renderer_d3d12.cpp 150 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. # if !USE_D3D12_DYNAMIC_LIB
  9. # pragma comment(lib, "D3D12.lib")
  10. # endif // !USE_D3D12_DYNAMIC_LIB
  11. namespace bgfx { namespace d3d12
  12. {
  13. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  14. struct PrimInfo
  15. {
  16. D3D_PRIMITIVE_TOPOLOGY m_toplogy;
  17. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  26. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  27. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  28. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  29. };
  30. static const char* s_primName[] =
  31. {
  32. "TriList",
  33. "TriStrip",
  34. "Line",
  35. "Point",
  36. };
  37. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  38. static const uint32_t s_checkMsaa[] =
  39. {
  40. 0,
  41. 2,
  42. 4,
  43. 8,
  44. 16,
  45. };
  46. static DXGI_SAMPLE_DESC s_msaa[] =
  47. {
  48. { 1, 0 },
  49. { 2, 0 },
  50. { 4, 0 },
  51. { 8, 0 },
  52. { 16, 0 },
  53. };
  54. static const D3D12_BLEND s_blendFactor[][2] =
  55. {
  56. { (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored
  57. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  58. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  59. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  60. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  61. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  62. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  63. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  64. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  65. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  66. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  67. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  68. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  69. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  70. };
  71. static const D3D12_BLEND_OP s_blendEquation[] =
  72. {
  73. D3D12_BLEND_OP_ADD,
  74. D3D12_BLEND_OP_SUBTRACT,
  75. D3D12_BLEND_OP_REV_SUBTRACT,
  76. D3D12_BLEND_OP_MIN,
  77. D3D12_BLEND_OP_MAX,
  78. };
  79. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  80. {
  81. D3D12_COMPARISON_FUNC(0), // ignored
  82. D3D12_COMPARISON_FUNC_LESS,
  83. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  84. D3D12_COMPARISON_FUNC_EQUAL,
  85. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER,
  87. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  88. D3D12_COMPARISON_FUNC_NEVER,
  89. D3D12_COMPARISON_FUNC_ALWAYS,
  90. };
  91. static const D3D12_STENCIL_OP s_stencilOp[] =
  92. {
  93. D3D12_STENCIL_OP_ZERO,
  94. D3D12_STENCIL_OP_KEEP,
  95. D3D12_STENCIL_OP_REPLACE,
  96. D3D12_STENCIL_OP_INCR,
  97. D3D12_STENCIL_OP_INCR_SAT,
  98. D3D12_STENCIL_OP_DECR,
  99. D3D12_STENCIL_OP_DECR_SAT,
  100. D3D12_STENCIL_OP_INVERT,
  101. };
  102. static const D3D12_CULL_MODE s_cullMode[] =
  103. {
  104. D3D12_CULL_MODE_NONE,
  105. D3D12_CULL_MODE_FRONT,
  106. D3D12_CULL_MODE_BACK,
  107. };
  108. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  109. {
  110. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  111. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  112. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  113. };
  114. /*
  115. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  116. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  117. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  118. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  119. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  120. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  121. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  122. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  123. * D3D11_FILTER_ANISOTROPIC = 0x55,
  124. *
  125. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  126. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  127. *
  128. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  129. * 0x10 // MIN_LINEAR
  130. * 0x04 // MAG_LINEAR
  131. * 0x01 // MIP_LINEAR
  132. */
  133. static const uint8_t s_textureFilter[3][3] =
  134. {
  135. {
  136. 0x10, // min linear
  137. 0x00, // min point
  138. 0x55, // anisotropic
  139. },
  140. {
  141. 0x04, // mag linear
  142. 0x00, // mag point
  143. 0x55, // anisotropic
  144. },
  145. {
  146. 0x01, // mip linear
  147. 0x00, // mip point
  148. 0x55, // anisotropic
  149. },
  150. };
  151. struct TextureFormatInfo
  152. {
  153. DXGI_FORMAT m_fmt;
  154. DXGI_FORMAT m_fmtSrv;
  155. DXGI_FORMAT m_fmtDsv;
  156. DXGI_FORMAT m_fmtSrgb;
  157. };
  158. static const TextureFormatInfo s_textureFormat[] =
  159. {
  160. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  161. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  162. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  163. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  164. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  165. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  166. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  178. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  179. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  180. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  181. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  182. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32
  183. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  184. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  185. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  186. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  187. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32
  188. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  189. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  190. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  191. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  192. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  193. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32
  194. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  195. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  196. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  197. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  198. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  199. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  201. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  202. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  203. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  204. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  205. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  206. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  207. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  208. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  209. };
  210. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  211. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  212. {
  213. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  214. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  215. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  216. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  217. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  218. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  219. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  220. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  221. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  222. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  223. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  224. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  225. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  226. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  229. };
  230. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  231. static const DXGI_FORMAT s_attribType[][4][2] =
  232. {
  233. { // Uint8
  234. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  235. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  236. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  237. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  238. },
  239. { // Uint10
  240. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  241. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  242. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  243. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  244. },
  245. { // Int16
  246. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  247. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  248. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  249. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  250. },
  251. { // Half
  252. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  253. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  254. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  255. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  256. },
  257. { // Float
  258. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  259. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  260. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  261. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  262. },
  263. };
  264. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  265. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  266. {
  267. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  268. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  269. {
  270. if (UINT16_MAX != _decl.m_attributes[attr])
  271. {
  272. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  273. if (0 == _decl.m_attributes[attr])
  274. {
  275. elem->AlignedByteOffset = 0;
  276. }
  277. else
  278. {
  279. uint8_t num;
  280. AttribType::Enum type;
  281. bool normalized;
  282. bool asInt;
  283. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  284. elem->Format = s_attribType[type][num-1][normalized];
  285. elem->AlignedByteOffset = _decl.m_offset[attr];
  286. }
  287. ++elem;
  288. }
  289. }
  290. return elem;
  291. }
  292. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  293. {
  294. D3D12_RESOURCE_BARRIER barrier;
  295. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  296. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  297. barrier.Transition.pResource = _resource;
  298. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  299. barrier.Transition.StateBefore = _stateBefore;
  300. barrier.Transition.StateAfter = _stateAfter;
  301. _commandList->ResourceBarrier(1, &barrier);
  302. }
  303. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  304. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  305. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  306. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  307. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  308. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  309. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  310. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  311. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  312. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  313. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  314. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  315. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  316. struct HeapProperty
  317. {
  318. enum Enum
  319. {
  320. Default,
  321. Upload,
  322. ReadBack,
  323. Count
  324. };
  325. D3D12_HEAP_PROPERTIES m_properties;
  326. D3D12_RESOURCE_STATES m_state;
  327. };
  328. static const HeapProperty s_heapProperties[] =
  329. {
  330. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  331. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  332. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  333. };
  334. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  335. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  336. {
  337. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  338. ID3D12Resource* resource;
  339. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  340. , D3D12_HEAP_FLAG_NONE
  341. , _resourceDesc
  342. , heapProperty.m_state
  343. , _clearValue
  344. , IID_ID3D12Resource
  345. , (void**)&resource
  346. ) );
  347. return resource;
  348. }
  349. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  350. {
  351. D3D12_RESOURCE_DESC resourceDesc;
  352. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  353. resourceDesc.Alignment = 0;
  354. resourceDesc.Width = _size;
  355. resourceDesc.Height = 1;
  356. resourceDesc.DepthOrArraySize = 1;
  357. resourceDesc.MipLevels = 1;
  358. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  359. resourceDesc.SampleDesc.Count = 1;
  360. resourceDesc.SampleDesc.Quality = 0;
  361. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  362. resourceDesc.Flags = _flags;
  363. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  364. }
  365. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  366. {
  367. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  368. {
  369. char temp[2048];
  370. va_list argList;
  371. va_start(argList, _format);
  372. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  373. va_end(argList);
  374. temp[size] = '\0';
  375. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  376. mbstowcs(wtemp, temp, size+1);
  377. _object->SetName(wtemp);
  378. }
  379. }
  380. #if USE_D3D12_DYNAMIC_LIB
  381. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  382. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  383. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  384. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  385. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  386. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  387. #endif // USE_D3D12_DYNAMIC_LIB
  388. struct RendererContextD3D12 : public RendererContextI
  389. {
  390. RendererContextD3D12()
  391. : m_wireframe(false)
  392. , m_flags(BGFX_RESET_NONE)
  393. , m_fsChanges(0)
  394. , m_vsChanges(0)
  395. , m_backBufferColorIdx(0)
  396. , m_rtMsaa(false)
  397. {
  398. }
  399. ~RendererContextD3D12()
  400. {
  401. }
  402. bool init()
  403. {
  404. struct ErrorState
  405. {
  406. enum Enum
  407. {
  408. Default,
  409. LoadedKernel32,
  410. LoadedD3D12,
  411. LoadedDXGI,
  412. CreatedDXGIFactory,
  413. CreatedCommandQueue,
  414. };
  415. };
  416. ErrorState::Enum errorState = ErrorState::Default;
  417. LUID luid;
  418. m_fbh.idx = invalidHandle;
  419. memset(m_uniforms, 0, sizeof(m_uniforms) );
  420. memset(&m_resolution, 0, sizeof(m_resolution) );
  421. #if USE_D3D12_DYNAMIC_LIB
  422. m_kernel32dll = bx::dlopen("kernel32.dll");
  423. BX_WARN(NULL != m_kernel32dll, "Failed to load kernel32.dll.");
  424. if (NULL == m_kernel32dll)
  425. {
  426. goto error;
  427. }
  428. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  429. BX_WARN(NULL != CreateEventExA, "Function CreateEventExA not found.");
  430. if (NULL == CreateEventExA)
  431. {
  432. goto error;
  433. }
  434. errorState = ErrorState::LoadedKernel32;
  435. m_d3d12dll = bx::dlopen("d3d12.dll");
  436. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  437. if (NULL == m_d3d12dll)
  438. {
  439. goto error;
  440. }
  441. errorState = ErrorState::LoadedD3D12;
  442. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  443. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  444. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  445. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  446. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  447. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  448. if (NULL == D3D12CreateDevice
  449. || NULL == D3D12GetDebugInterface
  450. || NULL == D3D12SerializeRootSignature)
  451. {
  452. goto error;
  453. }
  454. m_dxgidll = bx::dlopen("dxgi.dll");
  455. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  456. if (NULL == m_dxgidll)
  457. {
  458. goto error;
  459. }
  460. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  461. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  462. if (NULL == CreateDXGIFactory1)
  463. {
  464. goto error;
  465. }
  466. #endif // USE_D3D12_DYNAMIC_LIB
  467. errorState = ErrorState::LoadedDXGI;
  468. HRESULT hr;
  469. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  470. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  471. if (FAILED(hr) )
  472. {
  473. goto error;
  474. }
  475. errorState = ErrorState::CreatedDXGIFactory;
  476. m_adapter = NULL;
  477. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  478. {
  479. IDXGIAdapter3* adapter;
  480. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  481. {
  482. DXGI_ADAPTER_DESC desc;
  483. hr = adapter->GetDesc(&desc);
  484. if (SUCCEEDED(hr) )
  485. {
  486. BX_TRACE("Adapter #%d", ii);
  487. char description[BX_COUNTOF(desc.Description)];
  488. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  489. BX_TRACE("\tDescription: %s", description);
  490. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  491. , desc.VendorId
  492. , desc.DeviceId
  493. , desc.SubSysId
  494. , desc.Revision
  495. );
  496. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  497. , desc.DedicatedVideoMemory
  498. , desc.DedicatedSystemMemory
  499. , desc.SharedSystemMemory
  500. );
  501. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  502. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  503. ++g_caps.numGPUs;
  504. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  505. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  506. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  507. {
  508. m_adapter = adapter;
  509. m_adapter->AddRef();
  510. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  511. }
  512. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  513. && 0 != strstr(description, "PerfHUD") )
  514. {
  515. m_adapter = adapter;
  516. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  517. }
  518. }
  519. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  520. }
  521. }
  522. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  523. {
  524. ID3D12Debug* debug;
  525. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  526. if (SUCCEEDED(hr) )
  527. {
  528. debug->EnableDebugLayer();
  529. }
  530. }
  531. {
  532. D3D_FEATURE_LEVEL featureLevel[] =
  533. {
  534. D3D_FEATURE_LEVEL_12_1,
  535. D3D_FEATURE_LEVEL_12_0,
  536. D3D_FEATURE_LEVEL_11_1,
  537. D3D_FEATURE_LEVEL_11_0,
  538. };
  539. hr = E_FAIL;
  540. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  541. {
  542. hr = D3D12CreateDevice(m_adapter
  543. , featureLevel[ii]
  544. , IID_ID3D12Device
  545. , (void**)&m_device
  546. );
  547. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  548. , (featureLevel[ii] >> 12) & 0xf
  549. , (featureLevel[ii] >> 8) & 0xf
  550. );
  551. }
  552. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device.");
  553. }
  554. if (FAILED(hr) )
  555. {
  556. goto error;
  557. }
  558. {
  559. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  560. luid = m_device->GetAdapterLuid();
  561. IDXGIAdapter3* adapter;
  562. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  563. {
  564. adapter->GetDesc(&m_adapterDesc);
  565. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  566. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  567. {
  568. if (NULL == m_adapter)
  569. {
  570. m_adapter = adapter;
  571. }
  572. else
  573. {
  574. DX_RELEASE(adapter, 0);
  575. }
  576. break;
  577. }
  578. DX_RELEASE(adapter, 0);
  579. }
  580. }
  581. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  582. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  583. {
  584. uint32_t numNodes = m_device->GetNodeCount();
  585. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  586. for (uint32_t ii = 0; ii < numNodes; ++ii)
  587. {
  588. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  589. architecture.NodeIndex = ii;
  590. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  591. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  592. , ii
  593. , architecture.TileBasedRenderer
  594. , architecture.UMA
  595. , architecture.CacheCoherentUMA
  596. );
  597. if (0 == ii)
  598. {
  599. memcpy(&m_architecture, &architecture, sizeof(architecture) );
  600. }
  601. }
  602. }
  603. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  604. BX_TRACE("D3D12 options:")
  605. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  606. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  607. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  608. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  609. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  610. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  611. m_cmd.init(m_device);
  612. errorState = ErrorState::CreatedCommandQueue;
  613. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  614. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  615. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  616. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  617. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  618. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  619. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  620. m_scd.SampleDesc.Count = 1;
  621. m_scd.SampleDesc.Quality = 0;
  622. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  623. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  624. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  625. m_scd.Windowed = true;
  626. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  627. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  628. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  629. , m_scd.BufferCount
  630. , BX_COUNTOF(m_backBufferColor)
  631. );
  632. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  633. , &m_scd
  634. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  635. );
  636. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  637. if (FAILED(hr) )
  638. {
  639. goto error;
  640. }
  641. m_presentElapsed = 0;
  642. {
  643. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  644. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  645. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  646. , 0
  647. | DXGI_MWA_NO_WINDOW_CHANGES
  648. | DXGI_MWA_NO_ALT_ENTER
  649. ) );
  650. m_numWindows = 1;
  651. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  652. {
  653. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  654. if (SUCCEEDED(hr) )
  655. {
  656. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  657. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  658. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  659. D3D12_INFO_QUEUE_FILTER filter;
  660. memset(&filter, 0, sizeof(filter) );
  661. D3D12_MESSAGE_CATEGORY catlist[] =
  662. {
  663. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  664. D3D12_MESSAGE_CATEGORY_EXECUTION,
  665. };
  666. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  667. filter.DenyList.pCategoryList = catlist;
  668. m_infoQueue->PushStorageFilter(&filter);
  669. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  670. }
  671. }
  672. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  673. rtvDescHeap.NumDescriptors = 0
  674. + BX_COUNTOF(m_backBufferColor)
  675. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  676. ;
  677. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  678. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  679. rtvDescHeap.NodeMask = 1;
  680. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  681. , IID_ID3D12DescriptorHeap
  682. , (void**)&m_rtvDescriptorHeap
  683. ) );
  684. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  685. dsvDescHeap.NumDescriptors = 0
  686. + 1 // reserved for depth backbuffer.
  687. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  688. ;
  689. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  690. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  691. dsvDescHeap.NodeMask = 1;
  692. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  693. , IID_ID3D12DescriptorHeap
  694. , (void**)&m_dsvDescriptorHeap
  695. ) );
  696. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  697. {
  698. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  699. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  700. );
  701. }
  702. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  703. , 1024
  704. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  705. );
  706. D3D12_DESCRIPTOR_RANGE descRange[] =
  707. {
  708. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  709. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  710. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  711. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  712. };
  713. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  714. D3D12_ROOT_PARAMETER rootParameter[] =
  715. {
  716. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::Sampler] }, D3D12_SHADER_VISIBILITY_ALL },
  717. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::SRV] }, D3D12_SHADER_VISIBILITY_ALL },
  718. { D3D12_ROOT_PARAMETER_TYPE_CBV, { 0, 0 }, D3D12_SHADER_VISIBILITY_ALL },
  719. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::UAV] }, D3D12_SHADER_VISIBILITY_ALL },
  720. };
  721. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  722. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  723. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  724. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  725. descRootSignature.pParameters = rootParameter;
  726. descRootSignature.NumStaticSamplers = 0;
  727. descRootSignature.pStaticSamplers = NULL;
  728. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  729. ID3DBlob* outBlob;
  730. ID3DBlob* errorBlob;
  731. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  732. , D3D_ROOT_SIGNATURE_VERSION_1
  733. , &outBlob
  734. , &errorBlob
  735. ) );
  736. DX_CHECK(m_device->CreateRootSignature(0
  737. , outBlob->GetBufferPointer()
  738. , outBlob->GetBufferSize()
  739. , IID_ID3D12RootSignature
  740. , (void**)&m_rootSignature
  741. ) );
  742. UniformHandle handle = BGFX_INVALID_HANDLE;
  743. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  744. {
  745. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  746. }
  747. g_caps.supported |= ( 0
  748. | BGFX_CAPS_TEXTURE_3D
  749. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  750. | BGFX_CAPS_INSTANCING
  751. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  752. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  753. | BGFX_CAPS_FRAGMENT_DEPTH
  754. | BGFX_CAPS_BLEND_INDEPENDENT
  755. | BGFX_CAPS_COMPUTE
  756. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  757. // | BGFX_CAPS_SWAP_CHAIN
  758. );
  759. g_caps.maxTextureSize = 16384;
  760. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  761. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  762. {
  763. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  764. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  765. ? s_textureFormat[ii].m_fmtDsv
  766. : s_textureFormat[ii].m_fmt
  767. ;
  768. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  769. if (DXGI_FORMAT_UNKNOWN != fmt)
  770. {
  771. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  772. data.Format = fmt;
  773. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  774. if (SUCCEEDED(hr) )
  775. {
  776. support |= 0 != (data.Support1 & (0
  777. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  778. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  779. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  780. ) )
  781. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  782. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  783. ;
  784. support |= 0 != (data.Support1 & (0
  785. | D3D12_FORMAT_SUPPORT1_BUFFER
  786. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  787. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  788. ) )
  789. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  790. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  791. ;
  792. support |= 0 != (data.Support1 & (0
  793. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  794. ) )
  795. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  796. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  797. ;
  798. support |= 0 != (data.Support1 & (0
  799. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  800. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  801. ) )
  802. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  803. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  804. ;
  805. }
  806. else
  807. {
  808. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  809. }
  810. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  811. {
  812. // clear image flag for additional testing
  813. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  814. data.Format = s_textureFormat[ii].m_fmt;
  815. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  816. if (SUCCEEDED(hr) )
  817. {
  818. support |= 0 != (data.Support2 & (0
  819. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  820. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  821. ) )
  822. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  823. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  824. ;
  825. }
  826. }
  827. }
  828. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  829. {
  830. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  831. {
  832. DXGI_FORMAT InFormat;
  833. UINT OutFormatSupport;
  834. };
  835. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  836. data.Format = fmtSrgb;
  837. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  838. if (SUCCEEDED(hr) )
  839. {
  840. support |= 0 != (data.Support1 & (0
  841. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  842. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  843. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  844. ) )
  845. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR_SRGB
  846. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  847. ;
  848. }
  849. else
  850. {
  851. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  852. }
  853. }
  854. g_caps.formats[ii] = support;
  855. }
  856. postReset();
  857. m_batch.create(4<<10);
  858. }
  859. return true;
  860. error:
  861. switch (errorState)
  862. {
  863. case ErrorState::CreatedCommandQueue:
  864. m_cmd.shutdown();
  865. case ErrorState::CreatedDXGIFactory:
  866. DX_RELEASE(m_device, 0);
  867. DX_RELEASE(m_adapter, 0);
  868. DX_RELEASE(m_factory, 0);
  869. #if USE_D3D12_DYNAMIC_LIB
  870. case ErrorState::LoadedDXGI:
  871. bx::dlclose(m_dxgidll);
  872. case ErrorState::LoadedD3D12:
  873. bx::dlclose(m_d3d12dll);
  874. case ErrorState::LoadedKernel32:
  875. bx::dlclose(m_kernel32dll);
  876. #endif // USE_D3D12_DYNAMIC_LIB
  877. case ErrorState::Default:
  878. break;
  879. }
  880. return false;
  881. }
  882. void shutdown()
  883. {
  884. preReset();
  885. m_batch.destroy();
  886. m_samplerAllocator.destroy();
  887. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  888. {
  889. m_scratchBuffer[ii].destroy();
  890. }
  891. m_pipelineStateCache.invalidate();
  892. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  893. {
  894. m_indexBuffers[ii].destroy();
  895. }
  896. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  897. {
  898. m_vertexBuffers[ii].destroy();
  899. }
  900. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  901. {
  902. m_shaders[ii].destroy();
  903. }
  904. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  905. {
  906. m_textures[ii].destroy();
  907. }
  908. DX_RELEASE(m_rtvDescriptorHeap, 0);
  909. DX_RELEASE(m_dsvDescriptorHeap, 0);
  910. DX_RELEASE(m_rootSignature, 0);
  911. DX_RELEASE(m_swapChain, 0);
  912. m_cmd.shutdown();
  913. DX_RELEASE(m_device, 0);
  914. DX_RELEASE(m_adapter, 0);
  915. DX_RELEASE(m_factory, 0);
  916. #if USE_D3D12_DYNAMIC_LIB
  917. bx::dlclose(m_dxgidll);
  918. bx::dlclose(m_d3d12dll);
  919. bx::dlclose(m_kernel32dll);
  920. #endif // USE_D3D12_DYNAMIC_LIB
  921. }
  922. RendererType::Enum getRendererType() const BX_OVERRIDE
  923. {
  924. return RendererType::Direct3D12;
  925. }
  926. const char* getRendererName() const BX_OVERRIDE
  927. {
  928. return BGFX_RENDERER_DIRECT3D12_NAME;
  929. }
  930. static bool isLost(HRESULT _hr)
  931. {
  932. return DXGI_ERROR_DEVICE_REMOVED == _hr
  933. || DXGI_ERROR_DEVICE_HUNG == _hr
  934. || DXGI_ERROR_DEVICE_RESET == _hr
  935. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  936. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  937. ;
  938. }
  939. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  940. {
  941. if (NULL != m_swapChain)
  942. {
  943. int64_t start = bx::getHPCounter();
  944. HRESULT hr = 0;
  945. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  946. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  947. {
  948. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  949. }
  950. if (SUCCEEDED(hr) )
  951. {
  952. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  953. hr = m_swapChain->Present(syncInterval, 0);
  954. }
  955. int64_t now = bx::getHPCounter();
  956. m_presentElapsed = now - start;
  957. if (FAILED(hr)
  958. && isLost(hr) )
  959. {
  960. ++m_lost;
  961. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  962. }
  963. else
  964. {
  965. m_lost = 0;
  966. }
  967. }
  968. }
  969. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  970. {
  971. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  972. }
  973. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  974. {
  975. m_indexBuffers[_handle.idx].destroy();
  976. }
  977. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  978. {
  979. VertexDecl& decl = m_vertexDecls[_handle.idx];
  980. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  981. dump(decl);
  982. }
  983. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  984. {
  985. }
  986. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  987. {
  988. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  989. }
  990. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  991. {
  992. m_vertexBuffers[_handle.idx].destroy();
  993. }
  994. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  995. {
  996. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  997. }
  998. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  999. {
  1000. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1001. }
  1002. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1003. {
  1004. m_indexBuffers[_handle.idx].destroy();
  1005. }
  1006. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1007. {
  1008. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1009. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1010. }
  1011. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1012. {
  1013. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1014. }
  1015. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1016. {
  1017. m_vertexBuffers[_handle.idx].destroy();
  1018. }
  1019. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1020. {
  1021. m_shaders[_handle.idx].create(_mem);
  1022. }
  1023. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1024. {
  1025. m_shaders[_handle.idx].destroy();
  1026. }
  1027. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1028. {
  1029. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1030. }
  1031. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1032. {
  1033. m_program[_handle.idx].destroy();
  1034. }
  1035. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1036. {
  1037. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1038. }
  1039. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1040. {
  1041. }
  1042. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1043. {
  1044. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1045. }
  1046. void updateTextureEnd() BX_OVERRIDE
  1047. {
  1048. }
  1049. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1050. {
  1051. TextureD3D12& texture = m_textures[_handle.idx];
  1052. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1053. const Memory* mem = alloc(size);
  1054. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1055. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1056. bx::write(&writer, magic);
  1057. TextureCreate tc;
  1058. tc.m_flags = texture.m_flags;
  1059. tc.m_width = _width;
  1060. tc.m_height = _height;
  1061. tc.m_sides = 0;
  1062. tc.m_depth = 0;
  1063. tc.m_numMips = 1;
  1064. tc.m_format = texture.m_requestedFormat;
  1065. tc.m_cubeMap = false;
  1066. tc.m_mem = NULL;
  1067. bx::write(&writer, tc);
  1068. texture.destroy();
  1069. texture.create(mem, tc.m_flags, 0);
  1070. release(mem);
  1071. }
  1072. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1073. {
  1074. m_textures[_handle.idx].destroy();
  1075. }
  1076. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1077. {
  1078. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1079. }
  1080. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1081. {
  1082. uint16_t denseIdx = m_numWindows++;
  1083. m_windows[denseIdx] = _handle;
  1084. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1085. }
  1086. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1087. {
  1088. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1089. if (UINT16_MAX != denseIdx)
  1090. {
  1091. --m_numWindows;
  1092. if (m_numWindows > 1)
  1093. {
  1094. FrameBufferHandle handle = m_windows[m_numWindows];
  1095. m_windows[denseIdx] = handle;
  1096. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1097. }
  1098. }
  1099. }
  1100. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1101. {
  1102. if (NULL != m_uniforms[_handle.idx])
  1103. {
  1104. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1105. }
  1106. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1107. void* data = BX_ALLOC(g_allocator, size);
  1108. memset(data, 0, size);
  1109. m_uniforms[_handle.idx] = data;
  1110. m_uniformReg.add(_handle, _name, data);
  1111. }
  1112. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1113. {
  1114. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1115. m_uniforms[_handle.idx] = NULL;
  1116. }
  1117. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1118. {
  1119. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1120. m_cmd.finish(m_backBufferColorFence[idx]);
  1121. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1122. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1123. const uint32_t width = (uint32_t)desc.Width;
  1124. const uint32_t height = (uint32_t)desc.Height;
  1125. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1126. uint32_t numRows;
  1127. uint64_t total;
  1128. uint64_t pitch;
  1129. m_device->GetCopyableFootprints(&desc
  1130. , 0
  1131. , 1
  1132. , 0
  1133. , &layout
  1134. , &numRows
  1135. , &pitch
  1136. , &total
  1137. );
  1138. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1139. D3D12_BOX box;
  1140. box.left = 0;
  1141. box.top = 0;
  1142. box.right = width;
  1143. box.bottom = height;
  1144. box.front = 0;
  1145. box.back = 1;
  1146. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1147. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
  1148. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1149. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1150. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1151. finish();
  1152. m_commandList = m_cmd.alloc();
  1153. void* data;
  1154. readback->Map(0, NULL, (void**)&data);
  1155. imageSwizzleBgra8(width
  1156. , height
  1157. , (uint32_t)pitch
  1158. , data
  1159. , data
  1160. );
  1161. g_callback->screenShot(_filePath
  1162. , width
  1163. , height
  1164. , (uint32_t)pitch
  1165. , data
  1166. , (uint32_t)total
  1167. , false
  1168. );
  1169. readback->Unmap(0, NULL);
  1170. DX_RELEASE(readback, 0);
  1171. }
  1172. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1173. {
  1174. }
  1175. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1176. {
  1177. memcpy(m_uniforms[_loc], _data, _size);
  1178. }
  1179. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1180. {
  1181. }
  1182. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1183. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1184. {
  1185. const uint32_t width = m_scd.BufferDesc.Width;
  1186. const uint32_t height = m_scd.BufferDesc.Height;
  1187. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1188. setFrameBuffer(fbh, false);
  1189. D3D12_VIEWPORT vp;
  1190. vp.TopLeftX = 0;
  1191. vp.TopLeftY = 0;
  1192. vp.Width = (float)width;
  1193. vp.Height = (float)height;
  1194. vp.MinDepth = 0.0f;
  1195. vp.MaxDepth = 1.0f;
  1196. m_commandList->RSSetViewports(1, &vp);
  1197. const uint64_t state = 0
  1198. | BGFX_STATE_RGB_WRITE
  1199. | BGFX_STATE_ALPHA_WRITE
  1200. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1201. ;
  1202. m_currentProgram = &m_program[0];
  1203. ID3D12PipelineState* pso = getPipelineState(state
  1204. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1205. , _blitter.m_vb->decl.idx
  1206. , _blitter.m_program.idx
  1207. , 0
  1208. );
  1209. m_commandList->SetPipelineState(pso);
  1210. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1211. float proj[16];
  1212. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1213. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1214. uint8_t flags = predefined.m_type;
  1215. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1216. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1217. commitShaderConstants(gpuAddress);
  1218. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1219. ID3D12DescriptorHeap* heaps[] =
  1220. {
  1221. m_samplerAllocator.getHeap(),
  1222. scratchBuffer.getHeap(),
  1223. };
  1224. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1225. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1226. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1227. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1228. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  1229. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1230. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1231. scratchBuffer.allocSrv(srvHandle, texture);
  1232. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1233. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1234. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1235. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1236. viewDesc.BufferLocation = vb.m_gpuVA;
  1237. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1238. viewDesc.SizeInBytes = vb.m_size;
  1239. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1240. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1241. D3D12_INDEX_BUFFER_VIEW ibv;
  1242. ibv.Format = DXGI_FORMAT_R16_UINT;
  1243. ibv.BufferLocation = ib.m_gpuVA;
  1244. ibv.SizeInBytes = ib.m_size;
  1245. m_commandList->IASetIndexBuffer(&ibv);
  1246. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1247. }
  1248. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1249. {
  1250. const uint32_t numVertices = _numIndices*4/6;
  1251. if (0 < numVertices)
  1252. {
  1253. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1254. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1255. m_commandList->DrawIndexedInstanced(_numIndices
  1256. , 1
  1257. , 0
  1258. , 0
  1259. , 0
  1260. );
  1261. }
  1262. }
  1263. void preReset()
  1264. {
  1265. finishAll();
  1266. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1267. {
  1268. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1269. }
  1270. DX_RELEASE(m_backBufferDepthStencil, 0);
  1271. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1272. {
  1273. m_frameBuffers[ii].preReset();
  1274. }
  1275. invalidateCache();
  1276. // capturePreReset();
  1277. }
  1278. void postReset()
  1279. {
  1280. memset(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1281. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1282. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1283. {
  1284. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1285. handle.ptr += ii * rtvDescriptorSize;
  1286. DX_CHECK(m_swapChain->GetBuffer(ii
  1287. , IID_ID3D12Resource
  1288. , (void**)&m_backBufferColor[ii]
  1289. ) );
  1290. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1291. }
  1292. D3D12_RESOURCE_DESC resourceDesc;
  1293. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1294. resourceDesc.Alignment = 0;
  1295. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1296. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1297. resourceDesc.DepthOrArraySize = 1;
  1298. resourceDesc.MipLevels = 0;
  1299. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1300. resourceDesc.SampleDesc.Count = 1;
  1301. resourceDesc.SampleDesc.Quality = 0;
  1302. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1303. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1304. D3D12_CLEAR_VALUE clearValue;
  1305. clearValue.Format = resourceDesc.Format;
  1306. clearValue.DepthStencil.Depth = 1.0f;
  1307. clearValue.DepthStencil.Stencil = 0;
  1308. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1309. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1310. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1311. dsvDesc.Format = resourceDesc.Format;
  1312. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1313. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1314. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1315. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1316. ;
  1317. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1318. , &dsvDesc
  1319. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1320. );
  1321. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1322. {
  1323. m_frameBuffers[ii].postReset();
  1324. }
  1325. m_commandList = m_cmd.alloc();
  1326. // capturePostReset();
  1327. }
  1328. void invalidateCache()
  1329. {
  1330. m_pipelineStateCache.invalidate();
  1331. m_samplerStateCache.invalidate();
  1332. m_samplerAllocator.reset();
  1333. }
  1334. void updateMsaa()
  1335. {
  1336. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1337. {
  1338. uint32_t msaa = s_checkMsaa[ii];
  1339. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1340. memset(&data, 0, sizeof(msaa) );
  1341. data.Format = m_scd.BufferDesc.Format;
  1342. data.SampleCount = msaa;
  1343. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1344. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1345. data.NumQualityLevels = 0;
  1346. if (SUCCEEDED(hr)
  1347. && 0 < data.NumQualityLevels)
  1348. {
  1349. s_msaa[ii].Count = data.SampleCount;
  1350. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1351. last = ii;
  1352. }
  1353. else
  1354. {
  1355. s_msaa[ii] = s_msaa[last];
  1356. }
  1357. }
  1358. }
  1359. void updateResolution(const Resolution& _resolution)
  1360. {
  1361. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  1362. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  1363. || m_flags != _resolution.m_flags)
  1364. {
  1365. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1366. m_flags = _resolution.m_flags;
  1367. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1368. m_textVideoMem.clear();
  1369. m_resolution = _resolution;
  1370. m_scd.BufferDesc.Width = _resolution.m_width;
  1371. m_scd.BufferDesc.Height = _resolution.m_height;
  1372. preReset();
  1373. if (resize)
  1374. {
  1375. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1376. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1377. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1378. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1379. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1380. , m_scd.BufferDesc.Width
  1381. , m_scd.BufferDesc.Height
  1382. , m_scd.BufferDesc.Format
  1383. , m_scd.Flags
  1384. , nodeMask
  1385. , presentQueue
  1386. ) );
  1387. }
  1388. else
  1389. {
  1390. updateMsaa();
  1391. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1392. DX_RELEASE(m_swapChain, 0);
  1393. HRESULT hr;
  1394. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1395. , &m_scd
  1396. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1397. );
  1398. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1399. }
  1400. postReset();
  1401. }
  1402. }
  1403. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1404. {
  1405. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1406. {
  1407. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1408. m_fsChanges += _numRegs;
  1409. }
  1410. else
  1411. {
  1412. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1413. m_vsChanges += _numRegs;
  1414. }
  1415. }
  1416. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1417. {
  1418. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1419. }
  1420. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1421. {
  1422. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1423. }
  1424. void commitShaderConstants(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1425. {
  1426. uint32_t total = bx::strideAlign(0
  1427. + m_currentProgram->m_vsh->m_size
  1428. + (NULL != m_currentProgram->m_fsh ? m_currentProgram->m_fsh->m_size : 0)
  1429. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1430. );
  1431. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1432. {
  1433. uint32_t size = m_currentProgram->m_vsh->m_size;
  1434. memcpy(data, m_vsScratch, size);
  1435. data += size;
  1436. m_vsChanges = 0;
  1437. }
  1438. if (NULL != m_currentProgram->m_fsh)
  1439. {
  1440. memcpy(data, m_fsScratch, m_currentProgram->m_fsh->m_size);
  1441. m_fsChanges = 0;
  1442. }
  1443. }
  1444. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1445. {
  1446. if (isValid(m_fbh)
  1447. && m_fbh.idx != _fbh.idx)
  1448. {
  1449. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1450. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1451. {
  1452. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1453. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1454. }
  1455. if (isValid(frameBuffer.m_depth) )
  1456. {
  1457. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1458. const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1459. if (!bufferOnly)
  1460. {
  1461. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1462. }
  1463. }
  1464. }
  1465. if (!isValid(_fbh) )
  1466. {
  1467. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1468. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1469. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1470. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1471. m_currentColor = &m_rtvHandle;
  1472. m_currentDepthStencil = &m_dsvHandle;
  1473. m_commandList->OMSetRenderTargets(1, m_currentColor, false, m_currentDepthStencil);
  1474. }
  1475. else
  1476. {
  1477. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1478. if (0 < frameBuffer.m_num)
  1479. {
  1480. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1481. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1482. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1483. m_currentColor = &m_rtvHandle;
  1484. }
  1485. else
  1486. {
  1487. m_currentColor = NULL;
  1488. }
  1489. if (isValid(frameBuffer.m_depth) )
  1490. {
  1491. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1492. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1493. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1494. m_currentDepthStencil = &m_dsvHandle;
  1495. }
  1496. else
  1497. {
  1498. m_currentDepthStencil = NULL;
  1499. }
  1500. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1501. {
  1502. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1503. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1504. }
  1505. if (isValid(frameBuffer.m_depth) )
  1506. {
  1507. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1508. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1509. }
  1510. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1511. , m_currentColor
  1512. , true //NULL == m_currentDepthStencil
  1513. , m_currentDepthStencil
  1514. );
  1515. }
  1516. m_fbh = _fbh;
  1517. m_rtMsaa = _msaa;
  1518. }
  1519. void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0)
  1520. {
  1521. memset(&desc, 0, sizeof(desc) );
  1522. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1523. D3D12_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1524. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1525. {
  1526. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1527. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1528. const uint32_t srcRGB = (blend ) & 0xf;
  1529. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1530. const uint32_t srcA = (blend >> 8) & 0xf;
  1531. const uint32_t dstA = (blend >> 12) & 0xf;
  1532. const uint32_t equRGB = (equation ) & 0x7;
  1533. const uint32_t equA = (equation >> 3) & 0x7;
  1534. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1535. drt->DestBlend = s_blendFactor[dstRGB][0];
  1536. drt->BlendOp = s_blendEquation[equRGB];
  1537. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1538. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1539. drt->BlendOpAlpha = s_blendEquation[equA];
  1540. }
  1541. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1542. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1543. : 0
  1544. ;
  1545. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1546. ? D3D12_COLOR_WRITE_ENABLE_RED
  1547. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1548. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1549. : 0
  1550. ;
  1551. drt->RenderTargetWriteMask = writeMask;
  1552. if (desc.IndependentBlendEnable)
  1553. {
  1554. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1555. {
  1556. drt = &desc.RenderTarget[ii];
  1557. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1558. const uint32_t src = (rgba ) & 0xf;
  1559. const uint32_t dst = (rgba >> 4) & 0xf;
  1560. const uint32_t equation = (rgba >> 8) & 0x7;
  1561. drt->SrcBlend = s_blendFactor[src][0];
  1562. drt->DestBlend = s_blendFactor[dst][0];
  1563. drt->BlendOp = s_blendEquation[equation];
  1564. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1565. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1566. drt->BlendOpAlpha = s_blendEquation[equation];
  1567. drt->RenderTargetWriteMask = writeMask;
  1568. }
  1569. }
  1570. else
  1571. {
  1572. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1573. {
  1574. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1575. }
  1576. }
  1577. }
  1578. void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false)
  1579. {
  1580. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1581. desc.FillMode = _wireframe
  1582. ? D3D12_FILL_MODE_WIREFRAME
  1583. : D3D12_FILL_MODE_SOLID
  1584. ;
  1585. desc.CullMode = s_cullMode[cull];
  1586. desc.FrontCounterClockwise = false;
  1587. desc.DepthBias = 0;
  1588. desc.DepthBiasClamp = 0.0f;
  1589. desc.SlopeScaledDepthBias = 0.0f;
  1590. desc.DepthClipEnable = false;
  1591. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1592. desc.AntialiasedLineEnable = false;
  1593. desc.ForcedSampleCount = 0;
  1594. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1595. }
  1596. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0)
  1597. {
  1598. const uint32_t fstencil = unpackStencil(0, _stencil);
  1599. memset(&desc, 0, sizeof(desc) );
  1600. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1601. desc.DepthEnable = 0 != func;
  1602. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1603. ? D3D12_DEPTH_WRITE_MASK_ALL
  1604. : D3D12_DEPTH_WRITE_MASK_ZERO
  1605. ;
  1606. desc.DepthFunc = s_cmpFunc[func];
  1607. uint32_t bstencil = unpackStencil(1, _stencil);
  1608. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1609. bstencil = frontAndBack ? bstencil : fstencil;
  1610. desc.StencilEnable = 0 != _stencil;
  1611. desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1612. desc.StencilWriteMask = 0xff;
  1613. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1614. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1615. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1616. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1617. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1618. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1619. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1620. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1621. }
  1622. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1623. {
  1624. VertexDecl decl;
  1625. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1626. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1627. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1628. {
  1629. uint16_t mask = attrMask[ii];
  1630. uint16_t attr = (decl.m_attributes[ii] & mask);
  1631. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1632. }
  1633. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1634. uint32_t num = uint32_t(elem-_vertexElements);
  1635. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1636. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1637. {
  1638. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1639. uint32_t jj;
  1640. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1641. for (jj = 0; jj < num; ++jj)
  1642. {
  1643. curr = &_vertexElements[jj];
  1644. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1645. && curr->SemanticIndex == index)
  1646. {
  1647. break;
  1648. }
  1649. }
  1650. if (jj == num)
  1651. {
  1652. curr = elem;
  1653. ++elem;
  1654. }
  1655. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1656. curr->InputSlot = 1;
  1657. curr->SemanticIndex = index;
  1658. curr->AlignedByteOffset = ii*16;
  1659. }
  1660. return uint32_t(elem-_vertexElements);
  1661. }
  1662. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1663. {
  1664. union { void* ptr; uint32_t offset; } cast = { _userData };
  1665. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1666. {
  1667. DxbcOperand& operand = _instruction.operand[ii];
  1668. if (DxbcOperandType::ConstantBuffer == operand.type)
  1669. {
  1670. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1671. && 0 == operand.regIndex[0]
  1672. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1673. {
  1674. operand.regIndex[1] += cast.offset;
  1675. }
  1676. }
  1677. }
  1678. }
  1679. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1680. {
  1681. ProgramD3D12& program = m_program[_programIdx];
  1682. const uint32_t hash = program.m_vsh->m_hash;
  1683. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1684. if(NULL != pso)
  1685. {
  1686. return pso;
  1687. }
  1688. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1689. memset(&desc, 0, sizeof(desc) );
  1690. desc.pRootSignature = m_rootSignature;
  1691. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1692. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1693. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1694. , IID_ID3D12PipelineState
  1695. , (void**)&pso
  1696. ) );
  1697. m_pipelineStateCache.add(hash, pso);
  1698. return pso;
  1699. }
  1700. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1701. {
  1702. ProgramD3D12& program = m_program[_programIdx];
  1703. _state &= 0
  1704. | BGFX_STATE_RGB_WRITE
  1705. | BGFX_STATE_ALPHA_WRITE
  1706. | BGFX_STATE_DEPTH_WRITE
  1707. | BGFX_STATE_DEPTH_TEST_MASK
  1708. | BGFX_STATE_BLEND_MASK
  1709. | BGFX_STATE_BLEND_EQUATION_MASK
  1710. | BGFX_STATE_BLEND_INDEPENDENT
  1711. | BGFX_STATE_CULL_MASK
  1712. | BGFX_STATE_MSAA
  1713. | BGFX_STATE_PT_MASK
  1714. ;
  1715. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1716. VertexDecl decl;
  1717. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1718. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  1719. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1720. {
  1721. uint16_t mask = attrMask[ii];
  1722. uint16_t attr = (decl.m_attributes[ii] & mask);
  1723. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1724. }
  1725. bx::HashMurmur2A murmur;
  1726. murmur.begin();
  1727. murmur.add(_state);
  1728. murmur.add(_stencil);
  1729. murmur.add(program.m_vsh->m_hash);
  1730. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1731. murmur.add(program.m_fsh->m_hash);
  1732. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1733. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1734. murmur.add(m_fbh.idx);
  1735. murmur.add(_numInstanceData);
  1736. const uint32_t hash = murmur.end();
  1737. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1738. if (NULL != pso)
  1739. {
  1740. return pso;
  1741. }
  1742. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1743. memset(&desc, 0, sizeof(desc) );
  1744. desc.pRootSignature = m_rootSignature;
  1745. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1746. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1747. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1748. memset(temp->data, 0, temp->size);
  1749. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1750. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1751. DxbcContext dxbc;
  1752. read(&rd, dxbc);
  1753. bool patchShader = true;
  1754. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1755. {
  1756. union { uint32_t offset; void* ptr; } cast = { 0 };
  1757. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1758. write(&wr, dxbc);
  1759. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1760. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1761. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1762. if (!patchShader)
  1763. {
  1764. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1765. {
  1766. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1767. {
  1768. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1769. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1770. break;
  1771. }
  1772. }
  1773. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1774. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1775. }
  1776. }
  1777. if (patchShader)
  1778. {
  1779. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1780. bx::seek(&wr, 0, bx::Whence::Begin);
  1781. union { uint32_t offset; void* ptr; } cast =
  1782. {
  1783. uint32_t(program.m_vsh->m_size)/16
  1784. };
  1785. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1786. write(&wr, dxbc);
  1787. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1788. desc.PS.pShaderBytecode = temp->data;
  1789. desc.PS.BytecodeLength = temp->size;
  1790. }
  1791. desc.DS.pShaderBytecode = NULL;
  1792. desc.DS.BytecodeLength = 0;
  1793. desc.HS.pShaderBytecode = NULL;
  1794. desc.HS.BytecodeLength = 0;
  1795. desc.GS.pShaderBytecode = NULL;
  1796. desc.GS.BytecodeLength = 0;
  1797. desc.StreamOutput.pSODeclaration = NULL;
  1798. desc.StreamOutput.NumEntries = 0;
  1799. desc.StreamOutput.pBufferStrides = NULL;
  1800. desc.StreamOutput.NumStrides = 0;
  1801. desc.StreamOutput.RasterizedStream = 0;
  1802. setBlendState(desc.BlendState, _state);
  1803. desc.SampleMask = 1;
  1804. setRasterizerState(desc.RasterizerState, _state);
  1805. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1806. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1807. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1808. desc.InputLayout.pInputElementDescs = vertexElements;
  1809. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1810. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1811. if (isValid(m_fbh) )
  1812. {
  1813. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1814. desc.NumRenderTargets = frameBuffer.m_num;
  1815. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1816. {
  1817. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  1818. }
  1819. if (isValid(frameBuffer.m_depth) )
  1820. {
  1821. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  1822. }
  1823. else
  1824. {
  1825. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  1826. }
  1827. }
  1828. else
  1829. {
  1830. desc.NumRenderTargets = 1;
  1831. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  1832. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1833. }
  1834. desc.SampleDesc.Count = 1;
  1835. desc.SampleDesc.Quality = 0;
  1836. uint32_t length = g_callback->cacheReadSize(hash);
  1837. bool cached = length > 0;
  1838. void* cachedData = NULL;
  1839. if (cached)
  1840. {
  1841. cachedData = BX_ALLOC(g_allocator, length);
  1842. if (g_callback->cacheRead(hash, cachedData, length) )
  1843. {
  1844. BX_TRACE("Loading chached PSO (size %d).", length);
  1845. bx::MemoryReader reader(cachedData, length);
  1846. // uint32_t format;
  1847. // bx::read(&reader, format);
  1848. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  1849. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  1850. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  1851. , IID_ID3D12PipelineState
  1852. , (void**)&pso
  1853. );
  1854. if (FAILED(hr) )
  1855. {
  1856. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  1857. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  1858. }
  1859. }
  1860. }
  1861. if (NULL == pso)
  1862. {
  1863. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  1864. , IID_ID3D12PipelineState
  1865. , (void**)&pso
  1866. ) );
  1867. }
  1868. m_pipelineStateCache.add(hash, pso);
  1869. release(temp);
  1870. ID3DBlob* blob;
  1871. HRESULT hr = pso->GetCachedBlob(&blob);
  1872. if (SUCCEEDED(hr) )
  1873. {
  1874. void* data = blob->GetBufferPointer();
  1875. length = (uint32_t)blob->GetBufferSize();
  1876. g_callback->cacheWrite(hash, data, length);
  1877. DX_RELEASE(blob, 0);
  1878. }
  1879. if (NULL != cachedData)
  1880. {
  1881. BX_FREE(g_allocator, cachedData);
  1882. }
  1883. return pso;
  1884. }
  1885. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num = BGFX_CONFIG_MAX_TEXTURE_SAMPLERS)
  1886. {
  1887. bx::HashMurmur2A murmur;
  1888. murmur.begin();
  1889. murmur.add(_flags, _num * sizeof(uint32_t) );
  1890. uint32_t hash = murmur.end();
  1891. uint16_t sampler = m_samplerStateCache.find(hash);
  1892. if (UINT16_MAX == sampler)
  1893. {
  1894. sampler = m_samplerAllocator.alloc(_flags, _num);
  1895. m_samplerStateCache.add(hash, sampler);
  1896. }
  1897. return sampler;
  1898. }
  1899. void commit(ConstantBuffer& _constantBuffer)
  1900. {
  1901. _constantBuffer.reset();
  1902. for (;;)
  1903. {
  1904. uint32_t opcode = _constantBuffer.read();
  1905. if (UniformType::End == opcode)
  1906. {
  1907. break;
  1908. }
  1909. UniformType::Enum type;
  1910. uint16_t loc;
  1911. uint16_t num;
  1912. uint16_t copy;
  1913. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1914. const char* data;
  1915. if (copy)
  1916. {
  1917. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1918. }
  1919. else
  1920. {
  1921. UniformHandle handle;
  1922. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1923. data = (const char*)m_uniforms[handle.idx];
  1924. }
  1925. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1926. case UniformType::_uniform: \
  1927. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1928. { \
  1929. setShaderUniform(uint8_t(type), loc, data, num); \
  1930. } \
  1931. break;
  1932. switch ( (uint32_t)type)
  1933. {
  1934. case UniformType::Mat3:
  1935. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  1936. {
  1937. float* value = (float*)data;
  1938. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1939. {
  1940. Matrix4 mtx;
  1941. mtx.un.val[ 0] = value[0];
  1942. mtx.un.val[ 1] = value[1];
  1943. mtx.un.val[ 2] = value[2];
  1944. mtx.un.val[ 3] = 0.0f;
  1945. mtx.un.val[ 4] = value[3];
  1946. mtx.un.val[ 5] = value[4];
  1947. mtx.un.val[ 6] = value[5];
  1948. mtx.un.val[ 7] = 0.0f;
  1949. mtx.un.val[ 8] = value[6];
  1950. mtx.un.val[ 9] = value[7];
  1951. mtx.un.val[10] = value[8];
  1952. mtx.un.val[11] = 0.0f;
  1953. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  1954. }
  1955. }
  1956. break;
  1957. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  1958. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  1959. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  1960. case UniformType::End:
  1961. break;
  1962. default:
  1963. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1964. break;
  1965. }
  1966. #undef CASE_IMPLEMENT_UNIFORM
  1967. }
  1968. }
  1969. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  1970. {
  1971. if (isValid(m_fbh) )
  1972. {
  1973. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1974. frameBuffer.clear(m_commandList, _clear, _palette);
  1975. }
  1976. else
  1977. {
  1978. if (NULL != m_currentColor
  1979. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1980. {
  1981. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1982. {
  1983. uint8_t index = _clear.m_index[0];
  1984. if (UINT8_MAX != index)
  1985. {
  1986. m_commandList->ClearRenderTargetView(*m_currentColor
  1987. , _palette[index]
  1988. , _num
  1989. , _rect
  1990. );
  1991. }
  1992. }
  1993. else
  1994. {
  1995. float frgba[4] =
  1996. {
  1997. _clear.m_index[0] * 1.0f / 255.0f,
  1998. _clear.m_index[1] * 1.0f / 255.0f,
  1999. _clear.m_index[2] * 1.0f / 255.0f,
  2000. _clear.m_index[3] * 1.0f / 255.0f,
  2001. };
  2002. m_commandList->ClearRenderTargetView(*m_currentColor
  2003. , frgba
  2004. , _num
  2005. , _rect
  2006. );
  2007. }
  2008. }
  2009. if (NULL != m_currentDepthStencil
  2010. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2011. {
  2012. uint32_t flags = 0;
  2013. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2014. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2015. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2016. , D3D12_CLEAR_FLAGS(flags)
  2017. , _clear.m_depth
  2018. , _clear.m_stencil
  2019. , _num
  2020. , _rect
  2021. );
  2022. }
  2023. }
  2024. }
  2025. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2026. {
  2027. BX_UNUSED(_clearQuad);
  2028. uint32_t width = m_scd.BufferDesc.Width;
  2029. uint32_t height = m_scd.BufferDesc.Height;
  2030. if (0 == _rect.m_x
  2031. && 0 == _rect.m_y
  2032. && width == _rect.m_width
  2033. && height == _rect.m_height)
  2034. {
  2035. clear(_clear, _palette);
  2036. }
  2037. else
  2038. {
  2039. D3D12_RECT rect;
  2040. rect.left = _rect.m_x;
  2041. rect.top = _rect.m_y;
  2042. rect.right = _rect.m_x + _rect.m_width;
  2043. rect.bottom = _rect.m_y + _rect.m_height;
  2044. clear(_clear, _palette, &rect);
  2045. }
  2046. }
  2047. uint64_t kick()
  2048. {
  2049. uint64_t fence = m_cmd.kick();
  2050. m_commandList = m_cmd.alloc();
  2051. return fence;
  2052. }
  2053. void finish()
  2054. {
  2055. m_cmd.kick();
  2056. m_cmd.finish();
  2057. m_commandList = NULL;
  2058. }
  2059. void finishAll()
  2060. {
  2061. uint64_t fence = m_cmd.kick();
  2062. m_cmd.finish(fence, true);
  2063. m_commandList = NULL;
  2064. }
  2065. void* m_kernel32dll;
  2066. void* m_d3d12dll;
  2067. void* m_dxgidll;
  2068. D3D_DRIVER_TYPE m_driverType;
  2069. IDXGIAdapter3* m_adapter;
  2070. DXGI_ADAPTER_DESC m_adapterDesc;
  2071. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2072. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2073. IDXGIFactory4* m_factory;
  2074. IDXGISwapChain3* m_swapChain;
  2075. int64_t m_presentElapsed;
  2076. uint16_t m_lost;
  2077. uint16_t m_numWindows;
  2078. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2079. ID3D12Device* m_device;
  2080. ID3D12InfoQueue* m_infoQueue;
  2081. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2082. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2083. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2084. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2085. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2086. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2087. ID3D12Resource* m_backBufferColor[4];
  2088. uint64_t m_backBufferColorFence[4];
  2089. ID3D12Resource* m_backBufferDepthStencil;
  2090. ScratchBufferD3D12 m_scratchBuffer[4];
  2091. DescriptorAllocatorD3D12 m_samplerAllocator;
  2092. ID3D12RootSignature* m_rootSignature;
  2093. CommandQueueD3D12 m_cmd;
  2094. BatchD3D12 m_batch;
  2095. ID3D12GraphicsCommandList* m_commandList;
  2096. Resolution m_resolution;
  2097. bool m_wireframe;
  2098. DXGI_SWAP_CHAIN_DESC m_scd;
  2099. uint32_t m_flags;
  2100. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2101. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2102. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2103. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2104. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2105. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2106. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2107. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2108. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2109. UniformRegistry m_uniformReg;
  2110. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2111. StateCache m_samplerStateCache;
  2112. TextVideoMem m_textVideoMem;
  2113. ProgramD3D12* m_currentProgram;
  2114. uint8_t m_fsScratch[64<<10];
  2115. uint8_t m_vsScratch[64<<10];
  2116. uint32_t m_fsChanges;
  2117. uint32_t m_vsChanges;
  2118. FrameBufferHandle m_fbh;
  2119. uint32_t m_backBufferColorIdx;
  2120. bool m_rtMsaa;
  2121. };
  2122. static RendererContextD3D12* s_renderD3D12;
  2123. RendererContextI* rendererCreate()
  2124. {
  2125. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2126. if (!s_renderD3D12->init() )
  2127. {
  2128. BX_DELETE(g_allocator, s_renderD3D12);
  2129. s_renderD3D12 = NULL;
  2130. }
  2131. return s_renderD3D12;
  2132. }
  2133. void rendererDestroy()
  2134. {
  2135. s_renderD3D12->shutdown();
  2136. BX_DELETE(g_allocator, s_renderD3D12);
  2137. s_renderD3D12 = NULL;
  2138. }
  2139. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2140. {
  2141. m_size = _size;
  2142. ID3D12Device* device = s_renderD3D12->m_device;
  2143. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2144. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2145. desc.NumDescriptors = _maxDescriptors;
  2146. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2147. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2148. desc.NodeMask = 1;
  2149. DX_CHECK(device->CreateDescriptorHeap(&desc
  2150. , IID_ID3D12DescriptorHeap
  2151. , (void**)&m_heap
  2152. ) );
  2153. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2154. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2155. m_upload->Map(0, NULL, (void**)&m_data);
  2156. reset(m_gpuHandle);
  2157. }
  2158. void ScratchBufferD3D12::destroy()
  2159. {
  2160. m_upload->Unmap(0, NULL);
  2161. DX_RELEASE(m_upload, 0);
  2162. DX_RELEASE(m_heap, 0);
  2163. }
  2164. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  2165. {
  2166. m_pos = 0;
  2167. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2168. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2169. gpuHandle = m_gpuHandle;
  2170. }
  2171. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2172. {
  2173. _gpuAddress = m_gpuVA + m_pos;
  2174. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2175. desc.BufferLocation = _gpuAddress;
  2176. desc.SizeInBytes = _size;
  2177. void* data = &m_data[m_pos];
  2178. m_pos += BX_ALIGN_256(_size);
  2179. ID3D12Device* device = s_renderD3D12->m_device;
  2180. device->CreateConstantBufferView(&desc
  2181. , m_cpuHandle
  2182. );
  2183. m_cpuHandle.ptr += m_incrementSize;
  2184. m_gpuHandle.ptr += m_incrementSize;
  2185. return data;
  2186. }
  2187. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2188. {
  2189. ID3D12Device* device = s_renderD3D12->m_device;
  2190. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2191. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2192. if (0 != _mip)
  2193. {
  2194. memcpy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2195. srvd = &tmpSrvd;
  2196. switch (_texture.m_srvd.ViewDimension)
  2197. {
  2198. default:
  2199. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2200. srvd->Texture2D.MostDetailedMip = _mip;
  2201. srvd->Texture2D.MipLevels = 1;
  2202. srvd->Texture2D.PlaneSlice = 0;
  2203. srvd->Texture2D.ResourceMinLODClamp = 0;
  2204. break;
  2205. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2206. srvd->TextureCube.MostDetailedMip = _mip;
  2207. srvd->TextureCube.MipLevels = 1;
  2208. srvd->TextureCube.ResourceMinLODClamp = 0;
  2209. break;
  2210. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2211. srvd->Texture3D.MostDetailedMip = _mip;
  2212. srvd->Texture3D.MipLevels = 1;
  2213. srvd->Texture3D.ResourceMinLODClamp = 0;
  2214. break;
  2215. }
  2216. }
  2217. device->CreateShaderResourceView(_texture.m_ptr
  2218. , srvd
  2219. , m_cpuHandle
  2220. );
  2221. m_cpuHandle.ptr += m_incrementSize;
  2222. gpuHandle = m_gpuHandle;
  2223. m_gpuHandle.ptr += m_incrementSize;
  2224. }
  2225. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2226. {
  2227. ID3D12Device* device = s_renderD3D12->m_device;
  2228. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2229. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2230. if (0 != _mip)
  2231. {
  2232. memcpy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2233. uavd = &tmpUavd;
  2234. switch (_texture.m_uavd.ViewDimension)
  2235. {
  2236. default:
  2237. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2238. uavd->Texture2D.MipSlice = _mip;
  2239. uavd->Texture2D.PlaneSlice = 0;
  2240. break;
  2241. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2242. uavd->Texture3D.MipSlice = _mip;
  2243. break;
  2244. }
  2245. }
  2246. device->CreateUnorderedAccessView(_texture.m_ptr
  2247. , NULL
  2248. , uavd
  2249. , m_cpuHandle
  2250. );
  2251. m_cpuHandle.ptr += m_incrementSize;
  2252. gpuHandle = m_gpuHandle;
  2253. m_gpuHandle.ptr += m_incrementSize;
  2254. }
  2255. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer)
  2256. {
  2257. ID3D12Device* device = s_renderD3D12->m_device;
  2258. device->CreateShaderResourceView(_buffer.m_ptr
  2259. , &_buffer.m_srvd
  2260. , m_cpuHandle
  2261. );
  2262. m_cpuHandle.ptr += m_incrementSize;
  2263. gpuHandle = m_gpuHandle;
  2264. m_gpuHandle.ptr += m_incrementSize;
  2265. }
  2266. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer)
  2267. {
  2268. ID3D12Device* device = s_renderD3D12->m_device;
  2269. device->CreateUnorderedAccessView(_buffer.m_ptr
  2270. , NULL
  2271. , &_buffer.m_uavd
  2272. , m_cpuHandle
  2273. );
  2274. m_cpuHandle.ptr += m_incrementSize;
  2275. gpuHandle = m_gpuHandle;
  2276. m_gpuHandle.ptr += m_incrementSize;
  2277. }
  2278. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2279. {
  2280. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2281. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2282. ID3D12Device* device = s_renderD3D12->m_device;
  2283. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2284. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2285. desc.NumDescriptors = _maxDescriptors;
  2286. desc.Type = _type;
  2287. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2288. desc.NodeMask = 1;
  2289. DX_CHECK(device->CreateDescriptorHeap(&desc
  2290. , IID_ID3D12DescriptorHeap
  2291. , (void**)&m_heap
  2292. ) );
  2293. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2294. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2295. }
  2296. void DescriptorAllocatorD3D12::destroy()
  2297. {
  2298. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2299. DX_RELEASE(m_heap, 0);
  2300. }
  2301. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2302. {
  2303. uint16_t idx = m_handleAlloc->alloc();
  2304. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2305. ID3D12Device* device = s_renderD3D12->m_device;
  2306. device->CreateShaderResourceView(_ptr
  2307. , _desc
  2308. , cpuHandle
  2309. );
  2310. return idx;
  2311. }
  2312. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num)
  2313. {
  2314. uint16_t idx = m_handleAlloc->alloc();
  2315. ID3D12Device* device = s_renderD3D12->m_device;
  2316. for (uint32_t ii = 0; ii < _num; ++ii)
  2317. {
  2318. uint32_t flags = _flags[ii];
  2319. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2320. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2321. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2322. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2323. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2324. D3D12_SAMPLER_DESC sd;
  2325. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2326. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2327. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2328. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2329. sd.MinLOD = 0;
  2330. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2331. sd.MipLODBias = 0.0f;
  2332. sd.MaxAnisotropy = 1; //m_maxAnisotropy;
  2333. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2334. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2335. {
  2336. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2337. };
  2338. device->CreateSampler(&sd, cpuHandle);
  2339. }
  2340. return idx;
  2341. }
  2342. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2343. {
  2344. m_handleAlloc->free(_idx);
  2345. }
  2346. void DescriptorAllocatorD3D12::reset()
  2347. {
  2348. uint16_t max = m_handleAlloc->getMaxHandles();
  2349. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2350. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2351. }
  2352. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2353. {
  2354. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2355. return gpuHandle;
  2356. }
  2357. void CommandQueueD3D12::init(ID3D12Device* _device)
  2358. {
  2359. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2360. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2361. queueDesc.Priority = 0;
  2362. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2363. queueDesc.NodeMask = 1;
  2364. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2365. , IID_ID3D12CommandQueue
  2366. , (void**)&m_commandQueue
  2367. ) );
  2368. m_completedFence = 0;
  2369. m_currentFence = 0;
  2370. DX_CHECK(_device->CreateFence(0
  2371. , D3D12_FENCE_FLAG_NONE
  2372. , IID_ID3D12Fence
  2373. , (void**)&m_fence
  2374. ) );
  2375. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2376. {
  2377. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2378. , IID_ID3D12CommandAllocator
  2379. , (void**)&m_commandList[ii].m_commandAllocator
  2380. ) );
  2381. DX_CHECK(_device->CreateCommandList(0
  2382. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2383. , m_commandList[ii].m_commandAllocator
  2384. , NULL
  2385. , IID_ID3D12GraphicsCommandList
  2386. , (void**)&m_commandList[ii].m_commandList
  2387. ) );
  2388. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2389. }
  2390. }
  2391. void CommandQueueD3D12::shutdown()
  2392. {
  2393. finish(UINT64_MAX, true);
  2394. DX_RELEASE(m_fence, 0);
  2395. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2396. {
  2397. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2398. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2399. }
  2400. DX_RELEASE(m_commandQueue, 0);
  2401. }
  2402. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2403. {
  2404. while (0 == m_control.reserve(1) )
  2405. {
  2406. consume();
  2407. }
  2408. CommandList& commandList = m_commandList[m_control.m_current];
  2409. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2410. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2411. return commandList.m_commandList;
  2412. }
  2413. uint64_t CommandQueueD3D12::kick()
  2414. {
  2415. CommandList& commandList = m_commandList[m_control.m_current];
  2416. DX_CHECK(commandList.m_commandList->Close() );
  2417. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2418. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2419. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2420. const uint64_t fence = m_currentFence++;
  2421. m_commandQueue->Signal(m_fence, fence);
  2422. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2423. m_control.commit(1);
  2424. return fence;
  2425. }
  2426. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2427. {
  2428. while (0 < m_control.available() )
  2429. {
  2430. consume();
  2431. if (!_finishAll
  2432. && _waitFence <= m_completedFence)
  2433. {
  2434. return;
  2435. }
  2436. }
  2437. BX_CHECK(0 == m_control.available(), "");
  2438. }
  2439. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2440. {
  2441. if (0 < m_control.available() )
  2442. {
  2443. if (consume(0)
  2444. && _waitFence <= m_completedFence)
  2445. {
  2446. return true;
  2447. }
  2448. }
  2449. return false;
  2450. }
  2451. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2452. {
  2453. m_release[m_control.m_current].push_back(_ptr);
  2454. }
  2455. bool CommandQueueD3D12::consume(uint32_t _ms)
  2456. {
  2457. CommandList& commandList = m_commandList[m_control.m_read];
  2458. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2459. {
  2460. CloseHandle(commandList.m_event);
  2461. commandList.m_event = NULL;
  2462. m_completedFence = m_fence->GetCompletedValue();
  2463. m_commandQueue->Wait(m_fence, m_completedFence);
  2464. ResourceArray& ra = m_release[m_control.m_read];
  2465. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2466. {
  2467. DX_RELEASE(*it, 0);
  2468. }
  2469. ra.clear();
  2470. m_control.consume(1);
  2471. return true;
  2472. }
  2473. return false;
  2474. }
  2475. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2476. {
  2477. m_maxDrawPerBatch = _maxDrawPerBatch;
  2478. m_minIndirect = 64;
  2479. m_flushPerBatch = _maxDrawPerBatch;
  2480. ID3D12Device* device = s_renderD3D12->m_device;
  2481. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2482. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2483. {
  2484. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
  2485. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
  2486. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 1 },
  2487. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, 0 },
  2488. };
  2489. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2490. {
  2491. sizeof(DrawIndirectCommand),
  2492. BX_COUNTOF(drawArgDesc),
  2493. drawArgDesc,
  2494. 1,
  2495. };
  2496. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2497. , rootSignature
  2498. , IID_ID3D12CommandSignature
  2499. , (void**)&m_commandSignature[Draw]
  2500. ) );
  2501. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2502. {
  2503. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
  2504. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
  2505. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 1 },
  2506. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, 0 },
  2507. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, 0 },
  2508. };
  2509. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2510. {
  2511. sizeof(DrawIndexedIndirectCommand),
  2512. BX_COUNTOF(drawIndexedArgDesc),
  2513. drawIndexedArgDesc,
  2514. 1,
  2515. };
  2516. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2517. , rootSignature
  2518. , IID_ID3D12CommandSignature
  2519. , (void**)&m_commandSignature[DrawIndexed]
  2520. ) );
  2521. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2522. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2523. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2524. {
  2525. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2526. , NULL
  2527. , BGFX_BUFFER_DRAW_INDIRECT
  2528. , false
  2529. , sizeof(DrawIndexedIndirectCommand)
  2530. );
  2531. }
  2532. }
  2533. void BatchD3D12::destroy()
  2534. {
  2535. BX_FREE(g_allocator, m_cmds[0]);
  2536. BX_FREE(g_allocator, m_cmds[1]);
  2537. DX_RELEASE(m_commandSignature[0], 0);
  2538. DX_RELEASE(m_commandSignature[1], 0);
  2539. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2540. {
  2541. m_indirect[ii].destroy();
  2542. }
  2543. }
  2544. template<typename Ty>
  2545. Ty& BatchD3D12::getCmd(Enum _type)
  2546. {
  2547. uint32_t index = m_num[_type];
  2548. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2549. m_num[_type]++;
  2550. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2551. return *cmd;
  2552. }
  2553. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2554. {
  2555. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2556. const VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_vertexBuffer.idx];
  2557. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_vertexDecl.idx : vb.m_decl.idx;
  2558. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2559. uint32_t numIndices = 0;
  2560. if (Draw == type)
  2561. {
  2562. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2563. ? vb.m_size / vertexDecl.m_stride
  2564. : _draw.m_numVertices
  2565. ;
  2566. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2567. cmd.cbv = _cbv;
  2568. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2569. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2570. cmd.vbv[0].SizeInBytes = vb.m_size;
  2571. if (isValid(_draw.m_instanceDataBuffer) )
  2572. {
  2573. const VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2574. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2575. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2576. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2577. }
  2578. else
  2579. {
  2580. cmd.vbv[1].BufferLocation = 0;
  2581. }
  2582. cmd.draw.InstanceCount = _draw.m_numInstances;
  2583. cmd.draw.VertexCountPerInstance = numVertices;
  2584. cmd.draw.StartVertexLocation = _draw.m_startVertex;
  2585. cmd.draw.StartInstanceLocation = 0;
  2586. }
  2587. else
  2588. {
  2589. const BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2590. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2591. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2592. numIndices = UINT32_MAX == _draw.m_numIndices
  2593. ? ib.m_size / indexSize
  2594. : _draw.m_numIndices
  2595. ;
  2596. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  2597. cmd.cbv = _cbv;
  2598. cmd.ibv.BufferLocation = ib.m_gpuVA;
  2599. cmd.ibv.SizeInBytes = ib.m_size;
  2600. cmd.ibv.Format = hasIndex16
  2601. ? DXGI_FORMAT_R16_UINT
  2602. : DXGI_FORMAT_R32_UINT
  2603. ;
  2604. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2605. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2606. cmd.vbv[0].SizeInBytes = vb.m_size;
  2607. if (isValid(_draw.m_instanceDataBuffer) )
  2608. {
  2609. const VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2610. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2611. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2612. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2613. }
  2614. else
  2615. {
  2616. cmd.vbv[1].BufferLocation = 0;
  2617. }
  2618. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  2619. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  2620. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  2621. cmd.drawIndexed.BaseVertexLocation = _draw.m_startVertex;
  2622. cmd.drawIndexed.StartInstanceLocation = 0;
  2623. }
  2624. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  2625. {
  2626. flush(_commandList, type);
  2627. }
  2628. return numIndices;
  2629. }
  2630. static const uint32_t s_indirectCommandSize[] =
  2631. {
  2632. sizeof(BatchD3D12::DrawIndirectCommand),
  2633. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  2634. };
  2635. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  2636. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  2637. {
  2638. uint32_t num = m_num[_type];
  2639. if (0 != num)
  2640. {
  2641. m_num[_type] = 0;
  2642. if (m_minIndirect < num)
  2643. {
  2644. m_stats.m_numIndirect[_type]++;
  2645. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  2646. m_currIndirect %= BX_COUNTOF(m_indirect);
  2647. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  2648. _commandList->ExecuteIndirect(m_commandSignature[_type]
  2649. , num
  2650. , indirect.m_ptr
  2651. , 0
  2652. , NULL
  2653. , 0
  2654. );
  2655. }
  2656. else
  2657. {
  2658. m_stats.m_numImmediate[_type]++;
  2659. if (Draw == _type)
  2660. {
  2661. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  2662. for (uint32_t ii = 0; ii < num; ++ii)
  2663. {
  2664. const DrawIndirectCommand& cmd = cmds[ii];
  2665. if (m_current.cbv != cmd.cbv)
  2666. {
  2667. m_current.cbv = cmd.cbv;
  2668. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2669. }
  2670. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2671. {
  2672. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2673. _commandList->IASetVertexBuffers(0, 2, cmd.vbv);
  2674. }
  2675. _commandList->DrawInstanced(cmd.draw.VertexCountPerInstance
  2676. , cmd.draw.InstanceCount
  2677. , cmd.draw.StartVertexLocation
  2678. , cmd.draw.StartInstanceLocation
  2679. );
  2680. }
  2681. }
  2682. else
  2683. {
  2684. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  2685. for (uint32_t ii = 0; ii < num; ++ii)
  2686. {
  2687. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  2688. if (m_current.cbv != cmd.cbv)
  2689. {
  2690. m_current.cbv = cmd.cbv;
  2691. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2692. }
  2693. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2694. {
  2695. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2696. _commandList->IASetVertexBuffers(0
  2697. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2698. , cmd.vbv
  2699. );
  2700. }
  2701. if (0 != memcmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  2702. {
  2703. memcpy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  2704. _commandList->IASetIndexBuffer(&cmd.ibv);
  2705. }
  2706. _commandList->DrawIndexedInstanced(cmd.drawIndexed.IndexCountPerInstance
  2707. , cmd.drawIndexed.InstanceCount
  2708. , cmd.drawIndexed.StartIndexLocation
  2709. , cmd.drawIndexed.BaseVertexLocation
  2710. , cmd.drawIndexed.StartInstanceLocation
  2711. );
  2712. }
  2713. }
  2714. }
  2715. }
  2716. }
  2717. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  2718. {
  2719. flush(_commandList, Draw);
  2720. flush(_commandList, DrawIndexed);
  2721. if (_clean)
  2722. {
  2723. memset(&m_current, 0, sizeof(m_current) );
  2724. }
  2725. }
  2726. void BatchD3D12::begin()
  2727. {
  2728. memset(&m_stats, 0, sizeof(m_stats) );
  2729. memset(&m_current, 0, sizeof(m_current) );
  2730. }
  2731. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  2732. {
  2733. flush(_commandList);
  2734. }
  2735. struct UavFormat
  2736. {
  2737. DXGI_FORMAT format[3];
  2738. uint32_t stride;
  2739. };
  2740. static const UavFormat s_uavFormat[] =
  2741. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2742. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2743. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2744. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2745. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2746. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2747. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2748. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2749. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2750. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2751. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2752. };
  2753. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  2754. {
  2755. m_size = _size;
  2756. m_flags = _flags;
  2757. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2758. // const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2759. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2760. m_dynamic = NULL == _data || needUav;
  2761. DXGI_FORMAT format;
  2762. uint32_t stride;
  2763. D3D12_RESOURCE_FLAGS flags = needUav
  2764. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2765. : D3D12_RESOURCE_FLAG_NONE
  2766. ;
  2767. if(drawIndirect)
  2768. {
  2769. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2770. stride = 16;
  2771. }
  2772. else
  2773. {
  2774. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2775. if (0 == uavFormat)
  2776. {
  2777. if (_vertex)
  2778. {
  2779. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2780. stride = 16;
  2781. }
  2782. else
  2783. {
  2784. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2785. {
  2786. format = DXGI_FORMAT_R16_UINT;
  2787. stride = 2;
  2788. }
  2789. else
  2790. {
  2791. format = DXGI_FORMAT_R32_UINT;
  2792. stride = 4;
  2793. }
  2794. }
  2795. }
  2796. else
  2797. {
  2798. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2799. format = s_uavFormat[uavFormat].format[uavType];
  2800. stride = s_uavFormat[uavFormat].stride;
  2801. }
  2802. }
  2803. stride = 0 == _stride ? stride : _stride;
  2804. m_srvd.Format = format;
  2805. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2806. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2807. m_srvd.Buffer.FirstElement = 0;
  2808. m_srvd.Buffer.NumElements = m_size / stride;
  2809. m_srvd.Buffer.StructureByteStride = 0;
  2810. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  2811. m_uavd.Format = format;
  2812. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2813. m_uavd.Buffer.FirstElement = 0;
  2814. m_uavd.Buffer.NumElements = m_size / stride;
  2815. m_uavd.Buffer.StructureByteStride = 0;
  2816. m_uavd.Buffer.CounterOffsetInBytes = 0;
  2817. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  2818. ID3D12Device* device = s_renderD3D12->m_device;
  2819. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2820. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  2821. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  2822. setState(commandList, drawIndirect
  2823. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  2824. : D3D12_RESOURCE_STATE_GENERIC_READ
  2825. );
  2826. if (!m_dynamic)
  2827. {
  2828. update(commandList, 0, _size, _data);
  2829. }
  2830. }
  2831. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  2832. {
  2833. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  2834. uint8_t* data;
  2835. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  2836. memcpy(data, _data, _size);
  2837. staging->Unmap(0, NULL);
  2838. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2839. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  2840. setState(_commandList, state);
  2841. s_renderD3D12->m_cmd.release(staging);
  2842. }
  2843. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  2844. {
  2845. if (m_state != _state)
  2846. {
  2847. setResourceBarrier(_commandList
  2848. , m_ptr
  2849. , m_state
  2850. , _state
  2851. );
  2852. bx::xchg(m_state, _state);
  2853. }
  2854. return _state;
  2855. }
  2856. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2857. {
  2858. BufferD3D12::create(_size, _data, _flags, true);
  2859. m_decl = _declHandle;
  2860. }
  2861. void ShaderD3D12::create(const Memory* _mem)
  2862. {
  2863. bx::MemoryReader reader(_mem->data, _mem->size);
  2864. uint32_t magic;
  2865. bx::read(&reader, magic);
  2866. switch (magic)
  2867. {
  2868. case BGFX_CHUNK_MAGIC_CSH:
  2869. case BGFX_CHUNK_MAGIC_FSH:
  2870. case BGFX_CHUNK_MAGIC_VSH:
  2871. break;
  2872. default:
  2873. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2874. break;
  2875. }
  2876. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2877. uint32_t iohash;
  2878. bx::read(&reader, iohash);
  2879. uint16_t count;
  2880. bx::read(&reader, count);
  2881. m_numPredefined = 0;
  2882. m_numUniforms = count;
  2883. BX_TRACE("%s Shader consts %d"
  2884. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2885. , count
  2886. );
  2887. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2888. if (0 < count)
  2889. {
  2890. for (uint32_t ii = 0; ii < count; ++ii)
  2891. {
  2892. uint8_t nameSize;
  2893. bx::read(&reader, nameSize);
  2894. char name[256];
  2895. bx::read(&reader, &name, nameSize);
  2896. name[nameSize] = '\0';
  2897. uint8_t type;
  2898. bx::read(&reader, type);
  2899. uint8_t num;
  2900. bx::read(&reader, num);
  2901. uint16_t regIndex;
  2902. bx::read(&reader, regIndex);
  2903. uint16_t regCount;
  2904. bx::read(&reader, regCount);
  2905. const char* kind = "invalid";
  2906. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2907. if (PredefinedUniform::Count != predefined)
  2908. {
  2909. kind = "predefined";
  2910. m_predefined[m_numPredefined].m_loc = regIndex;
  2911. m_predefined[m_numPredefined].m_count = regCount;
  2912. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2913. m_numPredefined++;
  2914. }
  2915. else
  2916. {
  2917. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  2918. if (NULL != info)
  2919. {
  2920. if (NULL == m_constantBuffer)
  2921. {
  2922. m_constantBuffer = ConstantBuffer::create(1024);
  2923. }
  2924. kind = "user";
  2925. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2926. }
  2927. }
  2928. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2929. , kind
  2930. , name
  2931. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2932. , num
  2933. , regIndex
  2934. , regCount
  2935. );
  2936. BX_UNUSED(kind);
  2937. }
  2938. if (NULL != m_constantBuffer)
  2939. {
  2940. m_constantBuffer->finish();
  2941. }
  2942. }
  2943. uint16_t shaderSize;
  2944. bx::read(&reader, shaderSize);
  2945. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2946. bx::skip(&reader, shaderSize+1);
  2947. m_code = copy(code, shaderSize);
  2948. uint8_t numAttrs;
  2949. bx::read(&reader, numAttrs);
  2950. memset(m_attrMask, 0, sizeof(m_attrMask) );
  2951. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2952. {
  2953. uint16_t id;
  2954. bx::read(&reader, id);
  2955. Attrib::Enum attr = idToAttrib(id);
  2956. if (Attrib::Count != attr)
  2957. {
  2958. m_attrMask[attr] = UINT16_MAX;
  2959. }
  2960. }
  2961. bx::HashMurmur2A murmur;
  2962. murmur.begin();
  2963. murmur.add(iohash);
  2964. murmur.add(code, shaderSize);
  2965. murmur.add(numAttrs);
  2966. murmur.add(m_attrMask, numAttrs);
  2967. m_hash = murmur.end();
  2968. bx::read(&reader, m_size);
  2969. }
  2970. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2971. {
  2972. ImageContainer imageContainer;
  2973. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2974. {
  2975. uint8_t numMips = imageContainer.m_numMips;
  2976. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  2977. numMips -= startLod;
  2978. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2979. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2980. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2981. m_flags = _flags;
  2982. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2983. m_textureFormat = (uint8_t)imageContainer.m_format;
  2984. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2985. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2986. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2987. if (convert)
  2988. {
  2989. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2990. bpp = 32;
  2991. }
  2992. if (imageContainer.m_cubeMap)
  2993. {
  2994. m_type = TextureCube;
  2995. }
  2996. else if (imageContainer.m_depth > 1)
  2997. {
  2998. m_type = Texture3D;
  2999. }
  3000. else
  3001. {
  3002. m_type = Texture2D;
  3003. }
  3004. m_numMips = numMips;
  3005. const uint16_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  3006. uint32_t numSrd = numMips*numSides;
  3007. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3008. uint32_t kk = 0;
  3009. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3010. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3011. uint32_t blockWidth = 1;
  3012. uint32_t blockHeight = 1;
  3013. if (convert && compressed)
  3014. {
  3015. blockWidth = blockInfo.blockWidth;
  3016. blockHeight = blockInfo.blockHeight;
  3017. }
  3018. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  3019. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3020. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3021. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3022. , this - s_renderD3D12->m_textures
  3023. , getName( (TextureFormat::Enum)m_textureFormat)
  3024. , getName( (TextureFormat::Enum)m_requestedFormat)
  3025. , textureWidth
  3026. , textureHeight
  3027. , imageContainer.m_cubeMap ? "x6" : ""
  3028. , renderTarget ? 'x' : ' '
  3029. , bufferOnly ? 'x' : ' '
  3030. , computeWrite ? 'x' : ' '
  3031. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3032. );
  3033. uint32_t totalSize = 0;
  3034. for (uint8_t side = 0; side < numSides; ++side)
  3035. {
  3036. uint32_t width = textureWidth;
  3037. uint32_t height = textureHeight;
  3038. uint32_t depth = imageContainer.m_depth;
  3039. for (uint8_t lod = 0; lod < numMips; ++lod)
  3040. {
  3041. width = bx::uint32_max(blockWidth, width);
  3042. height = bx::uint32_max(blockHeight, height);
  3043. depth = bx::uint32_max(1, depth);
  3044. ImageMip mip;
  3045. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3046. {
  3047. if (convert)
  3048. {
  3049. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3050. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3051. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3052. imageDecodeToBgra8(temp
  3053. , mip.m_data
  3054. , mip.m_width
  3055. , mip.m_height
  3056. , pitch, mip.m_format
  3057. );
  3058. srd[kk].pData = temp;
  3059. srd[kk].RowPitch = pitch;
  3060. srd[kk].SlicePitch = slice;
  3061. totalSize += slice;
  3062. }
  3063. else if (compressed)
  3064. {
  3065. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3066. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3067. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3068. imageCopy(mip.m_height/blockInfo.blockHeight
  3069. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3070. , mip.m_data
  3071. , pitch
  3072. , temp
  3073. );
  3074. srd[kk].pData = temp;
  3075. srd[kk].RowPitch = pitch;
  3076. srd[kk].SlicePitch = slice;
  3077. totalSize += slice;
  3078. }
  3079. else
  3080. {
  3081. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3082. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3083. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3084. imageCopy(mip.m_height
  3085. , mip.m_width*mip.m_bpp / 8
  3086. , mip.m_data
  3087. , pitch
  3088. , temp
  3089. );
  3090. srd[kk].pData = temp;
  3091. srd[kk].RowPitch = pitch;
  3092. srd[kk].SlicePitch = slice;
  3093. totalSize += slice;
  3094. }
  3095. if (swizzle)
  3096. {
  3097. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3098. }
  3099. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3100. ++kk;
  3101. }
  3102. else
  3103. {
  3104. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3105. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3106. totalSize += slice;
  3107. }
  3108. width >>= 1;
  3109. height >>= 1;
  3110. depth >>= 1;
  3111. }
  3112. }
  3113. BX_TRACE("texture total size: %d", totalSize);
  3114. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3115. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3116. memset(&m_srvd, 0, sizeof(m_srvd) );
  3117. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3118. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3119. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3120. if (swizzle)
  3121. {
  3122. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3123. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3124. }
  3125. m_uavd.Format = m_srvd.Format;
  3126. ID3D12Device* device = s_renderD3D12->m_device;
  3127. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3128. D3D12_RESOURCE_DESC resourceDesc;
  3129. resourceDesc.Alignment = 0;
  3130. resourceDesc.Width = textureWidth;
  3131. resourceDesc.Height = textureHeight;
  3132. resourceDesc.MipLevels = numMips;
  3133. resourceDesc.Format = format;
  3134. resourceDesc.SampleDesc = msaa;
  3135. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3136. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3137. resourceDesc.DepthOrArraySize = numSides;
  3138. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3139. D3D12_CLEAR_VALUE* clearValue = NULL;
  3140. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  3141. {
  3142. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3143. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3144. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3145. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3146. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3147. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3148. clearValue->DepthStencil.Depth = 1.0f;
  3149. clearValue->DepthStencil.Stencil = 0;
  3150. }
  3151. else if (renderTarget)
  3152. {
  3153. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3154. clearValue->Format = resourceDesc.Format;
  3155. clearValue->Color[0] = 0.0f;
  3156. clearValue->Color[1] = 0.0f;
  3157. clearValue->Color[2] = 0.0f;
  3158. clearValue->Color[3] = 0.0f;
  3159. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3160. }
  3161. if (bufferOnly)
  3162. {
  3163. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3164. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3165. }
  3166. if (computeWrite)
  3167. {
  3168. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3169. }
  3170. switch (m_type)
  3171. {
  3172. case Texture2D:
  3173. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3174. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  3175. m_srvd.Texture2D.MostDetailedMip = 0;
  3176. m_srvd.Texture2D.MipLevels = numMips;
  3177. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3178. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3179. m_uavd.Texture2D.MipSlice = 0;
  3180. m_uavd.Texture2D.PlaneSlice = 0;
  3181. break;
  3182. case Texture3D:
  3183. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3184. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3185. m_srvd.Texture3D.MostDetailedMip = 0;
  3186. m_srvd.Texture3D.MipLevels = numMips;
  3187. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3188. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3189. m_uavd.Texture3D.MipSlice = 0;
  3190. m_uavd.Texture3D.FirstWSlice = 0;
  3191. m_uavd.Texture3D.WSize = 0;
  3192. break;
  3193. case TextureCube:
  3194. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3195. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3196. m_srvd.TextureCube.MostDetailedMip = 0;
  3197. m_srvd.TextureCube.MipLevels = numMips;
  3198. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3199. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3200. m_uavd.Texture2D.MipSlice = 0;
  3201. m_uavd.Texture2D.PlaneSlice = 0;
  3202. break;
  3203. }
  3204. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3205. {
  3206. uint64_t uploadBufferSize;
  3207. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3208. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3209. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3210. device->GetCopyableFootprints(&resourceDesc
  3211. , 0
  3212. , numSrd
  3213. , 0
  3214. , layouts
  3215. , numRows
  3216. , rowSizeInBytes
  3217. , &uploadBufferSize
  3218. );
  3219. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3220. , uploadBufferSize
  3221. , totalSize
  3222. , numRows[0]
  3223. , rowSizeInBytes[0]
  3224. );
  3225. }
  3226. if (kk != 0)
  3227. {
  3228. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3229. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3230. uint64_t result = UpdateSubresources(commandList
  3231. , m_ptr
  3232. , staging
  3233. , 0
  3234. , 0
  3235. , numSrd
  3236. , srd
  3237. );
  3238. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3239. BX_TRACE("Update subresource %" PRId64, result);
  3240. setState(commandList, state);
  3241. s_renderD3D12->m_cmd.release(staging);
  3242. }
  3243. else
  3244. {
  3245. setState(commandList, state);
  3246. }
  3247. if (0 != kk)
  3248. {
  3249. kk = 0;
  3250. for (uint8_t side = 0; side < numSides; ++side)
  3251. {
  3252. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3253. {
  3254. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3255. ++kk;
  3256. }
  3257. }
  3258. }
  3259. }
  3260. }
  3261. void TextureD3D12::destroy()
  3262. {
  3263. if (NULL != m_ptr)
  3264. {
  3265. DX_RELEASE(m_ptr, 0);
  3266. m_ptr = NULL;
  3267. }
  3268. }
  3269. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3270. {
  3271. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3272. const uint32_t subres = _mip + (_side * m_numMips);
  3273. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3274. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3275. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3276. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3277. desc.Height = _rect.m_height;
  3278. uint32_t numRows;
  3279. uint64_t rowPitch;
  3280. uint64_t totalBytes;
  3281. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3282. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3283. , subres
  3284. , 1
  3285. , 0
  3286. , &layout
  3287. , &numRows
  3288. , &rowPitch
  3289. , &totalBytes
  3290. );
  3291. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3292. uint8_t* data;
  3293. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3294. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3295. {
  3296. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3297. }
  3298. staging->Unmap(0, NULL);
  3299. D3D12_BOX box;
  3300. box.left = 0;
  3301. box.top = 0;
  3302. box.right = box.left + _rect.m_width;
  3303. box.bottom = box.top + _rect.m_height;
  3304. box.front = _z;
  3305. box.back = _z+_depth;
  3306. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  3307. dst.SubresourceIndex = subres;
  3308. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
  3309. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3310. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3311. s_renderD3D12->m_cmd.release(staging);
  3312. }
  3313. void TextureD3D12::commit(uint8_t _stage, uint32_t _flags)
  3314. {
  3315. BX_UNUSED(_stage, _flags);
  3316. }
  3317. void TextureD3D12::resolve()
  3318. {
  3319. }
  3320. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3321. {
  3322. if (m_state != _state)
  3323. {
  3324. setResourceBarrier(_commandList
  3325. , m_ptr
  3326. , m_state
  3327. , _state
  3328. );
  3329. bx::xchg(m_state, _state);
  3330. }
  3331. return _state;
  3332. }
  3333. void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles)
  3334. {
  3335. m_numTh = _num;
  3336. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3337. postReset();
  3338. }
  3339. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3340. {
  3341. }
  3342. void FrameBufferD3D12::preReset()
  3343. {
  3344. }
  3345. void FrameBufferD3D12::postReset()
  3346. {
  3347. if (m_numTh != 0)
  3348. {
  3349. ID3D12Device* device = s_renderD3D12->m_device;
  3350. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3351. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3352. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3353. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3354. m_depth.idx = bgfx::invalidHandle;
  3355. m_num = 0;
  3356. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3357. {
  3358. TextureHandle handle = m_th[ii];
  3359. if (isValid(handle) )
  3360. {
  3361. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3362. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3363. {
  3364. BX_CHECK(!isValid(m_depth), "");
  3365. m_depth = handle;
  3366. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3367. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3368. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3369. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  3370. BX_UNUSED(blockInfo);
  3371. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3372. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3373. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3374. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3375. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3376. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3377. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3378. ;
  3379. device->CreateDepthStencilView(texture.m_ptr
  3380. , &dsvDesc
  3381. , dsvDescriptor
  3382. );
  3383. }
  3384. else
  3385. {
  3386. m_texture[m_num] = handle;
  3387. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3388. device->CreateRenderTargetView(texture.m_ptr
  3389. , NULL
  3390. , rtv
  3391. );
  3392. m_num++;
  3393. }
  3394. }
  3395. }
  3396. }
  3397. }
  3398. uint16_t FrameBufferD3D12::destroy()
  3399. {
  3400. m_numTh = 0;
  3401. m_depth.idx = bgfx::invalidHandle;
  3402. uint16_t denseIdx = m_denseIdx;
  3403. m_denseIdx = UINT16_MAX;
  3404. return denseIdx;
  3405. }
  3406. void FrameBufferD3D12::resolve()
  3407. {
  3408. }
  3409. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3410. {
  3411. ID3D12Device* device = s_renderD3D12->m_device;
  3412. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3413. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3414. && 0 != m_num)
  3415. {
  3416. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3417. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3418. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3419. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3420. {
  3421. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3422. {
  3423. uint8_t index = _clear.m_index[ii];
  3424. if (UINT8_MAX != index)
  3425. {
  3426. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3427. _commandList->ClearRenderTargetView(rtv
  3428. , _palette[index]
  3429. , _num
  3430. , _rect
  3431. );
  3432. }
  3433. }
  3434. }
  3435. else
  3436. {
  3437. float frgba[4] =
  3438. {
  3439. _clear.m_index[0]*1.0f/255.0f,
  3440. _clear.m_index[1]*1.0f/255.0f,
  3441. _clear.m_index[2]*1.0f/255.0f,
  3442. _clear.m_index[3]*1.0f/255.0f,
  3443. };
  3444. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3445. {
  3446. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3447. _commandList->ClearRenderTargetView(rtv
  3448. , frgba
  3449. , _num
  3450. , _rect
  3451. );
  3452. }
  3453. }
  3454. }
  3455. if (isValid(m_depth)
  3456. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3457. {
  3458. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3459. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3460. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3461. DWORD flags = 0;
  3462. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3463. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3464. _commandList->ClearDepthStencilView(dsvDescriptor
  3465. , D3D12_CLEAR_FLAGS(flags)
  3466. , _clear.m_depth
  3467. , _clear.m_stencil
  3468. , _num
  3469. , _rect
  3470. );
  3471. }
  3472. }
  3473. void RendererContextD3D12::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3474. {
  3475. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3476. updateResolution(_render->m_resolution);
  3477. int64_t elapsed = -bx::getHPCounter();
  3478. int64_t captureElapsed = 0;
  3479. if (0 < _render->m_iboffset)
  3480. {
  3481. TransientIndexBuffer* ib = _render->m_transientIb;
  3482. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  3483. }
  3484. if (0 < _render->m_vboffset)
  3485. {
  3486. TransientVertexBuffer* vb = _render->m_transientVb;
  3487. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  3488. }
  3489. _render->sort();
  3490. RenderDraw currentState;
  3491. currentState.clear();
  3492. currentState.m_flags = BGFX_STATE_NONE;
  3493. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3494. _render->m_hmdInitialized = false;
  3495. const bool hmdEnabled = false;
  3496. ViewState viewState(_render, hmdEnabled);
  3497. viewState.reset(_render, hmdEnabled);
  3498. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3499. // bool scissorEnabled = false;
  3500. // setDebugWireframe(wireframe);
  3501. uint16_t currentSamplerStateIdx = invalidHandle;
  3502. uint32_t currentBindHash = 0;
  3503. ID3D12PipelineState* currentPso = NULL;
  3504. SortKey key;
  3505. uint8_t view = 0xff;
  3506. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3507. float alphaRef = 0.0f;
  3508. uint32_t blendFactor = 0;
  3509. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3510. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3511. PrimInfo prim = s_primInfo[primIndex];
  3512. bool wasCompute = false;
  3513. bool viewHasScissor = false;
  3514. Rect viewScissorRect;
  3515. viewScissorRect.clear();
  3516. BX_UNUSED(alphaRef);
  3517. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3518. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3519. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3520. uint32_t statsNumIndices = 0;
  3521. uint32_t statsKeyType[2] = {};
  3522. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  3523. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  3524. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  3525. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  3526. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  3527. scratchBuffer.reset(gpuHandle);
  3528. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = {};
  3529. StateCacheLru<D3D12_GPU_DESCRIPTOR_HANDLE, 64> bindLru;
  3530. setResourceBarrier(m_commandList
  3531. , m_backBufferColor[m_backBufferColorIdx]
  3532. , D3D12_RESOURCE_STATE_PRESENT
  3533. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3534. );
  3535. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3536. {
  3537. m_batch.begin();
  3538. // uint8_t eye = 0;
  3539. // uint8_t restartState = 0;
  3540. viewState.m_rect = _render->m_rect[0];
  3541. int32_t numItems = _render->m_num;
  3542. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3543. {
  3544. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3545. statsKeyType[isCompute]++;
  3546. const bool viewChanged = 0
  3547. || key.m_view != view
  3548. || item == numItems
  3549. ;
  3550. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3551. ++item;
  3552. if (viewChanged)
  3553. {
  3554. m_batch.flush(m_commandList, true);
  3555. kick();
  3556. if (isCompute)
  3557. {
  3558. m_commandList->SetComputeRootSignature(m_rootSignature);
  3559. }
  3560. else
  3561. {
  3562. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  3563. }
  3564. ID3D12DescriptorHeap* heaps[] = {
  3565. m_samplerAllocator.getHeap(),
  3566. scratchBuffer.getHeap(),
  3567. };
  3568. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3569. view = key.m_view;
  3570. currentPso = NULL;
  3571. fbh = _render->m_fb[view];
  3572. setFrameBuffer(fbh);
  3573. viewState.m_rect = _render->m_rect[view];
  3574. const Rect& rect = _render->m_rect[view];
  3575. const Rect& scissorRect = _render->m_scissor[view];
  3576. viewHasScissor = !scissorRect.isZero();
  3577. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3578. D3D12_VIEWPORT vp;
  3579. vp.TopLeftX = rect.m_x;
  3580. vp.TopLeftY = rect.m_y;
  3581. vp.Width = rect.m_width;
  3582. vp.Height = rect.m_height;
  3583. vp.MinDepth = 0.0f;
  3584. vp.MaxDepth = 1.0f;
  3585. m_commandList->RSSetViewports(1, &vp);
  3586. D3D12_RECT rc;
  3587. rc.left = viewScissorRect.m_x;
  3588. rc.top = viewScissorRect.m_y;
  3589. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3590. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3591. m_commandList->RSSetScissorRects(1, &rc);
  3592. Clear& clr = _render->m_clear[view];
  3593. if (BGFX_CLEAR_NONE != clr.m_flags)
  3594. {
  3595. Rect clearRect = rect;
  3596. clearRect.intersect(rect, viewScissorRect);
  3597. clearQuad(_clearQuad, clearRect, clr, _render->m_clearColor);
  3598. }
  3599. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  3600. }
  3601. if (isCompute)
  3602. {
  3603. if (!wasCompute)
  3604. {
  3605. wasCompute = true;
  3606. }
  3607. const RenderCompute& compute = renderItem.compute;
  3608. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3609. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3610. {
  3611. ProgramD3D12& program = m_program[key.m_program];
  3612. m_currentProgram = &program;
  3613. if (constantsChanged)
  3614. {
  3615. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3616. if (NULL != vcb)
  3617. {
  3618. commit(*vcb);
  3619. }
  3620. }
  3621. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  3622. if (constantsChanged
  3623. || program.m_numPredefined > 0)
  3624. {
  3625. commitShaderConstants(gpuAddress);
  3626. }
  3627. }
  3628. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  3629. if (pso != currentPso)
  3630. {
  3631. currentPso = pso;
  3632. m_commandList->SetPipelineState(pso);
  3633. currentBindHash = 0;
  3634. }
  3635. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3636. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3637. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3638. {
  3639. const Binding& bind = compute.m_bind[ii];
  3640. if (invalidHandle != bind.m_idx)
  3641. {
  3642. switch (bind.m_type)
  3643. {
  3644. case Binding::Image:
  3645. {
  3646. TextureD3D12& texture = m_textures[bind.m_idx];
  3647. if (Access::Read != bind.m_un.m_compute.m_access)
  3648. {
  3649. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  3650. }
  3651. else
  3652. {
  3653. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  3654. samplerFlags[ii] = texture.m_flags;
  3655. }
  3656. }
  3657. break;
  3658. case Binding::IndexBuffer:
  3659. case Binding::VertexBuffer:
  3660. {
  3661. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  3662. ? m_indexBuffers[bind.m_idx]
  3663. : m_vertexBuffers[bind.m_idx]
  3664. ;
  3665. if (Access::Read != bind.m_un.m_compute.m_access)
  3666. {
  3667. scratchBuffer.allocUav(srvHandle[ii], buffer);
  3668. }
  3669. else
  3670. {
  3671. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  3672. }
  3673. }
  3674. break;
  3675. }
  3676. }
  3677. }
  3678. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS);
  3679. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3680. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3681. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  3682. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  3683. if (isValid(compute.m_indirectBuffer) )
  3684. {
  3685. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3686. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3687. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3688. : compute.m_numIndirect
  3689. ;
  3690. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3691. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3692. {
  3693. // deviceCtx->DispatchIndirect(ptr, args);
  3694. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3695. }
  3696. }
  3697. else
  3698. {
  3699. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3700. }
  3701. continue;
  3702. }
  3703. bool resetState = viewChanged || wasCompute;
  3704. if (wasCompute)
  3705. {
  3706. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3707. {
  3708. BX_UNUSED(s_viewNameW);
  3709. // wchar_t* viewNameW = s_viewNameW[view];
  3710. // viewNameW[3] = L' ';
  3711. // PIX_ENDEVENT();
  3712. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3713. }
  3714. wasCompute = false;
  3715. m_currentProgram = NULL;
  3716. currentSamplerStateIdx = invalidHandle;
  3717. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  3718. ID3D12DescriptorHeap* heaps[] = {
  3719. m_samplerAllocator.getHeap(),
  3720. scratchBuffer.getHeap(),
  3721. };
  3722. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3723. // invalidateCompute();
  3724. }
  3725. const RenderDraw& draw = renderItem.draw;
  3726. const uint64_t newFlags = draw.m_flags;
  3727. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3728. currentState.m_flags = newFlags;
  3729. const uint64_t newStencil = draw.m_stencil;
  3730. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  3731. currentState.m_stencil = newStencil;
  3732. if (resetState)
  3733. {
  3734. currentState.clear();
  3735. currentState.m_scissor = !draw.m_scissor;
  3736. changedFlags = BGFX_STATE_MASK;
  3737. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3738. currentState.m_flags = newFlags;
  3739. currentState.m_stencil = newStencil;
  3740. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3741. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3742. }
  3743. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3744. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3745. if (isValid(draw.m_vertexBuffer) )
  3746. {
  3747. for (uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) )
  3748. ; currentBindHash != bindHash
  3749. ; currentBindHash = bindHash
  3750. )
  3751. {
  3752. m_batch.flush(m_commandList);
  3753. D3D12_GPU_DESCRIPTOR_HANDLE* srv = bindLru.find(bindHash);
  3754. if (NULL == srv)
  3755. {
  3756. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3757. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3758. {
  3759. srvHandle[0].ptr = 0;
  3760. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3761. {
  3762. const Binding& sampler = draw.m_bind[stage];
  3763. if (invalidHandle != sampler.m_idx)
  3764. {
  3765. TextureD3D12& texture = m_textures[sampler.m_idx];
  3766. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3767. scratchBuffer.allocSrv(srvHandle[stage], texture);
  3768. samplerFlags[stage] = (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & sampler.m_un.m_draw.m_flags)
  3769. ? sampler.m_un.m_draw.m_flags
  3770. : texture.m_flags
  3771. ) & BGFX_TEXTURE_SAMPLER_BITS_MASK
  3772. ;
  3773. }
  3774. else
  3775. {
  3776. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  3777. samplerFlags[stage] = 0;
  3778. }
  3779. }
  3780. }
  3781. if (srvHandle[0].ptr != 0)
  3782. {
  3783. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  3784. if (samplerStateIdx != currentSamplerStateIdx)
  3785. {
  3786. currentSamplerStateIdx = samplerStateIdx;
  3787. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3788. }
  3789. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3790. bindLru.add(bindHash, srvHandle[0], 0);
  3791. }
  3792. }
  3793. else
  3794. {
  3795. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, *srv);
  3796. }
  3797. }
  3798. if (0 != changedStencil)
  3799. {
  3800. m_batch.flush(m_commandList);
  3801. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  3802. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3803. m_commandList->OMSetStencilRef(ref);
  3804. }
  3805. const uint64_t state = draw.m_flags;
  3806. bool hasFactor = 0
  3807. || f0 == (state & f0)
  3808. || f1 == (state & f1)
  3809. ;
  3810. if (hasFactor
  3811. && blendFactor != draw.m_rgba)
  3812. {
  3813. m_batch.flush(m_commandList);
  3814. blendFactor = draw.m_rgba;
  3815. float bf[4];
  3816. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  3817. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  3818. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  3819. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  3820. m_commandList->OMSetBlendFactor(bf);
  3821. }
  3822. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  3823. || prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  3824. {
  3825. m_batch.flush(m_commandList);
  3826. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3827. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3828. prim = s_primInfo[primIndex];
  3829. m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
  3830. }
  3831. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  3832. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3833. ID3D12PipelineState* pso =
  3834. getPipelineState(state
  3835. , draw.m_stencil
  3836. , declIdx
  3837. , key.m_program
  3838. , uint8_t(draw.m_instanceDataStride/16)
  3839. );
  3840. if (pso != currentPso)
  3841. {
  3842. m_batch.flush(m_commandList);
  3843. currentPso = pso;
  3844. m_commandList->SetPipelineState(pso);
  3845. }
  3846. {
  3847. ProgramD3D12& program = m_program[key.m_program];
  3848. m_currentProgram = &program;
  3849. if (constantsChanged)
  3850. {
  3851. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3852. if (NULL != vcb)
  3853. {
  3854. commit(*vcb);
  3855. }
  3856. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3857. if (NULL != fcb)
  3858. {
  3859. commit(*fcb);
  3860. }
  3861. }
  3862. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  3863. constantsChanged |= program.m_numPredefined > 0;
  3864. if (constantsChanged)
  3865. {
  3866. commitShaderConstants(gpuAddress);
  3867. }
  3868. }
  3869. uint32_t numIndices = 0;
  3870. numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  3871. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  3872. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3873. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3874. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3875. statsNumInstances[primIndex] += draw.m_numInstances;
  3876. statsNumIndices += numIndices;
  3877. }
  3878. }
  3879. m_batch.end(m_commandList);
  3880. }
  3881. int64_t now = bx::getHPCounter();
  3882. elapsed += now;
  3883. static int64_t last = now;
  3884. int64_t frameTime = now - last;
  3885. last = now;
  3886. static int64_t min = frameTime;
  3887. static int64_t max = frameTime;
  3888. min = bx::int64_min(min, frameTime);
  3889. max = bx::int64_max(max, frameTime);
  3890. static int64_t presentMin = m_presentElapsed;
  3891. static int64_t presentMax = m_presentElapsed;
  3892. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  3893. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  3894. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  3895. {
  3896. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3897. TextVideoMem& tvm = m_textVideoMem;
  3898. static int64_t next = now;
  3899. if (now >= next)
  3900. {
  3901. next = now + bx::getHPFrequency();
  3902. double freq = double(bx::getHPFrequency() );
  3903. double toMs = 1000.0 / freq;
  3904. tvm.clear();
  3905. uint16_t pos = 0;
  3906. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3907. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3908. , getRendererName()
  3909. );
  3910. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3911. char description[BX_COUNTOF(desc.Description)];
  3912. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3913. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  3914. char dedicatedVideo[16];
  3915. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3916. char dedicatedSystem[16];
  3917. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3918. char sharedSystem[16];
  3919. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3920. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared)"
  3921. , dedicatedVideo
  3922. , dedicatedSystem
  3923. , sharedSystem
  3924. );
  3925. DXGI_QUERY_VIDEO_MEMORY_INFO memInfo;
  3926. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &memInfo) );
  3927. char budget[16];
  3928. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  3929. char currentUsage[16];
  3930. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  3931. char availableForReservation[16];
  3932. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  3933. char currentReservation[16];
  3934. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  3935. tvm.printf(0, pos++, 0x8f, " Budget: %s, Usage: %s, AvailRes: %s, CurrRes: %s "
  3936. , budget
  3937. , currentUsage
  3938. , availableForReservation
  3939. , currentReservation
  3940. );
  3941. pos = 10;
  3942. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3943. , double(frameTime)*toMs
  3944. , double(min)*toMs
  3945. , double(max)*toMs
  3946. , freq/frameTime
  3947. );
  3948. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  3949. , double(m_presentElapsed)*toMs
  3950. , double(presentMin)*toMs
  3951. , double(presentMax)*toMs
  3952. );
  3953. char hmd[16];
  3954. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3955. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3956. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3957. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3958. , 0 != msaa ? '\xfe' : ' '
  3959. , 1<<msaa
  3960. , ", no-HMD "
  3961. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3962. );
  3963. double elapsedCpuMs = double(elapsed)*toMs;
  3964. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  3965. , _render->m_num
  3966. , statsKeyType[0]
  3967. , statsKeyType[1]
  3968. , elapsedCpuMs
  3969. );
  3970. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3971. {
  3972. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  3973. , s_primName[ii]
  3974. , statsNumPrimsRendered[ii]
  3975. , statsNumInstances[ii]
  3976. , statsNumPrimsSubmitted[ii]
  3977. );
  3978. }
  3979. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  3980. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  3981. , m_batch.m_maxDrawPerBatch
  3982. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  3983. );
  3984. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  3985. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  3986. , m_batch.m_maxDrawPerBatch
  3987. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  3988. );
  3989. // if (NULL != m_renderdocdll)
  3990. // {
  3991. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3992. // }
  3993. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  3994. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  3995. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  3996. pos++;
  3997. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3998. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  3999. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4000. , m_pipelineStateCache.getCount()
  4001. , m_samplerStateCache.getCount()
  4002. , bindLru.getCount()
  4003. , m_cmd.m_control.available()
  4004. );
  4005. pos++;
  4006. double captureMs = double(captureElapsed)*toMs;
  4007. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4008. uint8_t attr[2] = { 0x89, 0x8a };
  4009. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4010. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4011. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4012. min = frameTime;
  4013. max = frameTime;
  4014. presentMin = m_presentElapsed;
  4015. presentMax = m_presentElapsed;
  4016. }
  4017. blit(this, _textVideoMemBlitter, tvm);
  4018. // PIX_ENDEVENT();
  4019. }
  4020. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4021. {
  4022. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4023. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4024. // PIX_ENDEVENT();
  4025. }
  4026. setResourceBarrier(m_commandList
  4027. , m_backBufferColor[m_backBufferColorIdx]
  4028. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4029. , D3D12_RESOURCE_STATE_PRESENT
  4030. );
  4031. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4032. }
  4033. } /* namespace d3d12 */ } // namespace bgfx
  4034. #else
  4035. namespace bgfx { namespace d3d12
  4036. {
  4037. RendererContextI* rendererCreate()
  4038. {
  4039. return NULL;
  4040. }
  4041. void rendererDestroy()
  4042. {
  4043. }
  4044. } /* namespace d3d12 */ } // namespace bgfx
  4045. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12