renderer_d3d11.cpp 189 KB

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  1. /*
  2. * Copyright 2011-2016 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_PROFILER_REMOTERY
  15. # define BGFX_GPU_PROFILER_BIND(_device, _context) rmt_BindD3D11(_device, _context)
  16. # define BGFX_GPU_PROFILER_UNBIND() rmt_UnbindD3D11()
  17. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) rmt_BeginD3D11Sample(_group##_##_name)
  18. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) rmt_BeginD3D11SampleDynamic(_namestr)
  19. # define BGFX_GPU_PROFILER_END() rmt_EndD3D11Sample()
  20. #else
  21. # define BGFX_GPU_PROFILER_BIND(_device, _context) BX_NOOP()
  22. # define BGFX_GPU_PROFILER_UNBIND() BX_NOOP()
  23. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
  24. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
  25. # define BGFX_GPU_PROFILER_END() BX_NOOP()
  26. #endif
  27. namespace bgfx { namespace d3d11
  28. {
  29. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  30. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  31. struct PrimInfo
  32. {
  33. D3D11_PRIMITIVE_TOPOLOGY m_type;
  34. uint32_t m_min;
  35. uint32_t m_div;
  36. uint32_t m_sub;
  37. };
  38. static const PrimInfo s_primInfo[] =
  39. {
  40. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  41. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  42. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  43. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  44. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  45. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  46. };
  47. static const char* s_primName[] =
  48. {
  49. "TriList",
  50. "TriStrip",
  51. "Line",
  52. "LineStrip",
  53. "Point",
  54. };
  55. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  56. union Zero
  57. {
  58. Zero()
  59. {
  60. memset(this, 0, sizeof(Zero) );
  61. }
  62. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  63. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  64. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  65. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  66. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  67. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  68. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  69. };
  70. BX_PRAGMA_DIAGNOSTIC_PUSH();
  71. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  72. static const Zero s_zero;
  73. BX_PRAGMA_DIAGNOSTIC_POP();
  74. static const uint32_t s_checkMsaa[] =
  75. {
  76. 0,
  77. 2,
  78. 4,
  79. 8,
  80. 16,
  81. };
  82. static DXGI_SAMPLE_DESC s_msaa[] =
  83. {
  84. { 1, 0 },
  85. { 2, 0 },
  86. { 4, 0 },
  87. { 8, 0 },
  88. { 16, 0 },
  89. };
  90. static const D3D11_BLEND s_blendFactor[][2] =
  91. {
  92. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  93. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  94. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  95. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  96. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  97. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  98. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  99. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  100. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  101. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  102. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  103. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  104. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  105. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  106. };
  107. static const D3D11_BLEND_OP s_blendEquation[] =
  108. {
  109. D3D11_BLEND_OP_ADD,
  110. D3D11_BLEND_OP_SUBTRACT,
  111. D3D11_BLEND_OP_REV_SUBTRACT,
  112. D3D11_BLEND_OP_MIN,
  113. D3D11_BLEND_OP_MAX,
  114. };
  115. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  116. {
  117. D3D11_COMPARISON_FUNC(0), // ignored
  118. D3D11_COMPARISON_LESS,
  119. D3D11_COMPARISON_LESS_EQUAL,
  120. D3D11_COMPARISON_EQUAL,
  121. D3D11_COMPARISON_GREATER_EQUAL,
  122. D3D11_COMPARISON_GREATER,
  123. D3D11_COMPARISON_NOT_EQUAL,
  124. D3D11_COMPARISON_NEVER,
  125. D3D11_COMPARISON_ALWAYS,
  126. };
  127. static const D3D11_STENCIL_OP s_stencilOp[] =
  128. {
  129. D3D11_STENCIL_OP_ZERO,
  130. D3D11_STENCIL_OP_KEEP,
  131. D3D11_STENCIL_OP_REPLACE,
  132. D3D11_STENCIL_OP_INCR,
  133. D3D11_STENCIL_OP_INCR_SAT,
  134. D3D11_STENCIL_OP_DECR,
  135. D3D11_STENCIL_OP_DECR_SAT,
  136. D3D11_STENCIL_OP_INVERT,
  137. };
  138. static const D3D11_CULL_MODE s_cullMode[] =
  139. {
  140. D3D11_CULL_NONE,
  141. D3D11_CULL_FRONT,
  142. D3D11_CULL_BACK,
  143. };
  144. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  145. {
  146. D3D11_TEXTURE_ADDRESS_WRAP,
  147. D3D11_TEXTURE_ADDRESS_MIRROR,
  148. D3D11_TEXTURE_ADDRESS_CLAMP,
  149. D3D11_TEXTURE_ADDRESS_BORDER,
  150. };
  151. /*
  152. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  153. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  154. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  155. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  156. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  157. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  158. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  159. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  160. * D3D11_FILTER_ANISOTROPIC = 0x55,
  161. *
  162. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  163. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  164. *
  165. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  166. * 0x10 // MIN_LINEAR
  167. * 0x04 // MAG_LINEAR
  168. * 0x01 // MIP_LINEAR
  169. */
  170. static const uint8_t s_textureFilter[3][3] =
  171. {
  172. {
  173. 0x10, // min linear
  174. 0x00, // min point
  175. 0x55, // anisotropic
  176. },
  177. {
  178. 0x04, // mag linear
  179. 0x00, // mag point
  180. 0x55, // anisotropic
  181. },
  182. {
  183. 0x01, // mip linear
  184. 0x00, // mip point
  185. 0x55, // anisotropic
  186. },
  187. };
  188. struct TextureFormatInfo
  189. {
  190. DXGI_FORMAT m_fmt;
  191. DXGI_FORMAT m_fmtSrv;
  192. DXGI_FORMAT m_fmtDsv;
  193. DXGI_FORMAT m_fmtSrgb;
  194. };
  195. static const TextureFormatInfo s_textureFormat[] =
  196. {
  197. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  198. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  199. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  200. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  201. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  202. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  203. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  206. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  208. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  209. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  211. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  215. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  216. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  217. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  218. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  219. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  220. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  221. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  222. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  223. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  224. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  225. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  226. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  227. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  228. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  229. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  230. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  231. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  232. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  233. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  234. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  235. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  236. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  237. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  238. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  239. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  240. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  241. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  242. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  243. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  244. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  245. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  246. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  247. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  248. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  249. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  250. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  251. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  252. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  253. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  254. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  255. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  256. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  257. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  258. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  259. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  260. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  261. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  262. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  263. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  264. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  265. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  266. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  267. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  268. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  269. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  270. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  271. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  272. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  273. };
  274. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  275. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  276. {
  277. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  289. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  290. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  291. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  292. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  293. };
  294. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  295. static const DXGI_FORMAT s_attribType[][4][2] =
  296. {
  297. { // Uint8
  298. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  299. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  300. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  301. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  302. },
  303. { // Uint10
  304. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  305. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  306. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  307. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  308. },
  309. { // Int16
  310. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  311. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  312. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  313. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  314. },
  315. { // Half
  316. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  317. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  318. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  319. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  320. },
  321. { // Float
  322. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  323. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  324. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  325. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  326. },
  327. };
  328. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  329. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  330. {
  331. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  332. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  333. {
  334. if (UINT16_MAX != _decl.m_attributes[attr])
  335. {
  336. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  337. if (0 == _decl.m_attributes[attr])
  338. {
  339. elem->AlignedByteOffset = 0;
  340. }
  341. else
  342. {
  343. uint8_t num;
  344. AttribType::Enum type;
  345. bool normalized;
  346. bool asInt;
  347. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  348. elem->Format = s_attribType[type][num-1][normalized];
  349. elem->AlignedByteOffset = _decl.m_offset[attr];
  350. }
  351. ++elem;
  352. }
  353. }
  354. return elem;
  355. }
  356. struct TextureStage
  357. {
  358. TextureStage()
  359. {
  360. clear();
  361. }
  362. void clear()
  363. {
  364. memset(m_srv, 0, sizeof(m_srv) );
  365. memset(m_sampler, 0, sizeof(m_sampler) );
  366. }
  367. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  368. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  369. };
  370. BX_PRAGMA_DIAGNOSTIC_PUSH();
  371. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  372. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  373. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  374. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  375. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  376. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  377. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  378. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  379. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  380. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  381. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  382. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  383. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  384. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  385. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  386. enum D3D11_FORMAT_SUPPORT2
  387. {
  388. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  389. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  390. };
  391. static const GUID s_d3dDeviceIIDs[] =
  392. {
  393. IID_ID3D11Device3,
  394. IID_ID3D11Device2,
  395. IID_ID3D11Device1,
  396. };
  397. static const GUID s_dxgiDeviceIIDs[] =
  398. {
  399. IID_IDXGIDevice3,
  400. IID_IDXGIDevice2,
  401. IID_IDXGIDevice1,
  402. IID_IDXGIDevice0,
  403. };
  404. template <typename Ty>
  405. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  406. {
  407. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  408. {
  409. char temp[2048];
  410. va_list argList;
  411. va_start(argList, _format);
  412. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  413. va_end(argList);
  414. temp[size] = '\0';
  415. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  416. }
  417. }
  418. BX_PRAGMA_DIAGNOSTIC_POP();
  419. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  420. {
  421. uint8_t temp[28];
  422. D3D11_BUFFER_DESC desc;
  423. desc.ByteWidth = sizeof(temp);
  424. desc.Usage = D3D11_USAGE_STAGING;
  425. desc.BindFlags = 0;
  426. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  427. desc.MiscFlags = 0;
  428. desc.StructureByteStride = 0;
  429. D3D11_SUBRESOURCE_DATA initData;
  430. initData.pSysMem = &temp;
  431. initData.SysMemPitch = sizeof(temp);
  432. initData.SysMemSlicePitch = 0;
  433. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  434. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  435. bx::write(&writer, UINT32_C(0x00010000) );
  436. bx::write(&writer, UINT32_C(0) );
  437. bx::write(&writer, UINT32_C(0) );
  438. ID3D11Buffer* buffer;
  439. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  440. if (SUCCEEDED(hr) )
  441. {
  442. buffer->Release();
  443. bx::MemoryReader reader(&temp, sizeof(temp) );
  444. bx::skip(&reader, 16);
  445. uint32_t version;
  446. bx::read(&reader, version);
  447. uint32_t driverVersion;
  448. bx::read(&reader, driverVersion);
  449. return version <= driverVersion;
  450. }
  451. return false;
  452. };
  453. void resume(ID3D11Device* _device)
  454. {
  455. BX_UNUSED(_device);
  456. }
  457. void suspend(ID3D11Device* _device)
  458. {
  459. BX_UNUSED(_device);
  460. }
  461. void trim(ID3D11Device* _device)
  462. {
  463. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  464. IDXGIDevice3* device;
  465. HRESULT hr = _device->QueryInterface(IID_IDXGIDevice3, (void**)&device);
  466. if (SUCCEEDED(hr) )
  467. {
  468. device->Trim();
  469. DX_RELEASE(device, 1);
  470. }
  471. #else
  472. BX_UNUSED(_device);
  473. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  474. }
  475. // Reference:
  476. // https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  477. enum AGS_RETURN_CODE
  478. {
  479. AGS_SUCCESS,
  480. AGS_INVALID_ARGS,
  481. AGS_OUT_OF_MEMORY,
  482. AGS_ERROR_MISSING_DLL,
  483. AGS_ERROR_LEGACY_DRIVER,
  484. AGS_EXTENSION_NOT_SUPPORTED,
  485. AGS_ADL_FAILURE,
  486. };
  487. enum AGS_DRIVER_EXTENSION
  488. {
  489. AGS_EXTENSION_QUADLIST = 1 << 0,
  490. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  491. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  492. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  493. };
  494. struct AGSDriverVersionInfo
  495. {
  496. char strDriverVersion[256];
  497. char strCatalystVersion[256];
  498. char strCatalystWebLink[256];
  499. };
  500. struct AGSContext;
  501. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  502. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  503. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  504. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  505. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  506. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  507. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  508. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  509. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  510. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  511. static PFN_AGS_INIT agsInit;
  512. static PFN_AGS_DEINIT agsDeInit;
  513. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  514. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  515. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  516. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  517. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  518. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  519. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  520. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  521. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  522. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  523. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  524. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  525. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  526. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  527. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  528. #if USE_D3D11_DYNAMIC_LIB
  529. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  530. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  531. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  532. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  533. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  534. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  535. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  536. #endif // USE_D3D11_DYNAMIC_LIB
  537. struct RendererContextD3D11 : public RendererContextI
  538. {
  539. RendererContextD3D11()
  540. : m_d3d9dll(NULL)
  541. , m_d3d11dll(NULL)
  542. , m_dxgidll(NULL)
  543. , m_dxgidebugdll(NULL)
  544. , m_renderdocdll(NULL)
  545. , m_agsdll(NULL)
  546. , m_ags(NULL)
  547. , m_driverType(D3D_DRIVER_TYPE_NULL)
  548. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  549. , m_adapter(NULL)
  550. , m_factory(NULL)
  551. , m_swapChain(NULL)
  552. , m_lost(0)
  553. , m_numWindows(0)
  554. , m_device(NULL)
  555. , m_deviceCtx(NULL)
  556. , m_infoQueue(NULL)
  557. , m_backBufferColor(NULL)
  558. , m_backBufferDepthStencil(NULL)
  559. , m_currentColor(NULL)
  560. , m_currentDepthStencil(NULL)
  561. , m_captureTexture(NULL)
  562. , m_captureResolve(NULL)
  563. , m_maxAnisotropy(1)
  564. , m_depthClamp(false)
  565. , m_wireframe(false)
  566. , m_currentProgram(NULL)
  567. , m_vsChanges(0)
  568. , m_fsChanges(0)
  569. , m_rtMsaa(false)
  570. , m_timerQuerySupport(false)
  571. {
  572. m_fbh.idx = invalidHandle;
  573. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  574. memset(&m_scd, 0, sizeof(m_scd) );
  575. memset(&m_windows, 0xff, sizeof(m_windows) );
  576. }
  577. ~RendererContextD3D11()
  578. {
  579. }
  580. bool init()
  581. {
  582. struct ErrorState
  583. {
  584. enum Enum
  585. {
  586. Default,
  587. LoadedD3D11,
  588. LoadedDXGI,
  589. CreatedDXGIFactory,
  590. };
  591. };
  592. ErrorState::Enum errorState = ErrorState::Default;
  593. // Must be before device creation, and before RenderDoc.
  594. m_ovr.init();
  595. if (!m_ovr.isInitialized() )
  596. {
  597. m_renderdocdll = loadRenderDoc();
  598. }
  599. m_fbh.idx = invalidHandle;
  600. memset(m_uniforms, 0, sizeof(m_uniforms) );
  601. memset(&m_resolution, 0, sizeof(m_resolution) );
  602. m_ags = NULL;
  603. m_agsdll = bx::dlopen(
  604. #if BX_ARCH_32BIT
  605. "amd_ags_x86.dll"
  606. #else
  607. "amd_ags_x64.dll"
  608. #endif // BX_ARCH_32BIT
  609. );
  610. if (NULL != m_agsdll)
  611. {
  612. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  613. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  614. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  615. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  616. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  617. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  618. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  619. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  620. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  621. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  622. bool agsSupported = true
  623. && NULL != agsInit
  624. && NULL != agsDeInit
  625. && NULL != agsGetCrossfireGPUCount
  626. && NULL != agsGetTotalGPUCount
  627. && NULL != agsGetGPUMemorySize
  628. && NULL != agsGetDriverVersionInfo
  629. && NULL != agsDriverExtensions_Init
  630. && NULL != agsDriverExtensions_DeInit
  631. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  632. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  633. ;
  634. if (agsSupported)
  635. {
  636. AGS_RETURN_CODE result = agsInit(&m_ags);
  637. agsSupported = AGS_SUCCESS == result;
  638. if (agsSupported)
  639. {
  640. AGSDriverVersionInfo vi;
  641. result = agsGetDriverVersionInfo(m_ags, &vi);
  642. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  643. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  644. int32_t numCrossfireGPUs = 0;
  645. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  646. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  647. int32_t numGPUs = 0;
  648. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  649. BX_TRACE(" Num GPUs: %d", numGPUs);
  650. for (int32_t ii = 0; ii < numGPUs; ++ii)
  651. {
  652. long long memSize;
  653. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  654. if (AGS_SUCCESS == result)
  655. {
  656. char memSizeStr[16];
  657. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  658. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  659. }
  660. }
  661. }
  662. }
  663. BX_WARN(!agsSupported, "AMD/AGS supported.");
  664. if (!agsSupported)
  665. {
  666. if (NULL != m_ags)
  667. {
  668. agsDeInit(m_ags);
  669. m_ags = NULL;
  670. }
  671. bx::dlclose(m_agsdll);
  672. m_agsdll = NULL;
  673. }
  674. }
  675. #if USE_D3D11_DYNAMIC_LIB
  676. m_d3d11dll = bx::dlopen("d3d11.dll");
  677. if (NULL == m_d3d11dll)
  678. {
  679. BX_TRACE("Failed to load d3d11.dll.");
  680. goto error;
  681. }
  682. errorState = ErrorState::LoadedD3D11;
  683. m_d3d9dll = NULL;
  684. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  685. {
  686. // D3D11_1.h has ID3DUserDefinedAnnotation
  687. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  688. m_d3d9dll = bx::dlopen("d3d9.dll");
  689. if (NULL != m_d3d9dll)
  690. {
  691. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  692. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  693. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  694. BX_CHECK(NULL != D3DPERF_SetMarker
  695. && NULL != D3DPERF_BeginEvent
  696. && NULL != D3DPERF_EndEvent
  697. , "Failed to initialize PIX events."
  698. );
  699. }
  700. }
  701. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  702. if (NULL == D3D11CreateDevice)
  703. {
  704. BX_TRACE("Function D3D11CreateDevice not found.");
  705. goto error;
  706. }
  707. m_dxgidll = bx::dlopen("dxgi.dll");
  708. if (NULL == m_dxgidll)
  709. {
  710. BX_TRACE("Failed to load dxgi.dll.");
  711. goto error;
  712. }
  713. errorState = ErrorState::LoadedDXGI;
  714. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  715. if (NULL == CreateDXGIFactory)
  716. {
  717. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  718. }
  719. if (NULL == CreateDXGIFactory)
  720. {
  721. BX_TRACE("Function CreateDXGIFactory not found.");
  722. goto error;
  723. }
  724. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  725. if (NULL != m_dxgidebugdll)
  726. {
  727. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  728. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  729. if (NULL == DXGIGetDebugInterface
  730. && NULL == DXGIGetDebugInterface1)
  731. {
  732. bx::dlclose(m_dxgidebugdll);
  733. m_dxgidebugdll = NULL;
  734. }
  735. else
  736. {
  737. // Figure out how to access IDXGIInfoQueue on pre Win8...
  738. }
  739. }
  740. #endif // USE_D3D11_DYNAMIC_LIB
  741. HRESULT hr;
  742. IDXGIFactory* factory;
  743. #if BX_PLATFORM_WINRT
  744. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  745. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  746. #elif BX_PLATFORM_WINDOWS
  747. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  748. #else
  749. hr = S_OK;
  750. factory = NULL;
  751. #endif // BX_PLATFORM_*
  752. if (FAILED(hr) )
  753. {
  754. BX_TRACE("Unable to create DXGI factory.");
  755. goto error;
  756. }
  757. errorState = ErrorState::CreatedDXGIFactory;
  758. m_device = (ID3D11Device*)g_platformData.context;
  759. if (NULL == m_device)
  760. {
  761. m_adapter = NULL;
  762. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  763. ? D3D_DRIVER_TYPE_WARP
  764. : D3D_DRIVER_TYPE_HARDWARE
  765. ;
  766. if (NULL != factory)
  767. {
  768. IDXGIAdapter* adapter;
  769. for (uint32_t ii = 0
  770. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  771. ; ++ii
  772. )
  773. {
  774. DXGI_ADAPTER_DESC desc;
  775. hr = adapter->GetDesc(&desc);
  776. if (SUCCEEDED(hr) )
  777. {
  778. BX_TRACE("Adapter #%d", ii);
  779. char description[BX_COUNTOF(desc.Description)];
  780. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  781. BX_TRACE("\tDescription: %s", description);
  782. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  783. , desc.VendorId
  784. , desc.DeviceId
  785. , desc.SubSysId
  786. , desc.Revision
  787. );
  788. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  789. , desc.DedicatedVideoMemory
  790. , desc.DedicatedSystemMemory
  791. , desc.SharedSystemMemory
  792. );
  793. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  794. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  795. ++g_caps.numGPUs;
  796. if (NULL == m_adapter)
  797. {
  798. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  799. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  800. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  801. {
  802. m_adapter = adapter;
  803. m_adapter->AddRef();
  804. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  805. }
  806. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  807. && 0 != strstr(description, "PerfHUD") )
  808. {
  809. m_adapter = adapter;
  810. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  811. }
  812. }
  813. }
  814. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  815. }
  816. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  817. }
  818. D3D_FEATURE_LEVEL featureLevel[] =
  819. {
  820. D3D_FEATURE_LEVEL_12_1,
  821. D3D_FEATURE_LEVEL_12_0,
  822. D3D_FEATURE_LEVEL_11_1,
  823. D3D_FEATURE_LEVEL_11_0,
  824. D3D_FEATURE_LEVEL_10_1,
  825. D3D_FEATURE_LEVEL_10_0,
  826. #if BX_PLATFORM_WINRT
  827. D3D_FEATURE_LEVEL_9_3,
  828. D3D_FEATURE_LEVEL_9_2,
  829. #endif // BX_PLATFORM_WINRT
  830. };
  831. for (;;)
  832. {
  833. uint32_t flags = 0
  834. | D3D11_CREATE_DEVICE_SINGLETHREADED
  835. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  836. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  837. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  838. ;
  839. hr = E_FAIL;
  840. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  841. {
  842. hr = D3D11CreateDevice(m_adapter
  843. , m_driverType
  844. , NULL
  845. , flags
  846. , &featureLevel[ii]
  847. , BX_COUNTOF(featureLevel)-ii
  848. , D3D11_SDK_VERSION
  849. , &m_device
  850. , &m_featureLevel
  851. , &m_deviceCtx
  852. );
  853. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  854. , (m_featureLevel >> 12) & 0xf
  855. , (m_featureLevel >> 8) & 0xf
  856. );
  857. if (FAILED(hr)
  858. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  859. {
  860. // Try without debug in case D3D11 SDK Layers
  861. // is not present?
  862. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  863. continue;
  864. }
  865. // Enable debug flags.
  866. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  867. ++ii;
  868. }
  869. if (FAILED(hr)
  870. && D3D_DRIVER_TYPE_WARP != m_driverType)
  871. {
  872. // Try with WARP
  873. m_driverType = D3D_DRIVER_TYPE_WARP;
  874. continue;
  875. }
  876. break;
  877. }
  878. if (FAILED(hr) )
  879. {
  880. BX_TRACE("Unable to create Direct3D11 device.");
  881. goto error;
  882. }
  883. if (NULL != m_adapter)
  884. {
  885. DX_RELEASE(m_adapter, 2);
  886. }
  887. }
  888. else
  889. {
  890. m_device->GetImmediateContext(&m_deviceCtx);
  891. if (NULL == m_deviceCtx)
  892. {
  893. BX_TRACE("Unable to retrieve Direct3D11 ImmediateContext.");
  894. goto error;
  895. }
  896. m_featureLevel = m_device->GetFeatureLevel();
  897. }
  898. {
  899. m_deviceInterfaceVersion = 0;
  900. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  901. {
  902. ID3D11Device* device;
  903. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  904. if (SUCCEEDED(hr) )
  905. {
  906. device->Release(); // BK - ignore ref count.
  907. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  908. break;
  909. }
  910. }
  911. if (NULL != m_renderdocdll)
  912. {
  913. // RenderDoc doesn't support ID3D11Device3 yet:
  914. // https://github.com/baldurk/renderdoc/issues/235
  915. m_deviceInterfaceVersion = bx::uint32_min(m_deviceInterfaceVersion, 1);
  916. }
  917. IDXGIDevice* device = NULL;
  918. IDXGIAdapter* adapter = NULL;
  919. hr = E_FAIL;
  920. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiDeviceIIDs) && FAILED(hr); ++ii)
  921. {
  922. hr = m_device->QueryInterface(s_dxgiDeviceIIDs[ii], (void**)&device);
  923. BX_TRACE("DXGI device 11.%d, hr %x", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii, hr);
  924. if (SUCCEEDED(hr) )
  925. {
  926. #if BX_COMPILER_MSVC
  927. BX_PRAGMA_DIAGNOSTIC_PUSH();
  928. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  929. try
  930. {
  931. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  932. hr = device->GetAdapter(&adapter);
  933. }
  934. catch (...)
  935. {
  936. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii);
  937. DX_RELEASE(device, 0);
  938. hr = E_FAIL;
  939. }
  940. BX_PRAGMA_DIAGNOSTIC_POP();
  941. #else
  942. hr = device->GetAdapter(&adapter);
  943. #endif // BX_COMPILER_MSVC
  944. }
  945. }
  946. if (FAILED(hr) )
  947. {
  948. BX_TRACE("Unable to create Direct3D11 device.");
  949. goto error;
  950. }
  951. // GPA increases device ref count.
  952. // RenderDoc makes device ref count 0 here.
  953. //
  954. // This causes assert in debug. When debugger is present refcount
  955. // checks are off.
  956. IDXGIDevice* renderdoc;
  957. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  958. if (SUCCEEDED(hr) )
  959. {
  960. setGraphicsDebuggerPresent(true);
  961. DX_RELEASE(renderdoc, 2);
  962. }
  963. else
  964. {
  965. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  966. DX_RELEASE(device, 2);
  967. }
  968. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  969. hr = adapter->GetDesc(&m_adapterDesc);
  970. BX_WARN(SUCCEEDED(hr), "Adapter GetDesc failed 0x%08x.", hr);
  971. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  972. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  973. : (uint16_t)m_adapterDesc.VendorId
  974. ;
  975. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  976. if (NULL == g_platformData.backBuffer)
  977. {
  978. #if !BX_PLATFORM_WINDOWS
  979. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  980. DX_RELEASE(adapter, 2);
  981. if (FAILED(hr) )
  982. {
  983. BX_TRACE("Unable to create Direct3D11 device.");
  984. goto error;
  985. }
  986. memset(&m_scd, 0, sizeof(m_scd) );
  987. m_scd.Width = BGFX_DEFAULT_WIDTH;
  988. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  989. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  990. m_scd.Stereo = false;
  991. m_scd.SampleDesc.Count = 1;
  992. m_scd.SampleDesc.Quality = 0;
  993. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  994. m_scd.BufferCount = 2;
  995. m_scd.Scaling = 0 == g_platformData.ndt
  996. ? DXGI_SCALING_NONE
  997. : DXGI_SCALING_STRETCH;
  998. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  999. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1000. if (NULL == g_platformData.ndt)
  1001. {
  1002. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1003. , (::IUnknown*)g_platformData.nwh
  1004. , &m_scd
  1005. , NULL
  1006. , &m_swapChain
  1007. );
  1008. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1009. }
  1010. else
  1011. {
  1012. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1013. hr = m_factory->CreateSwapChainForComposition(m_device
  1014. , &m_scd
  1015. , NULL
  1016. , &m_swapChain
  1017. );
  1018. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  1019. # if BX_PLATFORM_WINRT
  1020. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1021. ISwapChainBackgroundPanelNative* panel = NULL;
  1022. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  1023. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1024. if (NULL != panel)
  1025. {
  1026. hr = panel->SetSwapChain(m_swapChain);
  1027. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1028. panel->Release();
  1029. }
  1030. # endif // BX_PLATFORM_WINRT
  1031. }
  1032. #else
  1033. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  1034. DX_RELEASE(adapter, 2);
  1035. if (FAILED(hr) )
  1036. {
  1037. BX_TRACE("Unable to create Direct3D11 device.");
  1038. goto error;
  1039. }
  1040. memset(&m_scd, 0, sizeof(m_scd) );
  1041. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  1042. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  1043. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  1044. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  1045. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1046. m_scd.SampleDesc.Count = 1;
  1047. m_scd.SampleDesc.Quality = 0;
  1048. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1049. m_scd.BufferCount = 1;
  1050. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  1051. m_scd.Windowed = true;
  1052. hr = m_factory->CreateSwapChain(m_device
  1053. , &m_scd
  1054. , &m_swapChain
  1055. );
  1056. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  1057. | DXGI_MWA_NO_WINDOW_CHANGES
  1058. | DXGI_MWA_NO_ALT_ENTER
  1059. ) );
  1060. #endif // BX_PLATFORM_*
  1061. if (FAILED(hr) )
  1062. {
  1063. BX_TRACE("Failed to create swap chain.");
  1064. goto error;
  1065. }
  1066. }
  1067. else
  1068. {
  1069. memset(&m_scd, 0, sizeof(m_scd) );
  1070. m_scd.SampleDesc.Count = 1;
  1071. m_scd.SampleDesc.Quality = 0;
  1072. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1073. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1074. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1075. }
  1076. }
  1077. m_numWindows = 1;
  1078. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1079. {
  1080. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1081. if (SUCCEEDED(hr) )
  1082. {
  1083. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1084. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1085. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1086. D3D11_INFO_QUEUE_FILTER filter;
  1087. memset(&filter, 0, sizeof(filter) );
  1088. D3D11_MESSAGE_CATEGORY catlist[] =
  1089. {
  1090. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1091. };
  1092. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1093. filter.DenyList.pCategoryList = catlist;
  1094. m_infoQueue->PushStorageFilter(&filter);
  1095. DX_RELEASE(m_infoQueue, 3);
  1096. }
  1097. }
  1098. {
  1099. g_caps.supported |= (0
  1100. | BGFX_CAPS_TEXTURE_3D
  1101. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1102. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1103. | BGFX_CAPS_FRAGMENT_DEPTH
  1104. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1105. | BGFX_CAPS_SWAP_CHAIN
  1106. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1107. | BGFX_CAPS_DRAW_INDIRECT
  1108. | BGFX_CAPS_TEXTURE_BLIT
  1109. | BGFX_CAPS_TEXTURE_READ_BACK
  1110. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  1111. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1112. | ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
  1113. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1114. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1115. );
  1116. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1117. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1118. {
  1119. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1120. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1121. }
  1122. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1123. {
  1124. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1125. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1126. }
  1127. else
  1128. {
  1129. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1130. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1131. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1132. }
  1133. // 32-bit indices only supported on 9_2+.
  1134. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1135. {
  1136. g_caps.supported |= BGFX_CAPS_INDEX32;
  1137. }
  1138. // Independent blend only supported on 10_1+.
  1139. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1140. {
  1141. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1142. }
  1143. // Compute support is optional on 10_0 and 10_1 targets.
  1144. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1145. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1146. {
  1147. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1148. {
  1149. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1150. };
  1151. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1152. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1153. if (SUCCEEDED(hr)
  1154. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1155. {
  1156. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1157. }
  1158. }
  1159. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1160. {
  1161. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1162. }
  1163. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1164. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1165. {
  1166. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1167. }
  1168. else
  1169. {
  1170. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1171. {
  1172. BOOL SimpleInstancingSupported;
  1173. };
  1174. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1175. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1176. if (SUCCEEDED(hr)
  1177. && data.SimpleInstancingSupported)
  1178. {
  1179. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1180. }
  1181. }
  1182. // shadow compare is optional on 9_1 through 9_3 targets
  1183. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1184. {
  1185. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1186. {
  1187. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1188. };
  1189. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1190. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1191. if (SUCCEEDED(hr)
  1192. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1193. {
  1194. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1195. }
  1196. }
  1197. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1198. {
  1199. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1200. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  1201. ? s_textureFormat[ii].m_fmtDsv
  1202. : s_textureFormat[ii].m_fmt
  1203. ;
  1204. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1205. if (DXGI_FORMAT_UNKNOWN != fmt)
  1206. {
  1207. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1208. {
  1209. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1210. {
  1211. DXGI_FORMAT InFormat;
  1212. UINT OutFormatSupport;
  1213. };
  1214. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1215. data.InFormat = fmt;
  1216. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1217. if (SUCCEEDED(hr) )
  1218. {
  1219. support |= 0 != (data.OutFormatSupport & (0
  1220. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1221. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1222. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1223. ) )
  1224. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1225. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1226. ;
  1227. support |= 0 != (data.OutFormatSupport & (0
  1228. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1229. ) )
  1230. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1231. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1232. ;
  1233. support |= 0 != (data.OutFormatSupport & (0
  1234. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1235. ) )
  1236. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1237. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1238. ;
  1239. support |= 0 != (data.OutFormatSupport & (0
  1240. | D3D11_FORMAT_SUPPORT_BUFFER
  1241. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1242. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1243. ) )
  1244. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1245. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1246. ;
  1247. support |= 0 != (data.OutFormatSupport & (0
  1248. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1249. ) )
  1250. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1251. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1252. ;
  1253. support |= 0 != (data.OutFormatSupport & (0
  1254. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1255. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1256. ) )
  1257. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1258. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1259. ;
  1260. support |= 0 != (data.OutFormatSupport & (0
  1261. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1262. ) )
  1263. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1264. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1265. ;
  1266. support |= 0 != (data.OutFormatSupport & (0
  1267. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1268. ) )
  1269. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1270. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1271. ;
  1272. support |= 0 != (data.OutFormatSupport & (0
  1273. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1274. ) )
  1275. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1276. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1277. ;
  1278. }
  1279. else
  1280. {
  1281. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1282. }
  1283. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1284. {
  1285. // clear image flag for additional testing
  1286. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1287. data.InFormat = s_textureFormat[ii].m_fmt;
  1288. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1289. if (SUCCEEDED(hr) )
  1290. {
  1291. support |= 0 != (data.OutFormatSupport & (0
  1292. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1293. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1294. ) )
  1295. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1296. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1297. ;
  1298. }
  1299. }
  1300. }
  1301. else
  1302. {
  1303. support |= 0
  1304. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1305. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1306. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1307. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1308. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1309. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1310. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1311. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1312. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1313. ;
  1314. }
  1315. }
  1316. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1317. {
  1318. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1319. {
  1320. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1321. {
  1322. DXGI_FORMAT InFormat;
  1323. UINT OutFormatSupport;
  1324. };
  1325. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1326. data.InFormat = fmtSrgb;
  1327. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1328. if (SUCCEEDED(hr) )
  1329. {
  1330. support |= 0 != (data.OutFormatSupport & (0
  1331. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1332. ) )
  1333. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1334. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1335. ;
  1336. support |= 0 != (data.OutFormatSupport & (0
  1337. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1338. ) )
  1339. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1340. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1341. ;
  1342. support |= 0 != (data.OutFormatSupport & (0
  1343. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1344. ) )
  1345. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1346. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1347. ;
  1348. }
  1349. else
  1350. {
  1351. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1352. }
  1353. }
  1354. else
  1355. {
  1356. support |= 0
  1357. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1358. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1359. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1360. ;
  1361. }
  1362. }
  1363. g_caps.formats[ii] = support;
  1364. }
  1365. // Init reserved part of view name.
  1366. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1367. {
  1368. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1369. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1370. }
  1371. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1372. && NULL != m_infoQueue)
  1373. {
  1374. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1375. }
  1376. { //
  1377. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1378. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1379. if (NULL != m_ags)
  1380. {
  1381. uint32_t flags;
  1382. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1383. bool hasExtensions = AGS_SUCCESS == result;
  1384. if (hasExtensions
  1385. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1386. {
  1387. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1388. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1389. }
  1390. else
  1391. {
  1392. if (hasExtensions)
  1393. {
  1394. agsDriverExtensions_DeInit(m_ags);
  1395. }
  1396. agsDeInit(m_ags);
  1397. m_ags = NULL;
  1398. }
  1399. }
  1400. }
  1401. //
  1402. updateMsaa();
  1403. postReset();
  1404. }
  1405. BGFX_GPU_PROFILER_BIND(m_device, m_deviceCtx);
  1406. g_internalData.context = m_device;
  1407. return true;
  1408. error:
  1409. switch (errorState)
  1410. {
  1411. case ErrorState::CreatedDXGIFactory:
  1412. DX_RELEASE(m_swapChain, 0);
  1413. DX_RELEASE(m_deviceCtx, 0);
  1414. DX_RELEASE(m_device, 0);
  1415. DX_RELEASE(m_factory, 0);
  1416. #if USE_D3D11_DYNAMIC_LIB
  1417. case ErrorState::LoadedDXGI:
  1418. if (NULL != m_dxgidebugdll)
  1419. {
  1420. bx::dlclose(m_dxgidebugdll);
  1421. m_dxgidebugdll = NULL;
  1422. }
  1423. if (NULL != m_d3d9dll)
  1424. {
  1425. bx::dlclose(m_d3d9dll);
  1426. m_d3d9dll = NULL;
  1427. }
  1428. bx::dlclose(m_dxgidll);
  1429. m_dxgidll = NULL;
  1430. case ErrorState::LoadedD3D11:
  1431. bx::dlclose(m_d3d11dll);
  1432. m_d3d11dll = NULL;
  1433. #endif // USE_D3D11_DYNAMIC_LIB
  1434. case ErrorState::Default:
  1435. default:
  1436. if (NULL != m_ags)
  1437. {
  1438. agsDeInit(m_ags);
  1439. }
  1440. bx::dlclose(m_agsdll);
  1441. m_agsdll = NULL;
  1442. unloadRenderDoc(m_renderdocdll);
  1443. m_ovr.shutdown();
  1444. break;
  1445. }
  1446. return false;
  1447. }
  1448. void shutdown()
  1449. {
  1450. BGFX_GPU_PROFILER_UNBIND();
  1451. preReset();
  1452. m_ovr.shutdown();
  1453. if (NULL != m_ags)
  1454. {
  1455. agsDeInit(m_ags);
  1456. m_ags = NULL;
  1457. }
  1458. bx::dlclose(m_agsdll);
  1459. m_agsdll = NULL;
  1460. m_deviceCtx->ClearState();
  1461. invalidateCache();
  1462. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1463. {
  1464. m_frameBuffers[ii].destroy();
  1465. }
  1466. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1467. {
  1468. m_indexBuffers[ii].destroy();
  1469. }
  1470. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1471. {
  1472. m_vertexBuffers[ii].destroy();
  1473. }
  1474. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1475. {
  1476. m_shaders[ii].destroy();
  1477. }
  1478. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1479. {
  1480. m_textures[ii].destroy();
  1481. }
  1482. DX_RELEASE(m_swapChain, 0);
  1483. DX_RELEASE(m_deviceCtx, 0);
  1484. DX_RELEASE(m_device, 0);
  1485. DX_RELEASE(m_factory, 0);
  1486. unloadRenderDoc(m_renderdocdll);
  1487. #if USE_D3D11_DYNAMIC_LIB
  1488. if (NULL != m_dxgidebugdll)
  1489. {
  1490. bx::dlclose(m_dxgidebugdll);
  1491. m_dxgidebugdll = NULL;
  1492. }
  1493. if (NULL != m_d3d9dll)
  1494. {
  1495. bx::dlclose(m_d3d9dll);
  1496. m_d3d9dll = NULL;
  1497. }
  1498. bx::dlclose(m_dxgidll);
  1499. m_dxgidll = NULL;
  1500. bx::dlclose(m_d3d11dll);
  1501. m_d3d11dll = NULL;
  1502. #endif // USE_D3D11_DYNAMIC_LIB
  1503. }
  1504. RendererType::Enum getRendererType() const BX_OVERRIDE
  1505. {
  1506. return RendererType::Direct3D11;
  1507. }
  1508. const char* getRendererName() const BX_OVERRIDE
  1509. {
  1510. return BGFX_RENDERER_DIRECT3D11_NAME;
  1511. }
  1512. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1513. {
  1514. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1515. }
  1516. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1517. {
  1518. m_indexBuffers[_handle.idx].destroy();
  1519. }
  1520. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1521. {
  1522. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1523. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1524. dump(decl);
  1525. }
  1526. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1527. {
  1528. }
  1529. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1530. {
  1531. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1532. }
  1533. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1534. {
  1535. m_vertexBuffers[_handle.idx].destroy();
  1536. }
  1537. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1538. {
  1539. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1540. }
  1541. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1542. {
  1543. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1544. }
  1545. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1546. {
  1547. m_indexBuffers[_handle.idx].destroy();
  1548. }
  1549. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1550. {
  1551. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1552. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1553. }
  1554. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1555. {
  1556. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1557. }
  1558. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1559. {
  1560. m_vertexBuffers[_handle.idx].destroy();
  1561. }
  1562. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1563. {
  1564. m_shaders[_handle.idx].create(_mem);
  1565. }
  1566. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1567. {
  1568. m_shaders[_handle.idx].destroy();
  1569. }
  1570. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1571. {
  1572. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1573. }
  1574. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1575. {
  1576. m_program[_handle.idx].destroy();
  1577. }
  1578. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1579. {
  1580. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1581. }
  1582. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1583. {
  1584. }
  1585. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1586. {
  1587. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1588. }
  1589. void updateTextureEnd() BX_OVERRIDE
  1590. {
  1591. }
  1592. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  1593. {
  1594. const TextureD3D11& texture = m_textures[_handle.idx];
  1595. D3D11_MAPPED_SUBRESOURCE mapped;
  1596. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, 0, D3D11_MAP_READ, 0, &mapped) );
  1597. uint8_t* src = (uint8_t*)mapped.pData;
  1598. uint32_t srcPitch = mapped.RowPitch;
  1599. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1600. uint8_t* dst = (uint8_t*)_data;
  1601. uint32_t dstPitch = texture.m_width*bpp/8;
  1602. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1603. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  1604. {
  1605. memcpy(dst, src, pitch);
  1606. src += srcPitch;
  1607. dst += dstPitch;
  1608. }
  1609. m_deviceCtx->Unmap(texture.m_ptr, 0);
  1610. }
  1611. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) BX_OVERRIDE
  1612. {
  1613. TextureD3D11& texture = m_textures[_handle.idx];
  1614. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1615. const Memory* mem = alloc(size);
  1616. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1617. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1618. bx::write(&writer, magic);
  1619. TextureCreate tc;
  1620. tc.m_width = _width;
  1621. tc.m_height = _height;
  1622. tc.m_depth = 0;
  1623. tc.m_numLayers = 1;
  1624. tc.m_numMips = _numMips;
  1625. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1626. tc.m_cubeMap = false;
  1627. tc.m_mem = NULL;
  1628. bx::write(&writer, tc);
  1629. texture.destroy();
  1630. texture.create(mem, texture.m_flags, 0);
  1631. release(mem);
  1632. }
  1633. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  1634. {
  1635. // Resource ref. counts might be messed up outside of bgfx.
  1636. // Disabling ref. count check once texture is overridden.
  1637. setGraphicsDebuggerPresent(true);
  1638. m_textures[_handle.idx].overrideInternal(_ptr);
  1639. }
  1640. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  1641. {
  1642. // Resource ref. counts might be messed up outside of bgfx.
  1643. // Disabling ref. count check once texture is overridden.
  1644. setGraphicsDebuggerPresent(true);
  1645. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1646. }
  1647. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1648. {
  1649. m_textures[_handle.idx].destroy();
  1650. }
  1651. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  1652. {
  1653. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1654. }
  1655. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1656. {
  1657. uint16_t denseIdx = m_numWindows++;
  1658. m_windows[denseIdx] = _handle;
  1659. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1660. }
  1661. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1662. {
  1663. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1664. if (UINT16_MAX != denseIdx)
  1665. {
  1666. --m_numWindows;
  1667. if (m_numWindows > 1)
  1668. {
  1669. FrameBufferHandle handle = m_windows[m_numWindows];
  1670. m_windows[denseIdx] = handle;
  1671. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1672. }
  1673. }
  1674. }
  1675. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1676. {
  1677. if (NULL != m_uniforms[_handle.idx])
  1678. {
  1679. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1680. }
  1681. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1682. void* data = BX_ALLOC(g_allocator, size);
  1683. memset(data, 0, size);
  1684. m_uniforms[_handle.idx] = data;
  1685. m_uniformReg.add(_handle, _name, data);
  1686. }
  1687. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1688. {
  1689. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1690. m_uniforms[_handle.idx] = NULL;
  1691. m_uniformReg.remove(_handle);
  1692. }
  1693. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1694. {
  1695. if (NULL == m_swapChain)
  1696. {
  1697. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1698. return;
  1699. }
  1700. ID3D11Texture2D* backBuffer;
  1701. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1702. D3D11_TEXTURE2D_DESC backBufferDesc;
  1703. backBuffer->GetDesc(&backBufferDesc);
  1704. D3D11_TEXTURE2D_DESC desc;
  1705. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1706. desc.SampleDesc.Count = 1;
  1707. desc.SampleDesc.Quality = 0;
  1708. desc.Usage = D3D11_USAGE_STAGING;
  1709. desc.BindFlags = 0;
  1710. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1711. ID3D11Texture2D* texture;
  1712. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1713. if (SUCCEEDED(hr) )
  1714. {
  1715. if (backBufferDesc.SampleDesc.Count == 1)
  1716. {
  1717. m_deviceCtx->CopyResource(texture, backBuffer);
  1718. }
  1719. else
  1720. {
  1721. desc.Usage = D3D11_USAGE_DEFAULT;
  1722. desc.CPUAccessFlags = 0;
  1723. ID3D11Texture2D* resolve;
  1724. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1725. if (SUCCEEDED(hr) )
  1726. {
  1727. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1728. m_deviceCtx->CopyResource(texture, resolve);
  1729. DX_RELEASE(resolve, 0);
  1730. }
  1731. }
  1732. D3D11_MAPPED_SUBRESOURCE mapped;
  1733. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1734. imageSwizzleBgra8(backBufferDesc.Width
  1735. , backBufferDesc.Height
  1736. , mapped.RowPitch
  1737. , mapped.pData
  1738. , mapped.pData
  1739. );
  1740. g_callback->screenShot(_filePath
  1741. , backBufferDesc.Width
  1742. , backBufferDesc.Height
  1743. , mapped.RowPitch
  1744. , mapped.pData
  1745. , backBufferDesc.Height*mapped.RowPitch
  1746. , false
  1747. );
  1748. m_deviceCtx->Unmap(texture, 0);
  1749. DX_RELEASE(texture, 0);
  1750. }
  1751. DX_RELEASE(backBuffer, 0);
  1752. }
  1753. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1754. {
  1755. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1756. {
  1757. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1758. , _name
  1759. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1760. );
  1761. }
  1762. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1763. , _name
  1764. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1765. );
  1766. }
  1767. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1768. {
  1769. memcpy(m_uniforms[_loc], _data, _size);
  1770. }
  1771. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1772. {
  1773. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1774. {
  1775. uint32_t size = _size*sizeof(wchar_t);
  1776. wchar_t* name = (wchar_t*)alloca(size);
  1777. mbstowcs(name, _marker, size-2);
  1778. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  1779. }
  1780. }
  1781. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1782. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1783. {
  1784. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1785. uint32_t width = getBufferWidth();
  1786. uint32_t height = getBufferHeight();
  1787. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1788. setFrameBuffer(fbh, false);
  1789. D3D11_VIEWPORT vp;
  1790. vp.TopLeftX = 0;
  1791. vp.TopLeftY = 0;
  1792. vp.Width = (float)width;
  1793. vp.Height = (float)height;
  1794. vp.MinDepth = 0.0f;
  1795. vp.MaxDepth = 1.0f;
  1796. deviceCtx->RSSetViewports(1, &vp);
  1797. uint64_t state = BGFX_STATE_RGB_WRITE
  1798. | BGFX_STATE_ALPHA_WRITE
  1799. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1800. ;
  1801. setBlendState(state);
  1802. setDepthStencilState(state);
  1803. setRasterizerState(state);
  1804. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1805. m_currentProgram = &program;
  1806. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1807. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1808. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1809. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1810. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1811. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1812. uint32_t stride = vertexDecl.m_stride;
  1813. uint32_t offset = 0;
  1814. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1815. setInputLayout(vertexDecl, program, 0);
  1816. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1817. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1818. float proj[16];
  1819. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1820. PredefinedUniform& predefined = program.m_predefined[0];
  1821. uint8_t flags = predefined.m_type;
  1822. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1823. commitShaderConstants();
  1824. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1825. commitTextureStage();
  1826. }
  1827. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1828. {
  1829. const uint32_t numVertices = _numIndices*4/6;
  1830. if (0 < numVertices)
  1831. {
  1832. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1833. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1834. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1835. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1836. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1837. }
  1838. }
  1839. void preReset()
  1840. {
  1841. ovrPreReset();
  1842. if (m_timerQuerySupport)
  1843. {
  1844. m_gpuTimer.preReset();
  1845. }
  1846. m_occlusionQuery.preReset();
  1847. if (NULL == g_platformData.backBufferDS)
  1848. {
  1849. DX_RELEASE(m_backBufferDepthStencil, 0);
  1850. }
  1851. if (NULL != m_swapChain)
  1852. {
  1853. DX_RELEASE(m_backBufferColor, 0);
  1854. }
  1855. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1856. {
  1857. m_frameBuffers[ii].preReset();
  1858. }
  1859. // invalidateCache();
  1860. capturePreReset();
  1861. }
  1862. void postReset()
  1863. {
  1864. if (NULL != m_swapChain)
  1865. {
  1866. ID3D11Texture2D* color;
  1867. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1868. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1869. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1870. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1871. : D3D11_RTV_DIMENSION_TEXTURE2D
  1872. ;
  1873. desc.Texture2D.MipSlice = 0;
  1874. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1875. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1876. : DXGI_FORMAT_R8G8B8A8_UNORM
  1877. ;
  1878. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1879. DX_RELEASE(color, 0);
  1880. }
  1881. if (m_timerQuerySupport)
  1882. {
  1883. m_gpuTimer.postReset();
  1884. }
  1885. m_occlusionQuery.postReset();
  1886. ovrPostReset();
  1887. // If OVR doesn't create separate depth stencil view, create default one.
  1888. if (!m_ovr.isEnabled() && NULL == m_backBufferDepthStencil)
  1889. {
  1890. D3D11_TEXTURE2D_DESC dsd;
  1891. dsd.Width = getBufferWidth();
  1892. dsd.Height = getBufferHeight();
  1893. dsd.MipLevels = 1;
  1894. dsd.ArraySize = 1;
  1895. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1896. dsd.SampleDesc = m_scd.SampleDesc;
  1897. dsd.Usage = D3D11_USAGE_DEFAULT;
  1898. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1899. dsd.CPUAccessFlags = 0;
  1900. dsd.MiscFlags = 0;
  1901. ID3D11Texture2D* depthStencil;
  1902. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1903. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1904. DX_RELEASE(depthStencil, 0);
  1905. }
  1906. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1907. m_currentColor = m_backBufferColor;
  1908. m_currentDepthStencil = m_backBufferDepthStencil;
  1909. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1910. {
  1911. m_frameBuffers[ii].postReset();
  1912. }
  1913. capturePostReset();
  1914. }
  1915. static bool isLost(HRESULT _hr)
  1916. {
  1917. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1918. || DXGI_ERROR_DEVICE_HUNG == _hr
  1919. || DXGI_ERROR_DEVICE_RESET == _hr
  1920. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1921. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1922. ;
  1923. }
  1924. void flip(HMD& _hmd) BX_OVERRIDE
  1925. {
  1926. if (NULL != m_swapChain)
  1927. {
  1928. HRESULT hr = S_OK;
  1929. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  1930. ? 1 // sync interval of 0 is not supported on WinRT
  1931. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  1932. ;
  1933. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1934. {
  1935. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1936. }
  1937. if (SUCCEEDED(hr) )
  1938. {
  1939. switch (m_ovr.swap(_hmd, false) )
  1940. {
  1941. case OVR::NotEnabled:
  1942. hr = m_swapChain->Present(syncInterval, 0);
  1943. break;
  1944. case OVR::DeviceLost:
  1945. ovrPreReset();
  1946. break;
  1947. default:
  1948. break;
  1949. }
  1950. }
  1951. if (FAILED(hr)
  1952. && isLost(hr) )
  1953. {
  1954. ++m_lost;
  1955. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1956. }
  1957. else
  1958. {
  1959. m_lost = 0;
  1960. }
  1961. }
  1962. }
  1963. void invalidateCache()
  1964. {
  1965. m_inputLayoutCache.invalidate();
  1966. m_blendStateCache.invalidate();
  1967. m_depthStencilStateCache.invalidate();
  1968. m_rasterizerStateCache.invalidate();
  1969. m_samplerStateCache.invalidate();
  1970. m_srvUavLru.invalidate();
  1971. }
  1972. void invalidateCompute()
  1973. {
  1974. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1975. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1976. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1977. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1978. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1979. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1980. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1981. }
  1982. void updateMsaa()
  1983. {
  1984. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1985. {
  1986. uint32_t msaa = s_checkMsaa[ii];
  1987. uint32_t quality = 0;
  1988. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1989. if (SUCCEEDED(hr)
  1990. && 0 < quality)
  1991. {
  1992. s_msaa[ii].Count = msaa;
  1993. s_msaa[ii].Quality = quality - 1;
  1994. last = ii;
  1995. }
  1996. else
  1997. {
  1998. s_msaa[ii] = s_msaa[last];
  1999. }
  2000. }
  2001. }
  2002. bool updateResolution(const Resolution& _resolution)
  2003. {
  2004. const bool suspended = !!( _resolution.m_flags & BGFX_RESET_SUSPEND);
  2005. const bool wasSuspended = !!(m_resolution.m_flags & BGFX_RESET_SUSPEND);
  2006. if (suspended && wasSuspended)
  2007. {
  2008. return true;
  2009. }
  2010. else if (suspended)
  2011. {
  2012. m_deviceCtx->Flush();
  2013. m_deviceCtx->ClearState();
  2014. trim(m_device);
  2015. suspend(m_device);
  2016. m_resolution.m_flags |= BGFX_RESET_SUSPEND;
  2017. return true;
  2018. }
  2019. else if (wasSuspended)
  2020. {
  2021. resume(m_device);
  2022. m_resolution.m_flags &= ~BGFX_RESET_SUSPEND;
  2023. }
  2024. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  2025. uint32_t maxAnisotropy = 1;
  2026. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  2027. {
  2028. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2029. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2030. : D3D11_REQ_MAXANISOTROPY
  2031. ;
  2032. }
  2033. if (m_maxAnisotropy != maxAnisotropy)
  2034. {
  2035. m_maxAnisotropy = maxAnisotropy;
  2036. m_samplerStateCache.invalidate();
  2037. }
  2038. bool depthClamp = true
  2039. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  2040. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2041. ;
  2042. if (m_depthClamp != depthClamp)
  2043. {
  2044. m_depthClamp = depthClamp;
  2045. m_rasterizerStateCache.invalidate();
  2046. }
  2047. const uint32_t maskFlags = ~(0
  2048. | BGFX_RESET_HMD_RECENTER
  2049. | BGFX_RESET_MAXANISOTROPY
  2050. | BGFX_RESET_DEPTH_CLAMP
  2051. | BGFX_RESET_SUSPEND
  2052. );
  2053. if (m_resolution.m_width != _resolution.m_width
  2054. || m_resolution.m_height != _resolution.m_height
  2055. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  2056. {
  2057. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  2058. bool resize = true
  2059. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2060. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2061. ;
  2062. m_resolution = _resolution;
  2063. m_resolution.m_flags = flags;
  2064. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  2065. m_textVideoMem.clear();
  2066. setBufferSize(_resolution.m_width, _resolution.m_height);
  2067. preReset();
  2068. m_deviceCtx->Flush();
  2069. m_deviceCtx->ClearState();
  2070. if (NULL == m_swapChain)
  2071. {
  2072. // Updated backbuffer if it changed in PlatformData.
  2073. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2074. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2075. }
  2076. else
  2077. {
  2078. if (resize)
  2079. {
  2080. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2081. DX_CHECK(m_swapChain->ResizeBuffers(2
  2082. , getBufferWidth()
  2083. , getBufferHeight()
  2084. , getBufferFormat()
  2085. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  2086. ) );
  2087. }
  2088. else
  2089. {
  2090. updateMsaa();
  2091. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2092. DX_RELEASE(m_swapChain, 0);
  2093. SwapChainDesc* scd = &m_scd;
  2094. SwapChainDesc swapChainScd;
  2095. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  2096. && m_ovr.isInitialized() )
  2097. {
  2098. swapChainScd = m_scd;
  2099. swapChainScd.SampleDesc = s_msaa[0];
  2100. scd = &swapChainScd;
  2101. }
  2102. #if !BX_PLATFORM_WINDOWS
  2103. HRESULT hr = S_OK;
  2104. if (g_platformData.ndt == 0)
  2105. {
  2106. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  2107. , (::IUnknown*)g_platformData.nwh
  2108. , scd
  2109. , NULL
  2110. , &m_swapChain
  2111. );
  2112. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2113. }
  2114. else
  2115. {
  2116. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  2117. hr = m_factory->CreateSwapChainForComposition(m_device
  2118. , &m_scd
  2119. , NULL
  2120. , &m_swapChain
  2121. );
  2122. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2123. # if BX_PLATFORM_WINRT
  2124. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  2125. ISwapChainBackgroundPanelNative* panel = NULL;
  2126. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  2127. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2128. if (NULL != panel)
  2129. {
  2130. hr = panel->SetSwapChain(m_swapChain);
  2131. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2132. panel->Release();
  2133. }
  2134. # endif // BX_PLATFORM_WINRT
  2135. }
  2136. #else
  2137. HRESULT hr;
  2138. hr = m_factory->CreateSwapChain(m_device
  2139. , scd
  2140. , &m_swapChain
  2141. );
  2142. #endif // !BX_PLATFORM_WINDOWS
  2143. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2144. }
  2145. }
  2146. postReset();
  2147. }
  2148. if (recenter)
  2149. {
  2150. m_ovr.recenter();
  2151. }
  2152. return false;
  2153. }
  2154. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2155. {
  2156. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2157. {
  2158. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2159. m_fsChanges += _numRegs;
  2160. }
  2161. else
  2162. {
  2163. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2164. m_vsChanges += _numRegs;
  2165. }
  2166. }
  2167. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2168. {
  2169. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2170. }
  2171. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2172. {
  2173. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2174. }
  2175. void commitShaderConstants()
  2176. {
  2177. if (0 < m_vsChanges)
  2178. {
  2179. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2180. {
  2181. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2182. }
  2183. m_vsChanges = 0;
  2184. }
  2185. if (0 < m_fsChanges)
  2186. {
  2187. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2188. {
  2189. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2190. }
  2191. m_fsChanges = 0;
  2192. }
  2193. }
  2194. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2195. {
  2196. if (isValid(m_fbh)
  2197. && m_fbh.idx != _fbh.idx
  2198. && m_rtMsaa)
  2199. {
  2200. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2201. frameBuffer.resolve();
  2202. }
  2203. if (!isValid(_fbh) )
  2204. {
  2205. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2206. m_currentColor = m_backBufferColor;
  2207. m_currentDepthStencil = m_backBufferDepthStencil;
  2208. }
  2209. else
  2210. {
  2211. invalidateTextureStage();
  2212. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2213. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  2214. m_currentColor = frameBuffer.m_rtv[0];
  2215. m_currentDepthStencil = frameBuffer.m_dsv;
  2216. }
  2217. m_fbh = _fbh;
  2218. m_rtMsaa = _msaa;
  2219. }
  2220. void clear(const Clear& _clear, const float _palette[][4])
  2221. {
  2222. if (isValid(m_fbh) )
  2223. {
  2224. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2225. frameBuffer.clear(_clear, _palette);
  2226. }
  2227. else
  2228. {
  2229. if (NULL != m_currentColor
  2230. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2231. {
  2232. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2233. {
  2234. uint8_t index = _clear.m_index[0];
  2235. if (UINT8_MAX != index)
  2236. {
  2237. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2238. }
  2239. }
  2240. else
  2241. {
  2242. float frgba[4] =
  2243. {
  2244. _clear.m_index[0]*1.0f/255.0f,
  2245. _clear.m_index[1]*1.0f/255.0f,
  2246. _clear.m_index[2]*1.0f/255.0f,
  2247. _clear.m_index[3]*1.0f/255.0f,
  2248. };
  2249. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2250. }
  2251. }
  2252. if (NULL != m_currentDepthStencil
  2253. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2254. {
  2255. DWORD flags = 0;
  2256. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2257. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2258. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2259. }
  2260. }
  2261. }
  2262. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2263. {
  2264. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  2265. layoutHash ^= _numInstanceData;
  2266. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2267. if (NULL == layout)
  2268. {
  2269. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2270. VertexDecl decl;
  2271. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  2272. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  2273. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2274. {
  2275. uint16_t mask = attrMask[ii];
  2276. uint16_t attr = (decl.m_attributes[ii] & mask);
  2277. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2278. }
  2279. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  2280. uint32_t num = uint32_t(elem-vertexElements);
  2281. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2282. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2283. {
  2284. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2285. uint32_t jj;
  2286. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2287. for (jj = 0; jj < num; ++jj)
  2288. {
  2289. curr = &vertexElements[jj];
  2290. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  2291. && curr->SemanticIndex == index)
  2292. {
  2293. break;
  2294. }
  2295. }
  2296. if (jj == num)
  2297. {
  2298. curr = elem;
  2299. ++elem;
  2300. }
  2301. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2302. curr->InputSlot = 1;
  2303. curr->SemanticIndex = index;
  2304. curr->AlignedByteOffset = ii*16;
  2305. }
  2306. num = uint32_t(elem-vertexElements);
  2307. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2308. , num
  2309. , _program.m_vsh->m_code->data
  2310. , _program.m_vsh->m_code->size
  2311. , &layout
  2312. ) );
  2313. m_inputLayoutCache.add(layoutHash, layout);
  2314. }
  2315. m_deviceCtx->IASetInputLayout(layout);
  2316. }
  2317. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2318. {
  2319. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2320. bx::HashMurmur2A murmur;
  2321. murmur.begin();
  2322. murmur.add(_state);
  2323. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2324. ? _rgba
  2325. : -1
  2326. );
  2327. const uint32_t hash = murmur.end();
  2328. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2329. if (NULL == bs)
  2330. {
  2331. D3D11_BLEND_DESC desc;
  2332. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2333. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2334. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2335. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2336. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2337. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2338. const uint32_t srcRGB = (blend ) & 0xf;
  2339. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2340. const uint32_t srcA = (blend >> 8) & 0xf;
  2341. const uint32_t dstA = (blend >> 12) & 0xf;
  2342. const uint32_t equRGB = (equation ) & 0x7;
  2343. const uint32_t equA = (equation >> 3) & 0x7;
  2344. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2345. drt->DestBlend = s_blendFactor[dstRGB][0];
  2346. drt->BlendOp = s_blendEquation[equRGB];
  2347. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2348. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2349. drt->BlendOpAlpha = s_blendEquation[equA];
  2350. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2351. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2352. : 0
  2353. ;
  2354. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2355. ? D3D11_COLOR_WRITE_ENABLE_RED
  2356. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2357. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2358. : 0
  2359. ;
  2360. drt->RenderTargetWriteMask = writeMask;
  2361. if (desc.IndependentBlendEnable)
  2362. {
  2363. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2364. {
  2365. drt = &desc.RenderTarget[ii];
  2366. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2367. const uint32_t src = (rgba ) & 0xf;
  2368. const uint32_t dst = (rgba >> 4) & 0xf;
  2369. const uint32_t equ = (rgba >> 8) & 0x7;
  2370. drt->SrcBlend = s_blendFactor[src][0];
  2371. drt->DestBlend = s_blendFactor[dst][0];
  2372. drt->BlendOp = s_blendEquation[equ];
  2373. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2374. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2375. drt->BlendOpAlpha = s_blendEquation[equ];
  2376. drt->RenderTargetWriteMask = writeMask;
  2377. }
  2378. }
  2379. else
  2380. {
  2381. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2382. {
  2383. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2384. }
  2385. }
  2386. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2387. m_blendStateCache.add(hash, bs);
  2388. }
  2389. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2390. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2391. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2392. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2393. bool hasFactor = 0
  2394. || f0 == (_state & f0)
  2395. || f1 == (_state & f1)
  2396. || f2 == (_state & f2)
  2397. || f3 == (_state & f3)
  2398. ;
  2399. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2400. if (hasFactor)
  2401. {
  2402. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2403. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2404. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2405. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2406. }
  2407. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2408. }
  2409. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2410. {
  2411. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2412. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2413. uint32_t fstencil = unpackStencil(0, _stencil);
  2414. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2415. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2416. bx::HashMurmur2A murmur;
  2417. murmur.begin();
  2418. murmur.add(_state);
  2419. murmur.add(_stencil);
  2420. uint32_t hash = murmur.end();
  2421. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2422. if (NULL == dss)
  2423. {
  2424. D3D11_DEPTH_STENCIL_DESC desc;
  2425. memset(&desc, 0, sizeof(desc) );
  2426. desc.DepthEnable = 0 != func;
  2427. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2428. desc.DepthFunc = s_cmpFunc[func];
  2429. uint32_t bstencil = unpackStencil(1, _stencil);
  2430. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2431. bstencil = frontAndBack ? bstencil : fstencil;
  2432. desc.StencilEnable = 0 != _stencil;
  2433. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2434. desc.StencilWriteMask = 0xff;
  2435. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2436. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2437. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2438. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2439. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2440. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2441. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2442. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2443. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2444. m_depthStencilStateCache.add(hash, dss);
  2445. }
  2446. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2447. }
  2448. void setDebugWireframe(bool _wireframe)
  2449. {
  2450. if (m_wireframe != _wireframe)
  2451. {
  2452. m_wireframe = _wireframe;
  2453. m_rasterizerStateCache.invalidate();
  2454. }
  2455. }
  2456. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2457. {
  2458. _state &= 0
  2459. | BGFX_STATE_CULL_MASK
  2460. | BGFX_STATE_MSAA
  2461. | BGFX_STATE_LINEAA
  2462. | BGFX_STATE_CONSERVATIVE_RASTER
  2463. ;
  2464. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2465. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2466. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2467. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2468. if (NULL == rs)
  2469. {
  2470. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2471. #if BX_PLATFORM_WINDOWS
  2472. if (m_deviceInterfaceVersion >= 3)
  2473. {
  2474. D3D11_RASTERIZER_DESC2 desc;
  2475. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2476. desc.CullMode = s_cullMode[cull];
  2477. desc.FrontCounterClockwise = false;
  2478. desc.DepthBias = 0;
  2479. desc.DepthBiasClamp = 0.0f;
  2480. desc.SlopeScaledDepthBias = 0.0f;
  2481. desc.DepthClipEnable = !m_depthClamp;
  2482. desc.ScissorEnable = _scissor;
  2483. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2484. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2485. desc.ForcedSampleCount = 0;
  2486. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2487. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2488. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2489. ;
  2490. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2491. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2492. }
  2493. else
  2494. #endif // BX_PLATFORM_WINDOWS
  2495. {
  2496. D3D11_RASTERIZER_DESC desc;
  2497. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2498. desc.CullMode = s_cullMode[cull];
  2499. desc.FrontCounterClockwise = false;
  2500. desc.DepthBias = 0;
  2501. desc.DepthBiasClamp = 0.0f;
  2502. desc.SlopeScaledDepthBias = 0.0f;
  2503. desc.DepthClipEnable = !m_depthClamp;
  2504. desc.ScissorEnable = _scissor;
  2505. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2506. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2507. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2508. }
  2509. m_rasterizerStateCache.add(_state, rs);
  2510. }
  2511. m_deviceCtx->RSSetState(rs);
  2512. }
  2513. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2514. {
  2515. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2516. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2517. // Force both min+max anisotropic, can't be set individually.
  2518. _flags |= 0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2519. ? BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC
  2520. : 0
  2521. ;
  2522. uint32_t hash;
  2523. ID3D11SamplerState* sampler;
  2524. if (!needBorderColor(_flags) )
  2525. {
  2526. bx::HashMurmur2A murmur;
  2527. murmur.begin();
  2528. murmur.add(_flags);
  2529. murmur.add(-1);
  2530. hash = murmur.end();
  2531. _rgba = s_zero.m_zerof;
  2532. sampler = m_samplerStateCache.find(hash);
  2533. }
  2534. else
  2535. {
  2536. bx::HashMurmur2A murmur;
  2537. murmur.begin();
  2538. murmur.add(_flags);
  2539. murmur.add(index);
  2540. hash = murmur.end();
  2541. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2542. sampler = m_samplerStateCache.find(hash);
  2543. if (NULL != sampler)
  2544. {
  2545. D3D11_SAMPLER_DESC sd;
  2546. sampler->GetDesc(&sd);
  2547. if (0 != memcmp(_rgba, sd.BorderColor, 16) )
  2548. {
  2549. // Sampler will be released when updated sampler
  2550. // is added to cache.
  2551. sampler = NULL;
  2552. }
  2553. }
  2554. }
  2555. if (NULL == sampler)
  2556. {
  2557. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2558. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2559. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2560. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2561. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2562. D3D11_SAMPLER_DESC sd;
  2563. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2564. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2565. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2566. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2567. sd.MipLODBias = 0.0f;
  2568. sd.MaxAnisotropy = m_maxAnisotropy;
  2569. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2570. sd.BorderColor[0] = _rgba[0];
  2571. sd.BorderColor[1] = _rgba[1];
  2572. sd.BorderColor[2] = _rgba[2];
  2573. sd.BorderColor[3] = _rgba[3];
  2574. sd.MinLOD = 0;
  2575. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2576. m_device->CreateSamplerState(&sd, &sampler);
  2577. DX_CHECK_REFCOUNT(sampler, 1);
  2578. m_samplerStateCache.add(hash, sampler);
  2579. }
  2580. return sampler;
  2581. }
  2582. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2583. {
  2584. m_occlusionQuery.resolve(_render);
  2585. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2586. }
  2587. DXGI_FORMAT getBufferFormat()
  2588. {
  2589. #if BX_PLATFORM_WINDOWS
  2590. return m_scd.BufferDesc.Format;
  2591. #else
  2592. return m_scd.Format;
  2593. #endif
  2594. }
  2595. uint32_t getBufferWidth()
  2596. {
  2597. #if BX_PLATFORM_WINDOWS
  2598. return m_scd.BufferDesc.Width;
  2599. #else
  2600. return m_scd.Width;
  2601. #endif
  2602. }
  2603. uint32_t getBufferHeight()
  2604. {
  2605. #if BX_PLATFORM_WINDOWS
  2606. return m_scd.BufferDesc.Height;
  2607. #else
  2608. return m_scd.Height;
  2609. #endif
  2610. }
  2611. void setBufferSize(uint32_t _width, uint32_t _height)
  2612. {
  2613. #if BX_PLATFORM_WINDOWS
  2614. m_scd.BufferDesc.Width = _width;
  2615. m_scd.BufferDesc.Height = _height;
  2616. #else
  2617. m_scd.Width = _width;
  2618. m_scd.Height = _height;
  2619. #endif
  2620. }
  2621. void commitTextureStage()
  2622. {
  2623. // vertex texture fetch not supported on 9_1 through 9_3
  2624. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2625. {
  2626. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2627. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2628. }
  2629. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2630. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2631. }
  2632. void invalidateTextureStage()
  2633. {
  2634. m_textureStage.clear();
  2635. commitTextureStage();
  2636. }
  2637. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2638. {
  2639. bx::HashMurmur2A murmur;
  2640. murmur.begin();
  2641. murmur.add(_handle);
  2642. murmur.add(_mip);
  2643. murmur.add(0);
  2644. uint32_t hash = murmur.end();
  2645. IUnknown** ptr = m_srvUavLru.find(hash);
  2646. ID3D11UnorderedAccessView* uav;
  2647. if (NULL == ptr)
  2648. {
  2649. TextureD3D11& texture = m_textures[_handle.idx];
  2650. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2651. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2652. switch (texture.m_type)
  2653. {
  2654. case TextureD3D11::Texture2D:
  2655. case TextureD3D11::TextureCube:
  2656. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2657. desc.Texture2D.MipSlice = _mip;
  2658. break;
  2659. case TextureD3D11::Texture3D:
  2660. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2661. desc.Texture3D.MipSlice = _mip;
  2662. desc.Texture3D.FirstWSlice = 0;
  2663. desc.Texture3D.WSize = UINT32_MAX;
  2664. break;
  2665. }
  2666. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2667. m_srvUavLru.add(hash, uav, _handle.idx);
  2668. }
  2669. else
  2670. {
  2671. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2672. }
  2673. return uav;
  2674. }
  2675. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2676. {
  2677. bx::HashMurmur2A murmur;
  2678. murmur.begin();
  2679. murmur.add(_handle);
  2680. murmur.add(_mip);
  2681. murmur.add(0);
  2682. uint32_t hash = murmur.end();
  2683. IUnknown** ptr = m_srvUavLru.find(hash);
  2684. ID3D11ShaderResourceView* srv;
  2685. if (NULL == ptr)
  2686. {
  2687. const TextureD3D11& texture = m_textures[_handle.idx];
  2688. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2689. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2690. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2691. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2692. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2693. switch (texture.m_type)
  2694. {
  2695. case TextureD3D11::Texture2D:
  2696. desc.ViewDimension = msaaSample
  2697. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2698. : D3D11_SRV_DIMENSION_TEXTURE2D
  2699. ;
  2700. desc.Texture2D.MostDetailedMip = _mip;
  2701. desc.Texture2D.MipLevels = 1;
  2702. break;
  2703. case TextureD3D11::TextureCube:
  2704. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2705. desc.TextureCube.MostDetailedMip = _mip;
  2706. desc.TextureCube.MipLevels = 1;
  2707. break;
  2708. case TextureD3D11::Texture3D:
  2709. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2710. desc.Texture3D.MostDetailedMip = _mip;
  2711. desc.Texture3D.MipLevels = 1;
  2712. break;
  2713. }
  2714. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2715. m_srvUavLru.add(hash, srv, _handle.idx);
  2716. }
  2717. else
  2718. {
  2719. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2720. }
  2721. return srv;
  2722. }
  2723. void ovrPostReset()
  2724. {
  2725. #if BGFX_CONFIG_USE_OVR
  2726. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2727. {
  2728. if (m_ovr.postReset() )
  2729. {
  2730. const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
  2731. m_ovr.m_render = &m_ovrRender;
  2732. m_ovr.m_render->create(m_ovr.m_hmd, msaaSamples, m_resolution.m_width, m_resolution.m_height);
  2733. }
  2734. }
  2735. #endif // BGFX_CONFIG_USE_OVR
  2736. }
  2737. void ovrPreReset()
  2738. {
  2739. #if BGFX_CONFIG_USE_OVR
  2740. m_ovr.preReset();
  2741. #endif // BGFX_CONFIG_USE_OVR
  2742. }
  2743. void capturePostReset()
  2744. {
  2745. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2746. {
  2747. ID3D11Texture2D* backBuffer;
  2748. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2749. D3D11_TEXTURE2D_DESC backBufferDesc;
  2750. backBuffer->GetDesc(&backBufferDesc);
  2751. D3D11_TEXTURE2D_DESC desc;
  2752. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2753. desc.SampleDesc.Count = 1;
  2754. desc.SampleDesc.Quality = 0;
  2755. desc.Usage = D3D11_USAGE_STAGING;
  2756. desc.BindFlags = 0;
  2757. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2758. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2759. if (SUCCEEDED(hr) )
  2760. {
  2761. if (backBufferDesc.SampleDesc.Count != 1)
  2762. {
  2763. desc.Usage = D3D11_USAGE_DEFAULT;
  2764. desc.CPUAccessFlags = 0;
  2765. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2766. }
  2767. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2768. }
  2769. DX_RELEASE(backBuffer, 0);
  2770. }
  2771. }
  2772. void capturePreReset()
  2773. {
  2774. if (NULL != m_captureTexture)
  2775. {
  2776. g_callback->captureEnd();
  2777. }
  2778. DX_RELEASE(m_captureResolve, 0);
  2779. DX_RELEASE(m_captureTexture, 0);
  2780. }
  2781. void capture()
  2782. {
  2783. if (NULL != m_captureTexture)
  2784. {
  2785. ID3D11Texture2D* backBuffer;
  2786. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2787. if (NULL == m_captureResolve)
  2788. {
  2789. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2790. }
  2791. else
  2792. {
  2793. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2794. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2795. }
  2796. D3D11_MAPPED_SUBRESOURCE mapped;
  2797. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2798. imageSwizzleBgra8(getBufferWidth()
  2799. , getBufferHeight()
  2800. , mapped.RowPitch
  2801. , mapped.pData
  2802. , mapped.pData
  2803. );
  2804. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2805. m_deviceCtx->Unmap(m_captureTexture, 0);
  2806. DX_RELEASE(backBuffer, 0);
  2807. }
  2808. }
  2809. void commit(UniformBuffer& _uniformBuffer)
  2810. {
  2811. _uniformBuffer.reset();
  2812. for (;;)
  2813. {
  2814. uint32_t opcode = _uniformBuffer.read();
  2815. if (UniformType::End == opcode)
  2816. {
  2817. break;
  2818. }
  2819. UniformType::Enum type;
  2820. uint16_t loc;
  2821. uint16_t num;
  2822. uint16_t copy;
  2823. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2824. const char* data;
  2825. if (copy)
  2826. {
  2827. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2828. }
  2829. else
  2830. {
  2831. UniformHandle handle;
  2832. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2833. data = (const char*)m_uniforms[handle.idx];
  2834. }
  2835. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2836. case UniformType::_uniform: \
  2837. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2838. { \
  2839. setShaderUniform(uint8_t(type), loc, data, num); \
  2840. } \
  2841. break;
  2842. switch ( (uint32_t)type)
  2843. {
  2844. case UniformType::Mat3:
  2845. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2846. {
  2847. float* value = (float*)data;
  2848. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2849. {
  2850. Matrix4 mtx;
  2851. mtx.un.val[ 0] = value[0];
  2852. mtx.un.val[ 1] = value[1];
  2853. mtx.un.val[ 2] = value[2];
  2854. mtx.un.val[ 3] = 0.0f;
  2855. mtx.un.val[ 4] = value[3];
  2856. mtx.un.val[ 5] = value[4];
  2857. mtx.un.val[ 6] = value[5];
  2858. mtx.un.val[ 7] = 0.0f;
  2859. mtx.un.val[ 8] = value[6];
  2860. mtx.un.val[ 9] = value[7];
  2861. mtx.un.val[10] = value[8];
  2862. mtx.un.val[11] = 0.0f;
  2863. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2864. }
  2865. }
  2866. break;
  2867. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2868. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2869. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2870. case UniformType::End:
  2871. break;
  2872. default:
  2873. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2874. break;
  2875. }
  2876. #undef CASE_IMPLEMENT_UNIFORM
  2877. }
  2878. }
  2879. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2880. {
  2881. uint32_t width;
  2882. uint32_t height;
  2883. if (isValid(m_fbh) )
  2884. {
  2885. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2886. width = fb.m_width;
  2887. height = fb.m_height;
  2888. }
  2889. else
  2890. {
  2891. width = getBufferWidth();
  2892. height = getBufferHeight();
  2893. }
  2894. if (0 == _rect.m_x
  2895. && 0 == _rect.m_y
  2896. && width == _rect.m_width
  2897. && height == _rect.m_height)
  2898. {
  2899. clear(_clear, _palette);
  2900. }
  2901. else
  2902. {
  2903. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2904. uint64_t state = 0;
  2905. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2906. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2907. uint64_t stencil = 0;
  2908. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2909. | BGFX_STENCIL_TEST_ALWAYS
  2910. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2911. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2912. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2913. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2914. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2915. : 0
  2916. ;
  2917. setBlendState(state);
  2918. setDepthStencilState(state, stencil);
  2919. setRasterizerState(state);
  2920. uint32_t numMrt = 1;
  2921. FrameBufferHandle fbh = m_fbh;
  2922. if (isValid(fbh) )
  2923. {
  2924. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2925. numMrt = bx::uint32_max(1, fb.m_num);
  2926. }
  2927. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2928. m_currentProgram = &program;
  2929. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2930. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2931. if (NULL != m_currentColor)
  2932. {
  2933. const ShaderD3D11* fsh = program.m_fsh;
  2934. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2935. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2936. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2937. {
  2938. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2939. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2940. {
  2941. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2942. memcpy(mrtClear[ii], _palette[index], 16);
  2943. }
  2944. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2945. }
  2946. else
  2947. {
  2948. float rgba[4] =
  2949. {
  2950. _clear.m_index[0]*1.0f/255.0f,
  2951. _clear.m_index[1]*1.0f/255.0f,
  2952. _clear.m_index[2]*1.0f/255.0f,
  2953. _clear.m_index[3]*1.0f/255.0f,
  2954. };
  2955. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2956. }
  2957. }
  2958. else
  2959. {
  2960. deviceCtx->PSSetShader(NULL, NULL, 0);
  2961. }
  2962. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2963. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2964. const uint32_t stride = vertexDecl.m_stride;
  2965. const uint32_t offset = 0;
  2966. {
  2967. struct Vertex
  2968. {
  2969. float m_x;
  2970. float m_y;
  2971. float m_z;
  2972. };
  2973. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2974. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2975. const float depth = _clear.m_depth;
  2976. vertex->m_x = -1.0f;
  2977. vertex->m_y = -1.0f;
  2978. vertex->m_z = depth;
  2979. vertex++;
  2980. vertex->m_x = 1.0f;
  2981. vertex->m_y = -1.0f;
  2982. vertex->m_z = depth;
  2983. vertex++;
  2984. vertex->m_x = -1.0f;
  2985. vertex->m_y = 1.0f;
  2986. vertex->m_z = depth;
  2987. vertex++;
  2988. vertex->m_x = 1.0f;
  2989. vertex->m_y = 1.0f;
  2990. vertex->m_z = depth;
  2991. }
  2992. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2993. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2994. setInputLayout(vertexDecl, program, 0);
  2995. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2996. deviceCtx->Draw(4, 0);
  2997. }
  2998. }
  2999. void* m_d3d9dll;
  3000. void* m_d3d11dll;
  3001. void* m_dxgidll;
  3002. void* m_dxgidebugdll;
  3003. void* m_renderdocdll;
  3004. void* m_agsdll;
  3005. AGSContext* m_ags;
  3006. D3D_DRIVER_TYPE m_driverType;
  3007. D3D_FEATURE_LEVEL m_featureLevel;
  3008. IDXGIAdapter* m_adapter;
  3009. DXGI_ADAPTER_DESC m_adapterDesc;
  3010. #if BX_PLATFORM_WINDOWS
  3011. IDXGIFactory* m_factory;
  3012. IDXGISwapChain* m_swapChain;
  3013. #else
  3014. IDXGIFactory2* m_factory;
  3015. IDXGISwapChain1* m_swapChain;
  3016. #endif // BX_PLATFORM_WINDOWS
  3017. uint16_t m_lost;
  3018. uint16_t m_numWindows;
  3019. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3020. ID3D11Device* m_device;
  3021. ID3D11DeviceContext* m_deviceCtx;
  3022. ID3D11InfoQueue* m_infoQueue;
  3023. TimerQueryD3D11 m_gpuTimer;
  3024. OcclusionQueryD3D11 m_occlusionQuery;
  3025. uint32_t m_deviceInterfaceVersion;
  3026. ID3D11RenderTargetView* m_backBufferColor;
  3027. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3028. ID3D11RenderTargetView* m_currentColor;
  3029. ID3D11DepthStencilView* m_currentDepthStencil;
  3030. ID3D11Texture2D* m_captureTexture;
  3031. ID3D11Texture2D* m_captureResolve;
  3032. Resolution m_resolution;
  3033. #if BX_PLATFORM_WINDOWS
  3034. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  3035. #else
  3036. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  3037. #endif // BX_PLATFORM_WINDOWS
  3038. SwapChainDesc m_scd;
  3039. uint32_t m_maxAnisotropy;
  3040. bool m_depthClamp;
  3041. bool m_wireframe;
  3042. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3043. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3044. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3045. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3046. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3047. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  3048. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3049. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3050. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3051. UniformRegistry m_uniformReg;
  3052. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3053. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3054. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3055. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3056. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3057. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3058. TextVideoMem m_textVideoMem;
  3059. TextureStage m_textureStage;
  3060. ProgramD3D11* m_currentProgram;
  3061. uint8_t m_vsScratch[64<<10];
  3062. uint8_t m_fsScratch[64<<10];
  3063. uint32_t m_vsChanges;
  3064. uint32_t m_fsChanges;
  3065. FrameBufferHandle m_fbh;
  3066. bool m_rtMsaa;
  3067. bool m_timerQuerySupport;
  3068. OVR m_ovr;
  3069. #if BGFX_CONFIG_USE_OVR
  3070. OVRRenderD3D11 m_ovrRender;
  3071. #endif // BGFX_CONFIG_USE_OVR
  3072. };
  3073. static RendererContextD3D11* s_renderD3D11;
  3074. RendererContextI* rendererCreate()
  3075. {
  3076. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3077. if (!s_renderD3D11->init() )
  3078. {
  3079. BX_DELETE(g_allocator, s_renderD3D11);
  3080. s_renderD3D11 = NULL;
  3081. }
  3082. return s_renderD3D11;
  3083. }
  3084. void rendererDestroy()
  3085. {
  3086. s_renderD3D11->shutdown();
  3087. BX_DELETE(g_allocator, s_renderD3D11);
  3088. s_renderD3D11 = NULL;
  3089. }
  3090. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3091. {
  3092. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3093. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3094. {
  3095. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3096. _offset += _stride;
  3097. }
  3098. }
  3099. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3100. {
  3101. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3102. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3103. {
  3104. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3105. _offset += _stride;
  3106. }
  3107. }
  3108. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3109. {
  3110. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3111. }
  3112. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3113. {
  3114. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3115. }
  3116. #if BGFX_CONFIG_USE_OVR
  3117. void OVRRenderD3D11::create(const ovrSession& _session, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
  3118. {
  3119. ovrHmdDesc hmdDesc = ovr_GetHmdDesc(_session);
  3120. for (int eye = 0; eye < 2; ++eye)
  3121. {
  3122. if (NULL == m_textureSwapChain[eye])
  3123. {
  3124. m_eyeTextureSize[eye] = ovr_GetFovTextureSize(_session, (ovrEyeType)eye, hmdDesc.DefaultEyeFov[eye], 1.0f);
  3125. m_msaaTexture[eye] = NULL;
  3126. m_msaaRtv[eye] = NULL;
  3127. m_msaaSv[eye] = NULL;
  3128. ovrTextureSwapChainDesc desc = {};
  3129. desc.Type = ovrTexture_2D;
  3130. desc.ArraySize = 1;
  3131. desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3132. desc.Width = m_eyeTextureSize[eye].w;
  3133. desc.Height = m_eyeTextureSize[eye].h;
  3134. desc.MipLevels = 1;
  3135. desc.SampleCount = 1;
  3136. desc.MiscFlags = ovrTextureMisc_DX_Typeless;
  3137. desc.BindFlags = ovrTextureBind_DX_RenderTarget;
  3138. desc.StaticImage = ovrFalse;
  3139. ID3D11Device* device = s_renderD3D11->m_device;
  3140. ovrResult result = ovr_CreateTextureSwapChainDX(_session, device, &desc, &m_textureSwapChain[eye]);
  3141. if (!OVR_SUCCESS(result) )
  3142. {
  3143. BX_CHECK(false, "Could not create D3D11 OVR swap texture");
  3144. }
  3145. memset(m_eyeRtv[eye], 0, sizeof(m_eyeRtv[eye]) );
  3146. int textureCount = 0;
  3147. ovr_GetTextureSwapChainLength(_session, m_textureSwapChain[eye], &textureCount);
  3148. for (int ii = 0; ii < textureCount; ++ii)
  3149. {
  3150. ID3D11Texture2D* tex = NULL;
  3151. ovr_GetTextureSwapChainBufferDX(_session, m_textureSwapChain[eye], ii, IID_PPV_ARGS(&tex) );
  3152. D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
  3153. rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3154. rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  3155. ID3D11RenderTargetView* rtv;
  3156. DX_CHECK(device->CreateRenderTargetView(tex, &rtvd, &rtv) );
  3157. m_eyeRtv[eye][ii] = rtv;
  3158. DX_RELEASE(tex, 1);
  3159. }
  3160. // setup depth buffer
  3161. D3D11_TEXTURE2D_DESC dbDesc;
  3162. dbDesc.Width = m_eyeTextureSize[eye].w;
  3163. dbDesc.Height = m_eyeTextureSize[eye].h;
  3164. dbDesc.MipLevels = 1;
  3165. dbDesc.ArraySize = 1;
  3166. dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
  3167. dbDesc.SampleDesc.Count = _msaaSamples;
  3168. dbDesc.SampleDesc.Quality = 0;
  3169. dbDesc.Usage = D3D11_USAGE_DEFAULT;
  3170. dbDesc.CPUAccessFlags = 0;
  3171. dbDesc.MiscFlags = 0;
  3172. dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3173. ID3D11Texture2D* tex;
  3174. DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &tex) );
  3175. DX_CHECK(device->CreateDepthStencilView(tex, NULL, &m_depthBuffer[eye]) );
  3176. DX_RELEASE(tex, 0);
  3177. // create MSAA render target
  3178. if (_msaaSamples > 1)
  3179. {
  3180. D3D11_TEXTURE2D_DESC dsDesc;
  3181. dsDesc.Width = m_eyeTextureSize[eye].w;
  3182. dsDesc.Height = m_eyeTextureSize[eye].h;
  3183. dsDesc.MipLevels = 1;
  3184. dsDesc.ArraySize = 1;
  3185. dsDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3186. dsDesc.SampleDesc.Count = _msaaSamples;
  3187. dsDesc.SampleDesc.Quality = 0;
  3188. dsDesc.Usage = D3D11_USAGE_DEFAULT;
  3189. dsDesc.CPUAccessFlags = 0;
  3190. dsDesc.MiscFlags = 0;
  3191. dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
  3192. ID3D11Device* device = s_renderD3D11->m_device;
  3193. DX_CHECK(device->CreateTexture2D(&dsDesc, NULL, &m_msaaTexture[eye]));
  3194. DX_CHECK(device->CreateShaderResourceView(m_msaaTexture[eye], NULL, &m_msaaSv[eye]));
  3195. DX_CHECK(device->CreateRenderTargetView(m_msaaTexture[eye], NULL, &m_msaaRtv[eye]));
  3196. }
  3197. }
  3198. }
  3199. if (NULL == m_mirrorTexture)
  3200. {
  3201. m_mirrorTextureDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3202. m_mirrorTextureDesc.Width = _mirrorWidth;
  3203. m_mirrorTextureDesc.Height = _mirrorHeight;
  3204. ovrResult result = ovr_CreateMirrorTextureDX(_session, s_renderD3D11->m_device, &m_mirrorTextureDesc, &m_mirrorTexture);
  3205. BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
  3206. BX_UNUSED(result);
  3207. }
  3208. }
  3209. void OVRRenderD3D11::startEyeRender(const ovrSession& _session, int _eyeIdx)
  3210. {
  3211. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3212. float black[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // Important that alpha=0, if want pixels to be transparent, for manual layers
  3213. // render to MSAA target
  3214. if (NULL != m_msaaTexture[_eyeIdx])
  3215. {
  3216. deviceCtx->OMSetRenderTargets(1, &m_msaaRtv[_eyeIdx], m_depthBuffer[_eyeIdx]);
  3217. deviceCtx->ClearRenderTargetView(m_msaaRtv[_eyeIdx], black);
  3218. deviceCtx->ClearDepthStencilView(m_depthBuffer[_eyeIdx], D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
  3219. }
  3220. else // MSAA disabled? render directly to eye buffer
  3221. {
  3222. int texIndex = 0;
  3223. ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain[_eyeIdx], &texIndex);
  3224. deviceCtx->OMSetRenderTargets(1, &m_eyeRtv[_eyeIdx][texIndex], m_depthBuffer[_eyeIdx]);
  3225. deviceCtx->ClearRenderTargetView(m_eyeRtv[_eyeIdx][texIndex], black);
  3226. deviceCtx->ClearDepthStencilView(m_depthBuffer[_eyeIdx], D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
  3227. D3D11_VIEWPORT D3Dvp;
  3228. D3Dvp.TopLeftX = 0;
  3229. D3Dvp.TopLeftY = 0;
  3230. D3Dvp.Width = (FLOAT)m_eyeTextureSize[_eyeIdx].w;
  3231. D3Dvp.Height = (FLOAT)m_eyeTextureSize[_eyeIdx].h;
  3232. D3Dvp.MinDepth = 0;
  3233. D3Dvp.MaxDepth = 1;
  3234. deviceCtx->RSSetViewports(1, &D3Dvp);
  3235. }
  3236. }
  3237. void OVRRenderD3D11::postRender(const ovrSession& _session, int _eyeIdx)
  3238. {
  3239. if (NULL != m_msaaTexture[_eyeIdx])
  3240. {
  3241. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3242. int destIndex = 0;
  3243. ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain[_eyeIdx], &destIndex);
  3244. ID3D11Resource* dstTex = NULL;
  3245. ovr_GetTextureSwapChainBufferDX(_session, m_textureSwapChain[_eyeIdx], destIndex, IID_PPV_ARGS(&dstTex));
  3246. deviceCtx->ResolveSubresource(dstTex, 0, m_msaaTexture[_eyeIdx], 0, DXGI_FORMAT_R8G8B8A8_UNORM);
  3247. dstTex->Release();
  3248. }
  3249. }
  3250. void OVRRenderD3D11::destroy(const ovrSession& _session)
  3251. {
  3252. for (int eye = 0; eye < 2; ++eye)
  3253. {
  3254. for (uint32_t ii = 0; ii < BX_COUNTOF(m_eyeRtv); ++ii)
  3255. {
  3256. DX_RELEASE(m_eyeRtv[eye][ii], 0);
  3257. }
  3258. ovr_DestroyTextureSwapChain(_session, m_textureSwapChain[eye]);
  3259. m_textureSwapChain[eye] = NULL;
  3260. m_depthBuffer[eye]->Release();
  3261. if (NULL != m_msaaTexture[eye])
  3262. {
  3263. m_msaaTexture[eye]->Release();
  3264. m_msaaTexture[eye] = NULL;
  3265. }
  3266. if (NULL != m_msaaSv[eye])
  3267. {
  3268. m_msaaSv[eye]->Release();
  3269. m_msaaSv[eye] = NULL;
  3270. }
  3271. if (NULL != m_msaaRtv[eye])
  3272. {
  3273. m_msaaRtv[eye]->Release();
  3274. m_msaaRtv[eye] = NULL;
  3275. }
  3276. }
  3277. if (NULL != m_mirrorTexture)
  3278. {
  3279. ovr_DestroyMirrorTexture(_session, m_mirrorTexture);
  3280. m_mirrorTexture = NULL;
  3281. }
  3282. }
  3283. void OVRRenderD3D11::blitMirror(const ovrSession& _session)
  3284. {
  3285. if (NULL != m_mirrorTexture)
  3286. {
  3287. ID3D11Texture2D* tex = NULL;
  3288. ovr_GetMirrorTextureBufferDX(_session, m_mirrorTexture, IID_PPV_ARGS(&tex) );
  3289. ID3D11Texture2D* backBuffer;
  3290. DX_CHECK(s_renderD3D11->m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  3291. s_renderD3D11->m_deviceCtx->CopyResource(backBuffer, tex);
  3292. DX_CHECK(s_renderD3D11->m_swapChain->Present(0, 0) );
  3293. DX_RELEASE(tex, 1);
  3294. DX_RELEASE(backBuffer, 0);
  3295. }
  3296. }
  3297. void OVRRenderD3D11::preReset(const ovrSession& _session)
  3298. {
  3299. if (NULL != m_mirrorTexture)
  3300. {
  3301. ovr_DestroyMirrorTexture(_session, m_mirrorTexture);
  3302. m_mirrorTexture = NULL;
  3303. }
  3304. }
  3305. #endif // BGFX_CONFIG_USE_OVR
  3306. struct UavFormat
  3307. {
  3308. DXGI_FORMAT format[3];
  3309. uint32_t stride;
  3310. };
  3311. static const UavFormat s_uavFormat[] =
  3312. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3313. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3314. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3315. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3316. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3317. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3318. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3319. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3320. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3321. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3322. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3323. };
  3324. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3325. {
  3326. m_uav = NULL;
  3327. m_size = _size;
  3328. m_flags = _flags;
  3329. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3330. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3331. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3332. m_dynamic = NULL == _data && !needUav;
  3333. D3D11_BUFFER_DESC desc;
  3334. desc.ByteWidth = _size;
  3335. desc.BindFlags = 0
  3336. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3337. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3338. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3339. ;
  3340. desc.MiscFlags = 0
  3341. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3342. ;
  3343. desc.StructureByteStride = 0;
  3344. DXGI_FORMAT format;
  3345. uint32_t stride;
  3346. if (drawIndirect)
  3347. {
  3348. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3349. stride = 16;
  3350. }
  3351. else
  3352. {
  3353. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3354. if (0 == uavFormat)
  3355. {
  3356. if (_vertex)
  3357. {
  3358. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3359. stride = 16;
  3360. }
  3361. else
  3362. {
  3363. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3364. {
  3365. format = DXGI_FORMAT_R16_UINT;
  3366. stride = 2;
  3367. }
  3368. else
  3369. {
  3370. format = DXGI_FORMAT_R32_UINT;
  3371. stride = 4;
  3372. }
  3373. }
  3374. }
  3375. else
  3376. {
  3377. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3378. format = s_uavFormat[uavFormat].format[uavType];
  3379. stride = s_uavFormat[uavFormat].stride;
  3380. }
  3381. }
  3382. ID3D11Device* device = s_renderD3D11->m_device;
  3383. if (needUav)
  3384. {
  3385. desc.Usage = D3D11_USAGE_DEFAULT;
  3386. desc.CPUAccessFlags = 0;
  3387. desc.StructureByteStride = _stride;
  3388. DX_CHECK(device->CreateBuffer(&desc
  3389. , NULL
  3390. , &m_ptr
  3391. ) );
  3392. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3393. uavd.Format = format;
  3394. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3395. uavd.Buffer.FirstElement = 0;
  3396. uavd.Buffer.NumElements = m_size / stride;
  3397. uavd.Buffer.Flags = 0;
  3398. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3399. , &uavd
  3400. , &m_uav
  3401. ) );
  3402. }
  3403. else if (m_dynamic)
  3404. {
  3405. desc.Usage = D3D11_USAGE_DYNAMIC;
  3406. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3407. DX_CHECK(device->CreateBuffer(&desc
  3408. , NULL
  3409. , &m_ptr
  3410. ) );
  3411. }
  3412. else
  3413. {
  3414. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3415. desc.CPUAccessFlags = 0;
  3416. D3D11_SUBRESOURCE_DATA srd;
  3417. srd.pSysMem = _data;
  3418. srd.SysMemPitch = 0;
  3419. srd.SysMemSlicePitch = 0;
  3420. DX_CHECK(device->CreateBuffer(&desc
  3421. , &srd
  3422. , &m_ptr
  3423. ) );
  3424. }
  3425. if (needSrv)
  3426. {
  3427. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3428. srvd.Format = format;
  3429. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3430. srvd.Buffer.FirstElement = 0;
  3431. srvd.Buffer.NumElements = m_size / stride;
  3432. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3433. , &srvd
  3434. , &m_srv
  3435. ) );
  3436. }
  3437. }
  3438. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3439. {
  3440. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3441. BX_CHECK(m_dynamic, "Must be dynamic!");
  3442. #if 0
  3443. BX_UNUSED(_discard);
  3444. D3D11_BUFFER_DESC desc;
  3445. desc.ByteWidth = _size;
  3446. desc.Usage = D3D11_USAGE_STAGING;
  3447. desc.BindFlags = 0;
  3448. desc.MiscFlags = 0;
  3449. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3450. desc.StructureByteStride = 0;
  3451. D3D11_SUBRESOURCE_DATA srd;
  3452. srd.pSysMem = _data;
  3453. srd.SysMemPitch = 0;
  3454. srd.SysMemSlicePitch = 0;
  3455. D3D11_BOX srcBox;
  3456. srcBox.left = 0;
  3457. srcBox.top = 0;
  3458. srcBox.front = 0;
  3459. srcBox.right = _size;
  3460. srcBox.bottom = 1;
  3461. srcBox.back = 1;
  3462. ID3D11Device* device = s_renderD3D11->m_device;
  3463. ID3D11Buffer* ptr;
  3464. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3465. deviceCtx->CopySubresourceRegion(m_ptr
  3466. , 0
  3467. , _offset
  3468. , 0
  3469. , 0
  3470. , ptr
  3471. , 0
  3472. , &srcBox
  3473. );
  3474. DX_RELEASE(ptr, 0);
  3475. #else
  3476. D3D11_MAPPED_SUBRESOURCE mapped;
  3477. D3D11_MAP type = _discard
  3478. ? D3D11_MAP_WRITE_DISCARD
  3479. : D3D11_MAP_WRITE_NO_OVERWRITE
  3480. ;
  3481. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  3482. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3483. deviceCtx->Unmap(m_ptr, 0);
  3484. #endif // 0
  3485. }
  3486. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3487. {
  3488. m_decl = _declHandle;
  3489. uint16_t stride = isValid(_declHandle)
  3490. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3491. : 0
  3492. ;
  3493. BufferD3D11::create(_size, _data, _flags, stride, true);
  3494. }
  3495. static bool hasDepthOp(const void* _code, uint32_t _size)
  3496. {
  3497. bx::MemoryReader rd(_code, _size);
  3498. bx::Error err;
  3499. DxbcContext dxbc;
  3500. read(&rd, dxbc, &err);
  3501. struct FindDepthOp
  3502. {
  3503. FindDepthOp()
  3504. : m_found(false)
  3505. {
  3506. }
  3507. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3508. {
  3509. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3510. if (_instruction.opcode == DxbcOpcode::DISCARD
  3511. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3512. {
  3513. out.m_found = true;
  3514. return false;
  3515. }
  3516. return true;
  3517. }
  3518. bool m_found;
  3519. } find;
  3520. parse(dxbc.shader, FindDepthOp::find, &find);
  3521. return find.m_found;
  3522. }
  3523. void ShaderD3D11::create(const Memory* _mem)
  3524. {
  3525. bx::MemoryReader reader(_mem->data, _mem->size);
  3526. uint32_t magic;
  3527. bx::read(&reader, magic);
  3528. switch (magic)
  3529. {
  3530. case BGFX_CHUNK_MAGIC_CSH:
  3531. case BGFX_CHUNK_MAGIC_FSH:
  3532. case BGFX_CHUNK_MAGIC_VSH:
  3533. break;
  3534. default:
  3535. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3536. break;
  3537. }
  3538. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3539. uint32_t iohash;
  3540. bx::read(&reader, iohash);
  3541. uint16_t count;
  3542. bx::read(&reader, count);
  3543. m_numPredefined = 0;
  3544. m_numUniforms = count;
  3545. BX_TRACE("%s Shader consts %d"
  3546. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3547. , count
  3548. );
  3549. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3550. if (0 < count)
  3551. {
  3552. for (uint32_t ii = 0; ii < count; ++ii)
  3553. {
  3554. uint8_t nameSize = 0;
  3555. bx::read(&reader, nameSize);
  3556. char name[256] = { '\0' };
  3557. bx::read(&reader, &name, nameSize);
  3558. name[nameSize] = '\0';
  3559. uint8_t type = 0;
  3560. bx::read(&reader, type);
  3561. uint8_t num = 0;
  3562. bx::read(&reader, num);
  3563. uint16_t regIndex = 0;
  3564. bx::read(&reader, regIndex);
  3565. uint16_t regCount = 0;
  3566. bx::read(&reader, regCount);
  3567. const char* kind = "invalid";
  3568. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3569. if (PredefinedUniform::Count != predefined)
  3570. {
  3571. kind = "predefined";
  3572. m_predefined[m_numPredefined].m_loc = regIndex;
  3573. m_predefined[m_numPredefined].m_count = regCount;
  3574. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3575. m_numPredefined++;
  3576. }
  3577. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3578. {
  3579. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3580. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3581. if (NULL != info)
  3582. {
  3583. if (NULL == m_constantBuffer)
  3584. {
  3585. m_constantBuffer = UniformBuffer::create(1024);
  3586. }
  3587. kind = "user";
  3588. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3589. }
  3590. }
  3591. else
  3592. {
  3593. kind = "sampler";
  3594. }
  3595. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3596. , kind
  3597. , name
  3598. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3599. , num
  3600. , regIndex
  3601. , regCount
  3602. );
  3603. BX_UNUSED(kind);
  3604. }
  3605. if (NULL != m_constantBuffer)
  3606. {
  3607. m_constantBuffer->finish();
  3608. }
  3609. }
  3610. uint16_t shaderSize;
  3611. bx::read(&reader, shaderSize);
  3612. const void* code = reader.getDataPtr();
  3613. bx::skip(&reader, shaderSize+1);
  3614. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3615. {
  3616. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3617. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3618. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3619. }
  3620. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3621. {
  3622. m_hash = bx::hashMurmur2A(code, shaderSize);
  3623. m_code = copy(code, shaderSize);
  3624. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3625. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3626. }
  3627. else
  3628. {
  3629. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3630. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3631. }
  3632. uint8_t numAttrs = 0;
  3633. bx::read(&reader, numAttrs);
  3634. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3635. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3636. {
  3637. uint16_t id;
  3638. bx::read(&reader, id);
  3639. Attrib::Enum attr = idToAttrib(id);
  3640. if (Attrib::Count != attr)
  3641. {
  3642. m_attrMask[attr] = UINT16_MAX;
  3643. }
  3644. }
  3645. uint16_t size;
  3646. bx::read(&reader, size);
  3647. if (0 < size)
  3648. {
  3649. D3D11_BUFFER_DESC desc;
  3650. desc.ByteWidth = (size + 0xf) & ~0xf;
  3651. desc.Usage = D3D11_USAGE_DEFAULT;
  3652. desc.CPUAccessFlags = 0;
  3653. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3654. desc.MiscFlags = 0;
  3655. desc.StructureByteStride = 0;
  3656. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3657. }
  3658. }
  3659. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3660. {
  3661. ImageContainer imageContainer;
  3662. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3663. {
  3664. uint8_t numMips = imageContainer.m_numMips;
  3665. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3666. numMips -= startLod;
  3667. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3668. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3669. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3670. const uint16_t numLayers = imageContainer.m_numLayers;
  3671. m_flags = _flags;
  3672. m_width = textureWidth;
  3673. m_height = textureHeight;
  3674. m_depth = imageContainer.m_depth;
  3675. m_requestedFormat = uint8_t(imageContainer.m_format);
  3676. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3677. const bool convert = m_textureFormat != m_requestedFormat;
  3678. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3679. if (imageContainer.m_cubeMap)
  3680. {
  3681. m_type = TextureCube;
  3682. }
  3683. else if (imageContainer.m_depth > 1)
  3684. {
  3685. m_type = Texture3D;
  3686. }
  3687. else
  3688. {
  3689. m_type = Texture2D;
  3690. }
  3691. m_numMips = numMips;
  3692. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3693. const uint32_t numSrd = numSides * numMips;
  3694. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3695. uint32_t kk = 0;
  3696. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3697. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3698. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3699. , getHandle()
  3700. , getName( (TextureFormat::Enum)m_textureFormat)
  3701. , getName( (TextureFormat::Enum)m_requestedFormat)
  3702. , numLayers
  3703. , textureWidth
  3704. , textureHeight
  3705. , imageContainer.m_cubeMap ? "x6" : ""
  3706. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3707. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3708. );
  3709. for (uint16_t side = 0; side < numSides; ++side)
  3710. {
  3711. uint32_t width = textureWidth;
  3712. uint32_t height = textureHeight;
  3713. uint32_t depth = imageContainer.m_depth;
  3714. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3715. {
  3716. width = bx::uint32_max(1, width);
  3717. height = bx::uint32_max(1, height);
  3718. depth = bx::uint32_max(1, depth);
  3719. ImageMip mip;
  3720. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3721. {
  3722. srd[kk].pSysMem = mip.m_data;
  3723. if (convert)
  3724. {
  3725. uint32_t srcpitch = mip.m_width*bpp/8;
  3726. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3727. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3728. srd[kk].pSysMem = temp;
  3729. srd[kk].SysMemPitch = srcpitch;
  3730. }
  3731. else if (compressed)
  3732. {
  3733. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3734. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3735. }
  3736. else
  3737. {
  3738. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3739. }
  3740. if (swizzle)
  3741. {
  3742. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3743. }
  3744. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3745. ++kk;
  3746. }
  3747. width >>= 1;
  3748. height >>= 1;
  3749. depth >>= 1;
  3750. }
  3751. }
  3752. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3753. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3754. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3755. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3756. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3757. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3758. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3759. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3760. const bool msaaSample = true
  3761. && 1 < msaa.Count
  3762. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3763. && !writeOnly
  3764. ;
  3765. const bool needResolve = true
  3766. && 1 < msaa.Count
  3767. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3768. && !writeOnly
  3769. ;
  3770. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3771. memset(&srvd, 0, sizeof(srvd) );
  3772. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3773. if (swizzle)
  3774. {
  3775. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3776. srvd.Format = format;
  3777. }
  3778. else if (srgb)
  3779. {
  3780. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3781. srvd.Format = format;
  3782. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3783. }
  3784. if (format == DXGI_FORMAT_UNKNOWN)
  3785. {
  3786. // not swizzled and not sRGB, or sRGB unsupported
  3787. format = s_textureFormat[m_textureFormat].m_fmt;
  3788. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3789. }
  3790. switch (m_type)
  3791. {
  3792. case Texture2D:
  3793. case TextureCube:
  3794. {
  3795. D3D11_TEXTURE2D_DESC desc;
  3796. desc.Width = textureWidth;
  3797. desc.Height = textureHeight;
  3798. desc.MipLevels = numMips;
  3799. desc.ArraySize = numSides;
  3800. desc.Format = format;
  3801. desc.SampleDesc = msaa;
  3802. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3803. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3804. desc.CPUAccessFlags = 0;
  3805. desc.MiscFlags = 0;
  3806. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  3807. {
  3808. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3809. desc.Usage = D3D11_USAGE_DEFAULT;
  3810. }
  3811. else if (renderTarget)
  3812. {
  3813. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3814. desc.Usage = D3D11_USAGE_DEFAULT;
  3815. desc.MiscFlags |= 0
  3816. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3817. ;
  3818. }
  3819. if (computeWrite)
  3820. {
  3821. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3822. desc.Usage = D3D11_USAGE_DEFAULT;
  3823. }
  3824. if (readBack)
  3825. {
  3826. desc.BindFlags = 0;
  3827. desc.Usage = D3D11_USAGE_STAGING;
  3828. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3829. }
  3830. if (imageContainer.m_cubeMap)
  3831. {
  3832. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3833. if (1 < numLayers)
  3834. {
  3835. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3836. srvd.TextureCubeArray.MipLevels = numMips;
  3837. srvd.TextureCubeArray.NumCubes = numLayers;
  3838. }
  3839. else
  3840. {
  3841. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3842. srvd.TextureCube.MipLevels = numMips;
  3843. }
  3844. }
  3845. else
  3846. {
  3847. if (msaaSample)
  3848. {
  3849. if (1 < numLayers)
  3850. {
  3851. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3852. srvd.Texture2DMSArray.ArraySize = numLayers;
  3853. }
  3854. else
  3855. {
  3856. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3857. }
  3858. }
  3859. else
  3860. {
  3861. if (1 < numLayers)
  3862. {
  3863. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  3864. srvd.Texture2DArray.MipLevels = numMips;
  3865. srvd.Texture2DArray.ArraySize = numLayers;
  3866. }
  3867. else
  3868. {
  3869. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  3870. srvd.Texture2D.MipLevels = numMips;
  3871. }
  3872. }
  3873. }
  3874. if (needResolve)
  3875. {
  3876. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  3877. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  3878. desc.SampleDesc = s_msaa[0];
  3879. }
  3880. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3881. }
  3882. break;
  3883. case Texture3D:
  3884. {
  3885. D3D11_TEXTURE3D_DESC desc;
  3886. desc.Width = textureWidth;
  3887. desc.Height = textureHeight;
  3888. desc.Depth = imageContainer.m_depth;
  3889. desc.MipLevels = imageContainer.m_numMips;
  3890. desc.Format = format;
  3891. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3892. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3893. desc.CPUAccessFlags = 0;
  3894. desc.MiscFlags = 0;
  3895. if (computeWrite)
  3896. {
  3897. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3898. desc.Usage = D3D11_USAGE_DEFAULT;
  3899. }
  3900. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3901. srvd.Texture3D.MipLevels = numMips;
  3902. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3903. }
  3904. break;
  3905. }
  3906. if (!writeOnly)
  3907. {
  3908. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3909. }
  3910. if (computeWrite)
  3911. {
  3912. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3913. }
  3914. if (convert
  3915. && 0 != kk)
  3916. {
  3917. kk = 0;
  3918. for (uint16_t side = 0; side < numSides; ++side)
  3919. {
  3920. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3921. {
  3922. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3923. ++kk;
  3924. }
  3925. }
  3926. }
  3927. }
  3928. }
  3929. void TextureD3D11::destroy()
  3930. {
  3931. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3932. DX_RELEASE(m_rt, 0);
  3933. DX_RELEASE(m_srv, 0);
  3934. DX_RELEASE(m_uav, 0);
  3935. if (0 == (m_flags & BGFX_TEXTURE_INTERNAL_SHARED) )
  3936. {
  3937. DX_RELEASE(m_ptr, 0);
  3938. }
  3939. }
  3940. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  3941. {
  3942. destroy();
  3943. m_flags |= BGFX_TEXTURE_INTERNAL_SHARED;
  3944. m_ptr = (ID3D11Resource*)_ptr;
  3945. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  3946. }
  3947. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3948. {
  3949. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3950. D3D11_BOX box;
  3951. box.left = _rect.m_x;
  3952. box.top = _rect.m_y;
  3953. box.right = box.left + _rect.m_width;
  3954. box.bottom = box.top + _rect.m_height;
  3955. uint32_t layer = 0;
  3956. if (TextureD3D11::Texture3D == m_type)
  3957. {
  3958. box.front = _z;
  3959. box.back = box.front + _depth;
  3960. }
  3961. else
  3962. {
  3963. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  3964. box.front = 0;
  3965. box.back = 1;
  3966. }
  3967. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  3968. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3969. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3970. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3971. const bool convert = m_textureFormat != m_requestedFormat;
  3972. uint8_t* data = _mem->data;
  3973. uint8_t* temp = NULL;
  3974. if (convert)
  3975. {
  3976. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  3977. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, TextureFormat::Enum(m_requestedFormat) );
  3978. data = temp;
  3979. }
  3980. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  3981. if (NULL != temp)
  3982. {
  3983. BX_FREE(g_allocator, temp);
  3984. }
  3985. }
  3986. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  3987. {
  3988. TextureStage& ts = s_renderD3D11->m_textureStage;
  3989. ts.m_srv[_stage] = m_srv;
  3990. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  3991. ? _flags
  3992. : m_flags
  3993. ;
  3994. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  3995. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  3996. , _palette[index])
  3997. ;
  3998. }
  3999. void TextureD3D11::resolve() const
  4000. {
  4001. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4002. const bool needResolve = NULL != m_rt;
  4003. if (needResolve)
  4004. {
  4005. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  4006. }
  4007. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4008. if (renderTarget
  4009. && 1 < m_numMips)
  4010. {
  4011. deviceCtx->GenerateMips(m_srv);
  4012. }
  4013. }
  4014. TextureHandle TextureD3D11::getHandle() const
  4015. {
  4016. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4017. return handle;
  4018. }
  4019. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4020. {
  4021. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4022. {
  4023. m_rtv[ii] = NULL;
  4024. }
  4025. m_dsv = NULL;
  4026. m_swapChain = NULL;
  4027. m_numTh = _num;
  4028. memcpy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4029. postReset();
  4030. }
  4031. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4032. {
  4033. DXGI_SWAP_CHAIN_DESC scd;
  4034. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4035. scd.BufferDesc.Width = _width;
  4036. scd.BufferDesc.Height = _height;
  4037. scd.OutputWindow = (HWND)_nwh;
  4038. ID3D11Device* device = s_renderD3D11->m_device;
  4039. HRESULT hr;
  4040. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  4041. , &scd
  4042. , &m_swapChain
  4043. );
  4044. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4045. ID3D11Resource* ptr;
  4046. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4047. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4048. DX_RELEASE(ptr, 0);
  4049. DXGI_FORMAT fmtDsv = isDepth(_depthFormat)
  4050. ? s_textureFormat[_depthFormat].m_fmtDsv
  4051. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4052. ;
  4053. D3D11_TEXTURE2D_DESC dsd;
  4054. dsd.Width = scd.BufferDesc.Width;
  4055. dsd.Height = scd.BufferDesc.Height;
  4056. dsd.MipLevels = 1;
  4057. dsd.ArraySize = 1;
  4058. dsd.Format = fmtDsv;
  4059. dsd.SampleDesc = scd.SampleDesc;
  4060. dsd.Usage = D3D11_USAGE_DEFAULT;
  4061. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4062. dsd.CPUAccessFlags = 0;
  4063. dsd.MiscFlags = 0;
  4064. ID3D11Texture2D* depthStencil;
  4065. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4066. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4067. DX_RELEASE(depthStencil, 0);
  4068. m_srv[0] = NULL;
  4069. m_denseIdx = _denseIdx;
  4070. m_num = 1;
  4071. }
  4072. uint16_t FrameBufferD3D11::destroy()
  4073. {
  4074. preReset(true);
  4075. DX_RELEASE(m_swapChain, 0);
  4076. m_num = 0;
  4077. m_numTh = 0;
  4078. uint16_t denseIdx = m_denseIdx;
  4079. m_denseIdx = UINT16_MAX;
  4080. return denseIdx;
  4081. }
  4082. void FrameBufferD3D11::preReset(bool _force)
  4083. {
  4084. if (0 < m_numTh
  4085. || _force)
  4086. {
  4087. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4088. {
  4089. DX_RELEASE(m_srv[ii], 0);
  4090. DX_RELEASE(m_rtv[ii], 0);
  4091. }
  4092. DX_RELEASE(m_dsv, 0);
  4093. }
  4094. }
  4095. void FrameBufferD3D11::postReset()
  4096. {
  4097. m_width = 0;
  4098. m_height = 0;
  4099. if (0 < m_numTh)
  4100. {
  4101. m_num = 0;
  4102. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4103. {
  4104. TextureHandle handle = m_attachment[ii].handle;
  4105. if (isValid(handle) )
  4106. {
  4107. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4108. if (0 == m_width)
  4109. {
  4110. switch (texture.m_type)
  4111. {
  4112. case TextureD3D11::Texture2D:
  4113. case TextureD3D11::TextureCube:
  4114. {
  4115. D3D11_TEXTURE2D_DESC desc;
  4116. texture.m_texture2d->GetDesc(&desc);
  4117. m_width = desc.Width;
  4118. m_height = desc.Height;
  4119. }
  4120. break;
  4121. case TextureD3D11::Texture3D:
  4122. {
  4123. D3D11_TEXTURE3D_DESC desc;
  4124. texture.m_texture3d->GetDesc(&desc);
  4125. m_width = desc.Width;
  4126. m_height = desc.Height;
  4127. }
  4128. break;
  4129. }
  4130. }
  4131. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4132. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4133. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  4134. {
  4135. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4136. switch (texture.m_type)
  4137. {
  4138. default:
  4139. case TextureD3D11::Texture2D:
  4140. {
  4141. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4142. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4143. dsvDesc.ViewDimension = 1 < msaa.Count
  4144. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4145. : D3D11_DSV_DIMENSION_TEXTURE2D
  4146. ;
  4147. dsvDesc.Flags = 0;
  4148. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4149. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4150. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4151. , &dsvDesc
  4152. , &m_dsv
  4153. ) );
  4154. }
  4155. break;
  4156. case TextureD3D11::TextureCube:
  4157. {
  4158. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4159. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4160. if (1 < msaa.Count)
  4161. {
  4162. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4163. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4164. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4165. }
  4166. else
  4167. {
  4168. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4169. dsvDesc.Texture2DArray.ArraySize = 1;
  4170. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4171. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4172. }
  4173. dsvDesc.Flags = 0;
  4174. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4175. }
  4176. break;
  4177. }
  4178. }
  4179. else
  4180. {
  4181. switch (texture.m_type)
  4182. {
  4183. default:
  4184. case TextureD3D11::Texture2D:
  4185. {
  4186. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4187. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4188. if (1 < msaa.Count)
  4189. {
  4190. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4191. }
  4192. else
  4193. {
  4194. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4195. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4196. }
  4197. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4198. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4199. , &desc
  4200. , &m_rtv[m_num]
  4201. ) );
  4202. }
  4203. break;
  4204. case TextureD3D11::TextureCube:
  4205. {
  4206. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4207. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4208. if (1 < msaa.Count)
  4209. {
  4210. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4211. desc.Texture2DMSArray.ArraySize = 1;
  4212. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4213. }
  4214. else
  4215. {
  4216. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4217. desc.Texture2DArray.ArraySize = 1;
  4218. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4219. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4220. }
  4221. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4222. }
  4223. break;
  4224. case TextureD3D11::Texture3D:
  4225. {
  4226. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4227. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4228. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4229. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4230. desc.Texture3D.WSize = 1;
  4231. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4232. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4233. }
  4234. break;
  4235. }
  4236. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4237. m_num++;
  4238. }
  4239. }
  4240. }
  4241. }
  4242. }
  4243. void FrameBufferD3D11::resolve()
  4244. {
  4245. if (0 < m_numTh)
  4246. {
  4247. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4248. {
  4249. TextureHandle handle = m_attachment[ii].handle;
  4250. if (isValid(handle) )
  4251. {
  4252. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4253. texture.resolve();
  4254. }
  4255. }
  4256. }
  4257. }
  4258. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4259. {
  4260. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4261. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4262. {
  4263. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4264. {
  4265. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4266. {
  4267. uint8_t index = _clear.m_index[ii];
  4268. if (NULL != m_rtv[ii]
  4269. && UINT8_MAX != index)
  4270. {
  4271. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4272. }
  4273. }
  4274. }
  4275. else
  4276. {
  4277. float frgba[4] =
  4278. {
  4279. _clear.m_index[0]*1.0f/255.0f,
  4280. _clear.m_index[1]*1.0f/255.0f,
  4281. _clear.m_index[2]*1.0f/255.0f,
  4282. _clear.m_index[3]*1.0f/255.0f,
  4283. };
  4284. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4285. {
  4286. if (NULL != m_rtv[ii])
  4287. {
  4288. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4289. }
  4290. }
  4291. }
  4292. }
  4293. if (NULL != m_dsv
  4294. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4295. {
  4296. DWORD flags = 0;
  4297. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4298. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4299. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4300. }
  4301. }
  4302. void TimerQueryD3D11::postReset()
  4303. {
  4304. ID3D11Device* device = s_renderD3D11->m_device;
  4305. D3D11_QUERY_DESC query;
  4306. query.MiscFlags = 0;
  4307. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4308. {
  4309. Frame& frame = m_frame[ii];
  4310. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4311. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  4312. query.Query = D3D11_QUERY_TIMESTAMP;
  4313. DX_CHECK(device->CreateQuery(&query, &frame.m_begin) );
  4314. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  4315. }
  4316. m_elapsed = 0;
  4317. m_frequency = 1;
  4318. m_control.reset();
  4319. }
  4320. void TimerQueryD3D11::preReset()
  4321. {
  4322. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4323. {
  4324. Frame& frame = m_frame[ii];
  4325. DX_RELEASE(frame.m_disjoint, 0);
  4326. DX_RELEASE(frame.m_begin, 0);
  4327. DX_RELEASE(frame.m_end, 0);
  4328. }
  4329. }
  4330. void TimerQueryD3D11::begin()
  4331. {
  4332. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4333. while (0 == m_control.reserve(1) )
  4334. {
  4335. get();
  4336. }
  4337. Frame& frame = m_frame[m_control.m_current];
  4338. deviceCtx->Begin(frame.m_disjoint);
  4339. deviceCtx->End(frame.m_begin);
  4340. }
  4341. void TimerQueryD3D11::end()
  4342. {
  4343. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4344. Frame& frame = m_frame[m_control.m_current];
  4345. deviceCtx->End(frame.m_end);
  4346. deviceCtx->End(frame.m_disjoint);
  4347. m_control.commit(1);
  4348. }
  4349. bool TimerQueryD3D11::get()
  4350. {
  4351. if (0 != m_control.available() )
  4352. {
  4353. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4354. Frame& frame = m_frame[m_control.m_read];
  4355. uint64_t timeEnd;
  4356. HRESULT hr = deviceCtx->GetData(frame.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4357. if (S_OK == hr)
  4358. {
  4359. m_control.consume(1);
  4360. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4361. {
  4362. UINT64 Frequency;
  4363. BOOL Disjoint;
  4364. };
  4365. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4366. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  4367. uint64_t timeBegin;
  4368. deviceCtx->GetData(frame.m_begin, &timeBegin, sizeof(timeBegin), 0);
  4369. m_frequency = disjoint.Frequency;
  4370. m_begin = timeBegin;
  4371. m_end = timeEnd;
  4372. m_elapsed = timeEnd - timeBegin;
  4373. return true;
  4374. }
  4375. }
  4376. return false;
  4377. }
  4378. void OcclusionQueryD3D11::postReset()
  4379. {
  4380. ID3D11Device* device = s_renderD3D11->m_device;
  4381. D3D11_QUERY_DESC desc;
  4382. desc.Query = D3D11_QUERY_OCCLUSION;
  4383. desc.MiscFlags = 0;
  4384. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4385. {
  4386. Query& query = m_query[ii];
  4387. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4388. }
  4389. }
  4390. void OcclusionQueryD3D11::preReset()
  4391. {
  4392. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4393. {
  4394. Query& query = m_query[ii];
  4395. DX_RELEASE(query.m_ptr, 0);
  4396. }
  4397. }
  4398. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4399. {
  4400. while (0 == m_control.reserve(1) )
  4401. {
  4402. resolve(_render, true);
  4403. }
  4404. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4405. Query& query = m_query[m_control.m_current];
  4406. deviceCtx->Begin(query.m_ptr);
  4407. query.m_handle = _handle;
  4408. }
  4409. void OcclusionQueryD3D11::end()
  4410. {
  4411. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4412. Query& query = m_query[m_control.m_current];
  4413. deviceCtx->End(query.m_ptr);
  4414. m_control.commit(1);
  4415. }
  4416. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4417. {
  4418. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4419. while (0 != m_control.available() )
  4420. {
  4421. Query& query = m_query[m_control.m_read];
  4422. uint64_t result = 0;
  4423. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4424. if (S_FALSE == hr)
  4425. {
  4426. break;
  4427. }
  4428. _render->m_occlusion[query.m_handle.idx] = 0 < result;
  4429. m_control.consume(1);
  4430. }
  4431. }
  4432. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4433. {
  4434. if (updateResolution(_render->m_resolution) )
  4435. {
  4436. return;
  4437. }
  4438. if (_render->m_capture)
  4439. {
  4440. renderDocTriggerCapture();
  4441. }
  4442. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4443. BGFX_GPU_PROFILER_BEGIN_DYNAMIC("rendererSubmit");
  4444. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4445. int64_t elapsed = -bx::getHPCounter();
  4446. int64_t captureElapsed = 0;
  4447. if (m_timerQuerySupport)
  4448. {
  4449. m_gpuTimer.begin();
  4450. }
  4451. if (0 < _render->m_iboffset)
  4452. {
  4453. TransientIndexBuffer* ib = _render->m_transientIb;
  4454. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4455. }
  4456. if (0 < _render->m_vboffset)
  4457. {
  4458. TransientVertexBuffer* vb = _render->m_transientVb;
  4459. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4460. }
  4461. _render->sort();
  4462. RenderDraw currentState;
  4463. currentState.clear();
  4464. currentState.m_stateFlags = BGFX_STATE_NONE;
  4465. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4466. _render->m_hmdInitialized = m_ovr.isInitialized();
  4467. const bool hmdEnabled = m_ovr.isEnabled();
  4468. ViewState viewState(_render, hmdEnabled);
  4469. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4470. bool scissorEnabled = false;
  4471. setDebugWireframe(wireframe);
  4472. uint16_t programIdx = invalidHandle;
  4473. SortKey key;
  4474. uint16_t view = UINT16_MAX;
  4475. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4476. BlitKey blitKey;
  4477. blitKey.decode(_render->m_blitKeys[0]);
  4478. uint16_t numBlitItems = _render->m_numBlitItems;
  4479. uint16_t blitItem = 0;
  4480. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4481. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4482. PrimInfo prim = s_primInfo[primIndex];
  4483. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4484. bool wasCompute = false;
  4485. bool viewHasScissor = false;
  4486. Rect viewScissorRect;
  4487. viewScissorRect.clear();
  4488. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4489. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4490. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4491. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4492. uint32_t statsNumIndices = 0;
  4493. uint32_t statsKeyType[2] = {};
  4494. m_occlusionQuery.resolve(_render);
  4495. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4496. {
  4497. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4498. // if we don't do this we'll only see one frame of output and then nothing
  4499. FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  4500. setFrameBuffer(invalid);
  4501. bool viewRestart = false;
  4502. uint8_t eye = 0;
  4503. uint8_t restartState = 0;
  4504. viewState.m_rect = _render->m_rect[0];
  4505. int32_t numItems = _render->m_num;
  4506. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4507. {
  4508. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  4509. statsKeyType[isCompute]++;
  4510. const bool viewChanged = 0
  4511. || key.m_view != view
  4512. || item == numItems
  4513. ;
  4514. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  4515. ++item;
  4516. if (viewChanged)
  4517. {
  4518. if (1 == restartState)
  4519. {
  4520. restartState = 2;
  4521. item = restartItem;
  4522. restartItem = numItems;
  4523. view = UINT16_MAX;
  4524. continue;
  4525. }
  4526. view = key.m_view;
  4527. programIdx = invalidHandle;
  4528. if (_render->m_fb[view].idx != fbh.idx)
  4529. {
  4530. fbh = _render->m_fb[view];
  4531. setFrameBuffer(fbh);
  4532. }
  4533. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  4534. viewRestart &= hmdEnabled;
  4535. if (viewRestart)
  4536. {
  4537. if (0 == restartState)
  4538. {
  4539. restartState = 1;
  4540. restartItem = item - 1;
  4541. }
  4542. eye = (restartState - 1) & 1;
  4543. restartState &= 1;
  4544. }
  4545. else
  4546. {
  4547. eye = 0;
  4548. }
  4549. PIX_ENDEVENT();
  4550. if (item > 1)
  4551. {
  4552. BGFX_GPU_PROFILER_END();
  4553. BGFX_PROFILER_END();
  4554. }
  4555. BGFX_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4556. BGFX_GPU_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4557. viewState.m_rect = _render->m_rect[view];
  4558. if (viewRestart)
  4559. {
  4560. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4561. {
  4562. wchar_t* viewNameW = s_viewNameW[view];
  4563. viewNameW[3] = L' ';
  4564. viewNameW[4] = eye ? L'R' : L'L';
  4565. PIX_BEGINEVENT(0 == ( (view*2+eye)&1)
  4566. ? D3DCOLOR_VIEW_L
  4567. : D3DCOLOR_VIEW_R
  4568. , viewNameW
  4569. );
  4570. }
  4571. if (m_ovr.isEnabled() )
  4572. {
  4573. m_ovr.getViewport(eye, &viewState.m_rect);
  4574. m_ovr.renderEyeStart(eye);
  4575. }
  4576. else
  4577. {
  4578. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4579. viewState.m_rect.m_width /= 2;
  4580. }
  4581. }
  4582. else
  4583. {
  4584. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4585. {
  4586. wchar_t* viewNameW = s_viewNameW[view];
  4587. viewNameW[3] = L' ';
  4588. viewNameW[4] = L' ';
  4589. PIX_BEGINEVENT(D3DCOLOR_VIEW, viewNameW);
  4590. }
  4591. }
  4592. const Rect& scissorRect = _render->m_scissor[view];
  4593. viewHasScissor = !scissorRect.isZero();
  4594. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4595. D3D11_VIEWPORT vp;
  4596. vp.TopLeftX = viewState.m_rect.m_x;
  4597. vp.TopLeftY = viewState.m_rect.m_y;
  4598. vp.Width = viewState.m_rect.m_width;
  4599. vp.Height = viewState.m_rect.m_height;
  4600. vp.MinDepth = 0.0f;
  4601. vp.MaxDepth = 1.0f;
  4602. deviceCtx->RSSetViewports(1, &vp);
  4603. Clear& clr = _render->m_clear[view];
  4604. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4605. {
  4606. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4607. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4608. }
  4609. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  4610. {
  4611. const BlitItem& blit = _render->m_blitItem[blitItem];
  4612. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  4613. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4614. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4615. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4616. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4617. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4618. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4619. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4620. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4621. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4622. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4623. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4624. if (TextureD3D11::Texture3D == src.m_type)
  4625. {
  4626. D3D11_BOX box;
  4627. box.left = blit.m_srcX;
  4628. box.top = blit.m_srcY;
  4629. box.front = blit.m_srcZ;
  4630. box.right = blit.m_srcX + width;
  4631. box.bottom = blit.m_srcY + height;;
  4632. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4633. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4634. , blit.m_dstMip
  4635. , blit.m_dstX
  4636. , blit.m_dstY
  4637. , blit.m_dstZ
  4638. , src.m_ptr
  4639. , blit.m_srcMip
  4640. , &box
  4641. );
  4642. }
  4643. else
  4644. {
  4645. bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  4646. BX_CHECK(!depthStencil
  4647. || (width == src.m_width && height == src.m_height)
  4648. , "When blitting depthstencil surface, source resolution must match destination."
  4649. );
  4650. D3D11_BOX box;
  4651. box.left = blit.m_srcX;
  4652. box.top = blit.m_srcY;
  4653. box.front = 0;
  4654. box.right = blit.m_srcX + width;
  4655. box.bottom = blit.m_srcY + height;
  4656. box.back = 1;
  4657. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4658. ? blit.m_srcZ
  4659. : 0
  4660. ;
  4661. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4662. ? blit.m_dstZ
  4663. : 0
  4664. ;
  4665. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4666. , dstZ*dst.m_numMips+blit.m_dstMip
  4667. , blit.m_dstX
  4668. , blit.m_dstY
  4669. , 0
  4670. , src.m_ptr
  4671. , srcZ*src.m_numMips+blit.m_srcMip
  4672. , depthStencil ? NULL : &box
  4673. );
  4674. }
  4675. }
  4676. }
  4677. if (isCompute)
  4678. {
  4679. if (!wasCompute)
  4680. {
  4681. wasCompute = true;
  4682. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4683. {
  4684. wchar_t* viewNameW = s_viewNameW[view];
  4685. viewNameW[3] = L'C';
  4686. PIX_ENDEVENT();
  4687. PIX_BEGINEVENT(D3DCOLOR_COMPUTE, viewNameW);
  4688. }
  4689. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4690. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4691. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4692. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4693. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4694. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4695. }
  4696. const RenderCompute& compute = renderItem.compute;
  4697. if (0 != eye
  4698. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4699. {
  4700. continue;
  4701. }
  4702. bool programChanged = false;
  4703. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  4704. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4705. if (key.m_program != programIdx)
  4706. {
  4707. programIdx = key.m_program;
  4708. ProgramD3D11& program = m_program[key.m_program];
  4709. m_currentProgram = &program;
  4710. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4711. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4712. programChanged =
  4713. constantsChanged = true;
  4714. }
  4715. if (invalidHandle != programIdx)
  4716. {
  4717. ProgramD3D11& program = m_program[programIdx];
  4718. if (constantsChanged)
  4719. {
  4720. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4721. if (NULL != vcb)
  4722. {
  4723. commit(*vcb);
  4724. }
  4725. }
  4726. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  4727. if (constantsChanged
  4728. || program.m_numPredefined > 0)
  4729. {
  4730. commitShaderConstants();
  4731. }
  4732. }
  4733. BX_UNUSED(programChanged);
  4734. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4735. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4736. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4737. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4738. {
  4739. const Binding& bind = compute.m_bind[ii];
  4740. if (invalidHandle != bind.m_idx)
  4741. {
  4742. switch (bind.m_type)
  4743. {
  4744. case Binding::Image:
  4745. {
  4746. TextureD3D11& texture = m_textures[bind.m_idx];
  4747. if (Access::Read != bind.m_un.m_compute.m_access)
  4748. {
  4749. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  4750. ? texture.m_uav
  4751. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4752. ;
  4753. }
  4754. else
  4755. {
  4756. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  4757. ? texture.m_srv
  4758. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4759. ;
  4760. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  4761. }
  4762. }
  4763. break;
  4764. case Binding::IndexBuffer:
  4765. case Binding::VertexBuffer:
  4766. {
  4767. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4768. ? m_indexBuffers[bind.m_idx]
  4769. : m_vertexBuffers[bind.m_idx]
  4770. ;
  4771. if (Access::Read != bind.m_un.m_compute.m_access)
  4772. {
  4773. uav[ii] = buffer.m_uav;
  4774. }
  4775. else
  4776. {
  4777. srv[ii] = buffer.m_srv;
  4778. }
  4779. }
  4780. break;
  4781. }
  4782. }
  4783. }
  4784. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  4785. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  4786. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  4787. if (isValid(compute.m_indirectBuffer) )
  4788. {
  4789. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4790. ID3D11Buffer* ptr = vb.m_ptr;
  4791. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4792. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4793. : compute.m_numIndirect
  4794. ;
  4795. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4796. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4797. {
  4798. deviceCtx->DispatchIndirect(ptr, args);
  4799. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4800. }
  4801. }
  4802. else
  4803. {
  4804. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4805. }
  4806. continue;
  4807. }
  4808. bool resetState = viewChanged || wasCompute;
  4809. if (wasCompute)
  4810. {
  4811. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4812. {
  4813. wchar_t* viewNameW = s_viewNameW[view];
  4814. viewNameW[3] = L' ';
  4815. PIX_ENDEVENT();
  4816. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4817. }
  4818. programIdx = invalidHandle;
  4819. m_currentProgram = NULL;
  4820. invalidateCompute();
  4821. }
  4822. const RenderDraw& draw = renderItem.draw;
  4823. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4824. if (isValid(draw.m_occlusionQuery)
  4825. && !hasOcclusionQuery
  4826. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4827. {
  4828. continue;
  4829. }
  4830. const uint64_t newFlags = draw.m_stateFlags;
  4831. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4832. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4833. currentState.m_stateFlags = newFlags;
  4834. const uint64_t newStencil = draw.m_stencil;
  4835. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4836. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4837. currentState.m_stencil = newStencil;
  4838. if (resetState)
  4839. {
  4840. wasCompute = false;
  4841. currentState.clear();
  4842. currentState.m_scissor = !draw.m_scissor;
  4843. changedFlags = BGFX_STATE_MASK;
  4844. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4845. currentState.m_stateFlags = newFlags;
  4846. currentState.m_stencil = newStencil;
  4847. setBlendState(newFlags);
  4848. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4849. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4850. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4851. }
  4852. if (prim.m_type != s_primInfo[primIndex].m_type)
  4853. {
  4854. prim = s_primInfo[primIndex];
  4855. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4856. }
  4857. uint16_t scissor = draw.m_scissor;
  4858. if (currentState.m_scissor != scissor)
  4859. {
  4860. currentState.m_scissor = scissor;
  4861. if (UINT16_MAX == scissor)
  4862. {
  4863. scissorEnabled = viewHasScissor;
  4864. if (viewHasScissor)
  4865. {
  4866. D3D11_RECT rc;
  4867. rc.left = viewScissorRect.m_x;
  4868. rc.top = viewScissorRect.m_y;
  4869. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4870. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4871. deviceCtx->RSSetScissorRects(1, &rc);
  4872. }
  4873. }
  4874. else
  4875. {
  4876. Rect scissorRect;
  4877. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  4878. scissorEnabled = true;
  4879. D3D11_RECT rc;
  4880. rc.left = scissorRect.m_x;
  4881. rc.top = scissorRect.m_y;
  4882. rc.right = scissorRect.m_x + scissorRect.m_width;
  4883. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4884. deviceCtx->RSSetScissorRects(1, &rc);
  4885. }
  4886. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4887. }
  4888. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4889. {
  4890. setDepthStencilState(newFlags, newStencil);
  4891. }
  4892. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4893. {
  4894. setBlendState(newFlags, draw.m_rgba);
  4895. currentState.m_rgba = draw.m_rgba;
  4896. }
  4897. if ( (0
  4898. | BGFX_STATE_CULL_MASK
  4899. | BGFX_STATE_ALPHA_REF_MASK
  4900. | BGFX_STATE_PT_MASK
  4901. | BGFX_STATE_POINT_SIZE_MASK
  4902. | BGFX_STATE_MSAA
  4903. | BGFX_STATE_LINEAA
  4904. | BGFX_STATE_CONSERVATIVE_RASTER
  4905. ) & changedFlags)
  4906. {
  4907. if ( (0
  4908. | BGFX_STATE_CULL_MASK
  4909. | BGFX_STATE_MSAA
  4910. | BGFX_STATE_LINEAA
  4911. | BGFX_STATE_CONSERVATIVE_RASTER
  4912. ) & changedFlags)
  4913. {
  4914. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4915. }
  4916. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4917. {
  4918. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4919. viewState.m_alphaRef = ref/255.0f;
  4920. }
  4921. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4922. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4923. if (prim.m_type != s_primInfo[primIndex].m_type)
  4924. {
  4925. prim = s_primInfo[primIndex];
  4926. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4927. }
  4928. }
  4929. bool programChanged = false;
  4930. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  4931. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4932. if (key.m_program != programIdx)
  4933. {
  4934. programIdx = key.m_program;
  4935. if (invalidHandle == programIdx)
  4936. {
  4937. m_currentProgram = NULL;
  4938. deviceCtx->VSSetShader(NULL, NULL, 0);
  4939. deviceCtx->PSSetShader(NULL, NULL, 0);
  4940. }
  4941. else
  4942. {
  4943. ProgramD3D11& program = m_program[programIdx];
  4944. m_currentProgram = &program;
  4945. const ShaderD3D11* vsh = program.m_vsh;
  4946. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  4947. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  4948. const ShaderD3D11* fsh = program.m_fsh;
  4949. if (NULL != m_currentColor
  4950. || fsh->m_hasDepthOp)
  4951. {
  4952. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  4953. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  4954. }
  4955. else
  4956. {
  4957. deviceCtx->PSSetShader(NULL, NULL, 0);
  4958. }
  4959. }
  4960. programChanged =
  4961. constantsChanged = true;
  4962. }
  4963. if (invalidHandle != programIdx)
  4964. {
  4965. ProgramD3D11& program = m_program[programIdx];
  4966. if (constantsChanged)
  4967. {
  4968. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4969. if (NULL != vcb)
  4970. {
  4971. commit(*vcb);
  4972. }
  4973. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4974. if (NULL != fcb)
  4975. {
  4976. commit(*fcb);
  4977. }
  4978. }
  4979. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  4980. if (constantsChanged
  4981. || program.m_numPredefined > 0)
  4982. {
  4983. commitShaderConstants();
  4984. }
  4985. }
  4986. {
  4987. uint32_t changes = 0;
  4988. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4989. {
  4990. const Binding& bind = draw.m_bind[stage];
  4991. Binding& current = currentState.m_bind[stage];
  4992. if (current.m_idx != bind.m_idx
  4993. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  4994. || programChanged)
  4995. {
  4996. if (invalidHandle != bind.m_idx)
  4997. {
  4998. TextureD3D11& texture = m_textures[bind.m_idx];
  4999. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  5000. }
  5001. else
  5002. {
  5003. m_textureStage.m_srv[stage] = NULL;
  5004. m_textureStage.m_sampler[stage] = NULL;
  5005. }
  5006. ++changes;
  5007. }
  5008. current = bind;
  5009. }
  5010. if (0 < changes)
  5011. {
  5012. commitTextureStage();
  5013. }
  5014. }
  5015. if (programChanged
  5016. || currentState.m_streamMask != draw.m_streamMask
  5017. || currentState.m_stream[0].m_decl.idx != draw.m_stream[0].m_decl.idx
  5018. || currentState.m_stream[0].m_handle.idx != draw.m_stream[0].m_handle.idx
  5019. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  5020. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  5021. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  5022. {
  5023. currentState.m_streamMask = draw.m_streamMask;
  5024. currentState.m_stream[0].m_decl = draw.m_stream[0].m_decl;
  5025. currentState.m_stream[0].m_handle = draw.m_stream[0].m_handle;
  5026. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5027. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5028. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5029. uint16_t handle = draw.m_stream[0].m_handle.idx;
  5030. if (invalidHandle != handle)
  5031. {
  5032. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5033. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  5034. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5035. uint32_t stride = vertexDecl.m_stride;
  5036. uint32_t offset = 0;
  5037. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  5038. if (isValid(draw.m_instanceDataBuffer) )
  5039. {
  5040. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5041. uint32_t instStride = draw.m_instanceDataStride;
  5042. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5043. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  5044. }
  5045. else
  5046. {
  5047. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5048. setInputLayout(vertexDecl, m_program[programIdx], 0);
  5049. }
  5050. }
  5051. else
  5052. {
  5053. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5054. }
  5055. }
  5056. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5057. {
  5058. currentState.m_indexBuffer = draw.m_indexBuffer;
  5059. uint16_t handle = draw.m_indexBuffer.idx;
  5060. if (invalidHandle != handle)
  5061. {
  5062. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5063. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5064. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5065. , 0
  5066. );
  5067. }
  5068. else
  5069. {
  5070. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5071. }
  5072. }
  5073. if (0 != currentState.m_streamMask)
  5074. {
  5075. uint32_t numVertices = draw.m_numVertices;
  5076. if (UINT32_MAX == numVertices)
  5077. {
  5078. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_stream[0].m_handle.idx];
  5079. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  5080. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5081. numVertices = vb.m_size/vertexDecl.m_stride;
  5082. }
  5083. uint32_t numIndices = 0;
  5084. uint32_t numPrimsSubmitted = 0;
  5085. uint32_t numInstances = 0;
  5086. uint32_t numPrimsRendered = 0;
  5087. uint32_t numDrawIndirect = 0;
  5088. if (hasOcclusionQuery)
  5089. {
  5090. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5091. }
  5092. if (isValid(draw.m_indirectBuffer) )
  5093. {
  5094. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5095. ID3D11Buffer* ptr = vb.m_ptr;
  5096. if (isValid(draw.m_indexBuffer) )
  5097. {
  5098. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5099. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5100. : draw.m_numIndirect
  5101. ;
  5102. multiDrawIndexedInstancedIndirect(numDrawIndirect
  5103. , ptr
  5104. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5105. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5106. );
  5107. }
  5108. else
  5109. {
  5110. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5111. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5112. : draw.m_numIndirect
  5113. ;
  5114. multiDrawInstancedIndirect(numDrawIndirect
  5115. , ptr
  5116. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5117. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5118. );
  5119. }
  5120. }
  5121. else
  5122. {
  5123. if (isValid(draw.m_indexBuffer) )
  5124. {
  5125. if (UINT32_MAX == draw.m_numIndices)
  5126. {
  5127. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5128. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5129. numIndices = ib.m_size/indexSize;
  5130. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5131. numInstances = draw.m_numInstances;
  5132. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5133. if (numInstances > 1)
  5134. {
  5135. deviceCtx->DrawIndexedInstanced(numIndices
  5136. , draw.m_numInstances
  5137. , 0
  5138. , draw.m_stream[0].m_startVertex
  5139. , 0
  5140. );
  5141. }
  5142. else
  5143. {
  5144. deviceCtx->DrawIndexed(numIndices
  5145. , 0
  5146. , draw.m_stream[0].m_startVertex
  5147. );
  5148. }
  5149. }
  5150. else if (prim.m_min <= draw.m_numIndices)
  5151. {
  5152. numIndices = draw.m_numIndices;
  5153. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5154. numInstances = draw.m_numInstances;
  5155. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5156. if (numInstances > 1)
  5157. {
  5158. deviceCtx->DrawIndexedInstanced(numIndices
  5159. , draw.m_numInstances
  5160. , draw.m_startIndex
  5161. , draw.m_stream[0].m_startVertex
  5162. , 0
  5163. );
  5164. }
  5165. else
  5166. {
  5167. deviceCtx->DrawIndexed(numIndices
  5168. , draw.m_startIndex
  5169. , draw.m_stream[0].m_startVertex
  5170. );
  5171. }
  5172. }
  5173. }
  5174. else
  5175. {
  5176. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5177. numInstances = draw.m_numInstances;
  5178. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5179. if (numInstances > 1)
  5180. {
  5181. deviceCtx->DrawInstanced(numVertices
  5182. , draw.m_numInstances
  5183. , draw.m_stream[0].m_startVertex
  5184. , 0
  5185. );
  5186. }
  5187. else
  5188. {
  5189. deviceCtx->Draw(numVertices
  5190. , draw.m_stream[0].m_startVertex
  5191. );
  5192. }
  5193. }
  5194. if (hasOcclusionQuery)
  5195. {
  5196. m_occlusionQuery.end();
  5197. }
  5198. }
  5199. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5200. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5201. statsNumInstances[primIndex] += numInstances;
  5202. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5203. statsNumIndices += numIndices;
  5204. }
  5205. }
  5206. if (wasCompute)
  5207. {
  5208. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5209. {
  5210. wchar_t* viewNameW = s_viewNameW[view];
  5211. viewNameW[3] = L'C';
  5212. PIX_ENDEVENT();
  5213. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5214. }
  5215. invalidateCompute();
  5216. }
  5217. if (0 < _render->m_num)
  5218. {
  5219. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5220. {
  5221. deviceCtx->Flush();
  5222. }
  5223. captureElapsed = -bx::getHPCounter();
  5224. capture();
  5225. captureElapsed += bx::getHPCounter();
  5226. BGFX_GPU_PROFILER_END();
  5227. BGFX_PROFILER_END();
  5228. }
  5229. }
  5230. PIX_ENDEVENT();
  5231. BGFX_GPU_PROFILER_END();
  5232. int64_t now = bx::getHPCounter();
  5233. elapsed += now;
  5234. static int64_t last = now;
  5235. Stats& perfStats = _render->m_perfStats;
  5236. perfStats.cpuTimeBegin = last;
  5237. int64_t frameTime = now - last;
  5238. last = now;
  5239. static int64_t min = frameTime;
  5240. static int64_t max = frameTime;
  5241. min = min > frameTime ? frameTime : min;
  5242. max = max < frameTime ? frameTime : max;
  5243. static uint32_t maxGpuLatency = 0;
  5244. static double maxGpuElapsed = 0.0f;
  5245. double elapsedGpuMs = 0.0;
  5246. if (m_timerQuerySupport)
  5247. {
  5248. m_gpuTimer.end();
  5249. do
  5250. {
  5251. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5252. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  5253. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5254. }
  5255. while (m_gpuTimer.get() );
  5256. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5257. }
  5258. const int64_t timerFreq = bx::getHPFrequency();
  5259. perfStats.cpuTimeEnd = now;
  5260. perfStats.cpuTimerFreq = timerFreq;
  5261. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  5262. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  5263. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5264. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5265. {
  5266. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  5267. TextVideoMem& tvm = m_textVideoMem;
  5268. static int64_t next = now;
  5269. if (now >= next)
  5270. {
  5271. next = now + timerFreq;
  5272. double freq = double(bx::getHPFrequency() );
  5273. double toMs = 1000.0/freq;
  5274. tvm.clear();
  5275. uint16_t pos = 0;
  5276. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5277. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5278. , getRendererName()
  5279. , m_deviceInterfaceVersion
  5280. , (m_featureLevel >> 12) & 0xf
  5281. , (m_featureLevel >> 8) & 0xf
  5282. );
  5283. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5284. char description[BX_COUNTOF(desc.Description)];
  5285. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5286. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5287. char dedicatedVideo[16];
  5288. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5289. char dedicatedSystem[16];
  5290. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5291. char sharedSystem[16];
  5292. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5293. char processMemoryUsed[16];
  5294. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5295. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5296. , dedicatedVideo
  5297. , dedicatedSystem
  5298. , sharedSystem
  5299. , processMemoryUsed
  5300. );
  5301. pos = 10;
  5302. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5303. , double(frameTime)*toMs
  5304. , double(min)*toMs
  5305. , double(max)*toMs
  5306. , freq/frameTime
  5307. );
  5308. char hmd[16];
  5309. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5310. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5311. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5312. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5313. , 0 != msaa ? '\xfe' : ' '
  5314. , 1<<msaa
  5315. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  5316. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5317. );
  5318. double elapsedCpuMs = double(elapsed)*toMs;
  5319. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5320. , _render->m_num
  5321. , statsKeyType[0]
  5322. , statsKeyType[1]
  5323. , elapsedCpuMs
  5324. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5325. , maxGpuElapsed
  5326. , maxGpuLatency
  5327. );
  5328. maxGpuLatency = 0;
  5329. maxGpuElapsed = 0.0;
  5330. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5331. {
  5332. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5333. , s_primName[ii]
  5334. , statsNumPrimsRendered[ii]
  5335. , statsNumInstances[ii]
  5336. , statsNumPrimsSubmitted[ii]
  5337. , statsNumDrawIndirect[ii]
  5338. );
  5339. }
  5340. if (NULL != m_renderdocdll)
  5341. {
  5342. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5343. }
  5344. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5345. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5346. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5347. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5348. pos++;
  5349. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5350. pos++;
  5351. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5352. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  5353. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  5354. , m_blendStateCache.getCount()
  5355. , m_depthStencilStateCache.getCount()
  5356. , m_inputLayoutCache.getCount()
  5357. , m_rasterizerStateCache.getCount()
  5358. , m_samplerStateCache.getCount()
  5359. );
  5360. pos++;
  5361. double captureMs = double(captureElapsed)*toMs;
  5362. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5363. uint8_t attr[2] = { 0x89, 0x8a };
  5364. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5365. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5366. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5367. min = frameTime;
  5368. max = frameTime;
  5369. }
  5370. blit(this, _textVideoMemBlitter, tvm);
  5371. PIX_ENDEVENT();
  5372. }
  5373. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5374. {
  5375. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5376. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5377. PIX_ENDEVENT();
  5378. }
  5379. }
  5380. } /* namespace d3d11 */ } // namespace bgfx
  5381. #undef BGFX_GPU_PROFILER_BIND
  5382. #undef BGFX_GPU_PROFILER_UNBIND
  5383. #undef BGFX_GPU_PROFILER_BEGIN
  5384. #undef BGFX_GPU_PROFILER_BEGIN_DYNAMIC
  5385. #undef BGFX_GPU_PROFILER_END
  5386. #else
  5387. namespace bgfx { namespace d3d11
  5388. {
  5389. RendererContextI* rendererCreate()
  5390. {
  5391. return NULL;
  5392. }
  5393. void rendererDestroy()
  5394. {
  5395. }
  5396. } /* namespace d3d11 */ } // namespace bgfx
  5397. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11