renderer_d3d11.cpp 144 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_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx { namespace d3d11
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. struct PrimInfo
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  24. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "LineStrip",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. union Zero
  37. {
  38. Zero()
  39. {
  40. memset(this, 0, sizeof(Zero) );
  41. }
  42. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  43. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  44. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  45. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  46. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  47. };
  48. BX_PRAGMA_DIAGNOSTIC_PUSH();
  49. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  50. static const Zero s_zero;
  51. BX_PRAGMA_DIAGNOSTIC_POP();
  52. static const uint32_t s_checkMsaa[] =
  53. {
  54. 0,
  55. 2,
  56. 4,
  57. 8,
  58. 16,
  59. };
  60. static DXGI_SAMPLE_DESC s_msaa[] =
  61. {
  62. { 1, 0 },
  63. { 2, 0 },
  64. { 4, 0 },
  65. { 8, 0 },
  66. { 16, 0 },
  67. };
  68. static const D3D11_BLEND s_blendFactor[][2] =
  69. {
  70. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  71. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  72. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  73. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  74. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  75. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  76. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  77. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  78. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  79. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  80. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  81. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  82. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  83. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  84. };
  85. static const D3D11_BLEND_OP s_blendEquation[] =
  86. {
  87. D3D11_BLEND_OP_ADD,
  88. D3D11_BLEND_OP_SUBTRACT,
  89. D3D11_BLEND_OP_REV_SUBTRACT,
  90. D3D11_BLEND_OP_MIN,
  91. D3D11_BLEND_OP_MAX,
  92. };
  93. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  94. {
  95. D3D11_COMPARISON_FUNC(0), // ignored
  96. D3D11_COMPARISON_LESS,
  97. D3D11_COMPARISON_LESS_EQUAL,
  98. D3D11_COMPARISON_EQUAL,
  99. D3D11_COMPARISON_GREATER_EQUAL,
  100. D3D11_COMPARISON_GREATER,
  101. D3D11_COMPARISON_NOT_EQUAL,
  102. D3D11_COMPARISON_NEVER,
  103. D3D11_COMPARISON_ALWAYS,
  104. };
  105. static const D3D11_STENCIL_OP s_stencilOp[] =
  106. {
  107. D3D11_STENCIL_OP_ZERO,
  108. D3D11_STENCIL_OP_KEEP,
  109. D3D11_STENCIL_OP_REPLACE,
  110. D3D11_STENCIL_OP_INCR,
  111. D3D11_STENCIL_OP_INCR_SAT,
  112. D3D11_STENCIL_OP_DECR,
  113. D3D11_STENCIL_OP_DECR_SAT,
  114. D3D11_STENCIL_OP_INVERT,
  115. };
  116. static const D3D11_CULL_MODE s_cullMode[] =
  117. {
  118. D3D11_CULL_NONE,
  119. D3D11_CULL_FRONT,
  120. D3D11_CULL_BACK,
  121. };
  122. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  123. {
  124. D3D11_TEXTURE_ADDRESS_WRAP,
  125. D3D11_TEXTURE_ADDRESS_MIRROR,
  126. D3D11_TEXTURE_ADDRESS_CLAMP,
  127. };
  128. /*
  129. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  130. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  131. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  132. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  133. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  134. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  135. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  136. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  137. * D3D11_FILTER_ANISOTROPIC = 0x55,
  138. *
  139. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  140. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  141. *
  142. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  143. * 0x10 // MIN_LINEAR
  144. * 0x04 // MAG_LINEAR
  145. * 0x01 // MIP_LINEAR
  146. */
  147. static const uint8_t s_textureFilter[3][3] =
  148. {
  149. {
  150. 0x10, // min linear
  151. 0x00, // min point
  152. 0x55, // anisotropic
  153. },
  154. {
  155. 0x04, // mag linear
  156. 0x00, // mag point
  157. 0x55, // anisotropic
  158. },
  159. {
  160. 0x01, // mip linear
  161. 0x00, // mip point
  162. 0x55, // anisotropic
  163. },
  164. };
  165. struct TextureFormatInfo
  166. {
  167. DXGI_FORMAT m_fmt;
  168. DXGI_FORMAT m_fmtSrv;
  169. DXGI_FORMAT m_fmtDsv;
  170. DXGI_FORMAT m_fmtSrgb;
  171. };
  172. static const TextureFormatInfo s_textureFormat[] =
  173. {
  174. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  175. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  176. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  177. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  178. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  179. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  180. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  192. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  193. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  194. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  195. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  196. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32
  197. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  198. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  199. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  200. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  201. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32
  202. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  203. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  204. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  205. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  206. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  207. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32
  208. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  209. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  210. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  211. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  212. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  213. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  215. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  216. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  217. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  218. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  219. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  220. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  221. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  222. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  223. };
  224. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  225. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  226. {
  227. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  235. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  236. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  237. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  238. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  239. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  240. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  241. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  242. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  243. };
  244. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  245. static const DXGI_FORMAT s_attribType[][4][2] =
  246. {
  247. { // Uint8
  248. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  249. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  250. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  251. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  252. },
  253. { // Uint10
  254. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  255. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  256. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  257. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  258. },
  259. { // Int16
  260. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  261. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  262. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  263. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  264. },
  265. { // Half
  266. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  267. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  268. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  269. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  270. },
  271. { // Float
  272. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  273. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  274. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  275. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  276. },
  277. };
  278. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  279. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  280. {
  281. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  282. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  283. {
  284. if (UINT16_MAX != _decl.m_attributes[attr])
  285. {
  286. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  287. if (0 == _decl.m_attributes[attr])
  288. {
  289. elem->AlignedByteOffset = 0;
  290. }
  291. else
  292. {
  293. uint8_t num;
  294. AttribType::Enum type;
  295. bool normalized;
  296. bool asInt;
  297. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  298. elem->Format = s_attribType[type][num-1][normalized];
  299. elem->AlignedByteOffset = _decl.m_offset[attr];
  300. }
  301. ++elem;
  302. }
  303. }
  304. return elem;
  305. }
  306. struct TextureStage
  307. {
  308. TextureStage()
  309. {
  310. clear();
  311. }
  312. void clear()
  313. {
  314. memset(m_srv, 0, sizeof(m_srv) );
  315. memset(m_sampler, 0, sizeof(m_sampler) );
  316. }
  317. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  318. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  319. };
  320. BX_PRAGMA_DIAGNOSTIC_PUSH();
  321. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  322. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  323. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  324. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  325. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  326. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  327. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  328. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  329. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  330. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  331. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  332. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  333. enum D3D11_FORMAT_SUPPORT2
  334. {
  335. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  336. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  337. };
  338. static const GUID s_deviceIIDs[] =
  339. {
  340. IID_IDXGIDevice3,
  341. IID_IDXGIDevice2,
  342. IID_IDXGIDevice1,
  343. IID_IDXGIDevice0,
  344. };
  345. template <typename Ty>
  346. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  347. {
  348. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  349. {
  350. char temp[2048];
  351. va_list argList;
  352. va_start(argList, _format);
  353. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  354. va_end(argList);
  355. temp[size] = '\0';
  356. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  357. }
  358. }
  359. BX_PRAGMA_DIAGNOSTIC_POP();
  360. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  361. {
  362. uint8_t temp[28];
  363. D3D11_BUFFER_DESC desc;
  364. desc.ByteWidth = sizeof(temp);
  365. desc.Usage = D3D11_USAGE_STAGING;
  366. desc.BindFlags = 0;
  367. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  368. desc.MiscFlags = 0;
  369. desc.StructureByteStride = 0;
  370. D3D11_SUBRESOURCE_DATA initData;
  371. initData.pSysMem = &temp;
  372. initData.SysMemPitch = sizeof(temp);
  373. initData.SysMemSlicePitch = 0;
  374. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  375. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  376. bx::write(&writer, UINT32_C(0x00010000) );
  377. bx::write(&writer, UINT32_C(0) );
  378. bx::write(&writer, UINT32_C(0) );
  379. ID3D11Buffer* buffer;
  380. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  381. if (SUCCEEDED(hr) )
  382. {
  383. buffer->Release();
  384. bx::MemoryReader reader(&temp, sizeof(temp) );
  385. bx::skip(&reader, 16);
  386. uint32_t version;
  387. bx::read(&reader, version);
  388. uint32_t driverVersion;
  389. bx::read(&reader, driverVersion);
  390. return version <= driverVersion;
  391. }
  392. return false;
  393. };
  394. #if USE_D3D11_DYNAMIC_LIB
  395. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  396. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  397. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  398. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  399. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  400. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  401. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  402. #endif // USE_D3D11_DYNAMIC_LIB
  403. struct RendererContextD3D11 : public RendererContextI
  404. {
  405. RendererContextD3D11()
  406. : m_d3d9dll(NULL)
  407. , m_d3d11dll(NULL)
  408. , m_dxgidll(NULL)
  409. , m_dxgidebugdll(NULL)
  410. , m_renderdocdll(NULL)
  411. , m_driverType(D3D_DRIVER_TYPE_NULL)
  412. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  413. , m_adapter(NULL)
  414. , m_factory(NULL)
  415. , m_swapChain(NULL)
  416. , m_lost(0)
  417. , m_numWindows(0)
  418. , m_device(NULL)
  419. , m_deviceCtx(NULL)
  420. , m_infoQueue(NULL)
  421. , m_backBufferColor(NULL)
  422. , m_backBufferDepthStencil(NULL)
  423. , m_currentColor(NULL)
  424. , m_currentDepthStencil(NULL)
  425. , m_captureTexture(NULL)
  426. , m_captureResolve(NULL)
  427. , m_wireframe(false)
  428. , m_flags(BGFX_RESET_NONE)
  429. , m_maxAnisotropy(1)
  430. , m_currentProgram(NULL)
  431. , m_vsChanges(0)
  432. , m_fsChanges(0)
  433. , m_rtMsaa(false)
  434. , m_ovrRtv(NULL)
  435. , m_ovrDsv(NULL)
  436. {
  437. m_fbh.idx = invalidHandle;
  438. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  439. memset(&m_scd, 0, sizeof(m_scd) );
  440. memset(&m_windows, 0xff, sizeof(m_windows) );
  441. }
  442. ~RendererContextD3D11()
  443. {
  444. }
  445. bool init()
  446. {
  447. struct ErrorState
  448. {
  449. enum Enum
  450. {
  451. Default,
  452. LoadedD3D11,
  453. LoadedDXGI,
  454. CreatedDXGIFactory,
  455. };
  456. };
  457. ErrorState::Enum errorState = ErrorState::Default;
  458. // Must be before device creation, and before RenderDoc.
  459. m_ovr.init();
  460. if (!m_ovr.isInitialized() )
  461. {
  462. m_renderdocdll = loadRenderDoc();
  463. }
  464. m_fbh.idx = invalidHandle;
  465. memset(m_uniforms, 0, sizeof(m_uniforms) );
  466. memset(&m_resolution, 0, sizeof(m_resolution) );
  467. #if USE_D3D11_DYNAMIC_LIB
  468. m_d3d11dll = bx::dlopen("d3d11.dll");
  469. BX_WARN(NULL != m_d3d11dll, "Failed to load d3d11.dll.");
  470. if (NULL == m_d3d11dll)
  471. {
  472. goto error;
  473. }
  474. errorState = ErrorState::LoadedD3D11;
  475. m_d3d9dll = NULL;
  476. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  477. {
  478. // D3D11_1.h has ID3DUserDefinedAnnotation
  479. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  480. m_d3d9dll = bx::dlopen("d3d9.dll");
  481. if (NULL != m_d3d9dll)
  482. {
  483. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  484. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  485. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  486. BX_CHECK(NULL != D3DPERF_SetMarker
  487. && NULL != D3DPERF_BeginEvent
  488. && NULL != D3DPERF_EndEvent
  489. , "Failed to initialize PIX events."
  490. );
  491. }
  492. }
  493. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  494. BX_WARN(NULL != D3D11CreateDevice, "Function D3D11CreateDevice not found.");
  495. if (NULL == D3D11CreateDevice)
  496. {
  497. goto error;
  498. }
  499. m_dxgidll = bx::dlopen("dxgi.dll");
  500. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  501. if (NULL == m_dxgidll)
  502. {
  503. goto error;
  504. }
  505. errorState = ErrorState::LoadedDXGI;
  506. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  507. BX_WARN(NULL != CreateDXGIFactory, "Function CreateDXGIFactory not found.");
  508. if (NULL == CreateDXGIFactory)
  509. {
  510. goto error;
  511. }
  512. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  513. if (NULL != m_dxgidebugdll)
  514. {
  515. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  516. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  517. if (NULL == DXGIGetDebugInterface
  518. && NULL == DXGIGetDebugInterface1)
  519. {
  520. bx::dlclose(m_dxgidebugdll);
  521. m_dxgidebugdll = NULL;
  522. }
  523. else
  524. {
  525. // Figure out how to access IDXGIInfoQueue on pre Win8...
  526. }
  527. }
  528. #endif // USE_D3D11_DYNAMIC_LIB
  529. HRESULT hr;
  530. IDXGIFactory* factory;
  531. #if BX_PLATFORM_WINRT
  532. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  533. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  534. #else
  535. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  536. #endif // BX_PLATFORM_WINRT
  537. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  538. if (FAILED(hr) )
  539. {
  540. goto error;
  541. }
  542. errorState = ErrorState::CreatedDXGIFactory;
  543. m_device = (ID3D11Device*)g_platformData.context;
  544. if (NULL == m_device)
  545. {
  546. m_adapter = NULL;
  547. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  548. ? D3D_DRIVER_TYPE_WARP
  549. : D3D_DRIVER_TYPE_HARDWARE
  550. ;
  551. IDXGIAdapter* adapter;
  552. for (uint32_t ii = 0
  553. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  554. ; ++ii
  555. )
  556. {
  557. DXGI_ADAPTER_DESC desc;
  558. hr = adapter->GetDesc(&desc);
  559. if (SUCCEEDED(hr) )
  560. {
  561. BX_TRACE("Adapter #%d", ii);
  562. char description[BX_COUNTOF(desc.Description)];
  563. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  564. BX_TRACE("\tDescription: %s", description);
  565. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  566. , desc.VendorId
  567. , desc.DeviceId
  568. , desc.SubSysId
  569. , desc.Revision
  570. );
  571. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  572. , desc.DedicatedVideoMemory
  573. , desc.DedicatedSystemMemory
  574. , desc.SharedSystemMemory
  575. );
  576. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  577. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  578. ++g_caps.numGPUs;
  579. if (NULL == m_adapter)
  580. {
  581. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  582. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  583. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  584. {
  585. m_adapter = adapter;
  586. m_adapter->AddRef();
  587. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  588. }
  589. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  590. && 0 != strstr(description, "PerfHUD") )
  591. {
  592. m_adapter = adapter;
  593. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  594. }
  595. }
  596. }
  597. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  598. }
  599. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  600. D3D_FEATURE_LEVEL featureLevel[] =
  601. {
  602. D3D_FEATURE_LEVEL_11_1,
  603. D3D_FEATURE_LEVEL_11_0,
  604. D3D_FEATURE_LEVEL_10_1,
  605. D3D_FEATURE_LEVEL_10_0,
  606. D3D_FEATURE_LEVEL_9_3,
  607. D3D_FEATURE_LEVEL_9_2,
  608. D3D_FEATURE_LEVEL_9_1,
  609. };
  610. for (;;)
  611. {
  612. uint32_t flags = 0
  613. | D3D11_CREATE_DEVICE_SINGLETHREADED
  614. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  615. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  616. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  617. ;
  618. hr = E_FAIL;
  619. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  620. {
  621. hr = D3D11CreateDevice(m_adapter
  622. , m_driverType
  623. , NULL
  624. , flags
  625. , &featureLevel[ii]
  626. , BX_COUNTOF(featureLevel)-ii
  627. , D3D11_SDK_VERSION
  628. , &m_device
  629. , &m_featureLevel
  630. , &m_deviceCtx
  631. );
  632. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  633. , (m_featureLevel >> 12) & 0xf
  634. , (m_featureLevel >> 8) & 0xf
  635. );
  636. if (FAILED(hr)
  637. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  638. {
  639. // Try without debug in case D3D11 SDK Layers
  640. // is not present?
  641. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  642. continue;
  643. }
  644. // Enable debug flags.
  645. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  646. ++ii;
  647. }
  648. if (FAILED(hr)
  649. && D3D_DRIVER_TYPE_WARP != m_driverType)
  650. {
  651. // Try with WARP
  652. m_driverType = D3D_DRIVER_TYPE_WARP;
  653. continue;
  654. }
  655. break;
  656. }
  657. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  658. if (FAILED(hr) )
  659. {
  660. goto error;
  661. }
  662. if (NULL != m_adapter)
  663. {
  664. DX_RELEASE(m_adapter, 2);
  665. }
  666. }
  667. else
  668. {
  669. m_device->GetImmediateContext(&m_deviceCtx);
  670. BX_WARN(NULL != m_deviceCtx, "Unable to create Direct3D11 device.");
  671. if (NULL == m_deviceCtx)
  672. {
  673. goto error;
  674. }
  675. }
  676. {
  677. IDXGIDevice* device = NULL;
  678. IDXGIAdapter* adapter = NULL;
  679. hr = E_FAIL;
  680. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  681. {
  682. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  683. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  684. if (SUCCEEDED(hr) )
  685. {
  686. #if BX_COMPILER_MSVC
  687. BX_PRAGMA_DIAGNOSTIC_PUSH();
  688. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  689. try
  690. {
  691. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  692. hr = device->GetAdapter(&adapter);
  693. }
  694. catch (...)
  695. {
  696. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  697. DX_RELEASE(device, 0);
  698. hr = E_FAIL;
  699. }
  700. BX_PRAGMA_DIAGNOSTIC_POP();
  701. #else
  702. hr = device->GetAdapter(&adapter);
  703. #endif // BX_COMPILER_MSVC
  704. }
  705. }
  706. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  707. if (FAILED(hr) )
  708. {
  709. goto error;
  710. }
  711. // GPA increases device ref count.
  712. // RenderDoc makes device ref count 0 here.
  713. //
  714. // This causes assert in debug. When debugger is present refcount
  715. // checks are off.
  716. IDXGIDevice* renderdoc;
  717. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  718. if (SUCCEEDED(hr) )
  719. {
  720. setGraphicsDebuggerPresent(true);
  721. DX_RELEASE(renderdoc, 2);
  722. }
  723. else
  724. {
  725. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  726. DX_RELEASE(device, 2);
  727. }
  728. hr = adapter->GetDesc(&m_adapterDesc);
  729. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  730. if (FAILED(hr) )
  731. {
  732. DX_RELEASE(adapter, 2);
  733. goto error;
  734. }
  735. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  736. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  737. : (uint16_t)m_adapterDesc.VendorId
  738. ;
  739. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  740. if (NULL == g_platformData.backBuffer)
  741. {
  742. #if BX_PLATFORM_WINRT
  743. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  744. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  745. DX_RELEASE(adapter, 2);
  746. if (FAILED(hr) )
  747. {
  748. goto error;
  749. }
  750. memset(&m_scd, 0, sizeof(m_scd) );
  751. m_scd.Width = BGFX_DEFAULT_WIDTH;
  752. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  753. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  754. m_scd.Stereo = false;
  755. m_scd.SampleDesc.Count = 1;
  756. m_scd.SampleDesc.Quality = 0;
  757. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  758. m_scd.BufferCount = 2;
  759. m_scd.Scaling = DXGI_SCALING_NONE;
  760. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  761. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  762. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  763. , (::IUnknown*)g_platformData.nwh
  764. , &m_scd
  765. , NULL
  766. , &m_swapChain
  767. );
  768. #else
  769. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  770. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  771. DX_RELEASE(adapter, 2);
  772. if (FAILED(hr) )
  773. {
  774. goto error;
  775. }
  776. memset(&m_scd, 0, sizeof(m_scd) );
  777. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  778. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  779. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  780. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  781. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  782. m_scd.SampleDesc.Count = 1;
  783. m_scd.SampleDesc.Quality = 0;
  784. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  785. m_scd.BufferCount = 1;
  786. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  787. m_scd.Windowed = true;
  788. hr = m_factory->CreateSwapChain(m_device
  789. , &m_scd
  790. , &m_swapChain
  791. );
  792. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  793. | DXGI_MWA_NO_WINDOW_CHANGES
  794. | DXGI_MWA_NO_ALT_ENTER
  795. ) );
  796. #endif // BX_PLATFORM_WINRT
  797. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  798. if (FAILED(hr) )
  799. {
  800. goto error;
  801. }
  802. }
  803. else
  804. {
  805. memset(&m_scd, 0, sizeof(m_scd) );
  806. m_scd.SampleDesc.Count = 1;
  807. m_scd.SampleDesc.Quality = 0;
  808. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  809. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  810. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  811. }
  812. }
  813. m_numWindows = 1;
  814. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  815. {
  816. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  817. if (SUCCEEDED(hr) )
  818. {
  819. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  820. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  821. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  822. D3D11_INFO_QUEUE_FILTER filter;
  823. memset(&filter, 0, sizeof(filter) );
  824. D3D11_MESSAGE_CATEGORY catlist[] =
  825. {
  826. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  827. };
  828. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  829. filter.DenyList.pCategoryList = catlist;
  830. m_infoQueue->PushStorageFilter(&filter);
  831. DX_RELEASE(m_infoQueue, 3);
  832. }
  833. }
  834. {
  835. UniformHandle handle = BGFX_INVALID_HANDLE;
  836. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  837. {
  838. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  839. }
  840. g_caps.supported |= (0
  841. | BGFX_CAPS_TEXTURE_3D
  842. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  843. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  844. | BGFX_CAPS_FRAGMENT_DEPTH
  845. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  846. | BGFX_CAPS_SWAP_CHAIN
  847. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  848. | BGFX_CAPS_DRAW_INDIRECT
  849. );
  850. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  851. {
  852. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  853. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  854. }
  855. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  856. {
  857. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  858. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  859. }
  860. else
  861. {
  862. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  863. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  864. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  865. }
  866. // 32-bit indices only supported on 9_2+.
  867. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  868. {
  869. g_caps.supported |= BGFX_CAPS_INDEX32;
  870. }
  871. // Independent blend only supported on 10_1+.
  872. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  873. {
  874. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  875. }
  876. // Compute support is optional on 10_0 and 10_1 targets.
  877. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  878. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  879. {
  880. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  881. {
  882. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  883. };
  884. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  885. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  886. if (SUCCEEDED(hr)
  887. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  888. {
  889. g_caps.supported |= BGFX_CAPS_COMPUTE;
  890. }
  891. }
  892. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  893. {
  894. g_caps.supported |= BGFX_CAPS_COMPUTE;
  895. }
  896. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  897. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  898. {
  899. g_caps.supported |= BGFX_CAPS_INSTANCING;
  900. }
  901. else
  902. {
  903. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  904. {
  905. BOOL SimpleInstancingSupported;
  906. };
  907. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  908. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  909. if (SUCCEEDED(hr)
  910. && data.SimpleInstancingSupported)
  911. {
  912. g_caps.supported |= BGFX_CAPS_INSTANCING;
  913. }
  914. }
  915. // shadow compare is optional on 9_1 through 9_3 targets
  916. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  917. {
  918. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  919. {
  920. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  921. };
  922. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  923. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  924. if (SUCCEEDED(hr)
  925. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  926. {
  927. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  928. }
  929. }
  930. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  931. {
  932. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  933. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  934. ? s_textureFormat[ii].m_fmtDsv
  935. : s_textureFormat[ii].m_fmt
  936. ;
  937. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  938. if (DXGI_FORMAT_UNKNOWN != fmt)
  939. {
  940. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  941. {
  942. DXGI_FORMAT InFormat;
  943. UINT OutFormatSupport;
  944. };
  945. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  946. data.InFormat = fmt;
  947. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  948. if (SUCCEEDED(hr) )
  949. {
  950. support |= 0 != (data.OutFormatSupport & (0
  951. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  952. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  953. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  954. ) )
  955. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  956. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  957. ;
  958. support |= 0 != (data.OutFormatSupport & (0
  959. | D3D11_FORMAT_SUPPORT_BUFFER
  960. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  961. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  962. ) )
  963. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  964. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  965. ;
  966. support |= 0 != (data.OutFormatSupport & (0
  967. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  968. ) )
  969. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  970. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  971. ;
  972. support |= 0 != (data.OutFormatSupport & (0
  973. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  974. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  975. ) )
  976. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  977. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  978. ;
  979. }
  980. else
  981. {
  982. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  983. }
  984. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  985. {
  986. // clear image flag for additional testing
  987. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  988. data.InFormat = s_textureFormat[ii].m_fmt;
  989. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  990. if (SUCCEEDED(hr) )
  991. {
  992. support |= 0 != (data.OutFormatSupport & (0
  993. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  994. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  995. ) )
  996. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  997. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  998. ;
  999. }
  1000. }
  1001. }
  1002. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1003. {
  1004. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1005. {
  1006. DXGI_FORMAT InFormat;
  1007. UINT OutFormatSupport;
  1008. };
  1009. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1010. data.InFormat = fmtSrgb;
  1011. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1012. if (SUCCEEDED(hr) )
  1013. {
  1014. support |= 0 != (data.OutFormatSupport & (0
  1015. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1016. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1017. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1018. ) )
  1019. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR_SRGB
  1020. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1021. ;
  1022. }
  1023. else
  1024. {
  1025. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1026. }
  1027. }
  1028. g_caps.formats[ii] = support;
  1029. }
  1030. // Init reserved part of view name.
  1031. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1032. {
  1033. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  1034. bx::snprintf(name, sizeof(name), "%3d ", ii);
  1035. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1036. }
  1037. #if !defined(__MINGW32__)
  1038. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1039. && NULL != m_infoQueue)
  1040. {
  1041. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1042. }
  1043. #endif // !defined(__MINGW32__)
  1044. updateMsaa();
  1045. postReset();
  1046. }
  1047. return true;
  1048. error:
  1049. switch (errorState)
  1050. {
  1051. case ErrorState::CreatedDXGIFactory:
  1052. DX_RELEASE(m_swapChain, 0);
  1053. DX_RELEASE(m_deviceCtx, 0);
  1054. DX_RELEASE(m_device, 0);
  1055. DX_RELEASE(m_factory, 0);
  1056. case ErrorState::LoadedDXGI:
  1057. #if USE_D3D11_DYNAMIC_LIB
  1058. if (NULL != m_dxgidebugdll)
  1059. {
  1060. bx::dlclose(m_dxgidebugdll);
  1061. m_dxgidebugdll = NULL;
  1062. }
  1063. if (NULL != m_d3d9dll)
  1064. {
  1065. bx::dlclose(m_d3d9dll);
  1066. m_d3d9dll = NULL;
  1067. }
  1068. bx::dlclose(m_dxgidll);
  1069. m_dxgidll = NULL;
  1070. #endif // USE_D3D11_DYNAMIC_LIB
  1071. case ErrorState::LoadedD3D11:
  1072. #if USE_D3D11_DYNAMIC_LIB
  1073. bx::dlclose(m_d3d11dll);
  1074. m_d3d11dll = NULL;
  1075. #endif // USE_D3D11_DYNAMIC_LIB
  1076. case ErrorState::Default:
  1077. unloadRenderDoc(m_renderdocdll);
  1078. m_ovr.shutdown();
  1079. break;
  1080. }
  1081. return false;
  1082. }
  1083. void shutdown()
  1084. {
  1085. preReset();
  1086. m_ovr.shutdown();
  1087. m_deviceCtx->ClearState();
  1088. invalidateCache();
  1089. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1090. {
  1091. m_indexBuffers[ii].destroy();
  1092. }
  1093. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1094. {
  1095. m_vertexBuffers[ii].destroy();
  1096. }
  1097. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1098. {
  1099. m_shaders[ii].destroy();
  1100. }
  1101. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1102. {
  1103. m_textures[ii].destroy();
  1104. }
  1105. DX_RELEASE(m_swapChain, 0);
  1106. DX_RELEASE(m_deviceCtx, 0);
  1107. DX_RELEASE(m_device, 0);
  1108. DX_RELEASE(m_factory, 0);
  1109. unloadRenderDoc(m_renderdocdll);
  1110. #if USE_D3D11_DYNAMIC_LIB
  1111. if (NULL != m_dxgidebugdll)
  1112. {
  1113. bx::dlclose(m_dxgidebugdll);
  1114. m_dxgidebugdll = NULL;
  1115. }
  1116. if (NULL != m_d3d9dll)
  1117. {
  1118. bx::dlclose(m_d3d9dll);
  1119. m_d3d9dll = NULL;
  1120. }
  1121. bx::dlclose(m_dxgidll);
  1122. m_dxgidll = NULL;
  1123. bx::dlclose(m_d3d11dll);
  1124. m_d3d11dll = NULL;
  1125. #endif // USE_D3D11_DYNAMIC_LIB
  1126. }
  1127. RendererType::Enum getRendererType() const BX_OVERRIDE
  1128. {
  1129. return RendererType::Direct3D11;
  1130. }
  1131. const char* getRendererName() const BX_OVERRIDE
  1132. {
  1133. return BGFX_RENDERER_DIRECT3D11_NAME;
  1134. }
  1135. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1136. {
  1137. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1138. }
  1139. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1140. {
  1141. m_indexBuffers[_handle.idx].destroy();
  1142. }
  1143. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1144. {
  1145. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1146. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1147. dump(decl);
  1148. }
  1149. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1150. {
  1151. }
  1152. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1153. {
  1154. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1155. }
  1156. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1157. {
  1158. m_vertexBuffers[_handle.idx].destroy();
  1159. }
  1160. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1161. {
  1162. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1163. }
  1164. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1165. {
  1166. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1167. }
  1168. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1169. {
  1170. m_indexBuffers[_handle.idx].destroy();
  1171. }
  1172. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1173. {
  1174. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1175. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1176. }
  1177. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1178. {
  1179. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1180. }
  1181. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1182. {
  1183. m_vertexBuffers[_handle.idx].destroy();
  1184. }
  1185. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1186. {
  1187. m_shaders[_handle.idx].create(_mem);
  1188. }
  1189. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1190. {
  1191. m_shaders[_handle.idx].destroy();
  1192. }
  1193. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1194. {
  1195. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1196. }
  1197. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1198. {
  1199. m_program[_handle.idx].destroy();
  1200. }
  1201. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1202. {
  1203. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1204. }
  1205. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1206. {
  1207. }
  1208. 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
  1209. {
  1210. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1211. }
  1212. void updateTextureEnd() BX_OVERRIDE
  1213. {
  1214. }
  1215. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1216. {
  1217. TextureD3D11& texture = m_textures[_handle.idx];
  1218. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1219. const Memory* mem = alloc(size);
  1220. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1221. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1222. bx::write(&writer, magic);
  1223. TextureCreate tc;
  1224. tc.m_flags = texture.m_flags;
  1225. tc.m_width = _width;
  1226. tc.m_height = _height;
  1227. tc.m_sides = 0;
  1228. tc.m_depth = 0;
  1229. tc.m_numMips = 1;
  1230. tc.m_format = texture.m_requestedFormat;
  1231. tc.m_cubeMap = false;
  1232. tc.m_mem = NULL;
  1233. bx::write(&writer, tc);
  1234. texture.destroy();
  1235. texture.create(mem, tc.m_flags, 0);
  1236. release(mem);
  1237. }
  1238. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1239. {
  1240. m_textures[_handle.idx].destroy();
  1241. }
  1242. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1243. {
  1244. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1245. }
  1246. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1247. {
  1248. uint16_t denseIdx = m_numWindows++;
  1249. m_windows[denseIdx] = _handle;
  1250. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1251. }
  1252. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1253. {
  1254. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1255. if (UINT16_MAX != denseIdx)
  1256. {
  1257. --m_numWindows;
  1258. if (m_numWindows > 1)
  1259. {
  1260. FrameBufferHandle handle = m_windows[m_numWindows];
  1261. m_windows[denseIdx] = handle;
  1262. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1263. }
  1264. }
  1265. }
  1266. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1267. {
  1268. if (NULL != m_uniforms[_handle.idx])
  1269. {
  1270. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1271. }
  1272. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1273. void* data = BX_ALLOC(g_allocator, size);
  1274. memset(data, 0, size);
  1275. m_uniforms[_handle.idx] = data;
  1276. m_uniformReg.add(_handle, _name, data);
  1277. }
  1278. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1279. {
  1280. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1281. m_uniforms[_handle.idx] = NULL;
  1282. }
  1283. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1284. {
  1285. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1286. if (NULL == m_swapChain)
  1287. {
  1288. return;
  1289. }
  1290. ID3D11Texture2D* backBuffer;
  1291. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1292. D3D11_TEXTURE2D_DESC backBufferDesc;
  1293. backBuffer->GetDesc(&backBufferDesc);
  1294. D3D11_TEXTURE2D_DESC desc;
  1295. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1296. desc.SampleDesc.Count = 1;
  1297. desc.SampleDesc.Quality = 0;
  1298. desc.Usage = D3D11_USAGE_STAGING;
  1299. desc.BindFlags = 0;
  1300. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1301. ID3D11Texture2D* texture;
  1302. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1303. if (SUCCEEDED(hr) )
  1304. {
  1305. if (backBufferDesc.SampleDesc.Count == 1)
  1306. {
  1307. m_deviceCtx->CopyResource(texture, backBuffer);
  1308. }
  1309. else
  1310. {
  1311. desc.Usage = D3D11_USAGE_DEFAULT;
  1312. desc.CPUAccessFlags = 0;
  1313. ID3D11Texture2D* resolve;
  1314. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1315. if (SUCCEEDED(hr) )
  1316. {
  1317. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1318. m_deviceCtx->CopyResource(texture, resolve);
  1319. DX_RELEASE(resolve, 0);
  1320. }
  1321. }
  1322. D3D11_MAPPED_SUBRESOURCE mapped;
  1323. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1324. imageSwizzleBgra8(backBufferDesc.Width
  1325. , backBufferDesc.Height
  1326. , mapped.RowPitch
  1327. , mapped.pData
  1328. , mapped.pData
  1329. );
  1330. g_callback->screenShot(_filePath
  1331. , backBufferDesc.Width
  1332. , backBufferDesc.Height
  1333. , mapped.RowPitch
  1334. , mapped.pData
  1335. , backBufferDesc.Height*mapped.RowPitch
  1336. , false
  1337. );
  1338. m_deviceCtx->Unmap(texture, 0);
  1339. DX_RELEASE(texture, 0);
  1340. }
  1341. DX_RELEASE(backBuffer, 0);
  1342. }
  1343. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1344. {
  1345. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1346. {
  1347. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1348. , _name
  1349. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1350. );
  1351. }
  1352. }
  1353. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1354. {
  1355. memcpy(m_uniforms[_loc], _data, _size);
  1356. }
  1357. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1358. {
  1359. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1360. {
  1361. uint32_t size = _size*sizeof(wchar_t);
  1362. wchar_t* name = (wchar_t*)alloca(size);
  1363. mbstowcs(name, _marker, size-2);
  1364. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1365. }
  1366. }
  1367. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1368. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1369. {
  1370. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1371. uint32_t width = getBufferWidth();
  1372. uint32_t height = getBufferHeight();
  1373. if (m_ovr.isEnabled() )
  1374. {
  1375. m_ovr.getSize(width, height);
  1376. }
  1377. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1378. setFrameBuffer(fbh, false);
  1379. D3D11_VIEWPORT vp;
  1380. vp.TopLeftX = 0;
  1381. vp.TopLeftY = 0;
  1382. vp.Width = (float)width;
  1383. vp.Height = (float)height;
  1384. vp.MinDepth = 0.0f;
  1385. vp.MaxDepth = 1.0f;
  1386. deviceCtx->RSSetViewports(1, &vp);
  1387. uint64_t state = BGFX_STATE_RGB_WRITE
  1388. | BGFX_STATE_ALPHA_WRITE
  1389. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1390. ;
  1391. setBlendState(state);
  1392. setDepthStencilState(state);
  1393. setRasterizerState(state);
  1394. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1395. m_currentProgram = &program;
  1396. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1397. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1398. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1399. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1400. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1401. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1402. uint32_t stride = vertexDecl.m_stride;
  1403. uint32_t offset = 0;
  1404. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1405. setInputLayout(vertexDecl, program, 0);
  1406. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1407. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1408. float proj[16];
  1409. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1410. PredefinedUniform& predefined = program.m_predefined[0];
  1411. uint8_t flags = predefined.m_type;
  1412. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1413. commitShaderConstants();
  1414. m_textures[_blitter.m_texture.idx].commit(0);
  1415. commitTextureStage();
  1416. }
  1417. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1418. {
  1419. const uint32_t numVertices = _numIndices*4/6;
  1420. if (0 < numVertices)
  1421. {
  1422. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1423. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1424. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1425. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1426. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1427. }
  1428. }
  1429. void preReset()
  1430. {
  1431. ovrPreReset();
  1432. m_gpuTimer.preReset();
  1433. if (NULL == g_platformData.backBufferDS)
  1434. {
  1435. DX_RELEASE(m_backBufferDepthStencil, 0);
  1436. }
  1437. if (NULL != m_swapChain)
  1438. {
  1439. DX_RELEASE(m_backBufferColor, 0);
  1440. }
  1441. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1442. {
  1443. m_frameBuffers[ii].preReset();
  1444. }
  1445. // invalidateCache();
  1446. capturePreReset();
  1447. }
  1448. void postReset()
  1449. {
  1450. if (NULL != m_swapChain)
  1451. {
  1452. ID3D11Texture2D* color;
  1453. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1454. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1455. desc.ViewDimension = (m_flags & BGFX_RESET_MSAA_MASK)
  1456. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1457. : D3D11_RTV_DIMENSION_TEXTURE2D
  1458. ;
  1459. desc.Texture2D.MipSlice = 0;
  1460. desc.Format = (m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1461. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1462. : DXGI_FORMAT_R8G8B8A8_UNORM
  1463. ;
  1464. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1465. DX_RELEASE(color, 0);
  1466. }
  1467. m_gpuTimer.postReset();
  1468. ovrPostReset();
  1469. // If OVR doesn't create separate depth stencil view, create default one.
  1470. if (NULL == m_backBufferDepthStencil)
  1471. {
  1472. D3D11_TEXTURE2D_DESC dsd;
  1473. dsd.Width = getBufferWidth();
  1474. dsd.Height = getBufferHeight();
  1475. dsd.MipLevels = 1;
  1476. dsd.ArraySize = 1;
  1477. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1478. dsd.SampleDesc = m_scd.SampleDesc;
  1479. dsd.Usage = D3D11_USAGE_DEFAULT;
  1480. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1481. dsd.CPUAccessFlags = 0;
  1482. dsd.MiscFlags = 0;
  1483. ID3D11Texture2D* depthStencil;
  1484. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1485. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1486. DX_RELEASE(depthStencil, 0);
  1487. }
  1488. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1489. m_currentColor = m_backBufferColor;
  1490. m_currentDepthStencil = m_backBufferDepthStencil;
  1491. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1492. {
  1493. m_frameBuffers[ii].postReset();
  1494. }
  1495. capturePostReset();
  1496. }
  1497. static bool isLost(HRESULT _hr)
  1498. {
  1499. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1500. || DXGI_ERROR_DEVICE_HUNG == _hr
  1501. || DXGI_ERROR_DEVICE_RESET == _hr
  1502. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1503. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1504. ;
  1505. }
  1506. void flip(HMD& _hmd) BX_OVERRIDE
  1507. {
  1508. if (NULL != m_swapChain)
  1509. {
  1510. HRESULT hr = S_OK;
  1511. uint32_t syncInterval = BX_ENABLED(BX_PLATFORM_WINRT)
  1512. ? 1 // sync interval of 0 is not supported on WinRT
  1513. : !!(m_flags & BGFX_RESET_VSYNC)
  1514. ;
  1515. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1516. {
  1517. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1518. }
  1519. if (SUCCEEDED(hr) )
  1520. {
  1521. if (!m_ovr.swap(_hmd) )
  1522. {
  1523. hr = m_swapChain->Present(syncInterval, 0);
  1524. }
  1525. }
  1526. if (FAILED(hr)
  1527. && isLost(hr) )
  1528. {
  1529. ++m_lost;
  1530. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1531. }
  1532. else
  1533. {
  1534. m_lost = 0;
  1535. }
  1536. }
  1537. }
  1538. void invalidateCache()
  1539. {
  1540. m_inputLayoutCache.invalidate();
  1541. m_blendStateCache.invalidate();
  1542. m_depthStencilStateCache.invalidate();
  1543. m_rasterizerStateCache.invalidate();
  1544. m_samplerStateCache.invalidate();
  1545. m_srvUavLru.invalidate();
  1546. }
  1547. void invalidateCompute()
  1548. {
  1549. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1550. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1551. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1552. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1553. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1554. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1555. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1556. }
  1557. void updateMsaa()
  1558. {
  1559. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1560. {
  1561. uint32_t msaa = s_checkMsaa[ii];
  1562. uint32_t quality = 0;
  1563. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1564. if (SUCCEEDED(hr)
  1565. && 0 < quality)
  1566. {
  1567. s_msaa[ii].Count = msaa;
  1568. s_msaa[ii].Quality = quality - 1;
  1569. last = ii;
  1570. }
  1571. else
  1572. {
  1573. s_msaa[ii] = s_msaa[last];
  1574. }
  1575. }
  1576. }
  1577. void updateResolution(const Resolution& _resolution)
  1578. {
  1579. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1580. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1581. {
  1582. m_maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1583. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1584. : D3D11_REQ_MAXANISOTROPY
  1585. ;
  1586. }
  1587. else
  1588. {
  1589. m_maxAnisotropy = 1;
  1590. }
  1591. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1592. if ( getBufferWidth() != _resolution.m_width
  1593. || getBufferHeight() != _resolution.m_height
  1594. || m_flags != flags)
  1595. {
  1596. bool resize = true
  1597. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1598. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1599. ;
  1600. m_flags = flags;
  1601. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1602. m_textVideoMem.clear();
  1603. m_resolution = _resolution;
  1604. m_resolution.m_flags = flags;
  1605. setBufferSize(_resolution.m_width, _resolution.m_height);
  1606. preReset();
  1607. if (NULL == m_swapChain)
  1608. {
  1609. // Updated backbuffer if it changed in PlatformData.
  1610. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1611. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1612. }
  1613. else
  1614. {
  1615. if (resize)
  1616. {
  1617. DX_CHECK(m_swapChain->ResizeBuffers(2
  1618. , getBufferWidth()
  1619. , getBufferHeight()
  1620. , getBufferFormat()
  1621. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1622. ) );
  1623. }
  1624. else
  1625. {
  1626. updateMsaa();
  1627. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1628. DX_RELEASE(m_swapChain, 0);
  1629. SwapChainDesc* scd = &m_scd;
  1630. SwapChainDesc swapChainScd;
  1631. if (0 != (m_flags & BGFX_RESET_HMD)
  1632. && m_ovr.isInitialized() )
  1633. {
  1634. swapChainScd = m_scd;
  1635. swapChainScd.SampleDesc = s_msaa[0];
  1636. scd = &swapChainScd;
  1637. }
  1638. #if BX_PLATFORM_WINRT
  1639. HRESULT hr;
  1640. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1641. , (::IUnknown*)g_platformData.nwh
  1642. , scd
  1643. , NULL
  1644. , &m_swapChain
  1645. );
  1646. #else
  1647. HRESULT hr;
  1648. hr = m_factory->CreateSwapChain(m_device
  1649. , scd
  1650. , &m_swapChain
  1651. );
  1652. #endif // BX_PLATFORM_WINRT
  1653. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1654. }
  1655. }
  1656. postReset();
  1657. }
  1658. if (recenter)
  1659. {
  1660. m_ovr.recenter();
  1661. }
  1662. }
  1663. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1664. {
  1665. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1666. {
  1667. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1668. m_fsChanges += _numRegs;
  1669. }
  1670. else
  1671. {
  1672. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1673. m_vsChanges += _numRegs;
  1674. }
  1675. }
  1676. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1677. {
  1678. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1679. }
  1680. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1681. {
  1682. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1683. }
  1684. void commitShaderConstants()
  1685. {
  1686. if (0 < m_vsChanges)
  1687. {
  1688. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1689. {
  1690. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1691. }
  1692. m_vsChanges = 0;
  1693. }
  1694. if (0 < m_fsChanges)
  1695. {
  1696. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1697. {
  1698. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1699. }
  1700. m_fsChanges = 0;
  1701. }
  1702. }
  1703. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1704. {
  1705. if (isValid(m_fbh)
  1706. && m_fbh.idx != _fbh.idx
  1707. && m_rtMsaa)
  1708. {
  1709. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1710. frameBuffer.resolve();
  1711. }
  1712. if (!isValid(_fbh) )
  1713. {
  1714. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1715. m_currentColor = m_backBufferColor;
  1716. m_currentDepthStencil = m_backBufferDepthStencil;
  1717. }
  1718. else
  1719. {
  1720. invalidateTextureStage();
  1721. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1722. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1723. m_currentColor = frameBuffer.m_rtv[0];
  1724. m_currentDepthStencil = frameBuffer.m_dsv;
  1725. }
  1726. m_fbh = _fbh;
  1727. m_rtMsaa = _msaa;
  1728. }
  1729. void clear(const Clear& _clear, const float _palette[][4])
  1730. {
  1731. if (isValid(m_fbh) )
  1732. {
  1733. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1734. frameBuffer.clear(_clear, _palette);
  1735. }
  1736. else
  1737. {
  1738. if (NULL != m_currentColor
  1739. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1740. {
  1741. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1742. {
  1743. uint8_t index = _clear.m_index[0];
  1744. if (UINT8_MAX != index)
  1745. {
  1746. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1747. }
  1748. }
  1749. else
  1750. {
  1751. float frgba[4] =
  1752. {
  1753. _clear.m_index[0]*1.0f/255.0f,
  1754. _clear.m_index[1]*1.0f/255.0f,
  1755. _clear.m_index[2]*1.0f/255.0f,
  1756. _clear.m_index[3]*1.0f/255.0f,
  1757. };
  1758. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1759. }
  1760. }
  1761. if (NULL != m_currentDepthStencil
  1762. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1763. {
  1764. DWORD flags = 0;
  1765. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1766. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1767. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1768. }
  1769. }
  1770. }
  1771. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  1772. {
  1773. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1774. layoutHash ^= _numInstanceData;
  1775. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1776. if (NULL == layout)
  1777. {
  1778. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1779. VertexDecl decl;
  1780. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1781. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1782. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1783. {
  1784. uint16_t mask = attrMask[ii];
  1785. uint16_t attr = (decl.m_attributes[ii] & mask);
  1786. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1787. }
  1788. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1789. uint32_t num = uint32_t(elem-vertexElements);
  1790. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1791. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1792. {
  1793. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1794. uint32_t jj;
  1795. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1796. for (jj = 0; jj < num; ++jj)
  1797. {
  1798. curr = &vertexElements[jj];
  1799. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1800. && curr->SemanticIndex == index)
  1801. {
  1802. break;
  1803. }
  1804. }
  1805. if (jj == num)
  1806. {
  1807. curr = elem;
  1808. ++elem;
  1809. }
  1810. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1811. curr->InputSlot = 1;
  1812. curr->SemanticIndex = index;
  1813. curr->AlignedByteOffset = ii*16;
  1814. }
  1815. num = uint32_t(elem-vertexElements);
  1816. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1817. , num
  1818. , _program.m_vsh->m_code->data
  1819. , _program.m_vsh->m_code->size
  1820. , &layout
  1821. ) );
  1822. m_inputLayoutCache.add(layoutHash, layout);
  1823. }
  1824. m_deviceCtx->IASetInputLayout(layout);
  1825. }
  1826. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1827. {
  1828. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  1829. bx::HashMurmur2A murmur;
  1830. murmur.begin();
  1831. murmur.add(_state);
  1832. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1833. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1834. bool hasFactor = f0 == (_state & f0)
  1835. || f1 == (_state & f1)
  1836. ;
  1837. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1838. if (hasFactor)
  1839. {
  1840. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1841. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1842. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1843. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1844. }
  1845. else
  1846. {
  1847. murmur.add(_rgba);
  1848. }
  1849. uint32_t hash = murmur.end();
  1850. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1851. if (NULL == bs)
  1852. {
  1853. D3D11_BLEND_DESC desc;
  1854. memset(&desc, 0, sizeof(desc) );
  1855. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1856. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1857. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1858. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1859. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1860. const uint32_t srcRGB = (blend ) & 0xf;
  1861. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1862. const uint32_t srcA = (blend >> 8) & 0xf;
  1863. const uint32_t dstA = (blend >> 12) & 0xf;
  1864. const uint32_t equRGB = (equation ) & 0x7;
  1865. const uint32_t equA = (equation >> 3) & 0x7;
  1866. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1867. drt->DestBlend = s_blendFactor[dstRGB][0];
  1868. drt->BlendOp = s_blendEquation[equRGB];
  1869. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1870. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1871. drt->BlendOpAlpha = s_blendEquation[equA];
  1872. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  1873. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  1874. : 0
  1875. ;
  1876. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  1877. ? D3D11_COLOR_WRITE_ENABLE_RED
  1878. | D3D11_COLOR_WRITE_ENABLE_GREEN
  1879. | D3D11_COLOR_WRITE_ENABLE_BLUE
  1880. : 0
  1881. ;
  1882. drt->RenderTargetWriteMask = writeMask;
  1883. if (desc.IndependentBlendEnable)
  1884. {
  1885. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1886. {
  1887. drt = &desc.RenderTarget[ii];
  1888. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1889. const uint32_t src = (rgba ) & 0xf;
  1890. const uint32_t dst = (rgba >> 4) & 0xf;
  1891. const uint32_t equ = (rgba >> 8) & 0x7;
  1892. drt->SrcBlend = s_blendFactor[src][0];
  1893. drt->DestBlend = s_blendFactor[dst][0];
  1894. drt->BlendOp = s_blendEquation[equ];
  1895. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1896. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1897. drt->BlendOpAlpha = s_blendEquation[equ];
  1898. drt->RenderTargetWriteMask = writeMask;
  1899. }
  1900. }
  1901. else
  1902. {
  1903. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1904. {
  1905. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1906. }
  1907. }
  1908. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1909. m_blendStateCache.add(hash, bs);
  1910. }
  1911. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1912. }
  1913. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1914. {
  1915. _state &= BGFX_D3D11_DEPTH_STENCIL_MASK;
  1916. uint32_t fstencil = unpackStencil(0, _stencil);
  1917. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1918. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1919. bx::HashMurmur2A murmur;
  1920. murmur.begin();
  1921. murmur.add(_state);
  1922. murmur.add(_stencil);
  1923. uint32_t hash = murmur.end();
  1924. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1925. if (NULL == dss)
  1926. {
  1927. D3D11_DEPTH_STENCIL_DESC desc;
  1928. memset(&desc, 0, sizeof(desc) );
  1929. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1930. desc.DepthEnable = 0 != func;
  1931. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1932. desc.DepthFunc = s_cmpFunc[func];
  1933. uint32_t bstencil = unpackStencil(1, _stencil);
  1934. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1935. bstencil = frontAndBack ? bstencil : fstencil;
  1936. desc.StencilEnable = 0 != _stencil;
  1937. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1938. desc.StencilWriteMask = 0xff;
  1939. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1940. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1941. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1942. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1943. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1944. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1945. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1946. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1947. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1948. m_depthStencilStateCache.add(hash, dss);
  1949. }
  1950. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1951. }
  1952. void setDebugWireframe(bool _wireframe)
  1953. {
  1954. if (m_wireframe != _wireframe)
  1955. {
  1956. m_wireframe = _wireframe;
  1957. m_rasterizerStateCache.invalidate();
  1958. }
  1959. }
  1960. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1961. {
  1962. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1963. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1964. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1965. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1966. if (NULL == rs)
  1967. {
  1968. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1969. D3D11_RASTERIZER_DESC desc;
  1970. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1971. desc.CullMode = s_cullMode[cull];
  1972. desc.FrontCounterClockwise = false;
  1973. desc.DepthBias = 0;
  1974. desc.DepthBiasClamp = 0.0f;
  1975. desc.SlopeScaledDepthBias = 0.0f;
  1976. desc.DepthClipEnable = m_featureLevel <= D3D_FEATURE_LEVEL_9_3; // disabling depth clip is only supported on 10_0+
  1977. desc.ScissorEnable = _scissor;
  1978. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1979. desc.AntialiasedLineEnable = false;
  1980. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1981. m_rasterizerStateCache.add(_state, rs);
  1982. }
  1983. m_deviceCtx->RSSetState(rs);
  1984. }
  1985. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1986. {
  1987. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1988. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1989. if (NULL == sampler)
  1990. {
  1991. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1992. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1993. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1994. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1995. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1996. D3D11_SAMPLER_DESC sd;
  1997. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1998. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1999. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2000. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2001. sd.MipLODBias = 0.0f;
  2002. sd.MaxAnisotropy = m_maxAnisotropy;
  2003. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2004. sd.BorderColor[0] = 0.0f;
  2005. sd.BorderColor[1] = 0.0f;
  2006. sd.BorderColor[2] = 0.0f;
  2007. sd.BorderColor[3] = 0.0f;
  2008. sd.MinLOD = 0;
  2009. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2010. m_device->CreateSamplerState(&sd, &sampler);
  2011. DX_CHECK_REFCOUNT(sampler, 1);
  2012. m_samplerStateCache.add(_flags, sampler);
  2013. }
  2014. return sampler;
  2015. }
  2016. DXGI_FORMAT getBufferFormat()
  2017. {
  2018. #if BX_PLATFORM_WINRT
  2019. return m_scd.Format;
  2020. #else
  2021. return m_scd.BufferDesc.Format;
  2022. #endif
  2023. }
  2024. uint32_t getBufferWidth()
  2025. {
  2026. #if BX_PLATFORM_WINRT
  2027. return m_scd.Width;
  2028. #else
  2029. return m_scd.BufferDesc.Width;
  2030. #endif
  2031. }
  2032. uint32_t getBufferHeight()
  2033. {
  2034. #if BX_PLATFORM_WINRT
  2035. return m_scd.Height;
  2036. #else
  2037. return m_scd.BufferDesc.Height;
  2038. #endif
  2039. }
  2040. void setBufferSize(uint32_t _width, uint32_t _height)
  2041. {
  2042. #if BX_PLATFORM_WINRT
  2043. m_scd.Width = _width;
  2044. m_scd.Height = _height;
  2045. #else
  2046. m_scd.BufferDesc.Width = _width;
  2047. m_scd.BufferDesc.Height = _height;
  2048. #endif
  2049. }
  2050. void commitTextureStage()
  2051. {
  2052. // vertex texture fetch not supported on 9_1 through 9_3
  2053. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2054. {
  2055. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2056. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2057. }
  2058. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2059. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2060. }
  2061. void invalidateTextureStage()
  2062. {
  2063. m_textureStage.clear();
  2064. commitTextureStage();
  2065. }
  2066. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2067. {
  2068. bx::HashMurmur2A murmur;
  2069. murmur.begin();
  2070. murmur.add(_handle);
  2071. murmur.add(_mip);
  2072. murmur.add(0);
  2073. uint32_t hash = murmur.end();
  2074. IUnknown** ptr = m_srvUavLru.find(hash);
  2075. ID3D11UnorderedAccessView* uav;
  2076. if (NULL == ptr)
  2077. {
  2078. TextureD3D11& texture = m_textures[_handle.idx];
  2079. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2080. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2081. switch (texture.m_type)
  2082. {
  2083. case TextureD3D11::Texture2D:
  2084. case TextureD3D11::TextureCube:
  2085. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2086. desc.Texture2D.MipSlice = _mip;
  2087. break;
  2088. case TextureD3D11::Texture3D:
  2089. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2090. desc.Texture3D.MipSlice = _mip;
  2091. desc.Texture3D.FirstWSlice = 0;
  2092. desc.Texture3D.WSize = 1;
  2093. break;
  2094. }
  2095. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2096. m_srvUavLru.add(hash, uav, _handle.idx);
  2097. }
  2098. else
  2099. {
  2100. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2101. }
  2102. return uav;
  2103. }
  2104. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2105. {
  2106. bx::HashMurmur2A murmur;
  2107. murmur.begin();
  2108. murmur.add(_handle);
  2109. murmur.add(_mip);
  2110. murmur.add(0);
  2111. uint32_t hash = murmur.end();
  2112. IUnknown** ptr = m_srvUavLru.find(hash);
  2113. ID3D11ShaderResourceView* srv;
  2114. if (NULL == ptr)
  2115. {
  2116. TextureD3D11& texture = m_textures[_handle.idx];
  2117. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2118. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2119. switch (texture.m_type)
  2120. {
  2121. case TextureD3D11::Texture2D:
  2122. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2123. desc.Texture2D.MostDetailedMip = _mip;
  2124. desc.Texture2D.MipLevels = 1;
  2125. break;
  2126. case TextureD3D11::TextureCube:
  2127. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2128. desc.TextureCube.MostDetailedMip = _mip;
  2129. desc.TextureCube.MipLevels = 1;
  2130. break;
  2131. case TextureD3D11::Texture3D:
  2132. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2133. desc.Texture3D.MostDetailedMip = _mip;
  2134. desc.Texture3D.MipLevels = 1;
  2135. break;
  2136. }
  2137. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2138. m_srvUavLru.add(hash, srv, _handle.idx);
  2139. }
  2140. else
  2141. {
  2142. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2143. }
  2144. return srv;
  2145. }
  2146. void ovrPostReset()
  2147. {
  2148. #if BGFX_CONFIG_USE_OVR
  2149. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2150. {
  2151. ovrD3D11Config config;
  2152. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  2153. # if OVR_VERSION > OVR_VERSION_043
  2154. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  2155. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  2156. config.D3D11.pBackBufferUAV = NULL;
  2157. # else
  2158. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  2159. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  2160. # endif // OVR_VERSION > OVR_VERSION_042
  2161. config.D3D11.Header.Multisample = 0;
  2162. config.D3D11.pDevice = m_device;
  2163. config.D3D11.pDeviceContext = m_deviceCtx;
  2164. config.D3D11.pBackBufferRT = m_backBufferColor;
  2165. config.D3D11.pSwapChain = m_swapChain;
  2166. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  2167. {
  2168. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  2169. const Memory* mem = alloc(size);
  2170. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  2171. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  2172. bx::write(&writer, magic);
  2173. TextureCreate tc;
  2174. tc.m_flags = BGFX_TEXTURE_RT|( ((m_flags & BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT) << BGFX_TEXTURE_RT_MSAA_SHIFT);
  2175. tc.m_width = m_ovr.m_rtSize.w;
  2176. tc.m_height = m_ovr.m_rtSize.h;
  2177. tc.m_sides = 0;
  2178. tc.m_depth = 0;
  2179. tc.m_numMips = 1;
  2180. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  2181. tc.m_cubeMap = false;
  2182. tc.m_mem = NULL;
  2183. bx::write(&writer, tc);
  2184. m_ovrRT.create(mem, tc.m_flags, 0);
  2185. release(mem);
  2186. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  2187. D3D11_TEXTURE2D_DESC dsd;
  2188. dsd.Width = m_ovr.m_rtSize.w;
  2189. dsd.Height = m_ovr.m_rtSize.h;
  2190. dsd.MipLevels = 1;
  2191. dsd.ArraySize = 1;
  2192. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2193. dsd.SampleDesc = m_scd.SampleDesc;
  2194. dsd.Usage = D3D11_USAGE_DEFAULT;
  2195. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2196. dsd.CPUAccessFlags = 0;
  2197. dsd.MiscFlags = 0;
  2198. ID3D11Texture2D* depthStencil;
  2199. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2200. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  2201. DX_RELEASE(depthStencil, 0);
  2202. ovrD3D11Texture texture;
  2203. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  2204. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  2205. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  2206. texture.D3D11.pSRView = m_ovrRT.m_srv;
  2207. m_ovr.postReset(texture.Texture);
  2208. bx::xchg(m_ovrRtv, m_backBufferColor);
  2209. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2210. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2211. }
  2212. }
  2213. #endif // BGFX_CONFIG_USE_OVR
  2214. }
  2215. void ovrPreReset()
  2216. {
  2217. #if BGFX_CONFIG_USE_OVR
  2218. m_ovr.preReset();
  2219. if (NULL != m_ovrRtv)
  2220. {
  2221. bx::xchg(m_ovrRtv, m_backBufferColor);
  2222. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2223. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2224. DX_RELEASE(m_ovrRtv, 0);
  2225. DX_RELEASE(m_ovrDsv, 0);
  2226. m_ovrRT.destroy();
  2227. }
  2228. #endif // BGFX_CONFIG_USE_OVR
  2229. }
  2230. void capturePostReset()
  2231. {
  2232. if (m_flags&BGFX_RESET_CAPTURE)
  2233. {
  2234. ID3D11Texture2D* backBuffer;
  2235. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2236. D3D11_TEXTURE2D_DESC backBufferDesc;
  2237. backBuffer->GetDesc(&backBufferDesc);
  2238. D3D11_TEXTURE2D_DESC desc;
  2239. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2240. desc.SampleDesc.Count = 1;
  2241. desc.SampleDesc.Quality = 0;
  2242. desc.Usage = D3D11_USAGE_STAGING;
  2243. desc.BindFlags = 0;
  2244. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2245. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2246. if (SUCCEEDED(hr) )
  2247. {
  2248. if (backBufferDesc.SampleDesc.Count != 1)
  2249. {
  2250. desc.Usage = D3D11_USAGE_DEFAULT;
  2251. desc.CPUAccessFlags = 0;
  2252. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2253. }
  2254. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2255. }
  2256. DX_RELEASE(backBuffer, 0);
  2257. }
  2258. }
  2259. void capturePreReset()
  2260. {
  2261. if (NULL != m_captureTexture)
  2262. {
  2263. g_callback->captureEnd();
  2264. }
  2265. DX_RELEASE(m_captureResolve, 0);
  2266. DX_RELEASE(m_captureTexture, 0);
  2267. }
  2268. void capture()
  2269. {
  2270. if (NULL != m_captureTexture)
  2271. {
  2272. ID3D11Texture2D* backBuffer;
  2273. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2274. if (NULL == m_captureResolve)
  2275. {
  2276. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2277. }
  2278. else
  2279. {
  2280. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2281. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2282. }
  2283. D3D11_MAPPED_SUBRESOURCE mapped;
  2284. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2285. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2286. m_deviceCtx->Unmap(m_captureTexture, 0);
  2287. DX_RELEASE(backBuffer, 0);
  2288. }
  2289. }
  2290. void commit(ConstantBuffer& _constantBuffer)
  2291. {
  2292. _constantBuffer.reset();
  2293. for (;;)
  2294. {
  2295. uint32_t opcode = _constantBuffer.read();
  2296. if (UniformType::End == opcode)
  2297. {
  2298. break;
  2299. }
  2300. UniformType::Enum type;
  2301. uint16_t loc;
  2302. uint16_t num;
  2303. uint16_t copy;
  2304. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2305. const char* data;
  2306. if (copy)
  2307. {
  2308. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  2309. }
  2310. else
  2311. {
  2312. UniformHandle handle;
  2313. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2314. data = (const char*)m_uniforms[handle.idx];
  2315. }
  2316. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2317. case UniformType::_uniform: \
  2318. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2319. { \
  2320. setShaderUniform(uint8_t(type), loc, data, num); \
  2321. } \
  2322. break;
  2323. switch ( (uint32_t)type)
  2324. {
  2325. case UniformType::Mat3:
  2326. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2327. {
  2328. float* value = (float*)data;
  2329. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2330. {
  2331. Matrix4 mtx;
  2332. mtx.un.val[ 0] = value[0];
  2333. mtx.un.val[ 1] = value[1];
  2334. mtx.un.val[ 2] = value[2];
  2335. mtx.un.val[ 3] = 0.0f;
  2336. mtx.un.val[ 4] = value[3];
  2337. mtx.un.val[ 5] = value[4];
  2338. mtx.un.val[ 6] = value[5];
  2339. mtx.un.val[ 7] = 0.0f;
  2340. mtx.un.val[ 8] = value[6];
  2341. mtx.un.val[ 9] = value[7];
  2342. mtx.un.val[10] = value[8];
  2343. mtx.un.val[11] = 0.0f;
  2344. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2345. }
  2346. }
  2347. break;
  2348. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2349. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2350. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2351. case UniformType::End:
  2352. break;
  2353. default:
  2354. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  2355. break;
  2356. }
  2357. #undef CASE_IMPLEMENT_UNIFORM
  2358. }
  2359. }
  2360. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2361. {
  2362. uint32_t width = getBufferWidth();
  2363. uint32_t height = getBufferHeight();
  2364. if (0 == _rect.m_x
  2365. && 0 == _rect.m_y
  2366. && width == _rect.m_width
  2367. && height == _rect.m_height)
  2368. {
  2369. clear(_clear, _palette);
  2370. }
  2371. else
  2372. {
  2373. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2374. uint64_t state = 0;
  2375. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2376. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2377. uint64_t stencil = 0;
  2378. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2379. | BGFX_STENCIL_TEST_ALWAYS
  2380. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2381. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2382. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2383. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2384. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2385. : 0
  2386. ;
  2387. setBlendState(state);
  2388. setDepthStencilState(state, stencil);
  2389. setRasterizerState(state);
  2390. uint32_t numMrt = 1;
  2391. FrameBufferHandle fbh = m_fbh;
  2392. if (isValid(fbh) )
  2393. {
  2394. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2395. numMrt = bx::uint32_max(1, fb.m_num);
  2396. }
  2397. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2398. m_currentProgram = &program;
  2399. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2400. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2401. if (NULL != m_currentColor)
  2402. {
  2403. const ShaderD3D11* fsh = program.m_fsh;
  2404. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2405. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2406. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2407. {
  2408. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2409. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2410. {
  2411. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  2412. memcpy(mrtClear[ii], _palette[index], 16);
  2413. }
  2414. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2415. }
  2416. else
  2417. {
  2418. float rgba[4] =
  2419. {
  2420. _clear.m_index[0]*1.0f/255.0f,
  2421. _clear.m_index[1]*1.0f/255.0f,
  2422. _clear.m_index[2]*1.0f/255.0f,
  2423. _clear.m_index[3]*1.0f/255.0f,
  2424. };
  2425. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2426. }
  2427. }
  2428. else
  2429. {
  2430. deviceCtx->PSSetShader(NULL, NULL, 0);
  2431. }
  2432. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2433. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2434. const uint32_t stride = vertexDecl.m_stride;
  2435. const uint32_t offset = 0;
  2436. {
  2437. struct Vertex
  2438. {
  2439. float m_x;
  2440. float m_y;
  2441. float m_z;
  2442. };
  2443. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2444. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2445. const float depth = _clear.m_depth;
  2446. vertex->m_x = -1.0f;
  2447. vertex->m_y = -1.0f;
  2448. vertex->m_z = depth;
  2449. vertex++;
  2450. vertex->m_x = 1.0f;
  2451. vertex->m_y = -1.0f;
  2452. vertex->m_z = depth;
  2453. vertex++;
  2454. vertex->m_x = -1.0f;
  2455. vertex->m_y = 1.0f;
  2456. vertex->m_z = depth;
  2457. vertex++;
  2458. vertex->m_x = 1.0f;
  2459. vertex->m_y = 1.0f;
  2460. vertex->m_z = depth;
  2461. }
  2462. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2463. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2464. setInputLayout(vertexDecl, program, 0);
  2465. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2466. deviceCtx->Draw(4, 0);
  2467. }
  2468. }
  2469. void* m_d3d9dll;
  2470. void* m_d3d11dll;
  2471. void* m_dxgidll;
  2472. void* m_dxgidebugdll;
  2473. void* m_renderdocdll;
  2474. D3D_DRIVER_TYPE m_driverType;
  2475. D3D_FEATURE_LEVEL m_featureLevel;
  2476. IDXGIAdapter* m_adapter;
  2477. DXGI_ADAPTER_DESC m_adapterDesc;
  2478. #if BX_PLATFORM_WINRT
  2479. IDXGIFactory2* m_factory;
  2480. IDXGISwapChain1* m_swapChain;
  2481. #else
  2482. IDXGIFactory* m_factory;
  2483. IDXGISwapChain* m_swapChain;
  2484. #endif // BX_PLATFORM_WINRT
  2485. uint16_t m_lost;
  2486. uint16_t m_numWindows;
  2487. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2488. ID3D11Device* m_device;
  2489. ID3D11DeviceContext* m_deviceCtx;
  2490. ID3D11InfoQueue* m_infoQueue;
  2491. TimerQueryD3D11 m_gpuTimer;
  2492. ID3D11RenderTargetView* m_backBufferColor;
  2493. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2494. ID3D11RenderTargetView* m_currentColor;
  2495. ID3D11DepthStencilView* m_currentDepthStencil;
  2496. ID3D11Texture2D* m_captureTexture;
  2497. ID3D11Texture2D* m_captureResolve;
  2498. Resolution m_resolution;
  2499. bool m_wireframe;
  2500. #if BX_PLATFORM_WINRT
  2501. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  2502. #else
  2503. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  2504. #endif // BX_PLATFORM_WINRT
  2505. SwapChainDesc m_scd;
  2506. uint32_t m_flags;
  2507. uint32_t m_maxAnisotropy;
  2508. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2509. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2510. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2511. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2512. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2513. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2514. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2515. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2516. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2517. UniformRegistry m_uniformReg;
  2518. ViewState m_viewState;
  2519. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2520. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2521. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2522. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2523. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2524. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  2525. TextVideoMem m_textVideoMem;
  2526. TextureStage m_textureStage;
  2527. ProgramD3D11* m_currentProgram;
  2528. uint8_t m_vsScratch[64<<10];
  2529. uint8_t m_fsScratch[64<<10];
  2530. uint32_t m_vsChanges;
  2531. uint32_t m_fsChanges;
  2532. FrameBufferHandle m_fbh;
  2533. bool m_rtMsaa;
  2534. OVR m_ovr;
  2535. TextureD3D11 m_ovrRT;
  2536. ID3D11RenderTargetView* m_ovrRtv;
  2537. ID3D11DepthStencilView* m_ovrDsv;
  2538. };
  2539. static RendererContextD3D11* s_renderD3D11;
  2540. RendererContextI* rendererCreate()
  2541. {
  2542. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2543. if (!s_renderD3D11->init() )
  2544. {
  2545. BX_DELETE(g_allocator, s_renderD3D11);
  2546. s_renderD3D11 = NULL;
  2547. }
  2548. return s_renderD3D11;
  2549. }
  2550. void rendererDestroy()
  2551. {
  2552. s_renderD3D11->shutdown();
  2553. BX_DELETE(g_allocator, s_renderD3D11);
  2554. s_renderD3D11 = NULL;
  2555. }
  2556. struct UavFormat
  2557. {
  2558. DXGI_FORMAT format[3];
  2559. uint32_t stride;
  2560. };
  2561. static const UavFormat s_uavFormat[] =
  2562. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2563. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2564. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2565. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2566. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2567. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2568. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2569. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2570. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2571. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2572. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2573. };
  2574. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  2575. {
  2576. m_uav = NULL;
  2577. m_size = _size;
  2578. m_flags = _flags;
  2579. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2580. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2581. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2582. m_dynamic = NULL == _data && !needUav;
  2583. D3D11_BUFFER_DESC desc;
  2584. desc.ByteWidth = _size;
  2585. desc.BindFlags = 0
  2586. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2587. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2588. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2589. ;
  2590. desc.MiscFlags = 0
  2591. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  2592. ;
  2593. desc.StructureByteStride = 0;
  2594. DXGI_FORMAT format;
  2595. uint32_t stride;
  2596. if (drawIndirect)
  2597. {
  2598. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2599. stride = 16;
  2600. }
  2601. else
  2602. {
  2603. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2604. if (0 == uavFormat)
  2605. {
  2606. if (_vertex)
  2607. {
  2608. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2609. stride = 16;
  2610. }
  2611. else
  2612. {
  2613. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2614. {
  2615. format = DXGI_FORMAT_R16_UINT;
  2616. stride = 2;
  2617. }
  2618. else
  2619. {
  2620. format = DXGI_FORMAT_R32_UINT;
  2621. stride = 4;
  2622. }
  2623. }
  2624. }
  2625. else
  2626. {
  2627. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2628. format = s_uavFormat[uavFormat].format[uavType];
  2629. stride = s_uavFormat[uavFormat].stride;
  2630. }
  2631. }
  2632. ID3D11Device* device = s_renderD3D11->m_device;
  2633. if (needUav)
  2634. {
  2635. desc.Usage = D3D11_USAGE_DEFAULT;
  2636. desc.CPUAccessFlags = 0;
  2637. desc.StructureByteStride = _stride;
  2638. DX_CHECK(device->CreateBuffer(&desc
  2639. , NULL
  2640. , &m_ptr
  2641. ) );
  2642. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2643. uavd.Format = format;
  2644. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2645. uavd.Buffer.FirstElement = 0;
  2646. uavd.Buffer.NumElements = m_size / stride;
  2647. uavd.Buffer.Flags = 0;
  2648. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2649. , &uavd
  2650. , &m_uav
  2651. ) );
  2652. }
  2653. else if (m_dynamic)
  2654. {
  2655. desc.Usage = D3D11_USAGE_DYNAMIC;
  2656. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2657. DX_CHECK(device->CreateBuffer(&desc
  2658. , NULL
  2659. , &m_ptr
  2660. ) );
  2661. }
  2662. else
  2663. {
  2664. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2665. desc.CPUAccessFlags = 0;
  2666. D3D11_SUBRESOURCE_DATA srd;
  2667. srd.pSysMem = _data;
  2668. srd.SysMemPitch = 0;
  2669. srd.SysMemSlicePitch = 0;
  2670. DX_CHECK(device->CreateBuffer(&desc
  2671. , &srd
  2672. , &m_ptr
  2673. ) );
  2674. }
  2675. if (needSrv)
  2676. {
  2677. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2678. srvd.Format = format;
  2679. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2680. srvd.Buffer.FirstElement = 0;
  2681. srvd.Buffer.NumElements = m_size / stride;
  2682. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2683. , &srvd
  2684. , &m_srv
  2685. ) );
  2686. }
  2687. }
  2688. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2689. {
  2690. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2691. BX_CHECK(m_dynamic, "Must be dynamic!");
  2692. #if 0
  2693. BX_UNUSED(_discard);
  2694. ID3D11Device* device = s_renderD3D11->m_device;
  2695. D3D11_BUFFER_DESC desc;
  2696. desc.ByteWidth = _size;
  2697. desc.Usage = D3D11_USAGE_STAGING;
  2698. desc.BindFlags = 0;
  2699. desc.MiscFlags = 0;
  2700. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2701. desc.StructureByteStride = 0;
  2702. D3D11_SUBRESOURCE_DATA srd;
  2703. srd.pSysMem = _data;
  2704. srd.SysMemPitch = 0;
  2705. srd.SysMemSlicePitch = 0;
  2706. ID3D11Buffer* ptr;
  2707. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  2708. D3D11_BOX box;
  2709. box.left = 0;
  2710. box.top = 0;
  2711. box.front = 0;
  2712. box.right = _size;
  2713. box.bottom = 1;
  2714. box.back = 1;
  2715. deviceCtx->CopySubresourceRegion(m_ptr
  2716. , 0
  2717. , _offset
  2718. , 0
  2719. , 0
  2720. , ptr
  2721. , 0
  2722. , &box
  2723. );
  2724. DX_RELEASE(ptr, 0);
  2725. #else
  2726. D3D11_MAPPED_SUBRESOURCE mapped;
  2727. BX_UNUSED(_discard);
  2728. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  2729. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  2730. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2731. deviceCtx->Unmap(m_ptr, 0);
  2732. #endif // 0
  2733. }
  2734. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2735. {
  2736. m_decl = _declHandle;
  2737. uint16_t stride = isValid(_declHandle)
  2738. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2739. : 0
  2740. ;
  2741. BufferD3D11::create(_size, _data, _flags, stride, true);
  2742. }
  2743. void ShaderD3D11::create(const Memory* _mem)
  2744. {
  2745. bx::MemoryReader reader(_mem->data, _mem->size);
  2746. uint32_t magic;
  2747. bx::read(&reader, magic);
  2748. switch (magic)
  2749. {
  2750. case BGFX_CHUNK_MAGIC_CSH:
  2751. case BGFX_CHUNK_MAGIC_FSH:
  2752. case BGFX_CHUNK_MAGIC_VSH:
  2753. break;
  2754. default:
  2755. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2756. break;
  2757. }
  2758. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2759. uint32_t iohash;
  2760. bx::read(&reader, iohash);
  2761. uint16_t count;
  2762. bx::read(&reader, count);
  2763. m_numPredefined = 0;
  2764. m_numUniforms = count;
  2765. BX_TRACE("%s Shader consts %d"
  2766. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2767. , count
  2768. );
  2769. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2770. if (0 < count)
  2771. {
  2772. for (uint32_t ii = 0; ii < count; ++ii)
  2773. {
  2774. uint8_t nameSize;
  2775. bx::read(&reader, nameSize);
  2776. char name[256];
  2777. bx::read(&reader, &name, nameSize);
  2778. name[nameSize] = '\0';
  2779. uint8_t type;
  2780. bx::read(&reader, type);
  2781. uint8_t num;
  2782. bx::read(&reader, num);
  2783. uint16_t regIndex;
  2784. bx::read(&reader, regIndex);
  2785. uint16_t regCount;
  2786. bx::read(&reader, regCount);
  2787. const char* kind = "invalid";
  2788. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2789. if (PredefinedUniform::Count != predefined)
  2790. {
  2791. kind = "predefined";
  2792. m_predefined[m_numPredefined].m_loc = regIndex;
  2793. m_predefined[m_numPredefined].m_count = regCount;
  2794. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2795. m_numPredefined++;
  2796. }
  2797. else
  2798. {
  2799. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2800. if (NULL != info)
  2801. {
  2802. if (NULL == m_constantBuffer)
  2803. {
  2804. m_constantBuffer = ConstantBuffer::create(1024);
  2805. }
  2806. kind = "user";
  2807. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2808. }
  2809. }
  2810. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2811. , kind
  2812. , name
  2813. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2814. , num
  2815. , regIndex
  2816. , regCount
  2817. );
  2818. BX_UNUSED(kind);
  2819. }
  2820. if (NULL != m_constantBuffer)
  2821. {
  2822. m_constantBuffer->finish();
  2823. }
  2824. }
  2825. uint16_t shaderSize;
  2826. bx::read(&reader, shaderSize);
  2827. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2828. bx::skip(&reader, shaderSize+1);
  2829. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2830. {
  2831. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2832. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2833. }
  2834. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2835. {
  2836. m_hash = bx::hashMurmur2A(code, shaderSize);
  2837. m_code = copy(code, shaderSize);
  2838. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2839. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2840. }
  2841. else
  2842. {
  2843. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2844. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2845. }
  2846. uint8_t numAttrs;
  2847. bx::read(&reader, numAttrs);
  2848. memset(m_attrMask, 0, sizeof(m_attrMask) );
  2849. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2850. {
  2851. uint16_t id;
  2852. bx::read(&reader, id);
  2853. Attrib::Enum attr = idToAttrib(id);
  2854. if (Attrib::Count != attr)
  2855. {
  2856. m_attrMask[attr] = UINT16_MAX;
  2857. }
  2858. }
  2859. uint16_t size;
  2860. bx::read(&reader, size);
  2861. if (0 < size)
  2862. {
  2863. D3D11_BUFFER_DESC desc;
  2864. desc.ByteWidth = (size + 0xf) & ~0xf;
  2865. desc.Usage = D3D11_USAGE_DEFAULT;
  2866. desc.CPUAccessFlags = 0;
  2867. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2868. desc.MiscFlags = 0;
  2869. desc.StructureByteStride = 0;
  2870. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2871. }
  2872. }
  2873. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2874. {
  2875. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2876. ImageContainer imageContainer;
  2877. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2878. {
  2879. uint8_t numMips = imageContainer.m_numMips;
  2880. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  2881. numMips -= startLod;
  2882. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2883. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2884. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2885. m_flags = _flags;
  2886. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2887. m_textureFormat = (uint8_t)imageContainer.m_format;
  2888. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2889. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2890. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2891. if (convert)
  2892. {
  2893. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2894. bpp = 32;
  2895. }
  2896. if (imageContainer.m_cubeMap)
  2897. {
  2898. m_type = TextureCube;
  2899. }
  2900. else if (imageContainer.m_depth > 1)
  2901. {
  2902. m_type = Texture3D;
  2903. }
  2904. else
  2905. {
  2906. m_type = Texture2D;
  2907. }
  2908. m_numMips = numMips;
  2909. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2910. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2911. uint32_t kk = 0;
  2912. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2913. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2914. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2915. , getHandle()
  2916. , getName( (TextureFormat::Enum)m_textureFormat)
  2917. , getName( (TextureFormat::Enum)m_requestedFormat)
  2918. , textureWidth
  2919. , textureHeight
  2920. , imageContainer.m_cubeMap ? "x6" : ""
  2921. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2922. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2923. );
  2924. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2925. {
  2926. uint32_t width = textureWidth;
  2927. uint32_t height = textureHeight;
  2928. uint32_t depth = imageContainer.m_depth;
  2929. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  2930. {
  2931. width = bx::uint32_max(1, width);
  2932. height = bx::uint32_max(1, height);
  2933. depth = bx::uint32_max(1, depth);
  2934. ImageMip mip;
  2935. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2936. {
  2937. srd[kk].pSysMem = mip.m_data;
  2938. if (convert)
  2939. {
  2940. uint32_t srcpitch = mip.m_width*bpp/8;
  2941. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2942. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2943. srd[kk].pSysMem = temp;
  2944. srd[kk].SysMemPitch = srcpitch;
  2945. }
  2946. else if (compressed)
  2947. {
  2948. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2949. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2950. }
  2951. else
  2952. {
  2953. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2954. }
  2955. if (swizzle)
  2956. {
  2957. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2958. }
  2959. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2960. ++kk;
  2961. }
  2962. width >>= 1;
  2963. height >>= 1;
  2964. depth >>= 1;
  2965. }
  2966. }
  2967. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2968. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2969. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2970. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  2971. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2972. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2973. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2974. memset(&srvd, 0, sizeof(srvd) );
  2975. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  2976. if (swizzle)
  2977. {
  2978. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  2979. srvd.Format = format;
  2980. }
  2981. else if (srgb)
  2982. {
  2983. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  2984. srvd.Format = format;
  2985. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  2986. }
  2987. if (format == DXGI_FORMAT_UNKNOWN)
  2988. {
  2989. // not swizzled and not sRGB, or sRGB unsupported
  2990. format = s_textureFormat[m_textureFormat].m_fmt;
  2991. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2992. }
  2993. switch (m_type)
  2994. {
  2995. case Texture2D:
  2996. case TextureCube:
  2997. {
  2998. D3D11_TEXTURE2D_DESC desc;
  2999. desc.Width = textureWidth;
  3000. desc.Height = textureHeight;
  3001. desc.MipLevels = numMips;
  3002. desc.Format = format;
  3003. desc.SampleDesc = msaa;
  3004. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3005. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3006. desc.CPUAccessFlags = 0;
  3007. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  3008. {
  3009. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3010. desc.Usage = D3D11_USAGE_DEFAULT;
  3011. }
  3012. else if (renderTarget)
  3013. {
  3014. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3015. desc.Usage = D3D11_USAGE_DEFAULT;
  3016. }
  3017. if (computeWrite)
  3018. {
  3019. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3020. desc.Usage = D3D11_USAGE_DEFAULT;
  3021. }
  3022. if (imageContainer.m_cubeMap)
  3023. {
  3024. desc.ArraySize = 6;
  3025. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  3026. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3027. srvd.TextureCube.MipLevels = numMips;
  3028. }
  3029. else
  3030. {
  3031. desc.ArraySize = 1;
  3032. desc.MiscFlags = 0;
  3033. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  3034. srvd.Texture2D.MipLevels = numMips;
  3035. }
  3036. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3037. }
  3038. break;
  3039. case Texture3D:
  3040. {
  3041. D3D11_TEXTURE3D_DESC desc;
  3042. desc.Width = textureWidth;
  3043. desc.Height = textureHeight;
  3044. desc.Depth = imageContainer.m_depth;
  3045. desc.MipLevels = imageContainer.m_numMips;
  3046. desc.Format = format;
  3047. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3048. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3049. desc.CPUAccessFlags = 0;
  3050. desc.MiscFlags = 0;
  3051. if (computeWrite)
  3052. {
  3053. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3054. desc.Usage = D3D11_USAGE_DEFAULT;
  3055. }
  3056. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3057. srvd.Texture3D.MipLevels = numMips;
  3058. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3059. }
  3060. break;
  3061. }
  3062. if (!bufferOnly)
  3063. {
  3064. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3065. }
  3066. if (computeWrite)
  3067. {
  3068. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3069. }
  3070. if (convert
  3071. && 0 != kk)
  3072. {
  3073. kk = 0;
  3074. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3075. {
  3076. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3077. {
  3078. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3079. ++kk;
  3080. }
  3081. }
  3082. }
  3083. }
  3084. }
  3085. void TextureD3D11::destroy()
  3086. {
  3087. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3088. DX_RELEASE(m_srv, 0);
  3089. DX_RELEASE(m_uav, 0);
  3090. DX_RELEASE(m_ptr, 0);
  3091. }
  3092. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3093. {
  3094. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3095. D3D11_BOX box;
  3096. box.left = _rect.m_x;
  3097. box.top = _rect.m_y;
  3098. box.right = box.left + _rect.m_width;
  3099. box.bottom = box.top + _rect.m_height;
  3100. box.front = _z;
  3101. box.back = box.front + _depth;
  3102. const uint32_t subres = _mip + (_side * m_numMips);
  3103. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3104. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3105. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3106. const bool convert = m_textureFormat != m_requestedFormat;
  3107. uint8_t* data = _mem->data;
  3108. uint8_t* temp = NULL;
  3109. if (convert)
  3110. {
  3111. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  3112. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  3113. data = temp;
  3114. }
  3115. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  3116. if (NULL != temp)
  3117. {
  3118. BX_FREE(g_allocator, temp);
  3119. }
  3120. }
  3121. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  3122. {
  3123. TextureStage& ts = s_renderD3D11->m_textureStage;
  3124. ts.m_srv[_stage] = m_srv;
  3125. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  3126. ? s_renderD3D11->getSamplerState(_flags)
  3127. : m_sampler
  3128. ;
  3129. }
  3130. void TextureD3D11::resolve()
  3131. {
  3132. }
  3133. TextureHandle TextureD3D11::getHandle() const
  3134. {
  3135. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3136. return handle;
  3137. }
  3138. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  3139. {
  3140. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3141. {
  3142. m_rtv[ii] = NULL;
  3143. }
  3144. m_dsv = NULL;
  3145. m_swapChain = NULL;
  3146. m_numTh = _num;
  3147. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3148. postReset();
  3149. }
  3150. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3151. {
  3152. BX_UNUSED(_depthFormat);
  3153. DXGI_SWAP_CHAIN_DESC scd;
  3154. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  3155. scd.BufferDesc.Width = _width;
  3156. scd.BufferDesc.Height = _height;
  3157. scd.OutputWindow = (HWND)_nwh;
  3158. HRESULT hr;
  3159. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  3160. , &scd
  3161. , &m_swapChain
  3162. );
  3163. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3164. ID3D11Resource* ptr;
  3165. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3166. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3167. DX_RELEASE(ptr, 0);
  3168. m_srv[0] = NULL;
  3169. m_dsv = NULL;
  3170. m_denseIdx = _denseIdx;
  3171. m_num = 1;
  3172. }
  3173. uint16_t FrameBufferD3D11::destroy()
  3174. {
  3175. preReset();
  3176. DX_RELEASE(m_swapChain, 0);
  3177. m_num = 0;
  3178. m_numTh = 0;
  3179. uint16_t denseIdx = m_denseIdx;
  3180. m_denseIdx = UINT16_MAX;
  3181. return denseIdx;
  3182. }
  3183. void FrameBufferD3D11::preReset()
  3184. {
  3185. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3186. {
  3187. DX_RELEASE(m_srv[ii], 0);
  3188. DX_RELEASE(m_rtv[ii], 0);
  3189. }
  3190. DX_RELEASE(m_dsv, 0);
  3191. }
  3192. void FrameBufferD3D11::postReset()
  3193. {
  3194. if (0 < m_numTh)
  3195. {
  3196. m_num = 0;
  3197. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3198. {
  3199. TextureHandle handle = m_th[ii];
  3200. if (isValid(handle) )
  3201. {
  3202. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3203. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3204. {
  3205. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  3206. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3207. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3208. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3209. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3210. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  3211. dsvDesc.Flags = 0;
  3212. dsvDesc.Texture2D.MipSlice = 0;
  3213. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3214. }
  3215. else
  3216. {
  3217. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  3218. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  3219. m_num++;
  3220. }
  3221. }
  3222. }
  3223. }
  3224. }
  3225. void FrameBufferD3D11::resolve()
  3226. {
  3227. }
  3228. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  3229. {
  3230. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3231. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  3232. {
  3233. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3234. {
  3235. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3236. {
  3237. uint8_t index = _clear.m_index[ii];
  3238. if (NULL != m_rtv[ii]
  3239. && UINT8_MAX != index)
  3240. {
  3241. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  3242. }
  3243. }
  3244. }
  3245. else
  3246. {
  3247. float frgba[4] =
  3248. {
  3249. _clear.m_index[0]*1.0f/255.0f,
  3250. _clear.m_index[1]*1.0f/255.0f,
  3251. _clear.m_index[2]*1.0f/255.0f,
  3252. _clear.m_index[3]*1.0f/255.0f,
  3253. };
  3254. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3255. {
  3256. if (NULL != m_rtv[ii])
  3257. {
  3258. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  3259. }
  3260. }
  3261. }
  3262. }
  3263. if (NULL != m_dsv
  3264. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3265. {
  3266. DWORD flags = 0;
  3267. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  3268. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  3269. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  3270. }
  3271. }
  3272. void TimerQueryD3D11::postReset()
  3273. {
  3274. ID3D11Device* device = s_renderD3D11->m_device;
  3275. D3D11_QUERY_DESC query;
  3276. query.MiscFlags = 0;
  3277. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3278. {
  3279. Frame& frame = m_frame[ii];
  3280. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  3281. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  3282. query.Query = D3D11_QUERY_TIMESTAMP;
  3283. DX_CHECK(device->CreateQuery(&query, &frame.m_start) );
  3284. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  3285. }
  3286. m_elapsed = 0;
  3287. m_frequency = 1;
  3288. m_control.reset();
  3289. }
  3290. void TimerQueryD3D11::preReset()
  3291. {
  3292. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3293. {
  3294. Frame& frame = m_frame[ii];
  3295. DX_RELEASE(frame.m_disjoint, 0);
  3296. DX_RELEASE(frame.m_start, 0);
  3297. DX_RELEASE(frame.m_end, 0);
  3298. }
  3299. }
  3300. void TimerQueryD3D11::begin()
  3301. {
  3302. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3303. while (0 == m_control.reserve(1) )
  3304. {
  3305. get();
  3306. }
  3307. Frame& frame = m_frame[m_control.m_current];
  3308. deviceCtx->Begin(frame.m_disjoint);
  3309. deviceCtx->End(frame.m_start);
  3310. }
  3311. void TimerQueryD3D11::end()
  3312. {
  3313. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3314. Frame& frame = m_frame[m_control.m_current];
  3315. deviceCtx->End(frame.m_end);
  3316. deviceCtx->End(frame.m_disjoint);
  3317. m_control.commit(1);
  3318. }
  3319. bool TimerQueryD3D11::get()
  3320. {
  3321. if (0 != m_control.available() )
  3322. {
  3323. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3324. Frame& frame = m_frame[m_control.m_read];
  3325. uint64_t finish;
  3326. HRESULT hr = deviceCtx->GetData(frame.m_end, &finish, sizeof(finish), 0);
  3327. if (S_OK == hr)
  3328. {
  3329. m_control.consume(1);
  3330. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  3331. {
  3332. UINT64 Frequency;
  3333. BOOL Disjoint;
  3334. };
  3335. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  3336. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  3337. uint64_t start;
  3338. deviceCtx->GetData(frame.m_start, &start, sizeof(start), 0);
  3339. m_frequency = disjoint.Frequency;
  3340. m_elapsed = finish - start;
  3341. return true;
  3342. }
  3343. }
  3344. return false;
  3345. }
  3346. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3347. {
  3348. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3349. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3350. updateResolution(_render->m_resolution);
  3351. int64_t elapsed = -bx::getHPCounter();
  3352. int64_t captureElapsed = 0;
  3353. m_gpuTimer.begin();
  3354. if (0 < _render->m_iboffset)
  3355. {
  3356. TransientIndexBuffer* ib = _render->m_transientIb;
  3357. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3358. }
  3359. if (0 < _render->m_vboffset)
  3360. {
  3361. TransientVertexBuffer* vb = _render->m_transientVb;
  3362. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  3363. }
  3364. _render->sort();
  3365. RenderDraw currentState;
  3366. currentState.clear();
  3367. currentState.m_flags = BGFX_STATE_NONE;
  3368. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3369. _render->m_hmdInitialized = m_ovr.isInitialized();
  3370. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  3371. ViewState& viewState = m_viewState;
  3372. viewState.reset(_render, hmdEnabled);
  3373. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3374. bool scissorEnabled = false;
  3375. setDebugWireframe(wireframe);
  3376. uint16_t programIdx = invalidHandle;
  3377. SortKey key;
  3378. uint8_t view = 0xff;
  3379. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3380. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3381. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3382. PrimInfo prim = s_primInfo[primIndex];
  3383. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3384. bool wasCompute = false;
  3385. bool viewHasScissor = false;
  3386. Rect viewScissorRect;
  3387. viewScissorRect.clear();
  3388. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3389. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3390. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3391. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  3392. uint32_t statsNumIndices = 0;
  3393. uint32_t statsKeyType[2] = {};
  3394. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3395. {
  3396. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  3397. // if we don't do this we'll only see one frame of output and then nothing
  3398. setFrameBuffer(fbh);
  3399. bool viewRestart = false;
  3400. uint8_t eye = 0;
  3401. uint8_t restartState = 0;
  3402. viewState.m_rect = _render->m_rect[0];
  3403. int32_t numItems = _render->m_num;
  3404. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3405. {
  3406. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3407. statsKeyType[isCompute]++;
  3408. const bool viewChanged = 0
  3409. || key.m_view != view
  3410. || item == numItems
  3411. ;
  3412. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3413. ++item;
  3414. if (viewChanged)
  3415. {
  3416. if (1 == restartState)
  3417. {
  3418. restartState = 2;
  3419. item = restartItem;
  3420. restartItem = numItems;
  3421. view = 0xff;
  3422. continue;
  3423. }
  3424. view = key.m_view;
  3425. programIdx = invalidHandle;
  3426. if (_render->m_fb[view].idx != fbh.idx)
  3427. {
  3428. fbh = _render->m_fb[view];
  3429. setFrameBuffer(fbh);
  3430. }
  3431. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  3432. viewRestart &= hmdEnabled;
  3433. if (viewRestart)
  3434. {
  3435. if (0 == restartState)
  3436. {
  3437. restartState = 1;
  3438. restartItem = item - 1;
  3439. }
  3440. eye = (restartState - 1) & 1;
  3441. restartState &= 1;
  3442. }
  3443. else
  3444. {
  3445. eye = 0;
  3446. }
  3447. PIX_ENDEVENT();
  3448. viewState.m_rect = _render->m_rect[view];
  3449. if (viewRestart)
  3450. {
  3451. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3452. {
  3453. wchar_t* viewNameW = s_viewNameW[view];
  3454. viewNameW[3] = L' ';
  3455. viewNameW[4] = eye ? L'R' : L'L';
  3456. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3457. }
  3458. if (m_ovr.isEnabled() )
  3459. {
  3460. m_ovr.getViewport(eye, &viewState.m_rect);
  3461. }
  3462. else
  3463. {
  3464. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  3465. viewState.m_rect.m_width /= 2;
  3466. }
  3467. }
  3468. else
  3469. {
  3470. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3471. {
  3472. wchar_t* viewNameW = s_viewNameW[view];
  3473. viewNameW[3] = L' ';
  3474. viewNameW[4] = L' ';
  3475. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3476. }
  3477. }
  3478. const Rect& scissorRect = _render->m_scissor[view];
  3479. viewHasScissor = !scissorRect.isZero();
  3480. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3481. D3D11_VIEWPORT vp;
  3482. vp.TopLeftX = viewState.m_rect.m_x;
  3483. vp.TopLeftY = viewState.m_rect.m_y;
  3484. vp.Width = viewState.m_rect.m_width;
  3485. vp.Height = viewState.m_rect.m_height;
  3486. vp.MinDepth = 0.0f;
  3487. vp.MaxDepth = 1.0f;
  3488. deviceCtx->RSSetViewports(1, &vp);
  3489. Clear& clr = _render->m_clear[view];
  3490. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  3491. {
  3492. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_clearColor);
  3493. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  3494. }
  3495. }
  3496. if (isCompute)
  3497. {
  3498. if (!wasCompute)
  3499. {
  3500. wasCompute = true;
  3501. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3502. {
  3503. wchar_t* viewNameW = s_viewNameW[view];
  3504. viewNameW[3] = L'C';
  3505. PIX_ENDEVENT();
  3506. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3507. }
  3508. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3509. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3510. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3511. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3512. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3513. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3514. }
  3515. const RenderCompute& compute = renderItem.compute;
  3516. if (0 != eye
  3517. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  3518. {
  3519. continue;
  3520. }
  3521. bool programChanged = false;
  3522. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3523. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3524. if (key.m_program != programIdx)
  3525. {
  3526. programIdx = key.m_program;
  3527. ProgramD3D11& program = m_program[key.m_program];
  3528. m_currentProgram = &program;
  3529. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  3530. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  3531. programChanged =
  3532. constantsChanged = true;
  3533. }
  3534. if (invalidHandle != programIdx)
  3535. {
  3536. ProgramD3D11& program = m_program[programIdx];
  3537. if (constantsChanged)
  3538. {
  3539. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3540. if (NULL != vcb)
  3541. {
  3542. commit(*vcb);
  3543. }
  3544. }
  3545. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  3546. if (constantsChanged
  3547. || program.m_numPredefined > 0)
  3548. {
  3549. commitShaderConstants();
  3550. }
  3551. }
  3552. BX_UNUSED(programChanged);
  3553. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3554. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3555. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3556. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3557. {
  3558. const Binding& bind = compute.m_bind[ii];
  3559. if (invalidHandle != bind.m_idx)
  3560. {
  3561. switch (bind.m_type)
  3562. {
  3563. case Binding::Image:
  3564. {
  3565. TextureD3D11& texture = m_textures[bind.m_idx];
  3566. if (Access::Read != bind.m_un.m_compute.m_access)
  3567. {
  3568. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  3569. ? texture.m_uav
  3570. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  3571. ;
  3572. }
  3573. else
  3574. {
  3575. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  3576. ? texture.m_srv
  3577. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  3578. ;
  3579. sampler[ii] = texture.m_sampler;
  3580. }
  3581. }
  3582. break;
  3583. case Binding::IndexBuffer:
  3584. case Binding::VertexBuffer:
  3585. {
  3586. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  3587. ? m_indexBuffers[bind.m_idx]
  3588. : m_vertexBuffers[bind.m_idx]
  3589. ;
  3590. if (Access::Read != bind.m_un.m_compute.m_access)
  3591. {
  3592. uav[ii] = buffer.m_uav;
  3593. }
  3594. else
  3595. {
  3596. srv[ii] = buffer.m_srv;
  3597. }
  3598. }
  3599. break;
  3600. }
  3601. }
  3602. }
  3603. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  3604. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  3605. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  3606. if (isValid(compute.m_indirectBuffer) )
  3607. {
  3608. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3609. ID3D11Buffer* ptr = vb.m_ptr;
  3610. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3611. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3612. : compute.m_numIndirect
  3613. ;
  3614. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3615. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3616. {
  3617. deviceCtx->DispatchIndirect(ptr, args);
  3618. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3619. }
  3620. }
  3621. else
  3622. {
  3623. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3624. }
  3625. continue;
  3626. }
  3627. bool resetState = viewChanged || wasCompute;
  3628. if (wasCompute)
  3629. {
  3630. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3631. {
  3632. wchar_t* viewNameW = s_viewNameW[view];
  3633. viewNameW[3] = L' ';
  3634. PIX_ENDEVENT();
  3635. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3636. }
  3637. wasCompute = false;
  3638. programIdx = invalidHandle;
  3639. m_currentProgram = NULL;
  3640. invalidateCompute();
  3641. }
  3642. const RenderDraw& draw = renderItem.draw;
  3643. const uint64_t newFlags = draw.m_flags;
  3644. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3645. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  3646. currentState.m_flags = newFlags;
  3647. const uint64_t newStencil = draw.m_stencil;
  3648. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3649. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  3650. currentState.m_stencil = newStencil;
  3651. if (resetState)
  3652. {
  3653. currentState.clear();
  3654. currentState.m_scissor = !draw.m_scissor;
  3655. changedFlags = BGFX_STATE_MASK;
  3656. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3657. currentState.m_flags = newFlags;
  3658. currentState.m_stencil = newStencil;
  3659. setBlendState(newFlags);
  3660. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  3661. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3662. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3663. }
  3664. if (prim.m_type != s_primInfo[primIndex].m_type)
  3665. {
  3666. prim = s_primInfo[primIndex];
  3667. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3668. }
  3669. uint16_t scissor = draw.m_scissor;
  3670. if (currentState.m_scissor != scissor)
  3671. {
  3672. currentState.m_scissor = scissor;
  3673. if (UINT16_MAX == scissor)
  3674. {
  3675. scissorEnabled = viewHasScissor;
  3676. if (viewHasScissor)
  3677. {
  3678. D3D11_RECT rc;
  3679. rc.left = viewScissorRect.m_x;
  3680. rc.top = viewScissorRect.m_y;
  3681. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3682. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3683. deviceCtx->RSSetScissorRects(1, &rc);
  3684. }
  3685. }
  3686. else
  3687. {
  3688. Rect scissorRect;
  3689. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3690. scissorEnabled = true;
  3691. D3D11_RECT rc;
  3692. rc.left = scissorRect.m_x;
  3693. rc.top = scissorRect.m_y;
  3694. rc.right = scissorRect.m_x + scissorRect.m_width;
  3695. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3696. deviceCtx->RSSetScissorRects(1, &rc);
  3697. }
  3698. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3699. }
  3700. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  3701. {
  3702. setDepthStencilState(newFlags, newStencil);
  3703. }
  3704. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  3705. {
  3706. setBlendState(newFlags, draw.m_rgba);
  3707. currentState.m_rgba = draw.m_rgba;
  3708. }
  3709. if ( (0
  3710. | BGFX_STATE_CULL_MASK
  3711. | BGFX_STATE_ALPHA_REF_MASK
  3712. | BGFX_STATE_PT_MASK
  3713. | BGFX_STATE_POINT_SIZE_MASK
  3714. | BGFX_STATE_MSAA
  3715. ) & changedFlags)
  3716. {
  3717. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  3718. {
  3719. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3720. }
  3721. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3722. {
  3723. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3724. viewState.m_alphaRef = ref/255.0f;
  3725. }
  3726. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3727. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3728. if (prim.m_type != s_primInfo[primIndex].m_type)
  3729. {
  3730. prim = s_primInfo[primIndex];
  3731. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3732. }
  3733. }
  3734. bool programChanged = false;
  3735. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3736. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3737. if (key.m_program != programIdx)
  3738. {
  3739. programIdx = key.m_program;
  3740. if (invalidHandle == programIdx)
  3741. {
  3742. m_currentProgram = NULL;
  3743. deviceCtx->VSSetShader(NULL, NULL, 0);
  3744. deviceCtx->PSSetShader(NULL, NULL, 0);
  3745. }
  3746. else
  3747. {
  3748. ProgramD3D11& program = m_program[programIdx];
  3749. m_currentProgram = &program;
  3750. const ShaderD3D11* vsh = program.m_vsh;
  3751. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  3752. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  3753. if (NULL != m_currentColor)
  3754. {
  3755. const ShaderD3D11* fsh = program.m_fsh;
  3756. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3757. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3758. }
  3759. else
  3760. {
  3761. deviceCtx->PSSetShader(NULL, NULL, 0);
  3762. }
  3763. }
  3764. programChanged =
  3765. constantsChanged = true;
  3766. }
  3767. if (invalidHandle != programIdx)
  3768. {
  3769. ProgramD3D11& program = m_program[programIdx];
  3770. if (constantsChanged)
  3771. {
  3772. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3773. if (NULL != vcb)
  3774. {
  3775. commit(*vcb);
  3776. }
  3777. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3778. if (NULL != fcb)
  3779. {
  3780. commit(*fcb);
  3781. }
  3782. }
  3783. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  3784. if (constantsChanged
  3785. || program.m_numPredefined > 0)
  3786. {
  3787. commitShaderConstants();
  3788. }
  3789. }
  3790. {
  3791. uint32_t changes = 0;
  3792. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3793. {
  3794. const Binding& sampler = draw.m_bind[stage];
  3795. Binding& current = currentState.m_bind[stage];
  3796. if (current.m_idx != sampler.m_idx
  3797. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  3798. || programChanged)
  3799. {
  3800. if (invalidHandle != sampler.m_idx)
  3801. {
  3802. TextureD3D11& texture = m_textures[sampler.m_idx];
  3803. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  3804. }
  3805. else
  3806. {
  3807. m_textureStage.m_srv[stage] = NULL;
  3808. m_textureStage.m_sampler[stage] = NULL;
  3809. }
  3810. ++changes;
  3811. }
  3812. current = sampler;
  3813. }
  3814. if (0 < changes)
  3815. {
  3816. commitTextureStage();
  3817. }
  3818. }
  3819. if (programChanged
  3820. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  3821. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3822. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3823. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3824. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3825. {
  3826. currentState.m_vertexDecl = draw.m_vertexDecl;
  3827. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3828. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3829. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3830. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3831. uint16_t handle = draw.m_vertexBuffer.idx;
  3832. if (invalidHandle != handle)
  3833. {
  3834. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  3835. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3836. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3837. uint32_t stride = vertexDecl.m_stride;
  3838. uint32_t offset = 0;
  3839. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3840. if (isValid(draw.m_instanceDataBuffer) )
  3841. {
  3842. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3843. uint32_t instStride = draw.m_instanceDataStride;
  3844. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  3845. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  3846. }
  3847. else
  3848. {
  3849. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3850. setInputLayout(vertexDecl, m_program[programIdx], 0);
  3851. }
  3852. }
  3853. else
  3854. {
  3855. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3856. }
  3857. }
  3858. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3859. {
  3860. currentState.m_indexBuffer = draw.m_indexBuffer;
  3861. uint16_t handle = draw.m_indexBuffer.idx;
  3862. if (invalidHandle != handle)
  3863. {
  3864. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  3865. deviceCtx->IASetIndexBuffer(ib.m_ptr
  3866. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  3867. , 0
  3868. );
  3869. }
  3870. else
  3871. {
  3872. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3873. }
  3874. }
  3875. if (isValid(currentState.m_vertexBuffer) )
  3876. {
  3877. uint32_t numVertices = draw.m_numVertices;
  3878. if (UINT32_MAX == numVertices)
  3879. {
  3880. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3881. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3882. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3883. numVertices = vb.m_size/vertexDecl.m_stride;
  3884. }
  3885. uint32_t numIndices = 0;
  3886. uint32_t numPrimsSubmitted = 0;
  3887. uint32_t numInstances = 0;
  3888. uint32_t numPrimsRendered = 0;
  3889. uint32_t numDrawIndirect = 0;
  3890. if (isValid(draw.m_indirectBuffer) )
  3891. {
  3892. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  3893. ID3D11Buffer* ptr = vb.m_ptr;
  3894. if (isValid(draw.m_indexBuffer) )
  3895. {
  3896. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  3897. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3898. : draw.m_numIndirect
  3899. ;
  3900. uint32_t args = draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3901. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3902. {
  3903. deviceCtx->DrawIndexedInstancedIndirect(ptr, args);
  3904. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3905. }
  3906. }
  3907. else
  3908. {
  3909. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  3910. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3911. : draw.m_numIndirect
  3912. ;
  3913. uint32_t args = draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3914. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3915. {
  3916. deviceCtx->DrawInstancedIndirect(ptr, args);
  3917. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3918. }
  3919. }
  3920. }
  3921. else
  3922. {
  3923. if (isValid(draw.m_indexBuffer) )
  3924. {
  3925. if (UINT32_MAX == draw.m_numIndices)
  3926. {
  3927. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3928. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  3929. numIndices = ib.m_size/indexSize;
  3930. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3931. numInstances = draw.m_numInstances;
  3932. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3933. if (numInstances > 1)
  3934. {
  3935. deviceCtx->DrawIndexedInstanced(numIndices
  3936. , draw.m_numInstances
  3937. , 0
  3938. , draw.m_startVertex
  3939. , 0
  3940. );
  3941. }
  3942. else
  3943. {
  3944. deviceCtx->DrawIndexed(numIndices
  3945. , 0
  3946. , draw.m_startVertex
  3947. );
  3948. }
  3949. }
  3950. else if (prim.m_min <= draw.m_numIndices)
  3951. {
  3952. numIndices = draw.m_numIndices;
  3953. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3954. numInstances = draw.m_numInstances;
  3955. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3956. if (numInstances > 1)
  3957. {
  3958. deviceCtx->DrawIndexedInstanced(numIndices
  3959. , draw.m_numInstances
  3960. , draw.m_startIndex
  3961. , draw.m_startVertex
  3962. , 0
  3963. );
  3964. }
  3965. else
  3966. {
  3967. deviceCtx->DrawIndexed(numIndices
  3968. , draw.m_startIndex
  3969. , draw.m_startVertex
  3970. );
  3971. }
  3972. }
  3973. }
  3974. else
  3975. {
  3976. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3977. numInstances = draw.m_numInstances;
  3978. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3979. if (numInstances > 1)
  3980. {
  3981. deviceCtx->DrawInstanced(numVertices
  3982. , draw.m_numInstances
  3983. , draw.m_startVertex
  3984. , 0
  3985. );
  3986. }
  3987. else
  3988. {
  3989. deviceCtx->Draw(numVertices
  3990. , draw.m_startVertex
  3991. );
  3992. }
  3993. }
  3994. }
  3995. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3996. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3997. statsNumInstances[primIndex] += numInstances;
  3998. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  3999. statsNumIndices += numIndices;
  4000. }
  4001. }
  4002. if (wasCompute)
  4003. {
  4004. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4005. {
  4006. wchar_t* viewNameW = s_viewNameW[view];
  4007. viewNameW[3] = L'C';
  4008. PIX_ENDEVENT();
  4009. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4010. }
  4011. invalidateCompute();
  4012. }
  4013. if (0 < _render->m_num)
  4014. {
  4015. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  4016. {
  4017. deviceCtx->Flush();
  4018. }
  4019. captureElapsed = -bx::getHPCounter();
  4020. capture();
  4021. captureElapsed += bx::getHPCounter();
  4022. }
  4023. }
  4024. PIX_ENDEVENT();
  4025. int64_t now = bx::getHPCounter();
  4026. elapsed += now;
  4027. static int64_t last = now;
  4028. int64_t frameTime = now - last;
  4029. last = now;
  4030. static int64_t min = frameTime;
  4031. static int64_t max = frameTime;
  4032. min = min > frameTime ? frameTime : min;
  4033. max = max < frameTime ? frameTime : max;
  4034. static uint32_t maxGpuLatency = 0;
  4035. static double maxGpuElapsed = 0.0f;
  4036. double elapsedGpuMs = 0.0;
  4037. m_gpuTimer.end();
  4038. while (m_gpuTimer.get() )
  4039. {
  4040. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4041. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4042. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4043. }
  4044. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4045. const int64_t timerFreq = bx::getHPFrequency();
  4046. Stats& perfStats = _render->m_perfStats;
  4047. perfStats.cpuTime = frameTime;
  4048. perfStats.cpuTimerFreq = timerFreq;
  4049. perfStats.gpuTime = m_gpuTimer.m_elapsed;
  4050. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4051. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4052. {
  4053. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4054. TextVideoMem& tvm = m_textVideoMem;
  4055. static int64_t next = now;
  4056. if (now >= next)
  4057. {
  4058. next = now + timerFreq;
  4059. double freq = double(bx::getHPFrequency() );
  4060. double toMs = 1000.0/freq;
  4061. tvm.clear();
  4062. uint16_t pos = 0;
  4063. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4064. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4065. , getRendererName()
  4066. );
  4067. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4068. char description[BX_COUNTOF(desc.Description)];
  4069. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4070. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4071. char dedicatedVideo[16];
  4072. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4073. char dedicatedSystem[16];
  4074. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4075. char sharedSystem[16];
  4076. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4077. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared)"
  4078. , dedicatedVideo
  4079. , dedicatedSystem
  4080. , sharedSystem
  4081. );
  4082. pos = 10;
  4083. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4084. , double(frameTime)*toMs
  4085. , double(min)*toMs
  4086. , double(max)*toMs
  4087. , freq/frameTime
  4088. );
  4089. char hmd[16];
  4090. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4091. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4092. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4093. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4094. , 0 != msaa ? '\xfe' : ' '
  4095. , 1<<msaa
  4096. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  4097. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4098. );
  4099. double elapsedCpuMs = double(elapsed)*toMs;
  4100. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  4101. , _render->m_num
  4102. , statsKeyType[0]
  4103. , statsKeyType[1]
  4104. , elapsedCpuMs
  4105. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  4106. , maxGpuElapsed
  4107. , maxGpuLatency
  4108. );
  4109. maxGpuLatency = 0;
  4110. maxGpuElapsed = 0.0;
  4111. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4112. {
  4113. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  4114. , s_primName[ii]
  4115. , statsNumPrimsRendered[ii]
  4116. , statsNumInstances[ii]
  4117. , statsNumPrimsSubmitted[ii]
  4118. , statsNumDrawIndirect[ii]
  4119. );
  4120. }
  4121. if (NULL != m_renderdocdll)
  4122. {
  4123. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4124. }
  4125. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  4126. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  4127. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  4128. pos++;
  4129. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4130. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  4131. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  4132. , m_blendStateCache.getCount()
  4133. , m_depthStencilStateCache.getCount()
  4134. , m_inputLayoutCache.getCount()
  4135. , m_rasterizerStateCache.getCount()
  4136. , m_samplerStateCache.getCount()
  4137. );
  4138. pos++;
  4139. double captureMs = double(captureElapsed)*toMs;
  4140. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4141. uint8_t attr[2] = { 0x89, 0x8a };
  4142. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4143. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4144. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4145. min = frameTime;
  4146. max = frameTime;
  4147. }
  4148. blit(this, _textVideoMemBlitter, tvm);
  4149. PIX_ENDEVENT();
  4150. }
  4151. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4152. {
  4153. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4154. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4155. PIX_ENDEVENT();
  4156. }
  4157. }
  4158. } /* namespace d3d11 */ } // namespace bgfx
  4159. #else
  4160. namespace bgfx { namespace d3d11
  4161. {
  4162. RendererContextI* rendererCreate()
  4163. {
  4164. return NULL;
  4165. }
  4166. void rendererDestroy()
  4167. {
  4168. }
  4169. } /* namespace d3d11 */ } // namespace bgfx
  4170. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11