renderer_d3d11.cpp 198 KB

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  1. /*
  2. * Copyright 2011-2020 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_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx { namespace d3d11
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. static char s_viewName [BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. inline void setViewType(ViewId _view, const bx::StringView _str)
  13. {
  14. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION | BGFX_CONFIG_PROFILER) )
  15. {
  16. const uint32_t len = _str.getLength();
  17. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), len);
  18. wchar_t tmpW[16];
  19. mbstowcs(tmpW, _str.getPtr(), len);
  20. bx::memCopy(&s_viewNameW[_view][3], tmpW, len*2);
  21. }
  22. }
  23. struct PrimInfo
  24. {
  25. D3D11_PRIMITIVE_TOPOLOGY m_type;
  26. uint32_t m_min;
  27. uint32_t m_div;
  28. uint32_t m_sub;
  29. };
  30. static const PrimInfo s_primInfo[] =
  31. {
  32. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  33. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  34. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  35. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  36. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  37. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  38. };
  39. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  40. union Zero
  41. {
  42. Zero()
  43. {
  44. bx::memSet(this, 0, sizeof(Zero) );
  45. }
  46. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  47. ID3D11UnorderedAccessView* m_uav[D3D11_1_UAV_SLOT_COUNT];
  48. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  49. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  50. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  51. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  52. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. };
  54. BX_PRAGMA_DIAGNOSTIC_PUSH();
  55. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  56. static const Zero s_zero;
  57. BX_PRAGMA_DIAGNOSTIC_POP();
  58. static const uint32_t s_checkMsaa[] =
  59. {
  60. 0,
  61. 2,
  62. 4,
  63. 8,
  64. 16,
  65. };
  66. static DXGI_SAMPLE_DESC s_msaa[] =
  67. {
  68. { 1, 0 },
  69. { 2, 0 },
  70. { 4, 0 },
  71. { 8, 0 },
  72. { 16, 0 },
  73. };
  74. static const D3D11_BLEND s_blendFactor[][2] =
  75. {
  76. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  77. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  78. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  79. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  80. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  81. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  82. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  83. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  84. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  85. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  86. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  87. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  88. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  89. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  90. };
  91. static const D3D11_BLEND_OP s_blendEquation[] =
  92. {
  93. D3D11_BLEND_OP_ADD,
  94. D3D11_BLEND_OP_SUBTRACT,
  95. D3D11_BLEND_OP_REV_SUBTRACT,
  96. D3D11_BLEND_OP_MIN,
  97. D3D11_BLEND_OP_MAX,
  98. };
  99. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  100. {
  101. D3D11_COMPARISON_FUNC(0), // ignored
  102. D3D11_COMPARISON_LESS,
  103. D3D11_COMPARISON_LESS_EQUAL,
  104. D3D11_COMPARISON_EQUAL,
  105. D3D11_COMPARISON_GREATER_EQUAL,
  106. D3D11_COMPARISON_GREATER,
  107. D3D11_COMPARISON_NOT_EQUAL,
  108. D3D11_COMPARISON_NEVER,
  109. D3D11_COMPARISON_ALWAYS,
  110. };
  111. static const D3D11_STENCIL_OP s_stencilOp[] =
  112. {
  113. D3D11_STENCIL_OP_ZERO,
  114. D3D11_STENCIL_OP_KEEP,
  115. D3D11_STENCIL_OP_REPLACE,
  116. D3D11_STENCIL_OP_INCR,
  117. D3D11_STENCIL_OP_INCR_SAT,
  118. D3D11_STENCIL_OP_DECR,
  119. D3D11_STENCIL_OP_DECR_SAT,
  120. D3D11_STENCIL_OP_INVERT,
  121. };
  122. static const D3D11_CULL_MODE s_cullMode[] =
  123. {
  124. D3D11_CULL_NONE,
  125. D3D11_CULL_FRONT,
  126. D3D11_CULL_BACK,
  127. };
  128. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  129. {
  130. D3D11_TEXTURE_ADDRESS_WRAP,
  131. D3D11_TEXTURE_ADDRESS_MIRROR,
  132. D3D11_TEXTURE_ADDRESS_CLAMP,
  133. D3D11_TEXTURE_ADDRESS_BORDER,
  134. };
  135. /*
  136. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  137. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  138. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  139. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  140. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  141. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  142. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  143. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  144. * D3D11_FILTER_ANISOTROPIC = 0x55,
  145. *
  146. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  147. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  148. *
  149. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  150. * 0x10 // MIN_LINEAR
  151. * 0x04 // MAG_LINEAR
  152. * 0x01 // MIP_LINEAR
  153. */
  154. static const uint8_t s_textureFilter[3][3] =
  155. {
  156. {
  157. 0x10, // min linear
  158. 0x00, // min point
  159. 0x55, // anisotropic
  160. },
  161. {
  162. 0x04, // mag linear
  163. 0x00, // mag point
  164. 0x55, // anisotropic
  165. },
  166. {
  167. 0x01, // mip linear
  168. 0x00, // mip point
  169. 0x55, // anisotropic
  170. },
  171. };
  172. struct TextureFormatInfo
  173. {
  174. DXGI_FORMAT m_fmt;
  175. DXGI_FORMAT m_fmtSrv;
  176. DXGI_FORMAT m_fmtDsv;
  177. DXGI_FORMAT m_fmtSrgb;
  178. };
  179. static const TextureFormatInfo s_textureFormat[] =
  180. {
  181. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  182. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  183. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  184. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  185. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  186. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  187. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  201. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  202. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  203. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  204. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  205. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  206. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  208. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  209. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  210. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  211. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  212. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  213. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  214. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  215. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  216. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  217. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  218. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  219. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  220. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  221. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  222. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  223. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  224. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  225. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  226. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  227. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  228. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  229. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  230. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  231. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  232. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  233. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  234. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  235. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  236. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  237. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  238. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  239. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  240. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  241. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  242. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  243. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  244. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  245. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  246. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  247. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  248. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  249. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  250. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  251. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  252. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  253. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  254. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  255. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  256. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  257. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  258. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  259. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  260. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  261. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  262. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  263. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  264. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  265. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  266. };
  267. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  268. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  269. {
  270. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  271. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. };
  289. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  290. static const DXGI_FORMAT s_attribType[][4][2] =
  291. {
  292. { // Uint8
  293. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  294. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  295. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  296. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  297. },
  298. { // Uint10
  299. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  300. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  301. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  302. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  303. },
  304. { // Int16
  305. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  306. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  307. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  308. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  309. },
  310. { // Half
  311. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  312. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  313. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  314. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  315. },
  316. { // Float
  317. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  318. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  319. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  320. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  321. },
  322. };
  323. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  324. static D3D11_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  325. {
  326. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  327. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  328. {
  329. if (UINT16_MAX != _layout.m_attributes[attr])
  330. {
  331. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  332. elem->InputSlot = _stream;
  333. if (0 == _layout.m_attributes[attr])
  334. {
  335. elem->AlignedByteOffset = 0;
  336. }
  337. else
  338. {
  339. uint8_t num;
  340. AttribType::Enum type;
  341. bool normalized;
  342. bool asInt;
  343. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  344. elem->Format = s_attribType[type][num-1][normalized];
  345. elem->AlignedByteOffset = _layout.m_offset[attr];
  346. }
  347. ++elem;
  348. }
  349. }
  350. return elem;
  351. }
  352. struct TextureStage
  353. {
  354. TextureStage()
  355. {
  356. clear();
  357. }
  358. void clear()
  359. {
  360. bx::memSet(m_uav, 0, sizeof(m_uav) );
  361. bx::memSet(m_srv, 0, sizeof(m_srv) );
  362. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  363. }
  364. ID3D11UnorderedAccessView* m_uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  365. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  366. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  367. };
  368. BX_PRAGMA_DIAGNOSTIC_PUSH();
  369. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  370. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  371. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  372. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  373. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  374. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  375. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  376. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  377. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  378. static const GUID IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } };
  379. enum D3D11_FORMAT_SUPPORT2
  380. {
  381. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  382. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  383. };
  384. static const GUID s_d3dDeviceIIDs[] =
  385. {
  386. IID_ID3D11Device3,
  387. IID_ID3D11Device2,
  388. IID_ID3D11Device1,
  389. };
  390. inline bool isLost(HRESULT _hr)
  391. {
  392. return false
  393. || _hr == DXGI_ERROR_DEVICE_REMOVED
  394. || _hr == DXGI_ERROR_DEVICE_HUNG
  395. || _hr == DXGI_ERROR_DEVICE_RESET
  396. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  397. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  398. ;
  399. }
  400. static const char* getLostReason(HRESULT _hr)
  401. {
  402. switch (_hr)
  403. {
  404. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  405. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  406. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  407. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  408. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  409. // The calling application should re-create the device and continue.
  410. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  411. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  412. // suspect, and the application should not continue.
  413. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  414. // A resource is not available at the time of the call, but may become available later.
  415. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  416. case S_OK: return "S_OK";
  417. default: break;
  418. }
  419. return "Unknown HRESULT?";
  420. }
  421. template <typename Ty>
  422. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  423. {
  424. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  425. {
  426. char temp[2048];
  427. va_list argList;
  428. va_start(argList, _format);
  429. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  430. va_end(argList);
  431. temp[size] = '\0';
  432. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  433. }
  434. }
  435. BX_PRAGMA_DIAGNOSTIC_POP();
  436. static HRESULT setIntelExtension(ID3D11Device* _device, const void* _data, uint32_t _size)
  437. {
  438. D3D11_BUFFER_DESC desc;
  439. desc.ByteWidth = _size;
  440. desc.Usage = D3D11_USAGE_STAGING;
  441. desc.BindFlags = 0;
  442. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  443. desc.MiscFlags = 0;
  444. desc.StructureByteStride = 0;
  445. D3D11_SUBRESOURCE_DATA initData;
  446. initData.pSysMem = _data;
  447. initData.SysMemPitch = _size;
  448. initData.SysMemSlicePitch = 0;
  449. ID3D11Buffer* buffer;
  450. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  451. if (SUCCEEDED(hr) )
  452. {
  453. buffer->Release();
  454. }
  455. return hr;
  456. };
  457. static const uint32_t kIntelExtensionInterfaceVersion = UINT32_C(0x10000);
  458. struct IntelExtension
  459. {
  460. char key[16];
  461. uint32_t version;
  462. uint32_t type;
  463. uint32_t data[16];
  464. };
  465. static const IntelExtension s_intelDirectAccessResource =
  466. {
  467. { 'I', 'N', 'T', 'C', 'E', 'X', 'T', 'N', 'R', 'E', 'S', 'O', 'U', 'R', 'C', 'E' },
  468. kIntelExtensionInterfaceVersion,
  469. 1,
  470. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
  471. };
  472. static HRESULT setIntelDirectAccessResource(ID3D11Device* _device)
  473. {
  474. return setIntelExtension(_device, &s_intelDirectAccessResource, sizeof(s_intelDirectAccessResource) );
  475. }
  476. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  477. {
  478. if (windowsVersionIs(Condition::GreaterEqual, 0x0604) )
  479. {
  480. uint8_t temp[28];
  481. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  482. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  483. bx::write(&writer, kIntelExtensionInterfaceVersion);
  484. bx::write(&writer, UINT32_C(0) );
  485. bx::write(&writer, UINT32_C(0) );
  486. if (SUCCEEDED(setIntelExtension(_device, temp, sizeof(temp) ) ) )
  487. {
  488. bx::MemoryReader reader(&temp, sizeof(temp) );
  489. bx::skip(&reader, 16);
  490. uint32_t version;
  491. bx::read(&reader, version);
  492. uint32_t driverVersion;
  493. bx::read(&reader, driverVersion);
  494. return version <= driverVersion;
  495. }
  496. }
  497. return false;
  498. }
  499. void resume(ID3D11Device* _device)
  500. {
  501. BX_UNUSED(_device);
  502. }
  503. void suspend(ID3D11Device* _device)
  504. {
  505. BX_UNUSED(_device);
  506. }
  507. /*
  508. * AMD GPU Services (AGS) library
  509. *
  510. * Reference(s):
  511. * - https://web.archive.org/web/20181126035805/https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  512. */
  513. enum AGS_RETURN_CODE
  514. {
  515. AGS_SUCCESS,
  516. AGS_INVALID_ARGS,
  517. AGS_OUT_OF_MEMORY,
  518. AGS_ERROR_MISSING_DLL,
  519. AGS_ERROR_LEGACY_DRIVER,
  520. AGS_EXTENSION_NOT_SUPPORTED,
  521. AGS_ADL_FAILURE,
  522. };
  523. enum AGS_DRIVER_EXTENSION
  524. {
  525. AGS_EXTENSION_QUADLIST = 1 << 0,
  526. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  527. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  528. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  529. };
  530. struct AGSDriverVersionInfo
  531. {
  532. char strDriverVersion[256];
  533. char strCatalystVersion[256];
  534. char strCatalystWebLink[256];
  535. };
  536. struct AGSContext;
  537. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  538. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  539. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  540. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  541. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  542. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  543. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  544. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  545. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  546. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  547. static PFN_AGS_INIT agsInit;
  548. static PFN_AGS_DEINIT agsDeInit;
  549. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  550. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  551. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  552. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  553. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  554. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  555. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  556. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  557. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  558. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  559. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  560. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  561. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  562. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  563. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  564. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  565. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  566. #if USE_D3D11_DYNAMIC_LIB
  567. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  568. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  569. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  570. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  571. #endif // USE_D3D11_DYNAMIC_LIB
  572. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name);
  573. int WINAPI d3d11Annotation_EndEvent();
  574. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name);
  575. struct RendererContextD3D11 : public RendererContextI
  576. {
  577. RendererContextD3D11()
  578. : m_d3d9Dll(NULL)
  579. , m_d3d11Dll(NULL)
  580. , m_renderDocDll(NULL)
  581. , m_agsDll(NULL)
  582. , m_ags(NULL)
  583. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  584. , m_swapChain(NULL)
  585. , m_needPresent(false)
  586. , m_lost(false)
  587. , m_numWindows(0)
  588. , m_device(NULL)
  589. , m_deviceCtx(NULL)
  590. , m_annotation(NULL)
  591. , m_infoQueue(NULL)
  592. , m_backBufferColor(NULL)
  593. , m_backBufferDepthStencil(NULL)
  594. , m_currentColor(NULL)
  595. , m_currentDepthStencil(NULL)
  596. , m_captureTexture(NULL)
  597. , m_captureResolve(NULL)
  598. , m_maxAnisotropy(1)
  599. , m_depthClamp(false)
  600. , m_wireframe(false)
  601. , m_currentProgram(NULL)
  602. , m_vsChanges(0)
  603. , m_fsChanges(0)
  604. , m_rtMsaa(false)
  605. , m_timerQuerySupport(false)
  606. , m_directAccessSupport(false)
  607. {
  608. m_fbh.idx = kInvalidHandle;
  609. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  610. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  611. }
  612. ~RendererContextD3D11()
  613. {
  614. }
  615. bool init(const Init& _init)
  616. {
  617. struct ErrorState
  618. {
  619. enum Enum
  620. {
  621. Default,
  622. LoadedD3D11,
  623. LoadedDXGI,
  624. };
  625. };
  626. ErrorState::Enum errorState = ErrorState::Default;
  627. if (_init.debug
  628. || _init.profile)
  629. {
  630. m_renderDocDll = loadRenderDoc();
  631. }
  632. m_fbh.idx = kInvalidHandle;
  633. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  634. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  635. m_ags = NULL;
  636. m_agsDll = bx::dlopen(
  637. #if BX_ARCH_32BIT
  638. "amd_ags_x86.dll"
  639. #else
  640. "amd_ags_x64.dll"
  641. #endif // BX_ARCH_32BIT
  642. );
  643. if (NULL != m_agsDll)
  644. {
  645. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsDll, "agsInit");
  646. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsDll, "agsDeInit");
  647. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetCrossfireGPUCount");
  648. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetTotalGPUCount");
  649. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsDll, "agsGetGPUMemorySize");
  650. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsDll, "agsGetDriverVersionInfo");
  651. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsDll, "agsDriverExtensions_Init");
  652. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsDll, "agsDriverExtensions_DeInit");
  653. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  654. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  655. bool agsSupported = true
  656. && NULL != agsInit
  657. && NULL != agsDeInit
  658. && NULL != agsGetCrossfireGPUCount
  659. && NULL != agsGetTotalGPUCount
  660. && NULL != agsGetGPUMemorySize
  661. && NULL != agsGetDriverVersionInfo
  662. && NULL != agsDriverExtensions_Init
  663. && NULL != agsDriverExtensions_DeInit
  664. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  665. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  666. ;
  667. if (agsSupported)
  668. {
  669. AGS_RETURN_CODE result = agsInit(&m_ags);
  670. agsSupported = AGS_SUCCESS == result;
  671. if (agsSupported)
  672. {
  673. AGSDriverVersionInfo vi;
  674. result = agsGetDriverVersionInfo(m_ags, &vi);
  675. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  676. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  677. int32_t numCrossfireGPUs = 0;
  678. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  679. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  680. int32_t numGPUs = 0;
  681. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  682. BX_TRACE(" Num GPUs: %d", numGPUs);
  683. for (int32_t ii = 0; ii < numGPUs; ++ii)
  684. {
  685. long long memSize;
  686. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  687. if (AGS_SUCCESS == result)
  688. {
  689. char memSizeStr[16];
  690. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  691. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  692. }
  693. }
  694. }
  695. }
  696. BX_WARN(!agsSupported, "AMD/AGS supported.");
  697. if (!agsSupported)
  698. {
  699. if (NULL != m_ags)
  700. {
  701. agsDeInit(m_ags);
  702. m_ags = NULL;
  703. }
  704. bx::dlclose(m_agsDll);
  705. m_agsDll = NULL;
  706. }
  707. }
  708. m_nvapi.init();
  709. #if USE_D3D11_DYNAMIC_LIB
  710. m_d3d11Dll = bx::dlopen("d3d11.dll");
  711. if (NULL == m_d3d11Dll)
  712. {
  713. BX_TRACE("Init error: Failed to load d3d11.dll.");
  714. goto error;
  715. }
  716. errorState = ErrorState::LoadedD3D11;
  717. m_d3d9Dll = NULL;
  718. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  719. {
  720. // D3D11_1.h has ID3DUserDefinedAnnotation
  721. // https://web.archive.org/web/20190207230424/https://docs.microsoft.com/en-us/windows/desktop/api/d3d11_1/nn-d3d11_1-id3duserdefinedannotation
  722. m_d3d9Dll = bx::dlopen("d3d9.dll");
  723. if (NULL != m_d3d9Dll)
  724. {
  725. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9Dll, "D3DPERF_SetMarker" );
  726. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9Dll, "D3DPERF_BeginEvent");
  727. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9Dll, "D3DPERF_EndEvent" );
  728. if (NULL == D3DPERF_SetMarker
  729. || NULL == D3DPERF_BeginEvent
  730. || NULL == D3DPERF_EndEvent)
  731. {
  732. BX_TRACE("Failed to initialize PIX events.");
  733. D3DPERF_SetMarker = NULL;
  734. D3DPERF_BeginEvent = NULL;
  735. D3DPERF_EndEvent = NULL;
  736. bx::dlclose(m_d3d9Dll);
  737. m_d3d9Dll = NULL;
  738. }
  739. }
  740. }
  741. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11Dll, "D3D11CreateDevice");
  742. if (NULL == D3D11CreateDevice)
  743. {
  744. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  745. goto error;
  746. }
  747. #endif // USE_D3D11_DYNAMIC_LIB
  748. m_device = (ID3D11Device*)g_platformData.context;
  749. if (!m_dxgi.init(g_caps) )
  750. {
  751. goto error;
  752. }
  753. errorState = ErrorState::LoadedDXGI;
  754. if (NULL == m_device)
  755. {
  756. if (NULL != m_renderDocDll)
  757. {
  758. setGraphicsDebuggerPresent(true);
  759. }
  760. D3D_FEATURE_LEVEL featureLevel[] =
  761. {
  762. D3D_FEATURE_LEVEL_12_1,
  763. D3D_FEATURE_LEVEL_12_0,
  764. D3D_FEATURE_LEVEL_11_1,
  765. D3D_FEATURE_LEVEL_11_0,
  766. D3D_FEATURE_LEVEL_10_1,
  767. D3D_FEATURE_LEVEL_10_0,
  768. #if BX_PLATFORM_WINRT
  769. D3D_FEATURE_LEVEL_9_3,
  770. D3D_FEATURE_LEVEL_9_2,
  771. #endif // BX_PLATFORM_WINRT
  772. };
  773. HRESULT hr = S_OK;
  774. for (;;)
  775. {
  776. uint32_t flags = 0
  777. | D3D11_CREATE_DEVICE_SINGLETHREADED
  778. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  779. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  780. | (_init.debug ? D3D11_CREATE_DEVICE_DEBUG : 0)
  781. ;
  782. hr = E_FAIL;
  783. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  784. {
  785. hr = D3D11CreateDevice(m_dxgi.m_adapter
  786. , m_dxgi.m_driverType
  787. , NULL
  788. , flags
  789. , &featureLevel[ii]
  790. , BX_COUNTOF(featureLevel)-ii
  791. , D3D11_SDK_VERSION
  792. , &m_device
  793. , &m_featureLevel
  794. , &m_deviceCtx
  795. );
  796. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  797. , (m_featureLevel >> 12) & 0xf
  798. , (m_featureLevel >> 8) & 0xf
  799. );
  800. if (FAILED(hr)
  801. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  802. {
  803. // Try without debug in case D3D11 SDK Layers
  804. // is not present?
  805. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  806. continue;
  807. }
  808. // Enable debug flags.
  809. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  810. ++ii;
  811. }
  812. if (FAILED(hr)
  813. && D3D_DRIVER_TYPE_WARP != m_dxgi.m_driverType)
  814. {
  815. // Try with WARP
  816. m_dxgi.m_driverType = D3D_DRIVER_TYPE_WARP;
  817. continue;
  818. }
  819. break;
  820. }
  821. if (FAILED(hr) )
  822. {
  823. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  824. goto error;
  825. }
  826. }
  827. else
  828. {
  829. m_device->GetImmediateContext(&m_deviceCtx);
  830. if (NULL == m_deviceCtx)
  831. {
  832. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  833. goto error;
  834. }
  835. m_featureLevel = m_device->GetFeatureLevel();
  836. }
  837. m_dxgi.update(m_device);
  838. {
  839. m_deviceInterfaceVersion = 0;
  840. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  841. {
  842. ID3D11Device* device;
  843. HRESULT hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  844. if (SUCCEEDED(hr) )
  845. {
  846. device->Release(); // BK - ignore ref count.
  847. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  848. break;
  849. }
  850. }
  851. { ///
  852. IDXGIDevice* renderdoc;
  853. HRESULT hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  854. if (SUCCEEDED(hr) )
  855. {
  856. setGraphicsDebuggerPresent(true);
  857. DX_RELEASE(renderdoc, 2);
  858. }
  859. else
  860. {
  861. IUnknown* device = m_device;
  862. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  863. }
  864. }
  865. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  866. {
  867. m_nvapi.shutdown();
  868. }
  869. m_msaaRt = NULL;
  870. if (NULL == g_platformData.backBuffer)
  871. {
  872. HRESULT hr = S_OK;
  873. m_swapEffect =
  874. #if BX_PLATFORM_WINDOWS
  875. DXGI_SWAP_EFFECT_FLIP_DISCARD
  876. #else
  877. DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL
  878. #endif // !BX_PLATFORM_WINDOWS
  879. ;
  880. m_swapBufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BGFX_CONFIG_MAX_BACK_BUFFERS);
  881. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  882. m_scd.width = _init.resolution.width;
  883. m_scd.height = _init.resolution.height;
  884. /*
  885. * According to https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/converting-data-color-space ,
  886. * it is OK to create the backbuffer with m_fmt (a non- _SRGB format), and then create the render target view into it
  887. * with m_fmtSrgb (the _SRGB format of same), and it will work identically as if you had created the swapchain with
  888. * m_fmtSrgb as the backbuffer format.
  889. *
  890. * Moreover, it is actually not desirable to create the backbuffer with an _SRGB format, because that
  891. * is incompatible with the flip presentation model, which is desirable for various reasons including
  892. * player embedding.
  893. */
  894. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  895. updateMsaa(m_scd.format);
  896. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  897. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  898. m_scd.bufferCount = m_swapBufferCount;
  899. m_scd.scaling = 0 == g_platformData.ndt
  900. ? DXGI_SCALING_NONE
  901. : DXGI_SCALING_STRETCH
  902. ;
  903. m_scd.swapEffect = m_swapEffect;
  904. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  905. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  906. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, 3);
  907. m_scd.nwh = g_platformData.nwh;
  908. m_scd.ndt = g_platformData.ndt;
  909. m_scd.windowed = true;
  910. if (NULL != m_scd.nwh)
  911. {
  912. hr = m_dxgi.createSwapChain(m_device
  913. , m_scd
  914. , &m_swapChain
  915. );
  916. if (FAILED(hr) )
  917. {
  918. BX_TRACE(
  919. "CreateSwapChain with DXGI_SWAP_EFFECT(%d) failed with HRESULT(%x)"
  920. , m_scd.swapEffect
  921. , hr
  922. );
  923. // DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL is not available on win7
  924. // Try again with DXGI_SWAP_EFFECT_DISCARD
  925. m_swapEffect = DXGI_SWAP_EFFECT_DISCARD;
  926. m_swapBufferCount = 1;
  927. m_scd.bufferCount = m_swapBufferCount;
  928. m_scd.swapEffect = m_swapEffect;
  929. hr = m_dxgi.createSwapChain(m_device
  930. , m_scd
  931. , &m_swapChain
  932. );
  933. if (FAILED(hr) )
  934. {
  935. BX_TRACE("Init error: Failed to create swap chain.");
  936. goto error;
  937. }
  938. }
  939. m_resolution = _init.resolution;
  940. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  941. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  942. m_textVideoMem.clear();
  943. if (1 < m_scd.sampleDesc.Count)
  944. {
  945. D3D11_TEXTURE2D_DESC desc;
  946. desc.Width = m_scd.width;
  947. desc.Height = m_scd.height;
  948. desc.MipLevels = 1;
  949. desc.ArraySize = 1;
  950. /*
  951. * According to https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/converting-data-color-space ,
  952. * ONLY the backbuffer from swapchain can be created without *_SRGB format, custom backbuffer should be created the same
  953. * format as well as render target view.
  954. */
  955. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ? s_textureFormat[m_resolution.format].m_fmtSrgb : s_textureFormat[m_resolution.format].m_fmt;
  956. desc.SampleDesc = m_scd.sampleDesc;
  957. desc.Usage = D3D11_USAGE_DEFAULT;
  958. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  959. desc.CPUAccessFlags = 0;
  960. desc.MiscFlags = 0;
  961. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  962. }
  963. }
  964. #if BX_PLATFORM_WINDOWS
  965. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  966. | DXGI_MWA_NO_WINDOW_CHANGES
  967. | DXGI_MWA_NO_ALT_ENTER
  968. ) );
  969. #endif // BX_PLATFORM_WINDOWS
  970. if (FAILED(hr) )
  971. {
  972. BX_TRACE("Init error: Failed to create swap chain.");
  973. goto error;
  974. }
  975. }
  976. else
  977. {
  978. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  979. m_scd.sampleDesc.Count = 1;
  980. m_scd.sampleDesc.Quality = 0;
  981. m_scd.width = _init.resolution.width;
  982. m_scd.height = _init.resolution.height;
  983. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  984. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  985. }
  986. }
  987. m_numWindows = 1;
  988. #if USE_D3D11_DYNAMIC_LIB
  989. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  990. {
  991. HRESULT hr = m_deviceCtx->QueryInterface(IID_ID3DUserDefinedAnnotation, (void**)&m_annotation);
  992. if (SUCCEEDED(hr) )
  993. {
  994. D3DPERF_BeginEvent = d3d11Annotation_BeginEvent;
  995. D3DPERF_EndEvent = d3d11Annotation_EndEvent;
  996. D3DPERF_SetMarker = d3d11Annotation_SetMarker;
  997. }
  998. }
  999. #endif // USE_D3D11_DYNAMIC_LIB
  1000. if (_init.debug)
  1001. {
  1002. HRESULT hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1003. if (SUCCEEDED(hr) )
  1004. {
  1005. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1006. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1007. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1008. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_INFO, false);
  1009. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_MESSAGE, false);
  1010. D3D11_INFO_QUEUE_FILTER filter;
  1011. bx::memSet(&filter, 0, sizeof(filter) );
  1012. D3D11_MESSAGE_CATEGORY catlist[] =
  1013. {
  1014. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1015. };
  1016. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1017. filter.DenyList.pCategoryList = catlist;
  1018. D3D11_MESSAGE_ID idlist[] =
  1019. {
  1020. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1021. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1022. };
  1023. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1024. filter.DenyList.pIDList = idlist;
  1025. m_infoQueue->PushStorageFilter(&filter);
  1026. }
  1027. }
  1028. {
  1029. g_caps.supported |= (0
  1030. | BGFX_CAPS_TEXTURE_3D
  1031. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1032. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1033. | BGFX_CAPS_VERTEX_ID
  1034. | BGFX_CAPS_FRAGMENT_DEPTH
  1035. | (getIntelExtensions(m_device)
  1036. ? BGFX_CAPS_FRAGMENT_ORDERING
  1037. | BGFX_CAPS_TEXTURE_DIRECT_ACCESS
  1038. : 0)
  1039. | BGFX_CAPS_SWAP_CHAIN
  1040. | BGFX_CAPS_DRAW_INDIRECT
  1041. | BGFX_CAPS_TEXTURE_BLIT
  1042. | BGFX_CAPS_TEXTURE_READ_BACK
  1043. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1044. ? BGFX_CAPS_OCCLUSION_QUERY
  1045. : 0)
  1046. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1047. | ( (m_deviceInterfaceVersion >= 3)
  1048. ? BGFX_CAPS_CONSERVATIVE_RASTER
  1049. : 0)
  1050. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1051. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1052. | ((m_featureLevel >= D3D_FEATURE_LEVEL_11_1)
  1053. ? BGFX_CAPS_IMAGE_RW
  1054. : 0)
  1055. );
  1056. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1057. m_directAccessSupport = 0 != (g_caps.supported & BGFX_CAPS_TEXTURE_DIRECT_ACCESS);
  1058. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1059. {
  1060. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1061. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1062. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1063. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1064. ) );
  1065. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1066. 16
  1067. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1068. ) );
  1069. }
  1070. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1071. {
  1072. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1073. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1074. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1075. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1076. ) );
  1077. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1078. 16
  1079. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1080. ) );
  1081. }
  1082. else
  1083. {
  1084. g_caps.limits.maxComputeBindings = bx::min(BGFX_MAX_COMPUTE_BINDINGS
  1085. , D3D_FEATURE_LEVEL_11_1 <= m_featureLevel
  1086. ? D3D11_1_UAV_SLOT_COUNT
  1087. : D3D11_PS_CS_UAV_REGISTER_COUNT
  1088. );
  1089. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1090. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1091. g_caps.limits.maxTextureLayers = D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1092. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1093. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1094. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1095. ) );
  1096. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1097. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1098. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1099. ) );
  1100. }
  1101. // 32-bit indices only supported on 9_2+.
  1102. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1103. {
  1104. g_caps.supported |= BGFX_CAPS_INDEX32;
  1105. }
  1106. // Independent blend only supported on 10_1+.
  1107. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1108. {
  1109. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1110. }
  1111. // Compute support is optional on 10_0 and 10_1 targets.
  1112. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1113. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1114. {
  1115. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1116. {
  1117. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1118. };
  1119. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1120. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1121. if (SUCCEEDED(hr)
  1122. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1123. {
  1124. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1125. }
  1126. }
  1127. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1128. {
  1129. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1130. }
  1131. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1132. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1133. {
  1134. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1135. }
  1136. else
  1137. {
  1138. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1139. {
  1140. BOOL SimpleInstancingSupported;
  1141. };
  1142. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1143. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1144. if (SUCCEEDED(hr)
  1145. && data.SimpleInstancingSupported)
  1146. {
  1147. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1148. }
  1149. }
  1150. // shadow compare is optional on 9_1 through 9_3 targets
  1151. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1152. {
  1153. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1154. {
  1155. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1156. };
  1157. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1158. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1159. if (SUCCEEDED(hr)
  1160. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1161. {
  1162. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1163. }
  1164. }
  1165. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1166. {
  1167. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1168. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1169. ? s_textureFormat[ii].m_fmtDsv
  1170. : s_textureFormat[ii].m_fmt
  1171. ;
  1172. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1173. if (DXGI_FORMAT_UNKNOWN != fmt)
  1174. {
  1175. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1176. {
  1177. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1178. {
  1179. DXGI_FORMAT InFormat;
  1180. UINT OutFormatSupport;
  1181. };
  1182. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1183. data.InFormat = fmt;
  1184. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1185. if (SUCCEEDED(hr) )
  1186. {
  1187. support |= 0 != (data.OutFormatSupport & (0
  1188. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1189. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1190. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1191. ) )
  1192. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1193. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1194. ;
  1195. support |= 0 != (data.OutFormatSupport & (0
  1196. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1197. ) )
  1198. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1199. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1200. ;
  1201. support |= 0 != (data.OutFormatSupport & (0
  1202. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1203. ) )
  1204. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1205. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1206. ;
  1207. support |= 0 != (data.OutFormatSupport & (0
  1208. | D3D11_FORMAT_SUPPORT_BUFFER
  1209. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1210. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1211. ) )
  1212. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1213. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1214. ;
  1215. support |= 0 != (data.OutFormatSupport & (0
  1216. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1217. ) )
  1218. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1219. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1220. ;
  1221. support |= 0 != (data.OutFormatSupport & (0
  1222. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1223. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1224. ) )
  1225. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1226. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1227. ;
  1228. support |= 0 != (data.OutFormatSupport & (0
  1229. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1230. ) )
  1231. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1232. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1233. ;
  1234. support |= 0 != (data.OutFormatSupport & (0
  1235. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1236. ) )
  1237. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1238. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1239. ;
  1240. support |= 0 != (data.OutFormatSupport & (0
  1241. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1242. ) )
  1243. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1244. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1245. ;
  1246. }
  1247. else
  1248. {
  1249. BX_TRACE(
  1250. "CheckFeatureSupport failed with HRESULT(%x) for format %s."
  1251. , hr
  1252. , getName(TextureFormat::Enum(ii) )
  1253. );
  1254. }
  1255. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ) )
  1256. {
  1257. // clear image flag for additional testing
  1258. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ;
  1259. data.InFormat = s_textureFormat[ii].m_fmt;
  1260. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1261. if (SUCCEEDED(hr) )
  1262. {
  1263. support |= 0 != (data.OutFormatSupport & (0
  1264. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1265. ) )
  1266. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1267. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1268. ;
  1269. support |= 0 != (data.OutFormatSupport & (0
  1270. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1271. ) )
  1272. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1273. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1274. ;
  1275. }
  1276. }
  1277. }
  1278. else
  1279. {
  1280. support |= 0
  1281. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1282. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1283. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1284. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1285. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1286. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1287. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1288. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1289. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1290. ;
  1291. }
  1292. }
  1293. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1294. {
  1295. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1296. {
  1297. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1298. {
  1299. DXGI_FORMAT InFormat;
  1300. UINT OutFormatSupport;
  1301. };
  1302. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1303. data.InFormat = fmtSrgb;
  1304. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1305. if (SUCCEEDED(hr) )
  1306. {
  1307. support |= 0 != (data.OutFormatSupport & (0
  1308. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1309. ) )
  1310. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1311. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1312. ;
  1313. support |= 0 != (data.OutFormatSupport & (0
  1314. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1315. ) )
  1316. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1317. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1318. ;
  1319. support |= 0 != (data.OutFormatSupport & (0
  1320. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1321. ) )
  1322. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1323. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1324. ;
  1325. }
  1326. else
  1327. {
  1328. BX_TRACE(
  1329. "CheckFeatureSupport failed with HRESULT(%x) for sRGB format %s."
  1330. , hr
  1331. , getName(TextureFormat::Enum(ii) )
  1332. );
  1333. }
  1334. }
  1335. else
  1336. {
  1337. support |= 0
  1338. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1339. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1340. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1341. ;
  1342. }
  1343. }
  1344. g_caps.formats[ii] = support;
  1345. }
  1346. // Init reserved part of view name.
  1347. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1348. {
  1349. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1350. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1351. }
  1352. if (_init.debug
  1353. && NULL != m_infoQueue)
  1354. {
  1355. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1356. }
  1357. { //
  1358. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1359. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1360. if (NULL != m_ags)
  1361. {
  1362. uint32_t flags;
  1363. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1364. bool hasExtensions = AGS_SUCCESS == result;
  1365. if (hasExtensions
  1366. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1367. {
  1368. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1369. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1370. }
  1371. else
  1372. {
  1373. if (hasExtensions)
  1374. {
  1375. agsDriverExtensions_DeInit(m_ags);
  1376. }
  1377. agsDeInit(m_ags);
  1378. m_ags = NULL;
  1379. }
  1380. }
  1381. else if (m_nvapi.isInitialized()
  1382. && NULL != m_nvapi.nvApiD3D11MultiDrawInstancedIndirect
  1383. && NULL != m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect)
  1384. {
  1385. multiDrawInstancedIndirect = nvapiMultiDrawInstancedIndirect;
  1386. multiDrawIndexedInstancedIndirect = nvapiMultiDrawIndexedInstancedIndirect;
  1387. }
  1388. }
  1389. //
  1390. updateMsaa(m_scd.format);
  1391. postReset();
  1392. }
  1393. m_nvapi.initAftermath(m_device, m_deviceCtx);
  1394. g_internalData.context = m_device;
  1395. return true;
  1396. error:
  1397. switch (errorState)
  1398. {
  1399. case ErrorState::LoadedDXGI:
  1400. DX_RELEASE(m_annotation, 1);
  1401. DX_RELEASE_W(m_infoQueue, 0);
  1402. DX_RELEASE(m_msaaRt, 0);
  1403. DX_RELEASE(m_swapChain, 0);
  1404. DX_RELEASE(m_deviceCtx, 0);
  1405. DX_RELEASE(m_device, 0);
  1406. #if USE_D3D11_DYNAMIC_LIB
  1407. if (NULL != m_d3d9Dll)
  1408. {
  1409. bx::dlclose(m_d3d9Dll);
  1410. m_d3d9Dll = NULL;
  1411. }
  1412. #endif // USE_D3D11_DYNAMIC_LIB
  1413. m_dxgi.shutdown();
  1414. BX_FALLTHROUGH;
  1415. #if USE_D3D11_DYNAMIC_LIB
  1416. case ErrorState::LoadedD3D11:
  1417. bx::dlclose(m_d3d11Dll);
  1418. m_d3d11Dll = NULL;
  1419. BX_FALLTHROUGH;
  1420. #endif // USE_D3D11_DYNAMIC_LIB
  1421. case ErrorState::Default:
  1422. default:
  1423. m_nvapi.shutdown();
  1424. if (NULL != m_ags)
  1425. {
  1426. agsDeInit(m_ags);
  1427. m_ags = NULL;
  1428. }
  1429. bx::dlclose(m_agsDll);
  1430. m_agsDll = NULL;
  1431. unloadRenderDoc(m_renderDocDll);
  1432. break;
  1433. }
  1434. return false;
  1435. }
  1436. void shutdown()
  1437. {
  1438. preReset();
  1439. if (NULL != m_ags)
  1440. {
  1441. agsDeInit(m_ags);
  1442. m_ags = NULL;
  1443. }
  1444. bx::dlclose(m_agsDll);
  1445. m_agsDll = NULL;
  1446. m_deviceCtx->ClearState();
  1447. invalidateCache();
  1448. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1449. {
  1450. m_frameBuffers[ii].destroy();
  1451. }
  1452. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1453. {
  1454. m_indexBuffers[ii].destroy();
  1455. }
  1456. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1457. {
  1458. m_vertexBuffers[ii].destroy();
  1459. }
  1460. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1461. {
  1462. m_shaders[ii].destroy();
  1463. }
  1464. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1465. {
  1466. m_textures[ii].destroy();
  1467. }
  1468. DX_RELEASE(m_annotation, 1);
  1469. DX_RELEASE_W(m_infoQueue, 0);
  1470. DX_RELEASE(m_msaaRt, 0);
  1471. DX_RELEASE(m_swapChain, 0);
  1472. DX_RELEASE(m_deviceCtx, 0);
  1473. DX_RELEASE(m_device, 0);
  1474. m_nvapi.shutdown();
  1475. m_dxgi.shutdown();
  1476. unloadRenderDoc(m_renderDocDll);
  1477. #if USE_D3D11_DYNAMIC_LIB
  1478. if (NULL != m_d3d9Dll)
  1479. {
  1480. bx::dlclose(m_d3d9Dll);
  1481. m_d3d9Dll = NULL;
  1482. }
  1483. bx::dlclose(m_d3d11Dll);
  1484. m_d3d11Dll = NULL;
  1485. #endif // USE_D3D11_DYNAMIC_LIB
  1486. }
  1487. RendererType::Enum getRendererType() const override
  1488. {
  1489. return RendererType::Direct3D11;
  1490. }
  1491. const char* getRendererName() const override
  1492. {
  1493. return BGFX_RENDERER_DIRECT3D11_NAME;
  1494. }
  1495. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1496. {
  1497. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1498. }
  1499. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1500. {
  1501. m_indexBuffers[_handle.idx].destroy();
  1502. }
  1503. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1504. {
  1505. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1506. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1507. dump(layout);
  1508. }
  1509. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1510. {
  1511. }
  1512. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1513. {
  1514. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1515. }
  1516. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1517. {
  1518. m_vertexBuffers[_handle.idx].destroy();
  1519. }
  1520. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1521. {
  1522. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1523. }
  1524. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1525. {
  1526. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1527. }
  1528. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1529. {
  1530. m_indexBuffers[_handle.idx].destroy();
  1531. }
  1532. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1533. {
  1534. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1535. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1536. }
  1537. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1538. {
  1539. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1540. }
  1541. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1542. {
  1543. m_vertexBuffers[_handle.idx].destroy();
  1544. }
  1545. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1546. {
  1547. m_shaders[_handle.idx].create(_mem);
  1548. }
  1549. void destroyShader(ShaderHandle _handle) override
  1550. {
  1551. m_shaders[_handle.idx].destroy();
  1552. }
  1553. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1554. {
  1555. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1556. }
  1557. void destroyProgram(ProgramHandle _handle) override
  1558. {
  1559. m_program[_handle.idx].destroy();
  1560. }
  1561. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1562. {
  1563. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1564. }
  1565. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1566. {
  1567. }
  1568. 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) override
  1569. {
  1570. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1571. }
  1572. void updateTextureEnd() override
  1573. {
  1574. }
  1575. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1576. {
  1577. const TextureD3D11& texture = m_textures[_handle.idx];
  1578. D3D11_MAPPED_SUBRESOURCE mapped;
  1579. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1580. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1581. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1582. uint8_t* src = (uint8_t*)mapped.pData;
  1583. uint32_t srcPitch = mapped.RowPitch;
  1584. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1585. uint8_t* dst = (uint8_t*)_data;
  1586. uint32_t dstPitch = srcWidth*bpp/8;
  1587. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1588. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1589. {
  1590. bx::memCopy(dst, src, pitch);
  1591. src += srcPitch;
  1592. dst += dstPitch;
  1593. }
  1594. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1595. }
  1596. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1597. {
  1598. TextureD3D11& texture = m_textures[_handle.idx];
  1599. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1600. const Memory* mem = alloc(size);
  1601. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1602. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1603. bx::write(&writer, magic);
  1604. TextureCreate tc;
  1605. tc.m_width = _width;
  1606. tc.m_height = _height;
  1607. tc.m_depth = 0;
  1608. tc.m_numLayers = _numLayers;
  1609. tc.m_numMips = _numMips;
  1610. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1611. tc.m_cubeMap = false;
  1612. tc.m_mem = NULL;
  1613. bx::write(&writer, tc);
  1614. texture.destroy();
  1615. texture.create(mem, texture.m_flags, 0);
  1616. release(mem);
  1617. }
  1618. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1619. {
  1620. // Resource ref. counts might be messed up outside of bgfx.
  1621. // Disabling ref. count check once texture is overridden.
  1622. setGraphicsDebuggerPresent(true);
  1623. m_textures[_handle.idx].overrideInternal(_ptr);
  1624. }
  1625. uintptr_t getInternal(TextureHandle _handle) override
  1626. {
  1627. // Resource ref. counts might be messed up outside of bgfx.
  1628. // Disabling ref. count check once texture is overridden.
  1629. setGraphicsDebuggerPresent(true);
  1630. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1631. }
  1632. void destroyTexture(TextureHandle _handle) override
  1633. {
  1634. m_textures[_handle.idx].destroy();
  1635. }
  1636. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1637. {
  1638. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1639. }
  1640. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1641. {
  1642. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1643. {
  1644. FrameBufferHandle handle = m_windows[ii];
  1645. if (isValid(handle)
  1646. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1647. {
  1648. destroyFrameBuffer(handle);
  1649. }
  1650. }
  1651. uint16_t denseIdx = m_numWindows++;
  1652. m_windows[denseIdx] = _handle;
  1653. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1654. }
  1655. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1656. {
  1657. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1658. if (UINT16_MAX != denseIdx)
  1659. {
  1660. --m_numWindows;
  1661. if (m_numWindows > 1)
  1662. {
  1663. FrameBufferHandle handle = m_windows[m_numWindows];
  1664. m_windows[m_numWindows] = {kInvalidHandle};
  1665. if (m_numWindows != denseIdx)
  1666. {
  1667. m_windows[denseIdx] = handle;
  1668. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1669. }
  1670. }
  1671. }
  1672. }
  1673. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1674. {
  1675. if (NULL != m_uniforms[_handle.idx])
  1676. {
  1677. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1678. }
  1679. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type]*_num, 16);
  1680. void* data = BX_ALLOC(g_allocator, size);
  1681. bx::memSet(data, 0, size);
  1682. m_uniforms[_handle.idx] = data;
  1683. m_uniformReg.add(_handle, _name);
  1684. }
  1685. void destroyUniform(UniformHandle _handle) override
  1686. {
  1687. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1688. m_uniforms[_handle.idx] = NULL;
  1689. m_uniformReg.remove(_handle);
  1690. }
  1691. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1692. {
  1693. IDXGISwapChain* swapChain = isValid(_handle)
  1694. ? m_frameBuffers[_handle.idx].m_swapChain
  1695. : m_swapChain
  1696. ;
  1697. if (NULL == swapChain)
  1698. {
  1699. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1700. return;
  1701. }
  1702. ID3D11Texture2D* backBuffer;
  1703. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1704. D3D11_TEXTURE2D_DESC backBufferDesc;
  1705. backBuffer->GetDesc(&backBufferDesc);
  1706. D3D11_TEXTURE2D_DESC desc;
  1707. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1708. desc.SampleDesc.Count = 1;
  1709. desc.SampleDesc.Quality = 0;
  1710. desc.Usage = D3D11_USAGE_STAGING;
  1711. desc.BindFlags = 0;
  1712. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1713. ID3D11Texture2D* texture;
  1714. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1715. if (SUCCEEDED(hr) )
  1716. {
  1717. if (backBufferDesc.SampleDesc.Count == 1)
  1718. {
  1719. m_deviceCtx->CopyResource(texture, backBuffer);
  1720. }
  1721. else
  1722. {
  1723. desc.Usage = D3D11_USAGE_DEFAULT;
  1724. desc.CPUAccessFlags = 0;
  1725. ID3D11Texture2D* resolve;
  1726. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1727. if (SUCCEEDED(hr) )
  1728. {
  1729. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1730. m_deviceCtx->CopyResource(texture, resolve);
  1731. DX_RELEASE(resolve, 0);
  1732. }
  1733. }
  1734. D3D11_MAPPED_SUBRESOURCE mapped;
  1735. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1736. bimg::imageSwizzleBgra8(
  1737. mapped.pData
  1738. , mapped.RowPitch
  1739. , backBufferDesc.Width
  1740. , backBufferDesc.Height
  1741. , mapped.pData
  1742. , mapped.RowPitch
  1743. );
  1744. g_callback->screenShot(_filePath
  1745. , backBufferDesc.Width
  1746. , backBufferDesc.Height
  1747. , mapped.RowPitch
  1748. , mapped.pData
  1749. , backBufferDesc.Height*mapped.RowPitch
  1750. , false
  1751. );
  1752. m_deviceCtx->Unmap(texture, 0);
  1753. DX_RELEASE(texture, 0);
  1754. }
  1755. DX_RELEASE(backBuffer, 0);
  1756. }
  1757. void updateViewName(ViewId _id, const char* _name) override
  1758. {
  1759. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1760. {
  1761. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1762. , _name
  1763. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1764. );
  1765. }
  1766. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1767. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1768. , _name
  1769. );
  1770. }
  1771. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1772. {
  1773. bx::memCopy(m_uniforms[_loc], _data, _size);
  1774. }
  1775. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1776. {
  1777. m_occlusionQuery.invalidate(_handle);
  1778. }
  1779. void setMarker(const char* _marker, uint16_t _len) override
  1780. {
  1781. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1782. {
  1783. uint32_t size = _len*sizeof(wchar_t);
  1784. wchar_t* name = (wchar_t*)alloca(size+2);
  1785. name[_len] = L'\0';
  1786. mbstowcs(name, _marker, _len);
  1787. PIX_SETMARKER(kColorMarker, name);
  1788. }
  1789. }
  1790. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1791. {
  1792. switch (_handle.type)
  1793. {
  1794. case Handle::IndexBuffer:
  1795. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1796. break;
  1797. case Handle::Shader:
  1798. setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1799. break;
  1800. case Handle::Texture:
  1801. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1802. break;
  1803. case Handle::VertexBuffer:
  1804. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1805. break;
  1806. default:
  1807. BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
  1808. break;
  1809. }
  1810. }
  1811. void submitBlit(BlitState& _bs, uint16_t _view);
  1812. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1813. void blitSetup(TextVideoMemBlitter& _blitter) override
  1814. {
  1815. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1816. const uint32_t width = m_scd.width;
  1817. const uint32_t height = m_scd.height;
  1818. setFrameBuffer(BGFX_INVALID_HANDLE, false, false);
  1819. D3D11_VIEWPORT vp;
  1820. vp.TopLeftX = 0;
  1821. vp.TopLeftY = 0;
  1822. vp.Width = (float)width;
  1823. vp.Height = (float)height;
  1824. vp.MinDepth = 0.0f;
  1825. vp.MaxDepth = 1.0f;
  1826. deviceCtx->RSSetViewports(1, &vp);
  1827. uint64_t state = BGFX_STATE_WRITE_RGB
  1828. | BGFX_STATE_WRITE_A
  1829. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1830. ;
  1831. setBlendState(state);
  1832. setDepthStencilState(state);
  1833. setRasterizerState(state);
  1834. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1835. m_currentProgram = &program;
  1836. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1837. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1838. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1839. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1840. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1841. VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1842. uint32_t stride = layout.m_stride;
  1843. uint32_t offset = 0;
  1844. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1845. setInputLayout(layout, program, 0);
  1846. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1847. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1848. float proj[16];
  1849. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1850. PredefinedUniform& predefined = program.m_predefined[0];
  1851. uint8_t flags = predefined.m_type;
  1852. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1853. commitShaderConstants();
  1854. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
  1855. commitTextureStage();
  1856. }
  1857. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1858. {
  1859. const uint32_t numVertices = _numIndices*4/6;
  1860. if (0 < numVertices)
  1861. {
  1862. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1863. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1864. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1865. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1866. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1867. }
  1868. }
  1869. void preReset()
  1870. {
  1871. m_needPresent = false;
  1872. if (m_timerQuerySupport)
  1873. {
  1874. m_gpuTimer.preReset();
  1875. }
  1876. m_occlusionQuery.preReset();
  1877. if (NULL == g_platformData.backBufferDS)
  1878. {
  1879. DX_RELEASE(m_backBufferDepthStencil, 0);
  1880. }
  1881. if (NULL != m_swapChain)
  1882. {
  1883. DX_RELEASE(m_backBufferColor, 0);
  1884. }
  1885. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1886. {
  1887. m_frameBuffers[ii].preReset();
  1888. }
  1889. // invalidateCache();
  1890. capturePreReset();
  1891. }
  1892. void postReset()
  1893. {
  1894. if (NULL != m_swapChain)
  1895. {
  1896. ID3D11Texture2D* backBufferColor = NULL;
  1897. if (NULL == m_msaaRt)
  1898. {
  1899. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  1900. }
  1901. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1902. desc.ViewDimension = (m_resolution.reset & BGFX_RESET_MSAA_MASK)
  1903. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1904. : D3D11_RTV_DIMENSION_TEXTURE2D
  1905. ;
  1906. desc.Texture2D.MipSlice = 0;
  1907. /* go find the srgb version of this format to make a render target view
  1908. * with the srgb version. this is OK because of this:
  1909. * https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/converting-data-color-space
  1910. */
  1911. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ? s_textureFormat[m_resolution.format].m_fmtSrgb : s_textureFormat[m_resolution.format].m_fmt;
  1912. DX_CHECK(m_device->CreateRenderTargetView(NULL == m_msaaRt ? backBufferColor : m_msaaRt, &desc, &m_backBufferColor) );
  1913. DX_RELEASE(backBufferColor, 0);
  1914. }
  1915. if (m_timerQuerySupport)
  1916. {
  1917. m_gpuTimer.postReset();
  1918. }
  1919. m_occlusionQuery.postReset();
  1920. if (NULL == m_backBufferDepthStencil)
  1921. {
  1922. D3D11_TEXTURE2D_DESC dsd;
  1923. dsd.Width = m_scd.width;
  1924. dsd.Height = m_scd.height;
  1925. dsd.MipLevels = 1;
  1926. dsd.ArraySize = 1;
  1927. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1928. dsd.SampleDesc = m_scd.sampleDesc;
  1929. dsd.Usage = D3D11_USAGE_DEFAULT;
  1930. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1931. dsd.CPUAccessFlags = 0;
  1932. dsd.MiscFlags = 0;
  1933. ID3D11Texture2D* depthStencil;
  1934. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1935. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1936. DX_RELEASE(depthStencil, 0);
  1937. }
  1938. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1939. m_currentColor = m_backBufferColor;
  1940. m_currentDepthStencil = m_backBufferDepthStencil;
  1941. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1942. {
  1943. m_frameBuffers[ii].postReset();
  1944. }
  1945. capturePostReset();
  1946. }
  1947. bool isDeviceRemoved() override
  1948. {
  1949. return m_lost;
  1950. }
  1951. void flip() override
  1952. {
  1953. if (!m_lost)
  1954. {
  1955. HRESULT hr = S_OK;
  1956. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  1957. ? 1 // sync interval of 0 is not supported on WinRT
  1958. : !!(m_resolution.reset & BGFX_RESET_VSYNC)
  1959. ;
  1960. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1961. {
  1962. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  1963. }
  1964. if (SUCCEEDED(hr) )
  1965. {
  1966. if (NULL != m_swapChain
  1967. && m_needPresent)
  1968. {
  1969. hr = m_swapChain->Present(syncInterval, 0);
  1970. m_needPresent = false;
  1971. }
  1972. else
  1973. {
  1974. m_deviceCtx->Flush();
  1975. }
  1976. }
  1977. m_lost = isLost(hr);
  1978. BGFX_FATAL(
  1979. !m_lost
  1980. , bgfx::Fatal::DeviceLost
  1981. , "Device is lost. FAILED HRESULT(%x) %s (%s)"
  1982. , hr
  1983. , getLostReason(hr)
  1984. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1985. );
  1986. }
  1987. }
  1988. void invalidateCache()
  1989. {
  1990. m_inputLayoutCache.invalidate();
  1991. m_blendStateCache.invalidate();
  1992. m_depthStencilStateCache.invalidate();
  1993. m_rasterizerStateCache.invalidate();
  1994. m_samplerStateCache.invalidate();
  1995. m_srvUavLru.invalidate();
  1996. }
  1997. void invalidateCompute()
  1998. {
  1999. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  2000. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2001. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2002. m_deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, s_zero.m_uav, NULL);
  2003. m_deviceCtx->CSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  2004. m_deviceCtx->CSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  2005. }
  2006. void updateMsaa(DXGI_FORMAT _format) const
  2007. {
  2008. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2009. {
  2010. uint32_t msaa = s_checkMsaa[ii];
  2011. uint32_t quality = 0;
  2012. HRESULT hr = m_device->CheckMultisampleQualityLevels(_format, msaa, &quality);
  2013. if (SUCCEEDED(hr)
  2014. && 0 < quality)
  2015. {
  2016. s_msaa[ii].Count = msaa;
  2017. s_msaa[ii].Quality = quality - 1;
  2018. last = ii;
  2019. }
  2020. else
  2021. {
  2022. s_msaa[ii] = s_msaa[last];
  2023. }
  2024. }
  2025. }
  2026. bool updateResolution(const Resolution& _resolution)
  2027. {
  2028. const bool suspended = !!( _resolution.reset & BGFX_RESET_SUSPEND);
  2029. const bool wasSuspended = !!(m_resolution.reset & BGFX_RESET_SUSPEND);
  2030. if (suspended && wasSuspended)
  2031. {
  2032. return true;
  2033. }
  2034. else if (suspended)
  2035. {
  2036. m_deviceCtx->Flush();
  2037. m_deviceCtx->ClearState();
  2038. m_dxgi.trim();
  2039. suspend(m_device);
  2040. m_resolution.reset |= BGFX_RESET_SUSPEND;
  2041. return true;
  2042. }
  2043. else if (wasSuspended)
  2044. {
  2045. resume(m_device);
  2046. m_resolution.reset &= ~BGFX_RESET_SUSPEND;
  2047. }
  2048. uint32_t maxAnisotropy = 1;
  2049. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  2050. {
  2051. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2052. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2053. : D3D11_REQ_MAXANISOTROPY
  2054. ;
  2055. }
  2056. if (m_maxAnisotropy != maxAnisotropy)
  2057. {
  2058. m_maxAnisotropy = maxAnisotropy;
  2059. m_samplerStateCache.invalidate();
  2060. }
  2061. bool depthClamp = true
  2062. && !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP)
  2063. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2064. ;
  2065. if (m_depthClamp != depthClamp)
  2066. {
  2067. m_depthClamp = depthClamp;
  2068. m_rasterizerStateCache.invalidate();
  2069. }
  2070. const uint32_t maskFlags = ~(0
  2071. | BGFX_RESET_MAXANISOTROPY
  2072. | BGFX_RESET_DEPTH_CLAMP
  2073. | BGFX_RESET_SUSPEND
  2074. );
  2075. if (m_resolution.width != _resolution.width
  2076. || m_resolution.height != _resolution.height
  2077. || m_resolution.format != _resolution.format
  2078. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  2079. {
  2080. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  2081. bool resize = true
  2082. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2083. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2084. ;
  2085. m_resolution = _resolution;
  2086. m_resolution.reset = flags;
  2087. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  2088. m_textVideoMem.clear();
  2089. m_scd.width = _resolution.width;
  2090. m_scd.height = _resolution.height;
  2091. // see comment in init() about why we don't worry about BGFX_RESET_SRGB_BACKBUFFER here
  2092. m_scd.format = s_textureFormat[_resolution.format].m_fmt
  2093. ;
  2094. preReset();
  2095. m_deviceCtx->Flush();
  2096. m_deviceCtx->ClearState();
  2097. if (NULL == m_swapChain)
  2098. {
  2099. // Updated backbuffer if it changed in PlatformData.
  2100. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2101. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2102. }
  2103. else
  2104. {
  2105. DX_RELEASE(m_msaaRt, 0);
  2106. if (resize)
  2107. {
  2108. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2109. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd) );
  2110. }
  2111. else
  2112. {
  2113. updateMsaa(m_scd.format);
  2114. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2115. DX_RELEASE(m_swapChain, 0);
  2116. HRESULT hr = m_dxgi.createSwapChain(m_device
  2117. , m_scd
  2118. , &m_swapChain
  2119. );
  2120. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2121. }
  2122. if (1 < m_scd.sampleDesc.Count)
  2123. {
  2124. D3D11_TEXTURE2D_DESC desc;
  2125. desc.Width = m_scd.width;
  2126. desc.Height = m_scd.height;
  2127. desc.MipLevels = 1;
  2128. desc.ArraySize = 1;
  2129. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ? s_textureFormat[m_resolution.format].m_fmtSrgb : s_textureFormat[m_resolution.format].m_fmt;
  2130. desc.SampleDesc = m_scd.sampleDesc;
  2131. desc.Usage = D3D11_USAGE_DEFAULT;
  2132. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  2133. desc.CPUAccessFlags = 0;
  2134. desc.MiscFlags = 0;
  2135. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  2136. }
  2137. }
  2138. postReset();
  2139. }
  2140. return false;
  2141. }
  2142. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2143. {
  2144. if (_flags&kUniformFragmentBit)
  2145. {
  2146. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2147. m_fsChanges += _numRegs;
  2148. }
  2149. else
  2150. {
  2151. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2152. m_vsChanges += _numRegs;
  2153. }
  2154. }
  2155. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2156. {
  2157. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2158. }
  2159. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2160. {
  2161. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2162. }
  2163. void commitShaderConstants()
  2164. {
  2165. if (0 < m_vsChanges)
  2166. {
  2167. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2168. {
  2169. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2170. }
  2171. m_vsChanges = 0;
  2172. }
  2173. if (0 < m_fsChanges)
  2174. {
  2175. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2176. {
  2177. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2178. }
  2179. m_fsChanges = 0;
  2180. }
  2181. }
  2182. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2183. {
  2184. if (isValid(m_fbh)
  2185. && m_fbh.idx != _fbh.idx
  2186. && m_rtMsaa)
  2187. {
  2188. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2189. frameBuffer.resolve();
  2190. }
  2191. if (!isValid(_fbh) )
  2192. {
  2193. m_currentColor = m_backBufferColor;
  2194. m_currentDepthStencil = m_backBufferDepthStencil;
  2195. m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2196. 1
  2197. , &m_currentColor
  2198. , m_currentDepthStencil
  2199. , 1
  2200. , 0
  2201. , NULL
  2202. , NULL
  2203. );
  2204. m_needPresent |= _needPresent;
  2205. }
  2206. else
  2207. {
  2208. invalidateTextureStage();
  2209. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2210. frameBuffer.set();
  2211. }
  2212. m_fbh = _fbh;
  2213. m_rtMsaa = _msaa;
  2214. }
  2215. void clear(const Clear& _clear, const float _palette[][4])
  2216. {
  2217. if (isValid(m_fbh) )
  2218. {
  2219. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2220. frameBuffer.clear(_clear, _palette);
  2221. }
  2222. else
  2223. {
  2224. if (NULL != m_currentColor
  2225. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2226. {
  2227. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2228. {
  2229. uint8_t index = _clear.m_index[0];
  2230. if (UINT8_MAX != index)
  2231. {
  2232. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2233. }
  2234. }
  2235. else
  2236. {
  2237. float frgba[4] =
  2238. {
  2239. _clear.m_index[0]*1.0f/255.0f,
  2240. _clear.m_index[1]*1.0f/255.0f,
  2241. _clear.m_index[2]*1.0f/255.0f,
  2242. _clear.m_index[3]*1.0f/255.0f,
  2243. };
  2244. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2245. }
  2246. }
  2247. if (NULL != m_currentDepthStencil
  2248. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2249. {
  2250. DWORD flags = 0;
  2251. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2252. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2253. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2254. }
  2255. }
  2256. }
  2257. void setInputLayout(uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2258. {
  2259. bx::HashMurmur2A murmur;
  2260. murmur.begin();
  2261. murmur.add(_numInstanceData);
  2262. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2263. {
  2264. murmur.add(_layouts[stream]->m_hash);
  2265. }
  2266. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2267. ID3D11InputLayout* inputLayout = m_inputLayoutCache.find(layoutHash);
  2268. if (NULL == inputLayout)
  2269. {
  2270. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2271. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2272. uint16_t attrMask[Attrib::Count];
  2273. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2274. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2275. {
  2276. VertexLayout layout;
  2277. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout) );
  2278. const bool last = stream == _numStreams-1;
  2279. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2280. {
  2281. uint16_t mask = attrMask[ii];
  2282. uint16_t attr = (layout.m_attributes[ii] & mask);
  2283. if (0 == attr
  2284. || UINT16_MAX == attr)
  2285. {
  2286. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2287. }
  2288. else
  2289. {
  2290. attrMask[ii] = 0;
  2291. }
  2292. }
  2293. elem = fillVertexLayout(stream, elem, layout);
  2294. }
  2295. uint32_t num = uint32_t(elem-vertexElements);
  2296. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2297. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2298. {
  2299. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2300. uint32_t jj;
  2301. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2302. for (jj = 0; jj < num; ++jj)
  2303. {
  2304. curr = &vertexElements[jj];
  2305. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2306. && curr->SemanticIndex == index)
  2307. {
  2308. break;
  2309. }
  2310. }
  2311. if (jj == num)
  2312. {
  2313. curr = elem;
  2314. ++elem;
  2315. }
  2316. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2317. curr->InputSlot = _numStreams;
  2318. curr->SemanticIndex = index;
  2319. curr->AlignedByteOffset = ii*16;
  2320. }
  2321. num = uint32_t(elem-vertexElements);
  2322. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2323. , num
  2324. , _program.m_vsh->m_code->data
  2325. , _program.m_vsh->m_code->size
  2326. , &inputLayout
  2327. ) );
  2328. m_inputLayoutCache.add(layoutHash, inputLayout);
  2329. }
  2330. m_deviceCtx->IASetInputLayout(inputLayout);
  2331. }
  2332. void setInputLayout(const VertexLayout& _layout, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2333. {
  2334. const VertexLayout* layouts[1] = { &_layout };
  2335. setInputLayout(BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2336. }
  2337. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2338. {
  2339. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2340. bx::HashMurmur2A murmur;
  2341. murmur.begin();
  2342. murmur.add(_state);
  2343. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2344. ? _rgba
  2345. : -1
  2346. );
  2347. const uint32_t hash = murmur.end();
  2348. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2349. if (NULL == bs)
  2350. {
  2351. D3D11_BLEND_DESC desc;
  2352. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2353. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2354. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2355. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2356. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2357. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2358. const uint32_t srcRGB = (blend ) & 0xf;
  2359. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2360. const uint32_t srcA = (blend >> 8) & 0xf;
  2361. const uint32_t dstA = (blend >> 12) & 0xf;
  2362. const uint32_t equRGB = (equation ) & 0x7;
  2363. const uint32_t equA = (equation >> 3) & 0x7;
  2364. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2365. drt->DestBlend = s_blendFactor[dstRGB][0];
  2366. drt->BlendOp = s_blendEquation[equRGB];
  2367. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2368. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2369. drt->BlendOpAlpha = s_blendEquation[equA];
  2370. uint8_t writeMask = 0;
  2371. writeMask |= (_state&BGFX_STATE_WRITE_R) ? D3D11_COLOR_WRITE_ENABLE_RED : 0;
  2372. writeMask |= (_state&BGFX_STATE_WRITE_G) ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0;
  2373. writeMask |= (_state&BGFX_STATE_WRITE_B) ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  2374. writeMask |= (_state&BGFX_STATE_WRITE_A) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  2375. drt->RenderTargetWriteMask = writeMask;
  2376. if (desc.IndependentBlendEnable)
  2377. {
  2378. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2379. {
  2380. drt = &desc.RenderTarget[ii];
  2381. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2382. const uint32_t src = (rgba ) & 0xf;
  2383. const uint32_t dst = (rgba >> 4) & 0xf;
  2384. const uint32_t equ = (rgba >> 8) & 0x7;
  2385. drt->SrcBlend = s_blendFactor[src][0];
  2386. drt->DestBlend = s_blendFactor[dst][0];
  2387. drt->BlendOp = s_blendEquation[equ];
  2388. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2389. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2390. drt->BlendOpAlpha = s_blendEquation[equ];
  2391. drt->RenderTargetWriteMask = writeMask;
  2392. }
  2393. }
  2394. else
  2395. {
  2396. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2397. {
  2398. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2399. }
  2400. }
  2401. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2402. m_blendStateCache.add(hash, bs);
  2403. }
  2404. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2405. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2406. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2407. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2408. bool hasFactor = 0
  2409. || f0 == (_state & f0)
  2410. || f1 == (_state & f1)
  2411. || f2 == (_state & f2)
  2412. || f3 == (_state & f3)
  2413. ;
  2414. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2415. if (hasFactor)
  2416. {
  2417. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2418. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2419. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2420. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2421. }
  2422. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2423. }
  2424. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2425. {
  2426. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2427. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2428. uint32_t fstencil = unpackStencil(0, _stencil);
  2429. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2430. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2431. bx::HashMurmur2A murmur;
  2432. murmur.begin();
  2433. murmur.add(_state);
  2434. murmur.add(_stencil);
  2435. uint32_t hash = murmur.end();
  2436. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2437. if (NULL == dss)
  2438. {
  2439. D3D11_DEPTH_STENCIL_DESC desc;
  2440. bx::memSet(&desc, 0, sizeof(desc) );
  2441. desc.DepthEnable = 0 != func;
  2442. desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2443. desc.DepthFunc = s_cmpFunc[func];
  2444. uint32_t bstencil = unpackStencil(1, _stencil);
  2445. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2446. bstencil = frontAndBack ? bstencil : fstencil;
  2447. desc.StencilEnable = 0 != _stencil;
  2448. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2449. desc.StencilWriteMask = 0xff;
  2450. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2451. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2452. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2453. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2454. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2455. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2456. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2457. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2458. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2459. m_depthStencilStateCache.add(hash, dss);
  2460. }
  2461. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2462. }
  2463. void setDebugWireframe(bool _wireframe)
  2464. {
  2465. if (m_wireframe != _wireframe)
  2466. {
  2467. m_wireframe = _wireframe;
  2468. m_rasterizerStateCache.invalidate();
  2469. }
  2470. }
  2471. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2472. {
  2473. _state &= 0
  2474. | BGFX_STATE_CULL_MASK
  2475. | BGFX_STATE_MSAA
  2476. | BGFX_STATE_LINEAA
  2477. | BGFX_STATE_CONSERVATIVE_RASTER
  2478. | BGFX_STATE_FRONT_CCW
  2479. ;
  2480. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2481. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2482. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2483. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2484. if (NULL == rs)
  2485. {
  2486. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2487. #if BX_PLATFORM_WINDOWS
  2488. if (m_deviceInterfaceVersion >= 3)
  2489. {
  2490. D3D11_RASTERIZER_DESC2 desc;
  2491. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2492. desc.CullMode = s_cullMode[cull];
  2493. desc.FrontCounterClockwise = !!(_state&BGFX_STATE_FRONT_CCW);
  2494. desc.DepthBias = 0;
  2495. desc.DepthBiasClamp = 0.0f;
  2496. desc.SlopeScaledDepthBias = 0.0f;
  2497. desc.DepthClipEnable = !m_depthClamp;
  2498. desc.ScissorEnable = _scissor;
  2499. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2500. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2501. desc.ForcedSampleCount = 0;
  2502. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2503. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2504. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2505. ;
  2506. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2507. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2508. }
  2509. else
  2510. #endif // BX_PLATFORM_WINDOWS
  2511. {
  2512. D3D11_RASTERIZER_DESC desc;
  2513. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2514. desc.CullMode = s_cullMode[cull];
  2515. desc.FrontCounterClockwise = false;
  2516. desc.DepthBias = 0;
  2517. desc.DepthBiasClamp = 0.0f;
  2518. desc.SlopeScaledDepthBias = 0.0f;
  2519. desc.DepthClipEnable = !m_depthClamp;
  2520. desc.ScissorEnable = _scissor;
  2521. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2522. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2523. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2524. }
  2525. m_rasterizerStateCache.add(_state, rs);
  2526. }
  2527. m_deviceCtx->RSSetState(rs);
  2528. }
  2529. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2530. {
  2531. const uint32_t index = (_flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2532. _flags &= BGFX_SAMPLER_BITS_MASK;
  2533. // Force both min+max anisotropic, can't be set individually.
  2534. _flags |= 0 != (_flags & (BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC) )
  2535. ? BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC
  2536. : 0
  2537. ;
  2538. uint32_t hash;
  2539. ID3D11SamplerState* sampler;
  2540. if (!needBorderColor(_flags) )
  2541. {
  2542. bx::HashMurmur2A murmur;
  2543. murmur.begin();
  2544. murmur.add(_flags);
  2545. murmur.add(-1);
  2546. hash = murmur.end();
  2547. _rgba = s_zero.m_zerof;
  2548. sampler = m_samplerStateCache.find(hash);
  2549. }
  2550. else
  2551. {
  2552. bx::HashMurmur2A murmur;
  2553. murmur.begin();
  2554. murmur.add(_flags);
  2555. murmur.add(index);
  2556. hash = murmur.end();
  2557. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2558. sampler = m_samplerStateCache.find(hash);
  2559. if (NULL != sampler)
  2560. {
  2561. D3D11_SAMPLER_DESC sd;
  2562. sampler->GetDesc(&sd);
  2563. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2564. {
  2565. // Sampler will be released when updated sampler
  2566. // is added to cache.
  2567. sampler = NULL;
  2568. }
  2569. }
  2570. }
  2571. if (NULL == sampler)
  2572. {
  2573. const uint32_t cmpFunc = (_flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  2574. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  2575. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  2576. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  2577. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2578. D3D11_SAMPLER_DESC sd;
  2579. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2580. sd.AddressU = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  2581. sd.AddressV = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  2582. sd.AddressW = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  2583. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2584. sd.MaxAnisotropy = m_maxAnisotropy;
  2585. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2586. sd.BorderColor[0] = _rgba[0];
  2587. sd.BorderColor[1] = _rgba[1];
  2588. sd.BorderColor[2] = _rgba[2];
  2589. sd.BorderColor[3] = _rgba[3];
  2590. sd.MinLOD = 0;
  2591. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2592. m_device->CreateSamplerState(&sd, &sampler);
  2593. DX_CHECK_REFCOUNT(sampler, 1);
  2594. m_samplerStateCache.add(hash, sampler);
  2595. }
  2596. return sampler;
  2597. }
  2598. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2599. {
  2600. m_occlusionQuery.resolve(_render);
  2601. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2602. }
  2603. void quietValidation()
  2604. {
  2605. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2606. // vertex texture fetch not supported on 9_1 through 9_3
  2607. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2608. {
  2609. m_deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  2610. m_deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  2611. }
  2612. if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
  2613. {
  2614. m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2615. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
  2616. , NULL
  2617. , NULL
  2618. , 16
  2619. , maxTextureSamplers
  2620. , s_zero.m_uav
  2621. , NULL
  2622. );
  2623. }
  2624. m_deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  2625. m_deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  2626. }
  2627. void commitTextureStage()
  2628. {
  2629. if (BX_ENABLED(BGFX_CONFIG_DEBUG))
  2630. {
  2631. quietValidation();
  2632. }
  2633. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2634. // vertex texture fetch not supported on 9_1 through 9_3
  2635. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2636. {
  2637. m_deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2638. m_deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2639. }
  2640. if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
  2641. {
  2642. m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2643. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
  2644. , NULL
  2645. , NULL
  2646. , 16
  2647. , maxTextureSamplers
  2648. , m_textureStage.m_uav
  2649. , NULL
  2650. );
  2651. }
  2652. m_deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2653. m_deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2654. }
  2655. void invalidateTextureStage()
  2656. {
  2657. m_textureStage.clear();
  2658. commitTextureStage();
  2659. }
  2660. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2661. {
  2662. bx::HashMurmur2A murmur;
  2663. murmur.begin();
  2664. murmur.add(_handle);
  2665. murmur.add(_mip);
  2666. murmur.add(1);
  2667. uint32_t hash = murmur.end();
  2668. IUnknown** ptr = m_srvUavLru.find(hash);
  2669. ID3D11UnorderedAccessView* uav;
  2670. if (NULL == ptr)
  2671. {
  2672. TextureD3D11& texture = m_textures[_handle.idx];
  2673. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2674. desc.Format = texture.getSrvFormat();
  2675. switch (texture.m_type)
  2676. {
  2677. case TextureD3D11::Texture2D:
  2678. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2679. desc.Texture2D.MipSlice = _mip;
  2680. break;
  2681. case TextureD3D11::TextureCube:
  2682. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2683. desc.Texture2DArray.ArraySize = 6;
  2684. desc.Texture2DArray.FirstArraySlice = 0;
  2685. desc.Texture2DArray.MipSlice = _mip;
  2686. break;
  2687. case TextureD3D11::Texture3D:
  2688. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2689. desc.Texture3D.MipSlice = _mip;
  2690. desc.Texture3D.FirstWSlice = 0;
  2691. desc.Texture3D.WSize = UINT32_MAX;
  2692. break;
  2693. }
  2694. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2695. m_srvUavLru.add(hash, uav, _handle.idx);
  2696. }
  2697. else
  2698. {
  2699. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2700. }
  2701. return uav;
  2702. }
  2703. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false, bool _stencil = false)
  2704. {
  2705. bx::HashMurmur2A murmur;
  2706. murmur.begin();
  2707. murmur.add(_handle);
  2708. murmur.add(_mip);
  2709. murmur.add(0);
  2710. murmur.add(_compute);
  2711. murmur.add(_stencil);
  2712. uint32_t hash = murmur.end();
  2713. IUnknown** ptr = m_srvUavLru.find(hash);
  2714. ID3D11ShaderResourceView* srv;
  2715. if (NULL == ptr)
  2716. {
  2717. const TextureD3D11& texture = m_textures[_handle.idx];
  2718. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2719. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2720. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2721. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2722. desc.Format = _stencil ? DXGI_FORMAT_X24_TYPELESS_G8_UINT : texture.getSrvFormat();
  2723. switch (texture.m_type)
  2724. {
  2725. case TextureD3D11::Texture2D:
  2726. if (1 < texture.m_numLayers)
  2727. {
  2728. desc.ViewDimension = msaaSample
  2729. ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY
  2730. : D3D11_SRV_DIMENSION_TEXTURE2DARRAY
  2731. ;
  2732. desc.Texture2DArray.MostDetailedMip = _mip;
  2733. desc.Texture2DArray.MipLevels = 1;
  2734. desc.Texture2DArray.FirstArraySlice = 0;
  2735. desc.Texture2DArray.ArraySize = texture.m_numLayers;
  2736. }
  2737. else
  2738. {
  2739. desc.ViewDimension = msaaSample
  2740. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2741. : D3D11_SRV_DIMENSION_TEXTURE2D
  2742. ;
  2743. desc.Texture2D.MostDetailedMip = _mip;
  2744. desc.Texture2D.MipLevels = 1;
  2745. }
  2746. break;
  2747. case TextureD3D11::TextureCube:
  2748. if (_compute)
  2749. {
  2750. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  2751. desc.Texture2DArray.MostDetailedMip = _mip;
  2752. desc.Texture2DArray.MipLevels = 1;
  2753. desc.Texture2DArray.FirstArraySlice = 0;
  2754. desc.Texture2DArray.ArraySize = 6;
  2755. }
  2756. else
  2757. {
  2758. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2759. desc.TextureCube.MostDetailedMip = _mip;
  2760. desc.TextureCube.MipLevels = 1;
  2761. }
  2762. break;
  2763. case TextureD3D11::Texture3D:
  2764. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2765. desc.Texture3D.MostDetailedMip = _mip;
  2766. desc.Texture3D.MipLevels = 1;
  2767. break;
  2768. }
  2769. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2770. m_srvUavLru.add(hash, srv, _handle.idx);
  2771. }
  2772. else
  2773. {
  2774. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2775. }
  2776. return srv;
  2777. }
  2778. void capturePostReset()
  2779. {
  2780. if (m_resolution.reset&BGFX_RESET_CAPTURE)
  2781. {
  2782. ID3D11Texture2D* backBuffer;
  2783. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2784. D3D11_TEXTURE2D_DESC backBufferDesc;
  2785. backBuffer->GetDesc(&backBufferDesc);
  2786. D3D11_TEXTURE2D_DESC desc;
  2787. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2788. desc.SampleDesc.Count = 1;
  2789. desc.SampleDesc.Quality = 0;
  2790. desc.Usage = D3D11_USAGE_STAGING;
  2791. desc.BindFlags = 0;
  2792. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2793. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2794. if (SUCCEEDED(hr) )
  2795. {
  2796. if (backBufferDesc.SampleDesc.Count != 1)
  2797. {
  2798. desc.Usage = D3D11_USAGE_DEFAULT;
  2799. desc.CPUAccessFlags = 0;
  2800. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2801. }
  2802. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2803. }
  2804. DX_RELEASE(backBuffer, 0);
  2805. }
  2806. }
  2807. void capturePreReset()
  2808. {
  2809. if (NULL != m_captureTexture)
  2810. {
  2811. g_callback->captureEnd();
  2812. }
  2813. DX_RELEASE(m_captureResolve, 0);
  2814. DX_RELEASE(m_captureTexture, 0);
  2815. }
  2816. void capture()
  2817. {
  2818. if (NULL != m_captureTexture)
  2819. {
  2820. ID3D11Texture2D* backBuffer;
  2821. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2822. if (NULL == m_captureResolve)
  2823. {
  2824. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2825. }
  2826. else
  2827. {
  2828. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, m_scd.format);
  2829. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2830. }
  2831. D3D11_MAPPED_SUBRESOURCE mapped;
  2832. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2833. bimg::imageSwizzleBgra8(
  2834. mapped.pData
  2835. , mapped.RowPitch
  2836. , m_scd.width
  2837. , m_scd.height
  2838. , mapped.pData
  2839. , mapped.RowPitch
  2840. );
  2841. g_callback->captureFrame(mapped.pData, m_scd.height*mapped.RowPitch);
  2842. m_deviceCtx->Unmap(m_captureTexture, 0);
  2843. DX_RELEASE(backBuffer, 0);
  2844. }
  2845. }
  2846. void commit(UniformBuffer& _uniformBuffer)
  2847. {
  2848. _uniformBuffer.reset();
  2849. for (;;)
  2850. {
  2851. uint32_t opcode = _uniformBuffer.read();
  2852. if (UniformType::End == opcode)
  2853. {
  2854. break;
  2855. }
  2856. UniformType::Enum type;
  2857. uint16_t loc;
  2858. uint16_t num;
  2859. uint16_t copy;
  2860. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2861. const char* data;
  2862. if (copy)
  2863. {
  2864. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2865. }
  2866. else
  2867. {
  2868. UniformHandle handle;
  2869. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2870. data = (const char*)m_uniforms[handle.idx];
  2871. }
  2872. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2873. case UniformType::_uniform: \
  2874. case UniformType::_uniform|kUniformFragmentBit: \
  2875. { \
  2876. setShaderUniform(uint8_t(type), loc, data, num); \
  2877. } \
  2878. break;
  2879. switch ( (uint32_t)type)
  2880. {
  2881. case UniformType::Mat3:
  2882. case UniformType::Mat3|kUniformFragmentBit: \
  2883. {
  2884. float* value = (float*)data;
  2885. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2886. {
  2887. Matrix4 mtx;
  2888. mtx.un.val[ 0] = value[0];
  2889. mtx.un.val[ 1] = value[1];
  2890. mtx.un.val[ 2] = value[2];
  2891. mtx.un.val[ 3] = 0.0f;
  2892. mtx.un.val[ 4] = value[3];
  2893. mtx.un.val[ 5] = value[4];
  2894. mtx.un.val[ 6] = value[5];
  2895. mtx.un.val[ 7] = 0.0f;
  2896. mtx.un.val[ 8] = value[6];
  2897. mtx.un.val[ 9] = value[7];
  2898. mtx.un.val[10] = value[8];
  2899. mtx.un.val[11] = 0.0f;
  2900. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2901. }
  2902. }
  2903. break;
  2904. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  2905. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2906. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2907. case UniformType::End:
  2908. break;
  2909. default:
  2910. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2911. break;
  2912. }
  2913. #undef CASE_IMPLEMENT_UNIFORM
  2914. }
  2915. }
  2916. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2917. {
  2918. uint32_t width;
  2919. uint32_t height;
  2920. if (isValid(m_fbh) )
  2921. {
  2922. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2923. width = fb.m_width;
  2924. height = fb.m_height;
  2925. }
  2926. else
  2927. {
  2928. width = m_scd.width;
  2929. height = m_scd.height;
  2930. }
  2931. if (0 == _rect.m_x
  2932. && 0 == _rect.m_y
  2933. && width == _rect.m_width
  2934. && height == _rect.m_height)
  2935. {
  2936. clear(_clear, _palette);
  2937. }
  2938. else
  2939. {
  2940. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2941. uint64_t state = 0;
  2942. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A : 0;
  2943. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_WRITE_Z : 0;
  2944. uint64_t stencil = 0;
  2945. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2946. | BGFX_STENCIL_TEST_ALWAYS
  2947. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2948. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2949. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2950. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2951. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2952. : 0
  2953. ;
  2954. setBlendState(state);
  2955. setDepthStencilState(state, stencil);
  2956. setRasterizerState(state);
  2957. uint32_t numMrt = 1;
  2958. FrameBufferHandle fbh = m_fbh;
  2959. if (isValid(fbh) )
  2960. {
  2961. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2962. numMrt = bx::uint32_max(1, fb.m_num);
  2963. }
  2964. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2965. m_currentProgram = &program;
  2966. const ShaderD3D11* vsh = program.m_vsh;
  2967. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2968. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2969. float mrtClearDepth[4] = { _clear.m_depth };
  2970. deviceCtx->UpdateSubresource(vsh->m_buffer, 0, 0, mrtClearDepth, 0, 0);
  2971. if (NULL != m_currentColor)
  2972. {
  2973. const ShaderD3D11* fsh = program.m_fsh;
  2974. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2975. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2976. float mrtClearColor[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2977. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2978. {
  2979. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2980. {
  2981. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2982. bx::memCopy(mrtClearColor[ii], _palette[index], 16);
  2983. }
  2984. }
  2985. else
  2986. {
  2987. float rgba[4] =
  2988. {
  2989. _clear.m_index[0]*1.0f/255.0f,
  2990. _clear.m_index[1]*1.0f/255.0f,
  2991. _clear.m_index[2]*1.0f/255.0f,
  2992. _clear.m_index[3]*1.0f/255.0f,
  2993. };
  2994. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2995. {
  2996. bx::memCopy(mrtClearColor[ii], rgba, 16);
  2997. }
  2998. }
  2999. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClearColor, 0, 0);
  3000. }
  3001. else
  3002. {
  3003. deviceCtx->PSSetShader(NULL, NULL, 0);
  3004. }
  3005. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
  3006. const VertexLayout& layout = _clearQuad.m_layout;
  3007. const uint32_t stride = layout.m_stride;
  3008. const uint32_t offset = 0;
  3009. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3010. setInputLayout(layout, program, 0);
  3011. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3012. deviceCtx->Draw(4, 0);
  3013. }
  3014. }
  3015. void* m_d3d9Dll;
  3016. void* m_d3d11Dll;
  3017. void* m_renderDocDll;
  3018. void* m_agsDll;
  3019. Dxgi m_dxgi;
  3020. AGSContext* m_ags;
  3021. NvApi m_nvapi;
  3022. D3D_FEATURE_LEVEL m_featureLevel;
  3023. Dxgi::SwapChainI* m_swapChain;
  3024. ID3D11Texture2D* m_msaaRt;
  3025. bool m_needPresent;
  3026. bool m_lost;
  3027. uint16_t m_numWindows;
  3028. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3029. ID3D11Device* m_device;
  3030. ID3D11DeviceContext* m_deviceCtx;
  3031. ID3DUserDefinedAnnotation* m_annotation;
  3032. ID3D11InfoQueue* m_infoQueue;
  3033. TimerQueryD3D11 m_gpuTimer;
  3034. OcclusionQueryD3D11 m_occlusionQuery;
  3035. uint32_t m_deviceInterfaceVersion;
  3036. ID3D11RenderTargetView* m_backBufferColor;
  3037. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3038. ID3D11RenderTargetView* m_currentColor;
  3039. ID3D11DepthStencilView* m_currentDepthStencil;
  3040. ID3D11Texture2D* m_captureTexture;
  3041. ID3D11Texture2D* m_captureResolve;
  3042. Resolution m_resolution;
  3043. SwapChainDesc m_scd;
  3044. DXGI_SWAP_EFFECT m_swapEffect;
  3045. uint32_t m_swapBufferCount;
  3046. uint32_t m_maxAnisotropy;
  3047. bool m_depthClamp;
  3048. bool m_wireframe;
  3049. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3050. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3051. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3052. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3053. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3054. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  3055. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3056. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3057. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3058. UniformRegistry m_uniformReg;
  3059. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3060. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3061. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3062. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3063. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3064. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3065. TextVideoMem m_textVideoMem;
  3066. TextureStage m_textureStage;
  3067. ProgramD3D11* m_currentProgram;
  3068. uint8_t m_vsScratch[64<<10];
  3069. uint8_t m_fsScratch[64<<10];
  3070. uint32_t m_vsChanges;
  3071. uint32_t m_fsChanges;
  3072. FrameBufferHandle m_fbh;
  3073. bool m_rtMsaa;
  3074. bool m_timerQuerySupport;
  3075. bool m_directAccessSupport;
  3076. };
  3077. static RendererContextD3D11* s_renderD3D11;
  3078. RendererContextI* rendererCreate(const Init& _init)
  3079. {
  3080. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3081. if (!s_renderD3D11->init(_init) )
  3082. {
  3083. BX_DELETE(g_allocator, s_renderD3D11);
  3084. s_renderD3D11 = NULL;
  3085. }
  3086. return s_renderD3D11;
  3087. }
  3088. void rendererDestroy()
  3089. {
  3090. s_renderD3D11->shutdown();
  3091. BX_DELETE(g_allocator, s_renderD3D11);
  3092. s_renderD3D11 = NULL;
  3093. }
  3094. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3095. {
  3096. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3097. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3098. {
  3099. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3100. _offset += _stride;
  3101. }
  3102. }
  3103. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3104. {
  3105. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3106. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3107. {
  3108. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3109. _offset += _stride;
  3110. }
  3111. }
  3112. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3113. {
  3114. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3115. }
  3116. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3117. {
  3118. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3119. }
  3120. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3121. {
  3122. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3123. }
  3124. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3125. {
  3126. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3127. }
  3128. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name)
  3129. {
  3130. BX_UNUSED(_color);
  3131. return s_renderD3D11->m_annotation->BeginEvent(_name);
  3132. }
  3133. int WINAPI d3d11Annotation_EndEvent()
  3134. {
  3135. return s_renderD3D11->m_annotation->EndEvent();
  3136. }
  3137. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name)
  3138. {
  3139. BX_UNUSED(_color);
  3140. s_renderD3D11->m_annotation->SetMarker(_name);
  3141. }
  3142. struct UavFormat
  3143. {
  3144. DXGI_FORMAT format[3];
  3145. uint32_t stride;
  3146. };
  3147. static const UavFormat s_uavFormat[] =
  3148. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3149. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3150. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3151. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3152. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3153. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3154. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3155. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3156. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3157. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3158. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3159. };
  3160. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3161. {
  3162. m_uav = NULL;
  3163. m_size = _size;
  3164. m_flags = _flags;
  3165. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3166. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3167. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3168. m_dynamic = NULL == _data && !needUav;
  3169. D3D11_BUFFER_DESC desc;
  3170. desc.ByteWidth = _size;
  3171. desc.BindFlags = 0
  3172. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3173. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3174. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3175. ;
  3176. desc.MiscFlags = 0
  3177. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3178. ;
  3179. desc.StructureByteStride = 0;
  3180. DXGI_FORMAT format;
  3181. uint32_t stride;
  3182. if (drawIndirect)
  3183. {
  3184. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3185. stride = 16;
  3186. }
  3187. else
  3188. {
  3189. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3190. if (0 == uavFormat)
  3191. {
  3192. if (_vertex)
  3193. {
  3194. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3195. stride = 16;
  3196. }
  3197. else
  3198. {
  3199. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3200. {
  3201. format = DXGI_FORMAT_R16_UINT;
  3202. stride = 2;
  3203. }
  3204. else
  3205. {
  3206. format = DXGI_FORMAT_R32_UINT;
  3207. stride = 4;
  3208. }
  3209. }
  3210. }
  3211. else
  3212. {
  3213. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3214. format = s_uavFormat[uavFormat].format[uavType];
  3215. stride = s_uavFormat[uavFormat].stride;
  3216. }
  3217. }
  3218. ID3D11Device* device = s_renderD3D11->m_device;
  3219. D3D11_SUBRESOURCE_DATA srd;
  3220. srd.pSysMem = _data;
  3221. srd.SysMemPitch = 0;
  3222. srd.SysMemSlicePitch = 0;
  3223. if (needUav)
  3224. {
  3225. desc.Usage = D3D11_USAGE_DEFAULT;
  3226. desc.CPUAccessFlags = 0;
  3227. desc.StructureByteStride = _stride;
  3228. DX_CHECK(device->CreateBuffer(&desc
  3229. , NULL == _data ? NULL : &srd
  3230. , &m_ptr
  3231. ) );
  3232. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3233. uavd.Format = format;
  3234. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3235. uavd.Buffer.FirstElement = 0;
  3236. uavd.Buffer.NumElements = m_size / stride;
  3237. uavd.Buffer.Flags = 0;
  3238. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3239. , &uavd
  3240. , &m_uav
  3241. ) );
  3242. }
  3243. else if (m_dynamic)
  3244. {
  3245. #if USE_D3D11_STAGING_BUFFER
  3246. desc.Usage = D3D11_USAGE_DEFAULT;
  3247. desc.CPUAccessFlags = 0;
  3248. DX_CHECK(device->CreateBuffer(&desc
  3249. , NULL
  3250. , &m_ptr
  3251. ) );
  3252. desc.BindFlags = 0;
  3253. desc.Usage = D3D11_USAGE_STAGING;
  3254. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3255. DX_CHECK(device->CreateBuffer(&desc
  3256. , NULL
  3257. , &m_staging
  3258. ) );
  3259. #else
  3260. desc.Usage = D3D11_USAGE_DYNAMIC;
  3261. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3262. DX_CHECK(device->CreateBuffer(&desc
  3263. , NULL
  3264. , &m_ptr
  3265. ) );
  3266. #endif // USE_D3D11_STAGING_BUFFER
  3267. }
  3268. else
  3269. {
  3270. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3271. desc.CPUAccessFlags = 0;
  3272. DX_CHECK(device->CreateBuffer(&desc
  3273. , &srd
  3274. , &m_ptr
  3275. ) );
  3276. }
  3277. if (needSrv)
  3278. {
  3279. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3280. srvd.Format = format;
  3281. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3282. srvd.Buffer.FirstElement = 0;
  3283. srvd.Buffer.NumElements = m_size / stride;
  3284. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3285. , &srvd
  3286. , &m_srv
  3287. ) );
  3288. }
  3289. }
  3290. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3291. {
  3292. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3293. BX_ASSERT(m_dynamic, "Must be dynamic!");
  3294. #if USE_D3D11_STAGING_BUFFER
  3295. BX_UNUSED(_discard);
  3296. D3D11_MAPPED_SUBRESOURCE mapped;
  3297. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3298. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3299. deviceCtx->Unmap(m_staging, 0);
  3300. D3D11_BOX box;
  3301. box.left = _offset;
  3302. box.top = 0;
  3303. box.front = 0;
  3304. box.right = _offset + _size;
  3305. box.bottom = 1;
  3306. box.back = 1;
  3307. deviceCtx->CopySubresourceRegion(m_ptr
  3308. , 0
  3309. , _offset
  3310. , 0
  3311. , 0
  3312. , m_staging
  3313. , 0
  3314. , &box
  3315. );
  3316. #else
  3317. if (_discard)
  3318. {
  3319. D3D11_MAPPED_SUBRESOURCE mapped;
  3320. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3321. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3322. deviceCtx->Unmap(m_ptr, 0);
  3323. }
  3324. else
  3325. {
  3326. D3D11_BUFFER_DESC desc;
  3327. desc.ByteWidth = _size;
  3328. desc.Usage = D3D11_USAGE_STAGING;
  3329. desc.BindFlags = 0;
  3330. desc.MiscFlags = 0;
  3331. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3332. desc.StructureByteStride = 0;
  3333. D3D11_SUBRESOURCE_DATA srd;
  3334. srd.pSysMem = _data;
  3335. srd.SysMemPitch = 0;
  3336. srd.SysMemSlicePitch = 0;
  3337. D3D11_BOX srcBox;
  3338. srcBox.left = 0;
  3339. srcBox.top = 0;
  3340. srcBox.front = 0;
  3341. srcBox.right = _size;
  3342. srcBox.bottom = 1;
  3343. srcBox.back = 1;
  3344. ID3D11Device* device = s_renderD3D11->m_device;
  3345. ID3D11Buffer* ptr;
  3346. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3347. deviceCtx->CopySubresourceRegion(m_ptr
  3348. , 0
  3349. , _offset
  3350. , 0
  3351. , 0
  3352. , ptr
  3353. , 0
  3354. , &srcBox
  3355. );
  3356. DX_RELEASE(ptr, 0);
  3357. }
  3358. #endif // 0
  3359. }
  3360. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  3361. {
  3362. m_layoutHandle = _layoutHandle;
  3363. uint16_t stride = isValid(_layoutHandle)
  3364. ? s_renderD3D11->m_vertexLayouts[_layoutHandle.idx].m_stride
  3365. : 0
  3366. ;
  3367. BufferD3D11::create(_size, _data, _flags, stride, true);
  3368. }
  3369. static bool hasDepthOp(const void* _code, uint32_t _size)
  3370. {
  3371. bx::MemoryReader rd(_code, _size);
  3372. bx::Error err;
  3373. DxbcContext dxbc;
  3374. read(&rd, dxbc, &err);
  3375. struct FindDepthOp
  3376. {
  3377. FindDepthOp()
  3378. : m_found(false)
  3379. {
  3380. }
  3381. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3382. {
  3383. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3384. if (_instruction.opcode == DxbcOpcode::DISCARD
  3385. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3386. {
  3387. out.m_found = true;
  3388. return false;
  3389. }
  3390. return true;
  3391. }
  3392. bool m_found;
  3393. } find;
  3394. parse(dxbc.shader, FindDepthOp::find, &find);
  3395. return find.m_found;
  3396. }
  3397. static void patchUAVRegisterByteCode(DxbcInstruction& _instruction, void* _userData)
  3398. {
  3399. union { void* ptr; uint32_t offset; } cast = { _userData };
  3400. switch (_instruction.opcode)
  3401. {
  3402. case DxbcOpcode::DCL_UNORDERED_ACCESS_VIEW_TYPED:
  3403. {
  3404. DxbcOperand& operand = _instruction.operand[0];
  3405. operand.regIndex[0] += 16;
  3406. BX_ASSERT(operand.regIndex[1] == 0 && operand.regIndex[2] == 0
  3407. , "Unexpected values");
  3408. }
  3409. break;
  3410. case DxbcOpcode::DCL_UNORDERED_ACCESS_VIEW_RAW:
  3411. {
  3412. BX_ASSERT(false, "Unsupported UAV access");
  3413. }
  3414. break;
  3415. case DxbcOpcode::DCL_UNORDERED_ACCESS_VIEW_STRUCTURED:
  3416. {
  3417. BX_ASSERT(false, "Unsupported UAV access");
  3418. }
  3419. break;
  3420. case DxbcOpcode::LD_UAV_TYPED:
  3421. {
  3422. DxbcOperand& operand = _instruction.operand[2];
  3423. operand.regIndex[0] += 16;
  3424. BX_ASSERT(operand.regIndex[1] == 0 && operand.regIndex[2] == 0
  3425. , "Unexpected values");
  3426. }
  3427. break;
  3428. case DxbcOpcode::STORE_UAV_TYPED:
  3429. {
  3430. DxbcOperand& operand = _instruction.operand[0];
  3431. operand.regIndex[0] += 16;
  3432. BX_ASSERT(operand.regIndex[1] == 0 && operand.regIndex[2] == 0
  3433. , "Unexpected values");
  3434. }
  3435. break;
  3436. }
  3437. }
  3438. static void patchUAVRegisterDebugInfo(DxbcSPDB& _spdb)
  3439. {
  3440. if (!_spdb.debugCode.empty())
  3441. {
  3442. // 'register( u[xx] )'
  3443. char* ptr = (char*)_spdb.debugCode.data();
  3444. while (ptr < (char*)_spdb.debugCode.data() + _spdb.debugCode.size() - 3)
  3445. {
  3446. if (*(ptr+1) == ' '
  3447. && *(ptr+2) == 'u'
  3448. && *(ptr+3) == '[')
  3449. {
  3450. char* startPtr = ptr+4;
  3451. char* endPtr = ptr+4;
  3452. while (*endPtr != ']')
  3453. {
  3454. endPtr++;
  3455. }
  3456. uint32_t regNum = 0;
  3457. uint32_t regLen = endPtr - startPtr;
  3458. bx::fromString(&regNum, bx::StringView(startPtr, regLen));
  3459. regNum += 16;
  3460. uint32_t len = bx::toString(startPtr, regLen+2, regNum);
  3461. *(startPtr + len) = ']';
  3462. break;
  3463. }
  3464. ++ptr;
  3465. }
  3466. }
  3467. }
  3468. void ShaderD3D11::create(const Memory* _mem)
  3469. {
  3470. bx::MemoryReader reader(_mem->data, _mem->size);
  3471. uint32_t magic;
  3472. bx::read(&reader, magic);
  3473. const bool fragment = isShaderType(magic, 'F');
  3474. uint32_t hashIn;
  3475. bx::read(&reader, hashIn);
  3476. uint32_t hashOut;
  3477. if (isShaderVerLess(magic, 6) )
  3478. {
  3479. hashOut = hashIn;
  3480. }
  3481. else
  3482. {
  3483. bx::read(&reader, hashOut);
  3484. }
  3485. uint16_t count;
  3486. bx::read(&reader, count);
  3487. m_numPredefined = 0;
  3488. m_numUniforms = count;
  3489. BX_TRACE("%s Shader consts %d"
  3490. , getShaderTypeName(magic)
  3491. , count
  3492. );
  3493. const uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  3494. if (0 < count)
  3495. {
  3496. for (uint32_t ii = 0; ii < count; ++ii)
  3497. {
  3498. uint8_t nameSize = 0;
  3499. bx::read(&reader, nameSize);
  3500. char name[256] = { '\0' };
  3501. bx::read(&reader, &name, nameSize);
  3502. name[nameSize] = '\0';
  3503. uint8_t type = 0;
  3504. bx::read(&reader, type);
  3505. uint8_t num = 0;
  3506. bx::read(&reader, num);
  3507. uint16_t regIndex = 0;
  3508. bx::read(&reader, regIndex);
  3509. uint16_t regCount = 0;
  3510. bx::read(&reader, regCount);
  3511. if (!isShaderVerLess(magic, 8) )
  3512. {
  3513. uint16_t texInfo = 0;
  3514. bx::read(&reader, texInfo);
  3515. }
  3516. const char* kind = "invalid";
  3517. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3518. if (PredefinedUniform::Count != predefined)
  3519. {
  3520. kind = "predefined";
  3521. m_predefined[m_numPredefined].m_loc = regIndex;
  3522. m_predefined[m_numPredefined].m_count = regCount;
  3523. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3524. m_numPredefined++;
  3525. }
  3526. else if (0 == (kUniformSamplerBit & type) )
  3527. {
  3528. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3529. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3530. if (NULL != info)
  3531. {
  3532. if (NULL == m_constantBuffer)
  3533. {
  3534. m_constantBuffer = UniformBuffer::create(1024);
  3535. }
  3536. kind = "user";
  3537. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3538. }
  3539. }
  3540. else
  3541. {
  3542. kind = "sampler";
  3543. }
  3544. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3545. , kind
  3546. , name
  3547. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  3548. , num
  3549. , regIndex
  3550. , regCount
  3551. );
  3552. BX_UNUSED(kind);
  3553. }
  3554. if (NULL != m_constantBuffer)
  3555. {
  3556. m_constantBuffer->finish();
  3557. }
  3558. }
  3559. uint32_t shaderSize;
  3560. bx::read(&reader, shaderSize);
  3561. const void* code = reader.getDataPtr();
  3562. bx::skip(&reader, shaderSize+1);
  3563. const Memory* temp = NULL;
  3564. if (!isShaderType(magic, 'C'))
  3565. {
  3566. bx::MemoryReader rd(code, shaderSize);
  3567. DxbcContext dxbc;
  3568. bx::Error err;
  3569. read(&rd, dxbc, &err);
  3570. bool patchShader = !dxbc.shader.aon9;
  3571. if (patchShader)
  3572. {
  3573. union { uint32_t offset; void* ptr; } cast = { 0 };
  3574. filter(dxbc.shader, dxbc.shader, patchUAVRegisterByteCode, cast.ptr);
  3575. patchUAVRegisterDebugInfo(dxbc.spdb);
  3576. temp = alloc(shaderSize);
  3577. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  3578. int32_t size = write(&wr, dxbc, &err);
  3579. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  3580. code = temp->data;
  3581. }
  3582. }
  3583. if (isShaderType(magic, 'F') )
  3584. {
  3585. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3586. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3587. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3588. }
  3589. else if (isShaderType(magic, 'V') )
  3590. {
  3591. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3592. m_code = copy(code, shaderSize);
  3593. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3594. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3595. }
  3596. else if (isShaderType(magic, 'C') )
  3597. {
  3598. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3599. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3600. }
  3601. uint8_t numAttrs = 0;
  3602. bx::read(&reader, numAttrs);
  3603. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3604. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3605. {
  3606. uint16_t id;
  3607. bx::read(&reader, id);
  3608. Attrib::Enum attr = idToAttrib(id);
  3609. if (Attrib::Count != attr)
  3610. {
  3611. m_attrMask[attr] = UINT16_MAX;
  3612. }
  3613. }
  3614. uint16_t size;
  3615. bx::read(&reader, size);
  3616. if (0 < size)
  3617. {
  3618. D3D11_BUFFER_DESC desc;
  3619. desc.ByteWidth = (size + 0xf) & ~0xf;
  3620. desc.Usage = D3D11_USAGE_DEFAULT;
  3621. desc.CPUAccessFlags = 0;
  3622. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3623. desc.MiscFlags = 0;
  3624. desc.StructureByteStride = 0;
  3625. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3626. BX_TRACE("\tCB size: %d", desc.ByteWidth);
  3627. }
  3628. if (NULL != temp)
  3629. {
  3630. release(temp);
  3631. }
  3632. }
  3633. void* DirectAccessResourceD3D11::createTexture2D(const D3D11_TEXTURE2D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture2D** _gpuTexture2d)
  3634. {
  3635. ID3D11Device* device = s_renderD3D11->m_device;
  3636. DX_CHECK(setIntelDirectAccessResource(device) );
  3637. DX_CHECK(device->CreateTexture2D(_gpuDesc, _srd, _gpuTexture2d) );
  3638. D3D11_TEXTURE2D_DESC cpuDesc;
  3639. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3640. cpuDesc.BindFlags = 0;
  3641. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3642. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3643. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3644. DX_CHECK(device->CreateTexture2D(&cpuDesc, NULL, &m_texture2d) );
  3645. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3646. deviceCtx->CopyResource(m_texture2d, *_gpuTexture2d);
  3647. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3648. deviceCtx->Map(m_texture2d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3649. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3650. return m_descriptor->ptr;
  3651. }
  3652. void* DirectAccessResourceD3D11::createTexture3D(const D3D11_TEXTURE3D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture3D** _gpuTexture3d)
  3653. {
  3654. ID3D11Device* device = s_renderD3D11->m_device;
  3655. DX_CHECK(setIntelDirectAccessResource(device) );
  3656. DX_CHECK(device->CreateTexture3D(_gpuDesc, _srd, _gpuTexture3d) );
  3657. D3D11_TEXTURE3D_DESC cpuDesc;
  3658. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3659. cpuDesc.BindFlags = 0;
  3660. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3661. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3662. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3663. DX_CHECK(device->CreateTexture3D(&cpuDesc, NULL, &m_texture3d) );
  3664. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3665. deviceCtx->CopyResource(m_texture3d, *_gpuTexture3d);
  3666. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3667. deviceCtx->Map(m_texture3d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3668. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3669. return m_descriptor->ptr;
  3670. }
  3671. void DirectAccessResourceD3D11::destroy()
  3672. {
  3673. if (NULL != m_descriptor)
  3674. {
  3675. s_renderD3D11->m_deviceCtx->Unmap(m_ptr, 0);
  3676. m_descriptor = NULL;
  3677. DX_RELEASE(m_ptr, 0);
  3678. }
  3679. }
  3680. void* TextureD3D11::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3681. {
  3682. void* directAccessPtr = NULL;
  3683. bimg::ImageContainer imageContainer;
  3684. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3685. {
  3686. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3687. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3688. bimg::TextureInfo ti;
  3689. bimg::imageGetSize(
  3690. &ti
  3691. , uint16_t(imageContainer.m_width >>startLod)
  3692. , uint16_t(imageContainer.m_height>>startLod)
  3693. , uint16_t(imageContainer.m_depth >>startLod)
  3694. , imageContainer.m_cubeMap
  3695. , 1 < imageContainer.m_numMips
  3696. , imageContainer.m_numLayers
  3697. , imageContainer.m_format
  3698. );
  3699. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3700. m_flags = _flags;
  3701. m_width = ti.width;
  3702. m_height = ti.height;
  3703. m_depth = ti.depth;
  3704. m_numLayers = ti.numLayers;
  3705. m_requestedFormat = uint8_t(imageContainer.m_format);
  3706. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3707. const bool convert = m_textureFormat != m_requestedFormat;
  3708. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3709. if (imageContainer.m_cubeMap)
  3710. {
  3711. m_type = TextureCube;
  3712. }
  3713. else if (imageContainer.m_depth > 1)
  3714. {
  3715. m_type = Texture3D;
  3716. }
  3717. else
  3718. {
  3719. m_type = Texture2D;
  3720. }
  3721. m_numMips = ti.numMips;
  3722. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3723. const uint32_t numSrd = numSides * ti.numMips;
  3724. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3725. uint32_t kk = 0;
  3726. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3727. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3728. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3729. , getHandle()
  3730. , getName( (TextureFormat::Enum)m_textureFormat)
  3731. , getName( (TextureFormat::Enum)m_requestedFormat)
  3732. , ti.numLayers
  3733. , ti.width
  3734. , ti.height
  3735. , imageContainer.m_cubeMap ? "x6" : ""
  3736. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3737. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3738. );
  3739. for (uint16_t side = 0; side < numSides; ++side)
  3740. {
  3741. for (uint8_t lod = 0, num = ti.numMips; lod < num; ++lod)
  3742. {
  3743. bimg::ImageMip mip;
  3744. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3745. {
  3746. srd[kk].pSysMem = mip.m_data;
  3747. if (convert)
  3748. {
  3749. uint32_t srcpitch = mip.m_width*bpp/8;
  3750. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mip.m_height);
  3751. bimg::imageDecodeToBgra8(g_allocator, temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3752. srd[kk].pSysMem = temp;
  3753. srd[kk].SysMemPitch = srcpitch;
  3754. }
  3755. else if (compressed)
  3756. {
  3757. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3758. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3759. }
  3760. else
  3761. {
  3762. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3763. }
  3764. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3765. ++kk;
  3766. }
  3767. }
  3768. }
  3769. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3770. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3771. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3772. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  3773. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3774. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3775. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3776. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3777. const bool msaaSample = true
  3778. && 1 < msaa.Count
  3779. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3780. && !writeOnly
  3781. ;
  3782. const bool needResolve = true
  3783. && 1 < msaa.Count
  3784. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3785. && !writeOnly
  3786. ;
  3787. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3788. bx::memSet(&srvd, 0, sizeof(srvd) );
  3789. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3790. if (swizzle)
  3791. {
  3792. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3793. srvd.Format = format;
  3794. }
  3795. else if (srgb)
  3796. {
  3797. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3798. srvd.Format = format;
  3799. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3800. }
  3801. if (format == DXGI_FORMAT_UNKNOWN)
  3802. {
  3803. // not swizzled and not sRGB, or sRGB unsupported
  3804. format = s_textureFormat[m_textureFormat].m_fmt;
  3805. srvd.Format = getSrvFormat();
  3806. }
  3807. const bool directAccess = s_renderD3D11->m_directAccessSupport
  3808. && !renderTarget
  3809. && !readBack
  3810. && !blit
  3811. && !writeOnly
  3812. ;
  3813. switch (m_type)
  3814. {
  3815. case Texture2D:
  3816. case TextureCube:
  3817. {
  3818. D3D11_TEXTURE2D_DESC desc = {};
  3819. desc.Width = ti.width;
  3820. desc.Height = ti.height;
  3821. desc.MipLevels = ti.numMips;
  3822. desc.ArraySize = numSides;
  3823. desc.Format = format;
  3824. desc.SampleDesc = msaa;
  3825. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3826. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3827. desc.CPUAccessFlags = 0;
  3828. desc.MiscFlags = 0;
  3829. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3830. {
  3831. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3832. desc.Usage = D3D11_USAGE_DEFAULT;
  3833. }
  3834. else if (renderTarget)
  3835. {
  3836. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3837. desc.Usage = D3D11_USAGE_DEFAULT;
  3838. desc.MiscFlags |= 0
  3839. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3840. ;
  3841. }
  3842. if (computeWrite)
  3843. {
  3844. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3845. desc.Usage = D3D11_USAGE_DEFAULT;
  3846. }
  3847. if (readBack)
  3848. {
  3849. desc.BindFlags = 0;
  3850. desc.Usage = D3D11_USAGE_STAGING;
  3851. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3852. }
  3853. if (imageContainer.m_cubeMap)
  3854. {
  3855. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3856. if (1 < ti.numLayers)
  3857. {
  3858. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3859. srvd.TextureCubeArray.MipLevels = ti.numMips;
  3860. srvd.TextureCubeArray.NumCubes = ti.numLayers;
  3861. }
  3862. else
  3863. {
  3864. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3865. srvd.TextureCube.MipLevels = ti.numMips;
  3866. }
  3867. }
  3868. else
  3869. {
  3870. if (msaaSample)
  3871. {
  3872. if (1 < ti.numLayers)
  3873. {
  3874. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3875. srvd.Texture2DMSArray.ArraySize = ti.numLayers;
  3876. }
  3877. else
  3878. {
  3879. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3880. }
  3881. }
  3882. else
  3883. {
  3884. if (1 < ti.numLayers)
  3885. {
  3886. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  3887. srvd.Texture2DArray.MipLevels = ti.numMips;
  3888. srvd.Texture2DArray.ArraySize = ti.numLayers;
  3889. }
  3890. else
  3891. {
  3892. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  3893. srvd.Texture2D.MipLevels = ti.numMips;
  3894. }
  3895. }
  3896. }
  3897. if (needResolve)
  3898. {
  3899. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  3900. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  3901. desc.SampleDesc = s_msaa[0];
  3902. }
  3903. if (directAccess)
  3904. {
  3905. directAccessPtr = m_dar.createTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d);
  3906. }
  3907. else
  3908. {
  3909. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3910. }
  3911. }
  3912. break;
  3913. case Texture3D:
  3914. {
  3915. D3D11_TEXTURE3D_DESC desc = {};
  3916. desc.Width = ti.width;
  3917. desc.Height = ti.height;
  3918. desc.Depth = ti.depth;
  3919. desc.MipLevels = ti.numMips;
  3920. desc.Format = format;
  3921. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3922. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3923. desc.CPUAccessFlags = 0;
  3924. desc.MiscFlags = 0;
  3925. if (renderTarget)
  3926. {
  3927. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3928. desc.Usage = D3D11_USAGE_DEFAULT;
  3929. desc.MiscFlags |= 0
  3930. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3931. ;
  3932. }
  3933. if (computeWrite)
  3934. {
  3935. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3936. desc.Usage = D3D11_USAGE_DEFAULT;
  3937. }
  3938. if (readBack)
  3939. {
  3940. desc.BindFlags = 0;
  3941. desc.Usage = D3D11_USAGE_STAGING;
  3942. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3943. }
  3944. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3945. srvd.Texture3D.MipLevels = ti.numMips;
  3946. if (directAccess)
  3947. {
  3948. directAccessPtr = m_dar.createTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d);
  3949. }
  3950. else
  3951. {
  3952. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3953. }
  3954. }
  3955. break;
  3956. }
  3957. if (!writeOnly)
  3958. {
  3959. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3960. }
  3961. if (computeWrite)
  3962. {
  3963. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3964. }
  3965. if (convert
  3966. && 0 != kk)
  3967. {
  3968. kk = 0;
  3969. for (uint16_t side = 0; side < numSides; ++side)
  3970. {
  3971. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  3972. {
  3973. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3974. ++kk;
  3975. }
  3976. }
  3977. }
  3978. }
  3979. return directAccessPtr;
  3980. }
  3981. void TextureD3D11::destroy()
  3982. {
  3983. m_dar.destroy();
  3984. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3985. DX_RELEASE(m_rt, 0);
  3986. DX_RELEASE(m_srv, 0);
  3987. DX_RELEASE(m_uav, 0);
  3988. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED) )
  3989. {
  3990. DX_RELEASE(m_ptr, 0);
  3991. }
  3992. }
  3993. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  3994. {
  3995. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{};
  3996. const bool readable = (m_srv != NULL);
  3997. if (readable) {
  3998. m_srv->GetDesc(&srvDesc);
  3999. }
  4000. destroy();
  4001. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  4002. m_ptr = (ID3D11Resource*)_ptr;
  4003. if (readable) {
  4004. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvDesc, &m_srv);
  4005. }
  4006. }
  4007. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4008. {
  4009. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4010. D3D11_BOX box;
  4011. box.left = _rect.m_x;
  4012. box.top = _rect.m_y;
  4013. box.right = box.left + _rect.m_width;
  4014. box.bottom = box.top + _rect.m_height;
  4015. uint32_t layer = 0;
  4016. if (TextureD3D11::Texture3D == m_type)
  4017. {
  4018. box.front = _z;
  4019. box.back = box.front + _depth;
  4020. }
  4021. else
  4022. {
  4023. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4024. box.front = 0;
  4025. box.back = 1;
  4026. }
  4027. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4028. const bool depth = bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) );
  4029. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4030. uint32_t rectpitch = _rect.m_width*bpp/8;
  4031. if (bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat)))
  4032. {
  4033. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat));
  4034. rectpitch = (_rect.m_width / blockInfo.blockWidth)*blockInfo.blockSize;
  4035. }
  4036. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4037. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4038. const bool convert = m_textureFormat != m_requestedFormat;
  4039. uint8_t* data = _mem->data;
  4040. uint8_t* temp = NULL;
  4041. if (convert)
  4042. {
  4043. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4044. bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  4045. data = temp;
  4046. }
  4047. deviceCtx->UpdateSubresource(
  4048. m_ptr
  4049. , subres
  4050. , depth ? NULL : &box
  4051. , data
  4052. , srcpitch
  4053. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  4054. );
  4055. if (NULL != temp)
  4056. {
  4057. BX_FREE(g_allocator, temp);
  4058. }
  4059. }
  4060. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4061. {
  4062. TextureStage& ts = s_renderD3D11->m_textureStage;
  4063. if (0 != (_flags & BGFX_SAMPLER_SAMPLE_STENCIL) )
  4064. {
  4065. ts.m_srv[_stage] = s_renderD3D11->getCachedSrv(
  4066. TextureHandle{ uint16_t(this - s_renderD3D11->m_textures) }
  4067. , 0
  4068. , false
  4069. , true
  4070. );
  4071. }
  4072. else
  4073. {
  4074. ts.m_srv[_stage] = m_srv;
  4075. }
  4076. const uint32_t flags = 0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags)
  4077. ? _flags
  4078. : uint32_t(m_flags)
  4079. ;
  4080. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  4081. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags, _palette[index]);
  4082. }
  4083. void TextureD3D11::resolve(uint8_t _resolve) const
  4084. {
  4085. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4086. const bool needResolve = NULL != m_rt;
  4087. if (needResolve)
  4088. {
  4089. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  4090. }
  4091. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4092. if (renderTarget
  4093. && 1 < m_numMips
  4094. && 0 != (_resolve & BGFX_RESOLVE_AUTO_GEN_MIPS) )
  4095. {
  4096. deviceCtx->GenerateMips(m_srv);
  4097. }
  4098. }
  4099. TextureHandle TextureD3D11::getHandle() const
  4100. {
  4101. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4102. return handle;
  4103. }
  4104. DXGI_FORMAT TextureD3D11::getSrvFormat() const
  4105. {
  4106. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4107. {
  4108. return s_textureFormat[m_textureFormat].m_fmtSrv;
  4109. }
  4110. return 0 != (m_flags&BGFX_TEXTURE_SRGB)
  4111. ? s_textureFormat[m_textureFormat].m_fmtSrgb
  4112. : s_textureFormat[m_textureFormat].m_fmt
  4113. ;
  4114. }
  4115. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4116. {
  4117. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4118. {
  4119. m_rtv[ii] = NULL;
  4120. }
  4121. for (uint32_t ii = 0; ii < BX_COUNTOF(m_uav); ++ii)
  4122. {
  4123. m_uav[ii] = NULL;
  4124. }
  4125. m_dsv = NULL;
  4126. m_swapChain = NULL;
  4127. m_denseIdx = UINT16_MAX;
  4128. m_numTh = _num;
  4129. m_needPresent = false;
  4130. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4131. postReset();
  4132. }
  4133. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4134. {
  4135. SwapChainDesc scd;
  4136. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(SwapChainDesc) );
  4137. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4138. scd.width = _width;
  4139. scd.height = _height;
  4140. scd.nwh = _nwh;
  4141. scd.ndt = NULL;
  4142. scd.sampleDesc = s_msaa[0];
  4143. ID3D11Device* device = s_renderD3D11->m_device;
  4144. HRESULT hr = s_renderD3D11->m_dxgi.createSwapChain(device
  4145. , scd
  4146. , &m_swapChain
  4147. );
  4148. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4149. #if BX_PLATFORM_WINDOWS
  4150. DX_CHECK(s_renderD3D11->m_dxgi.m_factory->MakeWindowAssociation(
  4151. (HWND)_nwh
  4152. , 0
  4153. | DXGI_MWA_NO_WINDOW_CHANGES
  4154. | DXGI_MWA_NO_ALT_ENTER
  4155. ) );
  4156. #endif // BX_PLATFORM_WINDOWS
  4157. ID3D11Resource* ptr;
  4158. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4159. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4160. DX_RELEASE(ptr, 0);
  4161. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  4162. ? s_textureFormat[_depthFormat].m_fmtDsv
  4163. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4164. ;
  4165. D3D11_TEXTURE2D_DESC dsd;
  4166. dsd.Width = scd.width;
  4167. dsd.Height = scd.height;
  4168. dsd.MipLevels = 1;
  4169. dsd.ArraySize = 1;
  4170. dsd.Format = fmtDsv;
  4171. dsd.SampleDesc = scd.sampleDesc;
  4172. dsd.Usage = D3D11_USAGE_DEFAULT;
  4173. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4174. dsd.CPUAccessFlags = 0;
  4175. dsd.MiscFlags = 0;
  4176. ID3D11Texture2D* depthStencil;
  4177. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4178. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4179. DX_RELEASE(depthStencil, 0);
  4180. m_srv[0] = NULL;
  4181. m_nwh = _nwh;
  4182. m_denseIdx = _denseIdx;
  4183. m_num = 1;
  4184. }
  4185. uint16_t FrameBufferD3D11::destroy()
  4186. {
  4187. preReset(true);
  4188. DX_RELEASE(m_swapChain, 0);
  4189. m_num = 0;
  4190. m_nwh = NULL;
  4191. m_numTh = 0;
  4192. m_needPresent = false;
  4193. uint16_t denseIdx = m_denseIdx;
  4194. m_denseIdx = UINT16_MAX;
  4195. return denseIdx;
  4196. }
  4197. void FrameBufferD3D11::preReset(bool _force)
  4198. {
  4199. if (0 < m_numTh
  4200. || _force)
  4201. {
  4202. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4203. {
  4204. DX_RELEASE(m_srv[ii], 0);
  4205. DX_RELEASE(m_rtv[ii], 0);
  4206. }
  4207. DX_RELEASE(m_dsv, 0);
  4208. }
  4209. }
  4210. void FrameBufferD3D11::postReset()
  4211. {
  4212. m_width = 0;
  4213. m_height = 0;
  4214. if (0 < m_numTh)
  4215. {
  4216. m_num = 0;
  4217. m_numUav = 0;
  4218. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4219. {
  4220. const Attachment& at = m_attachment[ii];
  4221. if (isValid(at.handle) )
  4222. {
  4223. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4224. if (0 == m_width)
  4225. {
  4226. switch (texture.m_type)
  4227. {
  4228. case TextureD3D11::Texture2D:
  4229. case TextureD3D11::TextureCube:
  4230. {
  4231. D3D11_TEXTURE2D_DESC desc;
  4232. texture.m_texture2d->GetDesc(&desc);
  4233. m_width = desc.Width;
  4234. m_height = desc.Height;
  4235. }
  4236. break;
  4237. case TextureD3D11::Texture3D:
  4238. {
  4239. D3D11_TEXTURE3D_DESC desc;
  4240. texture.m_texture3d->GetDesc(&desc);
  4241. m_width = desc.Width;
  4242. m_height = desc.Height;
  4243. }
  4244. break;
  4245. }
  4246. }
  4247. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4248. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4249. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4250. {
  4251. BX_ASSERT(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4252. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4253. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4254. dsvDesc.Flags = 0;
  4255. switch (texture.m_type)
  4256. {
  4257. default:
  4258. case TextureD3D11::Texture2D:
  4259. {
  4260. if (1 < msaa.Count)
  4261. {
  4262. if (1 < texture.m_numLayers)
  4263. {
  4264. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4265. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4266. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4267. }
  4268. else
  4269. {
  4270. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
  4271. }
  4272. }
  4273. else
  4274. {
  4275. if (1 < texture.m_numLayers)
  4276. {
  4277. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4278. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4279. dsvDesc.Texture2DArray.ArraySize = 1;
  4280. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4281. }
  4282. else
  4283. {
  4284. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  4285. dsvDesc.Texture2D.MipSlice = at.mip;
  4286. }
  4287. }
  4288. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4289. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4290. , &dsvDesc
  4291. , &m_dsv
  4292. ) );
  4293. }
  4294. break;
  4295. case TextureD3D11::TextureCube:
  4296. {
  4297. if (1 < msaa.Count)
  4298. {
  4299. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4300. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4301. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4302. }
  4303. else
  4304. {
  4305. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4306. dsvDesc.Texture2DArray.ArraySize = 1;
  4307. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4308. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4309. }
  4310. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4311. }
  4312. break;
  4313. }
  4314. }
  4315. else if (Access::Write == at.access)
  4316. {
  4317. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4318. desc.Format = texture.getSrvFormat();
  4319. switch (texture.m_type)
  4320. {
  4321. default:
  4322. case TextureD3D11::Texture2D:
  4323. if (1 < msaa.Count)
  4324. {
  4325. if (1 < texture.m_numLayers)
  4326. {
  4327. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4328. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4329. desc.Texture2DMSArray.ArraySize = 1;
  4330. }
  4331. else
  4332. {
  4333. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4334. }
  4335. }
  4336. else
  4337. {
  4338. if (1 < texture.m_numLayers)
  4339. {
  4340. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4341. desc.Texture2DArray.FirstArraySlice = at.layer;
  4342. desc.Texture2DArray.ArraySize = 1;
  4343. desc.Texture2DArray.MipSlice = at.mip;
  4344. }
  4345. else
  4346. {
  4347. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4348. desc.Texture2D.MipSlice = at.mip;
  4349. }
  4350. }
  4351. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4352. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4353. , &desc
  4354. , &m_rtv[m_num]
  4355. ) );
  4356. break;
  4357. case TextureD3D11::TextureCube:
  4358. if (1 < msaa.Count)
  4359. {
  4360. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4361. desc.Texture2DMSArray.ArraySize = 1;
  4362. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4363. }
  4364. else
  4365. {
  4366. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4367. desc.Texture2DArray.ArraySize = 1;
  4368. desc.Texture2DArray.FirstArraySlice = at.layer;
  4369. desc.Texture2DArray.MipSlice = at.mip;
  4370. }
  4371. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4372. break;
  4373. case TextureD3D11::Texture3D:
  4374. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4375. desc.Texture3D.MipSlice = at.mip;
  4376. desc.Texture3D.WSize = 1;
  4377. desc.Texture3D.FirstWSlice = at.layer;
  4378. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4379. break;
  4380. }
  4381. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{};
  4382. texture.m_srv->GetDesc(&srvDesc);
  4383. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, &srvDesc, &m_srv[m_num]));
  4384. m_num++;
  4385. }
  4386. else
  4387. {
  4388. m_uav[m_numUav++] = texture.m_uav;
  4389. }
  4390. }
  4391. }
  4392. }
  4393. }
  4394. void FrameBufferD3D11::resolve()
  4395. {
  4396. if (0 < m_numTh)
  4397. {
  4398. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4399. {
  4400. const Attachment& at = m_attachment[ii];
  4401. if (isValid(at.handle) )
  4402. {
  4403. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4404. texture.resolve(at.resolve);
  4405. }
  4406. }
  4407. }
  4408. }
  4409. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4410. {
  4411. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4412. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4413. {
  4414. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4415. {
  4416. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4417. {
  4418. uint8_t index = _clear.m_index[ii];
  4419. if (NULL != m_rtv[ii]
  4420. && UINT8_MAX != index)
  4421. {
  4422. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4423. }
  4424. }
  4425. }
  4426. else
  4427. {
  4428. float frgba[4] =
  4429. {
  4430. _clear.m_index[0]*1.0f/255.0f,
  4431. _clear.m_index[1]*1.0f/255.0f,
  4432. _clear.m_index[2]*1.0f/255.0f,
  4433. _clear.m_index[3]*1.0f/255.0f,
  4434. };
  4435. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4436. {
  4437. if (NULL != m_rtv[ii])
  4438. {
  4439. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4440. }
  4441. }
  4442. }
  4443. }
  4444. if (NULL != m_dsv
  4445. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4446. {
  4447. DWORD flags = 0;
  4448. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4449. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4450. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4451. }
  4452. }
  4453. void FrameBufferD3D11::set()
  4454. {
  4455. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4456. m_needPresent = UINT16_MAX != m_denseIdx;
  4457. s_renderD3D11->m_currentColor = m_rtv[0];
  4458. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4459. }
  4460. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4461. {
  4462. if (m_needPresent)
  4463. {
  4464. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4465. hr = !isLost(hr) ? S_OK : hr;
  4466. m_needPresent = false;
  4467. return hr;
  4468. }
  4469. return S_OK;
  4470. }
  4471. void TimerQueryD3D11::postReset()
  4472. {
  4473. ID3D11Device* device = s_renderD3D11->m_device;
  4474. D3D11_QUERY_DESC qd;
  4475. qd.MiscFlags = 0;
  4476. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4477. {
  4478. Query& query = m_query[ii];
  4479. query.m_ready = false;
  4480. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4481. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4482. qd.Query = D3D11_QUERY_TIMESTAMP;
  4483. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4484. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4485. }
  4486. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4487. {
  4488. Result& result = m_result[ii];
  4489. result.reset();
  4490. }
  4491. m_control.reset();
  4492. }
  4493. void TimerQueryD3D11::preReset()
  4494. {
  4495. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4496. {
  4497. Query& query = m_query[ii];
  4498. DX_RELEASE(query.m_disjoint, 0);
  4499. DX_RELEASE(query.m_begin, 0);
  4500. DX_RELEASE(query.m_end, 0);
  4501. }
  4502. }
  4503. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx)
  4504. {
  4505. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4506. while (0 == m_control.reserve(1) )
  4507. {
  4508. update();
  4509. }
  4510. Result& result = m_result[_resultIdx];
  4511. ++result.m_pending;
  4512. const uint32_t idx = m_control.m_current;
  4513. Query& query = m_query[idx];
  4514. query.m_resultIdx = _resultIdx;
  4515. query.m_ready = false;
  4516. deviceCtx->Begin(query.m_disjoint);
  4517. deviceCtx->End(query.m_begin);
  4518. m_control.commit(1);
  4519. return idx;
  4520. }
  4521. void TimerQueryD3D11::end(uint32_t _idx)
  4522. {
  4523. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4524. Query& query = m_query[_idx];
  4525. query.m_ready = true;
  4526. deviceCtx->End(query.m_end);
  4527. deviceCtx->End(query.m_disjoint);
  4528. while (update() )
  4529. {
  4530. }
  4531. }
  4532. bool TimerQueryD3D11::update()
  4533. {
  4534. if (0 != m_control.available() )
  4535. {
  4536. Query& query = m_query[m_control.m_read];
  4537. if (!query.m_ready)
  4538. {
  4539. return false;
  4540. }
  4541. uint64_t timeEnd;
  4542. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4543. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4544. if (S_OK == hr
  4545. || isLost(hr) )
  4546. {
  4547. m_control.consume(1);
  4548. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4549. {
  4550. UINT64 Frequency;
  4551. BOOL Disjoint;
  4552. };
  4553. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4554. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4555. uint64_t timeBegin;
  4556. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4557. Result& result = m_result[query.m_resultIdx];
  4558. --result.m_pending;
  4559. result.m_frequency = disjoint.Frequency;
  4560. result.m_begin = timeBegin;
  4561. result.m_end = timeEnd;
  4562. return true;
  4563. }
  4564. }
  4565. return false;
  4566. }
  4567. void OcclusionQueryD3D11::postReset()
  4568. {
  4569. ID3D11Device* device = s_renderD3D11->m_device;
  4570. D3D11_QUERY_DESC desc;
  4571. desc.Query = D3D11_QUERY_OCCLUSION;
  4572. desc.MiscFlags = 0;
  4573. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4574. {
  4575. Query& query = m_query[ii];
  4576. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4577. }
  4578. }
  4579. void OcclusionQueryD3D11::preReset()
  4580. {
  4581. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4582. {
  4583. Query& query = m_query[ii];
  4584. DX_RELEASE(query.m_ptr, 0);
  4585. }
  4586. }
  4587. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4588. {
  4589. while (0 == m_control.reserve(1) )
  4590. {
  4591. resolve(_render, true);
  4592. }
  4593. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4594. Query& query = m_query[m_control.m_current];
  4595. deviceCtx->Begin(query.m_ptr);
  4596. query.m_handle = _handle;
  4597. }
  4598. void OcclusionQueryD3D11::end()
  4599. {
  4600. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4601. Query& query = m_query[m_control.m_current];
  4602. deviceCtx->End(query.m_ptr);
  4603. m_control.commit(1);
  4604. }
  4605. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4606. {
  4607. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4608. while (0 != m_control.available() )
  4609. {
  4610. Query& query = m_query[m_control.m_read];
  4611. if (isValid(query.m_handle) )
  4612. {
  4613. uint64_t result = 0;
  4614. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4615. if (S_FALSE == hr)
  4616. {
  4617. break;
  4618. }
  4619. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4620. }
  4621. m_control.consume(1);
  4622. }
  4623. }
  4624. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4625. {
  4626. const uint32_t size = m_control.m_size;
  4627. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4628. {
  4629. Query& query = m_query[(m_control.m_read + ii) % size];
  4630. if (query.m_handle.idx == _handle.idx)
  4631. {
  4632. query.m_handle.idx = bgfx::kInvalidHandle;
  4633. }
  4634. }
  4635. }
  4636. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4637. {
  4638. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4639. while (_bs.hasItem(_view) )
  4640. {
  4641. const BlitItem& blit = _bs.advance();
  4642. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4643. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4644. if (TextureD3D11::Texture3D == src.m_type)
  4645. {
  4646. D3D11_BOX box;
  4647. box.left = blit.m_srcX;
  4648. box.top = blit.m_srcY;
  4649. box.front = blit.m_srcZ;
  4650. box.right = blit.m_srcX + blit.m_width;
  4651. box.bottom = blit.m_srcY + blit.m_height;
  4652. box.back = blit.m_srcZ + bx::uint32_imax(1, blit.m_depth);
  4653. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4654. , blit.m_dstMip
  4655. , blit.m_dstX
  4656. , blit.m_dstY
  4657. , blit.m_dstZ
  4658. , src.m_ptr
  4659. , blit.m_srcMip
  4660. , &box
  4661. );
  4662. }
  4663. else
  4664. {
  4665. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4666. BX_ASSERT(!depthStencil
  4667. || (blit.m_width == bx::uint32_max(1, src.m_width >> blit.m_srcMip) && blit.m_height == bx::uint32_max(1, src.m_height >> blit.m_srcMip))
  4668. , "When blitting depthstencil surface, source resolution must match destination."
  4669. );
  4670. D3D11_BOX box;
  4671. box.left = blit.m_srcX;
  4672. box.top = blit.m_srcY;
  4673. box.front = 0;
  4674. box.right = blit.m_srcX + blit.m_width;
  4675. box.bottom = blit.m_srcY + blit.m_height;
  4676. box.back = 1;
  4677. const uint32_t srcZ = blit.m_srcZ;
  4678. const uint32_t dstZ = blit.m_dstZ;
  4679. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4680. , dstZ*dst.m_numMips+blit.m_dstMip
  4681. , blit.m_dstX
  4682. , blit.m_dstY
  4683. , 0
  4684. , src.m_ptr
  4685. , srcZ*src.m_numMips+blit.m_srcMip
  4686. , depthStencil ? NULL : &box
  4687. );
  4688. }
  4689. }
  4690. }
  4691. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4692. {
  4693. if (m_lost
  4694. || updateResolution(_render->m_resolution) )
  4695. {
  4696. return;
  4697. }
  4698. if (_render->m_capture)
  4699. {
  4700. renderDocTriggerCapture();
  4701. }
  4702. BGFX_D3D11_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorView);
  4703. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4704. int64_t timeBegin = bx::getHPCounter();
  4705. int64_t captureElapsed = 0;
  4706. uint32_t frameQueryIdx = UINT32_MAX;
  4707. if (m_timerQuerySupport)
  4708. {
  4709. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4710. }
  4711. if (0 < _render->m_iboffset)
  4712. {
  4713. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  4714. TransientIndexBuffer* ib = _render->m_transientIb;
  4715. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4716. }
  4717. if (0 < _render->m_vboffset)
  4718. {
  4719. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  4720. TransientVertexBuffer* vb = _render->m_transientVb;
  4721. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4722. }
  4723. _render->sort();
  4724. RenderDraw currentState;
  4725. currentState.clear();
  4726. currentState.m_stateFlags = BGFX_STATE_NONE;
  4727. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4728. RenderBind currentBind;
  4729. currentBind.clear();
  4730. static ViewState viewState;
  4731. viewState.reset(_render);
  4732. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4733. bool scissorEnabled = false;
  4734. setDebugWireframe(wireframe);
  4735. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  4736. SortKey key;
  4737. uint16_t view = UINT16_MAX;
  4738. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4739. BlitState bs(_render);
  4740. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4741. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4742. PrimInfo prim = s_primInfo[primIndex];
  4743. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4744. bool wasCompute = false;
  4745. bool viewHasScissor = false;
  4746. Rect viewScissorRect;
  4747. viewScissorRect.clear();
  4748. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4749. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  4750. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4751. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4752. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4753. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4754. uint32_t statsNumIndices = 0;
  4755. uint32_t statsKeyType[2] = {};
  4756. Profiler<TimerQueryD3D11> profiler(
  4757. _render
  4758. , m_gpuTimer
  4759. , s_viewName
  4760. , m_timerQuerySupport
  4761. );
  4762. m_occlusionQuery.resolve(_render);
  4763. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4764. {
  4765. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4766. // if we don't do this we'll only see one frame of output and then nothing
  4767. setFrameBuffer(BGFX_INVALID_HANDLE, true, false);
  4768. viewState.m_rect = _render->m_view[0].m_rect;
  4769. int32_t numItems = _render->m_numRenderItems;
  4770. for (int32_t item = 0; item < numItems;)
  4771. {
  4772. const uint64_t encodedKey = _render->m_sortKeys[item];
  4773. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4774. statsKeyType[isCompute]++;
  4775. const bool viewChanged = 0
  4776. || key.m_view != view
  4777. || item == numItems
  4778. ;
  4779. const uint32_t itemIdx = _render->m_sortValues[item];
  4780. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4781. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4782. ++item;
  4783. if (viewChanged)
  4784. {
  4785. view = key.m_view;
  4786. currentProgram = BGFX_INVALID_HANDLE;
  4787. if (item > 1)
  4788. {
  4789. profiler.end();
  4790. }
  4791. BGFX_D3D11_PROFILER_END();
  4792. setViewType(view, " ");
  4793. BGFX_D3D11_PROFILER_BEGIN(view, kColorView);
  4794. profiler.begin(view);
  4795. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  4796. {
  4797. fbh = _render->m_view[view].m_fbh;
  4798. setFrameBuffer(fbh);
  4799. }
  4800. viewState.m_rect = _render->m_view[view].m_rect;
  4801. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4802. viewHasScissor = !scissorRect.isZero();
  4803. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4804. D3D11_VIEWPORT vp;
  4805. vp.TopLeftX = viewState.m_rect.m_x;
  4806. vp.TopLeftY = viewState.m_rect.m_y;
  4807. vp.Width = viewState.m_rect.m_width;
  4808. vp.Height = viewState.m_rect.m_height;
  4809. vp.MinDepth = 0.0f;
  4810. vp.MaxDepth = 1.0f;
  4811. deviceCtx->RSSetViewports(1, &vp);
  4812. Clear& clr = _render->m_view[view].m_clear;
  4813. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4814. {
  4815. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4816. prim = s_primInfo[Topology::Count]; // Force primitive type update after clear quad.
  4817. }
  4818. submitBlit(bs, view);
  4819. }
  4820. if (isCompute)
  4821. {
  4822. if (!wasCompute)
  4823. {
  4824. wasCompute = true;
  4825. setViewType(view, "C");
  4826. BGFX_D3D11_PROFILER_END();
  4827. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  4828. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4829. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4830. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4831. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4832. deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4833. deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4834. }
  4835. const RenderCompute& compute = renderItem.compute;
  4836. bool programChanged = false;
  4837. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  4838. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4839. if (key.m_program.idx != currentProgram.idx)
  4840. {
  4841. currentProgram = key.m_program;
  4842. ProgramD3D11& program = m_program[currentProgram.idx];
  4843. m_currentProgram = &program;
  4844. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4845. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4846. programChanged =
  4847. constantsChanged = true;
  4848. }
  4849. if (isValid(currentProgram) )
  4850. {
  4851. ProgramD3D11& program = m_program[currentProgram.idx];
  4852. if (constantsChanged)
  4853. {
  4854. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4855. if (NULL != vcb)
  4856. {
  4857. commit(*vcb);
  4858. }
  4859. }
  4860. viewState.setPredefined<4>(this, view, program, _render, compute);
  4861. if (constantsChanged
  4862. || program.m_numPredefined > 0)
  4863. {
  4864. commitShaderConstants();
  4865. }
  4866. }
  4867. BX_UNUSED(programChanged);
  4868. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4869. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  4870. {
  4871. const Binding& bind = renderBind.m_bind[stage];
  4872. if (kInvalidHandle != bind.m_idx)
  4873. {
  4874. switch (bind.m_type)
  4875. {
  4876. case Binding::Image:
  4877. {
  4878. TextureD3D11& texture = m_textures[bind.m_idx];
  4879. if (Access::Read != bind.m_access)
  4880. {
  4881. uav[stage] = 0 == bind.m_mip
  4882. ? texture.m_uav
  4883. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_mip)
  4884. ;
  4885. }
  4886. else
  4887. {
  4888. m_textureStage.m_srv[stage] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_mip, true);
  4889. m_textureStage.m_sampler[stage] = s_renderD3D11->getSamplerState(uint32_t(texture.m_flags), NULL);
  4890. }
  4891. }
  4892. break;
  4893. case Binding::Texture:
  4894. {
  4895. TextureD3D11& texture = m_textures[bind.m_idx];
  4896. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  4897. }
  4898. break;
  4899. case Binding::IndexBuffer:
  4900. case Binding::VertexBuffer:
  4901. {
  4902. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4903. ? m_indexBuffers[bind.m_idx]
  4904. : m_vertexBuffers[bind.m_idx]
  4905. ;
  4906. if (Access::Read != bind.m_access)
  4907. {
  4908. uav[stage] = buffer.m_uav;
  4909. }
  4910. else
  4911. {
  4912. m_textureStage.m_srv[stage] = buffer.m_srv;
  4913. }
  4914. }
  4915. break;
  4916. }
  4917. }
  4918. else
  4919. {
  4920. m_textureStage.m_srv[stage] = NULL;
  4921. m_textureStage.m_sampler[stage] = NULL;
  4922. m_textureStage.m_uav[stage] = NULL;
  4923. }
  4924. }
  4925. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  4926. {
  4927. // Quiet validation: Resource being set to CS UnorderedAccessView slot 0 is still bound on input!
  4928. deviceCtx->CSSetShaderResources(0, maxComputeBindings, s_zero.m_srv);
  4929. }
  4930. deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, uav, NULL);
  4931. deviceCtx->CSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  4932. deviceCtx->CSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  4933. if (isValid(compute.m_indirectBuffer) )
  4934. {
  4935. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4936. ID3D11Buffer* ptr = vb.m_ptr;
  4937. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4938. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4939. : compute.m_numIndirect
  4940. ;
  4941. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4942. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4943. {
  4944. deviceCtx->DispatchIndirect(ptr, args);
  4945. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4946. }
  4947. }
  4948. else
  4949. {
  4950. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4951. }
  4952. continue;
  4953. }
  4954. bool resetState = viewChanged || wasCompute;
  4955. if (wasCompute)
  4956. {
  4957. setViewType(view, " ");
  4958. BGFX_D3D11_PROFILER_END();
  4959. BGFX_D3D11_PROFILER_BEGIN(view, kColorDraw);
  4960. currentProgram = BGFX_INVALID_HANDLE;
  4961. m_currentProgram = NULL;
  4962. invalidateCompute();
  4963. }
  4964. const RenderDraw& draw = renderItem.draw;
  4965. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4966. {
  4967. const bool occluded = true
  4968. && isValid(draw.m_occlusionQuery)
  4969. && !hasOcclusionQuery
  4970. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  4971. ;
  4972. if (occluded
  4973. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  4974. {
  4975. if (resetState)
  4976. {
  4977. currentState.clear();
  4978. currentState.m_scissor = !draw.m_scissor;
  4979. currentBind.clear();
  4980. }
  4981. continue;
  4982. }
  4983. }
  4984. const uint64_t newFlags = draw.m_stateFlags;
  4985. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4986. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4987. currentState.m_stateFlags = newFlags;
  4988. const uint64_t newStencil = draw.m_stencil;
  4989. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4990. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4991. currentState.m_stencil = newStencil;
  4992. if (resetState)
  4993. {
  4994. wasCompute = false;
  4995. currentState.clear();
  4996. currentState.m_scissor = !draw.m_scissor;
  4997. changedFlags = BGFX_STATE_MASK;
  4998. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4999. currentState.m_stateFlags = newFlags;
  5000. currentState.m_stencil = newStencil;
  5001. currentBind.clear();
  5002. setBlendState(newFlags);
  5003. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  5004. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5005. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5006. }
  5007. if (prim.m_type != s_primInfo[primIndex].m_type)
  5008. {
  5009. prim = s_primInfo[primIndex];
  5010. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5011. }
  5012. uint16_t scissor = draw.m_scissor;
  5013. if (currentState.m_scissor != scissor)
  5014. {
  5015. currentState.m_scissor = scissor;
  5016. if (UINT16_MAX == scissor)
  5017. {
  5018. scissorEnabled = viewHasScissor;
  5019. if (viewHasScissor)
  5020. {
  5021. D3D11_RECT rc;
  5022. rc.left = viewScissorRect.m_x;
  5023. rc.top = viewScissorRect.m_y;
  5024. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5025. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5026. deviceCtx->RSSetScissorRects(1, &rc);
  5027. }
  5028. }
  5029. else
  5030. {
  5031. Rect scissorRect;
  5032. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5033. scissorEnabled = true;
  5034. D3D11_RECT rc;
  5035. rc.left = scissorRect.m_x;
  5036. rc.top = scissorRect.m_y;
  5037. rc.right = scissorRect.m_x + scissorRect.m_width;
  5038. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5039. deviceCtx->RSSetScissorRects(1, &rc);
  5040. }
  5041. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5042. }
  5043. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  5044. {
  5045. setDepthStencilState(newFlags, newStencil);
  5046. }
  5047. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  5048. {
  5049. setBlendState(newFlags, draw.m_rgba);
  5050. currentState.m_rgba = draw.m_rgba;
  5051. }
  5052. if ( (0
  5053. | BGFX_STATE_CULL_MASK
  5054. | BGFX_STATE_ALPHA_REF_MASK
  5055. | BGFX_STATE_PT_MASK
  5056. | BGFX_STATE_POINT_SIZE_MASK
  5057. | BGFX_STATE_MSAA
  5058. | BGFX_STATE_LINEAA
  5059. | BGFX_STATE_CONSERVATIVE_RASTER
  5060. ) & changedFlags)
  5061. {
  5062. if ( (0
  5063. | BGFX_STATE_CULL_MASK
  5064. | BGFX_STATE_MSAA
  5065. | BGFX_STATE_LINEAA
  5066. | BGFX_STATE_CONSERVATIVE_RASTER
  5067. ) & changedFlags)
  5068. {
  5069. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5070. }
  5071. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5072. {
  5073. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5074. viewState.m_alphaRef = ref/255.0f;
  5075. }
  5076. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5077. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5078. if (prim.m_type != s_primInfo[primIndex].m_type)
  5079. {
  5080. prim = s_primInfo[primIndex];
  5081. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5082. }
  5083. }
  5084. bool programChanged = false;
  5085. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5086. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5087. if (key.m_program.idx != currentProgram.idx)
  5088. {
  5089. currentProgram = key.m_program;
  5090. if (!isValid(currentProgram) )
  5091. {
  5092. m_currentProgram = NULL;
  5093. deviceCtx->VSSetShader(NULL, NULL, 0);
  5094. deviceCtx->PSSetShader(NULL, NULL, 0);
  5095. }
  5096. else
  5097. {
  5098. ProgramD3D11& program = m_program[currentProgram.idx];
  5099. m_currentProgram = &program;
  5100. const ShaderD3D11* vsh = program.m_vsh;
  5101. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5102. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5103. const ShaderD3D11* fsh = program.m_fsh;
  5104. if (NULL != fsh
  5105. && (NULL != m_currentColor || fsh->m_hasDepthOp) )
  5106. {
  5107. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5108. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5109. }
  5110. else
  5111. {
  5112. deviceCtx->PSSetShader(NULL, NULL, 0);
  5113. }
  5114. }
  5115. programChanged =
  5116. constantsChanged = true;
  5117. }
  5118. if (isValid(currentProgram) )
  5119. {
  5120. ProgramD3D11& program = m_program[currentProgram.idx];
  5121. if (constantsChanged)
  5122. {
  5123. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5124. if (NULL != vcb)
  5125. {
  5126. commit(*vcb);
  5127. }
  5128. if (NULL != program.m_fsh)
  5129. {
  5130. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5131. if (NULL != fcb)
  5132. {
  5133. commit(*fcb);
  5134. }
  5135. }
  5136. }
  5137. viewState.setPredefined<4>(this, view, program, _render, draw);
  5138. if (constantsChanged
  5139. || program.m_numPredefined > 0)
  5140. {
  5141. commitShaderConstants();
  5142. }
  5143. }
  5144. {
  5145. uint32_t changes = 0;
  5146. for (uint8_t stage = 0; stage < maxTextureSamplers; ++stage)
  5147. {
  5148. const Binding& bind = renderBind.m_bind[stage];
  5149. Binding& current = currentBind.m_bind[stage];
  5150. if (current.m_idx != bind.m_idx
  5151. || current.m_type != bind.m_type
  5152. || current.m_samplerFlags != bind.m_samplerFlags
  5153. || programChanged)
  5154. {
  5155. if (kInvalidHandle != bind.m_idx)
  5156. {
  5157. switch (bind.m_type)
  5158. {
  5159. case Binding::Image:
  5160. {
  5161. TextureD3D11& texture = m_textures[bind.m_idx];
  5162. if (Access::Read != bind.m_access)
  5163. {
  5164. m_textureStage.m_uav[stage] = 0 == bind.m_mip
  5165. ? texture.m_uav
  5166. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_mip)
  5167. ;
  5168. }
  5169. else
  5170. {
  5171. m_textureStage.m_srv[stage] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_mip, true);
  5172. m_textureStage.m_sampler[stage] = s_renderD3D11->getSamplerState(uint32_t(texture.m_flags), NULL);
  5173. }
  5174. }
  5175. break;
  5176. case Binding::Texture:
  5177. {
  5178. TextureD3D11& texture = m_textures[bind.m_idx];
  5179. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  5180. }
  5181. break;
  5182. case Binding::IndexBuffer:
  5183. case Binding::VertexBuffer:
  5184. {
  5185. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5186. ? m_indexBuffers[bind.m_idx]
  5187. : m_vertexBuffers[bind.m_idx]
  5188. ;
  5189. m_textureStage.m_srv[stage] = buffer.m_srv;
  5190. m_textureStage.m_sampler[stage] = NULL;
  5191. m_textureStage.m_uav[stage] = NULL;
  5192. }
  5193. break;
  5194. }
  5195. }
  5196. else
  5197. {
  5198. m_textureStage.m_srv[stage] = NULL;
  5199. m_textureStage.m_sampler[stage] = NULL;
  5200. m_textureStage.m_uav[stage] = NULL;
  5201. }
  5202. ++changes;
  5203. }
  5204. current = bind;
  5205. }
  5206. if (0 < changes)
  5207. {
  5208. commitTextureStage();
  5209. }
  5210. }
  5211. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  5212. if (programChanged
  5213. || vertexStreamChanged)
  5214. {
  5215. currentState.m_streamMask = draw.m_streamMask;
  5216. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5217. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5218. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5219. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5220. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5221. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5222. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5223. uint32_t numVertices = draw.m_numVertices;
  5224. uint8_t numStreams = 0;
  5225. if (UINT8_MAX != draw.m_streamMask)
  5226. {
  5227. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5228. ; 0 != streamMask
  5229. ; streamMask >>= 1, idx += 1, ++numStreams
  5230. )
  5231. {
  5232. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5233. streamMask >>= ntz;
  5234. idx += ntz;
  5235. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5236. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5237. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5238. const uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5239. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5240. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5241. ? draw.m_stream[idx].m_layoutHandle.idx
  5242. : vb.m_layoutHandle.idx;
  5243. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5244. const uint32_t stride = layout.m_stride;
  5245. buffers[numStreams] = vb.m_ptr;
  5246. strides[numStreams] = stride;
  5247. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5248. layouts[numStreams] = &layout;
  5249. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5250. ? vb.m_size/stride
  5251. : draw.m_numVertices
  5252. , numVertices
  5253. );
  5254. }
  5255. }
  5256. currentState.m_numVertices = numVertices;
  5257. if (0 < numStreams)
  5258. {
  5259. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5260. if (isValid(draw.m_instanceDataBuffer) )
  5261. {
  5262. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5263. const uint32_t instStride = draw.m_instanceDataStride;
  5264. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5265. setInputLayout(numStreams, layouts, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5266. }
  5267. else
  5268. {
  5269. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5270. setInputLayout(numStreams, layouts, m_program[currentProgram.idx], 0);
  5271. }
  5272. }
  5273. else
  5274. {
  5275. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5276. if (isValid(draw.m_instanceDataBuffer) )
  5277. {
  5278. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5279. const uint32_t instStride = draw.m_instanceDataStride;
  5280. deviceCtx->IASetVertexBuffers(0, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5281. setInputLayout(0, NULL, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5282. }
  5283. else
  5284. {
  5285. deviceCtx->IASetInputLayout(NULL);
  5286. }
  5287. }
  5288. }
  5289. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5290. {
  5291. currentState.m_indexBuffer = draw.m_indexBuffer;
  5292. uint16_t handle = draw.m_indexBuffer.idx;
  5293. if (kInvalidHandle != handle)
  5294. {
  5295. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5296. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5297. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5298. , 0
  5299. );
  5300. }
  5301. else
  5302. {
  5303. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5304. }
  5305. }
  5306. if (0 != currentState.m_streamMask)
  5307. {
  5308. uint32_t numVertices = currentState.m_numVertices;
  5309. uint32_t numIndices = 0;
  5310. uint32_t numPrimsSubmitted = 0;
  5311. uint32_t numInstances = 0;
  5312. uint32_t numPrimsRendered = 0;
  5313. uint32_t numDrawIndirect = 0;
  5314. if (hasOcclusionQuery)
  5315. {
  5316. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5317. }
  5318. if (isValid(draw.m_indirectBuffer) )
  5319. {
  5320. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5321. ID3D11Buffer* ptr = vb.m_ptr;
  5322. if (isValid(draw.m_indexBuffer) )
  5323. {
  5324. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5325. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5326. : draw.m_numIndirect
  5327. ;
  5328. multiDrawIndexedInstancedIndirect(
  5329. numDrawIndirect
  5330. , ptr
  5331. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5332. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5333. );
  5334. }
  5335. else
  5336. {
  5337. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5338. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5339. : draw.m_numIndirect
  5340. ;
  5341. multiDrawInstancedIndirect(
  5342. numDrawIndirect
  5343. , ptr
  5344. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5345. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5346. );
  5347. }
  5348. }
  5349. else
  5350. {
  5351. if (isValid(draw.m_indexBuffer) )
  5352. {
  5353. if (UINT32_MAX == draw.m_numIndices)
  5354. {
  5355. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5356. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5357. numIndices = ib.m_size/indexSize;
  5358. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5359. numInstances = draw.m_numInstances;
  5360. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5361. if (numInstances > 1)
  5362. {
  5363. deviceCtx->DrawIndexedInstanced(numIndices
  5364. , draw.m_numInstances
  5365. , 0
  5366. , 0
  5367. , 0
  5368. );
  5369. }
  5370. else
  5371. {
  5372. deviceCtx->DrawIndexed(numIndices
  5373. , 0
  5374. , 0
  5375. );
  5376. }
  5377. }
  5378. else if (prim.m_min <= draw.m_numIndices)
  5379. {
  5380. numIndices = draw.m_numIndices;
  5381. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5382. numInstances = draw.m_numInstances;
  5383. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5384. if (numInstances > 1)
  5385. {
  5386. deviceCtx->DrawIndexedInstanced(numIndices
  5387. , draw.m_numInstances
  5388. , draw.m_startIndex
  5389. , 0
  5390. , 0
  5391. );
  5392. }
  5393. else
  5394. {
  5395. deviceCtx->DrawIndexed(numIndices
  5396. , draw.m_startIndex
  5397. , 0
  5398. );
  5399. }
  5400. }
  5401. }
  5402. else
  5403. {
  5404. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5405. numInstances = draw.m_numInstances;
  5406. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5407. if (numInstances > 1)
  5408. {
  5409. deviceCtx->DrawInstanced(numVertices
  5410. , draw.m_numInstances
  5411. , 0
  5412. , 0
  5413. );
  5414. }
  5415. else
  5416. {
  5417. deviceCtx->Draw(numVertices
  5418. , 0
  5419. );
  5420. }
  5421. }
  5422. if (hasOcclusionQuery)
  5423. {
  5424. m_occlusionQuery.end();
  5425. }
  5426. }
  5427. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5428. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5429. statsNumInstances[primIndex] += numInstances;
  5430. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5431. statsNumIndices += numIndices;
  5432. }
  5433. }
  5434. if (wasCompute)
  5435. {
  5436. setViewType(view, "C");
  5437. BGFX_D3D11_PROFILER_END();
  5438. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  5439. invalidateCompute();
  5440. }
  5441. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5442. if (0 < _render->m_numRenderItems)
  5443. {
  5444. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5445. {
  5446. deviceCtx->Flush();
  5447. }
  5448. captureElapsed = -bx::getHPCounter();
  5449. capture();
  5450. captureElapsed += bx::getHPCounter();
  5451. profiler.end();
  5452. }
  5453. }
  5454. BGFX_D3D11_PROFILER_END();
  5455. int64_t timeEnd = bx::getHPCounter();
  5456. int64_t frameTime = timeEnd - timeBegin;
  5457. static int64_t min = frameTime;
  5458. static int64_t max = frameTime;
  5459. min = min > frameTime ? frameTime : min;
  5460. max = max < frameTime ? frameTime : max;
  5461. static uint32_t maxGpuLatency = 0;
  5462. static double maxGpuElapsed = 0.0f;
  5463. double elapsedGpuMs = 0.0;
  5464. if (UINT32_MAX != frameQueryIdx)
  5465. {
  5466. m_gpuTimer.end(frameQueryIdx);
  5467. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5468. double toGpuMs = 1000.0 / double(result.m_frequency);
  5469. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5470. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5471. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5472. }
  5473. const int64_t timerFreq = bx::getHPFrequency();
  5474. Stats& perfStats = _render->m_perfStats;
  5475. perfStats.cpuTimeBegin = timeBegin;
  5476. perfStats.cpuTimeEnd = timeEnd;
  5477. perfStats.cpuTimerFreq = timerFreq;
  5478. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5479. perfStats.gpuTimeBegin = result.m_begin;
  5480. perfStats.gpuTimeEnd = result.m_end;
  5481. perfStats.gpuTimerFreq = result.m_frequency;
  5482. perfStats.numDraw = statsKeyType[0];
  5483. perfStats.numCompute = statsKeyType[1];
  5484. perfStats.numBlit = _render->m_numBlitItems;
  5485. perfStats.maxGpuLatency = maxGpuLatency;
  5486. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5487. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5488. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5489. {
  5490. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  5491. m_needPresent = true;
  5492. TextVideoMem& tvm = m_textVideoMem;
  5493. static int64_t next = timeEnd;
  5494. if (timeEnd >= next)
  5495. {
  5496. next = timeEnd + timerFreq;
  5497. double freq = double(timerFreq);
  5498. double toMs = 1000.0/freq;
  5499. tvm.clear();
  5500. uint16_t pos = 0;
  5501. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5502. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME
  5503. " / " BX_CPU_NAME
  5504. " / " BX_ARCH_NAME
  5505. " / " BX_PLATFORM_NAME
  5506. " / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
  5507. , getRendererName()
  5508. , m_deviceInterfaceVersion
  5509. , (m_featureLevel >> 12) & 0xf
  5510. , (m_featureLevel >> 8) & 0xf
  5511. , BGFX_API_VERSION
  5512. , BGFX_REV_NUMBER
  5513. );
  5514. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5515. char description[BX_COUNTOF(desc.Description)];
  5516. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5517. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5518. char dedicatedVideo[16];
  5519. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5520. char dedicatedSystem[16];
  5521. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5522. char sharedSystem[16];
  5523. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5524. char processMemoryUsed[16];
  5525. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5526. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5527. , dedicatedVideo
  5528. , dedicatedSystem
  5529. , sharedSystem
  5530. , processMemoryUsed
  5531. );
  5532. pos = 10;
  5533. tvm.printf(10, pos++, 0x8b, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5534. , double(frameTime)*toMs
  5535. , double(min)*toMs
  5536. , double(max)*toMs
  5537. , freq/frameTime
  5538. );
  5539. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5540. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5541. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5542. , 0 != msaa ? '\xfe' : ' '
  5543. , 1<<msaa
  5544. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5545. );
  5546. double elapsedCpuMs = double(frameTime)*toMs;
  5547. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5548. , _render->m_numRenderItems
  5549. , statsKeyType[0]
  5550. , statsKeyType[1]
  5551. , elapsedCpuMs
  5552. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5553. , maxGpuElapsed
  5554. , maxGpuLatency
  5555. );
  5556. maxGpuLatency = 0;
  5557. maxGpuElapsed = 0.0;
  5558. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5559. {
  5560. tvm.printf(10, pos++, 0x8b, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5561. , getName(Topology::Enum(ii) )
  5562. , statsNumPrimsRendered[ii]
  5563. , statsNumInstances[ii]
  5564. , statsNumPrimsSubmitted[ii]
  5565. , statsNumDrawIndirect[ii]
  5566. );
  5567. }
  5568. if (NULL != m_renderDocDll)
  5569. {
  5570. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5571. }
  5572. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5573. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5574. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5575. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5576. pos++;
  5577. tvm.printf(10, pos++, 0x8b, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5578. pos++;
  5579. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5580. tvm.printf(10, pos++, 0x8b, " Blend | DepthS | Input | Raster | Sampler ");
  5581. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d | %6d "
  5582. , m_blendStateCache.getCount()
  5583. , m_depthStencilStateCache.getCount()
  5584. , m_inputLayoutCache.getCount()
  5585. , m_rasterizerStateCache.getCount()
  5586. , m_samplerStateCache.getCount()
  5587. );
  5588. pos++;
  5589. double captureMs = double(captureElapsed)*toMs;
  5590. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5591. uint8_t attr[2] = { 0x8c, 0x8a };
  5592. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5593. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5594. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5595. min = frameTime;
  5596. max = frameTime;
  5597. }
  5598. blit(this, _textVideoMemBlitter, tvm);
  5599. BGFX_D3D11_PROFILER_END();
  5600. }
  5601. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5602. {
  5603. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  5604. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5605. BGFX_D3D11_PROFILER_END();
  5606. }
  5607. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  5608. if (NULL != m_msaaRt)
  5609. {
  5610. ID3D11Texture2D* backBufferColor;
  5611. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  5612. deviceCtx->ResolveSubresource(backBufferColor, 0, m_msaaRt, 0, m_scd.format);
  5613. DX_RELEASE(backBufferColor, 0);
  5614. }
  5615. }
  5616. } /* namespace d3d11 */ } // namespace bgfx
  5617. #else
  5618. namespace bgfx { namespace d3d11
  5619. {
  5620. RendererContextI* rendererCreate(const Init& _init)
  5621. {
  5622. BX_UNUSED(_init);
  5623. return NULL;
  5624. }
  5625. void rendererDestroy()
  5626. {
  5627. }
  5628. } /* namespace d3d11 */ } // namespace bgfx
  5629. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11