renderer_d3d11.cpp 199 KB

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  1. /*
  2. * Copyright 2011-2017 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_USE_OVR
  15. # include "hmd_ovr.h"
  16. #endif // BGFX_CONFIG_USE_OVR
  17. namespace bgfx { namespace d3d11
  18. {
  19. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D11_PRIMITIVE_TOPOLOGY m_type;
  24. uint32_t m_min;
  25. uint32_t m_div;
  26. uint32_t m_sub;
  27. };
  28. static const PrimInfo s_primInfo[] =
  29. {
  30. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  31. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  32. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  33. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  34. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  35. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  36. };
  37. static const char* s_primName[] =
  38. {
  39. "TriList",
  40. "TriStrip",
  41. "Line",
  42. "LineStrip",
  43. "Point",
  44. };
  45. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  46. union Zero
  47. {
  48. Zero()
  49. {
  50. bx::memSet(this, 0, sizeof(Zero) );
  51. }
  52. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  54. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  55. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  56. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  57. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  58. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  59. };
  60. BX_PRAGMA_DIAGNOSTIC_PUSH();
  61. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  62. static const Zero s_zero;
  63. BX_PRAGMA_DIAGNOSTIC_POP();
  64. static const uint32_t s_checkMsaa[] =
  65. {
  66. 0,
  67. 2,
  68. 4,
  69. 8,
  70. 16,
  71. };
  72. static DXGI_SAMPLE_DESC s_msaa[] =
  73. {
  74. { 1, 0 },
  75. { 2, 0 },
  76. { 4, 0 },
  77. { 8, 0 },
  78. { 16, 0 },
  79. };
  80. static const D3D11_BLEND s_blendFactor[][2] =
  81. {
  82. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  83. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  84. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  85. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  86. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  87. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  88. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  89. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  90. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  91. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  92. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  93. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  94. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  95. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  96. };
  97. static const D3D11_BLEND_OP s_blendEquation[] =
  98. {
  99. D3D11_BLEND_OP_ADD,
  100. D3D11_BLEND_OP_SUBTRACT,
  101. D3D11_BLEND_OP_REV_SUBTRACT,
  102. D3D11_BLEND_OP_MIN,
  103. D3D11_BLEND_OP_MAX,
  104. };
  105. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  106. {
  107. D3D11_COMPARISON_FUNC(0), // ignored
  108. D3D11_COMPARISON_LESS,
  109. D3D11_COMPARISON_LESS_EQUAL,
  110. D3D11_COMPARISON_EQUAL,
  111. D3D11_COMPARISON_GREATER_EQUAL,
  112. D3D11_COMPARISON_GREATER,
  113. D3D11_COMPARISON_NOT_EQUAL,
  114. D3D11_COMPARISON_NEVER,
  115. D3D11_COMPARISON_ALWAYS,
  116. };
  117. static const D3D11_STENCIL_OP s_stencilOp[] =
  118. {
  119. D3D11_STENCIL_OP_ZERO,
  120. D3D11_STENCIL_OP_KEEP,
  121. D3D11_STENCIL_OP_REPLACE,
  122. D3D11_STENCIL_OP_INCR,
  123. D3D11_STENCIL_OP_INCR_SAT,
  124. D3D11_STENCIL_OP_DECR,
  125. D3D11_STENCIL_OP_DECR_SAT,
  126. D3D11_STENCIL_OP_INVERT,
  127. };
  128. static const D3D11_CULL_MODE s_cullMode[] =
  129. {
  130. D3D11_CULL_NONE,
  131. D3D11_CULL_FRONT,
  132. D3D11_CULL_BACK,
  133. };
  134. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  135. {
  136. D3D11_TEXTURE_ADDRESS_WRAP,
  137. D3D11_TEXTURE_ADDRESS_MIRROR,
  138. D3D11_TEXTURE_ADDRESS_CLAMP,
  139. D3D11_TEXTURE_ADDRESS_BORDER,
  140. };
  141. /*
  142. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  143. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  144. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  145. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  146. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  147. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  148. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  149. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  150. * D3D11_FILTER_ANISOTROPIC = 0x55,
  151. *
  152. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  153. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  154. *
  155. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  156. * 0x10 // MIN_LINEAR
  157. * 0x04 // MAG_LINEAR
  158. * 0x01 // MIP_LINEAR
  159. */
  160. static const uint8_t s_textureFilter[3][3] =
  161. {
  162. {
  163. 0x10, // min linear
  164. 0x00, // min point
  165. 0x55, // anisotropic
  166. },
  167. {
  168. 0x04, // mag linear
  169. 0x00, // mag point
  170. 0x55, // anisotropic
  171. },
  172. {
  173. 0x01, // mip linear
  174. 0x00, // mip point
  175. 0x55, // anisotropic
  176. },
  177. };
  178. struct TextureFormatInfo
  179. {
  180. DXGI_FORMAT m_fmt;
  181. DXGI_FORMAT m_fmtSrv;
  182. DXGI_FORMAT m_fmtDsv;
  183. DXGI_FORMAT m_fmtSrgb;
  184. };
  185. static const TextureFormatInfo s_textureFormat[] =
  186. {
  187. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  188. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  189. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  190. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  191. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  192. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  193. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  201. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  205. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  206. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  207. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  208. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  209. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  210. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  211. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  212. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  213. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  214. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  215. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  216. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  217. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  218. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  219. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  220. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  221. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  222. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  223. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  224. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  225. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  226. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  227. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  228. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  229. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  230. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  231. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  232. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  233. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  234. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  235. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  236. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  237. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  238. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  239. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  240. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  241. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  242. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  243. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  244. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  245. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  246. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  247. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  248. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  249. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  250. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  251. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  252. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  253. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  254. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  255. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  256. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  257. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  258. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  259. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  260. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  261. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  262. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  263. };
  264. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  265. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  266. {
  267. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  268. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  269. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  270. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  271. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. };
  286. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  287. static const DXGI_FORMAT s_attribType[][4][2] =
  288. {
  289. { // Uint8
  290. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  291. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  292. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  293. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  294. },
  295. { // Uint10
  296. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  297. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  298. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  299. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  300. },
  301. { // Int16
  302. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  303. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  304. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  305. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  306. },
  307. { // Half
  308. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  309. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  310. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  311. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  312. },
  313. { // Float
  314. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  315. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  316. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  317. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  318. },
  319. };
  320. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  321. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  322. {
  323. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  324. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  325. {
  326. if (UINT16_MAX != _decl.m_attributes[attr])
  327. {
  328. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  329. elem->InputSlot = _stream;
  330. if (0 == _decl.m_attributes[attr])
  331. {
  332. elem->AlignedByteOffset = 0;
  333. }
  334. else
  335. {
  336. uint8_t num;
  337. AttribType::Enum type;
  338. bool normalized;
  339. bool asInt;
  340. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  341. elem->Format = s_attribType[type][num-1][normalized];
  342. elem->AlignedByteOffset = _decl.m_offset[attr];
  343. }
  344. ++elem;
  345. }
  346. }
  347. return elem;
  348. }
  349. struct TextureStage
  350. {
  351. TextureStage()
  352. {
  353. clear();
  354. }
  355. void clear()
  356. {
  357. bx::memSet(m_srv, 0, sizeof(m_srv) );
  358. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  359. }
  360. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  361. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  362. };
  363. BX_PRAGMA_DIAGNOSTIC_PUSH();
  364. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  365. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  366. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  367. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  368. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  369. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  370. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  371. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  372. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  373. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  374. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  375. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  376. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  377. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  378. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  379. static const GUID IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } };
  380. enum D3D11_FORMAT_SUPPORT2
  381. {
  382. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  383. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  384. };
  385. static const GUID s_d3dDeviceIIDs[] =
  386. {
  387. IID_ID3D11Device3,
  388. IID_ID3D11Device2,
  389. IID_ID3D11Device1,
  390. };
  391. static const GUID s_dxgiDeviceIIDs[] =
  392. {
  393. IID_IDXGIDevice3,
  394. IID_IDXGIDevice2,
  395. IID_IDXGIDevice1,
  396. IID_IDXGIDevice0,
  397. };
  398. inline bool isLost(HRESULT _hr)
  399. {
  400. return false
  401. || _hr == DXGI_ERROR_DEVICE_REMOVED
  402. || _hr == DXGI_ERROR_DEVICE_HUNG
  403. || _hr == DXGI_ERROR_DEVICE_RESET
  404. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  405. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  406. ;
  407. }
  408. static const char* getLostReason(HRESULT _hr)
  409. {
  410. switch (_hr)
  411. {
  412. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  413. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  414. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  415. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  416. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  417. // The calling application should re-create the device and continue.
  418. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  419. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  420. // suspect, and the application should not continue.
  421. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  422. // A resource is not available at the time of the call, but may become available later.
  423. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  424. case S_OK: return "S_OK";
  425. default: break;
  426. }
  427. return "Unknown HRESULT?";
  428. }
  429. template <typename Ty>
  430. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  431. {
  432. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  433. {
  434. char temp[2048];
  435. va_list argList;
  436. va_start(argList, _format);
  437. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  438. va_end(argList);
  439. temp[size] = '\0';
  440. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  441. }
  442. }
  443. BX_PRAGMA_DIAGNOSTIC_POP();
  444. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  445. {
  446. uint8_t temp[28];
  447. D3D11_BUFFER_DESC desc;
  448. desc.ByteWidth = sizeof(temp);
  449. desc.Usage = D3D11_USAGE_STAGING;
  450. desc.BindFlags = 0;
  451. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  452. desc.MiscFlags = 0;
  453. desc.StructureByteStride = 0;
  454. D3D11_SUBRESOURCE_DATA initData;
  455. initData.pSysMem = &temp;
  456. initData.SysMemPitch = sizeof(temp);
  457. initData.SysMemSlicePitch = 0;
  458. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  459. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  460. bx::write(&writer, UINT32_C(0x00010000) );
  461. bx::write(&writer, UINT32_C(0) );
  462. bx::write(&writer, UINT32_C(0) );
  463. ID3D11Buffer* buffer;
  464. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  465. if (SUCCEEDED(hr) )
  466. {
  467. buffer->Release();
  468. bx::MemoryReader reader(&temp, sizeof(temp) );
  469. bx::skip(&reader, 16);
  470. uint32_t version;
  471. bx::read(&reader, version);
  472. uint32_t driverVersion;
  473. bx::read(&reader, driverVersion);
  474. return version <= driverVersion;
  475. }
  476. return false;
  477. };
  478. void resume(ID3D11Device* _device)
  479. {
  480. BX_UNUSED(_device);
  481. }
  482. void suspend(ID3D11Device* _device)
  483. {
  484. BX_UNUSED(_device);
  485. }
  486. void trim(ID3D11Device* _device)
  487. {
  488. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  489. IDXGIDevice3* device;
  490. HRESULT hr = _device->QueryInterface(IID_IDXGIDevice3, (void**)&device);
  491. if (SUCCEEDED(hr) )
  492. {
  493. device->Trim();
  494. DX_RELEASE(device, 1);
  495. }
  496. #else
  497. BX_UNUSED(_device);
  498. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  499. }
  500. /*
  501. * AMD GPU Services (AGS) library
  502. *
  503. * Reference:
  504. * https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  505. */
  506. enum AGS_RETURN_CODE
  507. {
  508. AGS_SUCCESS,
  509. AGS_INVALID_ARGS,
  510. AGS_OUT_OF_MEMORY,
  511. AGS_ERROR_MISSING_DLL,
  512. AGS_ERROR_LEGACY_DRIVER,
  513. AGS_EXTENSION_NOT_SUPPORTED,
  514. AGS_ADL_FAILURE,
  515. };
  516. enum AGS_DRIVER_EXTENSION
  517. {
  518. AGS_EXTENSION_QUADLIST = 1 << 0,
  519. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  520. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  521. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  522. };
  523. struct AGSDriverVersionInfo
  524. {
  525. char strDriverVersion[256];
  526. char strCatalystVersion[256];
  527. char strCatalystWebLink[256];
  528. };
  529. struct AGSContext;
  530. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  531. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  532. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  533. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  534. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  535. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  536. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  537. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  538. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  539. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  540. static PFN_AGS_INIT agsInit;
  541. static PFN_AGS_DEINIT agsDeInit;
  542. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  543. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  544. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  545. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  546. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  547. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  548. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  549. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  550. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  551. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  552. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  553. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  554. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  555. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  556. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  557. #if USE_D3D11_DYNAMIC_LIB
  558. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  559. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  560. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  561. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  562. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  563. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  564. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  565. #endif // USE_D3D11_DYNAMIC_LIB
  566. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name);
  567. int WINAPI d3d11Annotation_EndEvent();
  568. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name);
  569. #if BGFX_CONFIG_USE_OVR
  570. class VRImplOVRD3D11 : public VRImplOVR
  571. {
  572. public:
  573. VRImplOVRD3D11();
  574. virtual bool createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight) override;
  575. virtual void destroySwapChain() override;
  576. virtual void destroyMirror() override;
  577. virtual void makeRenderTargetActive(const VRDesc& _desc) override;
  578. virtual bool submitSwapChain(const VRDesc& _desc) override;
  579. private:
  580. ID3D11DepthStencilView* m_depthBuffer;
  581. ID3D11RenderTargetView* m_eyeRtv[4];
  582. ID3D11RenderTargetView* m_msaaRtv;
  583. ID3D11Texture2D* m_msaaTexture;
  584. ovrTextureSwapChain m_textureSwapChain;
  585. ovrMirrorTexture m_mirrorTexture;
  586. };
  587. #endif // BGFX_CONFIG_USE_OVR
  588. struct RendererContextD3D11 : public RendererContextI
  589. {
  590. RendererContextD3D11()
  591. : m_d3d9dll(NULL)
  592. , m_d3d11dll(NULL)
  593. , m_dxgidll(NULL)
  594. , m_dxgidebugdll(NULL)
  595. , m_renderdocdll(NULL)
  596. , m_agsdll(NULL)
  597. , m_ags(NULL)
  598. , m_driverType(D3D_DRIVER_TYPE_NULL)
  599. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  600. , m_adapter(NULL)
  601. , m_factory(NULL)
  602. , m_swapChain(NULL)
  603. , m_lost(false)
  604. , m_numWindows(0)
  605. , m_device(NULL)
  606. , m_deviceCtx(NULL)
  607. , m_infoQueue(NULL)
  608. , m_backBufferColor(NULL)
  609. , m_backBufferDepthStencil(NULL)
  610. , m_currentColor(NULL)
  611. , m_currentDepthStencil(NULL)
  612. , m_captureTexture(NULL)
  613. , m_captureResolve(NULL)
  614. , m_maxAnisotropy(1)
  615. , m_depthClamp(false)
  616. , m_wireframe(false)
  617. , m_currentProgram(NULL)
  618. , m_vsChanges(0)
  619. , m_fsChanges(0)
  620. , m_rtMsaa(false)
  621. , m_timerQuerySupport(false)
  622. {
  623. m_fbh.idx = kInvalidHandle;
  624. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  625. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  626. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  627. }
  628. ~RendererContextD3D11()
  629. {
  630. }
  631. bool init()
  632. {
  633. struct ErrorState
  634. {
  635. enum Enum
  636. {
  637. Default,
  638. LoadedD3D11,
  639. LoadedDXGI,
  640. CreatedDXGIFactory,
  641. };
  642. };
  643. ErrorState::Enum errorState = ErrorState::Default;
  644. // Must be before device creation, and before RenderDoc.
  645. VRImplI* vrImpl = NULL;
  646. #if BGFX_CONFIG_USE_OVR
  647. vrImpl = &m_ovrRender;
  648. #endif // BGFX_CONFIG_USE_OVR
  649. m_ovr.init(vrImpl);
  650. if (!m_ovr.isInitialized() )
  651. {
  652. m_renderdocdll = loadRenderDoc();
  653. }
  654. m_fbh.idx = kInvalidHandle;
  655. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  656. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  657. m_ags = NULL;
  658. m_agsdll = bx::dlopen(
  659. #if BX_ARCH_32BIT
  660. "amd_ags_x86.dll"
  661. #else
  662. "amd_ags_x64.dll"
  663. #endif // BX_ARCH_32BIT
  664. );
  665. if (NULL != m_agsdll)
  666. {
  667. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  668. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  669. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  670. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  671. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  672. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  673. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  674. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  675. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  676. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  677. bool agsSupported = true
  678. && NULL != agsInit
  679. && NULL != agsDeInit
  680. && NULL != agsGetCrossfireGPUCount
  681. && NULL != agsGetTotalGPUCount
  682. && NULL != agsGetGPUMemorySize
  683. && NULL != agsGetDriverVersionInfo
  684. && NULL != agsDriverExtensions_Init
  685. && NULL != agsDriverExtensions_DeInit
  686. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  687. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  688. ;
  689. if (agsSupported)
  690. {
  691. AGS_RETURN_CODE result = agsInit(&m_ags);
  692. agsSupported = AGS_SUCCESS == result;
  693. if (agsSupported)
  694. {
  695. AGSDriverVersionInfo vi;
  696. result = agsGetDriverVersionInfo(m_ags, &vi);
  697. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  698. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  699. int32_t numCrossfireGPUs = 0;
  700. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  701. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  702. int32_t numGPUs = 0;
  703. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  704. BX_TRACE(" Num GPUs: %d", numGPUs);
  705. for (int32_t ii = 0; ii < numGPUs; ++ii)
  706. {
  707. long long memSize;
  708. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  709. if (AGS_SUCCESS == result)
  710. {
  711. char memSizeStr[16];
  712. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  713. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  714. }
  715. }
  716. }
  717. }
  718. BX_WARN(!agsSupported, "AMD/AGS supported.");
  719. if (!agsSupported)
  720. {
  721. if (NULL != m_ags)
  722. {
  723. agsDeInit(m_ags);
  724. m_ags = NULL;
  725. }
  726. bx::dlclose(m_agsdll);
  727. m_agsdll = NULL;
  728. }
  729. }
  730. m_nvapi.init();
  731. #if USE_D3D11_DYNAMIC_LIB
  732. m_d3d11dll = bx::dlopen("d3d11.dll");
  733. if (NULL == m_d3d11dll)
  734. {
  735. BX_TRACE("Init error: Failed to load d3d11.dll.");
  736. goto error;
  737. }
  738. errorState = ErrorState::LoadedD3D11;
  739. m_d3d9dll = NULL;
  740. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  741. {
  742. // D3D11_1.h has ID3DUserDefinedAnnotation
  743. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  744. m_d3d9dll = bx::dlopen("d3d9.dll");
  745. if (NULL != m_d3d9dll)
  746. {
  747. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  748. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  749. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  750. BX_CHECK(NULL != D3DPERF_SetMarker
  751. && NULL != D3DPERF_BeginEvent
  752. && NULL != D3DPERF_EndEvent
  753. , "Failed to initialize PIX events."
  754. );
  755. }
  756. }
  757. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  758. if (NULL == D3D11CreateDevice)
  759. {
  760. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  761. goto error;
  762. }
  763. m_dxgidll = bx::dlopen("dxgi.dll");
  764. if (NULL == m_dxgidll)
  765. {
  766. BX_TRACE("Init error: Failed to load dxgi.dll.");
  767. goto error;
  768. }
  769. errorState = ErrorState::LoadedDXGI;
  770. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  771. if (NULL == CreateDXGIFactory)
  772. {
  773. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  774. }
  775. if (NULL == CreateDXGIFactory)
  776. {
  777. BX_TRACE("Init error: Function CreateDXGIFactory not found.");
  778. goto error;
  779. }
  780. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  781. if (NULL != m_dxgidebugdll)
  782. {
  783. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  784. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  785. if (NULL == DXGIGetDebugInterface
  786. && NULL == DXGIGetDebugInterface1)
  787. {
  788. bx::dlclose(m_dxgidebugdll);
  789. m_dxgidebugdll = NULL;
  790. }
  791. else
  792. {
  793. // Figure out how to access IDXGIInfoQueue on pre Win8...
  794. }
  795. }
  796. #endif // USE_D3D11_DYNAMIC_LIB
  797. HRESULT hr;
  798. IDXGIFactory* factory;
  799. #if BX_PLATFORM_WINRT
  800. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  801. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  802. #elif BX_PLATFORM_WINDOWS
  803. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  804. #else
  805. hr = S_OK;
  806. factory = NULL;
  807. #endif // BX_PLATFORM_*
  808. if (FAILED(hr) )
  809. {
  810. BX_TRACE("Init error: Unable to create DXGI factory.");
  811. goto error;
  812. }
  813. errorState = ErrorState::CreatedDXGIFactory;
  814. m_device = (ID3D11Device*)g_platformData.context;
  815. if (NULL == m_device)
  816. {
  817. m_adapter = NULL;
  818. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  819. ? D3D_DRIVER_TYPE_WARP
  820. : D3D_DRIVER_TYPE_HARDWARE
  821. ;
  822. if (NULL != factory)
  823. {
  824. IDXGIAdapter* adapter;
  825. for (uint32_t ii = 0
  826. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  827. ; ++ii
  828. )
  829. {
  830. DXGI_ADAPTER_DESC desc;
  831. hr = adapter->GetDesc(&desc);
  832. if (SUCCEEDED(hr) )
  833. {
  834. BX_TRACE("Adapter #%d", ii);
  835. char description[BX_COUNTOF(desc.Description)];
  836. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  837. BX_TRACE("\tDescription: %s", description);
  838. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  839. , desc.VendorId
  840. , desc.DeviceId
  841. , desc.SubSysId
  842. , desc.Revision
  843. );
  844. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  845. , desc.DedicatedVideoMemory
  846. , desc.DedicatedSystemMemory
  847. , desc.SharedSystemMemory
  848. );
  849. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  850. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  851. ++g_caps.numGPUs;
  852. if (NULL == m_adapter)
  853. {
  854. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  855. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  856. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  857. {
  858. m_adapter = adapter;
  859. m_adapter->AddRef();
  860. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  861. }
  862. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  863. && 0 != bx::strFind(description, "PerfHUD") )
  864. {
  865. m_adapter = adapter;
  866. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  867. }
  868. }
  869. }
  870. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  871. }
  872. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  873. }
  874. D3D_FEATURE_LEVEL featureLevel[] =
  875. {
  876. D3D_FEATURE_LEVEL_12_1,
  877. D3D_FEATURE_LEVEL_12_0,
  878. D3D_FEATURE_LEVEL_11_1,
  879. D3D_FEATURE_LEVEL_11_0,
  880. D3D_FEATURE_LEVEL_10_1,
  881. D3D_FEATURE_LEVEL_10_0,
  882. #if BX_PLATFORM_WINRT
  883. D3D_FEATURE_LEVEL_9_3,
  884. D3D_FEATURE_LEVEL_9_2,
  885. #endif // BX_PLATFORM_WINRT
  886. };
  887. for (;;)
  888. {
  889. uint32_t flags = 0
  890. | D3D11_CREATE_DEVICE_SINGLETHREADED
  891. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  892. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  893. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  894. ;
  895. hr = E_FAIL;
  896. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  897. {
  898. hr = D3D11CreateDevice(m_adapter
  899. , m_driverType
  900. , NULL
  901. , flags
  902. , &featureLevel[ii]
  903. , BX_COUNTOF(featureLevel)-ii
  904. , D3D11_SDK_VERSION
  905. , &m_device
  906. , &m_featureLevel
  907. , &m_deviceCtx
  908. );
  909. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  910. , (m_featureLevel >> 12) & 0xf
  911. , (m_featureLevel >> 8) & 0xf
  912. );
  913. if (FAILED(hr)
  914. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  915. {
  916. // Try without debug in case D3D11 SDK Layers
  917. // is not present?
  918. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  919. continue;
  920. }
  921. // Enable debug flags.
  922. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  923. ++ii;
  924. }
  925. if (FAILED(hr)
  926. && D3D_DRIVER_TYPE_WARP != m_driverType)
  927. {
  928. // Try with WARP
  929. m_driverType = D3D_DRIVER_TYPE_WARP;
  930. continue;
  931. }
  932. break;
  933. }
  934. if (FAILED(hr) )
  935. {
  936. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  937. goto error;
  938. }
  939. if (NULL != m_adapter)
  940. {
  941. DX_RELEASE(m_adapter, 2);
  942. }
  943. }
  944. else
  945. {
  946. m_device->GetImmediateContext(&m_deviceCtx);
  947. if (NULL == m_deviceCtx)
  948. {
  949. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  950. goto error;
  951. }
  952. m_featureLevel = m_device->GetFeatureLevel();
  953. }
  954. {
  955. m_deviceInterfaceVersion = 0;
  956. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  957. {
  958. ID3D11Device* device;
  959. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  960. if (SUCCEEDED(hr) )
  961. {
  962. device->Release(); // BK - ignore ref count.
  963. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  964. break;
  965. }
  966. }
  967. if (NULL != m_renderdocdll)
  968. {
  969. // RenderDoc doesn't support ID3D11Device3 yet:
  970. // https://github.com/baldurk/renderdoc/issues/235
  971. m_deviceInterfaceVersion = bx::uint32_min(m_deviceInterfaceVersion, 1);
  972. }
  973. IDXGIDevice* device = NULL;
  974. IDXGIAdapter* adapter = NULL;
  975. hr = E_FAIL;
  976. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiDeviceIIDs) && FAILED(hr); ++ii)
  977. {
  978. hr = m_device->QueryInterface(s_dxgiDeviceIIDs[ii], (void**)&device);
  979. BX_TRACE("DXGI device 11.%d, hr %x", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii, hr);
  980. if (SUCCEEDED(hr) )
  981. {
  982. #if BX_COMPILER_MSVC
  983. BX_PRAGMA_DIAGNOSTIC_PUSH();
  984. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  985. try
  986. {
  987. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  988. hr = device->GetAdapter(&adapter);
  989. }
  990. catch (...)
  991. {
  992. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii);
  993. DX_RELEASE(device, 0);
  994. hr = E_FAIL;
  995. }
  996. BX_PRAGMA_DIAGNOSTIC_POP();
  997. #else
  998. hr = device->GetAdapter(&adapter);
  999. #endif // BX_COMPILER_MSVC
  1000. }
  1001. }
  1002. if (FAILED(hr) )
  1003. {
  1004. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1005. goto error;
  1006. }
  1007. // GPA increases device ref count.
  1008. // RenderDoc makes device ref count 0 here.
  1009. //
  1010. // This causes assert in debug. When debugger is present refcount
  1011. // checks are off.
  1012. IDXGIDevice* renderdoc;
  1013. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  1014. if (SUCCEEDED(hr) )
  1015. {
  1016. setGraphicsDebuggerPresent(true);
  1017. DX_RELEASE(renderdoc, 2);
  1018. }
  1019. else
  1020. {
  1021. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  1022. DX_RELEASE(device, 2);
  1023. }
  1024. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  1025. hr = adapter->GetDesc(&m_adapterDesc);
  1026. BX_WARN(SUCCEEDED(hr), "Adapter GetDesc failed 0x%08x.", hr);
  1027. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  1028. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  1029. : (uint16_t)m_adapterDesc.VendorId
  1030. ;
  1031. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  1032. if (NULL == g_platformData.backBuffer)
  1033. {
  1034. #if !BX_PLATFORM_WINDOWS
  1035. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  1036. DX_RELEASE(adapter, 2);
  1037. if (FAILED(hr) )
  1038. {
  1039. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1040. goto error;
  1041. }
  1042. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1043. m_scd.Width = BGFX_DEFAULT_WIDTH;
  1044. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  1045. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1046. m_scd.Stereo = false;
  1047. m_scd.SampleDesc.Count = 1;
  1048. m_scd.SampleDesc.Quality = 0;
  1049. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1050. m_scd.BufferCount = 2;
  1051. m_scd.Scaling = 0 == g_platformData.ndt
  1052. ? DXGI_SCALING_NONE
  1053. : DXGI_SCALING_STRETCH;
  1054. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  1055. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1056. if (NULL == g_platformData.ndt)
  1057. {
  1058. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1059. , (::IUnknown*)g_platformData.nwh
  1060. , &m_scd
  1061. , NULL
  1062. , &m_swapChain
  1063. );
  1064. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1065. }
  1066. else
  1067. {
  1068. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1069. hr = m_factory->CreateSwapChainForComposition(m_device
  1070. , &m_scd
  1071. , NULL
  1072. , &m_swapChain
  1073. );
  1074. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  1075. # if BX_PLATFORM_WINRT
  1076. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1077. ISwapChainBackgroundPanelNative* panel = NULL;
  1078. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  1079. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1080. if (NULL != panel)
  1081. {
  1082. hr = panel->SetSwapChain(m_swapChain);
  1083. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1084. panel->Release();
  1085. }
  1086. # endif // BX_PLATFORM_WINRT
  1087. }
  1088. #else
  1089. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  1090. DX_RELEASE(adapter, 2);
  1091. if (FAILED(hr) )
  1092. {
  1093. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1094. goto error;
  1095. }
  1096. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1097. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  1098. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  1099. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  1100. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  1101. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1102. m_scd.SampleDesc.Count = 1;
  1103. m_scd.SampleDesc.Quality = 0;
  1104. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1105. m_scd.BufferCount = 1;
  1106. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  1107. m_scd.Windowed = true;
  1108. hr = m_factory->CreateSwapChain(m_device
  1109. , &m_scd
  1110. , &m_swapChain
  1111. );
  1112. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  1113. | DXGI_MWA_NO_WINDOW_CHANGES
  1114. | DXGI_MWA_NO_ALT_ENTER
  1115. ) );
  1116. #endif // BX_PLATFORM_*
  1117. if (FAILED(hr) )
  1118. {
  1119. BX_TRACE("Init error: Failed to create swap chain.");
  1120. goto error;
  1121. }
  1122. }
  1123. else
  1124. {
  1125. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1126. m_scd.SampleDesc.Count = 1;
  1127. m_scd.SampleDesc.Quality = 0;
  1128. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1129. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1130. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1131. }
  1132. }
  1133. m_numWindows = 1;
  1134. #if USE_D3D11_DYNAMIC_LIB
  1135. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1136. {
  1137. hr = m_deviceCtx->QueryInterface(IID_ID3DUserDefinedAnnotation, (void**)&m_annotation);
  1138. if (SUCCEEDED(hr) )
  1139. {
  1140. D3DPERF_BeginEvent = d3d11Annotation_BeginEvent;
  1141. D3DPERF_EndEvent = d3d11Annotation_EndEvent;
  1142. D3DPERF_SetMarker = d3d11Annotation_SetMarker;
  1143. }
  1144. }
  1145. #endif // USE_D3D11_DYNAMIC_LIB
  1146. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1147. {
  1148. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1149. if (SUCCEEDED(hr) )
  1150. {
  1151. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1152. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1153. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1154. D3D11_INFO_QUEUE_FILTER filter;
  1155. bx::memSet(&filter, 0, sizeof(filter) );
  1156. D3D11_MESSAGE_CATEGORY catlist[] =
  1157. {
  1158. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1159. };
  1160. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1161. filter.DenyList.pCategoryList = catlist;
  1162. D3D11_MESSAGE_ID idlist[] =
  1163. {
  1164. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1165. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1166. };
  1167. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1168. filter.DenyList.pIDList = idlist;
  1169. m_infoQueue->PushStorageFilter(&filter);
  1170. DX_RELEASE(m_infoQueue, 3);
  1171. }
  1172. }
  1173. {
  1174. g_caps.supported |= (0
  1175. | BGFX_CAPS_TEXTURE_3D
  1176. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1177. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1178. | BGFX_CAPS_FRAGMENT_DEPTH
  1179. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1180. | BGFX_CAPS_SWAP_CHAIN
  1181. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1182. | BGFX_CAPS_DRAW_INDIRECT
  1183. | BGFX_CAPS_TEXTURE_BLIT
  1184. | BGFX_CAPS_TEXTURE_READ_BACK
  1185. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  1186. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1187. | ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
  1188. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1189. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1190. );
  1191. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1192. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1193. {
  1194. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1195. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1196. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1197. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1198. ) );
  1199. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1200. 16
  1201. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1202. ) );
  1203. }
  1204. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1205. {
  1206. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1207. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1208. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1209. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1210. ) );
  1211. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1212. 16
  1213. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1214. ) );
  1215. }
  1216. else
  1217. {
  1218. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1219. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1220. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1221. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1222. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1223. ) );
  1224. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1225. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1226. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1227. ) );
  1228. }
  1229. // 32-bit indices only supported on 9_2+.
  1230. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1231. {
  1232. g_caps.supported |= BGFX_CAPS_INDEX32;
  1233. }
  1234. // Independent blend only supported on 10_1+.
  1235. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1236. {
  1237. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1238. }
  1239. // Compute support is optional on 10_0 and 10_1 targets.
  1240. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1241. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1242. {
  1243. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1244. {
  1245. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1246. };
  1247. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1248. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1249. if (SUCCEEDED(hr)
  1250. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1251. {
  1252. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1253. }
  1254. }
  1255. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1256. {
  1257. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1258. }
  1259. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1260. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1261. {
  1262. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1263. }
  1264. else
  1265. {
  1266. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1267. {
  1268. BOOL SimpleInstancingSupported;
  1269. };
  1270. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1271. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1272. if (SUCCEEDED(hr)
  1273. && data.SimpleInstancingSupported)
  1274. {
  1275. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1276. }
  1277. }
  1278. // shadow compare is optional on 9_1 through 9_3 targets
  1279. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1280. {
  1281. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1282. {
  1283. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1284. };
  1285. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1286. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1287. if (SUCCEEDED(hr)
  1288. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1289. {
  1290. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1291. }
  1292. }
  1293. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1294. {
  1295. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1296. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1297. ? s_textureFormat[ii].m_fmtDsv
  1298. : s_textureFormat[ii].m_fmt
  1299. ;
  1300. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1301. if (DXGI_FORMAT_UNKNOWN != fmt)
  1302. {
  1303. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1304. {
  1305. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1306. {
  1307. DXGI_FORMAT InFormat;
  1308. UINT OutFormatSupport;
  1309. };
  1310. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1311. data.InFormat = fmt;
  1312. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1313. if (SUCCEEDED(hr) )
  1314. {
  1315. support |= 0 != (data.OutFormatSupport & (0
  1316. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1317. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1318. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1319. ) )
  1320. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1321. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1322. ;
  1323. support |= 0 != (data.OutFormatSupport & (0
  1324. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1325. ) )
  1326. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1327. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1328. ;
  1329. support |= 0 != (data.OutFormatSupport & (0
  1330. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1331. ) )
  1332. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1333. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1334. ;
  1335. support |= 0 != (data.OutFormatSupport & (0
  1336. | D3D11_FORMAT_SUPPORT_BUFFER
  1337. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1338. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1339. ) )
  1340. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1341. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1342. ;
  1343. support |= 0 != (data.OutFormatSupport & (0
  1344. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1345. ) )
  1346. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1347. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1348. ;
  1349. support |= 0 != (data.OutFormatSupport & (0
  1350. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1351. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1352. ) )
  1353. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1354. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1355. ;
  1356. support |= 0 != (data.OutFormatSupport & (0
  1357. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1358. ) )
  1359. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1360. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1361. ;
  1362. support |= 0 != (data.OutFormatSupport & (0
  1363. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1364. ) )
  1365. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1366. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1367. ;
  1368. support |= 0 != (data.OutFormatSupport & (0
  1369. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1370. ) )
  1371. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1372. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1373. ;
  1374. }
  1375. else
  1376. {
  1377. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1378. }
  1379. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1380. {
  1381. // clear image flag for additional testing
  1382. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1383. data.InFormat = s_textureFormat[ii].m_fmt;
  1384. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1385. if (SUCCEEDED(hr) )
  1386. {
  1387. support |= 0 != (data.OutFormatSupport & (0
  1388. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1389. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1390. ) )
  1391. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1392. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1393. ;
  1394. }
  1395. }
  1396. }
  1397. else
  1398. {
  1399. support |= 0
  1400. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1401. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1402. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1403. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1404. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1405. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1406. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1407. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1408. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1409. ;
  1410. }
  1411. }
  1412. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1413. {
  1414. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1415. {
  1416. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1417. {
  1418. DXGI_FORMAT InFormat;
  1419. UINT OutFormatSupport;
  1420. };
  1421. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1422. data.InFormat = fmtSrgb;
  1423. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1424. if (SUCCEEDED(hr) )
  1425. {
  1426. support |= 0 != (data.OutFormatSupport & (0
  1427. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1428. ) )
  1429. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1430. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1431. ;
  1432. support |= 0 != (data.OutFormatSupport & (0
  1433. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1434. ) )
  1435. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1436. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1437. ;
  1438. support |= 0 != (data.OutFormatSupport & (0
  1439. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1440. ) )
  1441. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1442. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1443. ;
  1444. }
  1445. else
  1446. {
  1447. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1448. }
  1449. }
  1450. else
  1451. {
  1452. support |= 0
  1453. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1454. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1455. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1456. ;
  1457. }
  1458. }
  1459. g_caps.formats[ii] = support;
  1460. }
  1461. // Init reserved part of view name.
  1462. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1463. {
  1464. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1465. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1466. }
  1467. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1468. && NULL != m_infoQueue)
  1469. {
  1470. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1471. }
  1472. { //
  1473. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1474. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1475. if (NULL != m_ags)
  1476. {
  1477. uint32_t flags;
  1478. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1479. bool hasExtensions = AGS_SUCCESS == result;
  1480. if (hasExtensions
  1481. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1482. {
  1483. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1484. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1485. }
  1486. else
  1487. {
  1488. if (hasExtensions)
  1489. {
  1490. agsDriverExtensions_DeInit(m_ags);
  1491. }
  1492. agsDeInit(m_ags);
  1493. m_ags = NULL;
  1494. }
  1495. }
  1496. }
  1497. //
  1498. updateMsaa();
  1499. postReset();
  1500. }
  1501. g_internalData.context = m_device;
  1502. return true;
  1503. error:
  1504. switch (errorState)
  1505. {
  1506. case ErrorState::CreatedDXGIFactory:
  1507. DX_RELEASE(m_swapChain, 0);
  1508. DX_RELEASE(m_deviceCtx, 0);
  1509. DX_RELEASE(m_device, 0);
  1510. DX_RELEASE(m_factory, 0);
  1511. #if USE_D3D11_DYNAMIC_LIB
  1512. case ErrorState::LoadedDXGI:
  1513. if (NULL != m_dxgidebugdll)
  1514. {
  1515. bx::dlclose(m_dxgidebugdll);
  1516. m_dxgidebugdll = NULL;
  1517. }
  1518. if (NULL != m_d3d9dll)
  1519. {
  1520. bx::dlclose(m_d3d9dll);
  1521. m_d3d9dll = NULL;
  1522. }
  1523. bx::dlclose(m_dxgidll);
  1524. m_dxgidll = NULL;
  1525. case ErrorState::LoadedD3D11:
  1526. bx::dlclose(m_d3d11dll);
  1527. m_d3d11dll = NULL;
  1528. #endif // USE_D3D11_DYNAMIC_LIB
  1529. case ErrorState::Default:
  1530. default:
  1531. m_nvapi.shutdown();
  1532. if (NULL != m_ags)
  1533. {
  1534. agsDeInit(m_ags);
  1535. m_ags = NULL;
  1536. }
  1537. bx::dlclose(m_agsdll);
  1538. m_agsdll = NULL;
  1539. unloadRenderDoc(m_renderdocdll);
  1540. m_ovr.shutdown();
  1541. break;
  1542. }
  1543. return false;
  1544. }
  1545. void shutdown()
  1546. {
  1547. preReset();
  1548. m_ovr.shutdown();
  1549. m_nvapi.shutdown();
  1550. if (NULL != m_ags)
  1551. {
  1552. agsDeInit(m_ags);
  1553. m_ags = NULL;
  1554. }
  1555. bx::dlclose(m_agsdll);
  1556. m_agsdll = NULL;
  1557. m_deviceCtx->ClearState();
  1558. invalidateCache();
  1559. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1560. {
  1561. m_frameBuffers[ii].destroy();
  1562. }
  1563. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1564. {
  1565. m_indexBuffers[ii].destroy();
  1566. }
  1567. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1568. {
  1569. m_vertexBuffers[ii].destroy();
  1570. }
  1571. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1572. {
  1573. m_shaders[ii].destroy();
  1574. }
  1575. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1576. {
  1577. m_textures[ii].destroy();
  1578. }
  1579. DX_RELEASE(m_annotation, 1);
  1580. DX_RELEASE(m_swapChain, 0);
  1581. DX_RELEASE(m_deviceCtx, 0);
  1582. DX_RELEASE(m_device, 0);
  1583. DX_RELEASE(m_factory, 0);
  1584. unloadRenderDoc(m_renderdocdll);
  1585. #if USE_D3D11_DYNAMIC_LIB
  1586. if (NULL != m_dxgidebugdll)
  1587. {
  1588. bx::dlclose(m_dxgidebugdll);
  1589. m_dxgidebugdll = NULL;
  1590. }
  1591. if (NULL != m_d3d9dll)
  1592. {
  1593. bx::dlclose(m_d3d9dll);
  1594. m_d3d9dll = NULL;
  1595. }
  1596. bx::dlclose(m_dxgidll);
  1597. m_dxgidll = NULL;
  1598. bx::dlclose(m_d3d11dll);
  1599. m_d3d11dll = NULL;
  1600. #endif // USE_D3D11_DYNAMIC_LIB
  1601. }
  1602. RendererType::Enum getRendererType() const override
  1603. {
  1604. return RendererType::Direct3D11;
  1605. }
  1606. const char* getRendererName() const override
  1607. {
  1608. return BGFX_RENDERER_DIRECT3D11_NAME;
  1609. }
  1610. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1611. {
  1612. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1613. }
  1614. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1615. {
  1616. m_indexBuffers[_handle.idx].destroy();
  1617. }
  1618. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1619. {
  1620. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1621. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1622. dump(decl);
  1623. }
  1624. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1625. {
  1626. }
  1627. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1628. {
  1629. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1630. }
  1631. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1632. {
  1633. m_vertexBuffers[_handle.idx].destroy();
  1634. }
  1635. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1636. {
  1637. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1638. }
  1639. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1640. {
  1641. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1642. }
  1643. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1644. {
  1645. m_indexBuffers[_handle.idx].destroy();
  1646. }
  1647. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1648. {
  1649. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1650. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1651. }
  1652. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1653. {
  1654. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1655. }
  1656. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1657. {
  1658. m_vertexBuffers[_handle.idx].destroy();
  1659. }
  1660. void createShader(ShaderHandle _handle, Memory* _mem) override
  1661. {
  1662. m_shaders[_handle.idx].create(_mem);
  1663. }
  1664. void destroyShader(ShaderHandle _handle) override
  1665. {
  1666. m_shaders[_handle.idx].destroy();
  1667. }
  1668. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1669. {
  1670. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1671. }
  1672. void destroyProgram(ProgramHandle _handle) override
  1673. {
  1674. m_program[_handle.idx].destroy();
  1675. }
  1676. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1677. {
  1678. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1679. }
  1680. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1681. {
  1682. }
  1683. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1684. {
  1685. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1686. }
  1687. void updateTextureEnd() override
  1688. {
  1689. }
  1690. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1691. {
  1692. const TextureD3D11& texture = m_textures[_handle.idx];
  1693. D3D11_MAPPED_SUBRESOURCE mapped;
  1694. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1695. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1696. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1697. uint8_t* src = (uint8_t*)mapped.pData;
  1698. uint32_t srcPitch = mapped.RowPitch;
  1699. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1700. uint8_t* dst = (uint8_t*)_data;
  1701. uint32_t dstPitch = srcWidth*bpp/8;
  1702. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1703. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1704. {
  1705. bx::memCopy(dst, src, pitch);
  1706. src += srcPitch;
  1707. dst += dstPitch;
  1708. }
  1709. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1710. }
  1711. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1712. {
  1713. TextureD3D11& texture = m_textures[_handle.idx];
  1714. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1715. const Memory* mem = alloc(size);
  1716. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1717. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1718. bx::write(&writer, magic);
  1719. TextureCreate tc;
  1720. tc.m_width = _width;
  1721. tc.m_height = _height;
  1722. tc.m_depth = 0;
  1723. tc.m_numLayers = 1;
  1724. tc.m_numMips = _numMips;
  1725. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1726. tc.m_cubeMap = false;
  1727. tc.m_mem = NULL;
  1728. bx::write(&writer, tc);
  1729. texture.destroy();
  1730. texture.create(mem, texture.m_flags, 0);
  1731. release(mem);
  1732. }
  1733. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1734. {
  1735. // Resource ref. counts might be messed up outside of bgfx.
  1736. // Disabling ref. count check once texture is overridden.
  1737. setGraphicsDebuggerPresent(true);
  1738. m_textures[_handle.idx].overrideInternal(_ptr);
  1739. }
  1740. uintptr_t getInternal(TextureHandle _handle) override
  1741. {
  1742. // Resource ref. counts might be messed up outside of bgfx.
  1743. // Disabling ref. count check once texture is overridden.
  1744. setGraphicsDebuggerPresent(true);
  1745. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1746. }
  1747. void destroyTexture(TextureHandle _handle) override
  1748. {
  1749. m_textures[_handle.idx].destroy();
  1750. }
  1751. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1752. {
  1753. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1754. }
  1755. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1756. {
  1757. uint16_t denseIdx = m_numWindows++;
  1758. m_windows[denseIdx] = _handle;
  1759. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1760. }
  1761. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1762. {
  1763. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1764. if (UINT16_MAX != denseIdx)
  1765. {
  1766. --m_numWindows;
  1767. if (m_numWindows > 1)
  1768. {
  1769. FrameBufferHandle handle = m_windows[m_numWindows];
  1770. m_windows[denseIdx] = handle;
  1771. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1772. }
  1773. }
  1774. }
  1775. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1776. {
  1777. if (NULL != m_uniforms[_handle.idx])
  1778. {
  1779. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1780. }
  1781. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1782. void* data = BX_ALLOC(g_allocator, size);
  1783. bx::memSet(data, 0, size);
  1784. m_uniforms[_handle.idx] = data;
  1785. m_uniformReg.add(_handle, _name, data);
  1786. }
  1787. void destroyUniform(UniformHandle _handle) override
  1788. {
  1789. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1790. m_uniforms[_handle.idx] = NULL;
  1791. m_uniformReg.remove(_handle);
  1792. }
  1793. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1794. {
  1795. IDXGISwapChain* swapChain = isValid(_handle)
  1796. ? m_frameBuffers[_handle.idx].m_swapChain
  1797. : m_swapChain
  1798. ;
  1799. if (NULL == swapChain)
  1800. {
  1801. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1802. return;
  1803. }
  1804. ID3D11Texture2D* backBuffer;
  1805. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1806. D3D11_TEXTURE2D_DESC backBufferDesc;
  1807. backBuffer->GetDesc(&backBufferDesc);
  1808. D3D11_TEXTURE2D_DESC desc;
  1809. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1810. desc.SampleDesc.Count = 1;
  1811. desc.SampleDesc.Quality = 0;
  1812. desc.Usage = D3D11_USAGE_STAGING;
  1813. desc.BindFlags = 0;
  1814. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1815. ID3D11Texture2D* texture;
  1816. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1817. if (SUCCEEDED(hr) )
  1818. {
  1819. if (backBufferDesc.SampleDesc.Count == 1)
  1820. {
  1821. m_deviceCtx->CopyResource(texture, backBuffer);
  1822. }
  1823. else
  1824. {
  1825. desc.Usage = D3D11_USAGE_DEFAULT;
  1826. desc.CPUAccessFlags = 0;
  1827. ID3D11Texture2D* resolve;
  1828. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1829. if (SUCCEEDED(hr) )
  1830. {
  1831. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1832. m_deviceCtx->CopyResource(texture, resolve);
  1833. DX_RELEASE(resolve, 0);
  1834. }
  1835. }
  1836. D3D11_MAPPED_SUBRESOURCE mapped;
  1837. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1838. bimg::imageSwizzleBgra8(
  1839. mapped.pData
  1840. , mapped.RowPitch
  1841. , backBufferDesc.Width
  1842. , backBufferDesc.Height
  1843. , mapped.pData
  1844. , mapped.RowPitch
  1845. );
  1846. g_callback->screenShot(_filePath
  1847. , backBufferDesc.Width
  1848. , backBufferDesc.Height
  1849. , mapped.RowPitch
  1850. , mapped.pData
  1851. , backBufferDesc.Height*mapped.RowPitch
  1852. , false
  1853. );
  1854. m_deviceCtx->Unmap(texture, 0);
  1855. DX_RELEASE(texture, 0);
  1856. }
  1857. DX_RELEASE(backBuffer, 0);
  1858. }
  1859. void updateViewName(uint8_t _id, const char* _name) override
  1860. {
  1861. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1862. {
  1863. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1864. , _name
  1865. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1866. );
  1867. }
  1868. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1869. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1870. , _name
  1871. );
  1872. }
  1873. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1874. {
  1875. bx::memCopy(m_uniforms[_loc], _data, _size);
  1876. }
  1877. void setMarker(const char* _marker, uint32_t _size) override
  1878. {
  1879. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1880. {
  1881. uint32_t size = _size*sizeof(wchar_t);
  1882. wchar_t* name = (wchar_t*)alloca(size);
  1883. mbstowcs(name, _marker, size-2);
  1884. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  1885. }
  1886. }
  1887. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1888. {
  1889. m_occlusionQuery.invalidate(_handle);
  1890. }
  1891. virtual void setName(Handle _handle, const char* _name) override
  1892. {
  1893. switch (_handle.type)
  1894. {
  1895. case Handle::Shader:
  1896. setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1897. break;
  1898. case Handle::Texture:
  1899. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1900. break;
  1901. default:
  1902. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1903. break;
  1904. }
  1905. }
  1906. void submitBlit(BlitState& _bs, uint16_t _view);
  1907. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1908. void blitSetup(TextVideoMemBlitter& _blitter) override
  1909. {
  1910. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1911. uint32_t width = getBufferWidth();
  1912. uint32_t height = getBufferHeight();
  1913. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1914. setFrameBuffer(fbh, false, false);
  1915. D3D11_VIEWPORT vp;
  1916. vp.TopLeftX = 0;
  1917. vp.TopLeftY = 0;
  1918. vp.Width = (float)width;
  1919. vp.Height = (float)height;
  1920. vp.MinDepth = 0.0f;
  1921. vp.MaxDepth = 1.0f;
  1922. deviceCtx->RSSetViewports(1, &vp);
  1923. uint64_t state = BGFX_STATE_RGB_WRITE
  1924. | BGFX_STATE_ALPHA_WRITE
  1925. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1926. ;
  1927. setBlendState(state);
  1928. setDepthStencilState(state);
  1929. setRasterizerState(state);
  1930. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1931. m_currentProgram = &program;
  1932. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1933. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1934. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1935. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1936. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1937. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1938. uint32_t stride = vertexDecl.m_stride;
  1939. uint32_t offset = 0;
  1940. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1941. setInputLayout(vertexDecl, program, 0);
  1942. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1943. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1944. float proj[16];
  1945. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1946. PredefinedUniform& predefined = program.m_predefined[0];
  1947. uint8_t flags = predefined.m_type;
  1948. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1949. commitShaderConstants();
  1950. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1951. commitTextureStage();
  1952. }
  1953. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1954. {
  1955. const uint32_t numVertices = _numIndices*4/6;
  1956. if (0 < numVertices)
  1957. {
  1958. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1959. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1960. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1961. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1962. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1963. }
  1964. }
  1965. void preReset()
  1966. {
  1967. m_needPresent = false;
  1968. ovrPreReset();
  1969. if (m_timerQuerySupport)
  1970. {
  1971. m_gpuTimer.preReset();
  1972. }
  1973. m_occlusionQuery.preReset();
  1974. if (NULL == g_platformData.backBufferDS)
  1975. {
  1976. DX_RELEASE(m_backBufferDepthStencil, 0);
  1977. }
  1978. if (NULL != m_swapChain)
  1979. {
  1980. DX_RELEASE(m_backBufferColor, 0);
  1981. }
  1982. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1983. {
  1984. m_frameBuffers[ii].preReset();
  1985. }
  1986. // invalidateCache();
  1987. capturePreReset();
  1988. }
  1989. void postReset()
  1990. {
  1991. if (NULL != m_swapChain)
  1992. {
  1993. ID3D11Texture2D* color;
  1994. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1995. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1996. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1997. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1998. : D3D11_RTV_DIMENSION_TEXTURE2D
  1999. ;
  2000. desc.Texture2D.MipSlice = 0;
  2001. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  2002. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  2003. : DXGI_FORMAT_R8G8B8A8_UNORM
  2004. ;
  2005. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  2006. DX_RELEASE(color, 0);
  2007. }
  2008. if (m_timerQuerySupport)
  2009. {
  2010. m_gpuTimer.postReset();
  2011. }
  2012. m_occlusionQuery.postReset();
  2013. ovrPostReset();
  2014. // If OVR doesn't create separate depth stencil view, create default one.
  2015. if (!m_ovr.isEnabled() && NULL == m_backBufferDepthStencil)
  2016. {
  2017. D3D11_TEXTURE2D_DESC dsd;
  2018. dsd.Width = getBufferWidth();
  2019. dsd.Height = getBufferHeight();
  2020. dsd.MipLevels = 1;
  2021. dsd.ArraySize = 1;
  2022. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2023. dsd.SampleDesc = m_scd.SampleDesc;
  2024. dsd.Usage = D3D11_USAGE_DEFAULT;
  2025. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2026. dsd.CPUAccessFlags = 0;
  2027. dsd.MiscFlags = 0;
  2028. ID3D11Texture2D* depthStencil;
  2029. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2030. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  2031. DX_RELEASE(depthStencil, 0);
  2032. }
  2033. if (m_ovr.isEnabled() )
  2034. {
  2035. m_ovr.makeRenderTargetActive();
  2036. }
  2037. else
  2038. {
  2039. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2040. }
  2041. m_currentColor = m_backBufferColor;
  2042. m_currentDepthStencil = m_backBufferDepthStencil;
  2043. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  2044. {
  2045. m_frameBuffers[ii].postReset();
  2046. }
  2047. capturePostReset();
  2048. }
  2049. bool isDeviceRemoved() override
  2050. {
  2051. return m_lost;
  2052. }
  2053. void flip(HMD& _hmd) override
  2054. {
  2055. if (NULL != m_swapChain
  2056. && !m_lost)
  2057. {
  2058. HRESULT hr = S_OK;
  2059. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  2060. ? 1 // sync interval of 0 is not supported on WinRT
  2061. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  2062. ;
  2063. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  2064. {
  2065. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  2066. }
  2067. if (SUCCEEDED(hr) )
  2068. {
  2069. if (m_needPresent)
  2070. {
  2071. m_ovr.flip();
  2072. m_ovr.swap(_hmd);
  2073. if (!m_ovr.isEnabled() )
  2074. {
  2075. hr = m_swapChain->Present(syncInterval, 0);
  2076. }
  2077. m_needPresent = false;
  2078. }
  2079. else
  2080. {
  2081. m_deviceCtx->Flush();
  2082. }
  2083. }
  2084. m_lost = isLost(hr);
  2085. BGFX_FATAL(!m_lost
  2086. , bgfx::Fatal::DeviceLost
  2087. , "Device is lost. FAILED 0x%08x %s (%s)"
  2088. , hr
  2089. , getLostReason(hr)
  2090. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  2091. );
  2092. }
  2093. }
  2094. void invalidateCache()
  2095. {
  2096. m_inputLayoutCache.invalidate();
  2097. m_blendStateCache.invalidate();
  2098. m_depthStencilStateCache.invalidate();
  2099. m_rasterizerStateCache.invalidate();
  2100. m_samplerStateCache.invalidate();
  2101. m_srvUavLru.invalidate();
  2102. }
  2103. void invalidateCompute()
  2104. {
  2105. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2106. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2107. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2108. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2109. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2110. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2111. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  2112. }
  2113. void updateMsaa()
  2114. {
  2115. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2116. {
  2117. uint32_t msaa = s_checkMsaa[ii];
  2118. uint32_t quality = 0;
  2119. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  2120. if (SUCCEEDED(hr)
  2121. && 0 < quality)
  2122. {
  2123. s_msaa[ii].Count = msaa;
  2124. s_msaa[ii].Quality = quality - 1;
  2125. last = ii;
  2126. }
  2127. else
  2128. {
  2129. s_msaa[ii] = s_msaa[last];
  2130. }
  2131. }
  2132. }
  2133. bool updateResolution(const Resolution& _resolution)
  2134. {
  2135. const bool suspended = !!( _resolution.m_flags & BGFX_RESET_SUSPEND);
  2136. const bool wasSuspended = !!(m_resolution.m_flags & BGFX_RESET_SUSPEND);
  2137. if (suspended && wasSuspended)
  2138. {
  2139. return true;
  2140. }
  2141. else if (suspended)
  2142. {
  2143. m_deviceCtx->Flush();
  2144. m_deviceCtx->ClearState();
  2145. trim(m_device);
  2146. suspend(m_device);
  2147. m_resolution.m_flags |= BGFX_RESET_SUSPEND;
  2148. return true;
  2149. }
  2150. else if (wasSuspended)
  2151. {
  2152. resume(m_device);
  2153. m_resolution.m_flags &= ~BGFX_RESET_SUSPEND;
  2154. }
  2155. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  2156. uint32_t maxAnisotropy = 1;
  2157. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  2158. {
  2159. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2160. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2161. : D3D11_REQ_MAXANISOTROPY
  2162. ;
  2163. }
  2164. if (m_maxAnisotropy != maxAnisotropy)
  2165. {
  2166. m_maxAnisotropy = maxAnisotropy;
  2167. m_samplerStateCache.invalidate();
  2168. }
  2169. bool depthClamp = true
  2170. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  2171. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2172. ;
  2173. if (m_depthClamp != depthClamp)
  2174. {
  2175. m_depthClamp = depthClamp;
  2176. m_rasterizerStateCache.invalidate();
  2177. }
  2178. const uint32_t maskFlags = ~(0
  2179. | BGFX_RESET_HMD_RECENTER
  2180. | BGFX_RESET_MAXANISOTROPY
  2181. | BGFX_RESET_DEPTH_CLAMP
  2182. | BGFX_RESET_SUSPEND
  2183. );
  2184. if (m_resolution.m_width != _resolution.m_width
  2185. || m_resolution.m_height != _resolution.m_height
  2186. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  2187. {
  2188. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  2189. bool resize = true
  2190. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2191. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2192. ;
  2193. m_resolution = _resolution;
  2194. m_resolution.m_flags = flags;
  2195. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  2196. m_textVideoMem.clear();
  2197. setBufferSize(_resolution.m_width, _resolution.m_height);
  2198. preReset();
  2199. m_deviceCtx->Flush();
  2200. m_deviceCtx->ClearState();
  2201. if (NULL == m_swapChain)
  2202. {
  2203. // Updated backbuffer if it changed in PlatformData.
  2204. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2205. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2206. }
  2207. else
  2208. {
  2209. if (resize)
  2210. {
  2211. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2212. DX_CHECK(m_swapChain->ResizeBuffers(2
  2213. , getBufferWidth()
  2214. , getBufferHeight()
  2215. , getBufferFormat()
  2216. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  2217. ) );
  2218. }
  2219. else
  2220. {
  2221. updateMsaa();
  2222. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2223. DX_RELEASE(m_swapChain, 0);
  2224. SwapChainDesc* scd = &m_scd;
  2225. SwapChainDesc swapChainScd;
  2226. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  2227. && m_ovr.isInitialized() )
  2228. {
  2229. swapChainScd = m_scd;
  2230. swapChainScd.SampleDesc = s_msaa[0];
  2231. scd = &swapChainScd;
  2232. }
  2233. #if !BX_PLATFORM_WINDOWS
  2234. HRESULT hr = S_OK;
  2235. if (g_platformData.ndt == 0)
  2236. {
  2237. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  2238. , (::IUnknown*)g_platformData.nwh
  2239. , scd
  2240. , NULL
  2241. , &m_swapChain
  2242. );
  2243. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2244. }
  2245. else
  2246. {
  2247. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  2248. hr = m_factory->CreateSwapChainForComposition(m_device
  2249. , &m_scd
  2250. , NULL
  2251. , &m_swapChain
  2252. );
  2253. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2254. # if BX_PLATFORM_WINRT
  2255. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  2256. ISwapChainBackgroundPanelNative* panel = NULL;
  2257. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  2258. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2259. if (NULL != panel)
  2260. {
  2261. hr = panel->SetSwapChain(m_swapChain);
  2262. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2263. panel->Release();
  2264. }
  2265. # endif // BX_PLATFORM_WINRT
  2266. }
  2267. #else
  2268. HRESULT hr;
  2269. hr = m_factory->CreateSwapChain(m_device
  2270. , scd
  2271. , &m_swapChain
  2272. );
  2273. #endif // !BX_PLATFORM_WINDOWS
  2274. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2275. }
  2276. }
  2277. postReset();
  2278. }
  2279. if (recenter)
  2280. {
  2281. m_ovr.recenter();
  2282. }
  2283. return false;
  2284. }
  2285. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2286. {
  2287. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2288. {
  2289. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2290. m_fsChanges += _numRegs;
  2291. }
  2292. else
  2293. {
  2294. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2295. m_vsChanges += _numRegs;
  2296. }
  2297. }
  2298. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2299. {
  2300. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2301. }
  2302. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2303. {
  2304. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2305. }
  2306. void commitShaderConstants()
  2307. {
  2308. if (0 < m_vsChanges)
  2309. {
  2310. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2311. {
  2312. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2313. }
  2314. m_vsChanges = 0;
  2315. }
  2316. if (0 < m_fsChanges)
  2317. {
  2318. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2319. {
  2320. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2321. }
  2322. m_fsChanges = 0;
  2323. }
  2324. }
  2325. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2326. {
  2327. if (isValid(m_fbh)
  2328. && m_fbh.idx != _fbh.idx
  2329. && m_rtMsaa)
  2330. {
  2331. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2332. frameBuffer.resolve();
  2333. }
  2334. if (!isValid(_fbh) )
  2335. {
  2336. if (m_ovr.isEnabled() )
  2337. {
  2338. m_ovr.makeRenderTargetActive();
  2339. }
  2340. else
  2341. {
  2342. m_currentColor = m_backBufferColor;
  2343. m_currentDepthStencil = m_backBufferDepthStencil;
  2344. }
  2345. m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
  2346. m_needPresent |= _needPresent;
  2347. }
  2348. else
  2349. {
  2350. invalidateTextureStage();
  2351. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2352. frameBuffer.set();
  2353. }
  2354. m_fbh = _fbh;
  2355. m_rtMsaa = _msaa;
  2356. }
  2357. void clear(const Clear& _clear, const float _palette[][4])
  2358. {
  2359. if (isValid(m_fbh) )
  2360. {
  2361. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2362. frameBuffer.clear(_clear, _palette);
  2363. }
  2364. else
  2365. {
  2366. if (NULL != m_currentColor
  2367. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2368. {
  2369. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2370. {
  2371. uint8_t index = _clear.m_index[0];
  2372. if (UINT8_MAX != index)
  2373. {
  2374. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2375. }
  2376. }
  2377. else
  2378. {
  2379. float frgba[4] =
  2380. {
  2381. _clear.m_index[0]*1.0f/255.0f,
  2382. _clear.m_index[1]*1.0f/255.0f,
  2383. _clear.m_index[2]*1.0f/255.0f,
  2384. _clear.m_index[3]*1.0f/255.0f,
  2385. };
  2386. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2387. }
  2388. }
  2389. if (NULL != m_currentDepthStencil
  2390. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2391. {
  2392. DWORD flags = 0;
  2393. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2394. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2395. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2396. }
  2397. }
  2398. }
  2399. void setInputLayout(uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2400. {
  2401. bx::HashMurmur2A murmur;
  2402. murmur.begin();
  2403. murmur.add(_numInstanceData);
  2404. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2405. {
  2406. murmur.add(_vertexDecls[stream]->m_hash);
  2407. }
  2408. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2409. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2410. if (NULL == layout)
  2411. {
  2412. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2413. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2414. uint16_t attrMask[Attrib::Count];
  2415. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2416. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2417. {
  2418. VertexDecl decl;
  2419. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl) );
  2420. const bool last = stream == _numStreams-1;
  2421. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2422. {
  2423. uint16_t mask = attrMask[ii];
  2424. uint16_t attr = (decl.m_attributes[ii] & mask);
  2425. if (0 == attr
  2426. || UINT16_MAX == attr)
  2427. {
  2428. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2429. }
  2430. else
  2431. {
  2432. attrMask[ii] = 0;
  2433. }
  2434. }
  2435. elem = fillVertexDecl(stream, elem, decl);
  2436. }
  2437. uint32_t num = uint32_t(elem-vertexElements);
  2438. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2439. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2440. {
  2441. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2442. uint32_t jj;
  2443. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2444. for (jj = 0; jj < num; ++jj)
  2445. {
  2446. curr = &vertexElements[jj];
  2447. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2448. && curr->SemanticIndex == index)
  2449. {
  2450. break;
  2451. }
  2452. }
  2453. if (jj == num)
  2454. {
  2455. curr = elem;
  2456. ++elem;
  2457. }
  2458. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2459. curr->InputSlot = _numStreams;
  2460. curr->SemanticIndex = index;
  2461. curr->AlignedByteOffset = ii*16;
  2462. }
  2463. num = uint32_t(elem-vertexElements);
  2464. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2465. , num
  2466. , _program.m_vsh->m_code->data
  2467. , _program.m_vsh->m_code->size
  2468. , &layout
  2469. ) );
  2470. m_inputLayoutCache.add(layoutHash, layout);
  2471. }
  2472. m_deviceCtx->IASetInputLayout(layout);
  2473. }
  2474. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2475. {
  2476. const VertexDecl* decls[1] = { &_vertexDecl };
  2477. setInputLayout(BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2478. }
  2479. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2480. {
  2481. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2482. bx::HashMurmur2A murmur;
  2483. murmur.begin();
  2484. murmur.add(_state);
  2485. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2486. ? _rgba
  2487. : -1
  2488. );
  2489. const uint32_t hash = murmur.end();
  2490. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2491. if (NULL == bs)
  2492. {
  2493. D3D11_BLEND_DESC desc;
  2494. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2495. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2496. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2497. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2498. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2499. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2500. const uint32_t srcRGB = (blend ) & 0xf;
  2501. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2502. const uint32_t srcA = (blend >> 8) & 0xf;
  2503. const uint32_t dstA = (blend >> 12) & 0xf;
  2504. const uint32_t equRGB = (equation ) & 0x7;
  2505. const uint32_t equA = (equation >> 3) & 0x7;
  2506. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2507. drt->DestBlend = s_blendFactor[dstRGB][0];
  2508. drt->BlendOp = s_blendEquation[equRGB];
  2509. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2510. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2511. drt->BlendOpAlpha = s_blendEquation[equA];
  2512. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2513. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2514. : 0
  2515. ;
  2516. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2517. ? D3D11_COLOR_WRITE_ENABLE_RED
  2518. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2519. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2520. : 0
  2521. ;
  2522. drt->RenderTargetWriteMask = writeMask;
  2523. if (desc.IndependentBlendEnable)
  2524. {
  2525. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2526. {
  2527. drt = &desc.RenderTarget[ii];
  2528. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2529. const uint32_t src = (rgba ) & 0xf;
  2530. const uint32_t dst = (rgba >> 4) & 0xf;
  2531. const uint32_t equ = (rgba >> 8) & 0x7;
  2532. drt->SrcBlend = s_blendFactor[src][0];
  2533. drt->DestBlend = s_blendFactor[dst][0];
  2534. drt->BlendOp = s_blendEquation[equ];
  2535. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2536. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2537. drt->BlendOpAlpha = s_blendEquation[equ];
  2538. drt->RenderTargetWriteMask = writeMask;
  2539. }
  2540. }
  2541. else
  2542. {
  2543. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2544. {
  2545. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2546. }
  2547. }
  2548. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2549. m_blendStateCache.add(hash, bs);
  2550. }
  2551. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2552. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2553. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2554. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2555. bool hasFactor = 0
  2556. || f0 == (_state & f0)
  2557. || f1 == (_state & f1)
  2558. || f2 == (_state & f2)
  2559. || f3 == (_state & f3)
  2560. ;
  2561. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2562. if (hasFactor)
  2563. {
  2564. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2565. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2566. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2567. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2568. }
  2569. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2570. }
  2571. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2572. {
  2573. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2574. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2575. uint32_t fstencil = unpackStencil(0, _stencil);
  2576. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2577. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2578. bx::HashMurmur2A murmur;
  2579. murmur.begin();
  2580. murmur.add(_state);
  2581. murmur.add(_stencil);
  2582. uint32_t hash = murmur.end();
  2583. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2584. if (NULL == dss)
  2585. {
  2586. D3D11_DEPTH_STENCIL_DESC desc;
  2587. bx::memSet(&desc, 0, sizeof(desc) );
  2588. desc.DepthEnable = 0 != func;
  2589. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2590. desc.DepthFunc = s_cmpFunc[func];
  2591. uint32_t bstencil = unpackStencil(1, _stencil);
  2592. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2593. bstencil = frontAndBack ? bstencil : fstencil;
  2594. desc.StencilEnable = 0 != _stencil;
  2595. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2596. desc.StencilWriteMask = 0xff;
  2597. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2598. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2599. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2600. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2601. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2602. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2603. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2604. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2605. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2606. m_depthStencilStateCache.add(hash, dss);
  2607. }
  2608. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2609. }
  2610. void setDebugWireframe(bool _wireframe)
  2611. {
  2612. if (m_wireframe != _wireframe)
  2613. {
  2614. m_wireframe = _wireframe;
  2615. m_rasterizerStateCache.invalidate();
  2616. }
  2617. }
  2618. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2619. {
  2620. _state &= 0
  2621. | BGFX_STATE_CULL_MASK
  2622. | BGFX_STATE_MSAA
  2623. | BGFX_STATE_LINEAA
  2624. | BGFX_STATE_CONSERVATIVE_RASTER
  2625. ;
  2626. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2627. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2628. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2629. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2630. if (NULL == rs)
  2631. {
  2632. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2633. #if BX_PLATFORM_WINDOWS
  2634. if (m_deviceInterfaceVersion >= 3)
  2635. {
  2636. D3D11_RASTERIZER_DESC2 desc;
  2637. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2638. desc.CullMode = s_cullMode[cull];
  2639. desc.FrontCounterClockwise = false;
  2640. desc.DepthBias = 0;
  2641. desc.DepthBiasClamp = 0.0f;
  2642. desc.SlopeScaledDepthBias = 0.0f;
  2643. desc.DepthClipEnable = !m_depthClamp;
  2644. desc.ScissorEnable = _scissor;
  2645. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2646. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2647. desc.ForcedSampleCount = 0;
  2648. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2649. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2650. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2651. ;
  2652. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2653. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2654. }
  2655. else
  2656. #endif // BX_PLATFORM_WINDOWS
  2657. {
  2658. D3D11_RASTERIZER_DESC desc;
  2659. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2660. desc.CullMode = s_cullMode[cull];
  2661. desc.FrontCounterClockwise = false;
  2662. desc.DepthBias = 0;
  2663. desc.DepthBiasClamp = 0.0f;
  2664. desc.SlopeScaledDepthBias = 0.0f;
  2665. desc.DepthClipEnable = !m_depthClamp;
  2666. desc.ScissorEnable = _scissor;
  2667. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2668. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2669. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2670. }
  2671. m_rasterizerStateCache.add(_state, rs);
  2672. }
  2673. m_deviceCtx->RSSetState(rs);
  2674. }
  2675. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2676. {
  2677. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2678. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2679. // Force both min+max anisotropic, can't be set individually.
  2680. _flags |= 0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2681. ? BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC
  2682. : 0
  2683. ;
  2684. uint32_t hash;
  2685. ID3D11SamplerState* sampler;
  2686. if (!needBorderColor(_flags) )
  2687. {
  2688. bx::HashMurmur2A murmur;
  2689. murmur.begin();
  2690. murmur.add(_flags);
  2691. murmur.add(-1);
  2692. hash = murmur.end();
  2693. _rgba = s_zero.m_zerof;
  2694. sampler = m_samplerStateCache.find(hash);
  2695. }
  2696. else
  2697. {
  2698. bx::HashMurmur2A murmur;
  2699. murmur.begin();
  2700. murmur.add(_flags);
  2701. murmur.add(index);
  2702. hash = murmur.end();
  2703. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2704. sampler = m_samplerStateCache.find(hash);
  2705. if (NULL != sampler)
  2706. {
  2707. D3D11_SAMPLER_DESC sd;
  2708. sampler->GetDesc(&sd);
  2709. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2710. {
  2711. // Sampler will be released when updated sampler
  2712. // is added to cache.
  2713. sampler = NULL;
  2714. }
  2715. }
  2716. }
  2717. if (NULL == sampler)
  2718. {
  2719. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2720. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2721. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2722. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2723. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2724. D3D11_SAMPLER_DESC sd;
  2725. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2726. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2727. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2728. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2729. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2730. sd.MaxAnisotropy = m_maxAnisotropy;
  2731. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2732. sd.BorderColor[0] = _rgba[0];
  2733. sd.BorderColor[1] = _rgba[1];
  2734. sd.BorderColor[2] = _rgba[2];
  2735. sd.BorderColor[3] = _rgba[3];
  2736. sd.MinLOD = 0;
  2737. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2738. m_device->CreateSamplerState(&sd, &sampler);
  2739. DX_CHECK_REFCOUNT(sampler, 1);
  2740. m_samplerStateCache.add(hash, sampler);
  2741. }
  2742. return sampler;
  2743. }
  2744. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2745. {
  2746. m_occlusionQuery.resolve(_render);
  2747. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2748. }
  2749. DXGI_FORMAT getBufferFormat()
  2750. {
  2751. #if BX_PLATFORM_WINDOWS
  2752. return m_scd.BufferDesc.Format;
  2753. #else
  2754. return m_scd.Format;
  2755. #endif
  2756. }
  2757. uint32_t getBufferWidth()
  2758. {
  2759. #if BX_PLATFORM_WINDOWS
  2760. return m_scd.BufferDesc.Width;
  2761. #else
  2762. return m_scd.Width;
  2763. #endif
  2764. }
  2765. uint32_t getBufferHeight()
  2766. {
  2767. #if BX_PLATFORM_WINDOWS
  2768. return m_scd.BufferDesc.Height;
  2769. #else
  2770. return m_scd.Height;
  2771. #endif
  2772. }
  2773. void setBufferSize(uint32_t _width, uint32_t _height)
  2774. {
  2775. #if BX_PLATFORM_WINDOWS
  2776. m_scd.BufferDesc.Width = _width;
  2777. m_scd.BufferDesc.Height = _height;
  2778. #else
  2779. m_scd.Width = _width;
  2780. m_scd.Height = _height;
  2781. #endif
  2782. }
  2783. void commitTextureStage()
  2784. {
  2785. // vertex texture fetch not supported on 9_1 through 9_3
  2786. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2787. {
  2788. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2789. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2790. }
  2791. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2792. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2793. }
  2794. void invalidateTextureStage()
  2795. {
  2796. m_textureStage.clear();
  2797. commitTextureStage();
  2798. }
  2799. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2800. {
  2801. bx::HashMurmur2A murmur;
  2802. murmur.begin();
  2803. murmur.add(_handle);
  2804. murmur.add(_mip);
  2805. murmur.add(1);
  2806. uint32_t hash = murmur.end();
  2807. IUnknown** ptr = m_srvUavLru.find(hash);
  2808. ID3D11UnorderedAccessView* uav;
  2809. if (NULL == ptr)
  2810. {
  2811. TextureD3D11& texture = m_textures[_handle.idx];
  2812. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2813. desc.Format = texture.getSrvFormat();
  2814. switch (texture.m_type)
  2815. {
  2816. case TextureD3D11::Texture2D:
  2817. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2818. desc.Texture2D.MipSlice = _mip;
  2819. break;
  2820. case TextureD3D11::TextureCube:
  2821. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2822. desc.Texture2DArray.ArraySize = 6;
  2823. desc.Texture2DArray.FirstArraySlice = 0;
  2824. desc.Texture2DArray.MipSlice = _mip;
  2825. break;
  2826. case TextureD3D11::Texture3D:
  2827. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2828. desc.Texture3D.MipSlice = _mip;
  2829. desc.Texture3D.FirstWSlice = 0;
  2830. desc.Texture3D.WSize = UINT32_MAX;
  2831. break;
  2832. }
  2833. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2834. m_srvUavLru.add(hash, uav, _handle.idx);
  2835. }
  2836. else
  2837. {
  2838. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2839. }
  2840. return uav;
  2841. }
  2842. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false)
  2843. {
  2844. bx::HashMurmur2A murmur;
  2845. murmur.begin();
  2846. murmur.add(_handle);
  2847. murmur.add(_mip);
  2848. murmur.add(0);
  2849. murmur.add(_compute);
  2850. uint32_t hash = murmur.end();
  2851. IUnknown** ptr = m_srvUavLru.find(hash);
  2852. ID3D11ShaderResourceView* srv;
  2853. if (NULL == ptr)
  2854. {
  2855. const TextureD3D11& texture = m_textures[_handle.idx];
  2856. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2857. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2858. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2859. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2860. desc.Format = texture.getSrvFormat();
  2861. switch (texture.m_type)
  2862. {
  2863. case TextureD3D11::Texture2D:
  2864. desc.ViewDimension = msaaSample
  2865. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2866. : D3D11_SRV_DIMENSION_TEXTURE2D
  2867. ;
  2868. desc.Texture2D.MostDetailedMip = _mip;
  2869. desc.Texture2D.MipLevels = 1;
  2870. break;
  2871. case TextureD3D11::TextureCube:
  2872. if (_compute)
  2873. {
  2874. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  2875. desc.Texture2DArray.MostDetailedMip = _mip;
  2876. desc.Texture2DArray.MipLevels = 1;
  2877. desc.Texture2DArray.FirstArraySlice = 0;
  2878. desc.Texture2DArray.ArraySize = 6;
  2879. }
  2880. else
  2881. {
  2882. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2883. desc.TextureCube.MostDetailedMip = _mip;
  2884. desc.TextureCube.MipLevels = 1;
  2885. }
  2886. break;
  2887. case TextureD3D11::Texture3D:
  2888. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2889. desc.Texture3D.MostDetailedMip = _mip;
  2890. desc.Texture3D.MipLevels = 1;
  2891. break;
  2892. }
  2893. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2894. m_srvUavLru.add(hash, srv, _handle.idx);
  2895. }
  2896. else
  2897. {
  2898. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2899. }
  2900. return srv;
  2901. }
  2902. void ovrPostReset()
  2903. {
  2904. #if BGFX_CONFIG_USE_OVR
  2905. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2906. {
  2907. const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
  2908. m_ovr.postReset(msaaSamples, m_resolution.m_width, m_resolution.m_height);
  2909. }
  2910. #endif // BGFX_CONFIG_USE_OVR
  2911. }
  2912. void ovrPreReset()
  2913. {
  2914. #if BGFX_CONFIG_USE_OVR
  2915. m_ovr.preReset();
  2916. #endif // BGFX_CONFIG_USE_OVR
  2917. }
  2918. void capturePostReset()
  2919. {
  2920. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2921. {
  2922. ID3D11Texture2D* backBuffer;
  2923. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2924. D3D11_TEXTURE2D_DESC backBufferDesc;
  2925. backBuffer->GetDesc(&backBufferDesc);
  2926. D3D11_TEXTURE2D_DESC desc;
  2927. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2928. desc.SampleDesc.Count = 1;
  2929. desc.SampleDesc.Quality = 0;
  2930. desc.Usage = D3D11_USAGE_STAGING;
  2931. desc.BindFlags = 0;
  2932. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2933. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2934. if (SUCCEEDED(hr) )
  2935. {
  2936. if (backBufferDesc.SampleDesc.Count != 1)
  2937. {
  2938. desc.Usage = D3D11_USAGE_DEFAULT;
  2939. desc.CPUAccessFlags = 0;
  2940. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2941. }
  2942. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2943. }
  2944. DX_RELEASE(backBuffer, 0);
  2945. }
  2946. }
  2947. void capturePreReset()
  2948. {
  2949. if (NULL != m_captureTexture)
  2950. {
  2951. g_callback->captureEnd();
  2952. }
  2953. DX_RELEASE(m_captureResolve, 0);
  2954. DX_RELEASE(m_captureTexture, 0);
  2955. }
  2956. void capture()
  2957. {
  2958. if (NULL != m_captureTexture)
  2959. {
  2960. ID3D11Texture2D* backBuffer;
  2961. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2962. if (NULL == m_captureResolve)
  2963. {
  2964. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2965. }
  2966. else
  2967. {
  2968. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2969. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2970. }
  2971. D3D11_MAPPED_SUBRESOURCE mapped;
  2972. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2973. bimg::imageSwizzleBgra8(
  2974. mapped.pData
  2975. , mapped.RowPitch
  2976. , getBufferWidth()
  2977. , getBufferHeight()
  2978. , mapped.pData
  2979. , mapped.RowPitch
  2980. );
  2981. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2982. m_deviceCtx->Unmap(m_captureTexture, 0);
  2983. DX_RELEASE(backBuffer, 0);
  2984. }
  2985. }
  2986. void commit(UniformBuffer& _uniformBuffer)
  2987. {
  2988. _uniformBuffer.reset();
  2989. for (;;)
  2990. {
  2991. uint32_t opcode = _uniformBuffer.read();
  2992. if (UniformType::End == opcode)
  2993. {
  2994. break;
  2995. }
  2996. UniformType::Enum type;
  2997. uint16_t loc;
  2998. uint16_t num;
  2999. uint16_t copy;
  3000. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  3001. const char* data;
  3002. if (copy)
  3003. {
  3004. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  3005. }
  3006. else
  3007. {
  3008. UniformHandle handle;
  3009. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  3010. data = (const char*)m_uniforms[handle.idx];
  3011. }
  3012. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  3013. case UniformType::_uniform: \
  3014. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  3015. { \
  3016. setShaderUniform(uint8_t(type), loc, data, num); \
  3017. } \
  3018. break;
  3019. switch ( (uint32_t)type)
  3020. {
  3021. case UniformType::Mat3:
  3022. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  3023. {
  3024. float* value = (float*)data;
  3025. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  3026. {
  3027. Matrix4 mtx;
  3028. mtx.un.val[ 0] = value[0];
  3029. mtx.un.val[ 1] = value[1];
  3030. mtx.un.val[ 2] = value[2];
  3031. mtx.un.val[ 3] = 0.0f;
  3032. mtx.un.val[ 4] = value[3];
  3033. mtx.un.val[ 5] = value[4];
  3034. mtx.un.val[ 6] = value[5];
  3035. mtx.un.val[ 7] = 0.0f;
  3036. mtx.un.val[ 8] = value[6];
  3037. mtx.un.val[ 9] = value[7];
  3038. mtx.un.val[10] = value[8];
  3039. mtx.un.val[11] = 0.0f;
  3040. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  3041. }
  3042. }
  3043. break;
  3044. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  3045. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  3046. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  3047. case UniformType::End:
  3048. break;
  3049. default:
  3050. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  3051. break;
  3052. }
  3053. #undef CASE_IMPLEMENT_UNIFORM
  3054. }
  3055. }
  3056. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  3057. {
  3058. uint32_t width;
  3059. uint32_t height;
  3060. if (isValid(m_fbh) )
  3061. {
  3062. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  3063. width = fb.m_width;
  3064. height = fb.m_height;
  3065. }
  3066. else
  3067. {
  3068. width = getBufferWidth();
  3069. height = getBufferHeight();
  3070. }
  3071. if (0 == _rect.m_x
  3072. && 0 == _rect.m_y
  3073. && width == _rect.m_width
  3074. && height == _rect.m_height)
  3075. {
  3076. clear(_clear, _palette);
  3077. }
  3078. else
  3079. {
  3080. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3081. uint64_t state = 0;
  3082. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  3083. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  3084. uint64_t stencil = 0;
  3085. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  3086. | BGFX_STENCIL_TEST_ALWAYS
  3087. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  3088. | BGFX_STENCIL_FUNC_RMASK(0xff)
  3089. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  3090. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  3091. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  3092. : 0
  3093. ;
  3094. setBlendState(state);
  3095. setDepthStencilState(state, stencil);
  3096. setRasterizerState(state);
  3097. uint32_t numMrt = 1;
  3098. FrameBufferHandle fbh = m_fbh;
  3099. if (isValid(fbh) )
  3100. {
  3101. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  3102. numMrt = bx::uint32_max(1, fb.m_num);
  3103. }
  3104. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  3105. m_currentProgram = &program;
  3106. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  3107. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  3108. if (NULL != m_currentColor)
  3109. {
  3110. const ShaderD3D11* fsh = program.m_fsh;
  3111. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3112. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3113. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3114. {
  3115. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  3116. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3117. {
  3118. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  3119. bx::memCopy(mrtClear[ii], _palette[index], 16);
  3120. }
  3121. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  3122. }
  3123. else
  3124. {
  3125. float rgba[4] =
  3126. {
  3127. _clear.m_index[0]*1.0f/255.0f,
  3128. _clear.m_index[1]*1.0f/255.0f,
  3129. _clear.m_index[2]*1.0f/255.0f,
  3130. _clear.m_index[3]*1.0f/255.0f,
  3131. };
  3132. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  3133. }
  3134. }
  3135. else
  3136. {
  3137. deviceCtx->PSSetShader(NULL, NULL, 0);
  3138. }
  3139. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  3140. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  3141. const uint32_t stride = vertexDecl.m_stride;
  3142. const uint32_t offset = 0;
  3143. {
  3144. struct Vertex
  3145. {
  3146. float m_x;
  3147. float m_y;
  3148. float m_z;
  3149. };
  3150. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  3151. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  3152. const float depth = _clear.m_depth;
  3153. vertex->m_x = -1.0f;
  3154. vertex->m_y = -1.0f;
  3155. vertex->m_z = depth;
  3156. vertex++;
  3157. vertex->m_x = 1.0f;
  3158. vertex->m_y = -1.0f;
  3159. vertex->m_z = depth;
  3160. vertex++;
  3161. vertex->m_x = -1.0f;
  3162. vertex->m_y = 1.0f;
  3163. vertex->m_z = depth;
  3164. vertex++;
  3165. vertex->m_x = 1.0f;
  3166. vertex->m_y = 1.0f;
  3167. vertex->m_z = depth;
  3168. }
  3169. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  3170. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3171. setInputLayout(vertexDecl, program, 0);
  3172. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3173. deviceCtx->Draw(4, 0);
  3174. }
  3175. }
  3176. void* m_d3d9dll;
  3177. void* m_d3d11dll;
  3178. void* m_dxgidll;
  3179. void* m_dxgidebugdll;
  3180. void* m_renderdocdll;
  3181. void* m_agsdll;
  3182. AGSContext* m_ags;
  3183. NvApi m_nvapi;
  3184. D3D_DRIVER_TYPE m_driverType;
  3185. D3D_FEATURE_LEVEL m_featureLevel;
  3186. IDXGIAdapter* m_adapter;
  3187. DXGI_ADAPTER_DESC m_adapterDesc;
  3188. #if BX_PLATFORM_WINDOWS
  3189. IDXGIFactory* m_factory;
  3190. IDXGISwapChain* m_swapChain;
  3191. #else
  3192. IDXGIFactory2* m_factory;
  3193. IDXGISwapChain1* m_swapChain;
  3194. #endif // BX_PLATFORM_WINDOWS
  3195. bool m_needPresent;
  3196. bool m_lost;
  3197. uint16_t m_numWindows;
  3198. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3199. ID3D11Device* m_device;
  3200. ID3D11DeviceContext* m_deviceCtx;
  3201. ID3DUserDefinedAnnotation* m_annotation;
  3202. ID3D11InfoQueue* m_infoQueue;
  3203. TimerQueryD3D11 m_gpuTimer;
  3204. OcclusionQueryD3D11 m_occlusionQuery;
  3205. uint32_t m_deviceInterfaceVersion;
  3206. ID3D11RenderTargetView* m_backBufferColor;
  3207. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3208. ID3D11RenderTargetView* m_currentColor;
  3209. ID3D11DepthStencilView* m_currentDepthStencil;
  3210. ID3D11Texture2D* m_captureTexture;
  3211. ID3D11Texture2D* m_captureResolve;
  3212. Resolution m_resolution;
  3213. #if BX_PLATFORM_WINDOWS
  3214. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  3215. #else
  3216. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  3217. #endif // BX_PLATFORM_WINDOWS
  3218. SwapChainDesc m_scd;
  3219. uint32_t m_maxAnisotropy;
  3220. bool m_depthClamp;
  3221. bool m_wireframe;
  3222. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3223. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3224. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3225. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3226. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3227. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  3228. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3229. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3230. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3231. UniformRegistry m_uniformReg;
  3232. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3233. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3234. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3235. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3236. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3237. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3238. TextVideoMem m_textVideoMem;
  3239. TextureStage m_textureStage;
  3240. ProgramD3D11* m_currentProgram;
  3241. uint8_t m_vsScratch[64<<10];
  3242. uint8_t m_fsScratch[64<<10];
  3243. uint32_t m_vsChanges;
  3244. uint32_t m_fsChanges;
  3245. FrameBufferHandle m_fbh;
  3246. bool m_rtMsaa;
  3247. bool m_timerQuerySupport;
  3248. VR m_ovr;
  3249. #if BGFX_CONFIG_USE_OVR
  3250. VRImplOVRD3D11 m_ovrRender;
  3251. #endif // BGFX_CONFIG_USE_OVR
  3252. };
  3253. static RendererContextD3D11* s_renderD3D11;
  3254. RendererContextI* rendererCreate()
  3255. {
  3256. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3257. if (!s_renderD3D11->init() )
  3258. {
  3259. BX_DELETE(g_allocator, s_renderD3D11);
  3260. s_renderD3D11 = NULL;
  3261. }
  3262. return s_renderD3D11;
  3263. }
  3264. void rendererDestroy()
  3265. {
  3266. s_renderD3D11->shutdown();
  3267. BX_DELETE(g_allocator, s_renderD3D11);
  3268. s_renderD3D11 = NULL;
  3269. }
  3270. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3271. {
  3272. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3273. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3274. {
  3275. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3276. _offset += _stride;
  3277. }
  3278. }
  3279. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3280. {
  3281. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3282. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3283. {
  3284. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3285. _offset += _stride;
  3286. }
  3287. }
  3288. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3289. {
  3290. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3291. }
  3292. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3293. {
  3294. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3295. }
  3296. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name)
  3297. {
  3298. BX_UNUSED(_color);
  3299. return s_renderD3D11->m_annotation->BeginEvent(_name);
  3300. }
  3301. int WINAPI d3d11Annotation_EndEvent()
  3302. {
  3303. return s_renderD3D11->m_annotation->EndEvent();
  3304. }
  3305. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name)
  3306. {
  3307. BX_UNUSED(_color);
  3308. s_renderD3D11->m_annotation->SetMarker(_name);
  3309. }
  3310. #if BGFX_CONFIG_USE_OVR
  3311. VRImplOVRD3D11::VRImplOVRD3D11()
  3312. : m_depthBuffer(NULL)
  3313. , m_msaaRtv(NULL)
  3314. , m_msaaTexture(NULL)
  3315. , m_textureSwapChain(NULL)
  3316. , m_mirrorTexture(NULL)
  3317. {
  3318. bx::memSet(m_eyeRtv, 0, sizeof(m_eyeRtv));
  3319. }
  3320. bool VRImplOVRD3D11::createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
  3321. {
  3322. if (!m_session)
  3323. {
  3324. return false;
  3325. }
  3326. ID3D11Device* device = s_renderD3D11->m_device;
  3327. if (NULL == m_textureSwapChain)
  3328. {
  3329. ovrTextureSwapChainDesc swapchainDesc = {};
  3330. swapchainDesc.Type = ovrTexture_2D;
  3331. swapchainDesc.Width = _desc.m_eyeSize[0].m_w + _desc.m_eyeSize[1].m_w;
  3332. swapchainDesc.Height = bx::uint32_max(_desc.m_eyeSize[0].m_h, _desc.m_eyeSize[1].m_h);
  3333. swapchainDesc.MipLevels = 1;
  3334. swapchainDesc.ArraySize = 1;
  3335. swapchainDesc.SampleCount = 1;
  3336. swapchainDesc.MiscFlags = ovrTextureMisc_DX_Typeless;
  3337. swapchainDesc.BindFlags = ovrTextureBind_DX_RenderTarget;
  3338. swapchainDesc.StaticImage = ovrFalse;
  3339. swapchainDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3340. ovrResult result = ovr_CreateTextureSwapChainDX(m_session, device, &swapchainDesc, &m_textureSwapChain);
  3341. if (!OVR_SUCCESS(result) )
  3342. {
  3343. return false;
  3344. }
  3345. for (int eye = 0; eye < 2; ++eye)
  3346. {
  3347. m_renderLayer.ColorTexture[eye] = m_textureSwapChain;
  3348. }
  3349. // create MSAA target
  3350. if (_msaaSamples > 1)
  3351. {
  3352. D3D11_TEXTURE2D_DESC msDesc;
  3353. msDesc.Width = swapchainDesc.Width;
  3354. msDesc.Height = swapchainDesc.Height;
  3355. msDesc.MipLevels = 1;
  3356. msDesc.ArraySize = 1;
  3357. msDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3358. msDesc.SampleDesc.Count = _msaaSamples;
  3359. msDesc.SampleDesc.Quality = 0;
  3360. msDesc.Usage = D3D11_USAGE_DEFAULT;
  3361. msDesc.CPUAccessFlags = 0;
  3362. msDesc.MiscFlags = 0;
  3363. msDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
  3364. DX_CHECK(device->CreateTexture2D(&msDesc, NULL, &m_msaaTexture) );
  3365. DX_CHECK(device->CreateRenderTargetView(m_msaaTexture, NULL, &m_msaaRtv) );
  3366. }
  3367. else
  3368. {
  3369. int swapchainSize;
  3370. result = ovr_GetTextureSwapChainLength(m_session, m_textureSwapChain, &swapchainSize);
  3371. if (!OVR_SUCCESS(result) )
  3372. {
  3373. destroySwapChain();
  3374. return false;
  3375. }
  3376. BX_CHECK(swapchainSize <= BX_COUNTOF(m_eyeRtv), "Too many OVR swap chain entries %d", swapchainSize);
  3377. for (int ii = 0; ii < swapchainSize; ++ii)
  3378. {
  3379. ID3D11Texture2D* texture;
  3380. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, ii, IID_PPV_ARGS(&texture) );
  3381. D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
  3382. viewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3383. viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  3384. viewDesc.Texture2D.MipSlice = 0;
  3385. DX_CHECK(device->CreateRenderTargetView(texture, &viewDesc, &m_eyeRtv[ii]) );
  3386. DX_RELEASE(texture, 1);
  3387. }
  3388. }
  3389. // create depth buffer
  3390. D3D11_TEXTURE2D_DESC dbDesc = {};
  3391. dbDesc.Width = swapchainDesc.Width;
  3392. dbDesc.Height = swapchainDesc.Height;
  3393. dbDesc.MipLevels = 1;
  3394. dbDesc.ArraySize = 1;
  3395. dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
  3396. dbDesc.SampleDesc.Count = _msaaSamples;
  3397. dbDesc.SampleDesc.Quality = 0;
  3398. dbDesc.Usage = D3D11_USAGE_DEFAULT;
  3399. dbDesc.CPUAccessFlags = 0;
  3400. dbDesc.MiscFlags = 0;
  3401. dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3402. ID3D11Texture2D* depthTexture;
  3403. DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &depthTexture) );
  3404. DX_CHECK(device->CreateDepthStencilView(depthTexture, NULL, &m_depthBuffer) );
  3405. DX_RELEASE(depthTexture, 0);
  3406. }
  3407. if (NULL == m_mirrorTexture)
  3408. {
  3409. ovrMirrorTextureDesc mirrorDesc = {};
  3410. mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3411. mirrorDesc.Width = _mirrorWidth;
  3412. mirrorDesc.Height = _mirrorHeight;
  3413. ovrResult result = ovr_CreateMirrorTextureDX(m_session, device, &mirrorDesc, &m_mirrorTexture);
  3414. BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
  3415. BX_UNUSED(result);
  3416. }
  3417. return true;
  3418. }
  3419. void VRImplOVRD3D11::destroySwapChain()
  3420. {
  3421. if (NULL != m_textureSwapChain)
  3422. {
  3423. BX_CHECK(m_session, "VRSWapChain destroyed without valid OVR session");
  3424. ovr_DestroyTextureSwapChain(m_session, m_textureSwapChain);
  3425. m_textureSwapChain = NULL;
  3426. }
  3427. for (int ii = 0, nn = BX_COUNTOF(m_eyeRtv); ii < nn; ++ii)
  3428. {
  3429. DX_RELEASE(m_eyeRtv[ii], 0);
  3430. }
  3431. DX_RELEASE(m_msaaRtv, 0);
  3432. DX_RELEASE(m_msaaTexture, 0);
  3433. DX_RELEASE(m_depthBuffer, 0);
  3434. destroyMirror();
  3435. }
  3436. void VRImplOVRD3D11::destroyMirror()
  3437. {
  3438. if (NULL != m_mirrorTexture)
  3439. {
  3440. ovr_DestroyMirrorTexture(m_session, m_mirrorTexture);
  3441. m_mirrorTexture = NULL;
  3442. }
  3443. }
  3444. void VRImplOVRD3D11::makeRenderTargetActive(const VRDesc& /*_desc*/)
  3445. {
  3446. if (NULL != m_msaaRtv)
  3447. {
  3448. s_renderD3D11->m_currentColor = m_msaaRtv;
  3449. }
  3450. else
  3451. {
  3452. int index;
  3453. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3454. s_renderD3D11->m_currentColor = m_eyeRtv[index];
  3455. }
  3456. s_renderD3D11->m_currentDepthStencil = m_depthBuffer;
  3457. }
  3458. bool VRImplOVRD3D11::submitSwapChain(const VRDesc& /* _desc */)
  3459. {
  3460. BX_CHECK(NULL != m_session, "No session in VRImplOVRD3D11::submitSwapChain. Usage error");
  3461. BX_CHECK(NULL != m_textureSwapChain, "VRImplOVRD3D11 submitted without a valid swap chain");
  3462. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3463. int index;
  3464. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3465. ID3D11Texture2D* eyeTexture;
  3466. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, index, IID_PPV_ARGS(&eyeTexture));
  3467. // resolve MSAA
  3468. if (NULL != m_msaaRtv)
  3469. {
  3470. deviceCtx->ResolveSubresource(eyeTexture, 0, m_msaaTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
  3471. }
  3472. ovrResult result = ovr_CommitTextureSwapChain(m_session, m_textureSwapChain);
  3473. if (!OVR_SUCCESS(result) )
  3474. {
  3475. return false;
  3476. DX_RELEASE(eyeTexture, 1);
  3477. }
  3478. ovrLayerHeader* layerList = &m_renderLayer.Header;
  3479. result = ovr_SubmitFrame(m_session, 0, NULL, &layerList, 1);
  3480. if (!OVR_SUCCESS(result) )
  3481. {
  3482. DX_RELEASE(eyeTexture, 1);
  3483. return false;
  3484. }
  3485. if (result != ovrSuccess_NotVisible && NULL != m_mirrorTexture)
  3486. {
  3487. IDXGISwapChain* swapChain = s_renderD3D11->m_swapChain;
  3488. ID3D11Texture2D* tex = NULL;
  3489. ovr_GetMirrorTextureBufferDX(m_session, m_mirrorTexture, IID_PPV_ARGS(&tex));
  3490. ID3D11Texture2D* backBuffer;
  3491. DX_CHECK(swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)));
  3492. deviceCtx->CopyResource(backBuffer, tex);
  3493. DX_CHECK(swapChain->Present(0, 0));
  3494. DX_RELEASE(tex, 1);
  3495. DX_RELEASE(backBuffer, 0);
  3496. }
  3497. DX_RELEASE(eyeTexture, 1);
  3498. return true;
  3499. }
  3500. #endif // BGFX_CONFIG_USE_OVR
  3501. struct UavFormat
  3502. {
  3503. DXGI_FORMAT format[3];
  3504. uint32_t stride;
  3505. };
  3506. static const UavFormat s_uavFormat[] =
  3507. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3508. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3509. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3510. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3511. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3512. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3513. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3514. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3515. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3516. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3517. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3518. };
  3519. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3520. {
  3521. m_uav = NULL;
  3522. m_size = _size;
  3523. m_flags = _flags;
  3524. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3525. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3526. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3527. m_dynamic = NULL == _data && !needUav;
  3528. D3D11_BUFFER_DESC desc;
  3529. desc.ByteWidth = _size;
  3530. desc.BindFlags = 0
  3531. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3532. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3533. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3534. ;
  3535. desc.MiscFlags = 0
  3536. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3537. ;
  3538. desc.StructureByteStride = 0;
  3539. DXGI_FORMAT format;
  3540. uint32_t stride;
  3541. if (drawIndirect)
  3542. {
  3543. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3544. stride = 16;
  3545. }
  3546. else
  3547. {
  3548. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3549. if (0 == uavFormat)
  3550. {
  3551. if (_vertex)
  3552. {
  3553. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3554. stride = 16;
  3555. }
  3556. else
  3557. {
  3558. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3559. {
  3560. format = DXGI_FORMAT_R16_UINT;
  3561. stride = 2;
  3562. }
  3563. else
  3564. {
  3565. format = DXGI_FORMAT_R32_UINT;
  3566. stride = 4;
  3567. }
  3568. }
  3569. }
  3570. else
  3571. {
  3572. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3573. format = s_uavFormat[uavFormat].format[uavType];
  3574. stride = s_uavFormat[uavFormat].stride;
  3575. }
  3576. }
  3577. ID3D11Device* device = s_renderD3D11->m_device;
  3578. D3D11_SUBRESOURCE_DATA srd;
  3579. srd.pSysMem = _data;
  3580. srd.SysMemPitch = 0;
  3581. srd.SysMemSlicePitch = 0;
  3582. if (needUav)
  3583. {
  3584. desc.Usage = D3D11_USAGE_DEFAULT;
  3585. desc.CPUAccessFlags = 0;
  3586. desc.StructureByteStride = _stride;
  3587. DX_CHECK(device->CreateBuffer(&desc
  3588. , NULL == _data ? NULL : &srd
  3589. , &m_ptr
  3590. ) );
  3591. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3592. uavd.Format = format;
  3593. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3594. uavd.Buffer.FirstElement = 0;
  3595. uavd.Buffer.NumElements = m_size / stride;
  3596. uavd.Buffer.Flags = 0;
  3597. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3598. , &uavd
  3599. , &m_uav
  3600. ) );
  3601. }
  3602. else if (m_dynamic)
  3603. {
  3604. #if USE_D3D11_STAGING_BUFFER
  3605. desc.Usage = D3D11_USAGE_DEFAULT;
  3606. desc.CPUAccessFlags = 0;
  3607. DX_CHECK(device->CreateBuffer(&desc
  3608. , NULL
  3609. , &m_ptr
  3610. ) );
  3611. desc.BindFlags = 0;
  3612. desc.Usage = D3D11_USAGE_STAGING;
  3613. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3614. DX_CHECK(device->CreateBuffer(&desc
  3615. , NULL
  3616. , &m_staging
  3617. ) );
  3618. #else
  3619. desc.Usage = D3D11_USAGE_DYNAMIC;
  3620. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3621. DX_CHECK(device->CreateBuffer(&desc
  3622. , NULL
  3623. , &m_ptr
  3624. ) );
  3625. #endif // USE_D3D11_STAGING_BUFFER
  3626. }
  3627. else
  3628. {
  3629. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3630. desc.CPUAccessFlags = 0;
  3631. DX_CHECK(device->CreateBuffer(&desc
  3632. , &srd
  3633. , &m_ptr
  3634. ) );
  3635. }
  3636. if (needSrv)
  3637. {
  3638. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3639. srvd.Format = format;
  3640. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3641. srvd.Buffer.FirstElement = 0;
  3642. srvd.Buffer.NumElements = m_size / stride;
  3643. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3644. , &srvd
  3645. , &m_srv
  3646. ) );
  3647. }
  3648. }
  3649. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3650. {
  3651. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3652. BX_CHECK(m_dynamic, "Must be dynamic!");
  3653. #if USE_D3D11_STAGING_BUFFER
  3654. BX_UNUSED(_discard);
  3655. D3D11_MAPPED_SUBRESOURCE mapped;
  3656. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3657. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3658. deviceCtx->Unmap(m_staging, 0);
  3659. D3D11_BOX box;
  3660. box.left = _offset;
  3661. box.top = 0;
  3662. box.front = 0;
  3663. box.right = _offset + _size;
  3664. box.bottom = 1;
  3665. box.back = 1;
  3666. deviceCtx->CopySubresourceRegion(m_ptr
  3667. , 0
  3668. , _offset
  3669. , 0
  3670. , 0
  3671. , m_staging
  3672. , 0
  3673. , &box
  3674. );
  3675. #else
  3676. if (_discard)
  3677. {
  3678. D3D11_MAPPED_SUBRESOURCE mapped;
  3679. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3680. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3681. deviceCtx->Unmap(m_ptr, 0);
  3682. }
  3683. else
  3684. {
  3685. D3D11_BUFFER_DESC desc;
  3686. desc.ByteWidth = _size;
  3687. desc.Usage = D3D11_USAGE_STAGING;
  3688. desc.BindFlags = 0;
  3689. desc.MiscFlags = 0;
  3690. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3691. desc.StructureByteStride = 0;
  3692. D3D11_SUBRESOURCE_DATA srd;
  3693. srd.pSysMem = _data;
  3694. srd.SysMemPitch = 0;
  3695. srd.SysMemSlicePitch = 0;
  3696. D3D11_BOX srcBox;
  3697. srcBox.left = 0;
  3698. srcBox.top = 0;
  3699. srcBox.front = 0;
  3700. srcBox.right = _size;
  3701. srcBox.bottom = 1;
  3702. srcBox.back = 1;
  3703. ID3D11Device* device = s_renderD3D11->m_device;
  3704. ID3D11Buffer* ptr;
  3705. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3706. deviceCtx->CopySubresourceRegion(m_ptr
  3707. , 0
  3708. , _offset
  3709. , 0
  3710. , 0
  3711. , ptr
  3712. , 0
  3713. , &srcBox
  3714. );
  3715. DX_RELEASE(ptr, 0);
  3716. }
  3717. #endif // 0
  3718. }
  3719. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3720. {
  3721. m_decl = _declHandle;
  3722. uint16_t stride = isValid(_declHandle)
  3723. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3724. : 0
  3725. ;
  3726. BufferD3D11::create(_size, _data, _flags, stride, true);
  3727. }
  3728. static bool hasDepthOp(const void* _code, uint32_t _size)
  3729. {
  3730. bx::MemoryReader rd(_code, _size);
  3731. bx::Error err;
  3732. DxbcContext dxbc;
  3733. read(&rd, dxbc, &err);
  3734. struct FindDepthOp
  3735. {
  3736. FindDepthOp()
  3737. : m_found(false)
  3738. {
  3739. }
  3740. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3741. {
  3742. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3743. if (_instruction.opcode == DxbcOpcode::DISCARD
  3744. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3745. {
  3746. out.m_found = true;
  3747. return false;
  3748. }
  3749. return true;
  3750. }
  3751. bool m_found;
  3752. } find;
  3753. parse(dxbc.shader, FindDepthOp::find, &find);
  3754. return find.m_found;
  3755. }
  3756. void ShaderD3D11::create(const Memory* _mem)
  3757. {
  3758. bx::MemoryReader reader(_mem->data, _mem->size);
  3759. uint32_t magic;
  3760. bx::read(&reader, magic);
  3761. switch (magic)
  3762. {
  3763. case BGFX_CHUNK_MAGIC_CSH:
  3764. case BGFX_CHUNK_MAGIC_FSH:
  3765. case BGFX_CHUNK_MAGIC_VSH:
  3766. break;
  3767. default:
  3768. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3769. break;
  3770. }
  3771. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3772. uint32_t iohash;
  3773. bx::read(&reader, iohash);
  3774. uint16_t count;
  3775. bx::read(&reader, count);
  3776. m_numPredefined = 0;
  3777. m_numUniforms = count;
  3778. BX_TRACE("%s Shader consts %d"
  3779. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3780. , count
  3781. );
  3782. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3783. if (0 < count)
  3784. {
  3785. for (uint32_t ii = 0; ii < count; ++ii)
  3786. {
  3787. uint8_t nameSize = 0;
  3788. bx::read(&reader, nameSize);
  3789. char name[256] = { '\0' };
  3790. bx::read(&reader, &name, nameSize);
  3791. name[nameSize] = '\0';
  3792. uint8_t type = 0;
  3793. bx::read(&reader, type);
  3794. uint8_t num = 0;
  3795. bx::read(&reader, num);
  3796. uint16_t regIndex = 0;
  3797. bx::read(&reader, regIndex);
  3798. uint16_t regCount = 0;
  3799. bx::read(&reader, regCount);
  3800. const char* kind = "invalid";
  3801. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3802. if (PredefinedUniform::Count != predefined)
  3803. {
  3804. kind = "predefined";
  3805. m_predefined[m_numPredefined].m_loc = regIndex;
  3806. m_predefined[m_numPredefined].m_count = regCount;
  3807. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3808. m_numPredefined++;
  3809. }
  3810. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3811. {
  3812. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3813. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3814. if (NULL != info)
  3815. {
  3816. if (NULL == m_constantBuffer)
  3817. {
  3818. m_constantBuffer = UniformBuffer::create(1024);
  3819. }
  3820. kind = "user";
  3821. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3822. }
  3823. }
  3824. else
  3825. {
  3826. kind = "sampler";
  3827. }
  3828. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3829. , kind
  3830. , name
  3831. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3832. , num
  3833. , regIndex
  3834. , regCount
  3835. );
  3836. BX_UNUSED(kind);
  3837. }
  3838. if (NULL != m_constantBuffer)
  3839. {
  3840. m_constantBuffer->finish();
  3841. }
  3842. }
  3843. uint32_t shaderSize;
  3844. bx::read(&reader, shaderSize);
  3845. const void* code = reader.getDataPtr();
  3846. bx::skip(&reader, shaderSize+1);
  3847. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3848. {
  3849. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3850. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3851. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3852. }
  3853. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3854. {
  3855. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3856. m_code = copy(code, shaderSize);
  3857. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3858. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3859. }
  3860. else
  3861. {
  3862. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3863. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3864. }
  3865. uint8_t numAttrs = 0;
  3866. bx::read(&reader, numAttrs);
  3867. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3868. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3869. {
  3870. uint16_t id;
  3871. bx::read(&reader, id);
  3872. Attrib::Enum attr = idToAttrib(id);
  3873. if (Attrib::Count != attr)
  3874. {
  3875. m_attrMask[attr] = UINT16_MAX;
  3876. }
  3877. }
  3878. uint16_t size;
  3879. bx::read(&reader, size);
  3880. if (0 < size)
  3881. {
  3882. D3D11_BUFFER_DESC desc;
  3883. desc.ByteWidth = (size + 0xf) & ~0xf;
  3884. desc.Usage = D3D11_USAGE_DEFAULT;
  3885. desc.CPUAccessFlags = 0;
  3886. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3887. desc.MiscFlags = 0;
  3888. desc.StructureByteStride = 0;
  3889. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3890. }
  3891. }
  3892. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3893. {
  3894. bimg::ImageContainer imageContainer;
  3895. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3896. {
  3897. uint8_t numMips = imageContainer.m_numMips;
  3898. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3899. numMips -= startLod;
  3900. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3901. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3902. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3903. const uint16_t numLayers = imageContainer.m_numLayers;
  3904. m_flags = _flags;
  3905. m_width = textureWidth;
  3906. m_height = textureHeight;
  3907. m_depth = imageContainer.m_depth;
  3908. m_requestedFormat = uint8_t(imageContainer.m_format);
  3909. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3910. const bool convert = m_textureFormat != m_requestedFormat;
  3911. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3912. if (imageContainer.m_cubeMap)
  3913. {
  3914. m_type = TextureCube;
  3915. }
  3916. else if (imageContainer.m_depth > 1)
  3917. {
  3918. m_type = Texture3D;
  3919. }
  3920. else
  3921. {
  3922. m_type = Texture2D;
  3923. }
  3924. m_numMips = numMips;
  3925. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3926. const uint32_t numSrd = numSides * numMips;
  3927. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3928. uint32_t kk = 0;
  3929. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3930. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3931. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3932. , getHandle()
  3933. , getName( (TextureFormat::Enum)m_textureFormat)
  3934. , getName( (TextureFormat::Enum)m_requestedFormat)
  3935. , numLayers
  3936. , textureWidth
  3937. , textureHeight
  3938. , imageContainer.m_cubeMap ? "x6" : ""
  3939. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3940. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3941. );
  3942. for (uint16_t side = 0; side < numSides; ++side)
  3943. {
  3944. uint32_t width = textureWidth;
  3945. uint32_t height = textureHeight;
  3946. uint32_t depth = imageContainer.m_depth;
  3947. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3948. {
  3949. width = bx::uint32_max(1, width);
  3950. height = bx::uint32_max(1, height);
  3951. depth = bx::uint32_max(1, depth);
  3952. bimg::ImageMip mip;
  3953. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3954. {
  3955. srd[kk].pSysMem = mip.m_data;
  3956. if (convert)
  3957. {
  3958. uint32_t srcpitch = mip.m_width*bpp/8;
  3959. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3960. bimg::imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3961. srd[kk].pSysMem = temp;
  3962. srd[kk].SysMemPitch = srcpitch;
  3963. }
  3964. else if (compressed)
  3965. {
  3966. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3967. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3968. }
  3969. else
  3970. {
  3971. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3972. }
  3973. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3974. ++kk;
  3975. }
  3976. width >>= 1;
  3977. height >>= 1;
  3978. depth >>= 1;
  3979. }
  3980. }
  3981. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3982. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3983. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3984. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  3985. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3986. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3987. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3988. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3989. const bool msaaSample = true
  3990. && 1 < msaa.Count
  3991. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3992. && !writeOnly
  3993. ;
  3994. const bool needResolve = true
  3995. && 1 < msaa.Count
  3996. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3997. && !writeOnly
  3998. ;
  3999. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  4000. bx::memSet(&srvd, 0, sizeof(srvd) );
  4001. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  4002. if (swizzle)
  4003. {
  4004. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  4005. srvd.Format = format;
  4006. }
  4007. else if (srgb)
  4008. {
  4009. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  4010. srvd.Format = format;
  4011. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  4012. }
  4013. if (format == DXGI_FORMAT_UNKNOWN)
  4014. {
  4015. // not swizzled and not sRGB, or sRGB unsupported
  4016. format = s_textureFormat[m_textureFormat].m_fmt;
  4017. srvd.Format = getSrvFormat();
  4018. }
  4019. switch (m_type)
  4020. {
  4021. case Texture2D:
  4022. case TextureCube:
  4023. {
  4024. D3D11_TEXTURE2D_DESC desc;
  4025. desc.Width = textureWidth;
  4026. desc.Height = textureHeight;
  4027. desc.MipLevels = numMips;
  4028. desc.ArraySize = numSides;
  4029. desc.Format = format;
  4030. desc.SampleDesc = msaa;
  4031. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4032. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  4033. desc.CPUAccessFlags = 0;
  4034. desc.MiscFlags = 0;
  4035. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4036. {
  4037. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  4038. desc.Usage = D3D11_USAGE_DEFAULT;
  4039. }
  4040. else if (renderTarget)
  4041. {
  4042. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4043. desc.Usage = D3D11_USAGE_DEFAULT;
  4044. desc.MiscFlags |= 0
  4045. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4046. ;
  4047. }
  4048. if (computeWrite)
  4049. {
  4050. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4051. desc.Usage = D3D11_USAGE_DEFAULT;
  4052. }
  4053. if (readBack)
  4054. {
  4055. desc.BindFlags = 0;
  4056. desc.Usage = D3D11_USAGE_STAGING;
  4057. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4058. }
  4059. if (imageContainer.m_cubeMap)
  4060. {
  4061. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  4062. if (1 < numLayers)
  4063. {
  4064. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  4065. srvd.TextureCubeArray.MipLevels = numMips;
  4066. srvd.TextureCubeArray.NumCubes = numLayers;
  4067. }
  4068. else
  4069. {
  4070. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  4071. srvd.TextureCube.MipLevels = numMips;
  4072. }
  4073. }
  4074. else
  4075. {
  4076. if (msaaSample)
  4077. {
  4078. if (1 < numLayers)
  4079. {
  4080. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  4081. srvd.Texture2DMSArray.ArraySize = numLayers;
  4082. }
  4083. else
  4084. {
  4085. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  4086. }
  4087. }
  4088. else
  4089. {
  4090. if (1 < numLayers)
  4091. {
  4092. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  4093. srvd.Texture2DArray.MipLevels = numMips;
  4094. srvd.Texture2DArray.ArraySize = numLayers;
  4095. }
  4096. else
  4097. {
  4098. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  4099. srvd.Texture2D.MipLevels = numMips;
  4100. }
  4101. }
  4102. }
  4103. if (needResolve)
  4104. {
  4105. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  4106. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  4107. desc.SampleDesc = s_msaa[0];
  4108. }
  4109. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  4110. }
  4111. break;
  4112. case Texture3D:
  4113. {
  4114. D3D11_TEXTURE3D_DESC desc;
  4115. desc.Width = textureWidth;
  4116. desc.Height = textureHeight;
  4117. desc.Depth = imageContainer.m_depth;
  4118. desc.MipLevels = imageContainer.m_numMips;
  4119. desc.Format = format;
  4120. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4121. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  4122. desc.CPUAccessFlags = 0;
  4123. desc.MiscFlags = 0;
  4124. if (renderTarget)
  4125. {
  4126. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4127. desc.Usage = D3D11_USAGE_DEFAULT;
  4128. desc.MiscFlags |= 0
  4129. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4130. ;
  4131. }
  4132. if (computeWrite)
  4133. {
  4134. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4135. desc.Usage = D3D11_USAGE_DEFAULT;
  4136. }
  4137. if (readBack)
  4138. {
  4139. desc.BindFlags = 0;
  4140. desc.Usage = D3D11_USAGE_STAGING;
  4141. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4142. }
  4143. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  4144. srvd.Texture3D.MipLevels = numMips;
  4145. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  4146. }
  4147. break;
  4148. }
  4149. if (!writeOnly)
  4150. {
  4151. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  4152. }
  4153. if (computeWrite)
  4154. {
  4155. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  4156. }
  4157. if (convert
  4158. && 0 != kk)
  4159. {
  4160. kk = 0;
  4161. for (uint16_t side = 0; side < numSides; ++side)
  4162. {
  4163. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4164. {
  4165. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  4166. ++kk;
  4167. }
  4168. }
  4169. }
  4170. }
  4171. }
  4172. void TextureD3D11::destroy()
  4173. {
  4174. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  4175. DX_RELEASE(m_rt, 0);
  4176. DX_RELEASE(m_srv, 0);
  4177. DX_RELEASE(m_uav, 0);
  4178. if (0 == (m_flags & BGFX_TEXTURE_INTERNAL_SHARED) )
  4179. {
  4180. DX_RELEASE(m_ptr, 0);
  4181. }
  4182. }
  4183. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  4184. {
  4185. destroy();
  4186. m_flags |= BGFX_TEXTURE_INTERNAL_SHARED;
  4187. m_ptr = (ID3D11Resource*)_ptr;
  4188. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  4189. }
  4190. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4191. {
  4192. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4193. D3D11_BOX box;
  4194. box.left = _rect.m_x;
  4195. box.top = _rect.m_y;
  4196. box.right = box.left + _rect.m_width;
  4197. box.bottom = box.top + _rect.m_height;
  4198. uint32_t layer = 0;
  4199. if (TextureD3D11::Texture3D == m_type)
  4200. {
  4201. box.front = _z;
  4202. box.back = box.front + _depth;
  4203. }
  4204. else
  4205. {
  4206. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4207. box.front = 0;
  4208. box.back = 1;
  4209. }
  4210. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4211. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4212. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4213. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4214. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4215. const bool convert = m_textureFormat != m_requestedFormat;
  4216. uint8_t* data = _mem->data;
  4217. uint8_t* temp = NULL;
  4218. if (convert)
  4219. {
  4220. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4221. bimg::imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  4222. data = temp;
  4223. }
  4224. deviceCtx->UpdateSubresource(
  4225. m_ptr
  4226. , subres
  4227. , &box
  4228. , data
  4229. , srcpitch
  4230. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  4231. );
  4232. if (NULL != temp)
  4233. {
  4234. BX_FREE(g_allocator, temp);
  4235. }
  4236. }
  4237. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4238. {
  4239. TextureStage& ts = s_renderD3D11->m_textureStage;
  4240. ts.m_srv[_stage] = m_srv;
  4241. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  4242. ? _flags
  4243. : m_flags
  4244. ;
  4245. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  4246. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  4247. , _palette[index])
  4248. ;
  4249. }
  4250. void TextureD3D11::resolve() const
  4251. {
  4252. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4253. const bool needResolve = NULL != m_rt;
  4254. if (needResolve)
  4255. {
  4256. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  4257. }
  4258. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4259. if (renderTarget
  4260. && 1 < m_numMips)
  4261. {
  4262. deviceCtx->GenerateMips(m_srv);
  4263. }
  4264. }
  4265. TextureHandle TextureD3D11::getHandle() const
  4266. {
  4267. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4268. return handle;
  4269. }
  4270. DXGI_FORMAT TextureD3D11::getSrvFormat() const
  4271. {
  4272. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4273. {
  4274. return s_textureFormat[m_textureFormat].m_fmtSrv;
  4275. }
  4276. return 0 != (m_flags&BGFX_TEXTURE_SRGB)
  4277. ? s_textureFormat[m_textureFormat].m_fmtSrgb
  4278. : s_textureFormat[m_textureFormat].m_fmt
  4279. ;
  4280. }
  4281. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4282. {
  4283. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4284. {
  4285. m_rtv[ii] = NULL;
  4286. }
  4287. m_dsv = NULL;
  4288. m_swapChain = NULL;
  4289. m_denseIdx = UINT16_MAX;
  4290. m_numTh = _num;
  4291. m_needPresent = false;
  4292. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4293. postReset();
  4294. }
  4295. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4296. {
  4297. DXGI_SWAP_CHAIN_DESC scd;
  4298. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4299. scd.BufferDesc.Width = _width;
  4300. scd.BufferDesc.Height = _height;
  4301. scd.OutputWindow = (HWND)_nwh;
  4302. ID3D11Device* device = s_renderD3D11->m_device;
  4303. HRESULT hr;
  4304. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  4305. , &scd
  4306. , &m_swapChain
  4307. );
  4308. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4309. ID3D11Resource* ptr;
  4310. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4311. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4312. DX_RELEASE(ptr, 0);
  4313. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  4314. ? s_textureFormat[_depthFormat].m_fmtDsv
  4315. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4316. ;
  4317. D3D11_TEXTURE2D_DESC dsd;
  4318. dsd.Width = scd.BufferDesc.Width;
  4319. dsd.Height = scd.BufferDesc.Height;
  4320. dsd.MipLevels = 1;
  4321. dsd.ArraySize = 1;
  4322. dsd.Format = fmtDsv;
  4323. dsd.SampleDesc = scd.SampleDesc;
  4324. dsd.Usage = D3D11_USAGE_DEFAULT;
  4325. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4326. dsd.CPUAccessFlags = 0;
  4327. dsd.MiscFlags = 0;
  4328. ID3D11Texture2D* depthStencil;
  4329. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4330. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4331. DX_RELEASE(depthStencil, 0);
  4332. m_srv[0] = NULL;
  4333. m_denseIdx = _denseIdx;
  4334. m_num = 1;
  4335. }
  4336. uint16_t FrameBufferD3D11::destroy()
  4337. {
  4338. preReset(true);
  4339. DX_RELEASE(m_swapChain, 0);
  4340. m_num = 0;
  4341. m_numTh = 0;
  4342. m_needPresent = false;
  4343. uint16_t denseIdx = m_denseIdx;
  4344. m_denseIdx = UINT16_MAX;
  4345. return denseIdx;
  4346. }
  4347. void FrameBufferD3D11::preReset(bool _force)
  4348. {
  4349. if (0 < m_numTh
  4350. || _force)
  4351. {
  4352. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4353. {
  4354. DX_RELEASE(m_srv[ii], 0);
  4355. DX_RELEASE(m_rtv[ii], 0);
  4356. }
  4357. DX_RELEASE(m_dsv, 0);
  4358. }
  4359. }
  4360. void FrameBufferD3D11::postReset()
  4361. {
  4362. m_width = 0;
  4363. m_height = 0;
  4364. if (0 < m_numTh)
  4365. {
  4366. m_num = 0;
  4367. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4368. {
  4369. TextureHandle handle = m_attachment[ii].handle;
  4370. if (isValid(handle) )
  4371. {
  4372. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4373. if (0 == m_width)
  4374. {
  4375. switch (texture.m_type)
  4376. {
  4377. case TextureD3D11::Texture2D:
  4378. case TextureD3D11::TextureCube:
  4379. {
  4380. D3D11_TEXTURE2D_DESC desc;
  4381. texture.m_texture2d->GetDesc(&desc);
  4382. m_width = desc.Width;
  4383. m_height = desc.Height;
  4384. }
  4385. break;
  4386. case TextureD3D11::Texture3D:
  4387. {
  4388. D3D11_TEXTURE3D_DESC desc;
  4389. texture.m_texture3d->GetDesc(&desc);
  4390. m_width = desc.Width;
  4391. m_height = desc.Height;
  4392. }
  4393. break;
  4394. }
  4395. }
  4396. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4397. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4398. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4399. {
  4400. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4401. switch (texture.m_type)
  4402. {
  4403. default:
  4404. case TextureD3D11::Texture2D:
  4405. {
  4406. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4407. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4408. dsvDesc.ViewDimension = 1 < msaa.Count
  4409. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4410. : D3D11_DSV_DIMENSION_TEXTURE2D
  4411. ;
  4412. dsvDesc.Flags = 0;
  4413. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4414. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4415. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4416. , &dsvDesc
  4417. , &m_dsv
  4418. ) );
  4419. }
  4420. break;
  4421. case TextureD3D11::TextureCube:
  4422. {
  4423. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4424. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4425. if (1 < msaa.Count)
  4426. {
  4427. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4428. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4429. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4430. }
  4431. else
  4432. {
  4433. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4434. dsvDesc.Texture2DArray.ArraySize = 1;
  4435. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4436. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4437. }
  4438. dsvDesc.Flags = 0;
  4439. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4440. }
  4441. break;
  4442. }
  4443. }
  4444. else
  4445. {
  4446. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4447. desc.Format = texture.getSrvFormat();
  4448. switch (texture.m_type)
  4449. {
  4450. default:
  4451. case TextureD3D11::Texture2D:
  4452. if (1 < msaa.Count)
  4453. {
  4454. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4455. }
  4456. else
  4457. {
  4458. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4459. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4460. }
  4461. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4462. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4463. , &desc
  4464. , &m_rtv[m_num]
  4465. ) );
  4466. break;
  4467. case TextureD3D11::TextureCube:
  4468. if (1 < msaa.Count)
  4469. {
  4470. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4471. desc.Texture2DMSArray.ArraySize = 1;
  4472. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4473. }
  4474. else
  4475. {
  4476. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4477. desc.Texture2DArray.ArraySize = 1;
  4478. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4479. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4480. }
  4481. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4482. break;
  4483. case TextureD3D11::Texture3D:
  4484. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4485. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4486. desc.Texture3D.WSize = 1;
  4487. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4488. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4489. break;
  4490. }
  4491. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4492. m_num++;
  4493. }
  4494. }
  4495. }
  4496. }
  4497. }
  4498. void FrameBufferD3D11::resolve()
  4499. {
  4500. if (0 < m_numTh)
  4501. {
  4502. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4503. {
  4504. TextureHandle handle = m_attachment[ii].handle;
  4505. if (isValid(handle) )
  4506. {
  4507. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4508. texture.resolve();
  4509. }
  4510. }
  4511. }
  4512. }
  4513. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4514. {
  4515. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4516. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4517. {
  4518. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4519. {
  4520. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4521. {
  4522. uint8_t index = _clear.m_index[ii];
  4523. if (NULL != m_rtv[ii]
  4524. && UINT8_MAX != index)
  4525. {
  4526. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4527. }
  4528. }
  4529. }
  4530. else
  4531. {
  4532. float frgba[4] =
  4533. {
  4534. _clear.m_index[0]*1.0f/255.0f,
  4535. _clear.m_index[1]*1.0f/255.0f,
  4536. _clear.m_index[2]*1.0f/255.0f,
  4537. _clear.m_index[3]*1.0f/255.0f,
  4538. };
  4539. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4540. {
  4541. if (NULL != m_rtv[ii])
  4542. {
  4543. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4544. }
  4545. }
  4546. }
  4547. }
  4548. if (NULL != m_dsv
  4549. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4550. {
  4551. DWORD flags = 0;
  4552. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4553. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4554. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4555. }
  4556. }
  4557. void FrameBufferD3D11::set()
  4558. {
  4559. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4560. m_needPresent = UINT16_MAX != m_denseIdx;
  4561. s_renderD3D11->m_currentColor = m_rtv[0];
  4562. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4563. }
  4564. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4565. {
  4566. if (m_needPresent)
  4567. {
  4568. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4569. hr = !isLost(hr) ? S_OK : hr;
  4570. m_needPresent = false;
  4571. return hr;
  4572. }
  4573. return S_OK;
  4574. }
  4575. void TimerQueryD3D11::postReset()
  4576. {
  4577. ID3D11Device* device = s_renderD3D11->m_device;
  4578. D3D11_QUERY_DESC qd;
  4579. qd.MiscFlags = 0;
  4580. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4581. {
  4582. Query& query = m_query[ii];
  4583. query.m_ready = false;
  4584. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4585. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4586. qd.Query = D3D11_QUERY_TIMESTAMP;
  4587. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4588. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4589. }
  4590. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4591. {
  4592. Result& result = m_result[ii];
  4593. result.reset();
  4594. }
  4595. m_control.reset();
  4596. }
  4597. void TimerQueryD3D11::preReset()
  4598. {
  4599. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4600. {
  4601. Query& query = m_query[ii];
  4602. DX_RELEASE(query.m_disjoint, 0);
  4603. DX_RELEASE(query.m_begin, 0);
  4604. DX_RELEASE(query.m_end, 0);
  4605. }
  4606. }
  4607. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx)
  4608. {
  4609. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4610. while (0 == m_control.reserve(1) )
  4611. {
  4612. update();
  4613. }
  4614. Result& result = m_result[_resultIdx];
  4615. ++result.m_pending;
  4616. const uint32_t idx = m_control.m_current;
  4617. Query& query = m_query[idx];
  4618. query.m_resultIdx = _resultIdx;
  4619. query.m_ready = false;
  4620. deviceCtx->Begin(query.m_disjoint);
  4621. deviceCtx->End(query.m_begin);
  4622. m_control.commit(1);
  4623. return idx;
  4624. }
  4625. void TimerQueryD3D11::end(uint32_t _idx)
  4626. {
  4627. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4628. Query& query = m_query[_idx];
  4629. query.m_ready = true;
  4630. deviceCtx->End(query.m_end);
  4631. deviceCtx->End(query.m_disjoint);
  4632. while (update() )
  4633. {
  4634. }
  4635. }
  4636. bool TimerQueryD3D11::update()
  4637. {
  4638. if (0 != m_control.available() )
  4639. {
  4640. Query& query = m_query[m_control.m_read];
  4641. if (!query.m_ready)
  4642. {
  4643. return false;
  4644. }
  4645. uint64_t timeEnd;
  4646. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4647. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4648. if (S_OK == hr
  4649. || isLost(hr) )
  4650. {
  4651. m_control.consume(1);
  4652. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4653. {
  4654. UINT64 Frequency;
  4655. BOOL Disjoint;
  4656. };
  4657. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4658. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4659. uint64_t timeBegin;
  4660. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4661. Result& result = m_result[query.m_resultIdx];
  4662. --result.m_pending;
  4663. result.m_frequency = disjoint.Frequency;
  4664. result.m_begin = timeBegin;
  4665. result.m_end = timeEnd;
  4666. return true;
  4667. }
  4668. }
  4669. return false;
  4670. }
  4671. void OcclusionQueryD3D11::postReset()
  4672. {
  4673. ID3D11Device* device = s_renderD3D11->m_device;
  4674. D3D11_QUERY_DESC desc;
  4675. desc.Query = D3D11_QUERY_OCCLUSION;
  4676. desc.MiscFlags = 0;
  4677. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4678. {
  4679. Query& query = m_query[ii];
  4680. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4681. }
  4682. }
  4683. void OcclusionQueryD3D11::preReset()
  4684. {
  4685. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4686. {
  4687. Query& query = m_query[ii];
  4688. DX_RELEASE(query.m_ptr, 0);
  4689. }
  4690. }
  4691. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4692. {
  4693. while (0 == m_control.reserve(1) )
  4694. {
  4695. resolve(_render, true);
  4696. }
  4697. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4698. Query& query = m_query[m_control.m_current];
  4699. deviceCtx->Begin(query.m_ptr);
  4700. query.m_handle = _handle;
  4701. }
  4702. void OcclusionQueryD3D11::end()
  4703. {
  4704. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4705. Query& query = m_query[m_control.m_current];
  4706. deviceCtx->End(query.m_ptr);
  4707. m_control.commit(1);
  4708. }
  4709. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4710. {
  4711. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4712. while (0 != m_control.available() )
  4713. {
  4714. Query& query = m_query[m_control.m_read];
  4715. if (isValid(query.m_handle) )
  4716. {
  4717. uint64_t result = 0;
  4718. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4719. if (S_FALSE == hr)
  4720. {
  4721. break;
  4722. }
  4723. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4724. }
  4725. m_control.consume(1);
  4726. }
  4727. }
  4728. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4729. {
  4730. const uint32_t size = m_control.m_size;
  4731. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4732. {
  4733. Query& query = m_query[(m_control.m_read + ii) % size];
  4734. if (query.m_handle.idx == _handle.idx)
  4735. {
  4736. query.m_handle.idx = bgfx::kInvalidHandle;
  4737. }
  4738. }
  4739. }
  4740. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4741. {
  4742. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4743. while (_bs.hasItem(_view) )
  4744. {
  4745. const BlitItem& blit = _bs.advance();
  4746. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4747. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4748. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4749. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4750. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4751. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4752. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4753. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4754. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4755. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4756. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4757. if (TextureD3D11::Texture3D == src.m_type)
  4758. {
  4759. D3D11_BOX box;
  4760. box.left = blit.m_srcX;
  4761. box.top = blit.m_srcY;
  4762. box.front = blit.m_srcZ;
  4763. box.right = blit.m_srcX + width;
  4764. box.bottom = blit.m_srcY + height;;
  4765. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4766. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4767. , blit.m_dstMip
  4768. , blit.m_dstX
  4769. , blit.m_dstY
  4770. , blit.m_dstZ
  4771. , src.m_ptr
  4772. , blit.m_srcMip
  4773. , &box
  4774. );
  4775. }
  4776. else
  4777. {
  4778. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4779. BX_CHECK(!depthStencil
  4780. || (width == src.m_width && height == src.m_height)
  4781. , "When blitting depthstencil surface, source resolution must match destination."
  4782. );
  4783. D3D11_BOX box;
  4784. box.left = blit.m_srcX;
  4785. box.top = blit.m_srcY;
  4786. box.front = 0;
  4787. box.right = blit.m_srcX + width;
  4788. box.bottom = blit.m_srcY + height;
  4789. box.back = 1;
  4790. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4791. ? blit.m_srcZ
  4792. : 0
  4793. ;
  4794. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4795. ? blit.m_dstZ
  4796. : 0
  4797. ;
  4798. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4799. , dstZ*dst.m_numMips+blit.m_dstMip
  4800. , blit.m_dstX
  4801. , blit.m_dstY
  4802. , 0
  4803. , src.m_ptr
  4804. , srcZ*src.m_numMips+blit.m_srcMip
  4805. , depthStencil ? NULL : &box
  4806. );
  4807. }
  4808. }
  4809. }
  4810. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4811. {
  4812. if (m_lost
  4813. || updateResolution(_render->m_resolution) )
  4814. {
  4815. return;
  4816. }
  4817. if (_render->m_capture)
  4818. {
  4819. renderDocTriggerCapture();
  4820. }
  4821. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4822. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4823. int64_t timeBegin = bx::getHPCounter();
  4824. int64_t captureElapsed = 0;
  4825. uint32_t frameQueryIdx = UINT32_MAX;
  4826. if (m_timerQuerySupport)
  4827. {
  4828. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4829. }
  4830. if (0 < _render->m_iboffset)
  4831. {
  4832. TransientIndexBuffer* ib = _render->m_transientIb;
  4833. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4834. }
  4835. if (0 < _render->m_vboffset)
  4836. {
  4837. TransientVertexBuffer* vb = _render->m_transientVb;
  4838. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4839. }
  4840. _render->sort();
  4841. RenderDraw currentState;
  4842. currentState.clear();
  4843. currentState.m_stateFlags = BGFX_STATE_NONE;
  4844. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4845. RenderBind currentBind;
  4846. currentBind.clear();
  4847. _render->m_hmdInitialized = m_ovr.isInitialized();
  4848. const bool hmdEnabled = m_ovr.isEnabled();
  4849. static ViewState viewState;
  4850. viewState.reset(_render, hmdEnabled);
  4851. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4852. bool scissorEnabled = false;
  4853. setDebugWireframe(wireframe);
  4854. uint16_t programIdx = kInvalidHandle;
  4855. SortKey key;
  4856. uint16_t view = UINT16_MAX;
  4857. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4858. BlitState bs(_render);
  4859. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4860. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4861. PrimInfo prim = s_primInfo[primIndex];
  4862. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4863. bool wasCompute = false;
  4864. bool viewHasScissor = false;
  4865. Rect viewScissorRect;
  4866. viewScissorRect.clear();
  4867. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4868. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4869. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4870. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4871. uint32_t statsNumIndices = 0;
  4872. uint32_t statsKeyType[2] = {};
  4873. Profiler<TimerQueryD3D11> profiler(
  4874. _render
  4875. , m_gpuTimer
  4876. , s_viewName
  4877. , m_timerQuerySupport
  4878. );
  4879. m_occlusionQuery.resolve(_render);
  4880. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4881. {
  4882. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4883. // if we don't do this we'll only see one frame of output and then nothing
  4884. FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  4885. setFrameBuffer(invalid, true, false);
  4886. bool viewRestart = false;
  4887. uint8_t eye = 0;
  4888. uint8_t restartState = 0;
  4889. viewState.m_rect = _render->m_view[0].m_rect;
  4890. int32_t numItems = _render->m_numRenderItems;
  4891. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4892. {
  4893. const uint64_t encodedKey = _render->m_sortKeys[item];
  4894. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4895. statsKeyType[isCompute]++;
  4896. const bool viewChanged = 0
  4897. || key.m_view != view
  4898. || item == numItems
  4899. ;
  4900. const uint32_t itemIdx = _render->m_sortValues[item];
  4901. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4902. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4903. ++item;
  4904. if (viewChanged)
  4905. {
  4906. if (1 == restartState)
  4907. {
  4908. restartState = 2;
  4909. item = restartItem;
  4910. restartItem = numItems;
  4911. view = UINT16_MAX;
  4912. continue;
  4913. }
  4914. view = key.m_view;
  4915. programIdx = kInvalidHandle;
  4916. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  4917. {
  4918. fbh = _render->m_view[view].m_fbh;
  4919. setFrameBuffer(fbh);
  4920. }
  4921. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_view[view].m_flags & BGFX_VIEW_STEREO) ) );
  4922. viewRestart &= hmdEnabled;
  4923. if (viewRestart)
  4924. {
  4925. if (0 == restartState)
  4926. {
  4927. restartState = 1;
  4928. restartItem = item - 1;
  4929. }
  4930. eye = (restartState - 1) & 1;
  4931. restartState &= 1;
  4932. }
  4933. else
  4934. {
  4935. eye = 0;
  4936. }
  4937. PIX_ENDEVENT();
  4938. if (item > 1)
  4939. {
  4940. profiler.end();
  4941. }
  4942. profiler.begin(view);
  4943. viewState.m_rect = _render->m_view[view].m_rect;
  4944. if (viewRestart)
  4945. {
  4946. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4947. {
  4948. wchar_t* viewNameW = s_viewNameW[view];
  4949. viewNameW[3] = L' ';
  4950. viewNameW[4] = eye ? L'R' : L'L';
  4951. PIX_BEGINEVENT(0 == ( (view*2+eye)&1)
  4952. ? D3DCOLOR_VIEW_L
  4953. : D3DCOLOR_VIEW_R
  4954. , viewNameW
  4955. );
  4956. }
  4957. if (m_ovr.isEnabled() )
  4958. {
  4959. m_ovr.getViewport(eye, &viewState.m_rect);
  4960. }
  4961. else
  4962. {
  4963. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4964. viewState.m_rect.m_width /= 2;
  4965. }
  4966. }
  4967. else
  4968. {
  4969. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4970. {
  4971. wchar_t* viewNameW = s_viewNameW[view];
  4972. viewNameW[3] = L' ';
  4973. viewNameW[4] = L' ';
  4974. PIX_BEGINEVENT(D3DCOLOR_VIEW, viewNameW);
  4975. }
  4976. }
  4977. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4978. viewHasScissor = !scissorRect.isZero();
  4979. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4980. D3D11_VIEWPORT vp;
  4981. vp.TopLeftX = viewState.m_rect.m_x;
  4982. vp.TopLeftY = viewState.m_rect.m_y;
  4983. vp.Width = viewState.m_rect.m_width;
  4984. vp.Height = viewState.m_rect.m_height;
  4985. vp.MinDepth = 0.0f;
  4986. vp.MaxDepth = 1.0f;
  4987. deviceCtx->RSSetViewports(1, &vp);
  4988. Clear& clr = _render->m_view[view].m_clear;
  4989. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4990. {
  4991. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4992. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4993. }
  4994. submitBlit(bs, view);
  4995. }
  4996. if (isCompute)
  4997. {
  4998. if (!wasCompute)
  4999. {
  5000. wasCompute = true;
  5001. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5002. {
  5003. wchar_t* viewNameW = s_viewNameW[view];
  5004. viewNameW[3] = L'C';
  5005. PIX_ENDEVENT();
  5006. PIX_BEGINEVENT(D3DCOLOR_COMPUTE, viewNameW);
  5007. }
  5008. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5009. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5010. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  5011. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  5012. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  5013. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  5014. }
  5015. const RenderCompute& compute = renderItem.compute;
  5016. if (0 != eye
  5017. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  5018. {
  5019. continue;
  5020. }
  5021. bool programChanged = false;
  5022. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  5023. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_uniformBegin, compute.m_uniformEnd);
  5024. if (key.m_program != programIdx)
  5025. {
  5026. programIdx = key.m_program;
  5027. ProgramD3D11& program = m_program[key.m_program];
  5028. m_currentProgram = &program;
  5029. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  5030. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  5031. programChanged =
  5032. constantsChanged = true;
  5033. }
  5034. if (kInvalidHandle != programIdx)
  5035. {
  5036. ProgramD3D11& program = m_program[programIdx];
  5037. if (constantsChanged)
  5038. {
  5039. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5040. if (NULL != vcb)
  5041. {
  5042. commit(*vcb);
  5043. }
  5044. }
  5045. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  5046. if (constantsChanged
  5047. || program.m_numPredefined > 0)
  5048. {
  5049. commitShaderConstants();
  5050. }
  5051. }
  5052. BX_UNUSED(programChanged);
  5053. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5054. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5055. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5056. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  5057. {
  5058. const Binding& bind = renderBind.m_bind[ii];
  5059. if (kInvalidHandle != bind.m_idx)
  5060. {
  5061. switch (bind.m_type)
  5062. {
  5063. case Binding::Image:
  5064. case Binding::Texture:
  5065. {
  5066. TextureD3D11& texture = m_textures[bind.m_idx];
  5067. if (Access::Read != bind.m_un.m_compute.m_access)
  5068. {
  5069. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  5070. ? texture.m_uav
  5071. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  5072. ;
  5073. }
  5074. else
  5075. {
  5076. srv[ii] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip, true);
  5077. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  5078. }
  5079. }
  5080. break;
  5081. case Binding::IndexBuffer:
  5082. case Binding::VertexBuffer:
  5083. {
  5084. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5085. ? m_indexBuffers[bind.m_idx]
  5086. : m_vertexBuffers[bind.m_idx]
  5087. ;
  5088. if (Access::Read != bind.m_un.m_compute.m_access)
  5089. {
  5090. uav[ii] = buffer.m_uav;
  5091. }
  5092. else
  5093. {
  5094. srv[ii] = buffer.m_srv;
  5095. }
  5096. }
  5097. break;
  5098. }
  5099. }
  5100. }
  5101. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  5102. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  5103. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  5104. if (isValid(compute.m_indirectBuffer) )
  5105. {
  5106. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5107. ID3D11Buffer* ptr = vb.m_ptr;
  5108. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5109. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5110. : compute.m_numIndirect
  5111. ;
  5112. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5113. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  5114. {
  5115. deviceCtx->DispatchIndirect(ptr, args);
  5116. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5117. }
  5118. }
  5119. else
  5120. {
  5121. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5122. }
  5123. continue;
  5124. }
  5125. bool resetState = viewChanged || wasCompute;
  5126. if (wasCompute)
  5127. {
  5128. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5129. {
  5130. wchar_t* viewNameW = s_viewNameW[view];
  5131. viewNameW[3] = L' ';
  5132. PIX_ENDEVENT();
  5133. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5134. }
  5135. programIdx = kInvalidHandle;
  5136. m_currentProgram = NULL;
  5137. invalidateCompute();
  5138. }
  5139. const RenderDraw& draw = renderItem.draw;
  5140. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5141. if (isValid(draw.m_occlusionQuery)
  5142. && !hasOcclusionQuery
  5143. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  5144. {
  5145. continue;
  5146. }
  5147. const uint64_t newFlags = draw.m_stateFlags;
  5148. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5149. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  5150. currentState.m_stateFlags = newFlags;
  5151. const uint64_t newStencil = draw.m_stencil;
  5152. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  5153. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  5154. currentState.m_stencil = newStencil;
  5155. if (resetState)
  5156. {
  5157. wasCompute = false;
  5158. currentState.clear();
  5159. currentState.m_scissor = !draw.m_scissor;
  5160. changedFlags = BGFX_STATE_MASK;
  5161. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5162. currentState.m_stateFlags = newFlags;
  5163. currentState.m_stencil = newStencil;
  5164. currentBind.clear();
  5165. setBlendState(newFlags);
  5166. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  5167. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5168. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5169. }
  5170. if (prim.m_type != s_primInfo[primIndex].m_type)
  5171. {
  5172. prim = s_primInfo[primIndex];
  5173. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5174. }
  5175. uint16_t scissor = draw.m_scissor;
  5176. if (currentState.m_scissor != scissor)
  5177. {
  5178. currentState.m_scissor = scissor;
  5179. if (UINT16_MAX == scissor)
  5180. {
  5181. scissorEnabled = viewHasScissor;
  5182. if (viewHasScissor)
  5183. {
  5184. D3D11_RECT rc;
  5185. rc.left = viewScissorRect.m_x;
  5186. rc.top = viewScissorRect.m_y;
  5187. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5188. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5189. deviceCtx->RSSetScissorRects(1, &rc);
  5190. }
  5191. }
  5192. else
  5193. {
  5194. Rect scissorRect;
  5195. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5196. if (scissorRect.isZeroArea() )
  5197. {
  5198. continue;
  5199. }
  5200. scissorEnabled = true;
  5201. D3D11_RECT rc;
  5202. rc.left = scissorRect.m_x;
  5203. rc.top = scissorRect.m_y;
  5204. rc.right = scissorRect.m_x + scissorRect.m_width;
  5205. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5206. deviceCtx->RSSetScissorRects(1, &rc);
  5207. }
  5208. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5209. }
  5210. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  5211. {
  5212. setDepthStencilState(newFlags, newStencil);
  5213. }
  5214. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  5215. {
  5216. setBlendState(newFlags, draw.m_rgba);
  5217. currentState.m_rgba = draw.m_rgba;
  5218. }
  5219. if ( (0
  5220. | BGFX_STATE_CULL_MASK
  5221. | BGFX_STATE_ALPHA_REF_MASK
  5222. | BGFX_STATE_PT_MASK
  5223. | BGFX_STATE_POINT_SIZE_MASK
  5224. | BGFX_STATE_MSAA
  5225. | BGFX_STATE_LINEAA
  5226. | BGFX_STATE_CONSERVATIVE_RASTER
  5227. ) & changedFlags)
  5228. {
  5229. if ( (0
  5230. | BGFX_STATE_CULL_MASK
  5231. | BGFX_STATE_MSAA
  5232. | BGFX_STATE_LINEAA
  5233. | BGFX_STATE_CONSERVATIVE_RASTER
  5234. ) & changedFlags)
  5235. {
  5236. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5237. }
  5238. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5239. {
  5240. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5241. viewState.m_alphaRef = ref/255.0f;
  5242. }
  5243. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5244. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5245. if (prim.m_type != s_primInfo[primIndex].m_type)
  5246. {
  5247. prim = s_primInfo[primIndex];
  5248. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5249. }
  5250. }
  5251. bool programChanged = false;
  5252. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5253. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_uniformBegin, draw.m_uniformEnd);
  5254. if (key.m_program != programIdx)
  5255. {
  5256. programIdx = key.m_program;
  5257. if (kInvalidHandle == programIdx)
  5258. {
  5259. m_currentProgram = NULL;
  5260. deviceCtx->VSSetShader(NULL, NULL, 0);
  5261. deviceCtx->PSSetShader(NULL, NULL, 0);
  5262. }
  5263. else
  5264. {
  5265. ProgramD3D11& program = m_program[programIdx];
  5266. m_currentProgram = &program;
  5267. const ShaderD3D11* vsh = program.m_vsh;
  5268. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5269. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5270. const ShaderD3D11* fsh = program.m_fsh;
  5271. if (NULL != m_currentColor
  5272. || fsh->m_hasDepthOp)
  5273. {
  5274. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5275. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5276. }
  5277. else
  5278. {
  5279. deviceCtx->PSSetShader(NULL, NULL, 0);
  5280. }
  5281. }
  5282. programChanged =
  5283. constantsChanged = true;
  5284. }
  5285. if (kInvalidHandle != programIdx)
  5286. {
  5287. ProgramD3D11& program = m_program[programIdx];
  5288. if (constantsChanged)
  5289. {
  5290. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5291. if (NULL != vcb)
  5292. {
  5293. commit(*vcb);
  5294. }
  5295. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5296. if (NULL != fcb)
  5297. {
  5298. commit(*fcb);
  5299. }
  5300. }
  5301. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  5302. if (constantsChanged
  5303. || program.m_numPredefined > 0)
  5304. {
  5305. commitShaderConstants();
  5306. }
  5307. }
  5308. {
  5309. uint32_t changes = 0;
  5310. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5311. {
  5312. const Binding& bind = renderBind.m_bind[stage];
  5313. Binding& current = currentBind.m_bind[stage];
  5314. if (current.m_idx != bind.m_idx
  5315. || current.m_type != bind.m_type
  5316. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  5317. || programChanged)
  5318. {
  5319. if (kInvalidHandle != bind.m_idx)
  5320. {
  5321. switch (bind.m_type)
  5322. {
  5323. case Binding::Texture:
  5324. {
  5325. TextureD3D11& texture = m_textures[bind.m_idx];
  5326. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  5327. }
  5328. break;
  5329. case Binding::IndexBuffer:
  5330. case Binding::VertexBuffer:
  5331. {
  5332. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5333. ? m_indexBuffers[bind.m_idx]
  5334. : m_vertexBuffers[bind.m_idx]
  5335. ;
  5336. m_textureStage.m_srv[stage] = buffer.m_srv;
  5337. m_textureStage.m_sampler[stage] = NULL;
  5338. }
  5339. break;
  5340. }
  5341. }
  5342. else
  5343. {
  5344. m_textureStage.m_srv[stage] = NULL;
  5345. m_textureStage.m_sampler[stage] = NULL;
  5346. }
  5347. ++changes;
  5348. }
  5349. current = bind;
  5350. }
  5351. if (0 < changes)
  5352. {
  5353. commitTextureStage();
  5354. }
  5355. }
  5356. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  5357. if (programChanged
  5358. || vertexStreamChanged)
  5359. {
  5360. currentState.m_streamMask = draw.m_streamMask;
  5361. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5362. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5363. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5364. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5365. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5366. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5367. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5368. uint32_t numVertices = draw.m_numVertices;
  5369. uint8_t numStreams = 0;
  5370. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5371. ; 0 != streamMask
  5372. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5373. )
  5374. {
  5375. streamMask >>= ntz;
  5376. idx += ntz;
  5377. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5378. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5379. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5380. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5381. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5382. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5383. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5384. uint32_t stride = vertexDecl.m_stride;
  5385. buffers[numStreams] = vb.m_ptr;
  5386. strides[numStreams] = stride;
  5387. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5388. decls[numStreams] = &vertexDecl;
  5389. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5390. ? vb.m_size/stride
  5391. : draw.m_numVertices
  5392. , numVertices
  5393. );
  5394. }
  5395. currentState.m_numVertices = numVertices;
  5396. if (0 < numStreams)
  5397. {
  5398. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5399. if (isValid(draw.m_instanceDataBuffer) )
  5400. {
  5401. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5402. uint32_t instStride = draw.m_instanceDataStride;
  5403. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5404. setInputLayout(numStreams, decls, m_program[programIdx], draw.m_instanceDataStride/16);
  5405. }
  5406. else
  5407. {
  5408. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5409. setInputLayout(numStreams, decls, m_program[programIdx], 0);
  5410. }
  5411. }
  5412. else
  5413. {
  5414. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5415. }
  5416. }
  5417. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5418. {
  5419. currentState.m_indexBuffer = draw.m_indexBuffer;
  5420. uint16_t handle = draw.m_indexBuffer.idx;
  5421. if (kInvalidHandle != handle)
  5422. {
  5423. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5424. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5425. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5426. , 0
  5427. );
  5428. }
  5429. else
  5430. {
  5431. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5432. }
  5433. }
  5434. if (0 != currentState.m_streamMask)
  5435. {
  5436. uint32_t numVertices = currentState.m_numVertices;
  5437. uint32_t numIndices = 0;
  5438. uint32_t numPrimsSubmitted = 0;
  5439. uint32_t numInstances = 0;
  5440. uint32_t numPrimsRendered = 0;
  5441. uint32_t numDrawIndirect = 0;
  5442. if (hasOcclusionQuery)
  5443. {
  5444. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5445. }
  5446. if (isValid(draw.m_indirectBuffer) )
  5447. {
  5448. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5449. ID3D11Buffer* ptr = vb.m_ptr;
  5450. if (isValid(draw.m_indexBuffer) )
  5451. {
  5452. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5453. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5454. : draw.m_numIndirect
  5455. ;
  5456. multiDrawIndexedInstancedIndirect(numDrawIndirect
  5457. , ptr
  5458. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5459. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5460. );
  5461. }
  5462. else
  5463. {
  5464. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5465. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5466. : draw.m_numIndirect
  5467. ;
  5468. multiDrawInstancedIndirect(numDrawIndirect
  5469. , ptr
  5470. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5471. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5472. );
  5473. }
  5474. }
  5475. else
  5476. {
  5477. if (isValid(draw.m_indexBuffer) )
  5478. {
  5479. if (UINT32_MAX == draw.m_numIndices)
  5480. {
  5481. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5482. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5483. numIndices = ib.m_size/indexSize;
  5484. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5485. numInstances = draw.m_numInstances;
  5486. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5487. if (numInstances > 1)
  5488. {
  5489. deviceCtx->DrawIndexedInstanced(numIndices
  5490. , draw.m_numInstances
  5491. , 0
  5492. , 0
  5493. , 0
  5494. );
  5495. }
  5496. else
  5497. {
  5498. deviceCtx->DrawIndexed(numIndices
  5499. , 0
  5500. , 0
  5501. );
  5502. }
  5503. }
  5504. else if (prim.m_min <= draw.m_numIndices)
  5505. {
  5506. numIndices = draw.m_numIndices;
  5507. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5508. numInstances = draw.m_numInstances;
  5509. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5510. if (numInstances > 1)
  5511. {
  5512. deviceCtx->DrawIndexedInstanced(numIndices
  5513. , draw.m_numInstances
  5514. , draw.m_startIndex
  5515. , 0
  5516. , 0
  5517. );
  5518. }
  5519. else
  5520. {
  5521. deviceCtx->DrawIndexed(numIndices
  5522. , draw.m_startIndex
  5523. , 0
  5524. );
  5525. }
  5526. }
  5527. }
  5528. else
  5529. {
  5530. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5531. numInstances = draw.m_numInstances;
  5532. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5533. if (numInstances > 1)
  5534. {
  5535. deviceCtx->DrawInstanced(numVertices
  5536. , draw.m_numInstances
  5537. , 0
  5538. , 0
  5539. );
  5540. }
  5541. else
  5542. {
  5543. deviceCtx->Draw(numVertices
  5544. , 0
  5545. );
  5546. }
  5547. }
  5548. if (hasOcclusionQuery)
  5549. {
  5550. m_occlusionQuery.end();
  5551. }
  5552. }
  5553. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5554. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5555. statsNumInstances[primIndex] += numInstances;
  5556. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5557. statsNumIndices += numIndices;
  5558. }
  5559. }
  5560. if (wasCompute)
  5561. {
  5562. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5563. {
  5564. wchar_t* viewNameW = s_viewNameW[view];
  5565. viewNameW[3] = L'C';
  5566. PIX_ENDEVENT();
  5567. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5568. }
  5569. invalidateCompute();
  5570. }
  5571. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5572. if (0 < _render->m_numRenderItems)
  5573. {
  5574. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5575. {
  5576. deviceCtx->Flush();
  5577. }
  5578. captureElapsed = -bx::getHPCounter();
  5579. capture();
  5580. captureElapsed += bx::getHPCounter();
  5581. profiler.end();
  5582. }
  5583. }
  5584. PIX_ENDEVENT();
  5585. int64_t timeEnd = bx::getHPCounter();
  5586. int64_t frameTime = timeEnd - timeBegin;
  5587. static int64_t min = frameTime;
  5588. static int64_t max = frameTime;
  5589. min = min > frameTime ? frameTime : min;
  5590. max = max < frameTime ? frameTime : max;
  5591. static uint32_t maxGpuLatency = 0;
  5592. static double maxGpuElapsed = 0.0f;
  5593. double elapsedGpuMs = 0.0;
  5594. if (UINT32_MAX != frameQueryIdx)
  5595. {
  5596. m_gpuTimer.end(frameQueryIdx);
  5597. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5598. double toGpuMs = 1000.0 / double(result.m_frequency);
  5599. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5600. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5601. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5602. }
  5603. const int64_t timerFreq = bx::getHPFrequency();
  5604. Stats& perfStats = _render->m_perfStats;
  5605. perfStats.cpuTimeBegin = timeBegin;
  5606. perfStats.cpuTimeEnd = timeEnd;
  5607. perfStats.cpuTimerFreq = timerFreq;
  5608. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5609. perfStats.gpuTimeBegin = result.m_begin;
  5610. perfStats.gpuTimeEnd = result.m_end;
  5611. perfStats.gpuTimerFreq = result.m_frequency;
  5612. perfStats.numDraw = statsKeyType[0];
  5613. perfStats.numCompute = statsKeyType[1];
  5614. perfStats.maxGpuLatency = maxGpuLatency;
  5615. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5616. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5617. {
  5618. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  5619. m_needPresent = true;
  5620. TextVideoMem& tvm = m_textVideoMem;
  5621. static int64_t next = timeEnd;
  5622. if (timeEnd >= next)
  5623. {
  5624. next = timeEnd + timerFreq;
  5625. double freq = double(timerFreq);
  5626. double toMs = 1000.0/freq;
  5627. tvm.clear();
  5628. uint16_t pos = 0;
  5629. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5630. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5631. , getRendererName()
  5632. , m_deviceInterfaceVersion
  5633. , (m_featureLevel >> 12) & 0xf
  5634. , (m_featureLevel >> 8) & 0xf
  5635. );
  5636. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5637. char description[BX_COUNTOF(desc.Description)];
  5638. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5639. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5640. char dedicatedVideo[16];
  5641. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5642. char dedicatedSystem[16];
  5643. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5644. char sharedSystem[16];
  5645. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5646. char processMemoryUsed[16];
  5647. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5648. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5649. , dedicatedVideo
  5650. , dedicatedSystem
  5651. , sharedSystem
  5652. , processMemoryUsed
  5653. );
  5654. pos = 10;
  5655. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5656. , double(frameTime)*toMs
  5657. , double(min)*toMs
  5658. , double(max)*toMs
  5659. , freq/frameTime
  5660. );
  5661. char hmd[16];
  5662. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5663. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5664. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5665. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5666. , 0 != msaa ? '\xfe' : ' '
  5667. , 1<<msaa
  5668. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  5669. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5670. );
  5671. double elapsedCpuMs = double(frameTime)*toMs;
  5672. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5673. , _render->m_numRenderItems
  5674. , statsKeyType[0]
  5675. , statsKeyType[1]
  5676. , elapsedCpuMs
  5677. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5678. , maxGpuElapsed
  5679. , maxGpuLatency
  5680. );
  5681. maxGpuLatency = 0;
  5682. maxGpuElapsed = 0.0;
  5683. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5684. {
  5685. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5686. , s_primName[ii]
  5687. , statsNumPrimsRendered[ii]
  5688. , statsNumInstances[ii]
  5689. , statsNumPrimsSubmitted[ii]
  5690. , statsNumDrawIndirect[ii]
  5691. );
  5692. }
  5693. if (NULL != m_renderdocdll)
  5694. {
  5695. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5696. }
  5697. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5698. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5699. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5700. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5701. pos++;
  5702. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5703. pos++;
  5704. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5705. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  5706. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  5707. , m_blendStateCache.getCount()
  5708. , m_depthStencilStateCache.getCount()
  5709. , m_inputLayoutCache.getCount()
  5710. , m_rasterizerStateCache.getCount()
  5711. , m_samplerStateCache.getCount()
  5712. );
  5713. pos++;
  5714. double captureMs = double(captureElapsed)*toMs;
  5715. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5716. uint8_t attr[2] = { 0x89, 0x8a };
  5717. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5718. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5719. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5720. min = frameTime;
  5721. max = frameTime;
  5722. }
  5723. blit(this, _textVideoMemBlitter, tvm);
  5724. PIX_ENDEVENT();
  5725. }
  5726. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5727. {
  5728. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5729. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5730. PIX_ENDEVENT();
  5731. }
  5732. }
  5733. } /* namespace d3d11 */ } // namespace bgfx
  5734. #else
  5735. namespace bgfx { namespace d3d11
  5736. {
  5737. RendererContextI* rendererCreate()
  5738. {
  5739. return NULL;
  5740. }
  5741. void rendererDestroy()
  5742. {
  5743. }
  5744. } /* namespace d3d11 */ } // namespace bgfx
  5745. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11