap
  3911. , (void**)&m_queryHeap
  3912. ) );
  3913. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  3914. m_readback = createCommittedResource(s_renderD3D12->m_device
  3915. , HeapProperty::ReadBack
  3916. , size
  3917. );
  3918. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  3919. D3D12_RANGE range = { 0, size };
  3920. m_readback->Map(0, &range, (void**)&m_result);
  3921. }
  3922. void TimerQueryD3D12::shutdown()
  3923. {
  3924. D3D12_RANGE range = { 0, 0 };
  3925. m_readback->Unmap(0, &range);
  3926. DX_RELEASE(m_queryHeap, 0);
  3927. DX_RELEASE(m_readback, 0);
  3928. }
  3929. void TimerQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList)
  3930. {
  3931. BX_UNUSED(_commandList);
  3932. while (0 == m_control.reserve(1) )
  3933. {
  3934. m_control.consume(1);
  3935. }
  3936. uint32_t offset = m_control.m_current * 2 + 0;
  3937. _commandList->EndQuery(m_queryHeap
  3938. , D3D12_QUERY_TYPE_TIMESTAMP
  3939. , offset
  3940. );
  3941. }
  3942. void TimerQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3943. {
  3944. BX_UNUSED(_commandList);
  3945. uint32_t offset = m_control.m_current * 2;
  3946. _commandList->EndQuery(m_queryHeap
  3947. , D3D12_QUERY_TYPE_TIMESTAMP
  3948. , offset + 1
  3949. );
  3950. _commandList->ResolveQueryData(m_queryHeap
  3951. , D3D12_QUERY_TYPE_TIMESTAMP
  3952. , offset
  3953. , 2
  3954. , m_readback
  3955. , offset * sizeof(uint64_t)
  3956. );
  3957. m_control.commit(1);
  3958. }
  3959. bool TimerQueryD3D12::get()
  3960. {
  3961. if (0 != m_control.available() )
  3962. {
  3963. uint32_t offset = m_control.m_read * 2;
  3964. m_begin = m_result[offset+0];
  3965. m_end = m_result[offset+1];
  3966. m_elapsed = m_end - m_begin;
  3967. m_control.consume(1);
  3968. return true;
  3969. }
  3970. return false;
  3971. }
  3972. void OcclusionQueryD3D12::init()
  3973. {
  3974. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3975. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  3976. queryHeapDesc.NodeMask = 1;
  3977. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  3978. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3979. , IID_ID3D12QueryHeap
  3980. , (void**)&m_queryHeap
  3981. ) );
  3982. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  3983. m_readback = createCommittedResource(s_renderD3D12->m_device
  3984. , HeapProperty::ReadBack
  3985. , size
  3986. );
  3987. D3D12_RANGE range = { 0, size };
  3988. m_readback->Map(0, &range, (void**)&m_result);
  3989. }
  3990. void OcclusionQueryD3D12::shutdown()
  3991. {
  3992. D3D12_RANGE range = { 0, 0 };
  3993. m_readback->Unmap(0, &range);
  3994. DX_RELEASE(m_queryHeap, 0);
  3995. DX_RELEASE(m_readback, 0);
  3996. }
  3997. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  3998. {
  3999. while (0 == m_control.reserve(1) )
  4000. {
  4001. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4002. _render->m_occlusion[handle.idx] = 0 < m_result[handle.idx];
  4003. m_control.consume(1);
  4004. }
  4005. m_handle[m_control.m_current] = _handle;
  4006. _commandList->BeginQuery(m_queryHeap
  4007. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4008. , _handle.idx
  4009. );
  4010. }
  4011. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4012. {
  4013. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4014. _commandList->EndQuery(m_queryHeap
  4015. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4016. , handle.idx
  4017. );
  4018. _commandList->ResolveQueryData(m_queryHeap
  4019. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4020. , handle.idx
  4021. , 1
  4022. , m_readback
  4023. , handle.idx * sizeof(uint64_t)
  4024. );
  4025. m_control.commit(1);
  4026. }
  4027. struct Bind
  4028. {
  4029. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4030. uint16_t m_samplerStateIdx;
  4031. };
  4032. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4033. {
  4034. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4035. updateResolution(_render->m_resolution);
  4036. int64_t elapsed = -bx::getHPCounter();
  4037. int64_t captureElapsed = 0;
  4038. m_gpuTimer.begin(m_commandList);
  4039. if (0 < _render->m_iboffset)
  4040. {
  4041. TransientIndexBuffer* ib = _render->m_transientIb;
  4042. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4043. }
  4044. if (0 < _render->m_vboffset)
  4045. {
  4046. TransientVertexBuffer* vb = _render->m_transientVb;
  4047. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4048. }
  4049. _render->sort();
  4050. RenderDraw currentState;
  4051. currentState.clear();
  4052. currentState.m_stateFlags = BGFX_STATE_NONE;
  4053. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4054. _render->m_hmdInitialized = false;
  4055. const bool hmdEnabled = false;
  4056. static ViewState viewState;
  4057. viewState.reset(_render, hmdEnabled);
  4058. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4059. // setDebugWireframe(wireframe);
  4060. uint16_t currentSamplerStateIdx = invalidHandle;
  4061. uint16_t currentProgramIdx = invalidHandle;
  4062. uint32_t currentBindHash = 0;
  4063. bool hasPredefined = false;
  4064. bool commandListChanged = false;
  4065. ID3D12PipelineState* currentPso = NULL;
  4066. SortKey key;
  4067. uint16_t view = UINT16_MAX;
  4068. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4069. BlitKey blitKey;
  4070. blitKey.decode(_render->m_blitKeys[0]);
  4071. uint16_t numBlitItems = _render->m_numBlitItems;
  4072. uint16_t blitItem = 0;
  4073. uint32_t blendFactor = 0;
  4074. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4075. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4076. PrimInfo prim = s_primInfo[primIndex];
  4077. bool wasCompute = false;
  4078. bool viewHasScissor = false;
  4079. bool restoreScissor = false;
  4080. Rect viewScissorRect;
  4081. viewScissorRect.clear();
  4082. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4083. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4084. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4085. uint32_t statsNumIndices = 0;
  4086. uint32_t statsKeyType[2] = {};
  4087. #if BX_PLATFORM_WINDOWS
  4088. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4089. #endif // BX_PLATFORM_WINDOWS
  4090. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4091. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4092. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4093. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4094. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4095. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4096. scratchBuffer.reset(gpuHandle);
  4097. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4098. StateCacheLru<Bind, 64> bindLru;
  4099. setResourceBarrier(m_commandList
  4100. , m_backBufferColor[m_backBufferColorIdx]
  4101. , D3D12_RESOURCE_STATE_PRESENT
  4102. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4103. );
  4104. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4105. {
  4106. m_batch.begin();
  4107. // uint8_t eye = 0;
  4108. // uint8_t restartState = 0;
  4109. viewState.m_rect = _render->m_rect[0];
  4110. int32_t numItems = _render->m_num;
  4111. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4112. {
  4113. const uint64_t encodedKey = _render->m_sortKeys[item];
  4114. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4115. statsKeyType[isCompute]++;
  4116. const bool viewChanged = 0
  4117. || key.m_view != view
  4118. || item == numItems
  4119. ;
  4120. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  4121. ++item;
  4122. if (viewChanged)
  4123. {
  4124. m_batch.flush(m_commandList, true);
  4125. kick();
  4126. view = key.m_view;
  4127. currentPso = NULL;
  4128. currentSamplerStateIdx = invalidHandle;
  4129. currentProgramIdx = invalidHandle;
  4130. hasPredefined = false;
  4131. fbh = _render->m_fb[view];
  4132. setFrameBuffer(fbh);
  4133. viewState.m_rect = _render->m_rect[view];
  4134. const Rect& rect = _render->m_rect[view];
  4135. const Rect& scissorRect = _render->m_scissor[view];
  4136. viewHasScissor = !scissorRect.isZero();
  4137. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4138. D3D12_VIEWPORT vp;
  4139. vp.TopLeftX = rect.m_x;
  4140. vp.TopLeftY = rect.m_y;
  4141. vp.Width = rect.m_width;
  4142. vp.Height = rect.m_height;
  4143. vp.MinDepth = 0.0f;
  4144. vp.MaxDepth = 1.0f;
  4145. m_commandList->RSSetViewports(1, &vp);
  4146. D3D12_RECT rc;
  4147. rc.left = viewScissorRect.m_x;
  4148. rc.top = viewScissorRect.m_y;
  4149. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4150. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4151. m_commandList->RSSetScissorRects(1, &rc);
  4152. restoreScissor = false;
  4153. Clear& clr = _render->m_clear[view];
  4154. if (BGFX_CLEAR_NONE != clr.m_flags)
  4155. {
  4156. Rect clearRect = rect;
  4157. clearRect.intersect(rect, viewScissorRect);
  4158. clearQuad(clearRect, clr, _render->m_colorPalette);
  4159. }
  4160. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4161. const uint8_t blitView = SortKey::decodeView(encodedKey);
  4162. for (; blitItem < numBlitItems && blitKey.m_view <= blitView; blitItem++)
  4163. {
  4164. const BlitItem& blit = _render->m_blitItem[blitItem];
  4165. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  4166. const TextureD3D12& src = m_textures[blit.m_src.idx];
  4167. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4168. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4169. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4170. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4171. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4172. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4173. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4174. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4175. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4176. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4177. if (TextureD3D12::Texture3D == src.m_type)
  4178. {
  4179. D3D12_BOX box;
  4180. box.left = blit.m_srcX;
  4181. box.top = blit.m_srcY;
  4182. box.front = blit.m_srcZ;
  4183. box.right = blit.m_srcX + width;
  4184. box.bottom = blit.m_srcY + height;;
  4185. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4186. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4187. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4188. m_commandList->CopyTextureRegion(&dstLocation
  4189. , blit.m_dstX
  4190. , blit.m_dstY
  4191. , blit.m_dstZ
  4192. , &srcLocation
  4193. , &box
  4194. );
  4195. }
  4196. else
  4197. {
  4198. D3D12_BOX box;
  4199. box.left = blit.m_srcX;
  4200. box.top = blit.m_srcY;
  4201. box.front = 0;
  4202. box.right = blit.m_srcX + width;
  4203. box.bottom = blit.m_srcY + height;;
  4204. box.back = 1;
  4205. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4206. ? blit.m_srcZ
  4207. : 0
  4208. ;
  4209. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4210. ? blit.m_dstZ
  4211. : 0
  4212. ;
  4213. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4214. dstLocation.pResource = dst.m_ptr;
  4215. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4216. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4217. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4218. srcLocation.pResource = src.m_ptr;
  4219. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4220. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4221. bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  4222. m_commandList->CopyTextureRegion(&dstLocation
  4223. , blit.m_dstX
  4224. , blit.m_dstY
  4225. , 0
  4226. , &srcLocation
  4227. , depthStencil ? NULL : &box
  4228. );
  4229. }
  4230. }
  4231. }
  4232. if (isCompute)
  4233. {
  4234. if (!wasCompute)
  4235. {
  4236. wasCompute = true;
  4237. m_commandList->SetComputeRootSignature(m_rootSignature);
  4238. ID3D12DescriptorHeap* heaps[] = {
  4239. m_samplerAllocator.getHeap(),
  4240. scratchBuffer.getHeap(),
  4241. };
  4242. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4243. }
  4244. const RenderCompute& compute = renderItem.compute;
  4245. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4246. if (pso != currentPso)
  4247. {
  4248. currentPso = pso;
  4249. m_commandList->SetPipelineState(pso);
  4250. currentBindHash = 0;
  4251. }
  4252. uint32_t bindHash = bx::hashMurmur2A(compute.m_bind, sizeof(compute.m_bind) );
  4253. if (currentBindHash != bindHash)
  4254. {
  4255. currentBindHash = bindHash;
  4256. Bind* bindCached = bindLru.find(bindHash);
  4257. if (NULL == bindCached)
  4258. {
  4259. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4260. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4261. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4262. {
  4263. const Binding& bind = compute.m_bind[ii];
  4264. if (invalidHandle != bind.m_idx)
  4265. {
  4266. switch (bind.m_type)
  4267. {
  4268. case Binding::Image:
  4269. {
  4270. TextureD3D12& texture = m_textures[bind.m_idx];
  4271. if (Access::Read != bind.m_un.m_compute.m_access)
  4272. {
  4273. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4274. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4275. }
  4276. else
  4277. {
  4278. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4279. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4280. samplerFlags[ii] = texture.m_flags;
  4281. }
  4282. }
  4283. break;
  4284. case Binding::IndexBuffer:
  4285. case Binding::VertexBuffer:
  4286. {
  4287. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4288. ? m_indexBuffers[bind.m_idx]
  4289. : m_vertexBuffers[bind.m_idx]
  4290. ;
  4291. if (Access::Read != bind.m_un.m_compute.m_access)
  4292. {
  4293. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4294. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4295. }
  4296. else
  4297. {
  4298. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4299. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4300. }
  4301. }
  4302. break;
  4303. }
  4304. }
  4305. }
  4306. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4307. if (samplerStateIdx != currentSamplerStateIdx)
  4308. {
  4309. currentSamplerStateIdx = samplerStateIdx;
  4310. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4311. }
  4312. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4313. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4314. Bind bind;
  4315. bind.m_srvHandle = srvHandle[0];
  4316. bind.m_samplerStateIdx = samplerStateIdx;
  4317. bindLru.add(bindHash, bind, 0);
  4318. }
  4319. else
  4320. {
  4321. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4322. if (samplerStateIdx != currentSamplerStateIdx)
  4323. {
  4324. currentSamplerStateIdx = samplerStateIdx;
  4325. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4326. }
  4327. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4328. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4329. }
  4330. }
  4331. bool constantsChanged = false;
  4332. if (compute.m_constBegin < compute.m_constEnd
  4333. || currentProgramIdx != key.m_program)
  4334. {
  4335. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4336. currentProgramIdx = key.m_program;
  4337. ProgramD3D12& program = m_program[currentProgramIdx];
  4338. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4339. if (NULL != vcb)
  4340. {
  4341. commit(*vcb);
  4342. }
  4343. hasPredefined = 0 < program.m_numPredefined;
  4344. constantsChanged = true;
  4345. }
  4346. if (constantsChanged
  4347. || hasPredefined)
  4348. {
  4349. ProgramD3D12& program = m_program[currentProgramIdx];
  4350. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4351. commitShaderConstants(key.m_program, gpuAddress);
  4352. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4353. }
  4354. if (isValid(compute.m_indirectBuffer) )
  4355. {
  4356. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4357. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4358. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4359. : compute.m_numIndirect
  4360. ;
  4361. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4362. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4363. {
  4364. // m_commandList->ExecuteIndirect(ptr, args);
  4365. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4366. }
  4367. }
  4368. else
  4369. {
  4370. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4371. }
  4372. continue;
  4373. }
  4374. const RenderDraw& draw = renderItem.draw;
  4375. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4376. if (isValid(draw.m_occlusionQuery)
  4377. && !hasOcclusionQuery
  4378. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4379. {
  4380. continue;
  4381. }
  4382. const uint64_t newFlags = draw.m_stateFlags;
  4383. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4384. currentState.m_stateFlags = newFlags;
  4385. const uint64_t newStencil = draw.m_stencil;
  4386. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4387. currentState.m_stencil = newStencil;
  4388. if (viewChanged
  4389. || wasCompute)
  4390. {
  4391. if (wasCompute)
  4392. {
  4393. wasCompute = false;
  4394. }
  4395. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4396. {
  4397. BX_UNUSED(s_viewNameW);
  4398. // wchar_t* viewNameW = s_viewNameW[view];
  4399. // viewNameW[3] = L' ';
  4400. // PIX_ENDEVENT();
  4401. // PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4402. }
  4403. commandListChanged = true;
  4404. }
  4405. if (commandListChanged)
  4406. {
  4407. commandListChanged = false;
  4408. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4409. ID3D12DescriptorHeap* heaps[] = {
  4410. m_samplerAllocator.getHeap(),
  4411. scratchBuffer.getHeap(),
  4412. };
  4413. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4414. currentPso = NULL;
  4415. currentBindHash = 0;
  4416. currentSamplerStateIdx = invalidHandle;
  4417. currentProgramIdx = invalidHandle;
  4418. currentState.clear();
  4419. currentState.m_scissor = !draw.m_scissor;
  4420. changedFlags = BGFX_STATE_MASK;
  4421. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4422. currentState.m_stateFlags = newFlags;
  4423. currentState.m_stencil = newStencil;
  4424. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4425. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4426. }
  4427. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4428. if (isValid(draw.m_stream[0].m_handle) )
  4429. {
  4430. const uint64_t state = draw.m_stateFlags;
  4431. bool hasFactor = 0
  4432. || f0 == (state & f0)
  4433. || f1 == (state & f1)
  4434. || f2 == (state & f2)
  4435. || f3 == (state & f3)
  4436. ;
  4437. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_stream[0].m_handle.idx];
  4438. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  4439. ID3D12PipelineState* pso =
  4440. getPipelineState(state
  4441. , draw.m_stencil
  4442. , declIdx
  4443. , key.m_program
  4444. , uint8_t(draw.m_instanceDataStride/16)
  4445. );
  4446. uint16_t scissor = draw.m_scissor;
  4447. uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) );
  4448. if (currentBindHash != bindHash
  4449. || 0 != changedStencil
  4450. || (hasFactor && blendFactor != draw.m_rgba)
  4451. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4452. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4453. || currentState.m_scissor != scissor
  4454. || pso != currentPso
  4455. || hasOcclusionQuery)
  4456. {
  4457. m_batch.flush(m_commandList);
  4458. }
  4459. if (currentBindHash != bindHash)
  4460. {
  4461. currentBindHash = bindHash;
  4462. Bind* bindCached = bindLru.find(bindHash);
  4463. if (NULL == bindCached)
  4464. {
  4465. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4466. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4467. {
  4468. srvHandle[0].ptr = 0;
  4469. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4470. {
  4471. const Binding& bind = draw.m_bind[stage];
  4472. if (invalidHandle != bind.m_idx)
  4473. {
  4474. TextureD3D12& texture = m_textures[bind.m_idx];
  4475. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4476. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4477. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4478. ? bind.m_un.m_draw.m_textureFlags
  4479. : texture.m_flags
  4480. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK|BGFX_TEXTURE_BORDER_COLOR_MASK)
  4481. ;
  4482. }
  4483. else
  4484. {
  4485. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4486. samplerFlags[stage] = 0;
  4487. }
  4488. }
  4489. }
  4490. if (srvHandle[0].ptr != 0)
  4491. {
  4492. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4493. if (samplerStateIdx != currentSamplerStateIdx)
  4494. {
  4495. currentSamplerStateIdx = samplerStateIdx;
  4496. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4497. }
  4498. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4499. Bind bind;
  4500. bind.m_srvHandle = srvHandle[0];
  4501. bind.m_samplerStateIdx = samplerStateIdx;
  4502. bindLru.add(bindHash, bind, 0);
  4503. }
  4504. }
  4505. else
  4506. {
  4507. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4508. if (samplerStateIdx != currentSamplerStateIdx)
  4509. {
  4510. currentSamplerStateIdx = samplerStateIdx;
  4511. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4512. }
  4513. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4514. }
  4515. }
  4516. if (0 != changedStencil)
  4517. {
  4518. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4519. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4520. m_commandList->OMSetStencilRef(ref);
  4521. }
  4522. if (hasFactor
  4523. && blendFactor != draw.m_rgba)
  4524. {
  4525. blendFactor = draw.m_rgba;
  4526. float bf[4];
  4527. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4528. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4529. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4530. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4531. m_commandList->OMSetBlendFactor(bf);
  4532. }
  4533. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4534. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4535. {
  4536. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4537. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4538. prim = s_primInfo[primIndex];
  4539. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4540. }
  4541. if (currentState.m_scissor != scissor)
  4542. {
  4543. currentState.m_scissor = scissor;
  4544. if (UINT16_MAX == scissor)
  4545. {
  4546. if (restoreScissor
  4547. || viewHasScissor)
  4548. {
  4549. restoreScissor = false;
  4550. D3D12_RECT rc;
  4551. rc.left = viewScissorRect.m_x;
  4552. rc.top = viewScissorRect.m_y;
  4553. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4554. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4555. m_commandList->RSSetScissorRects(1, &rc);
  4556. }
  4557. }
  4558. else
  4559. {
  4560. restoreScissor = true;
  4561. Rect scissorRect;
  4562. scissorRect.intersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4563. D3D12_RECT rc;
  4564. rc.left = scissorRect.m_x;
  4565. rc.top = scissorRect.m_y;
  4566. rc.right = scissorRect.m_x + scissorRect.m_width;
  4567. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4568. m_commandList->RSSetScissorRects(1, &rc);
  4569. }
  4570. }
  4571. if (pso != currentPso)
  4572. {
  4573. currentPso = pso;
  4574. m_commandList->SetPipelineState(pso);
  4575. }
  4576. bool constantsChanged = false;
  4577. if (draw.m_constBegin < draw.m_constEnd
  4578. || currentProgramIdx != key.m_program
  4579. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4580. {
  4581. currentProgramIdx = key.m_program;
  4582. ProgramD3D12& program = m_program[currentProgramIdx];
  4583. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4584. if (NULL != vcb)
  4585. {
  4586. commit(*vcb);
  4587. }
  4588. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4589. if (NULL != fcb)
  4590. {
  4591. commit(*fcb);
  4592. }
  4593. hasPredefined = 0 < program.m_numPredefined;
  4594. constantsChanged = true;
  4595. }
  4596. if (constantsChanged
  4597. || hasPredefined)
  4598. {
  4599. ProgramD3D12& program = m_program[currentProgramIdx];
  4600. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4601. viewState.m_alphaRef = ref/255.0f;
  4602. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4603. commitShaderConstants(key.m_program, gpuAddress);
  4604. }
  4605. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4606. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4607. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4608. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4609. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4610. statsNumInstances[primIndex] += draw.m_numInstances;
  4611. statsNumIndices += numIndices;
  4612. if (hasOcclusionQuery)
  4613. {
  4614. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  4615. m_batch.flush(m_commandList);
  4616. m_occlusionQuery.end(m_commandList);
  4617. }
  4618. }
  4619. }
  4620. m_batch.end(m_commandList);
  4621. }
  4622. int64_t now = bx::getHPCounter();
  4623. elapsed += now;
  4624. static int64_t last = now;
  4625. Stats& perfStats = _render->m_perfStats;
  4626. perfStats.cpuTimeBegin = last;
  4627. int64_t frameTime = now - last;
  4628. last = now;
  4629. static int64_t min = frameTime;
  4630. static int64_t max = frameTime;
  4631. min = bx::int64_min(min, frameTime);
  4632. max = bx::int64_max(max, frameTime);
  4633. static uint32_t maxGpuLatency = 0;
  4634. static double maxGpuElapsed = 0.0f;
  4635. double elapsedGpuMs = 0.0;
  4636. static int64_t presentMin = m_presentElapsed;
  4637. static int64_t presentMax = m_presentElapsed;
  4638. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4639. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4640. m_gpuTimer.end(m_commandList);
  4641. do
  4642. {
  4643. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4644. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4645. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4646. }
  4647. while (m_gpuTimer.get() );
  4648. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4649. const int64_t timerFreq = bx::getHPFrequency();
  4650. perfStats.cpuTimeEnd = now;
  4651. perfStats.cpuTimerFreq = timerFreq;
  4652. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  4653. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  4654. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4655. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  4656. {
  4657. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  4658. TextVideoMem& tvm = m_textVideoMem;
  4659. static int64_t next = now;
  4660. if (now >= next)
  4661. {
  4662. next = now + bx::getHPFrequency();
  4663. double freq = double(bx::getHPFrequency() );
  4664. double toMs = 1000.0 / freq;
  4665. tvm.clear();
  4666. uint16_t pos = 0;
  4667. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4668. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4669. , getRendererName()
  4670. , (m_featureLevel >> 12) & 0xf
  4671. , (m_featureLevel >> 8) & 0xf
  4672. );
  4673. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4674. char description[BX_COUNTOF(desc.Description)];
  4675. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4676. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4677. char dedicatedVideo[16];
  4678. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4679. char dedicatedSystem[16];
  4680. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4681. char sharedSystem[16];
  4682. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4683. char processMemoryUsed[16];
  4684. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4685. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4686. , dedicatedVideo
  4687. , dedicatedSystem
  4688. , sharedSystem
  4689. , processMemoryUsed
  4690. );
  4691. #if BX_PLATFORM_WINDOWS
  4692. DXGI_QUERY_VIDEO_MEMORY_INFO memInfo;
  4693. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &memInfo) );
  4694. char budget[16];
  4695. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4696. char currentUsage[16];
  4697. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4698. char availableForReservation[16];
  4699. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4700. char currentReservation[16];
  4701. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4702. tvm.printf(0, pos++, 0x8f, " Budget: %s, Usage: %s, AvailRes: %s, CurrRes: %s "
  4703. , budget
  4704. , currentUsage
  4705. , availableForReservation
  4706. , currentReservation
  4707. );
  4708. #endif // BX_PLATFORM_WINDOWS
  4709. pos = 10;
  4710. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4711. , double(frameTime)*toMs
  4712. , double(min)*toMs
  4713. , double(max)*toMs
  4714. , freq/frameTime
  4715. );
  4716. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4717. , double(m_presentElapsed)*toMs
  4718. , double(presentMin)*toMs
  4719. , double(presentMax)*toMs
  4720. );
  4721. char hmd[16];
  4722. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4723. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4724. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4725. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4726. , 0 != msaa ? '\xfe' : ' '
  4727. , 1<<msaa
  4728. , ", no-HMD "
  4729. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4730. );
  4731. double elapsedCpuMs = double(elapsed)*toMs;
  4732. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4733. , _render->m_num
  4734. , statsKeyType[0]
  4735. , statsKeyType[1]
  4736. , elapsedCpuMs
  4737. );
  4738. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4739. {
  4740. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4741. , s_primName[ii]
  4742. , statsNumPrimsRendered[ii]
  4743. , statsNumInstances[ii]
  4744. , statsNumPrimsSubmitted[ii]
  4745. );
  4746. }
  4747. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4748. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4749. , m_batch.m_maxDrawPerBatch
  4750. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4751. );
  4752. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4753. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4754. , m_batch.m_maxDrawPerBatch
  4755. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4756. );
  4757. // if (NULL != m_renderdocdll)
  4758. // {
  4759. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4760. // }
  4761. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4762. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4763. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4764. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4765. pos++;
  4766. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4767. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4768. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4769. , m_pipelineStateCache.getCount()
  4770. , m_samplerStateCache.getCount()
  4771. , bindLru.getCount()
  4772. , m_cmd.m_control.available()
  4773. );
  4774. pos++;
  4775. double captureMs = double(captureElapsed)*toMs;
  4776. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4777. uint8_t attr[2] = { 0x89, 0x8a };
  4778. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4779. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4780. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4781. min = frameTime;
  4782. max = frameTime;
  4783. presentMin = m_presentElapsed;
  4784. presentMax = m_presentElapsed;
  4785. }
  4786. blit(this, _textVideoMemBlitter, tvm);
  4787. // PIX_ENDEVENT();
  4788. }
  4789. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4790. {
  4791. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  4792. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4793. // PIX_ENDEVENT();
  4794. }
  4795. setResourceBarrier(m_commandList
  4796. , m_backBufferColor[m_backBufferColorIdx]
  4797. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4798. , D3D12_RESOURCE_STATE_PRESENT
  4799. );
  4800. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4801. }
  4802. } /* namespace d3d12 */ } // namespace bgfx
  4803. #else
  4804. namespace bgfx { namespace d3d12
  4805. {
  4806. RendererContextI* rendererCreate()
  4807. {
  4808. return NULL;
  4809. }
  4810. void rendererDestroy()
  4811. {
  4812. }
  4813. } /* namespace d3d12 */ } // namespace bgfx
  4814. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12