renderer_d3d11.cpp 78 KB

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  1. /*
  2. * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static const D3D11_PRIMITIVE_TOPOLOGY s_primType[] =
  11. {
  12. D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  13. D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
  14. D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
  15. };
  16. static const uint32_t s_checkMsaa[] =
  17. {
  18. 0,
  19. 2,
  20. 4,
  21. 8,
  22. 16,
  23. };
  24. static DXGI_SAMPLE_DESC s_msaa[] =
  25. {
  26. { 1, 0 },
  27. { 2, 0 },
  28. { 4, 0 },
  29. { 8, 0 },
  30. { 16, 0 },
  31. };
  32. static const D3D11_BLEND s_blendFactor[][2] =
  33. {
  34. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  35. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
  36. { D3D11_BLEND_ONE, D3D11_BLEND_ONE },
  37. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
  38. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
  39. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
  40. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
  41. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
  42. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
  43. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
  44. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
  45. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
  46. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR },
  47. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR },
  48. };
  49. static const D3D11_COMPARISON_FUNC s_depthFunc[] =
  50. {
  51. D3D11_COMPARISON_LESS, // ignored
  52. D3D11_COMPARISON_LESS,
  53. D3D11_COMPARISON_LESS_EQUAL,
  54. D3D11_COMPARISON_EQUAL,
  55. D3D11_COMPARISON_GREATER_EQUAL,
  56. D3D11_COMPARISON_GREATER,
  57. D3D11_COMPARISON_NOT_EQUAL,
  58. D3D11_COMPARISON_NEVER,
  59. D3D11_COMPARISON_ALWAYS,
  60. };
  61. static const D3D11_COMPARISON_FUNC s_stencilFunc[] =
  62. {
  63. D3D11_COMPARISON_LESS, // ignored
  64. D3D11_COMPARISON_LESS,
  65. D3D11_COMPARISON_LESS_EQUAL,
  66. D3D11_COMPARISON_EQUAL,
  67. D3D11_COMPARISON_GREATER_EQUAL,
  68. D3D11_COMPARISON_GREATER,
  69. D3D11_COMPARISON_NOT_EQUAL,
  70. D3D11_COMPARISON_NEVER,
  71. D3D11_COMPARISON_ALWAYS,
  72. };
  73. static const D3D11_STENCIL_OP s_stencilOp[] =
  74. {
  75. D3D11_STENCIL_OP_ZERO,
  76. D3D11_STENCIL_OP_KEEP,
  77. D3D11_STENCIL_OP_REPLACE,
  78. D3D11_STENCIL_OP_INCR,
  79. D3D11_STENCIL_OP_INCR_SAT,
  80. D3D11_STENCIL_OP_DECR,
  81. D3D11_STENCIL_OP_DECR_SAT,
  82. D3D11_STENCIL_OP_INVERT,
  83. };
  84. static const D3D11_CULL_MODE s_cullMode[] =
  85. {
  86. D3D11_CULL_NONE,
  87. D3D11_CULL_FRONT,
  88. D3D11_CULL_BACK,
  89. };
  90. static DXGI_FORMAT s_colorFormat[] =
  91. {
  92. DXGI_FORMAT_UNKNOWN, // ignored
  93. DXGI_FORMAT_R8G8B8A8_UNORM,
  94. DXGI_FORMAT_R10G10B10A2_UNORM,
  95. DXGI_FORMAT_R16G16B16A16_UNORM,
  96. DXGI_FORMAT_R16G16B16A16_FLOAT,
  97. DXGI_FORMAT_R16_FLOAT,
  98. DXGI_FORMAT_R32_FLOAT,
  99. };
  100. static const DXGI_FORMAT s_depthFormat[] =
  101. {
  102. DXGI_FORMAT_UNKNOWN, // ignored
  103. DXGI_FORMAT_D24_UNORM_S8_UINT,
  104. };
  105. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  106. {
  107. D3D11_TEXTURE_ADDRESS_WRAP,
  108. D3D11_TEXTURE_ADDRESS_MIRROR,
  109. D3D11_TEXTURE_ADDRESS_CLAMP,
  110. };
  111. /*
  112. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  113. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  114. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  115. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  116. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  117. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  118. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  119. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  120. * D3D11_FILTER_ANISOTROPIC = 0x55,
  121. *
  122. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  123. * 0x10 // MIN_LINEAR
  124. * 0x04 // MAG_LINEAR
  125. * 0x01 // MIP_LINEAR
  126. */
  127. static const uint32_t s_textureFilter[3][3] =
  128. {
  129. {
  130. 0x10, // min linear
  131. 0x00, // min point
  132. 0x55, // anisotopic
  133. },
  134. {
  135. 0x04, // mag linear
  136. 0x00, // mag point
  137. 0x55, // anisotopic
  138. },
  139. {
  140. 0x01, // mip linear
  141. 0x00, // mip point
  142. 0x55, // anisotopic
  143. },
  144. };
  145. struct TextureFormatInfo
  146. {
  147. DXGI_FORMAT m_fmt;
  148. uint8_t m_bpp;
  149. };
  150. #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
  151. // Win8 only BS
  152. // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
  153. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
  154. # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
  155. #endif // DXGI_FORMAT_B4G4R4A4_UNORM
  156. static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  157. {
  158. { DXGI_FORMAT_BC1_UNORM, 4 },
  159. { DXGI_FORMAT_BC2_UNORM, 8 },
  160. { DXGI_FORMAT_BC3_UNORM, 8 },
  161. { DXGI_FORMAT_BC4_UNORM, 4 },
  162. { DXGI_FORMAT_BC5_UNORM, 8 },
  163. { DXGI_FORMAT_UNKNOWN, 0 },
  164. { DXGI_FORMAT_R8_UNORM, 8 },
  165. { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
  166. { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
  167. { DXGI_FORMAT_R16G16B16A16_UNORM, 64 },
  168. { DXGI_FORMAT_R16G16B16A16_FLOAT, 64 },
  169. { DXGI_FORMAT_B5G6R5_UNORM, 16 },
  170. { DXGI_FORMAT_B4G4R4A4_UNORM, 16 },
  171. { DXGI_FORMAT_B5G5R5A1_UNORM, 16 },
  172. { DXGI_FORMAT_R10G10B10A2_UNORM, 32 },
  173. };
  174. static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
  175. {
  176. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  177. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  178. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  179. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  180. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  181. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  182. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  183. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  184. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  185. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  186. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  187. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  188. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  189. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  190. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  191. };
  192. static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
  193. {
  194. {
  195. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  196. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  197. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  198. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  199. },
  200. {
  201. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  202. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  203. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  204. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  205. },
  206. {
  207. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  208. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  209. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  210. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  211. },
  212. {
  213. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  214. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  215. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  216. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  217. },
  218. };
  219. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  220. {
  221. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  222. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  223. {
  224. if (0xff != _decl.m_attributes[attr])
  225. {
  226. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  227. if (0 == _decl.m_attributes[attr])
  228. {
  229. elem->AlignedByteOffset = 0;
  230. }
  231. else
  232. {
  233. uint8_t num;
  234. AttribType::Enum type;
  235. bool normalized;
  236. bool asInt;
  237. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  238. elem->Format = s_attribType[type][num-1][normalized];
  239. elem->AlignedByteOffset = _decl.m_offset[attr];
  240. }
  241. ++elem;
  242. }
  243. }
  244. return elem;
  245. }
  246. struct TextureStage
  247. {
  248. TextureStage()
  249. {
  250. clear();
  251. }
  252. void clear()
  253. {
  254. memset(m_srv, 0, sizeof(m_srv) );
  255. memset(m_sampler, 0, sizeof(m_sampler) );
  256. }
  257. ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
  258. ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
  259. };
  260. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  261. template <typename Ty>
  262. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  263. {
  264. #if BGFX_CONFIG_DEBUG_OBJECT_NAME
  265. char temp[2048];
  266. va_list argList;
  267. va_start(argList, _format);
  268. int size = uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  269. va_end(argList);
  270. temp[size] = '\0';
  271. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  272. #endif // BGFX_CONFIG_DEBUG_OBJECT_NAME
  273. }
  274. struct RendererContext
  275. {
  276. RendererContext()
  277. : m_captureTexture(NULL)
  278. , m_captureResolve(NULL)
  279. , m_wireframe(false)
  280. , m_vsChanges(0)
  281. , m_fsChanges(0)
  282. {
  283. }
  284. void init()
  285. {
  286. m_d3d11dll = LoadLibrary("d3d11.dll");
  287. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  288. PFN_D3D11_CREATE_DEVICE d3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(m_d3d11dll, "D3D11CreateDevice");
  289. BGFX_FATAL(NULL != d3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  290. HRESULT hr;
  291. D3D_FEATURE_LEVEL features[] =
  292. {
  293. D3D_FEATURE_LEVEL_11_0,
  294. };
  295. memset(&m_scd, 0, sizeof(m_scd) );
  296. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  297. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  298. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  299. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  300. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  301. m_scd.SampleDesc.Count = 1;
  302. m_scd.SampleDesc.Quality = 0;
  303. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  304. m_scd.BufferCount = 1;
  305. m_scd.OutputWindow = g_bgfxHwnd;
  306. m_scd.Windowed = true;
  307. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  308. #if BGFX_CONFIG_DEBUG
  309. | D3D11_CREATE_DEVICE_DEBUG
  310. #endif // BGFX_CONFIG_DEBUG
  311. ;
  312. D3D_FEATURE_LEVEL featureLevel;
  313. hr = d3D11CreateDevice(NULL
  314. , D3D_DRIVER_TYPE_HARDWARE
  315. , NULL
  316. , flags
  317. , features
  318. , 1
  319. , D3D11_SDK_VERSION
  320. , &m_device
  321. , &featureLevel
  322. , &m_deviceCtx
  323. );
  324. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  325. IDXGIDevice* device;
  326. hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
  327. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  328. IDXGIAdapter* adapter;
  329. hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
  330. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  331. DX_RELEASE(device, 2);
  332. hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
  333. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  334. DX_RELEASE(adapter, 2);
  335. hr = m_factory->CreateSwapChain(m_device
  336. , &m_scd
  337. , &m_swapChain
  338. );
  339. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  340. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  341. {
  342. m_predefinedUniforms[ii].create(UniformType::Uniform4x4fv, 1, false);
  343. m_uniformReg.add(getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  344. }
  345. postReset();
  346. }
  347. void shutdown()
  348. {
  349. preReset();
  350. m_deviceCtx->ClearState();
  351. invalidateCache();
  352. for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
  353. {
  354. m_indexBuffers[ii].destroy();
  355. }
  356. for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
  357. {
  358. m_vertexBuffers[ii].destroy();
  359. }
  360. for (uint32_t ii = 0; ii < countof(m_vertexShaders); ++ii)
  361. {
  362. m_vertexShaders[ii].destroy();
  363. }
  364. for (uint32_t ii = 0; ii < countof(m_fragmentShaders); ++ii)
  365. {
  366. m_fragmentShaders[ii].destroy();
  367. }
  368. for (uint32_t ii = 0; ii < countof(m_textures); ++ii)
  369. {
  370. m_textures[ii].destroy();
  371. }
  372. for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
  373. {
  374. m_renderTargets[ii].destroy();
  375. }
  376. for (uint32_t ii = 0; ii < countof(m_uniforms); ++ii)
  377. {
  378. m_uniforms[ii].destroy();
  379. }
  380. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  381. {
  382. m_predefinedUniforms[ii].destroy();
  383. }
  384. DX_RELEASE(m_swapChain, 0);
  385. DX_RELEASE(m_deviceCtx, 0);
  386. DX_RELEASE(m_device, 0);
  387. DX_RELEASE(m_factory, 0);
  388. FreeLibrary(m_d3d11dll);
  389. }
  390. void preReset()
  391. {
  392. DX_RELEASE(m_backBufferDepthStencil, 0);
  393. DX_RELEASE(m_backBufferColor, 0);
  394. // invalidateCache();
  395. capturePreReset();
  396. }
  397. void postReset()
  398. {
  399. ID3D11Texture2D* color;
  400. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  401. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  402. DX_RELEASE(color, 0);
  403. D3D11_TEXTURE2D_DESC dsd;
  404. dsd.Width = m_scd.BufferDesc.Width;
  405. dsd.Height = m_scd.BufferDesc.Height;
  406. dsd.MipLevels = 1;
  407. dsd.ArraySize = 1;
  408. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  409. dsd.SampleDesc = m_scd.SampleDesc;
  410. dsd.Usage = D3D11_USAGE_DEFAULT;
  411. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  412. dsd.CPUAccessFlags = 0;
  413. dsd.MiscFlags = 0;
  414. ID3D11Texture2D* depthStencil;
  415. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  416. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  417. DX_RELEASE(depthStencil, 0);
  418. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  419. m_currentColor = m_backBufferColor;
  420. m_currentDepthStencil = m_backBufferDepthStencil;
  421. capturePostReset();
  422. }
  423. void flip()
  424. {
  425. if (NULL != m_swapChain)
  426. {
  427. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  428. DX_CHECK(m_swapChain->Present(syncInterval, 0) );
  429. }
  430. }
  431. void invalidateCache()
  432. {
  433. m_inputLayoutCache.invalidate();
  434. m_blendStateCache.invalidate();
  435. m_depthStencilStateCache.invalidate();
  436. m_rasterizerStateCache.invalidate();
  437. m_samplerStateCache.invalidate();
  438. }
  439. void updateMsaa()
  440. {
  441. for (uint32_t ii = 1, last = 0; ii < countof(s_msaa); ++ii)
  442. {
  443. uint32_t msaa = s_checkMsaa[ii];
  444. uint32_t quality = 0;
  445. HRESULT hr = m_device->CheckMultisampleQualityLevels(m_scd.BufferDesc.Format, msaa, &quality);
  446. if (SUCCEEDED(hr)
  447. && 0 < quality)
  448. {
  449. s_msaa[ii].Count = msaa;
  450. s_msaa[ii].Quality = quality - 1;
  451. last = ii;
  452. }
  453. else
  454. {
  455. s_msaa[ii] = s_msaa[last];
  456. }
  457. }
  458. }
  459. void updateResolution(const Resolution& _resolution)
  460. {
  461. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  462. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  463. || m_flags != _resolution.m_flags)
  464. {
  465. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  466. m_flags = _resolution.m_flags;
  467. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  468. m_textVideoMem.clear();
  469. m_scd.BufferDesc.Width = _resolution.m_width;
  470. m_scd.BufferDesc.Height = _resolution.m_height;
  471. preReset();
  472. if (resize)
  473. {
  474. DX_CHECK(m_swapChain->ResizeBuffers(2
  475. , m_scd.BufferDesc.Width
  476. , m_scd.BufferDesc.Height
  477. , m_scd.BufferDesc.Format
  478. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  479. ) );
  480. }
  481. else
  482. {
  483. updateMsaa();
  484. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  485. DX_RELEASE(m_swapChain, 0);
  486. HRESULT hr;
  487. hr = m_factory->CreateSwapChain(m_device
  488. , &m_scd
  489. , &m_swapChain
  490. );
  491. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  492. }
  493. postReset();
  494. }
  495. }
  496. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  497. {
  498. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  499. {
  500. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  501. m_fsChanges += _numRegs;
  502. }
  503. else
  504. {
  505. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  506. m_vsChanges += _numRegs;
  507. }
  508. }
  509. void commitShaderConstants()
  510. {
  511. if (0 < m_vsChanges)
  512. {
  513. if (NULL != m_currentProgram->m_vsh->m_buffer)
  514. {
  515. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  516. }
  517. m_vsChanges = 0;
  518. }
  519. if (0 < m_fsChanges)
  520. {
  521. if (NULL != m_currentProgram->m_fsh->m_buffer)
  522. {
  523. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  524. }
  525. m_fsChanges = 0;
  526. }
  527. }
  528. void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
  529. {
  530. BX_UNUSED(_msaa);
  531. if (_rt.idx == invalidHandle)
  532. {
  533. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  534. m_currentColor = m_backBufferColor;
  535. m_currentDepthStencil = m_backBufferDepthStencil;
  536. }
  537. else
  538. {
  539. invalidateTextureStage();
  540. RenderTarget& renderTarget = m_renderTargets[_rt.idx];
  541. m_deviceCtx->OMSetRenderTargets(1, &renderTarget.m_rtv, renderTarget.m_dsv);
  542. m_currentColor = renderTarget.m_rtv;
  543. m_currentDepthStencil = renderTarget.m_dsv;
  544. }
  545. }
  546. void clear(const Clear& _clear)
  547. {
  548. if (NULL != m_currentColor
  549. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  550. {
  551. uint32_t rgba = _clear.m_rgba;
  552. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  553. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  554. }
  555. if (NULL != m_currentDepthStencil
  556. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  557. {
  558. DWORD flags = 0;
  559. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  560. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  561. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  562. }
  563. }
  564. void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program, uint8_t _numInstanceData)
  565. {
  566. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  567. layoutHash ^= _numInstanceData;
  568. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  569. if (NULL == layout)
  570. {
  571. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  572. VertexDecl decl;
  573. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  574. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  575. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  576. {
  577. uint8_t mask = attrMask[ii];
  578. uint8_t attr = (decl.m_attributes[ii] & mask);
  579. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  580. }
  581. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  582. uint32_t num = uint32_t(elem-vertexElements);
  583. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  584. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  585. {
  586. uint32_t index = 8-_numInstanceData+ii;
  587. uint32_t jj;
  588. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  589. for (jj = 0; jj < num; ++jj)
  590. {
  591. curr = &vertexElements[jj];
  592. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  593. && curr->SemanticIndex == index)
  594. {
  595. break;
  596. }
  597. }
  598. if (jj == num)
  599. {
  600. curr = elem;
  601. ++elem;
  602. }
  603. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  604. curr->InputSlot = 1;
  605. curr->SemanticIndex = index;
  606. curr->AlignedByteOffset = ii*16;
  607. }
  608. num = uint32_t(elem-vertexElements);
  609. DX_CHECK(m_device->CreateInputLayout(vertexElements
  610. , num
  611. , _program.m_vsh->m_code->data
  612. , _program.m_vsh->m_code->size
  613. , &layout
  614. ) );
  615. m_inputLayoutCache.add(layoutHash, layout);
  616. }
  617. m_deviceCtx->IASetInputLayout(layout);
  618. }
  619. void setBlendState(uint64_t _state, uint32_t _rgba = UINT32_MAX)
  620. {
  621. _state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
  622. ID3D11BlendState* bs = m_blendStateCache.find(_state);
  623. if (NULL == bs)
  624. {
  625. D3D11_BLEND_DESC desc;
  626. memset(&desc, 0, sizeof(desc) );
  627. D3D11_RENDER_TARGET_BLEND_DESC& drt = desc.RenderTarget[0];
  628. drt.BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  629. uint32_t blend = (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  630. uint32_t src = blend&0xf;
  631. uint32_t dst = (blend>>4)&0xf;
  632. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  633. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  634. drt.SrcBlend = s_blendFactor[src][0];
  635. drt.DestBlend = s_blendFactor[dst][0];
  636. drt.BlendOp = D3D11_BLEND_OP_ADD;
  637. drt.SrcBlendAlpha = s_blendFactor[src][1];
  638. drt.DestBlendAlpha = s_blendFactor[dst][1];
  639. drt.BlendOpAlpha = D3D11_BLEND_OP_ADD;
  640. drt.RenderTargetWriteMask = writeMask;
  641. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  642. m_blendStateCache.add(_state, bs);
  643. }
  644. float blendFactor[4];
  645. blendFactor[0] = (_rgba>>24)/255.0f;
  646. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  647. blendFactor[2] = ( (_rgba>>8)&0xff)/255.0f;
  648. blendFactor[3] = (_rgba&0xff)/255.0f;
  649. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  650. }
  651. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  652. {
  653. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  654. uint32_t fstencil = unpackStencil(0, _stencil);
  655. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  656. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  657. HashMurmur2A murmur;
  658. murmur.begin();
  659. murmur.add(_state);
  660. murmur.add(_stencil);
  661. uint32_t hash = murmur.end();
  662. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  663. if (NULL == dss)
  664. {
  665. D3D11_DEPTH_STENCIL_DESC desc;
  666. memset(&desc, 0, sizeof(desc) );
  667. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  668. desc.DepthEnable = 0 != func;
  669. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  670. desc.DepthFunc = s_depthFunc[func];
  671. uint32_t bstencil = unpackStencil(1, _stencil);
  672. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  673. bstencil = frontAndBack ? bstencil : fstencil;
  674. desc.StencilEnable = 0 != _stencil;
  675. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  676. desc.StencilWriteMask = 0xff;
  677. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  678. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  679. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  680. desc.FrontFace.StencilFunc = s_stencilFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  681. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  682. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  683. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  684. desc.BackFace.StencilFunc = s_stencilFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  685. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  686. m_depthStencilStateCache.add(hash, dss);
  687. }
  688. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  689. }
  690. void setDebugWireframe(bool _wireframe)
  691. {
  692. if (m_wireframe != _wireframe)
  693. {
  694. m_wireframe = _wireframe;
  695. m_rasterizerStateCache.invalidate();
  696. }
  697. }
  698. void setRasterizerState(uint64_t _state, bool _wireframe = false)
  699. {
  700. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  701. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  702. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  703. if (NULL == rs)
  704. {
  705. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  706. D3D11_RASTERIZER_DESC desc;
  707. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  708. desc.CullMode = s_cullMode[cull];
  709. desc.FrontCounterClockwise = false;
  710. desc.DepthBias = 0;
  711. desc.DepthBiasClamp = 0.0f;
  712. desc.SlopeScaledDepthBias = 0.0f;
  713. desc.DepthClipEnable = false;
  714. desc.ScissorEnable = false;
  715. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  716. desc.AntialiasedLineEnable = false;
  717. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  718. m_rasterizerStateCache.add(_state, rs);
  719. }
  720. m_deviceCtx->RSSetState(rs);
  721. }
  722. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  723. {
  724. _flags &= BGFX_TEXTURE_MIN_MASK|BGFX_TEXTURE_MAG_MASK|BGFX_TEXTURE_MIP_MASK
  725. | BGFX_TEXTURE_U_MASK|BGFX_TEXTURE_V_MASK|BGFX_TEXTURE_W_MASK
  726. ;
  727. uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  728. uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  729. uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  730. D3D11_SAMPLER_DESC sd;
  731. sd.Filter = (D3D11_FILTER)(minFilter|magFilter|mipFilter);
  732. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  733. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  734. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  735. sd.MipLODBias = 0.0f;
  736. sd.MaxAnisotropy = 1;
  737. sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
  738. sd.BorderColor[0] = 0.0f;
  739. sd.BorderColor[1] = 0.0f;
  740. sd.BorderColor[2] = 0.0f;
  741. sd.BorderColor[3] = 0.0f;
  742. sd.MinLOD = 0;
  743. sd.MaxLOD = D3D11_FLOAT32_MAX;
  744. uint32_t hash = bx::hashMurmur2A(sd);
  745. ID3D11SamplerState* sampler = m_samplerStateCache.find(hash);
  746. if (NULL == sampler)
  747. {
  748. m_device->CreateSamplerState(&sd, &sampler);
  749. DX_CHECK_REFCOUNT(sampler, 1);
  750. m_samplerStateCache.add(hash, sampler);
  751. }
  752. return sampler;
  753. }
  754. void commitTextureStage()
  755. {
  756. m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
  757. m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
  758. }
  759. void invalidateTextureStage()
  760. {
  761. m_textureStage.clear();
  762. commitTextureStage();
  763. }
  764. void capturePostReset()
  765. {
  766. if (m_flags&BGFX_RESET_CAPTURE)
  767. {
  768. ID3D11Texture2D* backBuffer;
  769. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  770. D3D11_TEXTURE2D_DESC backBufferDesc;
  771. backBuffer->GetDesc(&backBufferDesc);
  772. D3D11_TEXTURE2D_DESC desc;
  773. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  774. desc.SampleDesc.Count = 1;
  775. desc.SampleDesc.Quality = 0;
  776. desc.Usage = D3D11_USAGE_STAGING;
  777. desc.BindFlags = 0;
  778. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  779. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  780. if (SUCCEEDED(hr) )
  781. {
  782. if (backBufferDesc.SampleDesc.Count != 1)
  783. {
  784. desc.Usage = D3D11_USAGE_DEFAULT;
  785. desc.CPUAccessFlags = 0;
  786. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  787. }
  788. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  789. }
  790. DX_RELEASE(backBuffer, 0);
  791. }
  792. }
  793. void capturePreReset()
  794. {
  795. if (NULL != m_captureTexture)
  796. {
  797. g_callback->captureEnd();
  798. }
  799. DX_RELEASE(m_captureResolve, 0);
  800. DX_RELEASE(m_captureTexture, 0);
  801. }
  802. void capture()
  803. {
  804. if (NULL != m_captureTexture)
  805. {
  806. ID3D11Texture2D* backBuffer;
  807. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  808. DXGI_MODE_DESC& desc = m_scd.BufferDesc;
  809. if (NULL == m_captureResolve)
  810. {
  811. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  812. }
  813. else
  814. {
  815. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
  816. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  817. }
  818. D3D11_MAPPED_SUBRESOURCE mapped;
  819. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  820. g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
  821. m_deviceCtx->Unmap(m_captureTexture, 0);
  822. DX_RELEASE(backBuffer, 0);
  823. }
  824. }
  825. void saveScreenShot(Memory* _mem)
  826. {
  827. ID3D11Texture2D* backBuffer;
  828. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  829. D3D11_TEXTURE2D_DESC backBufferDesc;
  830. backBuffer->GetDesc(&backBufferDesc);
  831. D3D11_TEXTURE2D_DESC desc;
  832. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  833. desc.SampleDesc.Count = 1;
  834. desc.SampleDesc.Quality = 0;
  835. desc.Usage = D3D11_USAGE_STAGING;
  836. desc.BindFlags = 0;
  837. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  838. ID3D11Texture2D* texture;
  839. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  840. if (SUCCEEDED(hr) )
  841. {
  842. if (backBufferDesc.SampleDesc.Count == 1)
  843. {
  844. m_deviceCtx->CopyResource(texture, backBuffer);
  845. }
  846. else
  847. {
  848. desc.Usage = D3D11_USAGE_DEFAULT;
  849. desc.CPUAccessFlags = 0;
  850. ID3D11Texture2D* resolve;
  851. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  852. if (SUCCEEDED(hr) )
  853. {
  854. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  855. m_deviceCtx->CopyResource(texture, resolve);
  856. DX_RELEASE(resolve, 0);
  857. }
  858. }
  859. D3D11_MAPPED_SUBRESOURCE mapped;
  860. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  861. g_callback->screenShot( (const char*)_mem->data
  862. , backBufferDesc.Width
  863. , backBufferDesc.Height
  864. , mapped.RowPitch
  865. , mapped.pData
  866. , backBufferDesc.Height*mapped.RowPitch
  867. , false
  868. );
  869. m_deviceCtx->Unmap(texture, 0);
  870. DX_RELEASE(texture, 0);
  871. }
  872. DX_RELEASE(backBuffer, 0);
  873. }
  874. HMODULE m_d3d11dll;
  875. IDXGIFactory* m_factory;
  876. IDXGISwapChain* m_swapChain;
  877. ID3D11Device* m_device;
  878. ID3D11DeviceContext* m_deviceCtx;
  879. ID3D11RenderTargetView* m_backBufferColor;
  880. ID3D11DepthStencilView* m_backBufferDepthStencil;
  881. ID3D11RenderTargetView* m_currentColor;
  882. ID3D11DepthStencilView* m_currentDepthStencil;
  883. ID3D11Texture2D* m_captureTexture;
  884. ID3D11Texture2D* m_captureResolve;
  885. bool m_wireframe;
  886. DXGI_SWAP_CHAIN_DESC m_scd;
  887. uint32_t m_flags;
  888. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  889. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  890. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  891. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  892. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  893. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  894. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  895. RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
  896. UniformBuffer m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  897. UniformBuffer m_predefinedUniforms[PredefinedUniform::Count];
  898. UniformRegistry m_uniformReg;
  899. StateCacheT<ID3D11BlendState> m_blendStateCache;
  900. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  901. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  902. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  903. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  904. TextVideoMem m_textVideoMem;
  905. RenderTargetHandle m_rt;
  906. TextureStage m_textureStage;
  907. Program* m_currentProgram;
  908. uint8_t m_vsScratch[64<<10];
  909. uint8_t m_fsScratch[64<<10];
  910. uint32_t m_vsChanges;
  911. uint32_t m_fsChanges;
  912. };
  913. static RendererContext s_renderCtx;
  914. void IndexBuffer::create(uint32_t _size, void* _data)
  915. {
  916. m_size = _size;
  917. m_dynamic = NULL == _data;
  918. D3D11_BUFFER_DESC desc;
  919. desc.ByteWidth = _size;
  920. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  921. desc.MiscFlags = 0;
  922. desc.StructureByteStride = 0;
  923. if (m_dynamic)
  924. {
  925. desc.Usage = D3D11_USAGE_DYNAMIC;
  926. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  927. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  928. , NULL
  929. , &m_ptr
  930. ) );
  931. }
  932. else
  933. {
  934. desc.Usage = D3D11_USAGE_IMMUTABLE;
  935. desc.CPUAccessFlags = 0;
  936. D3D11_SUBRESOURCE_DATA srd;
  937. srd.pSysMem = _data;
  938. srd.SysMemPitch = 0;
  939. srd.SysMemSlicePitch = 0;
  940. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  941. , &srd
  942. , &m_ptr
  943. ) );
  944. }
  945. }
  946. void IndexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  947. {
  948. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  949. BX_CHECK(m_dynamic, "Must be dynamic!");
  950. D3D11_MAPPED_SUBRESOURCE mapped;
  951. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  952. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  953. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  954. deviceCtx->Unmap(m_ptr, 0);
  955. }
  956. void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  957. {
  958. m_size = _size;
  959. m_decl = _declHandle;
  960. m_dynamic = NULL == _data;
  961. D3D11_BUFFER_DESC desc;
  962. desc.ByteWidth = _size;
  963. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  964. desc.MiscFlags = 0;
  965. if (m_dynamic)
  966. {
  967. desc.Usage = D3D11_USAGE_DYNAMIC;
  968. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  969. desc.StructureByteStride = 0;
  970. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  971. , NULL
  972. , &m_ptr
  973. ) );
  974. }
  975. else
  976. {
  977. desc.Usage = D3D11_USAGE_IMMUTABLE;
  978. desc.CPUAccessFlags = 0;
  979. desc.StructureByteStride = 0;
  980. D3D11_SUBRESOURCE_DATA srd;
  981. srd.pSysMem = _data;
  982. srd.SysMemPitch = 0;
  983. srd.SysMemSlicePitch = 0;
  984. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  985. , &srd
  986. , &m_ptr
  987. ) );
  988. }
  989. }
  990. void VertexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  991. {
  992. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  993. BX_CHECK(m_dynamic, "Must be dynamic!");
  994. D3D11_MAPPED_SUBRESOURCE mapped;
  995. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  996. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  997. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  998. deviceCtx->Unmap(m_ptr, 0);
  999. }
  1000. void ConstantBuffer::commit()
  1001. {
  1002. reset();
  1003. do
  1004. {
  1005. uint32_t opcode = read();
  1006. if (UniformType::End == opcode)
  1007. {
  1008. break;
  1009. }
  1010. UniformType::Enum type;
  1011. uint16_t loc;
  1012. uint16_t num;
  1013. uint16_t copy;
  1014. decodeOpcode(opcode, type, loc, num, copy);
  1015. const char* data;
  1016. if (copy)
  1017. {
  1018. data = read(g_uniformTypeSize[type]*num);
  1019. }
  1020. else
  1021. {
  1022. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1023. }
  1024. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1025. case UniformType::_uniform: \
  1026. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1027. { \
  1028. s_renderCtx.setShaderConstant(type, loc, data, num); \
  1029. } \
  1030. break;
  1031. switch ((int32_t)type)
  1032. {
  1033. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1034. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1035. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1036. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1037. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1038. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1039. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1040. CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
  1041. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
  1042. case UniformType::End:
  1043. break;
  1044. default:
  1045. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1046. break;
  1047. }
  1048. #undef CASE_IMPLEMENT_UNIFORM
  1049. } while (true);
  1050. }
  1051. void TextVideoMemBlitter::setup()
  1052. {
  1053. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1054. uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
  1055. uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
  1056. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1057. s_renderCtx.setRenderTarget(rt, false);
  1058. D3D11_VIEWPORT vp;
  1059. vp.TopLeftX = 0;
  1060. vp.TopLeftY = 0;
  1061. vp.Width = (float)width;
  1062. vp.Height = (float)height;
  1063. vp.MinDepth = 0.0f;
  1064. vp.MaxDepth = 1.0f;
  1065. deviceCtx->RSSetViewports(1, &vp);
  1066. uint64_t state = BGFX_STATE_RGB_WRITE
  1067. | BGFX_STATE_ALPHA_WRITE
  1068. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1069. ;
  1070. s_renderCtx.setBlendState(state);
  1071. s_renderCtx.setDepthStencilState(state);
  1072. s_renderCtx.setRasterizerState(state, false);
  1073. Program& program = s_renderCtx.m_program[m_program.idx];
  1074. s_renderCtx.m_currentProgram = &program;
  1075. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1076. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1077. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1078. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1079. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  1080. VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  1081. uint32_t stride = vertexDecl.m_stride;
  1082. uint32_t offset = 0;
  1083. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1084. s_renderCtx.setInputLayout(vertexDecl, program, 0);
  1085. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  1086. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1087. float proj[16];
  1088. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1089. PredefinedUniform& predefined = program.m_predefined[0];
  1090. uint8_t flags = predefined.m_type;
  1091. s_renderCtx.setShaderConstant(flags, predefined.m_loc, proj, 4);
  1092. s_renderCtx.commitShaderConstants();
  1093. s_renderCtx.m_textures[m_texture.idx].commit(0);
  1094. s_renderCtx.commitTextureStage();
  1095. }
  1096. void TextVideoMemBlitter::render(uint32_t _numIndices)
  1097. {
  1098. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1099. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  1100. ib.update(0, _numIndices*2, m_ib->data);
  1101. uint32_t numVertices = _numIndices*4/6;
  1102. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  1103. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1104. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1105. }
  1106. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  1107. {
  1108. BX_UNUSED(_height);
  1109. uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
  1110. uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
  1111. if (0 == _rect.m_x
  1112. && 0 == _rect.m_y
  1113. && width == _rect.m_width
  1114. && height == _rect.m_height)
  1115. {
  1116. s_renderCtx.clear(_clear);
  1117. }
  1118. else
  1119. {
  1120. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1121. uint64_t state = 0;
  1122. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1123. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1124. uint64_t stencil = 0;
  1125. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
  1126. | BGFX_STENCIL_TEST_ALWAYS
  1127. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1128. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1129. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1130. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1131. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1132. : 0
  1133. ;
  1134. s_renderCtx.setBlendState(state);
  1135. s_renderCtx.setDepthStencilState(state, stencil);
  1136. s_renderCtx.setRasterizerState(state, false);
  1137. Program& program = s_renderCtx.m_program[m_program.idx];
  1138. s_renderCtx.m_currentProgram = &program;
  1139. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1140. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1141. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1142. deviceCtx->PSSetConstantBuffers(0, 0, NULL);
  1143. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  1144. VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  1145. uint32_t stride = vertexDecl.m_stride;
  1146. uint32_t offset = 0;
  1147. {
  1148. struct Vertex
  1149. {
  1150. float m_x;
  1151. float m_y;
  1152. float m_z;
  1153. uint32_t m_abgr;
  1154. } * vertex = (Vertex*)m_vb->data;
  1155. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1156. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1157. const float depth = _clear.m_depth;
  1158. vertex->m_x = -1.0f;
  1159. vertex->m_y = -1.0f;
  1160. vertex->m_z = depth;
  1161. vertex->m_abgr = abgr;
  1162. vertex++;
  1163. vertex->m_x = 1.0f;
  1164. vertex->m_y = -1.0f;
  1165. vertex->m_z = depth;
  1166. vertex->m_abgr = abgr;
  1167. vertex++;
  1168. vertex->m_x = 1.0f;
  1169. vertex->m_y = 1.0f;
  1170. vertex->m_z = depth;
  1171. vertex->m_abgr = abgr;
  1172. vertex++;
  1173. vertex->m_x = -1.0f;
  1174. vertex->m_y = 1.0f;
  1175. vertex->m_z = depth;
  1176. vertex->m_abgr = abgr;
  1177. }
  1178. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  1179. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1180. s_renderCtx.setInputLayout(vertexDecl, program, 0);
  1181. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib.idx];
  1182. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1183. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1184. deviceCtx->DrawIndexed(6, 0, 0);
  1185. }
  1186. }
  1187. void Shader::create(bool _fragment, const Memory* _mem)
  1188. {
  1189. bx::MemoryReader reader(_mem->data, _mem->size);
  1190. uint32_t magic;
  1191. bx::read(&reader, magic);
  1192. uint32_t iohash;
  1193. bx::read(&reader, iohash);
  1194. bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
  1195. uint16_t count;
  1196. bx::read(&reader, count);
  1197. uint16_t size;
  1198. bx::read(&reader, size);
  1199. if (0 < size)
  1200. {
  1201. D3D11_BUFFER_DESC desc;
  1202. desc.ByteWidth = size;
  1203. desc.Usage = D3D11_USAGE_DEFAULT;
  1204. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1205. desc.CPUAccessFlags = 0;
  1206. desc.MiscFlags = 0;
  1207. desc.StructureByteStride = 0;
  1208. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  1209. }
  1210. m_numPredefined = 0;
  1211. m_numUniforms = count;
  1212. BX_TRACE("Shader consts %d", count);
  1213. uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1214. if (0 < count)
  1215. {
  1216. m_constantBuffer = ConstantBuffer::create(1024);
  1217. for (uint32_t ii = 0; ii < count; ++ii)
  1218. {
  1219. uint8_t nameSize;
  1220. bx::read(&reader, nameSize);
  1221. char name[256];
  1222. bx::read(&reader, &name, nameSize);
  1223. name[nameSize] = '\0';
  1224. uint8_t type;
  1225. bx::read(&reader, type);
  1226. uint8_t num;
  1227. bx::read(&reader, num);
  1228. uint16_t regIndex;
  1229. bx::read(&reader, regIndex);
  1230. uint16_t regCount;
  1231. bx::read(&reader, regCount);
  1232. const char* kind = "invalid";
  1233. const void* data = NULL;
  1234. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1235. if (PredefinedUniform::Count != predefined)
  1236. {
  1237. kind = "predefined";
  1238. m_predefined[m_numPredefined].m_loc = regIndex;
  1239. m_predefined[m_numPredefined].m_count = regCount;
  1240. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1241. m_numPredefined++;
  1242. }
  1243. else
  1244. {
  1245. const UniformInfo* info = s_renderCtx.m_uniformReg.find(name);
  1246. UniformBuffer* uniform = info != NULL ? (UniformBuffer*)info->m_data : NULL;
  1247. if (NULL != uniform)
  1248. {
  1249. kind = "user";
  1250. data = uniform->m_data;
  1251. m_constantBuffer->writeUniformRef( (UniformType::Enum)(type|fragmentBit), regIndex, data, regCount);
  1252. }
  1253. }
  1254. BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
  1255. , kind
  1256. , name
  1257. , type
  1258. , num
  1259. , regIndex
  1260. , regCount
  1261. );
  1262. }
  1263. m_constantBuffer->finish();
  1264. }
  1265. uint16_t shaderSize;
  1266. bx::read(&reader, shaderSize);
  1267. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1268. bx::skip(&reader, shaderSize);
  1269. if (_fragment)
  1270. {
  1271. DX_CHECK(s_renderCtx.m_device->CreatePixelShader(code, shaderSize, NULL, (ID3D11PixelShader**)&m_ptr) );
  1272. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1273. }
  1274. else
  1275. {
  1276. m_hash = hashMurmur2A(code, shaderSize);
  1277. m_code = alloc(shaderSize);
  1278. memcpy(m_code->data, code, shaderSize);
  1279. DX_CHECK(s_renderCtx.m_device->CreateVertexShader(code, shaderSize, NULL, (ID3D11VertexShader**)&m_ptr) );
  1280. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1281. }
  1282. }
  1283. void Texture::create(const Memory* _mem, uint32_t _flags)
  1284. {
  1285. m_sampler = s_renderCtx.getSamplerState(_flags);
  1286. Dds dds;
  1287. if (parseDds(dds, _mem) )
  1288. {
  1289. bool decompress = false;
  1290. if (dds.m_cubeMap)
  1291. {
  1292. m_type = TextureCube;
  1293. }
  1294. else if (dds.m_depth > 1)
  1295. {
  1296. m_type = Texture3D;
  1297. }
  1298. else
  1299. {
  1300. m_type = Texture2D;
  1301. }
  1302. uint32_t numSrd = dds.m_numMips*(dds.m_cubeMap ? 6 : 1);
  1303. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  1304. uint32_t kk = 0;
  1305. bool convert = false;
  1306. m_numMips = dds.m_numMips;
  1307. if (decompress
  1308. || TextureFormat::Unknown < dds.m_type)
  1309. {
  1310. uint32_t bpp = s_textureFormat[dds.m_type].m_bpp;
  1311. convert = TextureFormat::BGRX8 == dds.m_type;
  1312. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1313. {
  1314. uint32_t width = dds.m_width;
  1315. uint32_t height = dds.m_height;
  1316. uint32_t depth = dds.m_depth;
  1317. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1318. {
  1319. width = uint32_max(1, width);
  1320. height = uint32_max(1, height);
  1321. depth = uint32_max(1, depth);
  1322. Mip mip;
  1323. if (getRawImageData(dds, side, lod, _mem, mip) )
  1324. {
  1325. if (convert)
  1326. {
  1327. uint8_t* temp = (uint8_t*)g_realloc(NULL, mip.m_width*mip.m_height*bpp/8);
  1328. mip.decode(temp);
  1329. srd[kk].pSysMem = temp;
  1330. srd[kk].SysMemPitch = mip.m_width*bpp/8;
  1331. }
  1332. else
  1333. {
  1334. srd[kk].pSysMem = mip.m_data;
  1335. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1336. }
  1337. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1338. ++kk;
  1339. }
  1340. width >>= 1;
  1341. height >>= 1;
  1342. depth >>= 1;
  1343. }
  1344. }
  1345. }
  1346. else
  1347. {
  1348. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1349. {
  1350. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1351. {
  1352. Mip mip;
  1353. if (getRawImageData(dds, side, lod, _mem, mip) )
  1354. {
  1355. srd[kk].pSysMem = mip.m_data;
  1356. if (TextureFormat::Unknown > dds.m_type)
  1357. {
  1358. srd[kk].SysMemPitch = (mip.m_width/4)*mip.m_blockSize;
  1359. srd[kk].SysMemSlicePitch = (mip.m_height/4)*srd[kk].SysMemPitch;
  1360. }
  1361. else
  1362. {
  1363. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1364. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1365. }
  1366. ++kk;
  1367. }
  1368. }
  1369. }
  1370. }
  1371. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1372. memset(&srvd, 0, sizeof(srvd) );
  1373. srvd.Format = s_textureFormat[dds.m_type].m_fmt;
  1374. switch (m_type)
  1375. {
  1376. case Texture2D:
  1377. case TextureCube:
  1378. {
  1379. D3D11_TEXTURE2D_DESC desc;
  1380. desc.Width = dds.m_width;
  1381. desc.Height = dds.m_height;
  1382. desc.MipLevels = dds.m_numMips;
  1383. desc.Format = s_textureFormat[dds.m_type].m_fmt;
  1384. desc.SampleDesc.Count = 1;
  1385. desc.SampleDesc.Quality = 0;
  1386. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1387. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1388. desc.CPUAccessFlags = 0;
  1389. if (dds.m_cubeMap)
  1390. {
  1391. desc.ArraySize = 6;
  1392. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1393. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1394. srvd.TextureCube.MipLevels = dds.m_numMips;
  1395. }
  1396. else
  1397. {
  1398. desc.ArraySize = 1;
  1399. desc.MiscFlags = 0;
  1400. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1401. srvd.Texture2D.MipLevels = dds.m_numMips;
  1402. }
  1403. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
  1404. }
  1405. break;
  1406. case Texture3D:
  1407. {
  1408. D3D11_TEXTURE3D_DESC desc;
  1409. desc.Width = dds.m_width;
  1410. desc.Height = dds.m_height;
  1411. desc.Depth = dds.m_depth;
  1412. desc.MipLevels = dds.m_numMips;
  1413. desc.Format = s_textureFormat[dds.m_type].m_fmt;
  1414. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1415. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1416. desc.CPUAccessFlags = 0;
  1417. desc.MiscFlags = 0;
  1418. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1419. srvd.Texture3D.MipLevels = dds.m_numMips;
  1420. DX_CHECK(s_renderCtx.m_device->CreateTexture3D(&desc, srd, &m_texture3d) );
  1421. }
  1422. break;
  1423. }
  1424. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1425. if (convert)
  1426. {
  1427. kk = 0;
  1428. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1429. {
  1430. for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod)
  1431. {
  1432. g_free(const_cast<void*>(srd[kk].pSysMem) );
  1433. ++kk;
  1434. }
  1435. }
  1436. }
  1437. }
  1438. else
  1439. {
  1440. bx::MemoryReader reader(_mem->data, _mem->size);
  1441. uint32_t magic;
  1442. bx::read(&reader, magic);
  1443. if (BGFX_CHUNK_MAGIC_TEX == magic)
  1444. {
  1445. TextureCreate tc;
  1446. bx::read(&reader, tc);
  1447. if (tc.m_cubeMap)
  1448. {
  1449. m_type = TextureCube;
  1450. }
  1451. else if (tc.m_depth > 1)
  1452. {
  1453. m_type = Texture3D;
  1454. }
  1455. else
  1456. {
  1457. m_type = Texture2D;
  1458. }
  1459. m_numMips = tc.m_numMips;
  1460. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1461. memset(&srvd, 0, sizeof(srvd) );
  1462. srvd.Format = s_textureFormat[tc.m_format].m_fmt;
  1463. if (NULL != tc.m_mem)
  1464. {
  1465. D3D11_TEXTURE2D_DESC desc;
  1466. desc.Width = tc.m_width;
  1467. desc.Height = tc.m_height;
  1468. desc.MipLevels = tc.m_numMips;
  1469. desc.ArraySize = 1;
  1470. desc.Format = srvd.Format;
  1471. desc.SampleDesc.Count = 1;
  1472. desc.SampleDesc.Quality = 0;
  1473. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1474. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1475. desc.CPUAccessFlags = 0;
  1476. desc.MiscFlags = 0;
  1477. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1478. srvd.Texture2D.MipLevels = tc.m_numMips;
  1479. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(tc.m_numMips*sizeof(D3D11_SUBRESOURCE_DATA) );
  1480. uint32_t bpp = s_textureFormat[tc.m_format].m_bpp;
  1481. uint8_t* data = tc.m_mem->data;
  1482. for (uint8_t side = 0, numSides = tc.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1483. {
  1484. uint32_t width = tc.m_width;
  1485. uint32_t height = tc.m_height;
  1486. uint32_t depth = tc.m_depth;
  1487. for (uint32_t lod = 0, num = tc.m_numMips; lod < num; ++lod)
  1488. {
  1489. width = uint32_max(1, width);
  1490. height = uint32_max(1, height);
  1491. depth = uint32_max(1, depth);
  1492. srd[lod].pSysMem = data;
  1493. srd[lod].SysMemPitch = width*bpp/8;
  1494. srd[lod].SysMemSlicePitch = 0;
  1495. data += width*height*bpp/8;
  1496. width >>= 1;
  1497. height >>= 1;
  1498. depth >>= 1;
  1499. }
  1500. }
  1501. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
  1502. release(tc.m_mem);
  1503. }
  1504. else
  1505. {
  1506. switch (m_type)
  1507. {
  1508. case Texture2D:
  1509. case TextureCube:
  1510. {
  1511. D3D11_TEXTURE2D_DESC desc;
  1512. desc.Width = tc.m_width;
  1513. desc.Height = tc.m_height;
  1514. desc.MipLevels = tc.m_numMips;
  1515. desc.Format = srvd.Format;
  1516. desc.SampleDesc.Count = 1;
  1517. desc.SampleDesc.Quality = 0;
  1518. desc.Usage = D3D11_USAGE_DEFAULT;
  1519. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1520. desc.CPUAccessFlags = 0;
  1521. if (TextureCube == m_type)
  1522. {
  1523. desc.ArraySize = 6;
  1524. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1525. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1526. srvd.TextureCube.MipLevels = m_numMips;
  1527. }
  1528. else
  1529. {
  1530. desc.ArraySize = 1;
  1531. desc.MiscFlags = 0;
  1532. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1533. srvd.Texture2D.MipLevels = m_numMips;
  1534. }
  1535. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_texture2d) );
  1536. }
  1537. break;
  1538. case Texture3D:
  1539. {
  1540. D3D11_TEXTURE3D_DESC desc;
  1541. desc.Width = tc.m_width;
  1542. desc.Height = tc.m_height;
  1543. desc.Depth = tc.m_depth;
  1544. desc.MipLevels = tc.m_numMips;
  1545. desc.Format = srvd.Format;
  1546. desc.Usage = D3D11_USAGE_DEFAULT;
  1547. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1548. desc.CPUAccessFlags = 0;
  1549. desc.MiscFlags = 0;
  1550. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1551. srvd.Texture3D.MipLevels = m_numMips;
  1552. DX_CHECK(s_renderCtx.m_device->CreateTexture3D(&desc, NULL, &m_texture3d) );
  1553. }
  1554. break;
  1555. }
  1556. }
  1557. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1558. }
  1559. else
  1560. {
  1561. //
  1562. }
  1563. }
  1564. }
  1565. void Texture::destroy()
  1566. {
  1567. DX_RELEASE(m_srv, 0);
  1568. DX_RELEASE(m_ptr, 0);
  1569. }
  1570. void Texture::commit(uint8_t _stage)
  1571. {
  1572. s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
  1573. s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
  1574. }
  1575. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1576. {
  1577. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1578. D3D11_BOX box;
  1579. box.left = _rect.m_x;
  1580. box.top = _rect.m_y;
  1581. box.right = box.left + _rect.m_width;
  1582. box.bottom = box.top + _rect.m_height;
  1583. box.front = _z;
  1584. box.back = box.front + _depth;
  1585. uint32_t subres = _mip + (_side * m_numMips);
  1586. #if 0
  1587. D3D11_MAPPED_SUBRESOURCE mapped;
  1588. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE, D3D11_MAP_FLAG_DO_NOT_WAIT, &mapped) );
  1589. memcpy( (uint8_t*)mapped.pData + subres*mapped.DepthPitch, _mem->data, _mem->size);
  1590. deviceCtx->Unmap(m_ptr, 0);
  1591. deviceCtx->CopySubresourceRegion(m_ptr
  1592. , subres
  1593. , _rect.m_x
  1594. , _rect.m_y
  1595. , _rect.m_z
  1596. , staging // D3D11_USAGE_STAGING
  1597. , ...
  1598. );
  1599. #else
  1600. deviceCtx->UpdateSubresource(m_ptr, subres, &box, _mem->data, _rect.m_width*4, 0);
  1601. #endif // 0
  1602. }
  1603. void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1604. {
  1605. m_width = _width;
  1606. m_height = _height;
  1607. m_flags = _flags;
  1608. uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1609. uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1610. D3D11_TEXTURE2D_DESC desc;
  1611. desc.Width = _width;
  1612. desc.Height = _height;
  1613. desc.MipLevels = 1;
  1614. desc.ArraySize = 1;
  1615. desc.Format = s_colorFormat[colorFormat];
  1616. desc.SampleDesc.Count = 1;
  1617. desc.SampleDesc.Quality = 0;
  1618. desc.Usage = D3D11_USAGE_DEFAULT;
  1619. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
  1620. desc.CPUAccessFlags = 0;
  1621. desc.MiscFlags = 0;
  1622. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_colorTexture) );
  1623. DX_CHECK(s_renderCtx.m_device->CreateRenderTargetView(m_colorTexture, NULL, &m_rtv) );
  1624. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_colorTexture, NULL, &m_srv) );
  1625. if (0 < depthFormat)
  1626. {
  1627. D3D11_TEXTURE2D_DESC desc;
  1628. desc.Width = _width;
  1629. desc.Height = _height;
  1630. desc.MipLevels = 1;
  1631. desc.ArraySize = 1;
  1632. desc.Format = s_depthFormat[depthFormat];
  1633. desc.SampleDesc.Count = 1;
  1634. desc.SampleDesc.Quality = 0;
  1635. desc.Usage = D3D11_USAGE_DEFAULT;
  1636. desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1637. desc.CPUAccessFlags = 0;
  1638. desc.MiscFlags = 0;
  1639. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_depthTexture) );
  1640. DX_CHECK(s_renderCtx.m_device->CreateDepthStencilView(m_depthTexture, NULL, &m_dsv) );
  1641. // DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_depthTexture, NULL, &m_srv) );
  1642. }
  1643. m_sampler = s_renderCtx.getSamplerState(_textureFlags);
  1644. }
  1645. void RenderTarget::destroy()
  1646. {
  1647. DX_RELEASE(m_srv, 0);
  1648. DX_RELEASE(m_rtv, 0);
  1649. DX_RELEASE(m_colorTexture, 0);
  1650. DX_RELEASE(m_dsv, 0);
  1651. DX_RELEASE(m_depthTexture, 0);
  1652. m_flags = 0;
  1653. }
  1654. void RenderTarget::commit(uint8_t _stage)
  1655. {
  1656. s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
  1657. s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
  1658. }
  1659. void UniformBuffer::create(UniformType::Enum _type, uint16_t _num, bool _alloc)
  1660. {
  1661. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1662. if (_alloc)
  1663. {
  1664. m_data = g_realloc(NULL, size);
  1665. memset(m_data, 0, size);
  1666. }
  1667. D3D11_BUFFER_DESC desc;
  1668. desc.ByteWidth = size;
  1669. desc.Usage = D3D11_USAGE_DEFAULT;
  1670. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1671. desc.CPUAccessFlags = 0;
  1672. desc.MiscFlags = 0;
  1673. desc.StructureByteStride = 0;
  1674. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_ptr) );
  1675. }
  1676. void UniformBuffer::destroy()
  1677. {
  1678. if (NULL != m_data)
  1679. {
  1680. g_free(m_data);
  1681. m_data = NULL;
  1682. }
  1683. DX_RELEASE(m_ptr, 0);
  1684. }
  1685. void Context::flip()
  1686. {
  1687. s_renderCtx.flip();
  1688. }
  1689. void Context::rendererInit()
  1690. {
  1691. s_renderCtx.init();
  1692. }
  1693. void Context::rendererShutdown()
  1694. {
  1695. s_renderCtx.shutdown();
  1696. }
  1697. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  1698. {
  1699. s_renderCtx.m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1700. }
  1701. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  1702. {
  1703. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1704. }
  1705. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  1706. {
  1707. VertexDecl& decl = s_renderCtx.m_vertexDecls[_handle.idx];
  1708. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1709. dump(decl);
  1710. }
  1711. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  1712. {
  1713. }
  1714. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  1715. {
  1716. s_renderCtx.m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1717. }
  1718. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  1719. {
  1720. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1721. }
  1722. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  1723. {
  1724. s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL);
  1725. }
  1726. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1727. {
  1728. s_renderCtx.m_indexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1729. }
  1730. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  1731. {
  1732. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1733. }
  1734. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  1735. {
  1736. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1737. s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1738. }
  1739. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1740. {
  1741. s_renderCtx.m_vertexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1742. }
  1743. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  1744. {
  1745. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1746. }
  1747. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  1748. {
  1749. s_renderCtx.m_vertexShaders[_handle.idx].create(false, _mem);
  1750. }
  1751. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  1752. {
  1753. s_renderCtx.m_vertexShaders[_handle.idx].destroy();
  1754. }
  1755. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  1756. {
  1757. s_renderCtx.m_fragmentShaders[_handle.idx].create(true, _mem);
  1758. }
  1759. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  1760. {
  1761. s_renderCtx.m_fragmentShaders[_handle.idx].destroy();
  1762. }
  1763. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  1764. {
  1765. s_renderCtx.m_program[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]);
  1766. }
  1767. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  1768. {
  1769. s_renderCtx.m_program[_handle.idx].destroy();
  1770. }
  1771. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  1772. {
  1773. s_renderCtx.m_textures[_handle.idx].create(_mem, _flags);
  1774. }
  1775. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  1776. {
  1777. }
  1778. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1779. {
  1780. s_renderCtx.m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _mem);
  1781. }
  1782. void Context::rendererUpdateTextureEnd()
  1783. {
  1784. }
  1785. void Context::rendererDestroyTexture(TextureHandle _handle)
  1786. {
  1787. s_renderCtx.m_textures[_handle.idx].destroy();
  1788. }
  1789. void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1790. {
  1791. s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
  1792. }
  1793. void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
  1794. {
  1795. s_renderCtx.m_renderTargets[_handle.idx].destroy();
  1796. }
  1797. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  1798. {
  1799. s_renderCtx.m_uniforms[_handle.idx].create(_type, _num);
  1800. s_renderCtx.m_uniformReg.add(_name, &s_renderCtx.m_uniforms[_handle.idx]);
  1801. }
  1802. void Context::rendererDestroyUniform(UniformHandle _handle)
  1803. {
  1804. s_renderCtx.m_uniforms[_handle.idx].destroy();
  1805. }
  1806. void Context::rendererSaveScreenShot(Memory* _mem)
  1807. {
  1808. s_renderCtx.saveScreenShot(_mem);
  1809. }
  1810. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  1811. {
  1812. memcpy(s_renderCtx.m_uniforms[_loc].m_data, _data, _size);
  1813. }
  1814. void Context::rendererSubmit()
  1815. {
  1816. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1817. s_renderCtx.updateResolution(m_render->m_resolution);
  1818. int64_t elapsed = -bx::getHPCounter();
  1819. int64_t captureElapsed = 0;
  1820. if (0 < m_render->m_iboffset)
  1821. {
  1822. TransientIndexBuffer* ib = m_render->m_transientIb;
  1823. s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  1824. }
  1825. if (0 < m_render->m_vboffset)
  1826. {
  1827. TransientVertexBuffer* vb = m_render->m_transientVb;
  1828. s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  1829. }
  1830. m_render->sort();
  1831. RenderState currentState;
  1832. currentState.reset();
  1833. currentState.m_flags = BGFX_STATE_NONE;
  1834. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  1835. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  1836. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1837. {
  1838. mtxMul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
  1839. }
  1840. bool wireframe = !!(m_render->m_debug&BGFX_DEBUG_WIREFRAME);
  1841. s_renderCtx.setDebugWireframe(wireframe);
  1842. uint16_t programIdx = invalidHandle;
  1843. SortKey key;
  1844. uint8_t view = 0xff;
  1845. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1846. float alphaRef = 0.0f;
  1847. D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  1848. deviceCtx->IASetPrimitiveTopology(primType);
  1849. uint32_t primNumVerts = 3;
  1850. uint32_t statsNumPrimsSubmitted = 0;
  1851. uint32_t statsNumIndices = 0;
  1852. uint32_t statsNumInstances = 0;
  1853. uint32_t statsNumPrimsRendered = 0;
  1854. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  1855. {
  1856. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  1857. {
  1858. key.decode(m_render->m_sortKeys[item]);
  1859. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  1860. const uint64_t newFlags = state.m_flags;
  1861. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  1862. currentState.m_flags = newFlags;
  1863. const uint64_t newStencil = state.m_stencil;
  1864. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  1865. currentState.m_stencil = newStencil;
  1866. if (key.m_view != view)
  1867. {
  1868. currentState.clear();
  1869. changedFlags = BGFX_STATE_MASK;
  1870. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  1871. currentState.m_flags = newFlags;
  1872. currentState.m_stencil = newStencil;
  1873. view = key.m_view;
  1874. programIdx = invalidHandle;
  1875. if (m_render->m_rt[view].idx != rt.idx)
  1876. {
  1877. rt = m_render->m_rt[view];
  1878. s_renderCtx.setRenderTarget(rt);
  1879. }
  1880. Rect& rect = m_render->m_rect[view];
  1881. D3D11_VIEWPORT vp;
  1882. vp.TopLeftX = rect.m_x;
  1883. vp.TopLeftY = rect.m_y;
  1884. vp.Width = rect.m_width;
  1885. vp.Height = rect.m_height;
  1886. vp.MinDepth = 0.0f;
  1887. vp.MaxDepth = 1.0f;
  1888. deviceCtx->RSSetViewports(1, &vp);
  1889. Clear& clear = m_render->m_clear[view];
  1890. if (BGFX_CLEAR_NONE != clear.m_flags)
  1891. {
  1892. m_clearQuad.clear(rect, clear);
  1893. }
  1894. s_renderCtx.setBlendState(BGFX_STATE_DEFAULT);
  1895. s_renderCtx.setDepthStencilState(BGFX_STATE_DEFAULT, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  1896. s_renderCtx.setRasterizerState(BGFX_STATE_DEFAULT, wireframe);
  1897. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1898. if (primType != s_primType[primIndex])
  1899. {
  1900. primType = s_primType[primIndex];
  1901. primNumVerts = 3-primIndex;
  1902. deviceCtx->IASetPrimitiveTopology(primType);
  1903. }
  1904. }
  1905. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  1906. || 0 != changedStencil)
  1907. {
  1908. s_renderCtx.setDepthStencilState(newFlags, newStencil);
  1909. }
  1910. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_ALPHA_MASK|BGFX_STATE_RGB_WRITE
  1911. |BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK
  1912. |BGFX_STATE_POINT_SIZE_MASK|BGFX_STATE_SRGBWRITE|BGFX_STATE_MSAA) & changedFlags)
  1913. {
  1914. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  1915. {
  1916. s_renderCtx.setBlendState(newFlags, state.m_rgba);
  1917. }
  1918. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  1919. {
  1920. s_renderCtx.setRasterizerState(newFlags, wireframe);
  1921. }
  1922. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  1923. {
  1924. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  1925. alphaRef = ref/255.0f;
  1926. }
  1927. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1928. if (primType != s_primType[primIndex])
  1929. {
  1930. primType = s_primType[primIndex];
  1931. primNumVerts = 3-primIndex;
  1932. deviceCtx->IASetPrimitiveTopology(primType);
  1933. }
  1934. }
  1935. bool programChanged = false;
  1936. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  1937. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  1938. if (key.m_program != programIdx)
  1939. {
  1940. programIdx = key.m_program;
  1941. if (invalidHandle == programIdx)
  1942. {
  1943. s_renderCtx.m_currentProgram = NULL;
  1944. deviceCtx->VSSetShader(NULL, 0, 0);
  1945. deviceCtx->PSSetShader(NULL, 0, 0);
  1946. }
  1947. else
  1948. {
  1949. Program& program = s_renderCtx.m_program[programIdx];
  1950. s_renderCtx.m_currentProgram = &program;
  1951. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1952. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1953. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1954. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1955. }
  1956. programChanged =
  1957. constantsChanged = true;
  1958. }
  1959. if (invalidHandle != programIdx)
  1960. {
  1961. Program& program = s_renderCtx.m_program[programIdx];
  1962. if (constantsChanged)
  1963. {
  1964. program.commit();
  1965. }
  1966. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  1967. {
  1968. PredefinedUniform& predefined = program.m_predefined[ii];
  1969. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  1970. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  1971. {
  1972. case PredefinedUniform::ViewRect:
  1973. {
  1974. float rect[4];
  1975. rect[0] = m_render->m_rect[view].m_x;
  1976. rect[1] = m_render->m_rect[view].m_y;
  1977. rect[2] = m_render->m_rect[view].m_width;
  1978. rect[3] = m_render->m_rect[view].m_height;
  1979. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  1980. }
  1981. break;
  1982. case PredefinedUniform::ViewTexel:
  1983. {
  1984. float rect[4];
  1985. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  1986. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  1987. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  1988. }
  1989. break;
  1990. case PredefinedUniform::View:
  1991. {
  1992. s_renderCtx.setShaderConstant(flags, predefined.m_loc, m_render->m_view[view].val, uint32_min(4, predefined.m_count) );
  1993. }
  1994. break;
  1995. case PredefinedUniform::ViewProj:
  1996. {
  1997. s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProj[view].val, uint32_min(4, predefined.m_count) );
  1998. }
  1999. break;
  2000. case PredefinedUniform::Model:
  2001. {
  2002. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2003. s_renderCtx.setShaderConstant(flags, predefined.m_loc, model.val, uint32_min(state.m_num*4, predefined.m_count) );
  2004. }
  2005. break;
  2006. case PredefinedUniform::ModelView:
  2007. {
  2008. Matrix4 modelView;
  2009. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2010. mtxMul(modelView.val, model.val, m_render->m_view[view].val);
  2011. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelView.val, uint32_min(4, predefined.m_count) );
  2012. }
  2013. break;
  2014. case PredefinedUniform::ModelViewProj:
  2015. {
  2016. Matrix4 modelViewProj;
  2017. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2018. mtxMul(modelViewProj.val, model.val, viewProj[view].val);
  2019. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  2020. }
  2021. break;
  2022. case PredefinedUniform::ModelViewProjX:
  2023. {
  2024. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2025. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  2026. {
  2027. 0.5f, 0.0f, 0.0f, 0.0f,
  2028. 0.0f, 0.5f, 0.0f, 0.0f,
  2029. 0.0f, 0.0f, 0.5f, 0.0f,
  2030. 0.5f, 0.5f, 0.5f, 1.0f,
  2031. };
  2032. uint8_t other = m_render->m_other[view];
  2033. Matrix4 viewProjBias;
  2034. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  2035. Matrix4 modelViewProj;
  2036. mtxMul(modelViewProj.val, model.val, viewProjBias.val);
  2037. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  2038. }
  2039. break;
  2040. case PredefinedUniform::ViewProjX:
  2041. {
  2042. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  2043. {
  2044. 0.5f, 0.0f, 0.0f, 0.0f,
  2045. 0.0f, 0.5f, 0.0f, 0.0f,
  2046. 0.0f, 0.0f, 0.5f, 0.0f,
  2047. 0.5f, 0.5f, 0.5f, 1.0f,
  2048. };
  2049. uint8_t other = m_render->m_other[view];
  2050. Matrix4 viewProjBias;
  2051. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  2052. s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProjBias.val, uint32_min(4, predefined.m_count) );
  2053. }
  2054. break;
  2055. case PredefinedUniform::AlphaRef:
  2056. {
  2057. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  2058. }
  2059. break;
  2060. default:
  2061. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  2062. break;
  2063. }
  2064. }
  2065. if (constantsChanged
  2066. || program.m_numPredefined > 0)
  2067. {
  2068. s_renderCtx.commitShaderConstants();
  2069. }
  2070. }
  2071. // if (BGFX_STATE_TEX_MASK & changedFlags)
  2072. {
  2073. uint32_t changes = 0;
  2074. uint64_t flag = BGFX_STATE_TEX0;
  2075. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  2076. {
  2077. const Sampler& sampler = state.m_sampler[stage];
  2078. Sampler& current = currentState.m_sampler[stage];
  2079. if (current.m_idx != sampler.m_idx
  2080. || current.m_flags != sampler.m_flags
  2081. || programChanged)
  2082. {
  2083. if (invalidHandle != sampler.m_idx)
  2084. {
  2085. switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
  2086. {
  2087. case BGFX_SAMPLER_TEXTURE:
  2088. s_renderCtx.m_textures[sampler.m_idx].commit(stage);
  2089. break;
  2090. case BGFX_SAMPLER_RENDERTARGET_COLOR:
  2091. s_renderCtx.m_renderTargets[sampler.m_idx].commit(stage);
  2092. break;
  2093. case BGFX_SAMPLER_RENDERTARGET_DEPTH:
  2094. // id = s_renderCtx.m_renderTargets[sampler.m_idx].m_depth.m_id;
  2095. break;
  2096. }
  2097. }
  2098. else
  2099. {
  2100. s_renderCtx.m_textureStage.m_srv[stage] = NULL;
  2101. s_renderCtx.m_textureStage.m_sampler[stage] = NULL;
  2102. }
  2103. ++changes;
  2104. }
  2105. current = sampler;
  2106. flag <<= 1;
  2107. }
  2108. if (0 < changes)
  2109. {
  2110. s_renderCtx.commitTextureStage();
  2111. }
  2112. }
  2113. if (currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx || programChanged)
  2114. {
  2115. currentState.m_vertexBuffer = state.m_vertexBuffer;
  2116. uint16_t handle = state.m_vertexBuffer.idx;
  2117. if (invalidHandle != handle)
  2118. {
  2119. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle];
  2120. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2121. const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  2122. uint32_t stride = vertexDecl.m_stride;
  2123. uint32_t offset = 0;
  2124. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2125. if (invalidHandle != state.m_instanceDataBuffer.idx)
  2126. {
  2127. const VertexBuffer& inst = s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx];
  2128. uint32_t instStride = state.m_instanceDataStride;
  2129. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
  2130. s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], state.m_instanceDataStride/16);
  2131. }
  2132. else
  2133. {
  2134. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2135. s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], 0);
  2136. }
  2137. }
  2138. else
  2139. {
  2140. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2141. }
  2142. }
  2143. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  2144. {
  2145. currentState.m_indexBuffer = state.m_indexBuffer;
  2146. uint16_t handle = state.m_indexBuffer.idx;
  2147. if (invalidHandle != handle)
  2148. {
  2149. const IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle];
  2150. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2151. }
  2152. else
  2153. {
  2154. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2155. }
  2156. }
  2157. if (invalidHandle != currentState.m_vertexBuffer.idx)
  2158. {
  2159. uint32_t numVertices = state.m_numVertices;
  2160. if (UINT32_C(0xffffffff) == numVertices)
  2161. {
  2162. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2163. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2164. const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  2165. numVertices = vb.m_size/vertexDecl.m_stride;
  2166. }
  2167. uint32_t numIndices = 0;
  2168. uint32_t numPrimsSubmitted = 0;
  2169. uint32_t numInstances = 0;
  2170. uint32_t numPrimsRendered = 0;
  2171. if (invalidHandle != state.m_indexBuffer.idx)
  2172. {
  2173. if (UINT32_MAX == state.m_numIndices)
  2174. {
  2175. numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  2176. numPrimsSubmitted = numIndices/primNumVerts;
  2177. numInstances = state.m_numInstances;
  2178. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2179. deviceCtx->DrawIndexedInstanced(numIndices
  2180. , state.m_numInstances
  2181. , 0
  2182. , state.m_startVertex
  2183. , 0
  2184. );
  2185. }
  2186. else if (primNumVerts <= state.m_numIndices)
  2187. {
  2188. numIndices = state.m_numIndices;
  2189. numPrimsSubmitted = numIndices/primNumVerts;
  2190. numInstances = state.m_numInstances;
  2191. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2192. deviceCtx->DrawIndexedInstanced(numIndices
  2193. , state.m_numInstances
  2194. , state.m_startIndex
  2195. , state.m_startVertex
  2196. , 0
  2197. );
  2198. }
  2199. }
  2200. else
  2201. {
  2202. numPrimsSubmitted = numVertices/primNumVerts;
  2203. numInstances = state.m_numInstances;
  2204. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2205. deviceCtx->DrawInstanced(numVertices
  2206. , state.m_numInstances
  2207. , state.m_startVertex
  2208. , 0
  2209. );
  2210. }
  2211. statsNumPrimsSubmitted += numPrimsSubmitted;
  2212. statsNumIndices += numIndices;
  2213. statsNumInstances += numInstances;
  2214. statsNumPrimsRendered += numPrimsRendered;
  2215. }
  2216. }
  2217. if (0 < m_render->m_num)
  2218. {
  2219. captureElapsed = -bx::getHPCounter();
  2220. s_renderCtx.capture();
  2221. captureElapsed += bx::getHPCounter();
  2222. }
  2223. }
  2224. int64_t now = bx::getHPCounter();
  2225. elapsed += now;
  2226. static int64_t last = now;
  2227. int64_t frameTime = now - last;
  2228. last = now;
  2229. static int64_t min = frameTime;
  2230. static int64_t max = frameTime;
  2231. min = min > frameTime ? frameTime : min;
  2232. max = max < frameTime ? frameTime : max;
  2233. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2234. {
  2235. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugstats");
  2236. TextVideoMem& tvm = s_renderCtx.m_textVideoMem;
  2237. static int64_t next = now;
  2238. if (now >= next)
  2239. {
  2240. next = now + bx::getHPFrequency();
  2241. double freq = double(bx::getHPFrequency() );
  2242. double toMs = 1000.0/freq;
  2243. tvm.clear();
  2244. uint16_t pos = 10;
  2245. tvm.printf(0, 0, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " ");
  2246. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS"
  2247. , double(frameTime)*toMs
  2248. , double(min)*toMs
  2249. , double(max)*toMs
  2250. , freq/frameTime
  2251. );
  2252. double elapsedCpuMs = double(elapsed)*toMs;
  2253. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2254. , m_render->m_num
  2255. , elapsedCpuMs
  2256. );
  2257. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  2258. , statsNumPrimsRendered
  2259. , statsNumInstances
  2260. , statsNumPrimsSubmitted
  2261. );
  2262. double captureMs = double(captureElapsed)*toMs;
  2263. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  2264. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2265. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  2266. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  2267. uint8_t attr[2] = { 0x89, 0x8a };
  2268. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  2269. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
  2270. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
  2271. min = frameTime;
  2272. max = frameTime;
  2273. }
  2274. m_textVideoMemBlitter.blit(tvm);
  2275. // PIX_ENDEVENT();
  2276. }
  2277. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  2278. {
  2279. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugtext");
  2280. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  2281. // PIX_ENDEVENT();
  2282. }
  2283. }
  2284. }
  2285. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11