renderer_d3d11.cpp 117 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962
  1. /*
  2. * Copyright 2011-2014 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. # if BGFX_CONFIG_DEBUG_PIX
  9. # include <psapi.h>
  10. # include <renderdoc/renderdoc_app.h>
  11. # endif // BGFX_CONFIG_DEBUG_PIX
  12. namespace bgfx
  13. {
  14. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  15. struct PrimInfo
  16. {
  17. D3D11_PRIMITIVE_TOPOLOGY m_type;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  26. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  27. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  28. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  29. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  30. };
  31. static const char* s_primName[] =
  32. {
  33. "TriList",
  34. "TriStrip",
  35. "Line",
  36. "LineStrip",
  37. "Point",
  38. };
  39. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  40. static const uint32_t s_checkMsaa[] =
  41. {
  42. 0,
  43. 2,
  44. 4,
  45. 8,
  46. 16,
  47. };
  48. static DXGI_SAMPLE_DESC s_msaa[] =
  49. {
  50. { 1, 0 },
  51. { 2, 0 },
  52. { 4, 0 },
  53. { 8, 0 },
  54. { 16, 0 },
  55. };
  56. static const D3D11_BLEND s_blendFactor[][2] =
  57. {
  58. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  59. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  60. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  61. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  62. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  63. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  64. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  65. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  66. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  67. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  68. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  69. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  70. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  71. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  72. };
  73. static const D3D11_BLEND_OP s_blendEquation[] =
  74. {
  75. D3D11_BLEND_OP_ADD,
  76. D3D11_BLEND_OP_SUBTRACT,
  77. D3D11_BLEND_OP_REV_SUBTRACT,
  78. D3D11_BLEND_OP_MIN,
  79. D3D11_BLEND_OP_MAX,
  80. };
  81. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  82. {
  83. D3D11_COMPARISON_FUNC(0), // ignored
  84. D3D11_COMPARISON_LESS,
  85. D3D11_COMPARISON_LESS_EQUAL,
  86. D3D11_COMPARISON_EQUAL,
  87. D3D11_COMPARISON_GREATER_EQUAL,
  88. D3D11_COMPARISON_GREATER,
  89. D3D11_COMPARISON_NOT_EQUAL,
  90. D3D11_COMPARISON_NEVER,
  91. D3D11_COMPARISON_ALWAYS,
  92. };
  93. static const D3D11_STENCIL_OP s_stencilOp[] =
  94. {
  95. D3D11_STENCIL_OP_ZERO,
  96. D3D11_STENCIL_OP_KEEP,
  97. D3D11_STENCIL_OP_REPLACE,
  98. D3D11_STENCIL_OP_INCR,
  99. D3D11_STENCIL_OP_INCR_SAT,
  100. D3D11_STENCIL_OP_DECR,
  101. D3D11_STENCIL_OP_DECR_SAT,
  102. D3D11_STENCIL_OP_INVERT,
  103. };
  104. static const D3D11_CULL_MODE s_cullMode[] =
  105. {
  106. D3D11_CULL_NONE,
  107. D3D11_CULL_FRONT,
  108. D3D11_CULL_BACK,
  109. };
  110. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  111. {
  112. D3D11_TEXTURE_ADDRESS_WRAP,
  113. D3D11_TEXTURE_ADDRESS_MIRROR,
  114. D3D11_TEXTURE_ADDRESS_CLAMP,
  115. };
  116. /*
  117. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  118. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  119. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  120. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  122. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  123. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  124. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  125. * D3D11_FILTER_ANISOTROPIC = 0x55,
  126. *
  127. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  128. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  129. *
  130. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  131. * 0x10 // MIN_LINEAR
  132. * 0x04 // MAG_LINEAR
  133. * 0x01 // MIP_LINEAR
  134. */
  135. static const uint32_t s_textureFilter[3][3] =
  136. {
  137. {
  138. 0x10, // min linear
  139. 0x00, // min point
  140. 0x55, // anisotopic
  141. },
  142. {
  143. 0x04, // mag linear
  144. 0x00, // mag point
  145. 0x55, // anisotopic
  146. },
  147. {
  148. 0x01, // mip linear
  149. 0x00, // mip point
  150. 0x55, // anisotopic
  151. },
  152. };
  153. struct TextureFormatInfo
  154. {
  155. DXGI_FORMAT m_fmt;
  156. DXGI_FORMAT m_fmtSrv;
  157. DXGI_FORMAT m_fmtDsv;
  158. };
  159. static const TextureFormatInfo s_textureFormat[] =
  160. {
  161. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  162. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  163. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  164. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  165. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  166. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H
  167. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  179. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN }, // R1
  180. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  181. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
  182. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  183. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
  184. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
  185. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
  186. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
  187. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
  188. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
  189. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
  190. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  191. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  192. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  193. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
  194. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  195. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  196. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  197. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  198. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  199. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  201. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  202. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  203. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  204. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  205. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  206. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  207. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  208. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  209. };
  210. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  211. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  212. {
  213. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  214. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  215. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  216. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  217. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  218. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  219. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  220. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. };
  230. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  231. static const DXGI_FORMAT s_attribType[][4][2] =
  232. {
  233. {
  234. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  235. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  236. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  237. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  238. },
  239. {
  240. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  241. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  242. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  243. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  244. },
  245. {
  246. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  247. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  248. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  249. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  250. },
  251. {
  252. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  253. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  254. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  255. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  256. },
  257. };
  258. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  259. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  260. {
  261. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  262. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  263. {
  264. if (0xff != _decl.m_attributes[attr])
  265. {
  266. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  267. if (0 == _decl.m_attributes[attr])
  268. {
  269. elem->AlignedByteOffset = 0;
  270. }
  271. else
  272. {
  273. uint8_t num;
  274. AttribType::Enum type;
  275. bool normalized;
  276. bool asInt;
  277. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  278. elem->Format = s_attribType[type][num-1][normalized];
  279. elem->AlignedByteOffset = _decl.m_offset[attr];
  280. }
  281. ++elem;
  282. }
  283. }
  284. return elem;
  285. }
  286. struct TextureStage
  287. {
  288. TextureStage()
  289. {
  290. clear();
  291. }
  292. void clear()
  293. {
  294. memset(m_srv, 0, sizeof(m_srv) );
  295. memset(m_sampler, 0, sizeof(m_sampler) );
  296. }
  297. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  298. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  299. };
  300. BX_PRAGMA_DIAGNOSTIC_PUSH();
  301. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  302. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  303. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  304. template <typename Ty>
  305. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  306. {
  307. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  308. {
  309. char temp[2048];
  310. va_list argList;
  311. va_start(argList, _format);
  312. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  313. va_end(argList);
  314. temp[size] = '\0';
  315. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  316. }
  317. }
  318. BX_PRAGMA_DIAGNOSTIC_POP();
  319. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  320. {
  321. uint8_t temp[28];
  322. D3D11_BUFFER_DESC desc;
  323. desc.ByteWidth = sizeof(temp);
  324. desc.Usage = D3D11_USAGE_STAGING;
  325. desc.BindFlags = 0;
  326. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  327. desc.MiscFlags = 0;
  328. desc.StructureByteStride = 0;
  329. D3D11_SUBRESOURCE_DATA initData;
  330. initData.pSysMem = &temp;
  331. initData.SysMemPitch = sizeof(temp);
  332. initData.SysMemSlicePitch = 0;
  333. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  334. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  335. bx::write(&writer, UINT32_C(0x00010000) );
  336. bx::write(&writer, UINT32_C(0) );
  337. bx::write(&writer, UINT32_C(0) );
  338. ID3D11Buffer* buffer;
  339. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  340. if (SUCCEEDED(hr) )
  341. {
  342. buffer->Release();
  343. bx::MemoryReader reader(&temp, sizeof(temp) );
  344. bx::skip(&reader, 16);
  345. uint32_t version;
  346. bx::read(&reader, version);
  347. uint32_t driverVersion;
  348. bx::read(&reader, driverVersion);
  349. return version <= driverVersion;
  350. }
  351. return false;
  352. };
  353. #if BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  354. bool findModule(const char* _name)
  355. {
  356. HANDLE process = GetCurrentProcess();
  357. DWORD size;
  358. BOOL result = EnumProcessModules(process
  359. , NULL
  360. , 0
  361. , &size
  362. );
  363. if (0 != result)
  364. {
  365. HMODULE* modules = (HMODULE*)alloca(size);
  366. result = EnumProcessModules(process
  367. , modules
  368. , size
  369. , &size
  370. );
  371. if (0 != result)
  372. {
  373. char moduleName[MAX_PATH];
  374. for (uint32_t ii = 0, num = uint32_t(size/sizeof(HMODULE) ); ii < num; ++ii)
  375. {
  376. result = GetModuleBaseNameA(process
  377. , modules[ii]
  378. , moduleName
  379. , BX_COUNTOF(moduleName)
  380. );
  381. if (0 != result
  382. && 0 == bx::stricmp(_name, moduleName) )
  383. {
  384. return true;
  385. }
  386. }
  387. }
  388. }
  389. return false;
  390. }
  391. #define RENDERDOC_IMPORT \
  392. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetLogFile); \
  393. RENDERDOC_IMPORT_FUNC(RENDERDOC_GetCapture); \
  394. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetCaptureOptions); \
  395. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetActiveWindow); \
  396. RENDERDOC_IMPORT_FUNC(RENDERDOC_TriggerCapture); \
  397. RENDERDOC_IMPORT_FUNC(RENDERDOC_StartFrameCapture); \
  398. RENDERDOC_IMPORT_FUNC(RENDERDOC_EndFrameCapture); \
  399. RENDERDOC_IMPORT_FUNC(RENDERDOC_GetOverlayBits); \
  400. RENDERDOC_IMPORT_FUNC(RENDERDOC_MaskOverlayBits); \
  401. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetFocusToggleKeys); \
  402. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetCaptureKeys); \
  403. RENDERDOC_IMPORT_FUNC(RENDERDOC_InitRemoteAccess);
  404. #define RENDERDOC_IMPORT_FUNC(_func) p##_func _func
  405. RENDERDOC_IMPORT
  406. #undef RENDERDOC_IMPORT_FUNC
  407. pRENDERDOC_GetAPIVersion RENDERDOC_GetAPIVersion;
  408. void* loadRenderDoc()
  409. {
  410. // Skip loading RenderDoc when IntelGPA is present to avoid RenderDoc crash.
  411. if (findModule(BX_ARCH_32BIT ? "shimloader32.dll" : "shimloader64.dll") )
  412. {
  413. return NULL;
  414. }
  415. void* renderdocdll = bx::dlopen("renderdoc.dll");
  416. if (NULL != renderdocdll)
  417. {
  418. RENDERDOC_GetAPIVersion = (pRENDERDOC_GetAPIVersion)bx::dlsym(renderdocdll, "RENDERDOC_GetAPIVersion");
  419. if (NULL != RENDERDOC_GetAPIVersion
  420. && RENDERDOC_API_VERSION == RENDERDOC_GetAPIVersion() )
  421. {
  422. #define RENDERDOC_IMPORT_FUNC(_func) \
  423. _func = (p##_func)bx::dlsym(renderdocdll, #_func); \
  424. BX_TRACE("%p " #_func, _func);
  425. RENDERDOC_IMPORT
  426. #undef RENDERDOC_IMPORT_FUNC
  427. RENDERDOC_SetLogFile(L"temp/bgfx");
  428. RENDERDOC_SetFocusToggleKeys(NULL, 0);
  429. KeyButton captureKey = eKey_F11;
  430. RENDERDOC_SetCaptureKeys(&captureKey, 1);
  431. CaptureOptions opt;
  432. memset(&opt, 0, sizeof(opt) );
  433. opt.AllowVSync = 1;
  434. opt.SaveAllInitials = 1;
  435. RENDERDOC_SetCaptureOptions(&opt);
  436. uint32_t ident = 0;
  437. RENDERDOC_InitRemoteAccess(&ident);
  438. RENDERDOC_MaskOverlayBits(eOverlay_None, eOverlay_None);
  439. }
  440. else
  441. {
  442. bx::dlclose(renderdocdll);
  443. renderdocdll = NULL;
  444. }
  445. }
  446. return renderdocdll;
  447. }
  448. void unloadRenderDoc(void* _renderdocdll)
  449. {
  450. if (NULL != _renderdocdll)
  451. {
  452. bx::dlclose(_renderdocdll);
  453. }
  454. }
  455. #else
  456. void* loadRenderDoc()
  457. {
  458. return NULL;
  459. }
  460. void unloadRenderDoc(void*)
  461. {
  462. }
  463. #endif // BGFX_CONFIG_DEBUG_PIX
  464. #if USE_D3D11_DYNAMIC_LIB
  465. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  466. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  467. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  468. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  469. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  470. #endif // USE_D3D11_DYNAMIC_LIB
  471. struct RendererContextD3D11 : public RendererContextI
  472. {
  473. RendererContextD3D11()
  474. : m_renderdocdll(NULL)
  475. , m_lost(0)
  476. , m_backBufferColor(NULL)
  477. , m_backBufferDepthStencil(NULL)
  478. , m_captureTexture(NULL)
  479. , m_captureResolve(NULL)
  480. , m_wireframe(false)
  481. , m_flags(BGFX_RESET_NONE)
  482. , m_vsChanges(0)
  483. , m_fsChanges(0)
  484. , m_rtMsaa(false)
  485. , m_ovrRtv(NULL)
  486. , m_ovrDsv(NULL)
  487. {
  488. }
  489. ~RendererContextD3D11()
  490. {
  491. }
  492. void init()
  493. {
  494. // Must be before device creation, and before RenderDoc.
  495. m_ovr.init();
  496. if (!m_ovr.isInitialized() )
  497. {
  498. m_renderdocdll = loadRenderDoc();
  499. }
  500. m_fbh.idx = invalidHandle;
  501. memset(m_uniforms, 0, sizeof(m_uniforms) );
  502. memset(&m_resolution, 0, sizeof(m_resolution) );
  503. #if USE_D3D11_DYNAMIC_LIB
  504. m_d3d11dll = bx::dlopen("d3d11.dll");
  505. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  506. m_d3d9dll = NULL;
  507. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  508. {
  509. // D3D11_1.h has ID3DUserDefinedAnnotation
  510. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  511. m_d3d9dll = bx::dlopen("d3d9.dll");
  512. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  513. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  514. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  515. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  516. BX_CHECK(NULL != D3DPERF_SetMarker
  517. && NULL != D3DPERF_BeginEvent
  518. && NULL != D3DPERF_EndEvent
  519. , "Failed to initialize PIX events."
  520. );
  521. }
  522. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  523. BGFX_FATAL(NULL != D3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  524. m_dxgidll = bx::dlopen("dxgi.dll");
  525. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  526. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  527. BGFX_FATAL(NULL != CreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  528. #endif // USE_D3D11_DYNAMIC_LIB
  529. HRESULT hr;
  530. IDXGIFactory* factory;
  531. #if BX_PLATFORM_WINRT
  532. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  533. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  534. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  535. #else
  536. hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
  537. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  538. #endif // BX_PLATFORM_WINRT
  539. m_adapter = NULL;
  540. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  541. IDXGIAdapter* adapter;
  542. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  543. {
  544. DXGI_ADAPTER_DESC desc;
  545. hr = adapter->GetDesc(&desc);
  546. if (SUCCEEDED(hr) )
  547. {
  548. BX_TRACE("Adapter #%d", ii);
  549. char description[BX_COUNTOF(desc.Description)];
  550. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  551. BX_TRACE("\tDescription: %s", description);
  552. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  553. , desc.VendorId
  554. , desc.DeviceId
  555. , desc.SubSysId
  556. , desc.Revision
  557. );
  558. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  559. , desc.DedicatedVideoMemory
  560. , desc.DedicatedSystemMemory
  561. , desc.SharedSystemMemory
  562. );
  563. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  564. && 0 != strstr(description, "PerfHUD") )
  565. {
  566. m_adapter = adapter;
  567. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  568. }
  569. }
  570. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  571. }
  572. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  573. D3D_FEATURE_LEVEL features[] =
  574. {
  575. D3D_FEATURE_LEVEL_11_1,
  576. D3D_FEATURE_LEVEL_11_0,
  577. D3D_FEATURE_LEVEL_10_1,
  578. D3D_FEATURE_LEVEL_10_0,
  579. D3D_FEATURE_LEVEL_9_3,
  580. D3D_FEATURE_LEVEL_9_2,
  581. D3D_FEATURE_LEVEL_9_1
  582. };
  583. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  584. | BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0
  585. ;
  586. D3D_FEATURE_LEVEL featureLevel;
  587. hr = -1;
  588. for (uint32_t ii = 0; ii < 3 && FAILED(hr); ++ii)
  589. {
  590. hr = D3D11CreateDevice(m_adapter
  591. , m_driverType
  592. , NULL
  593. , flags
  594. , &features[ii]
  595. , BX_COUNTOF(features)-ii
  596. , D3D11_SDK_VERSION
  597. , &m_device
  598. , &featureLevel
  599. , &m_deviceCtx
  600. );
  601. }
  602. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  603. IDXGIDevice* device;
  604. hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
  605. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  606. hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
  607. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  608. // GPA increases device ref count.
  609. // RenderDoc makes device ref count 0 here.
  610. //
  611. // This causes assert in debug. When debugger is present refcount
  612. // checks are off.
  613. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  614. DX_RELEASE(device, 2);
  615. hr = adapter->GetDesc(&m_adapterDesc);
  616. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  617. #if BX_PLATFORM_WINRT
  618. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  619. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  620. DX_RELEASE(adapter, 2);
  621. memset(&m_scd, 0, sizeof(m_scd) );
  622. m_scd.Width = BGFX_DEFAULT_WIDTH;
  623. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  624. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  625. m_scd.Stereo = false;
  626. m_scd.SampleDesc.Count = 1;
  627. m_scd.SampleDesc.Quality = 0;
  628. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  629. m_scd.BufferCount = 2;
  630. m_scd.Scaling = DXGI_SCALING_NONE;
  631. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  632. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  633. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  634. , g_bgfxCoreWindow
  635. , &m_scd
  636. , NULL
  637. , &m_swapChain
  638. );
  639. #else
  640. hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
  641. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  642. DX_RELEASE(adapter, 2);
  643. memset(&m_scd, 0, sizeof(m_scd) );
  644. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  645. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  646. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  647. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  648. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  649. m_scd.SampleDesc.Count = 1;
  650. m_scd.SampleDesc.Quality = 0;
  651. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  652. m_scd.BufferCount = 1;
  653. m_scd.OutputWindow = g_bgfxHwnd;
  654. m_scd.Windowed = true;
  655. hr = m_factory->CreateSwapChain(m_device
  656. , &m_scd
  657. , &m_swapChain
  658. );
  659. #endif // BX_PLATFORM_WINRT
  660. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  661. m_numWindows = 1;
  662. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  663. {
  664. ID3D11InfoQueue* infoQueue;
  665. hr = m_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue);
  666. if (SUCCEEDED(hr) )
  667. {
  668. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  669. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  670. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  671. D3D11_INFO_QUEUE_FILTER filter;
  672. memset(&filter, 0, sizeof(filter) );
  673. D3D11_MESSAGE_CATEGORY categies[] =
  674. {
  675. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  676. D3D11_MESSAGE_CATEGORY_EXECUTION,
  677. };
  678. filter.DenyList.NumCategories = BX_COUNTOF(categies);
  679. filter.DenyList.pCategoryList = categies;
  680. infoQueue->PushStorageFilter(&filter);
  681. DX_RELEASE(infoQueue, 3);
  682. }
  683. else
  684. {
  685. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  686. setGraphicsDebuggerPresent(true);
  687. }
  688. }
  689. UniformHandle handle = BGFX_INVALID_HANDLE;
  690. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  691. {
  692. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  693. }
  694. g_caps.supported |= ( 0
  695. | BGFX_CAPS_TEXTURE_3D
  696. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  697. | BGFX_CAPS_INSTANCING
  698. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  699. | BGFX_CAPS_FRAGMENT_DEPTH
  700. | BGFX_CAPS_BLEND_INDEPENDENT
  701. | BGFX_CAPS_COMPUTE
  702. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  703. | BGFX_CAPS_SWAP_CHAIN
  704. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  705. );
  706. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  707. g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  708. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  709. {
  710. g_caps.formats[ii] = DXGI_FORMAT_UNKNOWN == s_textureFormat[ii].m_fmt ? 0 : 1;
  711. }
  712. // Init reserved part of view name.
  713. for (uint8_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  714. {
  715. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  716. bx::snprintf(name, sizeof(name), "%3d ", ii);
  717. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  718. }
  719. updateMsaa();
  720. postReset();
  721. }
  722. void shutdown()
  723. {
  724. preReset();
  725. m_ovr.shutdown();
  726. m_deviceCtx->ClearState();
  727. invalidateCache();
  728. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  729. {
  730. m_indexBuffers[ii].destroy();
  731. }
  732. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  733. {
  734. m_vertexBuffers[ii].destroy();
  735. }
  736. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  737. {
  738. m_shaders[ii].destroy();
  739. }
  740. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  741. {
  742. m_textures[ii].destroy();
  743. }
  744. DX_RELEASE(m_swapChain, 0);
  745. DX_RELEASE(m_deviceCtx, 0);
  746. DX_RELEASE(m_device, 0);
  747. DX_RELEASE(m_factory, 0);
  748. unloadRenderDoc(m_renderdocdll);
  749. #if USE_D3D11_DYNAMIC_LIB
  750. bx::dlclose(m_dxgidll);
  751. bx::dlclose(m_d3d9dll);
  752. bx::dlclose(m_d3d11dll);
  753. #endif // USE_D3D11_DYNAMIC_LIB
  754. }
  755. RendererType::Enum getRendererType() const BX_OVERRIDE
  756. {
  757. return RendererType::Direct3D11;
  758. }
  759. const char* getRendererName() const BX_OVERRIDE
  760. {
  761. return BGFX_RENDERER_DIRECT3D11_NAME;
  762. }
  763. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem) BX_OVERRIDE
  764. {
  765. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  766. }
  767. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  768. {
  769. m_indexBuffers[_handle.idx].destroy();
  770. }
  771. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  772. {
  773. VertexDecl& decl = m_vertexDecls[_handle.idx];
  774. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  775. dump(decl);
  776. }
  777. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  778. {
  779. }
  780. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle) BX_OVERRIDE
  781. {
  782. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  783. }
  784. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  785. {
  786. m_vertexBuffers[_handle.idx].destroy();
  787. }
  788. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  789. {
  790. m_indexBuffers[_handle.idx].create(_size, NULL);
  791. }
  792. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  793. {
  794. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  795. }
  796. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  797. {
  798. m_indexBuffers[_handle.idx].destroy();
  799. }
  800. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  801. {
  802. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  803. m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  804. }
  805. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  806. {
  807. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  808. }
  809. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  810. {
  811. m_vertexBuffers[_handle.idx].destroy();
  812. }
  813. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  814. {
  815. m_shaders[_handle.idx].create(_mem);
  816. }
  817. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  818. {
  819. m_shaders[_handle.idx].destroy();
  820. }
  821. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  822. {
  823. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  824. }
  825. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  826. {
  827. m_program[_handle.idx].destroy();
  828. }
  829. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  830. {
  831. m_textures[_handle.idx].create(_mem, _flags, _skip);
  832. }
  833. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  834. {
  835. }
  836. 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
  837. {
  838. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  839. }
  840. void updateTextureEnd() BX_OVERRIDE
  841. {
  842. }
  843. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  844. {
  845. m_textures[_handle.idx].destroy();
  846. }
  847. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  848. {
  849. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  850. }
  851. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  852. {
  853. uint16_t denseIdx = m_numWindows++;
  854. m_windows[denseIdx] = _handle;
  855. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  856. }
  857. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  858. {
  859. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  860. if (UINT16_MAX != denseIdx)
  861. {
  862. --m_numWindows;
  863. if (m_numWindows > 1)
  864. {
  865. FrameBufferHandle handle = m_windows[m_numWindows];
  866. m_windows[denseIdx] = handle;
  867. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  868. }
  869. }
  870. }
  871. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  872. {
  873. if (NULL != m_uniforms[_handle.idx])
  874. {
  875. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  876. }
  877. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  878. void* data = BX_ALLOC(g_allocator, size);
  879. memset(data, 0, size);
  880. m_uniforms[_handle.idx] = data;
  881. m_uniformReg.add(_handle, _name, data);
  882. }
  883. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  884. {
  885. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  886. m_uniforms[_handle.idx] = NULL;
  887. }
  888. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  889. {
  890. ID3D11Texture2D* backBuffer;
  891. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  892. D3D11_TEXTURE2D_DESC backBufferDesc;
  893. backBuffer->GetDesc(&backBufferDesc);
  894. D3D11_TEXTURE2D_DESC desc;
  895. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  896. desc.SampleDesc.Count = 1;
  897. desc.SampleDesc.Quality = 0;
  898. desc.Usage = D3D11_USAGE_STAGING;
  899. desc.BindFlags = 0;
  900. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  901. ID3D11Texture2D* texture;
  902. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  903. if (SUCCEEDED(hr) )
  904. {
  905. if (backBufferDesc.SampleDesc.Count == 1)
  906. {
  907. m_deviceCtx->CopyResource(texture, backBuffer);
  908. }
  909. else
  910. {
  911. desc.Usage = D3D11_USAGE_DEFAULT;
  912. desc.CPUAccessFlags = 0;
  913. ID3D11Texture2D* resolve;
  914. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  915. if (SUCCEEDED(hr) )
  916. {
  917. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  918. m_deviceCtx->CopyResource(texture, resolve);
  919. DX_RELEASE(resolve, 0);
  920. }
  921. }
  922. D3D11_MAPPED_SUBRESOURCE mapped;
  923. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  924. g_callback->screenShot(_filePath
  925. , backBufferDesc.Width
  926. , backBufferDesc.Height
  927. , mapped.RowPitch
  928. , mapped.pData
  929. , backBufferDesc.Height*mapped.RowPitch
  930. , false
  931. );
  932. m_deviceCtx->Unmap(texture, 0);
  933. DX_RELEASE(texture, 0);
  934. }
  935. DX_RELEASE(backBuffer, 0);
  936. }
  937. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  938. {
  939. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  940. , _name
  941. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  942. );
  943. }
  944. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  945. {
  946. memcpy(m_uniforms[_loc], _data, _size);
  947. }
  948. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  949. {
  950. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  951. {
  952. uint32_t size = _size*sizeof(wchar_t);
  953. wchar_t* name = (wchar_t*)alloca(size);
  954. mbstowcs(name, _marker, size-2);
  955. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  956. }
  957. }
  958. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  959. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  960. {
  961. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  962. uint32_t width = getBufferWidth();
  963. uint32_t height = getBufferHeight();
  964. if (m_ovr.isEnabled() )
  965. {
  966. m_ovr.getSize(width, height);
  967. }
  968. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  969. setFrameBuffer(fbh, false);
  970. D3D11_VIEWPORT vp;
  971. vp.TopLeftX = 0;
  972. vp.TopLeftY = 0;
  973. vp.Width = (float)width;
  974. vp.Height = (float)height;
  975. vp.MinDepth = 0.0f;
  976. vp.MaxDepth = 1.0f;
  977. deviceCtx->RSSetViewports(1, &vp);
  978. uint64_t state = BGFX_STATE_RGB_WRITE
  979. | BGFX_STATE_ALPHA_WRITE
  980. | BGFX_STATE_DEPTH_TEST_ALWAYS
  981. ;
  982. setBlendState(state);
  983. setDepthStencilState(state);
  984. setRasterizerState(state);
  985. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  986. m_currentProgram = &program;
  987. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  988. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  989. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  990. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  991. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  992. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  993. uint32_t stride = vertexDecl.m_stride;
  994. uint32_t offset = 0;
  995. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  996. setInputLayout(vertexDecl, program, 0);
  997. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  998. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  999. float proj[16];
  1000. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1001. PredefinedUniform& predefined = program.m_predefined[0];
  1002. uint8_t flags = predefined.m_type;
  1003. setShaderConstant(flags, predefined.m_loc, proj, 4);
  1004. commitShaderConstants();
  1005. m_textures[_blitter.m_texture.idx].commit(0);
  1006. commitTextureStage();
  1007. }
  1008. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1009. {
  1010. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1011. uint32_t numVertices = _numIndices*4/6;
  1012. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1013. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1014. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1015. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1016. }
  1017. void preReset()
  1018. {
  1019. ovrPreReset();
  1020. DX_RELEASE(m_backBufferDepthStencil, 0);
  1021. DX_RELEASE(m_backBufferColor, 0);
  1022. // invalidateCache();
  1023. capturePreReset();
  1024. }
  1025. void postReset()
  1026. {
  1027. ID3D11Texture2D* color;
  1028. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  1029. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  1030. DX_RELEASE(color, 0);
  1031. D3D11_TEXTURE2D_DESC dsd;
  1032. dsd.Width = getBufferWidth();
  1033. dsd.Height = getBufferHeight();
  1034. dsd.MipLevels = 1;
  1035. dsd.ArraySize = 1;
  1036. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1037. dsd.SampleDesc = m_scd.SampleDesc;
  1038. dsd.Usage = D3D11_USAGE_DEFAULT;
  1039. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1040. dsd.CPUAccessFlags = 0;
  1041. dsd.MiscFlags = 0;
  1042. ovrPostReset();
  1043. // If OVR doesn't create separate depth stencil view, create default one.
  1044. if (NULL == m_backBufferDepthStencil)
  1045. {
  1046. ID3D11Texture2D* depthStencil;
  1047. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1048. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1049. DX_RELEASE(depthStencil, 0);
  1050. }
  1051. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1052. m_currentColor = m_backBufferColor;
  1053. m_currentDepthStencil = m_backBufferDepthStencil;
  1054. capturePostReset();
  1055. }
  1056. static bool isLost(HRESULT _hr)
  1057. {
  1058. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1059. || DXGI_ERROR_DEVICE_HUNG == _hr
  1060. || DXGI_ERROR_DEVICE_RESET == _hr
  1061. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1062. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1063. ;
  1064. }
  1065. void flip() BX_OVERRIDE
  1066. {
  1067. if (NULL != m_swapChain)
  1068. {
  1069. HRESULT hr = S_OK;
  1070. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  1071. #if BX_PLATFORM_WINRT
  1072. syncInterval = 1; // sync interval of 0 is not supported on WinRT
  1073. #endif
  1074. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1075. {
  1076. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1077. }
  1078. if (SUCCEEDED(hr) )
  1079. {
  1080. if (!m_ovr.swap() )
  1081. {
  1082. hr = m_swapChain->Present(syncInterval, 0);
  1083. }
  1084. }
  1085. if (FAILED(hr)
  1086. && isLost(hr) )
  1087. {
  1088. ++m_lost;
  1089. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1090. }
  1091. else
  1092. {
  1093. m_lost = 0;
  1094. }
  1095. }
  1096. }
  1097. void invalidateCache()
  1098. {
  1099. m_inputLayoutCache.invalidate();
  1100. m_blendStateCache.invalidate();
  1101. m_depthStencilStateCache.invalidate();
  1102. m_rasterizerStateCache.invalidate();
  1103. m_samplerStateCache.invalidate();
  1104. }
  1105. void updateMsaa()
  1106. {
  1107. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1108. {
  1109. uint32_t msaa = s_checkMsaa[ii];
  1110. uint32_t quality = 0;
  1111. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1112. if (SUCCEEDED(hr)
  1113. && 0 < quality)
  1114. {
  1115. s_msaa[ii].Count = msaa;
  1116. s_msaa[ii].Quality = quality - 1;
  1117. last = ii;
  1118. }
  1119. else
  1120. {
  1121. s_msaa[ii] = s_msaa[last];
  1122. }
  1123. }
  1124. }
  1125. void updateResolution(const Resolution& _resolution)
  1126. {
  1127. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1128. uint32_t flags = _resolution.m_flags & ~BGFX_RESET_HMD_RECENTER;
  1129. if ( getBufferWidth() != _resolution.m_width
  1130. || getBufferHeight() != _resolution.m_height
  1131. || m_flags != flags)
  1132. {
  1133. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK);
  1134. #if BX_PLATFORM_WINRT
  1135. resize = false; // can't use ResizeBuffers on Windows Phone
  1136. #endif
  1137. m_flags = flags;
  1138. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1139. m_textVideoMem.clear();
  1140. m_resolution = _resolution;
  1141. m_resolution.m_flags = flags;
  1142. setBufferSize(_resolution.m_width, _resolution.m_height);
  1143. preReset();
  1144. if (resize)
  1145. {
  1146. DX_CHECK(m_swapChain->ResizeBuffers(2
  1147. , getBufferWidth()
  1148. , getBufferHeight()
  1149. , getBufferFormat()
  1150. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1151. ) );
  1152. }
  1153. else
  1154. {
  1155. updateMsaa();
  1156. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1157. DX_RELEASE(m_swapChain, 0);
  1158. #if BX_PLATFORM_WINRT
  1159. HRESULT hr;
  1160. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1161. , g_bgfxCoreWindow
  1162. , &m_scd
  1163. , NULL
  1164. , &m_swapChain
  1165. );
  1166. #else
  1167. HRESULT hr;
  1168. hr = m_factory->CreateSwapChain(m_device
  1169. , &m_scd
  1170. , &m_swapChain
  1171. );
  1172. #endif
  1173. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1174. }
  1175. postReset();
  1176. }
  1177. if (recenter)
  1178. {
  1179. m_ovr.recenter();
  1180. }
  1181. }
  1182. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1183. {
  1184. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1185. {
  1186. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1187. m_fsChanges += _numRegs;
  1188. }
  1189. else
  1190. {
  1191. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1192. m_vsChanges += _numRegs;
  1193. }
  1194. }
  1195. void commitShaderConstants()
  1196. {
  1197. if (0 < m_vsChanges)
  1198. {
  1199. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1200. {
  1201. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1202. }
  1203. m_vsChanges = 0;
  1204. }
  1205. if (0 < m_fsChanges)
  1206. {
  1207. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1208. {
  1209. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1210. }
  1211. m_fsChanges = 0;
  1212. }
  1213. }
  1214. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1215. {
  1216. BX_UNUSED(_msaa);
  1217. if (!isValid(_fbh) )
  1218. {
  1219. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1220. m_currentColor = m_backBufferColor;
  1221. m_currentDepthStencil = m_backBufferDepthStencil;
  1222. }
  1223. else
  1224. {
  1225. invalidateTextureStage();
  1226. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1227. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1228. m_currentColor = frameBuffer.m_rtv[0];
  1229. m_currentDepthStencil = frameBuffer.m_dsv;
  1230. }
  1231. if (isValid(m_fbh)
  1232. && m_fbh.idx != _fbh.idx
  1233. && m_rtMsaa)
  1234. {
  1235. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1236. frameBuffer.resolve();
  1237. }
  1238. m_fbh = _fbh;
  1239. m_rtMsaa = _msaa;
  1240. }
  1241. void clear(const Clear& _clear, const float _palette[][4])
  1242. {
  1243. if (isValid(m_fbh) )
  1244. {
  1245. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1246. frameBuffer.clear(_clear, _palette);
  1247. }
  1248. else
  1249. {
  1250. if (NULL != m_currentColor
  1251. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  1252. {
  1253. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  1254. {
  1255. uint8_t index = _clear.m_index[0];
  1256. if (UINT8_MAX != index)
  1257. {
  1258. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1259. }
  1260. }
  1261. else
  1262. {
  1263. float frgba[4] =
  1264. {
  1265. _clear.m_index[0]*1.0f/255.0f,
  1266. _clear.m_index[1]*1.0f/255.0f,
  1267. _clear.m_index[2]*1.0f/255.0f,
  1268. _clear.m_index[3]*1.0f/255.0f,
  1269. };
  1270. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1271. }
  1272. }
  1273. if (NULL != m_currentDepthStencil
  1274. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  1275. {
  1276. DWORD flags = 0;
  1277. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  1278. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  1279. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1280. }
  1281. }
  1282. }
  1283. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint8_t _numInstanceData)
  1284. {
  1285. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1286. layoutHash ^= _numInstanceData;
  1287. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1288. if (NULL == layout)
  1289. {
  1290. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1291. VertexDecl decl;
  1292. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1293. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1294. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1295. {
  1296. uint8_t mask = attrMask[ii];
  1297. uint8_t attr = (decl.m_attributes[ii] & mask);
  1298. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1299. }
  1300. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1301. uint32_t num = uint32_t(elem-vertexElements);
  1302. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1303. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1304. {
  1305. uint32_t index = 8-_numInstanceData+ii;
  1306. uint32_t jj;
  1307. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1308. for (jj = 0; jj < num; ++jj)
  1309. {
  1310. curr = &vertexElements[jj];
  1311. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1312. && curr->SemanticIndex == index)
  1313. {
  1314. break;
  1315. }
  1316. }
  1317. if (jj == num)
  1318. {
  1319. curr = elem;
  1320. ++elem;
  1321. }
  1322. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1323. curr->InputSlot = 1;
  1324. curr->SemanticIndex = index;
  1325. curr->AlignedByteOffset = ii*16;
  1326. }
  1327. num = uint32_t(elem-vertexElements);
  1328. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1329. , num
  1330. , _program.m_vsh->m_code->data
  1331. , _program.m_vsh->m_code->size
  1332. , &layout
  1333. ) );
  1334. m_inputLayoutCache.add(layoutHash, layout);
  1335. }
  1336. m_deviceCtx->IASetInputLayout(layout);
  1337. }
  1338. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1339. {
  1340. _state &= 0
  1341. | BGFX_STATE_BLEND_MASK
  1342. | BGFX_STATE_BLEND_EQUATION_MASK
  1343. | BGFX_STATE_BLEND_INDEPENDENT
  1344. | BGFX_STATE_ALPHA_WRITE
  1345. | BGFX_STATE_RGB_WRITE
  1346. ;
  1347. bx::HashMurmur2A murmur;
  1348. murmur.begin();
  1349. murmur.add(_state);
  1350. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1351. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1352. bool hasFactor = f0 == (_state & f0)
  1353. || f1 == (_state & f1)
  1354. ;
  1355. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1356. if (hasFactor)
  1357. {
  1358. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1359. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1360. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1361. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1362. }
  1363. else
  1364. {
  1365. murmur.add(_rgba);
  1366. }
  1367. uint32_t hash = murmur.end();
  1368. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1369. if (NULL == bs)
  1370. {
  1371. D3D11_BLEND_DESC desc;
  1372. memset(&desc, 0, sizeof(desc) );
  1373. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1374. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1375. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1376. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1377. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1378. const uint32_t srcRGB = (blend )&0xf;
  1379. const uint32_t dstRGB = (blend>> 4)&0xf;
  1380. const uint32_t srcA = (blend>> 8)&0xf;
  1381. const uint32_t dstA = (blend>>12)&0xf;
  1382. const uint32_t equRGB = (equation )&0x7;
  1383. const uint32_t equA = (equation>>3)&0x7;
  1384. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1385. drt->DestBlend = s_blendFactor[dstRGB][0];
  1386. drt->BlendOp = s_blendEquation[equRGB];
  1387. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1388. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1389. drt->BlendOpAlpha = s_blendEquation[equA];
  1390. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1391. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1392. drt->RenderTargetWriteMask = writeMask;
  1393. if (desc.IndependentBlendEnable)
  1394. {
  1395. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1396. {
  1397. drt = &desc.RenderTarget[ii];
  1398. drt->BlendEnable = 0 != (rgba&0x7ff);
  1399. const uint32_t src = (rgba )&0xf;
  1400. const uint32_t dst = (rgba>>4)&0xf;
  1401. const uint32_t equation = (rgba>>8)&0x7;
  1402. drt->SrcBlend = s_blendFactor[src][0];
  1403. drt->DestBlend = s_blendFactor[dst][0];
  1404. drt->BlendOp = s_blendEquation[equation];
  1405. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1406. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1407. drt->BlendOpAlpha = s_blendEquation[equation];
  1408. drt->RenderTargetWriteMask = writeMask;
  1409. }
  1410. }
  1411. else
  1412. {
  1413. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1414. {
  1415. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1416. }
  1417. }
  1418. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1419. m_blendStateCache.add(hash, bs);
  1420. }
  1421. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1422. }
  1423. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1424. {
  1425. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1426. uint32_t fstencil = unpackStencil(0, _stencil);
  1427. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1428. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1429. bx::HashMurmur2A murmur;
  1430. murmur.begin();
  1431. murmur.add(_state);
  1432. murmur.add(_stencil);
  1433. uint32_t hash = murmur.end();
  1434. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1435. if (NULL == dss)
  1436. {
  1437. D3D11_DEPTH_STENCIL_DESC desc;
  1438. memset(&desc, 0, sizeof(desc) );
  1439. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1440. desc.DepthEnable = 0 != func;
  1441. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1442. desc.DepthFunc = s_cmpFunc[func];
  1443. uint32_t bstencil = unpackStencil(1, _stencil);
  1444. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1445. bstencil = frontAndBack ? bstencil : fstencil;
  1446. desc.StencilEnable = 0 != _stencil;
  1447. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1448. desc.StencilWriteMask = 0xff;
  1449. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1450. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1451. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1452. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1453. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1454. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1455. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1456. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1457. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1458. m_depthStencilStateCache.add(hash, dss);
  1459. }
  1460. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1461. }
  1462. void setDebugWireframe(bool _wireframe)
  1463. {
  1464. if (m_wireframe != _wireframe)
  1465. {
  1466. m_wireframe = _wireframe;
  1467. m_rasterizerStateCache.invalidate();
  1468. }
  1469. }
  1470. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1471. {
  1472. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1473. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1474. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1475. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1476. if (NULL == rs)
  1477. {
  1478. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1479. D3D11_RASTERIZER_DESC desc;
  1480. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1481. desc.CullMode = s_cullMode[cull];
  1482. desc.FrontCounterClockwise = false;
  1483. desc.DepthBias = 0;
  1484. desc.DepthBiasClamp = 0.0f;
  1485. desc.SlopeScaledDepthBias = 0.0f;
  1486. desc.DepthClipEnable = false;
  1487. desc.ScissorEnable = _scissor;
  1488. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1489. desc.AntialiasedLineEnable = false;
  1490. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1491. m_rasterizerStateCache.add(_state, rs);
  1492. }
  1493. m_deviceCtx->RSSetState(rs);
  1494. }
  1495. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1496. {
  1497. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1498. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1499. if (NULL == sampler)
  1500. {
  1501. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1502. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1503. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1504. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1505. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1506. D3D11_SAMPLER_DESC sd;
  1507. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1508. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1509. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1510. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1511. sd.MipLODBias = 0.0f;
  1512. sd.MaxAnisotropy = 1;
  1513. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1514. sd.BorderColor[0] = 0.0f;
  1515. sd.BorderColor[1] = 0.0f;
  1516. sd.BorderColor[2] = 0.0f;
  1517. sd.BorderColor[3] = 0.0f;
  1518. sd.MinLOD = 0;
  1519. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1520. m_device->CreateSamplerState(&sd, &sampler);
  1521. DX_CHECK_REFCOUNT(sampler, 1);
  1522. m_samplerStateCache.add(_flags, sampler);
  1523. }
  1524. return sampler;
  1525. }
  1526. DXGI_FORMAT getBufferFormat()
  1527. {
  1528. #if BX_PLATFORM_WINRT
  1529. return m_scd.Format;
  1530. #else
  1531. return m_scd.BufferDesc.Format;
  1532. #endif
  1533. }
  1534. uint32_t getBufferWidth()
  1535. {
  1536. #if BX_PLATFORM_WINRT
  1537. return m_scd.Width;
  1538. #else
  1539. return m_scd.BufferDesc.Width;
  1540. #endif
  1541. }
  1542. uint32_t getBufferHeight()
  1543. {
  1544. #if BX_PLATFORM_WINRT
  1545. return m_scd.Height;
  1546. #else
  1547. return m_scd.BufferDesc.Height;
  1548. #endif
  1549. }
  1550. void setBufferSize(uint32_t _width, uint32_t _height)
  1551. {
  1552. #if BX_PLATFORM_WINRT
  1553. m_scd.Width = _width;
  1554. m_scd.Height = _height;
  1555. #else
  1556. m_scd.BufferDesc.Width = _width;
  1557. m_scd.BufferDesc.Height = _height;
  1558. #endif
  1559. }
  1560. void commitTextureStage()
  1561. {
  1562. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1563. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1564. }
  1565. void invalidateTextureStage()
  1566. {
  1567. m_textureStage.clear();
  1568. commitTextureStage();
  1569. }
  1570. void ovrPostReset()
  1571. {
  1572. #if BGFX_CONFIG_USE_OVR
  1573. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1574. {
  1575. ovrD3D11Config config;
  1576. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  1577. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  1578. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  1579. config.D3D11.Header.Multisample = 0;
  1580. config.D3D11.pDevice = m_device;
  1581. config.D3D11.pDeviceContext = m_deviceCtx;
  1582. config.D3D11.pBackBufferRT = m_backBufferColor;
  1583. config.D3D11.pSwapChain = m_swapChain;
  1584. if (m_ovr.postReset(g_bgfxHwnd, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1585. {
  1586. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1587. const Memory* mem = alloc(size);
  1588. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1589. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1590. bx::write(&writer, magic);
  1591. TextureCreate tc;
  1592. tc.m_flags = BGFX_TEXTURE_RT;
  1593. tc.m_width = m_ovr.m_rtSize.w;
  1594. tc.m_height = m_ovr.m_rtSize.h;
  1595. tc.m_sides = 0;
  1596. tc.m_depth = 0;
  1597. tc.m_numMips = 1;
  1598. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1599. tc.m_cubeMap = false;
  1600. tc.m_mem = NULL;
  1601. bx::write(&writer, tc);
  1602. m_ovrRT.create(mem, tc.m_flags, 0);
  1603. release(mem);
  1604. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  1605. D3D11_TEXTURE2D_DESC dsd;
  1606. dsd.Width = m_ovr.m_rtSize.w;
  1607. dsd.Height = m_ovr.m_rtSize.h;
  1608. dsd.MipLevels = 1;
  1609. dsd.ArraySize = 1;
  1610. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1611. dsd.SampleDesc = m_scd.SampleDesc;
  1612. dsd.Usage = D3D11_USAGE_DEFAULT;
  1613. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1614. dsd.CPUAccessFlags = 0;
  1615. dsd.MiscFlags = 0;
  1616. ID3D11Texture2D* depthStencil;
  1617. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1618. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  1619. DX_RELEASE(depthStencil, 0);
  1620. ovrD3D11Texture texture;
  1621. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  1622. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  1623. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  1624. texture.D3D11.pSRView = m_ovrRT.m_srv;
  1625. m_ovr.postReset(texture.Texture);
  1626. std::swap(m_ovrRtv, m_backBufferColor);
  1627. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1628. std::swap(m_ovrDsv, m_backBufferDepthStencil);
  1629. }
  1630. }
  1631. #endif // BGFX_CONFIG_USE_OVR
  1632. }
  1633. void ovrPreReset()
  1634. {
  1635. #if BGFX_CONFIG_USE_OVR
  1636. m_ovr.preReset();
  1637. if (NULL != m_ovrRtv)
  1638. {
  1639. std::swap(m_ovrRtv, m_backBufferColor);
  1640. std::swap(m_ovrDsv, m_backBufferDepthStencil);
  1641. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1642. DX_RELEASE(m_ovrRtv, 0);
  1643. DX_RELEASE(m_ovrDsv, 0);
  1644. m_ovrRT.destroy();
  1645. }
  1646. #endif // BGFX_CONFIG_USE_OVR
  1647. }
  1648. void capturePostReset()
  1649. {
  1650. if (m_flags&BGFX_RESET_CAPTURE)
  1651. {
  1652. ID3D11Texture2D* backBuffer;
  1653. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  1654. D3D11_TEXTURE2D_DESC backBufferDesc;
  1655. backBuffer->GetDesc(&backBufferDesc);
  1656. D3D11_TEXTURE2D_DESC desc;
  1657. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1658. desc.SampleDesc.Count = 1;
  1659. desc.SampleDesc.Quality = 0;
  1660. desc.Usage = D3D11_USAGE_STAGING;
  1661. desc.BindFlags = 0;
  1662. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1663. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1664. if (SUCCEEDED(hr) )
  1665. {
  1666. if (backBufferDesc.SampleDesc.Count != 1)
  1667. {
  1668. desc.Usage = D3D11_USAGE_DEFAULT;
  1669. desc.CPUAccessFlags = 0;
  1670. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  1671. }
  1672. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  1673. }
  1674. DX_RELEASE(backBuffer, 0);
  1675. }
  1676. }
  1677. void capturePreReset()
  1678. {
  1679. if (NULL != m_captureTexture)
  1680. {
  1681. g_callback->captureEnd();
  1682. }
  1683. DX_RELEASE(m_captureResolve, 0);
  1684. DX_RELEASE(m_captureTexture, 0);
  1685. }
  1686. void capture()
  1687. {
  1688. if (NULL != m_captureTexture)
  1689. {
  1690. ID3D11Texture2D* backBuffer;
  1691. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  1692. if (NULL == m_captureResolve)
  1693. {
  1694. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  1695. }
  1696. else
  1697. {
  1698. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat());
  1699. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  1700. }
  1701. D3D11_MAPPED_SUBRESOURCE mapped;
  1702. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  1703. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  1704. m_deviceCtx->Unmap(m_captureTexture, 0);
  1705. DX_RELEASE(backBuffer, 0);
  1706. }
  1707. }
  1708. void commit(ConstantBuffer& _constantBuffer)
  1709. {
  1710. _constantBuffer.reset();
  1711. for (;;)
  1712. {
  1713. uint32_t opcode = _constantBuffer.read();
  1714. if (UniformType::End == opcode)
  1715. {
  1716. break;
  1717. }
  1718. UniformType::Enum type;
  1719. uint16_t loc;
  1720. uint16_t num;
  1721. uint16_t copy;
  1722. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1723. const char* data;
  1724. if (copy)
  1725. {
  1726. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1727. }
  1728. else
  1729. {
  1730. UniformHandle handle;
  1731. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1732. data = (const char*)m_uniforms[handle.idx];
  1733. }
  1734. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1735. case UniformType::_uniform: \
  1736. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1737. { \
  1738. setShaderConstant(type, loc, data, num); \
  1739. } \
  1740. break;
  1741. switch ( (int32_t)type)
  1742. {
  1743. case UniformType::Uniform3x3fv:
  1744. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  1745. {
  1746. float* value = (float*)data;
  1747. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1748. {
  1749. Matrix4 mtx;
  1750. mtx.un.val[ 0] = value[0];
  1751. mtx.un.val[ 1] = value[1];
  1752. mtx.un.val[ 2] = value[2];
  1753. mtx.un.val[ 3] = 0.0f;
  1754. mtx.un.val[ 4] = value[3];
  1755. mtx.un.val[ 5] = value[4];
  1756. mtx.un.val[ 6] = value[5];
  1757. mtx.un.val[ 7] = 0.0f;
  1758. mtx.un.val[ 8] = value[6];
  1759. mtx.un.val[ 9] = value[7];
  1760. mtx.un.val[10] = value[8];
  1761. mtx.un.val[11] = 0.0f;
  1762. setShaderConstant(type, loc, &mtx.un.val[0], 3);
  1763. }
  1764. }
  1765. break;
  1766. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  1767. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  1768. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  1769. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  1770. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  1771. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  1772. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  1773. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  1774. case UniformType::End:
  1775. break;
  1776. default:
  1777. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1778. break;
  1779. }
  1780. #undef CASE_IMPLEMENT_UNIFORM
  1781. }
  1782. }
  1783. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1784. {
  1785. uint32_t width = getBufferWidth();
  1786. uint32_t height = getBufferHeight();
  1787. if (0 == _rect.m_x
  1788. && 0 == _rect.m_y
  1789. && width == _rect.m_width
  1790. && height == _rect.m_height)
  1791. {
  1792. clear(_clear, _palette);
  1793. }
  1794. else
  1795. {
  1796. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1797. uint64_t state = 0;
  1798. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1799. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1800. uint64_t stencil = 0;
  1801. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
  1802. | BGFX_STENCIL_TEST_ALWAYS
  1803. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1804. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1805. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1806. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1807. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1808. : 0
  1809. ;
  1810. setBlendState(state);
  1811. setDepthStencilState(state, stencil);
  1812. setRasterizerState(state);
  1813. uint32_t numMrt = 1;
  1814. FrameBufferHandle fbh = m_fbh;
  1815. if (isValid(fbh) )
  1816. {
  1817. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  1818. numMrt = bx::uint32_max(1, fb.m_num);
  1819. }
  1820. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1821. m_currentProgram = &program;
  1822. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1823. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1824. if (NULL != m_currentColor)
  1825. {
  1826. const ShaderD3D11* fsh = program.m_fsh;
  1827. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  1828. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  1829. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  1830. {
  1831. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1832. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1833. {
  1834. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  1835. memcpy(mrtClear[ii], _palette[index], 16);
  1836. }
  1837. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  1838. }
  1839. else
  1840. {
  1841. float rgba[4] =
  1842. {
  1843. _clear.m_index[0]*1.0f/255.0f,
  1844. _clear.m_index[1]*1.0f/255.0f,
  1845. _clear.m_index[2]*1.0f/255.0f,
  1846. _clear.m_index[3]*1.0f/255.0f,
  1847. };
  1848. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  1849. }
  1850. }
  1851. else
  1852. {
  1853. deviceCtx->PSSetShader(NULL, NULL, 0);
  1854. }
  1855. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1856. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1857. const uint32_t stride = vertexDecl.m_stride;
  1858. const uint32_t offset = 0;
  1859. {
  1860. struct Vertex
  1861. {
  1862. float m_x;
  1863. float m_y;
  1864. float m_z;
  1865. };
  1866. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  1867. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1868. const float depth = _clear.m_depth;
  1869. vertex->m_x = -1.0f;
  1870. vertex->m_y = -1.0f;
  1871. vertex->m_z = depth;
  1872. vertex++;
  1873. vertex->m_x = 1.0f;
  1874. vertex->m_y = -1.0f;
  1875. vertex->m_z = depth;
  1876. vertex++;
  1877. vertex->m_x = -1.0f;
  1878. vertex->m_y = 1.0f;
  1879. vertex->m_z = depth;
  1880. vertex++;
  1881. vertex->m_x = 1.0f;
  1882. vertex->m_y = 1.0f;
  1883. vertex->m_z = depth;
  1884. }
  1885. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  1886. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1887. setInputLayout(vertexDecl, program, 0);
  1888. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  1889. deviceCtx->Draw(4, 0);
  1890. }
  1891. }
  1892. #if USE_D3D11_DYNAMIC_LIB
  1893. void* m_d3d9dll;
  1894. void* m_d3d11dll;
  1895. void* m_dxgidll;
  1896. #endif // USE_D3D11_DYNAMIC_LIB
  1897. void* m_renderdocdll;
  1898. D3D_DRIVER_TYPE m_driverType;
  1899. IDXGIAdapter* m_adapter;
  1900. DXGI_ADAPTER_DESC m_adapterDesc;
  1901. #if BX_PLATFORM_WINRT
  1902. IDXGIFactory2* m_factory;
  1903. IDXGISwapChain1* m_swapChain;
  1904. #else
  1905. IDXGIFactory* m_factory;
  1906. IDXGISwapChain* m_swapChain;
  1907. #endif
  1908. uint16_t m_lost;
  1909. uint16_t m_numWindows;
  1910. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1911. ID3D11Device* m_device;
  1912. ID3D11DeviceContext* m_deviceCtx;
  1913. ID3D11RenderTargetView* m_backBufferColor;
  1914. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1915. ID3D11RenderTargetView* m_currentColor;
  1916. ID3D11DepthStencilView* m_currentDepthStencil;
  1917. ID3D11Texture2D* m_captureTexture;
  1918. ID3D11Texture2D* m_captureResolve;
  1919. Resolution m_resolution;
  1920. bool m_wireframe;
  1921. #if BX_PLATFORM_WINRT
  1922. DXGI_SWAP_CHAIN_DESC1 m_scd;
  1923. #else
  1924. DXGI_SWAP_CHAIN_DESC m_scd;
  1925. #endif
  1926. uint32_t m_flags;
  1927. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1928. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1929. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1930. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1931. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1932. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1933. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1934. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1935. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  1936. UniformRegistry m_uniformReg;
  1937. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1938. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1939. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1940. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1941. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1942. TextVideoMem m_textVideoMem;
  1943. TextureStage m_textureStage;
  1944. ProgramD3D11* m_currentProgram;
  1945. uint8_t m_vsScratch[64<<10];
  1946. uint8_t m_fsScratch[64<<10];
  1947. uint32_t m_vsChanges;
  1948. uint32_t m_fsChanges;
  1949. FrameBufferHandle m_fbh;
  1950. bool m_rtMsaa;
  1951. OVR m_ovr;
  1952. TextureD3D11 m_ovrRT;
  1953. ID3D11RenderTargetView* m_ovrRtv;
  1954. ID3D11DepthStencilView* m_ovrDsv;
  1955. };
  1956. static RendererContextD3D11* s_renderD3D11;
  1957. RendererContextI* rendererCreateD3D11()
  1958. {
  1959. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  1960. s_renderD3D11->init();
  1961. return s_renderD3D11;
  1962. }
  1963. void rendererDestroyD3D11()
  1964. {
  1965. s_renderD3D11->shutdown();
  1966. BX_DELETE(g_allocator, s_renderD3D11);
  1967. s_renderD3D11 = NULL;
  1968. }
  1969. void IndexBufferD3D11::create(uint32_t _size, void* _data)
  1970. {
  1971. m_size = _size;
  1972. m_dynamic = NULL == _data;
  1973. D3D11_BUFFER_DESC desc;
  1974. desc.ByteWidth = _size;
  1975. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1976. desc.MiscFlags = 0;
  1977. desc.StructureByteStride = 0;
  1978. if (m_dynamic)
  1979. {
  1980. desc.Usage = D3D11_USAGE_DYNAMIC;
  1981. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1982. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1983. , NULL
  1984. , &m_ptr
  1985. ) );
  1986. }
  1987. else
  1988. {
  1989. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1990. desc.CPUAccessFlags = 0;
  1991. D3D11_SUBRESOURCE_DATA srd;
  1992. srd.pSysMem = _data;
  1993. srd.SysMemPitch = 0;
  1994. srd.SysMemSlicePitch = 0;
  1995. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1996. , &srd
  1997. , &m_ptr
  1998. ) );
  1999. }
  2000. }
  2001. void IndexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data)
  2002. {
  2003. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2004. BX_CHECK(m_dynamic, "Must be dynamic!");
  2005. D3D11_MAPPED_SUBRESOURCE mapped;
  2006. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  2007. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  2008. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2009. deviceCtx->Unmap(m_ptr, 0);
  2010. }
  2011. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  2012. {
  2013. m_size = _size;
  2014. m_decl = _declHandle;
  2015. m_dynamic = NULL == _data;
  2016. D3D11_BUFFER_DESC desc;
  2017. desc.ByteWidth = _size;
  2018. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  2019. desc.MiscFlags = 0;
  2020. if (m_dynamic)
  2021. {
  2022. desc.Usage = D3D11_USAGE_DYNAMIC;
  2023. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2024. desc.StructureByteStride = 0;
  2025. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  2026. , NULL
  2027. , &m_ptr
  2028. ) );
  2029. }
  2030. else
  2031. {
  2032. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2033. desc.CPUAccessFlags = 0;
  2034. desc.StructureByteStride = 0;
  2035. D3D11_SUBRESOURCE_DATA srd;
  2036. srd.pSysMem = _data;
  2037. srd.SysMemPitch = 0;
  2038. srd.SysMemSlicePitch = 0;
  2039. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  2040. , &srd
  2041. , &m_ptr
  2042. ) );
  2043. }
  2044. }
  2045. void VertexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2046. {
  2047. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2048. BX_CHECK(m_dynamic, "Must be dynamic!");
  2049. D3D11_MAPPED_SUBRESOURCE mapped;
  2050. D3D11_MAP type = m_dynamic && ( (0 == _offset && m_size == _size) || _discard) ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  2051. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  2052. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2053. deviceCtx->Unmap(m_ptr, 0);
  2054. }
  2055. void ShaderD3D11::create(const Memory* _mem)
  2056. {
  2057. bx::MemoryReader reader(_mem->data, _mem->size);
  2058. uint32_t magic;
  2059. bx::read(&reader, magic);
  2060. switch (magic)
  2061. {
  2062. case BGFX_CHUNK_MAGIC_CSH:
  2063. case BGFX_CHUNK_MAGIC_FSH:
  2064. case BGFX_CHUNK_MAGIC_VSH:
  2065. break;
  2066. default:
  2067. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2068. break;
  2069. }
  2070. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2071. uint32_t iohash;
  2072. bx::read(&reader, iohash);
  2073. uint16_t count;
  2074. bx::read(&reader, count);
  2075. m_numPredefined = 0;
  2076. m_numUniforms = count;
  2077. BX_TRACE("%s Shader consts %d"
  2078. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2079. , count
  2080. );
  2081. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2082. if (0 < count)
  2083. {
  2084. for (uint32_t ii = 0; ii < count; ++ii)
  2085. {
  2086. uint8_t nameSize;
  2087. bx::read(&reader, nameSize);
  2088. char name[256];
  2089. bx::read(&reader, &name, nameSize);
  2090. name[nameSize] = '\0';
  2091. uint8_t type;
  2092. bx::read(&reader, type);
  2093. uint8_t num;
  2094. bx::read(&reader, num);
  2095. uint16_t regIndex;
  2096. bx::read(&reader, regIndex);
  2097. uint16_t regCount;
  2098. bx::read(&reader, regCount);
  2099. const char* kind = "invalid";
  2100. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2101. if (PredefinedUniform::Count != predefined)
  2102. {
  2103. kind = "predefined";
  2104. m_predefined[m_numPredefined].m_loc = regIndex;
  2105. m_predefined[m_numPredefined].m_count = regCount;
  2106. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  2107. m_numPredefined++;
  2108. }
  2109. else
  2110. {
  2111. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2112. if (NULL != info)
  2113. {
  2114. if (NULL == m_constantBuffer)
  2115. {
  2116. m_constantBuffer = ConstantBuffer::create(1024);
  2117. }
  2118. kind = "user";
  2119. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2120. }
  2121. }
  2122. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2123. , kind
  2124. , name
  2125. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2126. , num
  2127. , regIndex
  2128. , regCount
  2129. );
  2130. BX_UNUSED(kind);
  2131. }
  2132. if (NULL != m_constantBuffer)
  2133. {
  2134. m_constantBuffer->finish();
  2135. }
  2136. }
  2137. uint16_t shaderSize;
  2138. bx::read(&reader, shaderSize);
  2139. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2140. bx::skip(&reader, shaderSize+1);
  2141. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2142. {
  2143. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2144. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2145. }
  2146. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2147. {
  2148. m_hash = bx::hashMurmur2A(code, shaderSize);
  2149. m_code = copy(code, shaderSize);
  2150. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2151. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2152. }
  2153. else
  2154. {
  2155. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2156. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2157. }
  2158. uint8_t numAttrs;
  2159. bx::read(&reader, numAttrs);
  2160. memset(m_attrMask, 0, sizeof(m_attrMask));
  2161. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2162. {
  2163. uint16_t id;
  2164. bx::read(&reader, id);
  2165. Attrib::Enum attr = idToAttrib(id);
  2166. if (Attrib::Count != attr)
  2167. {
  2168. m_attrMask[attr] = 0xff;
  2169. }
  2170. }
  2171. uint16_t size;
  2172. bx::read(&reader, size);
  2173. if (0 < size)
  2174. {
  2175. D3D11_BUFFER_DESC desc;
  2176. desc.ByteWidth = size;
  2177. desc.Usage = D3D11_USAGE_DEFAULT;
  2178. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2179. desc.CPUAccessFlags = 0;
  2180. desc.MiscFlags = 0;
  2181. desc.StructureByteStride = 0;
  2182. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2183. }
  2184. }
  2185. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2186. {
  2187. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2188. ImageContainer imageContainer;
  2189. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2190. {
  2191. uint8_t numMips = imageContainer.m_numMips;
  2192. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2193. numMips -= startLod;
  2194. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2195. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2196. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2197. m_flags = _flags;
  2198. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2199. m_textureFormat = (uint8_t)imageContainer.m_format;
  2200. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2201. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2202. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2203. if (convert)
  2204. {
  2205. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2206. bpp = 32;
  2207. }
  2208. if (imageContainer.m_cubeMap)
  2209. {
  2210. m_type = TextureCube;
  2211. }
  2212. else if (imageContainer.m_depth > 1)
  2213. {
  2214. m_type = Texture3D;
  2215. }
  2216. else
  2217. {
  2218. m_type = Texture2D;
  2219. }
  2220. m_numMips = numMips;
  2221. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2222. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2223. uint32_t kk = 0;
  2224. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2225. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2226. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2227. , this - s_renderD3D11->m_textures
  2228. , getName( (TextureFormat::Enum)m_textureFormat)
  2229. , getName( (TextureFormat::Enum)m_requestedFormat)
  2230. , textureWidth
  2231. , textureHeight
  2232. , imageContainer.m_cubeMap ? "x6" : ""
  2233. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2234. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2235. );
  2236. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2237. {
  2238. uint32_t width = textureWidth;
  2239. uint32_t height = textureHeight;
  2240. uint32_t depth = imageContainer.m_depth;
  2241. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2242. {
  2243. width = bx::uint32_max(1, width);
  2244. height = bx::uint32_max(1, height);
  2245. depth = bx::uint32_max(1, depth);
  2246. ImageMip mip;
  2247. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2248. {
  2249. srd[kk].pSysMem = mip.m_data;
  2250. if (convert)
  2251. {
  2252. uint32_t srcpitch = mip.m_width*bpp/8;
  2253. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2254. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2255. srd[kk].pSysMem = temp;
  2256. srd[kk].SysMemPitch = srcpitch;
  2257. }
  2258. else if (compressed)
  2259. {
  2260. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2261. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2262. }
  2263. else
  2264. {
  2265. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2266. }
  2267. if (swizzle)
  2268. {
  2269. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2270. }
  2271. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2272. ++kk;
  2273. }
  2274. width >>= 1;
  2275. height >>= 1;
  2276. depth >>= 1;
  2277. }
  2278. }
  2279. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2280. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2281. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2282. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2283. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2284. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2285. memset(&srvd, 0, sizeof(srvd) );
  2286. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2287. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2288. if (swizzle)
  2289. {
  2290. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2291. srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2292. }
  2293. switch (m_type)
  2294. {
  2295. case Texture2D:
  2296. case TextureCube:
  2297. {
  2298. D3D11_TEXTURE2D_DESC desc;
  2299. desc.Width = textureWidth;
  2300. desc.Height = textureHeight;
  2301. desc.MipLevels = numMips;
  2302. desc.Format = format;
  2303. desc.SampleDesc = msaa;
  2304. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2305. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2306. desc.CPUAccessFlags = 0;
  2307. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2308. {
  2309. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2310. desc.Usage = D3D11_USAGE_DEFAULT;
  2311. }
  2312. else if (renderTarget)
  2313. {
  2314. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2315. desc.Usage = D3D11_USAGE_DEFAULT;
  2316. }
  2317. if (computeWrite)
  2318. {
  2319. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2320. desc.Usage = D3D11_USAGE_DEFAULT;
  2321. }
  2322. if (imageContainer.m_cubeMap)
  2323. {
  2324. desc.ArraySize = 6;
  2325. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2326. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2327. srvd.TextureCube.MipLevels = numMips;
  2328. }
  2329. else
  2330. {
  2331. desc.ArraySize = 1;
  2332. desc.MiscFlags = 0;
  2333. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2334. srvd.Texture2D.MipLevels = numMips;
  2335. }
  2336. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2337. }
  2338. break;
  2339. case Texture3D:
  2340. {
  2341. D3D11_TEXTURE3D_DESC desc;
  2342. desc.Width = textureWidth;
  2343. desc.Height = textureHeight;
  2344. desc.Depth = imageContainer.m_depth;
  2345. desc.MipLevels = imageContainer.m_numMips;
  2346. desc.Format = format;
  2347. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2348. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2349. desc.CPUAccessFlags = 0;
  2350. desc.MiscFlags = 0;
  2351. if (computeWrite)
  2352. {
  2353. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2354. desc.Usage = D3D11_USAGE_DEFAULT;
  2355. }
  2356. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2357. srvd.Texture3D.MipLevels = numMips;
  2358. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2359. }
  2360. break;
  2361. }
  2362. if (!bufferOnly)
  2363. {
  2364. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2365. }
  2366. if (computeWrite)
  2367. {
  2368. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2369. }
  2370. if (convert
  2371. && 0 != kk)
  2372. {
  2373. kk = 0;
  2374. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2375. {
  2376. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2377. {
  2378. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2379. ++kk;
  2380. }
  2381. }
  2382. }
  2383. }
  2384. }
  2385. void TextureD3D11::destroy()
  2386. {
  2387. DX_RELEASE(m_srv, 0);
  2388. DX_RELEASE(m_uav, 0);
  2389. DX_RELEASE(m_ptr, 0);
  2390. }
  2391. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2392. {
  2393. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2394. D3D11_BOX box;
  2395. box.left = _rect.m_x;
  2396. box.top = _rect.m_y;
  2397. box.right = box.left + _rect.m_width;
  2398. box.bottom = box.top + _rect.m_height;
  2399. box.front = _z;
  2400. box.back = box.front + _depth;
  2401. const uint32_t subres = _mip + (_side * m_numMips);
  2402. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2403. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2404. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2405. const bool convert = m_textureFormat != m_requestedFormat;
  2406. uint8_t* data = _mem->data;
  2407. uint8_t* temp = NULL;
  2408. if (convert)
  2409. {
  2410. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2411. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2412. data = temp;
  2413. }
  2414. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  2415. if (NULL != temp)
  2416. {
  2417. BX_FREE(g_allocator, temp);
  2418. }
  2419. }
  2420. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  2421. {
  2422. TextureStage& ts = s_renderD3D11->m_textureStage;
  2423. ts.m_srv[_stage] = m_srv;
  2424. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  2425. ? s_renderD3D11->getSamplerState(_flags)
  2426. : m_sampler
  2427. ;
  2428. }
  2429. void TextureD3D11::resolve()
  2430. {
  2431. }
  2432. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  2433. {
  2434. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  2435. {
  2436. m_rtv[ii] = NULL;
  2437. }
  2438. m_dsv = NULL;
  2439. m_swapChain = NULL;
  2440. m_num = 0;
  2441. for (uint32_t ii = 0; ii < _num; ++ii)
  2442. {
  2443. TextureHandle handle = _handles[ii];
  2444. if (isValid(handle) )
  2445. {
  2446. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  2447. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2448. {
  2449. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  2450. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2451. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2452. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2453. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2454. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  2455. dsvDesc.Flags = 0;
  2456. dsvDesc.Texture2D.MipSlice = 0;
  2457. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  2458. }
  2459. else
  2460. {
  2461. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  2462. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  2463. m_num++;
  2464. }
  2465. }
  2466. }
  2467. }
  2468. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2469. {
  2470. BX_UNUSED(_depthFormat);
  2471. DXGI_SWAP_CHAIN_DESC scd;
  2472. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  2473. scd.BufferDesc.Width = _width;
  2474. scd.BufferDesc.Height = _height;
  2475. scd.OutputWindow = (HWND)_nwh;
  2476. HRESULT hr;
  2477. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  2478. , &scd
  2479. , &m_swapChain
  2480. );
  2481. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  2482. ID3D11Resource* ptr;
  2483. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&ptr) );
  2484. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  2485. DX_RELEASE(ptr, 0);
  2486. m_srv[0] = NULL;
  2487. m_dsv = NULL;
  2488. m_denseIdx = _denseIdx;
  2489. m_num = 1;
  2490. }
  2491. uint16_t FrameBufferD3D11::destroy()
  2492. {
  2493. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2494. {
  2495. DX_RELEASE(m_srv[ii], 0);
  2496. DX_RELEASE(m_rtv[ii], 0);
  2497. }
  2498. DX_RELEASE(m_dsv, 0);
  2499. DX_RELEASE(m_swapChain, 0);
  2500. m_num = 0;
  2501. uint16_t denseIdx = m_denseIdx;
  2502. m_denseIdx = UINT16_MAX;
  2503. return denseIdx;
  2504. }
  2505. void FrameBufferD3D11::resolve()
  2506. {
  2507. }
  2508. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  2509. {
  2510. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2511. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  2512. {
  2513. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  2514. {
  2515. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2516. {
  2517. uint8_t index = _clear.m_index[ii];
  2518. if (NULL != m_rtv[ii]
  2519. && UINT8_MAX != index)
  2520. {
  2521. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  2522. }
  2523. }
  2524. }
  2525. else
  2526. {
  2527. float frgba[4] =
  2528. {
  2529. _clear.m_index[0]*1.0f/255.0f,
  2530. _clear.m_index[1]*1.0f/255.0f,
  2531. _clear.m_index[2]*1.0f/255.0f,
  2532. _clear.m_index[3]*1.0f/255.0f,
  2533. };
  2534. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2535. {
  2536. if (NULL != m_rtv[ii])
  2537. {
  2538. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2539. }
  2540. }
  2541. }
  2542. }
  2543. if (NULL != m_dsv
  2544. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  2545. {
  2546. DWORD flags = 0;
  2547. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  2548. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  2549. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2550. }
  2551. }
  2552. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2553. {
  2554. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2555. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2556. updateResolution(_render->m_resolution);
  2557. int64_t elapsed = -bx::getHPCounter();
  2558. int64_t captureElapsed = 0;
  2559. if (0 < _render->m_iboffset)
  2560. {
  2561. TransientIndexBuffer* ib = _render->m_transientIb;
  2562. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2563. }
  2564. if (0 < _render->m_vboffset)
  2565. {
  2566. TransientVertexBuffer* vb = _render->m_transientVb;
  2567. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2568. }
  2569. _render->sort();
  2570. RenderDraw currentState;
  2571. currentState.clear();
  2572. currentState.m_flags = BGFX_STATE_NONE;
  2573. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2574. Matrix4 mtxViewTmp[2][BGFX_CONFIG_MAX_VIEWS];
  2575. Matrix4* mtxView[2] = { _render->m_view, mtxViewTmp[1] };
  2576. Matrix4 mtxViewProj[2][BGFX_CONFIG_MAX_VIEWS];
  2577. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  2578. _render->m_hmdEnabled = hmdEnabled;
  2579. if (hmdEnabled)
  2580. {
  2581. HMD& hmd = _render->m_hmd;
  2582. m_ovr.getEyePose(hmd);
  2583. mtxView[0] = mtxViewTmp[0];
  2584. Matrix4 viewAdjust;
  2585. bx::mtxIdentity(viewAdjust.un.val);
  2586. for (uint32_t eye = 0; eye < 2; ++eye)
  2587. {
  2588. const HMD::Eye& hmdEye = hmd.eye[eye];
  2589. viewAdjust.un.val[12] = hmdEye.viewOffset[0];
  2590. viewAdjust.un.val[13] = hmdEye.viewOffset[1];
  2591. viewAdjust.un.val[14] = hmdEye.viewOffset[2];
  2592. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2593. {
  2594. if (BGFX_VIEW_STEREO == (_render->m_viewFlags[ii] & BGFX_VIEW_STEREO) )
  2595. {
  2596. bx::float4x4_mul(&mtxView[eye][ii].un.f4x4
  2597. , &_render->m_view[ii].un.f4x4
  2598. , &viewAdjust.un.f4x4
  2599. );
  2600. }
  2601. else
  2602. {
  2603. memcpy(&mtxView[0][ii].un.f4x4, &_render->m_view[ii].un.f4x4, sizeof(Matrix4) );
  2604. }
  2605. }
  2606. }
  2607. }
  2608. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2609. {
  2610. for (uint32_t eye = 0; eye < uint32_t(hmdEnabled)+1; ++eye)
  2611. {
  2612. bx::float4x4_mul(&mtxViewProj[eye][ii].un.f4x4
  2613. , &mtxView[eye][ii].un.f4x4
  2614. , &_render->m_proj[eye][ii].un.f4x4
  2615. );
  2616. }
  2617. }
  2618. Matrix4 invView;
  2619. Matrix4 invProj;
  2620. Matrix4 invViewProj;
  2621. uint16_t invViewCached = UINT16_MAX;
  2622. uint16_t invProjCached = UINT16_MAX;
  2623. uint16_t invViewProjCached = UINT16_MAX;
  2624. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2625. bool scissorEnabled = false;
  2626. setDebugWireframe(wireframe);
  2627. uint16_t programIdx = invalidHandle;
  2628. SortKey key;
  2629. uint8_t view = 0xff;
  2630. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2631. float alphaRef = 0.0f;
  2632. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2633. uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2634. PrimInfo prim = s_primInfo[primIndex];
  2635. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2636. bool wasCompute = false;
  2637. bool viewHasScissor = false;
  2638. Rect viewScissorRect;
  2639. viewScissorRect.clear();
  2640. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2641. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2642. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2643. uint32_t statsNumIndices = 0;
  2644. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2645. {
  2646. bool viewRestart = false;
  2647. uint8_t eye = 0;
  2648. uint8_t restartState = 0;
  2649. Rect rect = _render->m_rect[0];
  2650. int32_t numItems = _render->m_num;
  2651. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  2652. {
  2653. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  2654. const bool viewChanged = 0
  2655. || key.m_view != view
  2656. || item == numItems
  2657. ;
  2658. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2659. ++item;
  2660. if (viewChanged)
  2661. {
  2662. if (1 == restartState)
  2663. {
  2664. restartState = 2;
  2665. item = restartItem;
  2666. restartItem = numItems;
  2667. view = 0xff;
  2668. continue;
  2669. }
  2670. view = key.m_view;
  2671. programIdx = invalidHandle;
  2672. if (_render->m_fb[view].idx != fbh.idx)
  2673. {
  2674. fbh = _render->m_fb[view];
  2675. setFrameBuffer(fbh);
  2676. }
  2677. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  2678. viewRestart &= hmdEnabled;
  2679. if (viewRestart)
  2680. {
  2681. if (0 == restartState)
  2682. {
  2683. restartState = 1;
  2684. restartItem = item - 1;
  2685. }
  2686. eye = (restartState - 1) & 1;
  2687. restartState &= 1;
  2688. }
  2689. else
  2690. {
  2691. eye = 0;
  2692. }
  2693. PIX_ENDEVENT();
  2694. rect = _render->m_rect[view];
  2695. if (viewRestart)
  2696. {
  2697. wchar_t* viewNameW = s_viewNameW[view];
  2698. viewNameW[3] = eye ? L'R' : L'L';
  2699. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2700. rect.m_x = eye * (rect.m_width+1)/2;
  2701. rect.m_width /= 2;
  2702. }
  2703. else
  2704. {
  2705. wchar_t* viewNameW = s_viewNameW[view];
  2706. viewNameW[3] = L' ';
  2707. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2708. }
  2709. const Rect& scissorRect = _render->m_scissor[view];
  2710. viewHasScissor = !scissorRect.isZero();
  2711. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2712. D3D11_VIEWPORT vp;
  2713. vp.TopLeftX = rect.m_x;
  2714. vp.TopLeftY = rect.m_y;
  2715. vp.Width = rect.m_width;
  2716. vp.Height = rect.m_height;
  2717. vp.MinDepth = 0.0f;
  2718. vp.MaxDepth = 1.0f;
  2719. deviceCtx->RSSetViewports(1, &vp);
  2720. Clear& clear = _render->m_clear[view];
  2721. if (BGFX_CLEAR_NONE != clear.m_flags)
  2722. {
  2723. clearQuad(_clearQuad, rect, clear, _render->m_clearColor);
  2724. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  2725. }
  2726. }
  2727. if (isCompute)
  2728. {
  2729. if (!wasCompute)
  2730. {
  2731. wasCompute = true;
  2732. ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  2733. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
  2734. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
  2735. ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  2736. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
  2737. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
  2738. }
  2739. const RenderCompute& compute = renderItem.compute;
  2740. bool programChanged = false;
  2741. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  2742. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  2743. if (key.m_program != programIdx)
  2744. {
  2745. programIdx = key.m_program;
  2746. ProgramD3D11& program = m_program[key.m_program];
  2747. m_currentProgram = &program;
  2748. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  2749. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2750. programChanged =
  2751. constantsChanged = true;
  2752. }
  2753. if (invalidHandle != programIdx)
  2754. {
  2755. ProgramD3D11& program = m_program[programIdx];
  2756. if (constantsChanged)
  2757. {
  2758. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2759. if (NULL != vcb)
  2760. {
  2761. commit(*vcb);
  2762. }
  2763. }
  2764. if (constantsChanged
  2765. || program.m_numPredefined > 0)
  2766. {
  2767. commitShaderConstants();
  2768. }
  2769. }
  2770. BX_UNUSED(programChanged);
  2771. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2772. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2773. ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  2774. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  2775. {
  2776. const ComputeBinding& bind = compute.m_bind[ii];
  2777. if (invalidHandle != bind.m_idx)
  2778. {
  2779. switch (bind.m_type)
  2780. {
  2781. case ComputeBinding::Image:
  2782. {
  2783. const TextureD3D11& texture = m_textures[bind.m_idx];
  2784. if (Access::Read != bind.m_access)
  2785. {
  2786. uav[ii] = texture.m_uav;
  2787. }
  2788. else
  2789. {
  2790. srv[ii] = texture.m_srv;
  2791. sampler[ii] = texture.m_sampler;
  2792. }
  2793. }
  2794. break;
  2795. case ComputeBinding::Buffer:
  2796. {
  2797. const VertexBufferD3D11& vertexBuffer = m_vertexBuffers[bind.m_idx];
  2798. BX_UNUSED(vertexBuffer);
  2799. }
  2800. break;
  2801. }
  2802. }
  2803. }
  2804. deviceCtx->CSSetUnorderedAccessViews(0, BGFX_MAX_COMPUTE_BINDINGS, uav, NULL);
  2805. deviceCtx->CSSetShaderResources(0, BGFX_MAX_COMPUTE_BINDINGS, srv);
  2806. deviceCtx->CSSetSamplers(0, BGFX_MAX_COMPUTE_BINDINGS, sampler);
  2807. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  2808. continue;
  2809. }
  2810. if (wasCompute)
  2811. {
  2812. wasCompute = false;
  2813. programIdx = invalidHandle;
  2814. m_currentProgram = NULL;
  2815. deviceCtx->CSSetShader(NULL, NULL, 0);
  2816. ID3D11UnorderedAccessView* uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  2817. deviceCtx->CSSetUnorderedAccessViews(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, uav, NULL);
  2818. ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  2819. deviceCtx->CSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
  2820. ID3D11SamplerState* samplers[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  2821. m_deviceCtx->CSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, samplers);
  2822. }
  2823. const RenderDraw& draw = renderItem.draw;
  2824. const uint64_t newFlags = draw.m_flags;
  2825. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  2826. currentState.m_flags = newFlags;
  2827. const uint64_t newStencil = draw.m_stencil;
  2828. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  2829. currentState.m_stencil = newStencil;
  2830. if (viewChanged)
  2831. {
  2832. currentState.clear();
  2833. currentState.m_scissor = !draw.m_scissor;
  2834. changedFlags = BGFX_STATE_MASK;
  2835. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2836. currentState.m_flags = newFlags;
  2837. currentState.m_stencil = newStencil;
  2838. uint64_t newFlags = renderItem.draw.m_flags;
  2839. setBlendState(newFlags);
  2840. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  2841. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2842. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2843. if (prim.m_type != s_primInfo[primIndex].m_type)
  2844. {
  2845. prim = s_primInfo[primIndex];
  2846. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2847. }
  2848. }
  2849. uint16_t scissor = draw.m_scissor;
  2850. if (currentState.m_scissor != scissor)
  2851. {
  2852. currentState.m_scissor = scissor;
  2853. if (UINT16_MAX == scissor)
  2854. {
  2855. scissorEnabled = viewHasScissor;
  2856. if (viewHasScissor)
  2857. {
  2858. D3D11_RECT rc;
  2859. rc.left = viewScissorRect.m_x;
  2860. rc.top = viewScissorRect.m_y;
  2861. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2862. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2863. deviceCtx->RSSetScissorRects(1, &rc);
  2864. }
  2865. }
  2866. else
  2867. {
  2868. Rect scissorRect;
  2869. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  2870. scissorEnabled = true;
  2871. D3D11_RECT rc;
  2872. rc.left = scissorRect.m_x;
  2873. rc.top = scissorRect.m_y;
  2874. rc.right = scissorRect.m_x + scissorRect.m_width;
  2875. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  2876. deviceCtx->RSSetScissorRects(1, &rc);
  2877. }
  2878. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2879. }
  2880. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  2881. || 0 != changedStencil)
  2882. {
  2883. setDepthStencilState(newFlags, newStencil);
  2884. }
  2885. if ( (0
  2886. | BGFX_STATE_CULL_MASK
  2887. | BGFX_STATE_RGB_WRITE
  2888. | BGFX_STATE_ALPHA_WRITE
  2889. | BGFX_STATE_BLEND_MASK
  2890. | BGFX_STATE_BLEND_EQUATION_MASK
  2891. | BGFX_STATE_ALPHA_REF_MASK
  2892. | BGFX_STATE_PT_MASK
  2893. | BGFX_STATE_POINT_SIZE_MASK
  2894. | BGFX_STATE_MSAA
  2895. ) & changedFlags)
  2896. {
  2897. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2898. {
  2899. setBlendState(newFlags, draw.m_rgba);
  2900. }
  2901. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  2902. {
  2903. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2904. }
  2905. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2906. {
  2907. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2908. alphaRef = ref/255.0f;
  2909. }
  2910. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2911. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2912. if (prim.m_type != s_primInfo[primIndex].m_type)
  2913. {
  2914. prim = s_primInfo[primIndex];
  2915. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2916. }
  2917. }
  2918. bool programChanged = false;
  2919. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  2920. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  2921. if (key.m_program != programIdx)
  2922. {
  2923. programIdx = key.m_program;
  2924. if (invalidHandle == programIdx)
  2925. {
  2926. m_currentProgram = NULL;
  2927. deviceCtx->VSSetShader(NULL, NULL, 0);
  2928. deviceCtx->PSSetShader(NULL, NULL, 0);
  2929. }
  2930. else
  2931. {
  2932. ProgramD3D11& program = m_program[programIdx];
  2933. m_currentProgram = &program;
  2934. const ShaderD3D11* vsh = program.m_vsh;
  2935. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2936. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2937. if (NULL != m_currentColor)
  2938. {
  2939. const ShaderD3D11* fsh = program.m_fsh;
  2940. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2941. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2942. }
  2943. else
  2944. {
  2945. deviceCtx->PSSetShader(NULL, NULL, 0);
  2946. }
  2947. }
  2948. programChanged =
  2949. constantsChanged = true;
  2950. }
  2951. if (invalidHandle != programIdx)
  2952. {
  2953. ProgramD3D11& program = m_program[programIdx];
  2954. if (constantsChanged)
  2955. {
  2956. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2957. if (NULL != vcb)
  2958. {
  2959. commit(*vcb);
  2960. }
  2961. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  2962. if (NULL != fcb)
  2963. {
  2964. commit(*fcb);
  2965. }
  2966. }
  2967. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2968. {
  2969. PredefinedUniform& predefined = program.m_predefined[ii];
  2970. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  2971. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  2972. {
  2973. case PredefinedUniform::ViewRect:
  2974. {
  2975. float frect[4];
  2976. frect[0] = rect.m_x;
  2977. frect[1] = rect.m_y;
  2978. frect[2] = rect.m_width;
  2979. frect[3] = rect.m_height;
  2980. setShaderConstant(flags, predefined.m_loc, &frect[0], 1);
  2981. }
  2982. break;
  2983. case PredefinedUniform::ViewTexel:
  2984. {
  2985. float frect[4];
  2986. frect[0] = 1.0f/float(rect.m_width);
  2987. frect[1] = 1.0f/float(rect.m_height);
  2988. setShaderConstant(flags, predefined.m_loc, &frect[0], 1);
  2989. }
  2990. break;
  2991. case PredefinedUniform::View:
  2992. {
  2993. setShaderConstant(flags
  2994. , predefined.m_loc
  2995. , mtxView[eye][view].un.val
  2996. , bx::uint32_min(4, predefined.m_count)
  2997. );
  2998. }
  2999. break;
  3000. case PredefinedUniform::InvView:
  3001. {
  3002. uint16_t viewEye = (view << 1) | eye;
  3003. if (viewEye != invViewCached)
  3004. {
  3005. invViewCached = viewEye;
  3006. bx::float4x4_inverse(&invView.un.f4x4, &mtxView[eye][view].un.f4x4);
  3007. }
  3008. setShaderConstant(flags, predefined.m_loc, invView.un.val, bx::uint32_min(4, predefined.m_count) );
  3009. }
  3010. break;
  3011. case PredefinedUniform::Proj:
  3012. {
  3013. setShaderConstant(flags, predefined.m_loc, _render->m_proj[eye][view].un.val, bx::uint32_min(4, predefined.m_count) );
  3014. }
  3015. break;
  3016. case PredefinedUniform::InvProj:
  3017. {
  3018. uint16_t viewEye = (view << 1) | eye;
  3019. if (viewEye != invProjCached)
  3020. {
  3021. invProjCached = viewEye;
  3022. bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[eye][view].un.f4x4);
  3023. }
  3024. setShaderConstant(flags, predefined.m_loc, invProj.un.val, bx::uint32_min(4, predefined.m_count) );
  3025. }
  3026. break;
  3027. case PredefinedUniform::ViewProj:
  3028. {
  3029. setShaderConstant(flags, predefined.m_loc, mtxViewProj[eye][view].un.val, bx::uint32_min(4, predefined.m_count) );
  3030. }
  3031. break;
  3032. case PredefinedUniform::InvViewProj:
  3033. {
  3034. uint16_t viewEye = (view << 1) | eye;
  3035. if (viewEye != invViewProjCached)
  3036. {
  3037. invViewProjCached = viewEye;
  3038. bx::float4x4_inverse(&invViewProj.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
  3039. }
  3040. setShaderConstant(flags, predefined.m_loc, invViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  3041. }
  3042. break;
  3043. case PredefinedUniform::Model:
  3044. {
  3045. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  3046. setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
  3047. }
  3048. break;
  3049. case PredefinedUniform::ModelView:
  3050. {
  3051. Matrix4 modelView;
  3052. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  3053. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &mtxView[eye][view].un.f4x4);
  3054. setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
  3055. }
  3056. break;
  3057. case PredefinedUniform::ModelViewProj:
  3058. {
  3059. Matrix4 modelViewProj;
  3060. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  3061. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
  3062. setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  3063. }
  3064. break;
  3065. case PredefinedUniform::AlphaRef:
  3066. {
  3067. setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  3068. }
  3069. break;
  3070. default:
  3071. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  3072. break;
  3073. }
  3074. }
  3075. if (constantsChanged
  3076. || program.m_numPredefined > 0)
  3077. {
  3078. commitShaderConstants();
  3079. }
  3080. }
  3081. {
  3082. uint32_t changes = 0;
  3083. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3084. {
  3085. const Sampler& sampler = draw.m_sampler[stage];
  3086. Sampler& current = currentState.m_sampler[stage];
  3087. if (current.m_idx != sampler.m_idx
  3088. || current.m_flags != sampler.m_flags
  3089. || programChanged)
  3090. {
  3091. if (invalidHandle != sampler.m_idx)
  3092. {
  3093. TextureD3D11& texture = m_textures[sampler.m_idx];
  3094. texture.commit(stage, sampler.m_flags);
  3095. }
  3096. else
  3097. {
  3098. m_textureStage.m_srv[stage] = NULL;
  3099. m_textureStage.m_sampler[stage] = NULL;
  3100. }
  3101. ++changes;
  3102. }
  3103. current = sampler;
  3104. }
  3105. if (0 < changes)
  3106. {
  3107. commitTextureStage();
  3108. }
  3109. }
  3110. if (programChanged
  3111. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3112. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3113. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3114. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3115. {
  3116. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3117. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3118. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3119. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3120. uint16_t handle = draw.m_vertexBuffer.idx;
  3121. if (invalidHandle != handle)
  3122. {
  3123. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  3124. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3125. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3126. uint32_t stride = vertexDecl.m_stride;
  3127. uint32_t offset = 0;
  3128. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3129. if (isValid(draw.m_instanceDataBuffer) )
  3130. {
  3131. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3132. uint32_t instStride = draw.m_instanceDataStride;
  3133. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  3134. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  3135. }
  3136. else
  3137. {
  3138. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  3139. setInputLayout(vertexDecl, m_program[programIdx], 0);
  3140. }
  3141. }
  3142. else
  3143. {
  3144. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  3145. }
  3146. }
  3147. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3148. {
  3149. currentState.m_indexBuffer = draw.m_indexBuffer;
  3150. uint16_t handle = draw.m_indexBuffer.idx;
  3151. if (invalidHandle != handle)
  3152. {
  3153. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  3154. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  3155. }
  3156. else
  3157. {
  3158. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3159. }
  3160. }
  3161. if (isValid(currentState.m_vertexBuffer) )
  3162. {
  3163. uint32_t numVertices = draw.m_numVertices;
  3164. if (UINT32_MAX == numVertices)
  3165. {
  3166. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3167. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3168. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3169. numVertices = vb.m_size/vertexDecl.m_stride;
  3170. }
  3171. uint32_t numIndices = 0;
  3172. uint32_t numPrimsSubmitted = 0;
  3173. uint32_t numInstances = 0;
  3174. uint32_t numPrimsRendered = 0;
  3175. if (isValid(draw.m_indexBuffer) )
  3176. {
  3177. if (UINT32_MAX == draw.m_numIndices)
  3178. {
  3179. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  3180. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3181. numInstances = draw.m_numInstances;
  3182. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3183. deviceCtx->DrawIndexedInstanced(numIndices
  3184. , draw.m_numInstances
  3185. , 0
  3186. , draw.m_startVertex
  3187. , 0
  3188. );
  3189. }
  3190. else if (prim.m_min <= draw.m_numIndices)
  3191. {
  3192. numIndices = draw.m_numIndices;
  3193. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3194. numInstances = draw.m_numInstances;
  3195. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3196. deviceCtx->DrawIndexedInstanced(numIndices
  3197. , draw.m_numInstances
  3198. , draw.m_startIndex
  3199. , draw.m_startVertex
  3200. , 0
  3201. );
  3202. }
  3203. }
  3204. else
  3205. {
  3206. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3207. numInstances = draw.m_numInstances;
  3208. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3209. deviceCtx->DrawInstanced(numVertices
  3210. , draw.m_numInstances
  3211. , draw.m_startVertex
  3212. , 0
  3213. );
  3214. }
  3215. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3216. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3217. statsNumInstances[primIndex] += numInstances;
  3218. statsNumIndices += numIndices;
  3219. }
  3220. }
  3221. if (0 < _render->m_num)
  3222. {
  3223. captureElapsed = -bx::getHPCounter();
  3224. capture();
  3225. captureElapsed += bx::getHPCounter();
  3226. }
  3227. }
  3228. PIX_ENDEVENT();
  3229. int64_t now = bx::getHPCounter();
  3230. elapsed += now;
  3231. static int64_t last = now;
  3232. int64_t frameTime = now - last;
  3233. last = now;
  3234. static int64_t min = frameTime;
  3235. static int64_t max = frameTime;
  3236. min = min > frameTime ? frameTime : min;
  3237. max = max < frameTime ? frameTime : max;
  3238. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3239. {
  3240. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3241. TextVideoMem& tvm = m_textVideoMem;
  3242. static int64_t next = now;
  3243. if (now >= next)
  3244. {
  3245. next = now + bx::getHPFrequency();
  3246. double freq = double(bx::getHPFrequency() );
  3247. double toMs = 1000.0/freq;
  3248. tvm.clear();
  3249. uint16_t pos = 0;
  3250. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3251. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3252. , getRendererName()
  3253. );
  3254. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3255. char description[BX_COUNTOF(desc.Description)];
  3256. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3257. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3258. char dedicatedVideo[16];
  3259. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3260. char dedicatedSystem[16];
  3261. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3262. char sharedSystem[16];
  3263. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3264. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3265. , dedicatedVideo
  3266. , dedicatedSystem
  3267. , sharedSystem
  3268. );
  3269. pos = 10;
  3270. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3271. , double(frameTime)*toMs
  3272. , double(min)*toMs
  3273. , double(max)*toMs
  3274. , freq/frameTime
  3275. );
  3276. char hmd[16];
  3277. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3278. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3279. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s"
  3280. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3281. , 0 != msaa ? '\xfe' : ' '
  3282. , 1<<msaa
  3283. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3284. );
  3285. double elapsedCpuMs = double(elapsed)*toMs;
  3286. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  3287. , _render->m_num
  3288. , elapsedCpuMs
  3289. );
  3290. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3291. {
  3292. tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
  3293. , s_primName[ii]
  3294. , statsNumPrimsRendered[ii]
  3295. , statsNumInstances[ii]
  3296. , statsNumPrimsSubmitted[ii]
  3297. );
  3298. }
  3299. if (NULL != m_renderdocdll)
  3300. {
  3301. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3302. }
  3303. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3304. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3305. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3306. pos++;
  3307. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3308. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  3309. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  3310. , m_blendStateCache.getCount()
  3311. , m_depthStencilStateCache.getCount()
  3312. , m_inputLayoutCache.getCount()
  3313. , m_rasterizerStateCache.getCount()
  3314. , m_samplerStateCache.getCount()
  3315. );
  3316. pos++;
  3317. double captureMs = double(captureElapsed)*toMs;
  3318. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3319. uint8_t attr[2] = { 0x89, 0x8a };
  3320. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3321. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3322. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3323. min = frameTime;
  3324. max = frameTime;
  3325. }
  3326. blit(this, _textVideoMemBlitter, tvm);
  3327. PIX_ENDEVENT();
  3328. }
  3329. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3330. {
  3331. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3332. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3333. PIX_ENDEVENT();
  3334. }
  3335. }
  3336. } // namespace bgfx
  3337. #else
  3338. namespace bgfx
  3339. {
  3340. RendererContextI* rendererCreateD3D11()
  3341. {
  3342. return NULL;
  3343. }
  3344. void rendererDestroyD3D11()
  3345. {
  3346. }
  3347. } // namespace bgfx
  3348. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11