renderer_d3d12.cpp 128 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. # if !USE_D3D12_DYNAMIC_LIB
  9. # pragma comment(lib, "D3D12.lib")
  10. # endif // !USE_D3D12_DYNAMIC_LIB
  11. namespace bgfx { namespace d3d12
  12. {
  13. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  14. struct PrimInfo
  15. {
  16. D3D_PRIMITIVE_TOPOLOGY m_toplogy;
  17. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  26. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  27. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  28. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  29. };
  30. static const char* s_primName[] =
  31. {
  32. "TriList",
  33. "TriStrip",
  34. "Line",
  35. "Point",
  36. };
  37. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  38. static const uint32_t s_checkMsaa[] =
  39. {
  40. 0,
  41. 2,
  42. 4,
  43. 8,
  44. 16,
  45. };
  46. static DXGI_SAMPLE_DESC s_msaa[] =
  47. {
  48. { 1, 0 },
  49. { 2, 0 },
  50. { 4, 0 },
  51. { 8, 0 },
  52. { 16, 0 },
  53. };
  54. static const D3D12_BLEND s_blendFactor[][2] =
  55. {
  56. { (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored
  57. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  58. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  59. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  60. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  61. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  62. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  63. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  64. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  65. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  66. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  67. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  68. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  69. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  70. };
  71. static const D3D12_BLEND_OP s_blendEquation[] =
  72. {
  73. D3D12_BLEND_OP_ADD,
  74. D3D12_BLEND_OP_SUBTRACT,
  75. D3D12_BLEND_OP_REV_SUBTRACT,
  76. D3D12_BLEND_OP_MIN,
  77. D3D12_BLEND_OP_MAX,
  78. };
  79. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  80. {
  81. D3D12_COMPARISON_FUNC(0), // ignored
  82. D3D12_COMPARISON_FUNC_LESS,
  83. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  84. D3D12_COMPARISON_FUNC_EQUAL,
  85. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER,
  87. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  88. D3D12_COMPARISON_FUNC_NEVER,
  89. D3D12_COMPARISON_FUNC_ALWAYS,
  90. };
  91. static const D3D12_STENCIL_OP s_stencilOp[] =
  92. {
  93. D3D12_STENCIL_OP_ZERO,
  94. D3D12_STENCIL_OP_KEEP,
  95. D3D12_STENCIL_OP_REPLACE,
  96. D3D12_STENCIL_OP_INCR,
  97. D3D12_STENCIL_OP_INCR_SAT,
  98. D3D12_STENCIL_OP_DECR,
  99. D3D12_STENCIL_OP_DECR_SAT,
  100. D3D12_STENCIL_OP_INVERT,
  101. };
  102. static const D3D12_CULL_MODE s_cullMode[] =
  103. {
  104. D3D12_CULL_MODE_NONE,
  105. D3D12_CULL_MODE_FRONT,
  106. D3D12_CULL_MODE_BACK,
  107. };
  108. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  109. {
  110. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  111. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  112. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  113. };
  114. /*
  115. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  116. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  117. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  118. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  119. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  120. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  121. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  122. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  123. * D3D11_FILTER_ANISOTROPIC = 0x55,
  124. *
  125. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  126. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  127. *
  128. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  129. * 0x10 // MIN_LINEAR
  130. * 0x04 // MAG_LINEAR
  131. * 0x01 // MIP_LINEAR
  132. */
  133. static const uint8_t s_textureFilter[3][3] =
  134. {
  135. {
  136. 0x10, // min linear
  137. 0x00, // min point
  138. 0x55, // anisotropic
  139. },
  140. {
  141. 0x04, // mag linear
  142. 0x00, // mag point
  143. 0x55, // anisotropic
  144. },
  145. {
  146. 0x01, // mip linear
  147. 0x00, // mip point
  148. 0x55, // anisotropic
  149. },
  150. };
  151. struct TextureFormatInfo
  152. {
  153. DXGI_FORMAT m_fmt;
  154. DXGI_FORMAT m_fmtSrv;
  155. DXGI_FORMAT m_fmtDsv;
  156. };
  157. static const TextureFormatInfo s_textureFormat[] =
  158. {
  159. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  160. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  161. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  162. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  163. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  164. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H
  165. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7
  166. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  177. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN }, // R1
  178. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  179. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
  180. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  181. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
  182. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
  183. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
  184. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
  185. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
  186. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
  187. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
  188. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  189. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA8
  190. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  191. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  192. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
  193. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  194. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  195. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  196. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  197. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  198. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  200. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  201. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  202. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  203. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  204. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  205. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  206. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  207. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  208. };
  209. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  210. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  211. {
  212. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  213. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  214. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  215. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  216. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  217. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  218. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  219. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  220. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  221. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  222. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  223. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  224. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  225. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  226. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  228. };
  229. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  230. static const DXGI_FORMAT s_attribType[][4][2] =
  231. {
  232. {
  233. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  234. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  235. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  236. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  237. },
  238. {
  239. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  240. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  241. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  242. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  243. },
  244. {
  245. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  246. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  247. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  248. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  249. },
  250. {
  251. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  252. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  253. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  254. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  255. },
  256. };
  257. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  258. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  259. {
  260. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  261. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  262. {
  263. if (0xff != _decl.m_attributes[attr])
  264. {
  265. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  266. if (0 == _decl.m_attributes[attr])
  267. {
  268. elem->AlignedByteOffset = 0;
  269. }
  270. else
  271. {
  272. uint8_t num;
  273. AttribType::Enum type;
  274. bool normalized;
  275. bool asInt;
  276. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  277. elem->Format = s_attribType[type][num-1][normalized];
  278. elem->AlignedByteOffset = _decl.m_offset[attr];
  279. }
  280. ++elem;
  281. }
  282. }
  283. return elem;
  284. }
  285. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  286. {
  287. D3D12_RESOURCE_BARRIER barrier;
  288. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  289. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  290. barrier.Transition.pResource = _resource;
  291. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  292. barrier.Transition.StateBefore = _stateBefore;
  293. barrier.Transition.StateAfter = _stateAfter;
  294. _commandList->ResourceBarrier(1, &barrier);
  295. }
  296. struct HeapProperty
  297. {
  298. enum Enum
  299. {
  300. Default,
  301. Upload,
  302. ReadBack,
  303. Count
  304. };
  305. D3D12_HEAP_PROPERTIES m_properties;
  306. D3D12_RESOURCE_STATES m_state;
  307. };
  308. static const HeapProperty s_heapProperties[] =
  309. {
  310. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  311. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  312. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  313. };
  314. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  315. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  316. {
  317. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  318. ID3D12Resource* resource;
  319. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  320. , D3D12_HEAP_FLAG_NONE
  321. , _resourceDesc
  322. , heapProperty.m_state
  323. , _clearValue
  324. , __uuidof(ID3D12Resource)
  325. , (void**)&resource
  326. ) );
  327. return resource;
  328. }
  329. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  330. {
  331. D3D12_RESOURCE_DESC resourceDesc;
  332. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  333. resourceDesc.Alignment = 0;
  334. resourceDesc.Width = _size;
  335. resourceDesc.Height = 1;
  336. resourceDesc.DepthOrArraySize = 1;
  337. resourceDesc.MipLevels = 1;
  338. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  339. resourceDesc.SampleDesc.Count = 1;
  340. resourceDesc.SampleDesc.Quality = 0;
  341. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  342. resourceDesc.Flags = _flags;
  343. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  344. }
  345. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  346. {
  347. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  348. {
  349. char temp[2048];
  350. va_list argList;
  351. va_start(argList, _format);
  352. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  353. va_end(argList);
  354. temp[size] = '\0';
  355. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  356. mbstowcs(wtemp, temp, size+1);
  357. _object->SetName(wtemp);
  358. }
  359. }
  360. #if USE_D3D12_DYNAMIC_LIB
  361. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  362. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  363. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  364. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  365. #endif // USE_D3D12_DYNAMIC_LIB
  366. struct RendererContextD3D12 : public RendererContextI
  367. {
  368. RendererContextD3D12()
  369. : m_wireframe(false)
  370. , m_flags(BGFX_RESET_NONE)
  371. , m_fsChanges(0)
  372. , m_vsChanges(0)
  373. , m_frame(0)
  374. , m_backBufferColorIdx(0)
  375. , m_rtMsaa(false)
  376. {
  377. }
  378. ~RendererContextD3D12()
  379. {
  380. }
  381. bool init()
  382. {
  383. uint32_t errorState = 0;
  384. LUID luid;
  385. m_fbh.idx = invalidHandle;
  386. memset(m_uniforms, 0, sizeof(m_uniforms) );
  387. memset(&m_resolution, 0, sizeof(m_resolution) );
  388. #if USE_D3D12_DYNAMIC_LIB
  389. m_d3d12dll = bx::dlopen("d3d12.dll");
  390. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  391. if (NULL == m_d3d12dll)
  392. {
  393. goto error;
  394. }
  395. errorState = 1;
  396. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  397. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  398. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  399. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  400. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  401. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  402. if (NULL == D3D12CreateDevice
  403. || NULL == D3D12GetDebugInterface
  404. || NULL == D3D12SerializeRootSignature)
  405. {
  406. goto error;
  407. }
  408. m_dxgidll = bx::dlopen("dxgi.dll");
  409. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  410. if (NULL == m_dxgidll)
  411. {
  412. goto error;
  413. }
  414. errorState = 2;
  415. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  416. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  417. if (NULL == CreateDXGIFactory1)
  418. {
  419. goto error;
  420. }
  421. #else
  422. errorState = 2;
  423. #endif // USE_D3D12_DYNAMIC_LIB
  424. HRESULT hr;
  425. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory), (void**)&m_factory);
  426. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  427. if (FAILED(hr) )
  428. {
  429. goto error;
  430. }
  431. errorState = 3;
  432. m_adapter = NULL;
  433. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  434. IDXGIAdapter* adapter;
  435. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, &adapter); ++ii)
  436. {
  437. DXGI_ADAPTER_DESC desc;
  438. hr = adapter->GetDesc(&desc);
  439. if (SUCCEEDED(hr) )
  440. {
  441. BX_TRACE("Adapter #%d", ii);
  442. char description[BX_COUNTOF(desc.Description)];
  443. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  444. BX_TRACE("\tDescription: %s", description);
  445. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  446. , desc.VendorId
  447. , desc.DeviceId
  448. , desc.SubSysId
  449. , desc.Revision
  450. );
  451. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  452. , desc.DedicatedVideoMemory
  453. , desc.DedicatedSystemMemory
  454. , desc.SharedSystemMemory
  455. );
  456. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  457. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  458. ++g_caps.numGPUs;
  459. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  460. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  461. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  462. {
  463. m_adapter = adapter;
  464. m_adapter->AddRef();
  465. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  466. }
  467. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  468. && 0 != strstr(description, "PerfHUD") )
  469. {
  470. m_adapter = adapter;
  471. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  472. }
  473. }
  474. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  475. }
  476. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  477. {
  478. ID3D12Debug* debug;
  479. hr = D3D12GetDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  480. if (SUCCEEDED(hr) )
  481. {
  482. debug->EnableDebugLayer();
  483. }
  484. }
  485. hr = D3D12CreateDevice(m_adapter
  486. , D3D_FEATURE_LEVEL_11_0
  487. , __uuidof(ID3D12Device)
  488. , (void**)&m_device
  489. );
  490. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device.");
  491. if (NULL != m_adapter)
  492. {
  493. DX_RELEASE(m_adapter, 2);
  494. }
  495. if (FAILED(hr) )
  496. {
  497. goto error;
  498. }
  499. errorState = 4;
  500. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  501. luid = m_device->GetAdapterLuid();
  502. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, &adapter); ++ii)
  503. {
  504. adapter->GetDesc(&m_adapterDesc);
  505. DX_RELEASE(adapter, 0);
  506. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  507. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  508. {
  509. break;
  510. }
  511. }
  512. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  513. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  514. m_architecture.NodeIndex = 0;
  515. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &m_architecture, sizeof(m_architecture) ) );
  516. BX_TRACE("GPU Architecture, TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  517. , m_architecture.TileBasedRenderer
  518. , m_architecture.UMA
  519. , m_architecture.CacheCoherentUMA
  520. );
  521. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  522. m_cmd.init(m_device);
  523. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  524. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  525. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  526. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  527. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  528. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  529. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  530. m_scd.SampleDesc.Count = 1;
  531. m_scd.SampleDesc.Quality = 0;
  532. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  533. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  534. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  535. m_scd.Windowed = true;
  536. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  537. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  538. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  539. , m_scd.BufferCount
  540. , BX_COUNTOF(m_backBufferColor)
  541. );
  542. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  543. , &m_scd
  544. , &m_swapChain
  545. );
  546. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  547. if (FAILED(hr) )
  548. {
  549. goto error;
  550. }
  551. m_presentElapsed = 0;
  552. {
  553. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  554. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  555. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  556. , 0
  557. | DXGI_MWA_NO_WINDOW_CHANGES
  558. | DXGI_MWA_NO_ALT_ENTER
  559. ) );
  560. m_numWindows = 1;
  561. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  562. {
  563. hr = m_device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&m_infoQueue);
  564. if (SUCCEEDED(hr) )
  565. {
  566. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  567. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  568. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  569. D3D12_INFO_QUEUE_FILTER filter;
  570. memset(&filter, 0, sizeof(filter) );
  571. D3D12_MESSAGE_CATEGORY catlist[] =
  572. {
  573. D3D12_MESSAGE_CATEGORY_STATE_SETTING,
  574. D3D12_MESSAGE_CATEGORY_EXECUTION,
  575. };
  576. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  577. filter.DenyList.pCategoryList = catlist;
  578. m_infoQueue->PushStorageFilter(&filter);
  579. DX_RELEASE(m_infoQueue, 19);
  580. }
  581. }
  582. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  583. rtvDescHeap.NumDescriptors = 0
  584. + BX_COUNTOF(m_backBufferColor)
  585. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  586. ;
  587. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  588. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  589. rtvDescHeap.NodeMask = 1;
  590. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  591. , __uuidof(ID3D12DescriptorHeap)
  592. , (void**)&m_rtvDescriptorHeap
  593. ) );
  594. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  595. dsvDescHeap.NumDescriptors = 0
  596. + 1 // reserved for depth backbuffer.
  597. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  598. ;
  599. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  600. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  601. dsvDescHeap.NodeMask = 1;
  602. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  603. , __uuidof(ID3D12DescriptorHeap)
  604. , (void**)&m_dsvDescriptorHeap
  605. ) );
  606. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  607. {
  608. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  609. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  610. );
  611. }
  612. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  613. , 1024
  614. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  615. );
  616. D3D12_DESCRIPTOR_RANGE descRange[] =
  617. {
  618. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  619. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  620. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  621. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  622. };
  623. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  624. D3D12_ROOT_PARAMETER rootParameter[] =
  625. {
  626. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::Sampler] }, D3D12_SHADER_VISIBILITY_ALL },
  627. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::SRV] }, D3D12_SHADER_VISIBILITY_ALL },
  628. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::CBV] }, D3D12_SHADER_VISIBILITY_ALL },
  629. // { D3D12_ROOT_PARAMETER_TYPE_CBV, { 0, 0 }, D3D12_SHADER_VISIBILITY_ALL },
  630. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::UAV] }, D3D12_SHADER_VISIBILITY_ALL },
  631. };
  632. // rootParameter[Rdt::CBV].Constants.ShaderRegister = 0;
  633. // rootParameter[Rdt::CBV].Constants.RegisterSpace = 100;
  634. // rootParameter[Rdt::CBV].Constants.Num32BitValues = 0;
  635. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  636. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  637. descRootSignature.pParameters = rootParameter;
  638. descRootSignature.NumStaticSamplers = 0;
  639. descRootSignature.pStaticSamplers = NULL;
  640. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  641. ID3DBlob* outBlob;
  642. ID3DBlob* errorBlob;
  643. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  644. , D3D_ROOT_SIGNATURE_VERSION_1
  645. , &outBlob
  646. , &errorBlob
  647. ) );
  648. DX_CHECK(m_device->CreateRootSignature(0
  649. , outBlob->GetBufferPointer()
  650. , outBlob->GetBufferSize()
  651. , __uuidof(ID3D12RootSignature)
  652. , (void**)&m_rootSignature
  653. ) );
  654. UniformHandle handle = BGFX_INVALID_HANDLE;
  655. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  656. {
  657. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  658. }
  659. g_caps.supported |= ( 0
  660. | BGFX_CAPS_TEXTURE_3D
  661. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  662. | BGFX_CAPS_INSTANCING
  663. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  664. | BGFX_CAPS_FRAGMENT_DEPTH
  665. | BGFX_CAPS_BLEND_INDEPENDENT
  666. | BGFX_CAPS_COMPUTE
  667. | BGFX_CAPS_FRAGMENT_ORDERING
  668. // | BGFX_CAPS_SWAP_CHAIN
  669. );
  670. g_caps.maxTextureSize = 16384;
  671. g_caps.maxFBAttachments = bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  672. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  673. {
  674. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  675. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  676. ? s_textureFormat[ii].m_fmtDsv
  677. : s_textureFormat[ii].m_fmt
  678. ;
  679. if (DXGI_FORMAT_UNKNOWN != fmt)
  680. {
  681. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  682. data.Format = fmt;
  683. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  684. if (SUCCEEDED(hr) )
  685. {
  686. support |= 0 != (data.Support1 & (0
  687. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  688. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  689. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  690. ) )
  691. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  692. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  693. ;
  694. support |= 0 != (data.Support1 & (0
  695. | D3D12_FORMAT_SUPPORT1_BUFFER
  696. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  697. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  698. ) )
  699. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  700. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  701. ;
  702. support |= 0 != (data.Support1 & (0
  703. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  704. ) )
  705. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  706. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  707. ;
  708. support |= 0 != (data.Support1 & (0
  709. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  710. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  711. ) )
  712. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  713. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  714. ;
  715. }
  716. else
  717. {
  718. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  719. }
  720. }
  721. g_caps.formats[ii] = support;
  722. }
  723. postReset();
  724. }
  725. return true;
  726. error:
  727. switch (errorState)
  728. {
  729. default:
  730. case 4:
  731. m_cmd.shutdown();
  732. DX_RELEASE(m_device, 0);
  733. case 3:
  734. DX_RELEASE(m_factory, 0);
  735. #if USE_D3D12_DYNAMIC_LIB
  736. case 2:
  737. bx::dlclose(m_dxgidll);
  738. case 1:
  739. bx::dlclose(m_d3d12dll);
  740. #endif // USE_D3D12_DYNAMIC_LIB
  741. case 0:
  742. break;
  743. }
  744. return false;
  745. }
  746. void shutdown()
  747. {
  748. preReset();
  749. m_samplerAllocator.destroy();
  750. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  751. {
  752. m_scratchBuffer[ii].destroy();
  753. }
  754. m_pipelineStateCache.invalidate();
  755. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  756. {
  757. m_indexBuffers[ii].destroy();
  758. }
  759. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  760. {
  761. m_vertexBuffers[ii].destroy();
  762. }
  763. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  764. {
  765. m_shaders[ii].destroy();
  766. }
  767. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  768. {
  769. m_textures[ii].destroy();
  770. }
  771. DX_RELEASE(m_rtvDescriptorHeap, 0);
  772. DX_RELEASE(m_dsvDescriptorHeap, 0);
  773. DX_RELEASE(m_rootSignature, 0);
  774. DX_RELEASE(m_swapChain, 0);
  775. m_cmd.shutdown();
  776. DX_RELEASE(m_device, 0);
  777. DX_RELEASE(m_factory, 0);
  778. #if USE_D3D12_DYNAMIC_LIB
  779. bx::dlclose(m_d3d12dll);
  780. bx::dlclose(m_dxgidll);
  781. #endif // USE_D3D12_DYNAMIC_LIB
  782. }
  783. RendererType::Enum getRendererType() const BX_OVERRIDE
  784. {
  785. return RendererType::Direct3D12;
  786. }
  787. const char* getRendererName() const BX_OVERRIDE
  788. {
  789. return BGFX_RENDERER_DIRECT3D12_NAME;
  790. }
  791. static bool isLost(HRESULT _hr)
  792. {
  793. return DXGI_ERROR_DEVICE_REMOVED == _hr
  794. || DXGI_ERROR_DEVICE_HUNG == _hr
  795. || DXGI_ERROR_DEVICE_RESET == _hr
  796. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  797. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  798. ;
  799. }
  800. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  801. {
  802. if (NULL != m_swapChain)
  803. {
  804. int64_t start = bx::getHPCounter();
  805. HRESULT hr = 0;
  806. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  807. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  808. {
  809. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  810. }
  811. if (SUCCEEDED(hr) )
  812. {
  813. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  814. hr = m_swapChain->Present(syncInterval, 0);
  815. }
  816. int64_t now = bx::getHPCounter();
  817. m_presentElapsed = now - start;
  818. if (FAILED(hr)
  819. && isLost(hr) )
  820. {
  821. ++m_lost;
  822. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  823. }
  824. else
  825. {
  826. m_lost = 0;
  827. }
  828. }
  829. }
  830. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  831. {
  832. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  833. }
  834. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  835. {
  836. m_indexBuffers[_handle.idx].destroy();
  837. }
  838. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  839. {
  840. VertexDecl& decl = m_vertexDecls[_handle.idx];
  841. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  842. dump(decl);
  843. }
  844. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  845. {
  846. }
  847. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  848. {
  849. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  850. }
  851. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  852. {
  853. m_vertexBuffers[_handle.idx].destroy();
  854. }
  855. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  856. {
  857. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  858. }
  859. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  860. {
  861. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  862. }
  863. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  864. {
  865. m_indexBuffers[_handle.idx].destroy();
  866. }
  867. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  868. {
  869. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  870. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  871. }
  872. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  873. {
  874. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  875. }
  876. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  877. {
  878. m_vertexBuffers[_handle.idx].destroy();
  879. }
  880. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  881. {
  882. m_shaders[_handle.idx].create(_mem);
  883. }
  884. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  885. {
  886. m_shaders[_handle.idx].destroy();
  887. }
  888. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  889. {
  890. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  891. }
  892. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  893. {
  894. m_program[_handle.idx].destroy();
  895. }
  896. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  897. {
  898. m_textures[_handle.idx].create(_mem, _flags, _skip);
  899. }
  900. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  901. {
  902. }
  903. 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
  904. {
  905. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  906. }
  907. void updateTextureEnd() BX_OVERRIDE
  908. {
  909. }
  910. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  911. {
  912. TextureD3D12& texture = m_textures[_handle.idx];
  913. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  914. const Memory* mem = alloc(size);
  915. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  916. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  917. bx::write(&writer, magic);
  918. TextureCreate tc;
  919. tc.m_flags = texture.m_flags;
  920. tc.m_width = _width;
  921. tc.m_height = _height;
  922. tc.m_sides = 0;
  923. tc.m_depth = 0;
  924. tc.m_numMips = 1;
  925. tc.m_format = texture.m_requestedFormat;
  926. tc.m_cubeMap = false;
  927. tc.m_mem = NULL;
  928. bx::write(&writer, tc);
  929. texture.destroy();
  930. texture.create(mem, tc.m_flags, 0);
  931. release(mem);
  932. }
  933. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  934. {
  935. m_textures[_handle.idx].destroy();
  936. }
  937. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  938. {
  939. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  940. }
  941. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  942. {
  943. uint16_t denseIdx = m_numWindows++;
  944. m_windows[denseIdx] = _handle;
  945. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  946. }
  947. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  948. {
  949. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  950. if (UINT16_MAX != denseIdx)
  951. {
  952. --m_numWindows;
  953. if (m_numWindows > 1)
  954. {
  955. FrameBufferHandle handle = m_windows[m_numWindows];
  956. m_windows[denseIdx] = handle;
  957. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  958. }
  959. }
  960. }
  961. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  962. {
  963. if (NULL != m_uniforms[_handle.idx])
  964. {
  965. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  966. }
  967. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  968. void* data = BX_ALLOC(g_allocator, size);
  969. memset(data, 0, size);
  970. m_uniforms[_handle.idx] = data;
  971. m_uniformReg.add(_handle, _name, data);
  972. }
  973. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  974. {
  975. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  976. m_uniforms[_handle.idx] = NULL;
  977. }
  978. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  979. {
  980. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  981. m_cmd.finish(m_backBufferColorFence[idx]);
  982. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  983. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  984. const uint32_t width = (uint32_t)desc.Width;
  985. const uint32_t height = (uint32_t)desc.Height;
  986. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  987. uint32_t numRows;
  988. uint64_t total;
  989. uint64_t pitch;
  990. m_device->GetCopyableFootprints(&desc
  991. , 0
  992. , 1
  993. , 0
  994. , &layout
  995. , &numRows
  996. , &pitch
  997. , &total
  998. );
  999. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1000. D3D12_BOX box;
  1001. box.left = 0;
  1002. box.top = 0;
  1003. box.right = width;
  1004. box.bottom = height;
  1005. box.front = 0;
  1006. box.back = 1;
  1007. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1008. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
  1009. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { 0 } };
  1010. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1011. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1012. finish();
  1013. m_commandList = m_cmd.alloc();
  1014. void* data;
  1015. readback->Map(0, NULL, (void**)&data);
  1016. imageSwizzleBgra8(width
  1017. , height
  1018. , (uint32_t)pitch
  1019. , data
  1020. , data
  1021. );
  1022. g_callback->screenShot(_filePath
  1023. , width
  1024. , height
  1025. , (uint32_t)pitch
  1026. , data
  1027. , (uint32_t)total
  1028. , false
  1029. );
  1030. readback->Unmap(0, NULL);
  1031. DX_RELEASE(readback, 0);
  1032. }
  1033. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1034. {
  1035. }
  1036. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1037. {
  1038. memcpy(m_uniforms[_loc], _data, _size);
  1039. }
  1040. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1041. {
  1042. }
  1043. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1044. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1045. {
  1046. const uint32_t width = m_scd.BufferDesc.Width;
  1047. const uint32_t height = m_scd.BufferDesc.Height;
  1048. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1049. setFrameBuffer(fbh, false);
  1050. D3D12_VIEWPORT vp;
  1051. vp.TopLeftX = 0;
  1052. vp.TopLeftY = 0;
  1053. vp.Width = (float)width;
  1054. vp.Height = (float)height;
  1055. vp.MinDepth = 0.0f;
  1056. vp.MaxDepth = 1.0f;
  1057. m_commandList->RSSetViewports(1, &vp);
  1058. const uint64_t state = 0
  1059. | BGFX_STATE_RGB_WRITE
  1060. | BGFX_STATE_ALPHA_WRITE
  1061. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1062. ;
  1063. m_currentProgram = &m_program[0];
  1064. ID3D12PipelineState* pso = getPipelineState(state
  1065. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1066. , _blitter.m_vb->decl.idx
  1067. , _blitter.m_program.idx
  1068. , 0
  1069. );
  1070. m_commandList->SetPipelineState(pso);
  1071. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1072. float proj[16];
  1073. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1074. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1075. uint8_t flags = predefined.m_type;
  1076. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1077. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  1078. commitShaderConstants(gpuHandle);
  1079. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1080. ID3D12DescriptorHeap* heaps[] =
  1081. {
  1082. m_samplerAllocator.getHeap(),
  1083. scratchBuffer.getHeap(),
  1084. };
  1085. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1086. m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle);
  1087. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1088. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1089. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  1090. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1091. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1092. scratchBuffer.alloc(srvHandle, texture);
  1093. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1094. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1095. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1096. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1097. viewDesc.BufferLocation = vb.m_ptr->GetGPUVirtualAddress();
  1098. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1099. viewDesc.SizeInBytes = vb.m_size;
  1100. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1101. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1102. D3D12_INDEX_BUFFER_VIEW ibv;
  1103. ibv.Format = DXGI_FORMAT_R16_UINT;
  1104. ibv.BufferLocation = ib.m_ptr->GetGPUVirtualAddress();
  1105. ibv.SizeInBytes = ib.m_size;
  1106. m_commandList->IASetIndexBuffer(&ibv);
  1107. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1108. }
  1109. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1110. {
  1111. const uint32_t numVertices = _numIndices*4/6;
  1112. if (0 < numVertices)
  1113. {
  1114. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1115. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1116. m_commandList->DrawIndexedInstanced(_numIndices
  1117. , 1
  1118. , 0
  1119. , 0
  1120. , 0
  1121. );
  1122. }
  1123. }
  1124. void preReset()
  1125. {
  1126. finishAll();
  1127. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1128. {
  1129. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1130. }
  1131. DX_RELEASE(m_backBufferDepthStencil, 0);
  1132. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1133. {
  1134. m_frameBuffers[ii].preReset();
  1135. }
  1136. invalidateCache();
  1137. // capturePreReset();
  1138. }
  1139. void postReset()
  1140. {
  1141. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1142. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1143. {
  1144. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1145. handle.ptr += ii * rtvDescriptorSize;
  1146. DX_CHECK(m_swapChain->GetBuffer(ii
  1147. , __uuidof(ID3D12Resource)
  1148. , (void**)&m_backBufferColor[ii]
  1149. ) );
  1150. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1151. }
  1152. D3D12_RESOURCE_DESC resourceDesc;
  1153. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1154. resourceDesc.Alignment = 0;
  1155. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1156. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1157. resourceDesc.DepthOrArraySize = 1;
  1158. resourceDesc.MipLevels = 0;
  1159. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1160. resourceDesc.SampleDesc.Count = 1;
  1161. resourceDesc.SampleDesc.Quality = 0;
  1162. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1163. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1164. D3D12_CLEAR_VALUE clearValue;
  1165. clearValue.Format = resourceDesc.Format;
  1166. clearValue.DepthStencil.Depth = 1.0f;
  1167. clearValue.DepthStencil.Stencil = 0;
  1168. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1169. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1170. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1171. dsvDesc.Format = resourceDesc.Format;
  1172. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1173. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1174. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1175. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1176. ;
  1177. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1178. , &dsvDesc
  1179. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1180. );
  1181. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1182. {
  1183. m_frameBuffers[ii].postReset();
  1184. }
  1185. m_commandList = m_cmd.alloc();
  1186. // capturePostReset();
  1187. }
  1188. void invalidateCache()
  1189. {
  1190. m_pipelineStateCache.invalidate();
  1191. m_samplerStateCache.invalidate();
  1192. }
  1193. void updateMsaa()
  1194. {
  1195. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1196. {
  1197. uint32_t msaa = s_checkMsaa[ii];
  1198. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1199. memset(&data, 0, sizeof(msaa) );
  1200. data.Format = m_scd.BufferDesc.Format;
  1201. data.SampleCount = msaa;
  1202. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1203. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1204. data.NumQualityLevels = 0;
  1205. if (SUCCEEDED(hr)
  1206. && 0 < data.NumQualityLevels)
  1207. {
  1208. s_msaa[ii].Count = data.SampleCount;
  1209. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1210. last = ii;
  1211. }
  1212. else
  1213. {
  1214. s_msaa[ii] = s_msaa[last];
  1215. }
  1216. }
  1217. }
  1218. void updateResolution(const Resolution& _resolution)
  1219. {
  1220. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  1221. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  1222. || m_flags != _resolution.m_flags)
  1223. {
  1224. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1225. m_flags = _resolution.m_flags;
  1226. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1227. m_textVideoMem.clear();
  1228. m_resolution = _resolution;
  1229. m_scd.BufferDesc.Width = _resolution.m_width;
  1230. m_scd.BufferDesc.Height = _resolution.m_height;
  1231. preReset();
  1232. if (resize)
  1233. {
  1234. DX_CHECK(m_swapChain->ResizeBuffers(m_scd.BufferCount
  1235. , m_scd.BufferDesc.Width
  1236. , m_scd.BufferDesc.Height
  1237. , m_scd.BufferDesc.Format
  1238. , m_scd.Flags
  1239. ) );
  1240. }
  1241. else
  1242. {
  1243. updateMsaa();
  1244. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1245. DX_RELEASE(m_swapChain, 0);
  1246. HRESULT hr;
  1247. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1248. , &m_scd
  1249. , &m_swapChain
  1250. );
  1251. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1252. }
  1253. postReset();
  1254. }
  1255. }
  1256. void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1257. {
  1258. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1259. {
  1260. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1261. m_fsChanges += _numRegs;
  1262. }
  1263. else
  1264. {
  1265. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1266. m_vsChanges += _numRegs;
  1267. }
  1268. }
  1269. void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1270. {
  1271. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1272. }
  1273. void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1274. {
  1275. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1276. }
  1277. void commitShaderConstants(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  1278. {
  1279. uint32_t total = bx::strideAlign(0
  1280. + m_currentProgram->m_vsh->m_size
  1281. + (NULL != m_currentProgram->m_fsh ? m_currentProgram->m_fsh->m_size : 0)
  1282. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1283. );
  1284. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].alloc(gpuHandle, total);
  1285. {
  1286. uint32_t size = m_currentProgram->m_vsh->m_size;
  1287. memcpy(data, m_vsScratch, size);
  1288. data += size;
  1289. m_vsChanges = 0;
  1290. }
  1291. if (NULL != m_currentProgram->m_fsh)
  1292. {
  1293. memcpy(data, m_fsScratch, m_currentProgram->m_fsh->m_size);
  1294. m_fsChanges = 0;
  1295. }
  1296. }
  1297. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1298. {
  1299. if (isValid(m_fbh)
  1300. && m_fbh.idx != _fbh.idx)
  1301. {
  1302. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1303. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1304. {
  1305. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1306. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1307. }
  1308. if (isValid(frameBuffer.m_depth) )
  1309. {
  1310. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1311. const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1312. if (!bufferOnly)
  1313. {
  1314. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1315. }
  1316. }
  1317. }
  1318. if (!isValid(_fbh) )
  1319. {
  1320. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1321. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1322. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1323. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1324. m_currentColor = &m_rtvHandle;
  1325. m_currentDepthStencil = &m_dsvHandle;
  1326. m_commandList->OMSetRenderTargets(1, m_currentColor, false, m_currentDepthStencil);
  1327. }
  1328. else
  1329. {
  1330. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1331. if (0 < frameBuffer.m_num)
  1332. {
  1333. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1334. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1335. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1336. m_currentColor = &m_rtvHandle;
  1337. }
  1338. else
  1339. {
  1340. m_currentColor = NULL;
  1341. }
  1342. if (isValid(frameBuffer.m_depth) )
  1343. {
  1344. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1345. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1346. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1347. m_currentDepthStencil = &m_dsvHandle;
  1348. }
  1349. else
  1350. {
  1351. m_currentDepthStencil = NULL;
  1352. }
  1353. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1354. {
  1355. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1356. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1357. }
  1358. if (isValid(frameBuffer.m_depth) )
  1359. {
  1360. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1361. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1362. }
  1363. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1364. , m_currentColor
  1365. , true //NULL == m_currentDepthStencil
  1366. , m_currentDepthStencil
  1367. );
  1368. }
  1369. m_fbh = _fbh;
  1370. m_rtMsaa = _msaa;
  1371. }
  1372. void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0)
  1373. {
  1374. memset(&desc, 0, sizeof(desc) );
  1375. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1376. D3D12_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1377. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1378. {
  1379. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1380. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1381. const uint32_t srcRGB = (blend ) & 0xf;
  1382. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1383. const uint32_t srcA = (blend >> 8) & 0xf;
  1384. const uint32_t dstA = (blend >> 12) & 0xf;
  1385. const uint32_t equRGB = (equation ) & 0x7;
  1386. const uint32_t equA = (equation >> 3) & 0x7;
  1387. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1388. drt->DestBlend = s_blendFactor[dstRGB][0];
  1389. drt->BlendOp = s_blendEquation[equRGB];
  1390. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1391. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1392. drt->BlendOpAlpha = s_blendEquation[equA];
  1393. }
  1394. uint32_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1395. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1396. : 0
  1397. ;
  1398. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1399. ? D3D12_COLOR_WRITE_ENABLE_RED
  1400. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1401. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1402. : 0
  1403. ;
  1404. drt->RenderTargetWriteMask = writeMask;
  1405. if (desc.IndependentBlendEnable)
  1406. {
  1407. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1408. {
  1409. drt = &desc.RenderTarget[ii];
  1410. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1411. const uint32_t src = (rgba ) & 0xf;
  1412. const uint32_t dst = (rgba >> 4) & 0xf;
  1413. const uint32_t equation = (rgba >> 8) & 0x7;
  1414. drt->SrcBlend = s_blendFactor[src][0];
  1415. drt->DestBlend = s_blendFactor[dst][0];
  1416. drt->BlendOp = s_blendEquation[equation];
  1417. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1418. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1419. drt->BlendOpAlpha = s_blendEquation[equation];
  1420. drt->RenderTargetWriteMask = writeMask;
  1421. }
  1422. }
  1423. else
  1424. {
  1425. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1426. {
  1427. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1428. }
  1429. }
  1430. }
  1431. void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false)
  1432. {
  1433. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1434. desc.FillMode = _wireframe
  1435. ? D3D12_FILL_MODE_WIREFRAME
  1436. : D3D12_FILL_MODE_SOLID
  1437. ;
  1438. desc.CullMode = s_cullMode[cull];
  1439. desc.FrontCounterClockwise = false;
  1440. desc.DepthBias = 0;
  1441. desc.DepthBiasClamp = 0.0f;
  1442. desc.SlopeScaledDepthBias = 0.0f;
  1443. desc.DepthClipEnable = false;
  1444. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1445. desc.AntialiasedLineEnable = false;
  1446. desc.ForcedSampleCount = 0;
  1447. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1448. }
  1449. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0)
  1450. {
  1451. const uint32_t fstencil = unpackStencil(0, _stencil);
  1452. memset(&desc, 0, sizeof(desc) );
  1453. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1454. desc.DepthEnable = 0 != func;
  1455. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1456. ? D3D12_DEPTH_WRITE_MASK_ALL
  1457. : D3D12_DEPTH_WRITE_MASK_ZERO
  1458. ;
  1459. desc.DepthFunc = s_cmpFunc[func];
  1460. uint32_t bstencil = unpackStencil(1, _stencil);
  1461. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1462. bstencil = frontAndBack ? bstencil : fstencil;
  1463. desc.StencilEnable = 0 != _stencil;
  1464. desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1465. desc.StencilWriteMask = 0xff;
  1466. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1467. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1468. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1469. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1470. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1471. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1472. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1473. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1474. }
  1475. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1476. {
  1477. VertexDecl decl;
  1478. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1479. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1480. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1481. {
  1482. uint8_t mask = attrMask[ii];
  1483. uint8_t attr = (decl.m_attributes[ii] & mask);
  1484. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1485. }
  1486. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1487. uint32_t num = uint32_t(elem-_vertexElements);
  1488. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1489. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1490. {
  1491. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1492. uint32_t jj;
  1493. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1494. for (jj = 0; jj < num; ++jj)
  1495. {
  1496. curr = &_vertexElements[jj];
  1497. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1498. && curr->SemanticIndex == index)
  1499. {
  1500. break;
  1501. }
  1502. }
  1503. if (jj == num)
  1504. {
  1505. curr = elem;
  1506. ++elem;
  1507. }
  1508. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1509. curr->InputSlot = 1;
  1510. curr->SemanticIndex = index;
  1511. curr->AlignedByteOffset = ii*16;
  1512. }
  1513. return uint32_t(elem-_vertexElements);
  1514. }
  1515. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1516. {
  1517. union { void* ptr; uint32_t offset; } cast ={ _userData };
  1518. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1519. {
  1520. DxbcOperand& operand = _instruction.operand[ii];
  1521. if (DxbcOperandType::ConstantBuffer == operand.type)
  1522. {
  1523. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1524. && 0 == operand.regIndex[0]
  1525. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1526. {
  1527. operand.regIndex[1] += cast.offset;
  1528. }
  1529. }
  1530. }
  1531. }
  1532. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1533. {
  1534. ProgramD3D12& program = m_program[_programIdx];
  1535. bx::HashMurmur2A murmur;
  1536. murmur.begin();
  1537. murmur.add(program.m_vsh->m_hash);
  1538. const uint32_t hash = murmur.end();
  1539. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1540. if(NULL != pso)
  1541. {
  1542. return pso;
  1543. }
  1544. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1545. memset(&desc, 0, sizeof(desc) );
  1546. desc.pRootSignature = m_rootSignature;
  1547. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1548. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1549. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1550. ,__uuidof(ID3D12PipelineState)
  1551. ,(void**)&pso
  1552. ));
  1553. m_pipelineStateCache.add(hash, pso);
  1554. return pso;
  1555. }
  1556. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1557. {
  1558. ProgramD3D12& program = m_program[_programIdx];
  1559. _state &= 0
  1560. | BGFX_STATE_RGB_WRITE
  1561. | BGFX_STATE_ALPHA_WRITE
  1562. | BGFX_STATE_DEPTH_WRITE
  1563. | BGFX_STATE_DEPTH_TEST_MASK
  1564. | BGFX_STATE_BLEND_MASK
  1565. | BGFX_STATE_BLEND_EQUATION_MASK
  1566. | BGFX_STATE_BLEND_INDEPENDENT
  1567. | BGFX_STATE_CULL_MASK
  1568. | BGFX_STATE_MSAA
  1569. | BGFX_STATE_PT_MASK
  1570. ;
  1571. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1572. VertexDecl decl;
  1573. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1574. const uint8_t* attrMask = program.m_vsh->m_attrMask;
  1575. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1576. {
  1577. uint8_t mask = attrMask[ii];
  1578. uint8_t attr = (decl.m_attributes[ii] & mask);
  1579. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1580. }
  1581. bx::HashMurmur2A murmur;
  1582. murmur.begin();
  1583. murmur.add(_state);
  1584. murmur.add(_stencil);
  1585. murmur.add(program.m_vsh->m_hash);
  1586. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1587. murmur.add(program.m_fsh->m_hash);
  1588. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1589. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1590. murmur.add(m_fbh.idx);
  1591. murmur.add(_numInstanceData);
  1592. const uint32_t hash = murmur.end();
  1593. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1594. if (NULL != pso)
  1595. {
  1596. return pso;
  1597. }
  1598. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1599. memset(&desc, 0, sizeof(desc) );
  1600. desc.pRootSignature = m_rootSignature;
  1601. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1602. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1603. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1604. memset(temp->data, 0, temp->size);
  1605. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1606. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1607. DxbcContext dxbc;
  1608. read(&rd, dxbc);
  1609. bool patchShader = true;
  1610. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1611. {
  1612. union { uint32_t offset; void* ptr; } cast = { 0 };
  1613. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1614. write(&wr, dxbc);
  1615. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1616. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1617. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1618. if (!patchShader)
  1619. {
  1620. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1621. {
  1622. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1623. {
  1624. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1625. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1626. break;
  1627. }
  1628. }
  1629. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1630. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1631. }
  1632. }
  1633. if (patchShader)
  1634. {
  1635. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1636. bx::seek(&wr, 0, bx::Whence::Begin);
  1637. union { uint32_t offset; void* ptr; } cast =
  1638. {
  1639. m_currentProgram->m_vsh->m_size/16
  1640. };
  1641. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1642. write(&wr, dxbc);
  1643. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1644. desc.PS.pShaderBytecode = temp->data;
  1645. desc.PS.BytecodeLength = temp->size;
  1646. }
  1647. desc.DS.pShaderBytecode = NULL;
  1648. desc.DS.BytecodeLength = 0;
  1649. desc.HS.pShaderBytecode = NULL;
  1650. desc.HS.BytecodeLength = 0;
  1651. desc.GS.pShaderBytecode = NULL;
  1652. desc.GS.BytecodeLength = 0;
  1653. desc.StreamOutput.pSODeclaration = NULL;
  1654. desc.StreamOutput.NumEntries = 0;
  1655. desc.StreamOutput.pBufferStrides = NULL;
  1656. desc.StreamOutput.NumStrides = 0;
  1657. desc.StreamOutput.RasterizedStream = 0;
  1658. setBlendState(desc.BlendState, _state);
  1659. desc.SampleMask = 1;
  1660. setRasterizerState(desc.RasterizerState, _state);
  1661. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1662. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1663. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1664. desc.InputLayout.pInputElementDescs = vertexElements;
  1665. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1666. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1667. if (isValid(m_fbh) )
  1668. {
  1669. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1670. desc.NumRenderTargets = frameBuffer.m_num;
  1671. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1672. {
  1673. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  1674. }
  1675. if (isValid(frameBuffer.m_depth) )
  1676. {
  1677. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  1678. }
  1679. else
  1680. {
  1681. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  1682. }
  1683. }
  1684. else
  1685. {
  1686. desc.NumRenderTargets = 1;
  1687. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  1688. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1689. }
  1690. desc.SampleDesc.Count = 1;
  1691. desc.SampleDesc.Quality = 0;
  1692. uint32_t length = g_callback->cacheReadSize(hash);
  1693. bool cached = length > 0;
  1694. void* cachedData = NULL;
  1695. if (cached)
  1696. {
  1697. cachedData = BX_ALLOC(g_allocator, length);
  1698. if (g_callback->cacheRead(hash, cachedData, length) )
  1699. {
  1700. BX_TRACE("Loading chached PSO (size %d).", length);
  1701. bx::MemoryReader reader(cachedData, length);
  1702. // uint32_t format;
  1703. // bx::read(&reader, format);
  1704. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  1705. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  1706. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  1707. , __uuidof(ID3D12PipelineState)
  1708. , (void**)&pso
  1709. );
  1710. if (FAILED(hr) )
  1711. {
  1712. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  1713. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  1714. }
  1715. }
  1716. }
  1717. if (NULL == pso)
  1718. {
  1719. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  1720. , __uuidof(ID3D12PipelineState)
  1721. , (void**)&pso
  1722. ) );
  1723. }
  1724. m_pipelineStateCache.add(hash, pso);
  1725. release(temp);
  1726. ID3DBlob* blob;
  1727. HRESULT hr = pso->GetCachedBlob(&blob);
  1728. if (SUCCEEDED(hr) )
  1729. {
  1730. void* data = blob->GetBufferPointer();
  1731. length = (uint32_t)blob->GetBufferSize();
  1732. g_callback->cacheWrite(hash, data, length);
  1733. DX_RELEASE(blob, 0);
  1734. }
  1735. if (NULL != cachedData)
  1736. {
  1737. BX_FREE(g_allocator, cachedData);
  1738. }
  1739. return pso;
  1740. }
  1741. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num = BGFX_CONFIG_MAX_TEXTURE_SAMPLERS)
  1742. {
  1743. bx::HashMurmur2A murmur;
  1744. murmur.begin();
  1745. murmur.add(_flags, _num * sizeof(uint32_t) );
  1746. uint32_t hash = murmur.end();
  1747. uint16_t sampler = m_samplerStateCache.find(hash);
  1748. if (UINT16_MAX == sampler)
  1749. {
  1750. sampler = m_samplerAllocator.alloc(_flags, _num);
  1751. m_samplerStateCache.add(hash, sampler);
  1752. }
  1753. return sampler;
  1754. }
  1755. void commit(ConstantBuffer& _constantBuffer)
  1756. {
  1757. _constantBuffer.reset();
  1758. for (;;)
  1759. {
  1760. uint32_t opcode = _constantBuffer.read();
  1761. if (UniformType::End == opcode)
  1762. {
  1763. break;
  1764. }
  1765. UniformType::Enum type;
  1766. uint16_t loc;
  1767. uint16_t num;
  1768. uint16_t copy;
  1769. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1770. const char* data;
  1771. if (copy)
  1772. {
  1773. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1774. }
  1775. else
  1776. {
  1777. UniformHandle handle;
  1778. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1779. data = (const char*)m_uniforms[handle.idx];
  1780. }
  1781. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1782. case UniformType::_uniform: \
  1783. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1784. { \
  1785. setShaderUniform(type, loc, data, num); \
  1786. } \
  1787. break;
  1788. switch ( (int32_t)type)
  1789. {
  1790. case UniformType::Mat3:
  1791. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  1792. {
  1793. float* value = (float*)data;
  1794. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1795. {
  1796. Matrix4 mtx;
  1797. mtx.un.val[ 0] = value[0];
  1798. mtx.un.val[ 1] = value[1];
  1799. mtx.un.val[ 2] = value[2];
  1800. mtx.un.val[ 3] = 0.0f;
  1801. mtx.un.val[ 4] = value[3];
  1802. mtx.un.val[ 5] = value[4];
  1803. mtx.un.val[ 6] = value[5];
  1804. mtx.un.val[ 7] = 0.0f;
  1805. mtx.un.val[ 8] = value[6];
  1806. mtx.un.val[ 9] = value[7];
  1807. mtx.un.val[10] = value[8];
  1808. mtx.un.val[11] = 0.0f;
  1809. setShaderUniform(type, loc, &mtx.un.val[0], 3);
  1810. }
  1811. }
  1812. break;
  1813. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  1814. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  1815. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  1816. case UniformType::End:
  1817. break;
  1818. default:
  1819. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1820. break;
  1821. }
  1822. #undef CASE_IMPLEMENT_UNIFORM
  1823. }
  1824. }
  1825. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  1826. {
  1827. if (isValid(m_fbh) )
  1828. {
  1829. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1830. frameBuffer.clear(m_commandList, _clear, _palette);
  1831. }
  1832. else
  1833. {
  1834. if (NULL != m_currentColor
  1835. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1836. {
  1837. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1838. {
  1839. uint8_t index = _clear.m_index[0];
  1840. if (UINT8_MAX != index)
  1841. {
  1842. m_commandList->ClearRenderTargetView(*m_currentColor
  1843. , _palette[index]
  1844. , _num
  1845. , _rect
  1846. );
  1847. }
  1848. }
  1849. else
  1850. {
  1851. float frgba[4] =
  1852. {
  1853. _clear.m_index[0] * 1.0f / 255.0f,
  1854. _clear.m_index[1] * 1.0f / 255.0f,
  1855. _clear.m_index[2] * 1.0f / 255.0f,
  1856. _clear.m_index[3] * 1.0f / 255.0f,
  1857. };
  1858. m_commandList->ClearRenderTargetView(*m_currentColor
  1859. , frgba
  1860. , _num
  1861. , _rect
  1862. );
  1863. }
  1864. }
  1865. if (NULL != m_currentDepthStencil
  1866. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1867. {
  1868. uint32_t flags = 0;
  1869. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  1870. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  1871. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  1872. , D3D12_CLEAR_FLAGS(flags)
  1873. , _clear.m_depth
  1874. , _clear.m_stencil
  1875. , _num
  1876. , _rect
  1877. );
  1878. }
  1879. }
  1880. }
  1881. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1882. {
  1883. BX_UNUSED(_clearQuad);
  1884. uint32_t width = m_scd.BufferDesc.Width;
  1885. uint32_t height = m_scd.BufferDesc.Height;
  1886. if (0 == _rect.m_x
  1887. && 0 == _rect.m_y
  1888. && width == _rect.m_width
  1889. && height == _rect.m_height)
  1890. {
  1891. clear(_clear, _palette);
  1892. }
  1893. else
  1894. {
  1895. D3D12_RECT rect;
  1896. rect.left = _rect.m_x;
  1897. rect.top = _rect.m_y;
  1898. rect.right = _rect.m_x + _rect.m_width;
  1899. rect.bottom = _rect.m_y + _rect.m_height;
  1900. clear(_clear, _palette, &rect);
  1901. }
  1902. }
  1903. uint64_t kick()
  1904. {
  1905. uint64_t fence = m_cmd.kick();
  1906. m_commandList = m_cmd.alloc();
  1907. return fence;
  1908. }
  1909. void finish()
  1910. {
  1911. m_cmd.kick();
  1912. m_cmd.finish();
  1913. m_commandList = NULL;
  1914. }
  1915. void finishAll()
  1916. {
  1917. uint64_t fence = m_cmd.kick();
  1918. m_cmd.finish(fence, true);
  1919. m_commandList = NULL;
  1920. }
  1921. void* m_d3d12dll;
  1922. void* m_dxgidll;
  1923. D3D_DRIVER_TYPE m_driverType;
  1924. IDXGIAdapter* m_adapter;
  1925. DXGI_ADAPTER_DESC m_adapterDesc;
  1926. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  1927. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  1928. IDXGIFactory1* m_factory;
  1929. IDXGISwapChain* m_swapChain;
  1930. int64_t m_presentElapsed;
  1931. uint16_t m_lost;
  1932. uint16_t m_numWindows;
  1933. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1934. ID3D12Device* m_device;
  1935. ID3D12InfoQueue* m_infoQueue;
  1936. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  1937. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  1938. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  1939. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  1940. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  1941. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  1942. ID3D12Resource* m_backBufferColor[4];
  1943. uint64_t m_backBufferColorFence[4];
  1944. ID3D12Resource* m_backBufferDepthStencil;
  1945. ScratchBufferD3D12 m_scratchBuffer[4];
  1946. DescriptorAllocator m_samplerAllocator;
  1947. ID3D12RootSignature* m_rootSignature;
  1948. CommandQueue m_cmd;
  1949. ID3D12GraphicsCommandList* m_commandList;
  1950. Resolution m_resolution;
  1951. bool m_wireframe;
  1952. DXGI_SWAP_CHAIN_DESC m_scd;
  1953. uint32_t m_flags;
  1954. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1955. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1956. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1957. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1958. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1959. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1960. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1961. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1962. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  1963. UniformRegistry m_uniformReg;
  1964. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  1965. StateCache m_samplerStateCache;
  1966. TextVideoMem m_textVideoMem;
  1967. ProgramD3D12* m_currentProgram;
  1968. uint8_t m_fsScratch[64<<10];
  1969. uint8_t m_vsScratch[64<<10];
  1970. uint32_t m_fsChanges;
  1971. uint32_t m_vsChanges;
  1972. FrameBufferHandle m_fbh;
  1973. uint32_t m_frame;
  1974. uint32_t m_backBufferColorIdx;
  1975. bool m_rtMsaa;
  1976. };
  1977. static RendererContextD3D12* s_renderD3D12;
  1978. RendererContextI* rendererCreate()
  1979. {
  1980. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  1981. if (!s_renderD3D12->init() )
  1982. {
  1983. BX_DELETE(g_allocator, s_renderD3D12);
  1984. s_renderD3D12 = NULL;
  1985. }
  1986. return s_renderD3D12;
  1987. }
  1988. void rendererDestroy()
  1989. {
  1990. s_renderD3D12->shutdown();
  1991. BX_DELETE(g_allocator, s_renderD3D12);
  1992. s_renderD3D12 = NULL;
  1993. }
  1994. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  1995. {
  1996. m_size = _size;
  1997. ID3D12Device* device = s_renderD3D12->m_device;
  1998. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  1999. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2000. desc.NumDescriptors = _maxDescriptors;
  2001. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2002. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2003. desc.NodeMask = 1;
  2004. DX_CHECK(device->CreateDescriptorHeap(&desc
  2005. , __uuidof(ID3D12DescriptorHeap)
  2006. , (void**)&m_heap
  2007. ) );
  2008. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2009. m_upload->Map(0, NULL, (void**)&m_data);
  2010. reset(m_gpuHandle);
  2011. }
  2012. void ScratchBufferD3D12::destroy()
  2013. {
  2014. m_upload->Unmap(0, NULL);
  2015. DX_RELEASE(m_upload, 0);
  2016. DX_RELEASE(m_heap, 0);
  2017. }
  2018. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  2019. {
  2020. m_pos = 0;
  2021. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2022. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2023. gpuHandle = m_gpuHandle;
  2024. }
  2025. void* ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, uint32_t _size)
  2026. {
  2027. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2028. desc.BufferLocation = m_upload->GetGPUVirtualAddress() + m_pos;
  2029. desc.SizeInBytes = _size;
  2030. void* data = &m_data[m_pos];
  2031. m_pos += BX_ALIGN_256(_size);
  2032. ID3D12Device* device = s_renderD3D12->m_device;
  2033. device->CreateConstantBufferView(&desc
  2034. , m_cpuHandle
  2035. );
  2036. m_cpuHandle.ptr += m_incrementSize;
  2037. gpuHandle = m_gpuHandle;
  2038. m_gpuHandle.ptr += m_incrementSize;
  2039. return data;
  2040. }
  2041. void ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture)
  2042. {
  2043. ID3D12Device* device = s_renderD3D12->m_device;
  2044. device->CreateShaderResourceView(_texture.m_ptr
  2045. , &_texture.m_srvd
  2046. , m_cpuHandle
  2047. );
  2048. m_cpuHandle.ptr += m_incrementSize;
  2049. gpuHandle = m_gpuHandle;
  2050. m_gpuHandle.ptr += m_incrementSize;
  2051. }
  2052. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture)
  2053. {
  2054. ID3D12Device* device = s_renderD3D12->m_device;
  2055. device->CreateUnorderedAccessView(_texture.m_ptr
  2056. , NULL
  2057. , &_texture.m_uavd
  2058. , m_cpuHandle
  2059. );
  2060. m_cpuHandle.ptr += m_incrementSize;
  2061. gpuHandle = m_gpuHandle;
  2062. m_gpuHandle.ptr += m_incrementSize;
  2063. }
  2064. void ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer)
  2065. {
  2066. ID3D12Device* device = s_renderD3D12->m_device;
  2067. device->CreateShaderResourceView(_buffer.m_ptr
  2068. , &_buffer.m_srvd
  2069. , m_cpuHandle
  2070. );
  2071. m_cpuHandle.ptr += m_incrementSize;
  2072. gpuHandle = m_gpuHandle;
  2073. m_gpuHandle.ptr += m_incrementSize;
  2074. }
  2075. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer)
  2076. {
  2077. ID3D12Device* device = s_renderD3D12->m_device;
  2078. device->CreateUnorderedAccessView(_buffer.m_ptr
  2079. , NULL
  2080. , &_buffer.m_uavd
  2081. , m_cpuHandle
  2082. );
  2083. m_cpuHandle.ptr += m_incrementSize;
  2084. gpuHandle = m_gpuHandle;
  2085. m_gpuHandle.ptr += m_incrementSize;
  2086. }
  2087. void DescriptorAllocator::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint32_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2088. {
  2089. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2090. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2091. ID3D12Device* device = s_renderD3D12->m_device;
  2092. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2093. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2094. desc.NumDescriptors = _maxDescriptors;
  2095. desc.Type = _type;
  2096. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2097. desc.NodeMask = 1;
  2098. DX_CHECK(device->CreateDescriptorHeap(&desc
  2099. , __uuidof(ID3D12DescriptorHeap)
  2100. , (void**)&m_heap
  2101. ) );
  2102. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2103. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2104. }
  2105. void DescriptorAllocator::destroy()
  2106. {
  2107. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2108. DX_RELEASE(m_heap, 0);
  2109. }
  2110. uint16_t DescriptorAllocator::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2111. {
  2112. uint16_t idx = m_handleAlloc->alloc();
  2113. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2114. ID3D12Device* device = s_renderD3D12->m_device;
  2115. device->CreateShaderResourceView(_ptr
  2116. , _desc
  2117. , cpuHandle
  2118. );
  2119. return idx;
  2120. }
  2121. uint16_t DescriptorAllocator::alloc(const uint32_t* _flags, uint32_t _num)
  2122. {
  2123. uint16_t idx = m_handleAlloc->alloc();
  2124. ID3D12Device* device = s_renderD3D12->m_device;
  2125. for (uint32_t ii = 0; ii < _num; ++ii)
  2126. {
  2127. uint32_t flags = _flags[ii];
  2128. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2129. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2130. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2131. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2132. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2133. D3D12_SAMPLER_DESC sd;
  2134. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2135. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2136. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2137. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2138. sd.MinLOD = 0;
  2139. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2140. sd.MipLODBias = 0.0f;
  2141. sd.MaxAnisotropy = 1; //m_maxAnisotropy;
  2142. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2143. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2144. {
  2145. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2146. };
  2147. device->CreateSampler(&sd, cpuHandle);
  2148. }
  2149. return idx;
  2150. }
  2151. void DescriptorAllocator::free(uint16_t _idx)
  2152. {
  2153. m_handleAlloc->free(_idx);
  2154. }
  2155. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocator::get(uint16_t _idx)
  2156. {
  2157. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2158. return gpuHandle;
  2159. }
  2160. struct UavFormat
  2161. {
  2162. DXGI_FORMAT format[3];
  2163. uint32_t stride;
  2164. };
  2165. static const UavFormat s_uavFormat[] =
  2166. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2167. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2168. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2169. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2170. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2171. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2172. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2173. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2174. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2175. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2176. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2177. };
  2178. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex)
  2179. {
  2180. m_size = _size;
  2181. m_flags = _flags;
  2182. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT));
  2183. // const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2184. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2185. m_dynamic = NULL == _data || needUav;
  2186. DXGI_FORMAT format;
  2187. uint32_t stride;
  2188. D3D12_RESOURCE_FLAGS flags = needUav
  2189. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2190. : D3D12_RESOURCE_FLAG_NONE
  2191. ;
  2192. if(drawIndirect)
  2193. {
  2194. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2195. stride = 16;
  2196. }
  2197. else
  2198. {
  2199. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2200. if (0 == uavFormat)
  2201. {
  2202. if (_vertex)
  2203. {
  2204. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2205. stride = 16;
  2206. }
  2207. else
  2208. {
  2209. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2210. {
  2211. format = DXGI_FORMAT_R16_UINT;
  2212. stride = 2;
  2213. }
  2214. else
  2215. {
  2216. format = DXGI_FORMAT_R32_UINT;
  2217. stride = 4;
  2218. }
  2219. }
  2220. }
  2221. else
  2222. {
  2223. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2224. format = s_uavFormat[uavFormat].format[uavType];
  2225. stride = s_uavFormat[uavFormat].stride;
  2226. }
  2227. }
  2228. m_srvd.Format = format;
  2229. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2230. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2231. m_srvd.Buffer.FirstElement = 0;
  2232. m_srvd.Buffer.NumElements = m_size / stride;
  2233. m_srvd.Buffer.StructureByteStride = 0;
  2234. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  2235. m_uavd.Format = format;
  2236. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2237. m_uavd.Buffer.FirstElement = 0;
  2238. m_uavd.Buffer.NumElements = m_size / stride;
  2239. m_uavd.Buffer.StructureByteStride = 0;
  2240. m_uavd.Buffer.CounterOffsetInBytes = 0;
  2241. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  2242. ID3D12Device* device = s_renderD3D12->m_device;
  2243. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2244. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  2245. if (!needUav)
  2246. {
  2247. m_staging = createCommittedResource(device, HeapProperty::Upload, _size);
  2248. }
  2249. if (m_dynamic)
  2250. {
  2251. setState(commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2252. }
  2253. else
  2254. {
  2255. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2256. D3D12_SUBRESOURCE_DATA subresource;
  2257. subresource.pData = _data;
  2258. subresource.RowPitch = _size;
  2259. subresource.SlicePitch = subresource.RowPitch;
  2260. UpdateSubresources<1>(commandList
  2261. , m_ptr
  2262. , m_staging
  2263. , 0
  2264. , 0
  2265. , 1
  2266. , &subresource
  2267. );
  2268. setState(commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2269. }
  2270. }
  2271. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t /*_offset*/, uint32_t _size, void* _data, bool /*_discard*/)
  2272. {
  2273. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2274. D3D12_SUBRESOURCE_DATA subresource;
  2275. subresource.pData = _data;
  2276. subresource.RowPitch = _size;
  2277. subresource.SlicePitch = subresource.RowPitch;
  2278. UpdateSubresources<1>(_commandList
  2279. , m_ptr
  2280. , m_staging
  2281. , 0
  2282. , 0
  2283. , 1
  2284. , &subresource
  2285. );
  2286. setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2287. }
  2288. void BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  2289. {
  2290. if (m_state != _state)
  2291. {
  2292. setResourceBarrier(_commandList
  2293. , m_ptr
  2294. , m_state
  2295. , _state
  2296. );
  2297. m_state = _state;
  2298. }
  2299. }
  2300. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2301. {
  2302. BufferD3D12::create(_size, _data, _flags, true);
  2303. m_decl = _declHandle;
  2304. }
  2305. void ShaderD3D12::create(const Memory* _mem)
  2306. {
  2307. bx::MemoryReader reader(_mem->data, _mem->size);
  2308. uint32_t magic;
  2309. bx::read(&reader, magic);
  2310. switch (magic)
  2311. {
  2312. case BGFX_CHUNK_MAGIC_CSH:
  2313. case BGFX_CHUNK_MAGIC_FSH:
  2314. case BGFX_CHUNK_MAGIC_VSH:
  2315. break;
  2316. default:
  2317. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2318. break;
  2319. }
  2320. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2321. uint32_t iohash;
  2322. bx::read(&reader, iohash);
  2323. uint16_t count;
  2324. bx::read(&reader, count);
  2325. m_numPredefined = 0;
  2326. m_numUniforms = count;
  2327. BX_TRACE("%s Shader consts %d"
  2328. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2329. , count
  2330. );
  2331. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2332. if (0 < count)
  2333. {
  2334. for (uint32_t ii = 0; ii < count; ++ii)
  2335. {
  2336. uint8_t nameSize;
  2337. bx::read(&reader, nameSize);
  2338. char name[256];
  2339. bx::read(&reader, &name, nameSize);
  2340. name[nameSize] = '\0';
  2341. uint8_t type;
  2342. bx::read(&reader, type);
  2343. uint8_t num;
  2344. bx::read(&reader, num);
  2345. uint16_t regIndex;
  2346. bx::read(&reader, regIndex);
  2347. uint16_t regCount;
  2348. bx::read(&reader, regCount);
  2349. const char* kind = "invalid";
  2350. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2351. if (PredefinedUniform::Count != predefined)
  2352. {
  2353. kind = "predefined";
  2354. m_predefined[m_numPredefined].m_loc = regIndex;
  2355. m_predefined[m_numPredefined].m_count = regCount;
  2356. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  2357. m_numPredefined++;
  2358. }
  2359. else
  2360. {
  2361. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  2362. if (NULL != info)
  2363. {
  2364. if (NULL == m_constantBuffer)
  2365. {
  2366. m_constantBuffer = ConstantBuffer::create(1024);
  2367. }
  2368. kind = "user";
  2369. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2370. }
  2371. }
  2372. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2373. , kind
  2374. , name
  2375. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2376. , num
  2377. , regIndex
  2378. , regCount
  2379. );
  2380. BX_UNUSED(kind);
  2381. }
  2382. if (NULL != m_constantBuffer)
  2383. {
  2384. m_constantBuffer->finish();
  2385. }
  2386. }
  2387. uint16_t shaderSize;
  2388. bx::read(&reader, shaderSize);
  2389. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2390. bx::skip(&reader, shaderSize+1);
  2391. m_code = copy(code, shaderSize);
  2392. uint8_t numAttrs;
  2393. bx::read(&reader, numAttrs);
  2394. memset(m_attrMask, 0, sizeof(m_attrMask) );
  2395. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2396. {
  2397. uint16_t id;
  2398. bx::read(&reader, id);
  2399. Attrib::Enum attr = idToAttrib(id);
  2400. if (Attrib::Count != attr)
  2401. {
  2402. m_attrMask[attr] = 0xff;
  2403. }
  2404. }
  2405. bx::HashMurmur2A murmur;
  2406. murmur.begin();
  2407. murmur.add(iohash);
  2408. murmur.add(code, shaderSize);
  2409. murmur.add(numAttrs);
  2410. murmur.add(m_attrMask, numAttrs);
  2411. m_hash = murmur.end();
  2412. bx::read(&reader, m_size);
  2413. }
  2414. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2415. {
  2416. ImageContainer imageContainer;
  2417. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2418. {
  2419. uint8_t numMips = imageContainer.m_numMips;
  2420. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2421. numMips -= startLod;
  2422. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2423. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2424. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2425. m_flags = _flags;
  2426. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2427. m_textureFormat = (uint8_t)imageContainer.m_format;
  2428. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2429. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2430. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2431. if (convert)
  2432. {
  2433. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2434. bpp = 32;
  2435. }
  2436. if (imageContainer.m_cubeMap)
  2437. {
  2438. m_type = TextureCube;
  2439. }
  2440. else if (imageContainer.m_depth > 1)
  2441. {
  2442. m_type = Texture3D;
  2443. }
  2444. else
  2445. {
  2446. m_type = Texture2D;
  2447. }
  2448. m_numMips = numMips;
  2449. const uint32_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  2450. uint32_t numSrd = numMips*numSides;
  2451. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  2452. uint32_t kk = 0;
  2453. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2454. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2455. uint32_t blockWidth = 1;
  2456. uint32_t blockHeight = 1;
  2457. if (convert && compressed)
  2458. {
  2459. blockWidth = blockInfo.blockWidth;
  2460. blockHeight = blockInfo.blockHeight;
  2461. }
  2462. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2463. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2464. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2465. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  2466. , this - s_renderD3D12->m_textures
  2467. , getName( (TextureFormat::Enum)m_textureFormat)
  2468. , getName( (TextureFormat::Enum)m_requestedFormat)
  2469. , textureWidth
  2470. , textureHeight
  2471. , imageContainer.m_cubeMap ? "x6" : ""
  2472. , renderTarget ? 'x' : ' '
  2473. , bufferOnly ? 'x' : ' '
  2474. , computeWrite ? 'x' : ' '
  2475. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2476. );
  2477. uint32_t totalSize = 0;
  2478. for (uint8_t side = 0; side < numSides; ++side)
  2479. {
  2480. uint32_t width = textureWidth;
  2481. uint32_t height = textureHeight;
  2482. uint32_t depth = imageContainer.m_depth;
  2483. for (uint32_t lod = 0; lod < numMips; ++lod)
  2484. {
  2485. width = bx::uint32_max(blockWidth, width);
  2486. height = bx::uint32_max(blockHeight, height);
  2487. depth = bx::uint32_max(1, depth);
  2488. ImageMip mip;
  2489. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2490. {
  2491. if (convert)
  2492. {
  2493. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2494. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2495. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  2496. imageDecodeToBgra8(temp
  2497. , mip.m_data
  2498. , mip.m_width
  2499. , mip.m_height
  2500. , pitch, mip.m_format
  2501. );
  2502. srd[kk].pData = temp;
  2503. srd[kk].RowPitch = pitch;
  2504. srd[kk].SlicePitch = slice;
  2505. totalSize += slice;
  2506. }
  2507. else if (compressed)
  2508. {
  2509. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2510. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2511. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  2512. imageCopy(mip.m_height/blockInfo.blockHeight
  2513. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  2514. , mip.m_data
  2515. , pitch
  2516. , temp
  2517. );
  2518. srd[kk].pData = temp;
  2519. srd[kk].RowPitch = pitch;
  2520. srd[kk].SlicePitch = slice;
  2521. totalSize += slice;
  2522. }
  2523. else
  2524. {
  2525. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2526. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2527. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  2528. imageCopy(mip.m_height
  2529. , mip.m_width*mip.m_bpp / 8
  2530. , mip.m_data
  2531. , pitch
  2532. , temp
  2533. );
  2534. srd[kk].pData = temp;
  2535. srd[kk].RowPitch = pitch;
  2536. srd[kk].SlicePitch = slice;
  2537. totalSize += slice;
  2538. }
  2539. if (swizzle)
  2540. {
  2541. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2542. }
  2543. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  2544. ++kk;
  2545. }
  2546. else
  2547. {
  2548. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2549. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2550. totalSize += slice;
  2551. }
  2552. width >>= 1;
  2553. height >>= 1;
  2554. depth >>= 1;
  2555. }
  2556. }
  2557. BX_TRACE("texture total size: %d", totalSize);
  2558. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2559. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2560. memset(&m_srvd, 0, sizeof(m_srvd) );
  2561. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2562. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2563. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2564. if (swizzle)
  2565. {
  2566. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2567. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2568. }
  2569. m_uavd.Format = m_srvd.Format;
  2570. ID3D12Device* device = s_renderD3D12->m_device;
  2571. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2572. D3D12_RESOURCE_DESC resourceDesc;
  2573. resourceDesc.Alignment = 0;
  2574. resourceDesc.Width = textureWidth;
  2575. resourceDesc.Height = textureHeight;
  2576. resourceDesc.MipLevels = numMips;
  2577. resourceDesc.Format = format;
  2578. resourceDesc.SampleDesc = msaa;
  2579. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  2580. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  2581. resourceDesc.DepthOrArraySize = numSides;
  2582. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2583. D3D12_CLEAR_VALUE* clearValue = NULL;
  2584. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  2585. {
  2586. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  2587. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  2588. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  2589. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2590. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  2591. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  2592. clearValue->DepthStencil.Depth = 1.0f;
  2593. clearValue->DepthStencil.Stencil = 0;
  2594. }
  2595. else if (renderTarget)
  2596. {
  2597. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  2598. clearValue->Format = resourceDesc.Format;
  2599. clearValue->Color[0] = 0.0f;
  2600. clearValue->Color[1] = 0.0f;
  2601. clearValue->Color[2] = 0.0f;
  2602. clearValue->Color[3] = 0.0f;
  2603. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  2604. }
  2605. if (bufferOnly)
  2606. {
  2607. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  2608. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2609. }
  2610. if (computeWrite)
  2611. {
  2612. resourceDesc.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  2613. }
  2614. switch (m_type)
  2615. {
  2616. case Texture2D:
  2617. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2618. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  2619. m_srvd.Texture2D.MostDetailedMip = 0;
  2620. m_srvd.Texture2D.MipLevels = numMips;
  2621. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  2622. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  2623. m_uavd.Texture2D.MipSlice = 0;
  2624. m_uavd.Texture2D.PlaneSlice = 0;
  2625. break;
  2626. case Texture3D:
  2627. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  2628. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  2629. m_srvd.Texture3D.MostDetailedMip = 0;
  2630. m_srvd.Texture3D.MipLevels = numMips;
  2631. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  2632. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  2633. m_uavd.Texture3D.MipSlice = 0;
  2634. m_uavd.Texture3D.FirstWSlice = 0;
  2635. m_uavd.Texture3D.WSize = 0;
  2636. break;
  2637. case TextureCube:
  2638. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2639. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  2640. m_srvd.TextureCube.MostDetailedMip = 0;
  2641. m_srvd.TextureCube.MipLevels = numMips;
  2642. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  2643. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  2644. m_uavd.Texture2D.MipSlice = 0;
  2645. m_uavd.Texture2D.PlaneSlice = 0;
  2646. break;
  2647. }
  2648. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  2649. {
  2650. uint64_t uploadBufferSize;
  2651. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  2652. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  2653. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  2654. device->GetCopyableFootprints(&resourceDesc
  2655. , 0
  2656. , numSrd
  2657. , 0
  2658. , layouts
  2659. , numRows
  2660. , rowSizeInBytes
  2661. , &uploadBufferSize
  2662. );
  2663. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  2664. , uploadBufferSize
  2665. , totalSize
  2666. , numRows[0]
  2667. , rowSizeInBytes[0]
  2668. );
  2669. }
  2670. if (kk != 0)
  2671. {
  2672. m_staging = createCommittedResource(device, HeapProperty::Upload, totalSize);
  2673. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  2674. uint64_t result = UpdateSubresources(commandList
  2675. , m_ptr
  2676. , m_staging
  2677. , 0
  2678. , 0
  2679. , numSrd
  2680. , srd
  2681. );
  2682. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  2683. BX_TRACE("Update subresource %" PRId64, result);
  2684. setState(commandList, state);
  2685. }
  2686. else
  2687. {
  2688. m_staging = NULL;
  2689. setState(commandList, state);
  2690. }
  2691. if (0 != kk)
  2692. {
  2693. kk = 0;
  2694. for (uint8_t side = 0; side < numSides; ++side)
  2695. {
  2696. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2697. {
  2698. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  2699. ++kk;
  2700. }
  2701. }
  2702. }
  2703. }
  2704. }
  2705. void TextureD3D12::destroy()
  2706. {
  2707. if (NULL != m_ptr)
  2708. {
  2709. DX_RELEASE(m_ptr, 0);
  2710. m_ptr = NULL;
  2711. DX_RELEASE(m_staging, 0);
  2712. m_staging = NULL;
  2713. }
  2714. }
  2715. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2716. {
  2717. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2718. const uint32_t subres = _mip + (_side * m_numMips);
  2719. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2720. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2721. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2722. s_renderD3D12->m_cmd.finish(s_renderD3D12->m_cmd.kick() );
  2723. s_renderD3D12->m_commandList = s_renderD3D12->m_cmd.alloc();
  2724. _commandList = s_renderD3D12->m_commandList;
  2725. DX_RELEASE(m_staging, 0);
  2726. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  2727. desc.Height = _rect.m_height;
  2728. uint32_t numRows;
  2729. uint64_t rowPitch;
  2730. uint64_t totalBytes;
  2731. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  2732. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  2733. , subres
  2734. , 1
  2735. , 0
  2736. , &layout
  2737. , &numRows
  2738. , &rowPitch
  2739. , &totalBytes
  2740. );
  2741. m_staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  2742. DX_NAME(m_staging, "texture %4d: staging, update", this - s_renderD3D12->m_textures);
  2743. uint8_t* data;
  2744. DX_CHECK(m_staging->Map(0, NULL, (void**)&data) );
  2745. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  2746. {
  2747. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  2748. }
  2749. m_staging->Unmap(0, NULL);
  2750. D3D12_BOX box;
  2751. box.left = 0;
  2752. box.top = 0;
  2753. box.right = box.left + _rect.m_width;
  2754. box.bottom = box.top + _rect.m_height;
  2755. box.front = _z;
  2756. box.back = _z+_depth;
  2757. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { subres } };
  2758. D3D12_TEXTURE_COPY_LOCATION src = { m_staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
  2759. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  2760. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2761. }
  2762. void TextureD3D12::commit(uint8_t _stage, uint32_t _flags)
  2763. {
  2764. BX_UNUSED(_stage, _flags);
  2765. }
  2766. void TextureD3D12::resolve()
  2767. {
  2768. }
  2769. void TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  2770. {
  2771. if (m_state != _state)
  2772. {
  2773. setResourceBarrier(_commandList
  2774. , m_ptr
  2775. , m_state
  2776. , _state
  2777. );
  2778. m_state = _state;
  2779. }
  2780. }
  2781. void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles)
  2782. {
  2783. m_numTh = _num;
  2784. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  2785. postReset();
  2786. }
  2787. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  2788. {
  2789. }
  2790. void FrameBufferD3D12::preReset()
  2791. {
  2792. }
  2793. void FrameBufferD3D12::postReset()
  2794. {
  2795. if (m_numTh != 0)
  2796. {
  2797. ID3D12Device* device = s_renderD3D12->m_device;
  2798. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2799. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2800. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  2801. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  2802. m_depth.idx = bgfx::invalidHandle;
  2803. m_num = 0;
  2804. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  2805. {
  2806. TextureHandle handle = m_th[ii];
  2807. if (isValid(handle) )
  2808. {
  2809. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  2810. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2811. {
  2812. BX_CHECK(!isValid(m_depth), "");
  2813. m_depth = handle;
  2814. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2815. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2816. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  2817. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  2818. BX_UNUSED(blockInfo);
  2819. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2820. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  2821. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2822. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  2823. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  2824. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  2825. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  2826. ;
  2827. device->CreateDepthStencilView(texture.m_ptr
  2828. , &dsvDesc
  2829. , dsvDescriptor
  2830. );
  2831. }
  2832. else
  2833. {
  2834. m_texture[m_num] = handle;
  2835. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  2836. device->CreateRenderTargetView(texture.m_ptr
  2837. , NULL
  2838. , rtv
  2839. );
  2840. m_num++;
  2841. }
  2842. }
  2843. }
  2844. }
  2845. }
  2846. uint16_t FrameBufferD3D12::destroy()
  2847. {
  2848. m_numTh = 0;
  2849. m_depth.idx = bgfx::invalidHandle;
  2850. uint16_t denseIdx = m_denseIdx;
  2851. m_denseIdx = UINT16_MAX;
  2852. return denseIdx;
  2853. }
  2854. void FrameBufferD3D12::resolve()
  2855. {
  2856. }
  2857. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  2858. {
  2859. ID3D12Device* device = s_renderD3D12->m_device;
  2860. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  2861. if (BGFX_CLEAR_COLOR & _clear.m_flags
  2862. && 0 != m_num)
  2863. {
  2864. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2865. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2866. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  2867. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2868. {
  2869. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2870. {
  2871. uint8_t index = _clear.m_index[ii];
  2872. if (UINT8_MAX != index)
  2873. {
  2874. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  2875. _commandList->ClearRenderTargetView(rtv
  2876. , _palette[index]
  2877. , _num
  2878. , _rect
  2879. );
  2880. }
  2881. }
  2882. }
  2883. else
  2884. {
  2885. float frgba[4] =
  2886. {
  2887. _clear.m_index[0]*1.0f/255.0f,
  2888. _clear.m_index[1]*1.0f/255.0f,
  2889. _clear.m_index[2]*1.0f/255.0f,
  2890. _clear.m_index[3]*1.0f/255.0f,
  2891. };
  2892. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2893. {
  2894. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  2895. _commandList->ClearRenderTargetView(rtv
  2896. , frgba
  2897. , _num
  2898. , _rect
  2899. );
  2900. }
  2901. }
  2902. }
  2903. if (isValid(m_depth)
  2904. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2905. {
  2906. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2907. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2908. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  2909. DWORD flags = 0;
  2910. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2911. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2912. _commandList->ClearDepthStencilView(dsvDescriptor
  2913. , D3D12_CLEAR_FLAGS(flags)
  2914. , _clear.m_depth
  2915. , _clear.m_stencil
  2916. , _num
  2917. , _rect
  2918. );
  2919. }
  2920. }
  2921. void RendererContextD3D12::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2922. {
  2923. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2924. updateResolution(_render->m_resolution);
  2925. int64_t elapsed = -bx::getHPCounter();
  2926. int64_t captureElapsed = 0;
  2927. if (0 < _render->m_iboffset)
  2928. {
  2929. TransientIndexBuffer* ib = _render->m_transientIb;
  2930. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  2931. }
  2932. if (0 < _render->m_vboffset)
  2933. {
  2934. TransientVertexBuffer* vb = _render->m_transientVb;
  2935. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  2936. }
  2937. _render->sort();
  2938. RenderDraw currentState;
  2939. currentState.clear();
  2940. currentState.m_flags = BGFX_STATE_NONE;
  2941. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2942. _render->m_hmdInitialized = false;
  2943. const bool hmdEnabled = false;
  2944. ViewState viewState(_render, hmdEnabled);
  2945. viewState.reset(_render, hmdEnabled);
  2946. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2947. // bool scissorEnabled = false;
  2948. // setDebugWireframe(wireframe);
  2949. uint16_t programIdx = invalidHandle;
  2950. ID3D12PipelineState* currentPso = NULL;
  2951. SortKey key;
  2952. uint8_t view = 0xff;
  2953. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2954. float alphaRef = 0.0f;
  2955. // const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2956. // uint8_t primIndex = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
  2957. // PrimInfo prim = s_primInfo[primIndex];
  2958. // deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2959. bool wasCompute = false;
  2960. bool viewHasScissor = false;
  2961. Rect viewScissorRect;
  2962. viewScissorRect.clear();
  2963. BX_UNUSED(alphaRef);
  2964. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2965. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2966. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2967. uint32_t statsNumIndices = 0;
  2968. uint32_t statsKeyType[2] = {};
  2969. m_backBufferColorIdx = m_frame % m_scd.BufferCount;
  2970. m_frame++;
  2971. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  2972. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  2973. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  2974. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  2975. scratchBuffer.reset(gpuHandle);
  2976. setResourceBarrier(m_commandList
  2977. , m_backBufferColor[m_backBufferColorIdx]
  2978. , D3D12_RESOURCE_STATE_PRESENT
  2979. , D3D12_RESOURCE_STATE_RENDER_TARGET
  2980. );
  2981. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2982. {
  2983. // uint8_t eye = 0;
  2984. // uint8_t restartState = 0;
  2985. viewState.m_rect = _render->m_rect[0];
  2986. int32_t numItems = _render->m_num;
  2987. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  2988. {
  2989. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  2990. statsKeyType[isCompute]++;
  2991. const bool viewChanged = 0
  2992. || key.m_view != view
  2993. || item == numItems
  2994. ;
  2995. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2996. ++item;
  2997. if (viewChanged)
  2998. {
  2999. kick();
  3000. if (isCompute)
  3001. {
  3002. m_commandList->SetComputeRootSignature(m_rootSignature);
  3003. }
  3004. else
  3005. {
  3006. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  3007. }
  3008. ID3D12DescriptorHeap* heaps[] = {
  3009. m_samplerAllocator.getHeap(),
  3010. scratchBuffer.getHeap(),
  3011. };
  3012. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3013. view = key.m_view;
  3014. programIdx = invalidHandle;
  3015. currentPso = NULL;
  3016. fbh = _render->m_fb[view];
  3017. setFrameBuffer(fbh);
  3018. viewState.m_rect = _render->m_rect[view];
  3019. const Rect& rect = _render->m_rect[view];
  3020. const Rect& scissorRect = _render->m_scissor[view];
  3021. viewHasScissor = !scissorRect.isZero();
  3022. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3023. D3D12_VIEWPORT vp;
  3024. vp.TopLeftX = rect.m_x;
  3025. vp.TopLeftY = rect.m_y;
  3026. vp.Width = rect.m_width;
  3027. vp.Height = rect.m_height;
  3028. vp.MinDepth = 0.0f;
  3029. vp.MaxDepth = 1.0f;
  3030. m_commandList->RSSetViewports(1, &vp);
  3031. D3D12_RECT rc;
  3032. rc.left = viewScissorRect.m_x;
  3033. rc.top = viewScissorRect.m_y;
  3034. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3035. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3036. m_commandList->RSSetScissorRects(1, &rc);
  3037. Clear& clear = _render->m_clear[view];
  3038. if (BGFX_CLEAR_NONE != clear.m_flags)
  3039. {
  3040. Rect clearRect = rect;
  3041. clearRect.intersect(rect, viewScissorRect);
  3042. clearQuad(_clearQuad, clearRect, clear, _render->m_clearColor);
  3043. }
  3044. }
  3045. if (isCompute)
  3046. {
  3047. if (!wasCompute)
  3048. {
  3049. wasCompute = true;
  3050. }
  3051. const RenderCompute& compute = renderItem.compute;
  3052. bool programChanged = false;
  3053. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3054. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3055. if (key.m_program != programIdx)
  3056. {
  3057. programIdx = key.m_program;
  3058. ProgramD3D12& program = m_program[key.m_program];
  3059. m_currentProgram = &program;
  3060. programChanged =
  3061. constantsChanged = true;
  3062. }
  3063. if (invalidHandle != programIdx)
  3064. {
  3065. ProgramD3D12& program = m_program[programIdx];
  3066. if (constantsChanged)
  3067. {
  3068. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3069. if (NULL != vcb)
  3070. {
  3071. commit(*vcb);
  3072. }
  3073. }
  3074. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  3075. if (constantsChanged
  3076. || program.m_numPredefined > 0)
  3077. {
  3078. commitShaderConstants(gpuHandle);
  3079. }
  3080. }
  3081. if (programChanged)
  3082. {
  3083. ID3D12PipelineState* pso = getPipelineState(programIdx);
  3084. m_commandList->SetPipelineState(pso);
  3085. }
  3086. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3087. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3088. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3089. {
  3090. const Binding& bind = compute.m_bind[ii];
  3091. if (invalidHandle != bind.m_idx)
  3092. {
  3093. switch (bind.m_type)
  3094. {
  3095. case Binding::Image:
  3096. {
  3097. TextureD3D12& texture = m_textures[bind.m_idx];
  3098. if (Access::Read != bind.m_un.m_compute.m_access)
  3099. {
  3100. scratchBuffer.allocUav(srvHandle[ii], texture);
  3101. }
  3102. else
  3103. {
  3104. scratchBuffer.alloc(srvHandle[ii], texture);
  3105. }
  3106. }
  3107. break;
  3108. case Binding::IndexBuffer:
  3109. case Binding::VertexBuffer:
  3110. {
  3111. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  3112. ? m_indexBuffers[bind.m_idx]
  3113. : m_vertexBuffers[bind.m_idx]
  3114. ;
  3115. if (Access::Read != bind.m_un.m_compute.m_access)
  3116. {
  3117. scratchBuffer.allocUav(srvHandle[ii], buffer);
  3118. }
  3119. else
  3120. {
  3121. scratchBuffer.alloc(srvHandle[ii], buffer);
  3122. }
  3123. }
  3124. break;
  3125. }
  3126. }
  3127. }
  3128. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS);
  3129. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx));
  3130. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3131. m_commandList->SetComputeRootDescriptorTable(Rdt::CBV, gpuHandle);
  3132. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  3133. if (isValid(compute.m_indirectBuffer) )
  3134. {
  3135. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3136. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3137. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3138. : compute.m_numIndirect
  3139. ;
  3140. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3141. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3142. {
  3143. // deviceCtx->DispatchIndirect(ptr, args);
  3144. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3145. }
  3146. }
  3147. else
  3148. {
  3149. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3150. }
  3151. continue;
  3152. }
  3153. // bool resetState = viewChanged || wasCompute;
  3154. if (wasCompute)
  3155. {
  3156. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3157. {
  3158. // wchar_t* viewNameW = s_viewNameW[view];
  3159. // viewNameW[3] = L' ';
  3160. // PIX_ENDEVENT();
  3161. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3162. }
  3163. wasCompute = false;
  3164. programIdx = invalidHandle;
  3165. m_currentProgram = NULL;
  3166. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  3167. ID3D12DescriptorHeap* heaps[] = {
  3168. m_samplerAllocator.getHeap(),
  3169. scratchBuffer.getHeap(),
  3170. };
  3171. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3172. // invalidateCompute();
  3173. }
  3174. const RenderDraw& draw = renderItem.draw;
  3175. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3176. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3177. if (isValid(draw.m_vertexBuffer) )
  3178. {
  3179. bool programChanged = false;
  3180. if (key.m_program != programIdx)
  3181. {
  3182. programIdx = key.m_program;
  3183. if (invalidHandle == programIdx)
  3184. {
  3185. m_currentProgram = NULL;
  3186. }
  3187. else
  3188. {
  3189. ProgramD3D12& program = m_program[programIdx];
  3190. m_currentProgram = &program;
  3191. }
  3192. programChanged =
  3193. constantsChanged = true;
  3194. }
  3195. if (invalidHandle != programIdx)
  3196. {
  3197. ProgramD3D12& program = m_program[programIdx];
  3198. if (constantsChanged)
  3199. {
  3200. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3201. if (NULL != vcb)
  3202. {
  3203. commit(*vcb);
  3204. }
  3205. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3206. if (NULL != fcb)
  3207. {
  3208. commit(*fcb);
  3209. }
  3210. }
  3211. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  3212. if (constantsChanged
  3213. || program.m_numPredefined > 0)
  3214. {
  3215. commitShaderConstants(gpuHandle);
  3216. }
  3217. }
  3218. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  3219. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3220. const VertexDecl& vertexDecl = m_vertexDecls[declIdx];
  3221. const uint64_t state = draw.m_flags;
  3222. ID3D12PipelineState* pso =
  3223. getPipelineState(state
  3224. , draw.m_stencil
  3225. , declIdx
  3226. , programIdx
  3227. , draw.m_instanceDataStride/16
  3228. );
  3229. if (pso != currentPso)
  3230. {
  3231. currentPso = pso;
  3232. m_commandList->SetPipelineState(pso);
  3233. }
  3234. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  3235. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3236. m_commandList->OMSetStencilRef(ref);
  3237. bool hasFactor = 0
  3238. || f0 == (state & f0)
  3239. || f1 == (state & f1)
  3240. ;
  3241. if (hasFactor)
  3242. {
  3243. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  3244. blendFactor[0] = ( (draw.m_rgba>>24) )/255.0f;
  3245. blendFactor[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  3246. blendFactor[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  3247. blendFactor[3] = ( (draw.m_rgba )&0xff)/255.0f;
  3248. m_commandList->OMSetBlendFactor(blendFactor);
  3249. }
  3250. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3251. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3252. {
  3253. srvHandle[0].ptr = 0;
  3254. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3255. {
  3256. const Binding& sampler = draw.m_bind[stage];
  3257. if (invalidHandle != sampler.m_idx)
  3258. {
  3259. TextureD3D12& texture = m_textures[sampler.m_idx];
  3260. scratchBuffer.alloc(srvHandle[stage], texture);
  3261. samplerFlags[stage] = (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & sampler.m_un.m_draw.m_flags)
  3262. ? sampler.m_un.m_draw.m_flags
  3263. : texture.m_flags
  3264. ) & BGFX_TEXTURE_SAMPLER_BITS_MASK
  3265. ;
  3266. }
  3267. else
  3268. {
  3269. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  3270. samplerFlags[stage] = 0;
  3271. }
  3272. }
  3273. }
  3274. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  3275. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3276. if (srvHandle[0].ptr != 0)
  3277. {
  3278. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3279. }
  3280. m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle);
  3281. uint32_t numVertices = draw.m_numVertices;
  3282. if (UINT32_MAX == numVertices)
  3283. {
  3284. numVertices = vb.m_size / vertexDecl.m_stride;
  3285. }
  3286. D3D12_VERTEX_BUFFER_VIEW vbView[2];
  3287. uint32_t numVertexBuffers = 1;
  3288. vbView[0].BufferLocation = vb.m_ptr->GetGPUVirtualAddress();
  3289. vbView[0].StrideInBytes = vertexDecl.m_stride;
  3290. vbView[0].SizeInBytes = vb.m_size;
  3291. if (isValid(draw.m_instanceDataBuffer) )
  3292. {
  3293. const VertexBufferD3D12& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3294. vbView[1].BufferLocation = inst.m_ptr->GetGPUVirtualAddress() + draw.m_instanceDataOffset;
  3295. vbView[1].StrideInBytes = draw.m_instanceDataStride;
  3296. vbView[1].SizeInBytes = draw.m_numInstances * draw.m_instanceDataStride;
  3297. ++numVertexBuffers;
  3298. }
  3299. m_commandList->IASetVertexBuffers(0, numVertexBuffers, vbView);
  3300. uint32_t numIndices = 0;
  3301. uint32_t numPrimsSubmitted = 0;
  3302. uint32_t numInstances = 0;
  3303. uint32_t numPrimsRendered = 0;
  3304. const uint64_t pt = draw.m_flags&BGFX_STATE_PT_MASK;
  3305. uint8_t primIdx = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
  3306. PrimInfo prim = s_primInfo[primIdx];
  3307. m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
  3308. if (isValid(draw.m_indexBuffer) )
  3309. {
  3310. const BufferD3D12& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3311. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3312. D3D12_INDEX_BUFFER_VIEW ibv;
  3313. ibv.Format = hasIndex16
  3314. ? DXGI_FORMAT_R16_UINT
  3315. : DXGI_FORMAT_R32_UINT
  3316. ;
  3317. ibv.BufferLocation = ib.m_ptr->GetGPUVirtualAddress();
  3318. ibv.SizeInBytes = ib.m_size;
  3319. m_commandList->IASetIndexBuffer(&ibv);
  3320. if (UINT32_MAX == draw.m_numIndices)
  3321. {
  3322. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3323. numIndices = ib.m_size / indexSize;
  3324. numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  3325. numInstances = draw.m_numInstances;
  3326. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3327. m_commandList->DrawIndexedInstanced(numIndices
  3328. , draw.m_numInstances
  3329. , draw.m_startIndex
  3330. , draw.m_startVertex
  3331. , 0
  3332. );
  3333. }
  3334. else if (prim.m_min <= draw.m_numIndices)
  3335. {
  3336. numIndices = draw.m_numIndices;
  3337. numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  3338. numInstances = draw.m_numInstances;
  3339. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3340. m_commandList->DrawIndexedInstanced(numIndices
  3341. , draw.m_numInstances
  3342. , draw.m_startIndex
  3343. , draw.m_startVertex
  3344. , 0
  3345. );
  3346. }
  3347. }
  3348. else
  3349. {
  3350. numPrimsSubmitted = numVertices / prim.m_div - prim.m_sub;
  3351. numInstances = draw.m_numInstances;
  3352. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3353. m_commandList->DrawInstanced(numVertices
  3354. , draw.m_numInstances
  3355. , draw.m_startVertex
  3356. , 0
  3357. );
  3358. }
  3359. statsNumPrimsSubmitted[primIdx] += numPrimsSubmitted;
  3360. statsNumPrimsRendered[primIdx] += numPrimsRendered;
  3361. statsNumInstances[primIdx] += numInstances;
  3362. statsNumIndices += numIndices;
  3363. }
  3364. }
  3365. }
  3366. int64_t now = bx::getHPCounter();
  3367. elapsed += now;
  3368. static int64_t last = now;
  3369. int64_t frameTime = now - last;
  3370. last = now;
  3371. static int64_t min = frameTime;
  3372. static int64_t max = frameTime;
  3373. min = bx::int64_min(min, frameTime);
  3374. max = bx::int64_max(max, frameTime);
  3375. static int64_t presentMin = m_presentElapsed;
  3376. static int64_t presentMax = m_presentElapsed;
  3377. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  3378. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  3379. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  3380. {
  3381. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3382. TextVideoMem& tvm = m_textVideoMem;
  3383. static int64_t next = now;
  3384. if (now >= next)
  3385. {
  3386. next = now + bx::getHPFrequency();
  3387. double freq = double(bx::getHPFrequency() );
  3388. double toMs = 1000.0 / freq;
  3389. tvm.clear();
  3390. uint16_t pos = 0;
  3391. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3392. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3393. , getRendererName()
  3394. );
  3395. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3396. char description[BX_COUNTOF(desc.Description)];
  3397. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3398. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3399. char dedicatedVideo[16];
  3400. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3401. char dedicatedSystem[16];
  3402. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3403. char sharedSystem[16];
  3404. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3405. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3406. , dedicatedVideo
  3407. , dedicatedSystem
  3408. , sharedSystem
  3409. );
  3410. pos = 10;
  3411. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS"
  3412. , double(frameTime)*toMs
  3413. , double(min)*toMs
  3414. , double(max)*toMs
  3415. , freq/frameTime
  3416. );
  3417. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms]"
  3418. , double(m_presentElapsed)*toMs
  3419. , double(presentMin)*toMs
  3420. , double(presentMax)*toMs
  3421. );
  3422. char hmd[16];
  3423. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3424. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3425. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3426. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3427. , 0 != msaa ? '\xfe' : ' '
  3428. , 1<<msaa
  3429. , ", no-HMD "
  3430. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3431. );
  3432. double elapsedCpuMs = double(elapsed)*toMs;
  3433. tvm.printf(10, pos++, 0x8e, " Submitted: %4d (draw %4d, compute %4d) / CPU %3.4f [ms]"
  3434. , _render->m_num
  3435. , statsKeyType[0]
  3436. , statsKeyType[1]
  3437. , elapsedCpuMs
  3438. );
  3439. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3440. {
  3441. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d"
  3442. , s_primName[ii]
  3443. , statsNumPrimsRendered[ii]
  3444. , statsNumInstances[ii]
  3445. , statsNumPrimsSubmitted[ii]
  3446. );
  3447. }
  3448. // if (NULL != m_renderdocdll)
  3449. // {
  3450. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3451. // }
  3452. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3453. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3454. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3455. pos++;
  3456. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3457. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Queued ");
  3458. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d"
  3459. , m_pipelineStateCache.getCount()
  3460. , m_samplerStateCache.getCount()
  3461. , m_cmd.m_control.available()
  3462. );
  3463. pos++;
  3464. double captureMs = double(captureElapsed)*toMs;
  3465. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3466. uint8_t attr[2] = { 0x89, 0x8a };
  3467. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3468. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3469. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3470. min = frameTime;
  3471. max = frameTime;
  3472. presentMin = m_presentElapsed;
  3473. presentMax = m_presentElapsed;
  3474. }
  3475. blit(this, _textVideoMemBlitter, tvm);
  3476. // PIX_ENDEVENT();
  3477. }
  3478. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3479. {
  3480. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3481. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3482. // PIX_ENDEVENT();
  3483. }
  3484. setResourceBarrier(m_commandList
  3485. , m_backBufferColor[m_backBufferColorIdx]
  3486. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3487. , D3D12_RESOURCE_STATE_PRESENT
  3488. );
  3489. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  3490. }
  3491. } /* namespace d3d12 */ } // namespace bgfx
  3492. #else
  3493. namespace bgfx { namespace d3d12
  3494. {
  3495. RendererContextI* rendererCreate()
  3496. {
  3497. return NULL;
  3498. }
  3499. void rendererDestroy()
  3500. {
  3501. }
  3502. } /* namespace d3d12 */ } // namespace bgfx
  3503. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12