renderer_d3d11.cpp 75 KB

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  1. /*
  2. * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static const D3D11_PRIMITIVE_TOPOLOGY s_primType[] =
  11. {
  12. D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  13. D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
  14. D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
  15. };
  16. static const D3D11_BLEND s_blendFactor[][2] =
  17. {
  18. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  19. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
  20. { D3D11_BLEND_ONE, D3D11_BLEND_ONE },
  21. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
  22. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
  23. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
  24. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
  25. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
  26. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
  27. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
  28. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
  29. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
  30. };
  31. static const D3D11_COMPARISON_FUNC s_depthFunc[] =
  32. {
  33. D3D11_COMPARISON_LESS, // ignored
  34. D3D11_COMPARISON_LESS,
  35. D3D11_COMPARISON_LESS_EQUAL,
  36. D3D11_COMPARISON_EQUAL,
  37. D3D11_COMPARISON_GREATER_EQUAL,
  38. D3D11_COMPARISON_GREATER,
  39. D3D11_COMPARISON_NOT_EQUAL,
  40. D3D11_COMPARISON_NEVER,
  41. D3D11_COMPARISON_ALWAYS,
  42. };
  43. static const D3D11_COMPARISON_FUNC s_stencilFunc[] =
  44. {
  45. D3D11_COMPARISON_LESS, // ignored
  46. D3D11_COMPARISON_LESS,
  47. D3D11_COMPARISON_LESS_EQUAL,
  48. D3D11_COMPARISON_EQUAL,
  49. D3D11_COMPARISON_GREATER_EQUAL,
  50. D3D11_COMPARISON_GREATER,
  51. D3D11_COMPARISON_NOT_EQUAL,
  52. D3D11_COMPARISON_NEVER,
  53. D3D11_COMPARISON_ALWAYS,
  54. };
  55. static const D3D11_STENCIL_OP s_stencilOp[] =
  56. {
  57. D3D11_STENCIL_OP_ZERO,
  58. D3D11_STENCIL_OP_KEEP,
  59. D3D11_STENCIL_OP_REPLACE,
  60. D3D11_STENCIL_OP_INCR,
  61. D3D11_STENCIL_OP_INCR_SAT,
  62. D3D11_STENCIL_OP_DECR,
  63. D3D11_STENCIL_OP_DECR_SAT,
  64. D3D11_STENCIL_OP_INVERT,
  65. };
  66. static const D3D11_CULL_MODE s_cullMode[] =
  67. {
  68. D3D11_CULL_NONE,
  69. D3D11_CULL_FRONT,
  70. D3D11_CULL_BACK,
  71. };
  72. static DXGI_FORMAT s_colorFormat[] =
  73. {
  74. DXGI_FORMAT_UNKNOWN, // ignored
  75. DXGI_FORMAT_R8G8B8A8_UNORM,
  76. DXGI_FORMAT_R32_FLOAT,
  77. };
  78. static const DXGI_FORMAT s_depthFormat[] =
  79. {
  80. DXGI_FORMAT_UNKNOWN, // ignored
  81. DXGI_FORMAT_D24_UNORM_S8_UINT,
  82. };
  83. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  84. {
  85. D3D11_TEXTURE_ADDRESS_WRAP,
  86. D3D11_TEXTURE_ADDRESS_MIRROR,
  87. D3D11_TEXTURE_ADDRESS_CLAMP,
  88. };
  89. /*
  90. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  91. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  92. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  93. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  94. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  95. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  96. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  97. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  98. * D3D11_FILTER_ANISOTROPIC = 0x55,
  99. *
  100. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  101. * 0x10 // MIN_LINEAR
  102. * 0x04 // MAG_LINEAR
  103. * 0x01 // MIP_LINEAR
  104. */
  105. static const uint32_t s_textureFilter[3][3] =
  106. {
  107. {
  108. 0x10, // min linear
  109. 0x00, // min point
  110. 0x55, // anisotopic
  111. },
  112. {
  113. 0x04, // mag linear
  114. 0x00, // mag point
  115. 0x55, // anisotopic
  116. },
  117. {
  118. 0x01, // mip linear
  119. 0x00, // mip point
  120. 0x55, // anisotopic
  121. },
  122. };
  123. struct TextureFormatInfo
  124. {
  125. DXGI_FORMAT m_fmt;
  126. uint8_t m_bpp;
  127. };
  128. #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
  129. // Win8 only BS
  130. // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
  131. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
  132. # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
  133. #endif // DXGI_FORMAT_B4G4R4A4_UNORM
  134. static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  135. {
  136. { DXGI_FORMAT_BC1_UNORM, 4 },
  137. { DXGI_FORMAT_BC2_UNORM, 8 },
  138. { DXGI_FORMAT_BC3_UNORM, 8 },
  139. { DXGI_FORMAT_BC4_UNORM, 4 },
  140. { DXGI_FORMAT_BC5_UNORM, 8 },
  141. { DXGI_FORMAT_UNKNOWN, 0 },
  142. { DXGI_FORMAT_R8_UNORM, 8 },
  143. { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
  144. { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
  145. { DXGI_FORMAT_R16G16B16A16_UNORM, 64 },
  146. { DXGI_FORMAT_R16G16B16A16_FLOAT, 64 },
  147. { DXGI_FORMAT_B5G6R5_UNORM, 16 },
  148. { DXGI_FORMAT_B4G4R4A4_UNORM, 16 },
  149. { DXGI_FORMAT_B5G5R5A1_UNORM, 16 },
  150. { DXGI_FORMAT_R10G10B10A2_UNORM, 32 },
  151. };
  152. static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
  153. {
  154. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  155. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  156. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  157. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  158. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  159. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  160. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  161. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  162. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  163. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  164. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  165. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  166. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  167. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  168. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  169. };
  170. static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
  171. {
  172. {
  173. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  174. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  175. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  176. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  177. },
  178. {
  179. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UNORM },
  180. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UNORM },
  181. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UNORM },
  182. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UNORM },
  183. },
  184. {
  185. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  186. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  187. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  188. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  189. },
  190. {
  191. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  192. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  193. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  194. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  195. },
  196. };
  197. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, uint32_t _count, const VertexDecl& _decl)
  198. {
  199. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  200. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  201. {
  202. if (0xff != _decl.m_attributes[attr])
  203. {
  204. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  205. if (0 == _decl.m_attributes[attr])
  206. {
  207. elem->AlignedByteOffset = 0;
  208. }
  209. else
  210. {
  211. uint8_t num;
  212. AttribType::Enum type;
  213. bool normalized;
  214. bool asInt;
  215. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  216. elem->Format = s_attribType[type][num-1][normalized];
  217. elem->AlignedByteOffset = _decl.m_offset[attr];
  218. }
  219. ++elem;
  220. }
  221. }
  222. return elem;
  223. }
  224. struct TextureStage
  225. {
  226. TextureStage()
  227. {
  228. clear();
  229. }
  230. void clear()
  231. {
  232. memset(m_srv, 0, sizeof(m_srv) );
  233. memset(m_sampler, 0, sizeof(m_sampler) );
  234. }
  235. ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
  236. ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
  237. };
  238. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  239. template <typename Ty>
  240. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  241. {
  242. #if BGFX_CONFIG_DEBUG_OBJECT_NAME
  243. char temp[2048];
  244. va_list argList;
  245. va_start(argList, _format);
  246. int size = uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  247. va_end(argList);
  248. temp[size] = '\0';
  249. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  250. #endif // BGFX_CONFIG_DEBUG_OBJECT_NAME
  251. }
  252. struct RendererContext
  253. {
  254. RendererContext()
  255. : m_captureTexture(NULL)
  256. , m_captureResolve(NULL)
  257. , m_wireframe(false)
  258. , m_vsChanges(0)
  259. , m_fsChanges(0)
  260. {
  261. }
  262. void init()
  263. {
  264. m_d3d11dll = LoadLibrary("d3d11.dll");
  265. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  266. PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN d3D11CreateDeviceAndSwapChain = (PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)GetProcAddress(m_d3d11dll, "D3D11CreateDeviceAndSwapChain");
  267. BGFX_FATAL(NULL != d3D11CreateDeviceAndSwapChain, Fatal::UnableToInitialize, "Function D3D11CreateDeviceAndSwapChain not found.");
  268. HRESULT hr;
  269. D3D_FEATURE_LEVEL features[] =
  270. {
  271. D3D_FEATURE_LEVEL_11_0,
  272. };
  273. memset(&m_scd, 0, sizeof(m_scd) );
  274. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  275. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  276. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  277. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  278. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  279. m_scd.SampleDesc.Count = 1;
  280. m_scd.SampleDesc.Quality = 0;
  281. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  282. m_scd.BufferCount = 1;
  283. m_scd.OutputWindow = g_bgfxHwnd;
  284. m_scd.Windowed = true;
  285. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  286. #if BGFX_CONFIG_DEBUG
  287. | D3D11_CREATE_DEVICE_DEBUG
  288. #endif // BGFX_CONFIG_DEBUG
  289. ;
  290. D3D_FEATURE_LEVEL featureLevel;
  291. hr = d3D11CreateDeviceAndSwapChain(NULL
  292. , D3D_DRIVER_TYPE_HARDWARE
  293. , NULL
  294. , flags
  295. , features
  296. , 1
  297. , D3D11_SDK_VERSION
  298. , &m_scd
  299. , &m_swapChain
  300. , &m_device
  301. , &featureLevel
  302. , &m_deviceCtx
  303. );
  304. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  305. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  306. {
  307. m_predefinedUniforms[ii].create(UniformType::Uniform4x4fv, 1, false);
  308. m_uniformReg.add(getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  309. }
  310. postReset();
  311. }
  312. void shutdown()
  313. {
  314. preReset();
  315. m_deviceCtx->ClearState();
  316. invalidateCache();
  317. for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
  318. {
  319. m_indexBuffers[ii].destroy();
  320. }
  321. for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
  322. {
  323. m_vertexBuffers[ii].destroy();
  324. }
  325. for (uint32_t ii = 0; ii < countof(m_vertexShaders); ++ii)
  326. {
  327. m_vertexShaders[ii].destroy();
  328. }
  329. for (uint32_t ii = 0; ii < countof(m_fragmentShaders); ++ii)
  330. {
  331. m_fragmentShaders[ii].destroy();
  332. }
  333. for (uint32_t ii = 0; ii < countof(m_textures); ++ii)
  334. {
  335. m_textures[ii].destroy();
  336. }
  337. for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
  338. {
  339. m_renderTargets[ii].destroy();
  340. }
  341. for (uint32_t ii = 0; ii < countof(m_uniforms); ++ii)
  342. {
  343. m_uniforms[ii].destroy();
  344. }
  345. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  346. {
  347. m_predefinedUniforms[ii].destroy();
  348. }
  349. DX_RELEASE(m_swapChain, 0);
  350. DX_RELEASE(m_deviceCtx, 0);
  351. DX_RELEASE(m_device, 0);
  352. FreeLibrary(m_d3d11dll);
  353. }
  354. void preReset()
  355. {
  356. DX_RELEASE(m_backBufferDepthStencil, 0);
  357. DX_RELEASE(m_backBufferColor, 0);
  358. // invalidateCache();
  359. capturePreReset();
  360. }
  361. void postReset()
  362. {
  363. ID3D11Texture2D* color;
  364. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  365. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  366. DX_RELEASE(color, 0);
  367. D3D11_TEXTURE2D_DESC dsd;
  368. dsd.Width = m_scd.BufferDesc.Width;
  369. dsd.Height = m_scd.BufferDesc.Height;
  370. dsd.MipLevels = 1;
  371. dsd.ArraySize = 1;
  372. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  373. dsd.SampleDesc = m_scd.SampleDesc;
  374. dsd.Usage = D3D11_USAGE_DEFAULT;
  375. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  376. dsd.CPUAccessFlags = 0;
  377. dsd.MiscFlags = 0;
  378. ID3D11Texture2D* depthStencil;
  379. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  380. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  381. DX_RELEASE(depthStencil, 0);
  382. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  383. m_currentColor = m_backBufferColor;
  384. m_currentDepthStencil = m_backBufferDepthStencil;
  385. capturePostReset();
  386. }
  387. void flip()
  388. {
  389. if (NULL != m_swapChain)
  390. {
  391. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  392. DX_CHECK(m_swapChain->Present(syncInterval, 0) );
  393. }
  394. }
  395. void invalidateCache()
  396. {
  397. m_inputLayoutCache.invalidate();
  398. m_blendStateCache.invalidate();
  399. m_depthStencilStateCache.invalidate();
  400. m_rasterizerStateCache.invalidate();
  401. m_samplerStateCache.invalidate();
  402. }
  403. void updateResolution(const Resolution& _resolution)
  404. {
  405. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  406. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  407. || m_flags != _resolution.m_flags)
  408. {
  409. m_flags = _resolution.m_flags;
  410. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  411. m_textVideoMem.clear();
  412. m_scd.BufferDesc.Width = _resolution.m_width;
  413. m_scd.BufferDesc.Height = _resolution.m_height;
  414. preReset();
  415. DX_CHECK(m_swapChain->ResizeBuffers(2
  416. , m_scd.BufferDesc.Width
  417. , m_scd.BufferDesc.Height
  418. , m_scd.BufferDesc.Format
  419. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  420. ) );
  421. postReset();
  422. }
  423. }
  424. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  425. {
  426. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  427. {
  428. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  429. m_fsChanges += _numRegs;
  430. }
  431. else
  432. {
  433. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  434. m_vsChanges += _numRegs;
  435. }
  436. }
  437. void commitShaderConstants()
  438. {
  439. if (0 < m_vsChanges)
  440. {
  441. if (NULL != m_currentProgram->m_vsh->m_buffer)
  442. {
  443. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  444. }
  445. m_vsChanges = 0;
  446. }
  447. if (0 < m_fsChanges)
  448. {
  449. if (NULL != m_currentProgram->m_fsh->m_buffer)
  450. {
  451. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  452. }
  453. m_fsChanges = 0;
  454. }
  455. }
  456. void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
  457. {
  458. if (_rt.idx == invalidHandle)
  459. {
  460. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  461. m_currentColor = m_backBufferColor;
  462. m_currentDepthStencil = m_backBufferDepthStencil;
  463. }
  464. else
  465. {
  466. invalidateTextureStage();
  467. RenderTarget& renderTarget = m_renderTargets[_rt.idx];
  468. m_deviceCtx->OMSetRenderTargets(1, &renderTarget.m_rtv, renderTarget.m_dsv);
  469. m_currentColor = renderTarget.m_rtv;
  470. m_currentDepthStencil = renderTarget.m_dsv;
  471. }
  472. }
  473. void clear(const Clear& _clear)
  474. {
  475. if (NULL != m_currentColor
  476. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  477. {
  478. uint32_t rgba = _clear.m_rgba;
  479. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  480. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  481. }
  482. if (NULL != m_currentDepthStencil
  483. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  484. {
  485. DWORD flags = 0;
  486. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  487. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  488. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  489. }
  490. }
  491. void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program, uint8_t _numInstanceData)
  492. {
  493. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  494. layoutHash ^= _numInstanceData;
  495. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  496. if (NULL == layout)
  497. {
  498. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  499. VertexDecl decl;
  500. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  501. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  502. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  503. {
  504. uint8_t mask = attrMask[ii];
  505. uint8_t attr = (decl.m_attributes[ii] & mask);
  506. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  507. }
  508. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, Attrib::Count, decl);
  509. ptrdiff_t num = elem-vertexElements;
  510. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  511. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  512. {
  513. uint32_t index = 8-_numInstanceData+ii;
  514. uint32_t jj;
  515. D3D11_INPUT_ELEMENT_DESC* curr;
  516. for (jj = 0; jj < (uint32_t)num; ++jj)
  517. {
  518. curr = &vertexElements[jj];
  519. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  520. && curr->SemanticIndex == index)
  521. {
  522. break;
  523. }
  524. }
  525. if (jj == num)
  526. {
  527. curr = elem;
  528. ++elem;
  529. }
  530. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  531. curr->InputSlot = 1;
  532. curr->SemanticIndex = index;
  533. curr->AlignedByteOffset = ii*16;
  534. }
  535. num = elem-vertexElements;
  536. DX_CHECK(m_device->CreateInputLayout(vertexElements
  537. , uint32_t(num)
  538. , _program.m_vsh->m_code->data
  539. , _program.m_vsh->m_code->size
  540. , &layout
  541. ) );
  542. m_inputLayoutCache.add(layoutHash, layout);
  543. }
  544. m_deviceCtx->IASetInputLayout(layout);
  545. }
  546. void setBlendState(uint64_t _state)
  547. {
  548. _state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
  549. ID3D11BlendState* bs = m_blendStateCache.find(_state);
  550. if (NULL == bs)
  551. {
  552. D3D11_BLEND_DESC desc;
  553. memset(&desc, 0, sizeof(desc) );
  554. D3D11_RENDER_TARGET_BLEND_DESC& drt = desc.RenderTarget[0];
  555. drt.BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  556. uint32_t blend = (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  557. uint32_t src = blend&0xf;
  558. uint32_t dst = (blend>>4)&0xf;
  559. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  560. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  561. drt.SrcBlend = s_blendFactor[src][0];
  562. drt.DestBlend = s_blendFactor[dst][0];
  563. drt.BlendOp = D3D11_BLEND_OP_ADD;
  564. drt.SrcBlendAlpha = s_blendFactor[src][1];
  565. drt.DestBlendAlpha = s_blendFactor[dst][1];
  566. drt.BlendOpAlpha = D3D11_BLEND_OP_ADD;
  567. drt.RenderTargetWriteMask = writeMask;
  568. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  569. m_blendStateCache.add(_state, bs);
  570. }
  571. m_deviceCtx->OMSetBlendState(bs, NULL, 0xffffffff);
  572. }
  573. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  574. {
  575. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  576. uint32_t fstencil = unpackStencil(0, _stencil);
  577. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  578. _stencil &= packStencil(BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  579. HashMurmur2A murmur;
  580. murmur.begin();
  581. murmur.add(_state);
  582. murmur.add(_stencil);
  583. uint32_t hash = murmur.end();
  584. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  585. if (NULL == dss)
  586. {
  587. D3D11_DEPTH_STENCIL_DESC desc;
  588. memset(&desc, 0, sizeof(desc) );
  589. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  590. desc.DepthEnable = 0 != func;
  591. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  592. desc.DepthFunc = s_depthFunc[func];
  593. uint32_t bstencil = unpackStencil(1, _stencil);
  594. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  595. bstencil = frontAndBack ? bstencil : fstencil;
  596. desc.StencilEnable = 0 != _stencil;
  597. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  598. desc.StencilWriteMask = 0xff;
  599. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  600. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  601. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  602. desc.FrontFace.StencilFunc = s_stencilFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  603. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  604. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  605. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  606. desc.BackFace.StencilFunc = s_stencilFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  607. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  608. m_depthStencilStateCache.add(hash, dss);
  609. }
  610. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  611. }
  612. void setDebugWireframe(bool _wireframe)
  613. {
  614. if (m_wireframe != _wireframe)
  615. {
  616. m_wireframe = _wireframe;
  617. m_rasterizerStateCache.invalidate();
  618. }
  619. }
  620. void setRasterizerState(uint64_t _state, bool _wireframe = false)
  621. {
  622. _state &= BGFX_STATE_CULL_MASK;
  623. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  624. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  625. if (NULL == rs)
  626. {
  627. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  628. D3D11_RASTERIZER_DESC desc;
  629. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  630. desc.CullMode = s_cullMode[cull];
  631. desc.FrontCounterClockwise = false;
  632. desc.DepthBias = 0;
  633. desc.DepthBiasClamp = 0.0f;
  634. desc.SlopeScaledDepthBias = 0.0f;
  635. desc.DepthClipEnable = false;
  636. desc.ScissorEnable = false;
  637. desc.MultisampleEnable = false;
  638. desc.AntialiasedLineEnable = false;
  639. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  640. m_rasterizerStateCache.add(_state, rs);
  641. }
  642. m_deviceCtx->RSSetState(rs);
  643. }
  644. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  645. {
  646. _flags &= BGFX_TEXTURE_MIN_MASK|BGFX_TEXTURE_MAG_MASK|BGFX_TEXTURE_MIP_MASK
  647. | BGFX_TEXTURE_U_MASK|BGFX_TEXTURE_V_MASK|BGFX_TEXTURE_W_MASK
  648. ;
  649. uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  650. uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  651. uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  652. D3D11_SAMPLER_DESC sd;
  653. sd.Filter = (D3D11_FILTER)(minFilter|magFilter|mipFilter);
  654. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  655. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  656. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  657. sd.MipLODBias = 0.0f;
  658. sd.MaxAnisotropy = 1;
  659. sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
  660. sd.BorderColor[0] = 0.0f;
  661. sd.BorderColor[1] = 0.0f;
  662. sd.BorderColor[2] = 0.0f;
  663. sd.BorderColor[3] = 0.0f;
  664. sd.MinLOD = 0;
  665. sd.MaxLOD = D3D11_FLOAT32_MAX;
  666. uint32_t hash = bx::hashMurmur2A(sd);
  667. ID3D11SamplerState* sampler = m_samplerStateCache.find(hash);
  668. if (NULL == sampler)
  669. {
  670. m_device->CreateSamplerState(&sd, &sampler);
  671. DX_CHECK_REFCOUNT(sampler, 1);
  672. m_samplerStateCache.add(hash, sampler);
  673. }
  674. return sampler;
  675. }
  676. void commitTextureStage()
  677. {
  678. m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
  679. m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
  680. }
  681. void invalidateTextureStage()
  682. {
  683. m_textureStage.clear();
  684. commitTextureStage();
  685. }
  686. void capturePostReset()
  687. {
  688. if (m_flags&BGFX_RESET_CAPTURE)
  689. {
  690. ID3D11Texture2D* backBuffer;
  691. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  692. D3D11_TEXTURE2D_DESC backBufferDesc;
  693. backBuffer->GetDesc(&backBufferDesc);
  694. D3D11_TEXTURE2D_DESC desc;
  695. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  696. desc.SampleDesc.Count = 1;
  697. desc.SampleDesc.Quality = 0;
  698. desc.Usage = D3D11_USAGE_STAGING;
  699. desc.BindFlags = 0;
  700. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  701. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  702. if (SUCCEEDED(hr) )
  703. {
  704. if (backBufferDesc.SampleDesc.Count != 1)
  705. {
  706. desc.Usage = D3D11_USAGE_DEFAULT;
  707. desc.CPUAccessFlags = 0;
  708. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  709. }
  710. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  711. }
  712. DX_RELEASE(backBuffer, 0);
  713. }
  714. }
  715. void capturePreReset()
  716. {
  717. if (NULL != m_captureTexture)
  718. {
  719. g_callback->captureEnd();
  720. }
  721. DX_RELEASE(m_captureResolve, 0);
  722. DX_RELEASE(m_captureTexture, 0);
  723. }
  724. void capture()
  725. {
  726. if (NULL != m_captureTexture)
  727. {
  728. ID3D11Texture2D* backBuffer;
  729. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  730. DXGI_MODE_DESC& desc = m_scd.BufferDesc;
  731. if (NULL == m_captureResolve)
  732. {
  733. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  734. }
  735. else
  736. {
  737. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
  738. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  739. }
  740. D3D11_MAPPED_SUBRESOURCE mapped;
  741. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  742. g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
  743. m_deviceCtx->Unmap(m_captureTexture, 0);
  744. DX_RELEASE(backBuffer, 0);
  745. }
  746. }
  747. void saveScreenShot(Memory* _mem)
  748. {
  749. ID3D11Texture2D* backBuffer;
  750. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  751. D3D11_TEXTURE2D_DESC backBufferDesc;
  752. backBuffer->GetDesc(&backBufferDesc);
  753. D3D11_TEXTURE2D_DESC desc;
  754. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  755. desc.SampleDesc.Count = 1;
  756. desc.SampleDesc.Quality = 0;
  757. desc.Usage = D3D11_USAGE_STAGING;
  758. desc.BindFlags = 0;
  759. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  760. ID3D11Texture2D* texture;
  761. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  762. if (SUCCEEDED(hr) )
  763. {
  764. if (backBufferDesc.SampleDesc.Count == 1)
  765. {
  766. m_deviceCtx->CopyResource(texture, backBuffer);
  767. }
  768. else
  769. {
  770. desc.Usage = D3D11_USAGE_DEFAULT;
  771. desc.CPUAccessFlags = 0;
  772. ID3D11Texture2D* resolve;
  773. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  774. if (SUCCEEDED(hr) )
  775. {
  776. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  777. m_deviceCtx->CopyResource(texture, resolve);
  778. DX_RELEASE(resolve, 0);
  779. }
  780. }
  781. D3D11_MAPPED_SUBRESOURCE mapped;
  782. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  783. g_callback->screenShot( (const char*)_mem->data
  784. , backBufferDesc.Width
  785. , backBufferDesc.Height
  786. , mapped.RowPitch
  787. , mapped.pData
  788. , backBufferDesc.Height*mapped.RowPitch
  789. , false
  790. );
  791. m_deviceCtx->Unmap(texture, 0);
  792. DX_RELEASE(texture, 0);
  793. }
  794. DX_RELEASE(backBuffer, 0);
  795. }
  796. HMODULE m_d3d11dll;
  797. IDXGISwapChain* m_swapChain;
  798. ID3D11Device* m_device;
  799. ID3D11DeviceContext* m_deviceCtx;
  800. ID3D11RenderTargetView* m_backBufferColor;
  801. ID3D11DepthStencilView* m_backBufferDepthStencil;
  802. ID3D11RenderTargetView* m_currentColor;
  803. ID3D11DepthStencilView* m_currentDepthStencil;
  804. ID3D11Texture2D* m_captureTexture;
  805. ID3D11Texture2D* m_captureResolve;
  806. bool m_wireframe;
  807. DXGI_SWAP_CHAIN_DESC m_scd;
  808. uint32_t m_flags;
  809. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  810. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  811. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  812. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  813. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  814. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  815. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  816. RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
  817. UniformBuffer m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  818. UniformBuffer m_predefinedUniforms[PredefinedUniform::Count];
  819. UniformRegistry m_uniformReg;
  820. StateCacheT<ID3D11BlendState> m_blendStateCache;
  821. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  822. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  823. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  824. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  825. TextVideoMem m_textVideoMem;
  826. RenderTargetHandle m_rt;
  827. TextureStage m_textureStage;
  828. Program* m_currentProgram;
  829. uint8_t m_vsScratch[64<<10];
  830. uint8_t m_fsScratch[64<<10];
  831. uint32_t m_vsChanges;
  832. uint32_t m_fsChanges;
  833. };
  834. static RendererContext s_renderCtx;
  835. void IndexBuffer::create(uint32_t _size, void* _data)
  836. {
  837. m_size = _size;
  838. m_dynamic = NULL == _data;
  839. D3D11_BUFFER_DESC desc;
  840. desc.ByteWidth = _size;
  841. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  842. desc.MiscFlags = 0;
  843. desc.StructureByteStride = 0;
  844. if (m_dynamic)
  845. {
  846. desc.Usage = D3D11_USAGE_DYNAMIC;
  847. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  848. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  849. , NULL
  850. , &m_ptr
  851. ) );
  852. }
  853. else
  854. {
  855. desc.Usage = D3D11_USAGE_IMMUTABLE;
  856. desc.CPUAccessFlags = 0;
  857. D3D11_SUBRESOURCE_DATA srd;
  858. srd.pSysMem = _data;
  859. srd.SysMemPitch = 0;
  860. srd.SysMemSlicePitch = 0;
  861. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  862. , &srd
  863. , &m_ptr
  864. ) );
  865. }
  866. }
  867. void IndexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  868. {
  869. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  870. BX_CHECK(m_dynamic, "Must be dynamic!");
  871. D3D11_MAPPED_SUBRESOURCE mapped;
  872. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  873. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  874. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  875. deviceCtx->Unmap(m_ptr, 0);
  876. }
  877. void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  878. {
  879. m_size = _size;
  880. m_decl = _declHandle;
  881. m_dynamic = NULL == _data;
  882. D3D11_BUFFER_DESC desc;
  883. desc.ByteWidth = _size;
  884. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  885. desc.MiscFlags = 0;
  886. if (m_dynamic)
  887. {
  888. desc.Usage = D3D11_USAGE_DYNAMIC;
  889. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  890. desc.StructureByteStride = 0;
  891. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  892. , NULL
  893. , &m_ptr
  894. ) );
  895. }
  896. else
  897. {
  898. desc.Usage = D3D11_USAGE_IMMUTABLE;
  899. desc.CPUAccessFlags = 0;
  900. desc.StructureByteStride = 0;
  901. D3D11_SUBRESOURCE_DATA srd;
  902. srd.pSysMem = _data;
  903. srd.SysMemPitch = 0;
  904. srd.SysMemSlicePitch = 0;
  905. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  906. , &srd
  907. , &m_ptr
  908. ) );
  909. }
  910. }
  911. void VertexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  912. {
  913. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  914. BX_CHECK(m_dynamic, "Must be dynamic!");
  915. D3D11_MAPPED_SUBRESOURCE mapped;
  916. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  917. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  918. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  919. deviceCtx->Unmap(m_ptr, 0);
  920. }
  921. void ConstantBuffer::commit()
  922. {
  923. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  924. reset();
  925. do
  926. {
  927. uint32_t opcode = read();
  928. if (UniformType::End == opcode)
  929. {
  930. break;
  931. }
  932. UniformType::Enum type;
  933. uint16_t loc;
  934. uint16_t num;
  935. uint16_t copy;
  936. decodeOpcode(opcode, type, loc, num, copy);
  937. const char* data;
  938. if (copy)
  939. {
  940. data = read(g_uniformTypeSize[type]*num);
  941. }
  942. else
  943. {
  944. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  945. }
  946. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  947. case UniformType::_uniform: \
  948. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  949. { \
  950. s_renderCtx.setShaderConstant(type, loc, data, num); \
  951. } \
  952. break;
  953. switch ((int32_t)type)
  954. {
  955. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  956. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  957. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  958. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  959. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  960. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  961. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  962. CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
  963. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
  964. case UniformType::End:
  965. break;
  966. default:
  967. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  968. break;
  969. }
  970. #undef CASE_IMPLEMENT_UNIFORM
  971. } while (true);
  972. }
  973. void TextVideoMemBlitter::setup()
  974. {
  975. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  976. uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
  977. uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
  978. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  979. s_renderCtx.setRenderTarget(rt, false);
  980. D3D11_VIEWPORT vp;
  981. vp.TopLeftX = 0;
  982. vp.TopLeftY = 0;
  983. vp.Width = (float)width;
  984. vp.Height = (float)height;
  985. vp.MinDepth = 0.0f;
  986. vp.MaxDepth = 1.0f;
  987. deviceCtx->RSSetViewports(1, &vp);
  988. uint64_t state = BGFX_STATE_RGB_WRITE
  989. | BGFX_STATE_ALPHA_WRITE
  990. | BGFX_STATE_DEPTH_TEST_ALWAYS
  991. ;
  992. s_renderCtx.setBlendState(state);
  993. s_renderCtx.setDepthStencilState(state);
  994. s_renderCtx.setRasterizerState(state, false);
  995. Program& program = s_renderCtx.m_program[m_program.idx];
  996. s_renderCtx.m_currentProgram = &program;
  997. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  998. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  999. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1000. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1001. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  1002. VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  1003. uint32_t stride = vertexDecl.m_stride;
  1004. uint32_t offset = 0;
  1005. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1006. s_renderCtx.setInputLayout(vertexDecl, program, 0);
  1007. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  1008. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1009. float proj[16];
  1010. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1011. PredefinedUniform& predefined = program.m_predefined[0];
  1012. uint8_t flags = predefined.m_type;
  1013. s_renderCtx.setShaderConstant(flags, predefined.m_loc, proj, 4);
  1014. s_renderCtx.commitShaderConstants();
  1015. s_renderCtx.m_textures[m_texture.idx].commit(0);
  1016. s_renderCtx.commitTextureStage();
  1017. }
  1018. void TextVideoMemBlitter::render(uint32_t _numIndices)
  1019. {
  1020. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1021. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  1022. ib.update(0, _numIndices*2, m_ib->data);
  1023. uint32_t numVertices = _numIndices*4/6;
  1024. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  1025. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1026. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1027. }
  1028. void ClearQuad::clear(const Rect& _rect, const Clear& _clear)
  1029. {
  1030. uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
  1031. uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
  1032. if (0 == _rect.m_x
  1033. && 0 == _rect.m_y
  1034. && width == _rect.m_width
  1035. && height == _rect.m_height)
  1036. {
  1037. s_renderCtx.clear(_clear);
  1038. }
  1039. else
  1040. {
  1041. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1042. uint64_t state = 0;
  1043. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1044. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1045. s_renderCtx.setBlendState(state);
  1046. s_renderCtx.setDepthStencilState(state);
  1047. s_renderCtx.setRasterizerState(state, false);
  1048. Program& program = s_renderCtx.m_program[m_program.idx];
  1049. s_renderCtx.m_currentProgram = &program;
  1050. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1051. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1052. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1053. deviceCtx->PSSetConstantBuffers(0, 0, NULL);
  1054. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  1055. VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  1056. uint32_t stride = vertexDecl.m_stride;
  1057. uint32_t offset = 0;
  1058. {
  1059. struct Vertex
  1060. {
  1061. float m_x;
  1062. float m_y;
  1063. float m_z;
  1064. uint32_t m_abgr;
  1065. } * vertex = (Vertex*)m_vb->data;
  1066. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1067. const float depth = _clear.m_depth;
  1068. vertex->m_x = -1.0f;
  1069. vertex->m_y = -1.0f;
  1070. vertex->m_z = depth;
  1071. vertex->m_abgr = abgr;
  1072. vertex++;
  1073. vertex->m_x = 1.0f;
  1074. vertex->m_y = -1.0f;
  1075. vertex->m_z = depth;
  1076. vertex->m_abgr = abgr;
  1077. vertex++;
  1078. vertex->m_x = 1.0f;
  1079. vertex->m_y = 1.0f;
  1080. vertex->m_z = depth;
  1081. vertex->m_abgr = abgr;
  1082. vertex++;
  1083. vertex->m_x = -1.0f;
  1084. vertex->m_y = 1.0f;
  1085. vertex->m_z = depth;
  1086. vertex->m_abgr = abgr;
  1087. }
  1088. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  1089. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1090. s_renderCtx.setInputLayout(vertexDecl, program, 0);
  1091. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib.idx];
  1092. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1093. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1094. deviceCtx->DrawIndexed(6, 0, 0);
  1095. }
  1096. }
  1097. void Shader::create(bool _fragment, const Memory* _mem)
  1098. {
  1099. bx::MemoryReader reader(_mem->data, _mem->size);
  1100. uint32_t magic;
  1101. bx::read(&reader, magic);
  1102. uint32_t iohash;
  1103. bx::read(&reader, iohash);
  1104. bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
  1105. uint16_t count;
  1106. bx::read(&reader, count);
  1107. uint16_t size;
  1108. bx::read(&reader, size);
  1109. if (0 < size)
  1110. {
  1111. D3D11_BUFFER_DESC desc;
  1112. desc.ByteWidth = size;
  1113. desc.Usage = D3D11_USAGE_DEFAULT;
  1114. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1115. desc.CPUAccessFlags = 0;
  1116. desc.MiscFlags = 0;
  1117. desc.StructureByteStride = 0;
  1118. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  1119. }
  1120. m_numPredefined = 0;
  1121. m_numUniforms = count;
  1122. BX_TRACE("Shader consts %d", count);
  1123. uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1124. if (0 < count)
  1125. {
  1126. m_constantBuffer = ConstantBuffer::create(1024);
  1127. for (uint32_t ii = 0; ii < count; ++ii)
  1128. {
  1129. uint8_t nameSize;
  1130. bx::read(&reader, nameSize);
  1131. char name[256];
  1132. bx::read(&reader, &name, nameSize);
  1133. name[nameSize] = '\0';
  1134. uint8_t type;
  1135. bx::read(&reader, type);
  1136. uint8_t num;
  1137. bx::read(&reader, num);
  1138. uint16_t regIndex;
  1139. bx::read(&reader, regIndex);
  1140. uint16_t regCount;
  1141. bx::read(&reader, regCount);
  1142. const char* kind = "invalid";
  1143. const void* data = NULL;
  1144. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1145. if (PredefinedUniform::Count != predefined)
  1146. {
  1147. kind = "predefined";
  1148. m_predefined[m_numPredefined].m_loc = regIndex;
  1149. m_predefined[m_numPredefined].m_count = regCount;
  1150. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1151. m_numPredefined++;
  1152. }
  1153. else
  1154. {
  1155. const UniformInfo* info = s_renderCtx.m_uniformReg.find(name);
  1156. UniformBuffer* uniform = info != NULL ? (UniformBuffer*)info->m_data : NULL;
  1157. if (NULL != uniform)
  1158. {
  1159. kind = "user";
  1160. data = uniform->m_data;
  1161. m_constantBuffer->writeUniformRef( (UniformType::Enum)(type|fragmentBit), regIndex, data, regCount);
  1162. }
  1163. }
  1164. BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
  1165. , kind
  1166. , name
  1167. , type
  1168. , num
  1169. , regIndex
  1170. , regCount
  1171. );
  1172. BX_UNUSED(kind);
  1173. }
  1174. m_constantBuffer->finish();
  1175. }
  1176. uint16_t shaderSize;
  1177. bx::read(&reader, shaderSize);
  1178. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1179. bx::skip(&reader, shaderSize);
  1180. if (_fragment)
  1181. {
  1182. DX_CHECK(s_renderCtx.m_device->CreatePixelShader(code, shaderSize, NULL, (ID3D11PixelShader**)&m_ptr) );
  1183. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1184. }
  1185. else
  1186. {
  1187. m_hash = hashMurmur2A(code, shaderSize);
  1188. m_code = alloc(shaderSize);
  1189. memcpy(m_code->data, code, shaderSize);
  1190. DX_CHECK(s_renderCtx.m_device->CreateVertexShader(code, shaderSize, NULL, (ID3D11VertexShader**)&m_ptr) );
  1191. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1192. }
  1193. }
  1194. void Texture::create(const Memory* _mem, uint32_t _flags)
  1195. {
  1196. m_sampler = s_renderCtx.getSamplerState(_flags);
  1197. Dds dds;
  1198. if (parseDds(dds, _mem) )
  1199. {
  1200. bool decompress = false;
  1201. if (dds.m_cubeMap)
  1202. {
  1203. m_type = TextureCube;
  1204. }
  1205. else if (dds.m_depth > 1)
  1206. {
  1207. m_type = Texture3D;
  1208. }
  1209. else
  1210. {
  1211. m_type = Texture2D;
  1212. }
  1213. uint32_t numSrd = dds.m_numMips*(dds.m_cubeMap ? 6 : 1);
  1214. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  1215. uint32_t kk = 0;
  1216. bool convert = false;
  1217. m_numMips = dds.m_numMips;
  1218. if (decompress
  1219. || TextureFormat::Unknown < dds.m_type)
  1220. {
  1221. uint32_t bpp = s_textureFormat[dds.m_type].m_bpp;
  1222. convert = TextureFormat::BGRX8 == dds.m_type;
  1223. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1224. {
  1225. uint32_t width = dds.m_width;
  1226. uint32_t height = dds.m_height;
  1227. uint32_t depth = dds.m_depth;
  1228. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1229. {
  1230. width = uint32_max(1, width);
  1231. height = uint32_max(1, height);
  1232. depth = uint32_max(1, depth);
  1233. Mip mip;
  1234. if (getRawImageData(dds, side, lod, _mem, mip) )
  1235. {
  1236. if (convert)
  1237. {
  1238. uint8_t* temp = (uint8_t*)g_realloc(NULL, mip.m_width*mip.m_height*bpp/8);
  1239. mip.decode(temp);
  1240. srd[kk].pSysMem = temp;
  1241. srd[kk].SysMemPitch = mip.m_width*bpp/8;
  1242. }
  1243. else
  1244. {
  1245. srd[kk].pSysMem = mip.m_data;
  1246. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1247. }
  1248. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1249. ++kk;
  1250. }
  1251. width >>= 1;
  1252. height >>= 1;
  1253. depth >>= 1;
  1254. }
  1255. }
  1256. }
  1257. else
  1258. {
  1259. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1260. {
  1261. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1262. {
  1263. Mip mip;
  1264. if (getRawImageData(dds, side, lod, _mem, mip) )
  1265. {
  1266. srd[kk].pSysMem = mip.m_data;
  1267. if (TextureFormat::Unknown > dds.m_type)
  1268. {
  1269. srd[kk].SysMemPitch = (mip.m_width/4)*mip.m_blockSize;
  1270. srd[kk].SysMemSlicePitch = (mip.m_height/4)*srd[kk].SysMemPitch;
  1271. }
  1272. else
  1273. {
  1274. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1275. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1276. }
  1277. ++kk;
  1278. }
  1279. }
  1280. }
  1281. }
  1282. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1283. memset(&srvd, 0, sizeof(srvd) );
  1284. srvd.Format = s_textureFormat[dds.m_type].m_fmt;
  1285. switch (m_type)
  1286. {
  1287. case Texture2D:
  1288. case TextureCube:
  1289. {
  1290. D3D11_TEXTURE2D_DESC desc;
  1291. desc.Width = dds.m_width;
  1292. desc.Height = dds.m_height;
  1293. desc.MipLevels = dds.m_numMips;
  1294. desc.Format = s_textureFormat[dds.m_type].m_fmt;
  1295. desc.SampleDesc.Count = 1;
  1296. desc.SampleDesc.Quality = 0;
  1297. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1298. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1299. desc.CPUAccessFlags = 0;
  1300. if (dds.m_cubeMap)
  1301. {
  1302. desc.ArraySize = 6;
  1303. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1304. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1305. srvd.TextureCube.MipLevels = dds.m_numMips;
  1306. }
  1307. else
  1308. {
  1309. desc.ArraySize = 1;
  1310. desc.MiscFlags = 0;
  1311. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1312. srvd.Texture2D.MipLevels = dds.m_numMips;
  1313. }
  1314. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
  1315. }
  1316. break;
  1317. case Texture3D:
  1318. {
  1319. D3D11_TEXTURE3D_DESC desc;
  1320. desc.Width = dds.m_width;
  1321. desc.Height = dds.m_height;
  1322. desc.Depth = dds.m_depth;
  1323. desc.MipLevels = dds.m_numMips;
  1324. desc.Format = s_textureFormat[dds.m_type].m_fmt;
  1325. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1326. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1327. desc.CPUAccessFlags = 0;
  1328. desc.MiscFlags = 0;
  1329. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1330. srvd.Texture3D.MipLevels = dds.m_numMips;
  1331. DX_CHECK(s_renderCtx.m_device->CreateTexture3D(&desc, srd, &m_texture3d) );
  1332. }
  1333. break;
  1334. }
  1335. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1336. if (convert)
  1337. {
  1338. kk = 0;
  1339. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1340. {
  1341. for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod)
  1342. {
  1343. g_free(const_cast<void*>(srd[kk].pSysMem) );
  1344. ++kk;
  1345. }
  1346. }
  1347. }
  1348. }
  1349. else
  1350. {
  1351. bx::MemoryReader reader(_mem->data, _mem->size);
  1352. uint32_t magic;
  1353. bx::read(&reader, magic);
  1354. if (BGFX_CHUNK_MAGIC_TEX == magic)
  1355. {
  1356. TextureCreate tc;
  1357. bx::read(&reader, tc);
  1358. if (tc.m_cubeMap)
  1359. {
  1360. m_type = TextureCube;
  1361. }
  1362. else if (tc.m_depth > 1)
  1363. {
  1364. m_type = Texture3D;
  1365. }
  1366. else
  1367. {
  1368. m_type = Texture2D;
  1369. }
  1370. m_numMips = tc.m_numMips;
  1371. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1372. memset(&srvd, 0, sizeof(srvd) );
  1373. srvd.Format = s_textureFormat[tc.m_format].m_fmt;
  1374. if (NULL != tc.m_mem)
  1375. {
  1376. D3D11_TEXTURE2D_DESC desc;
  1377. desc.Width = tc.m_width;
  1378. desc.Height = tc.m_height;
  1379. desc.MipLevels = tc.m_numMips;
  1380. desc.ArraySize = 1;
  1381. desc.Format = srvd.Format;
  1382. desc.SampleDesc.Count = 1;
  1383. desc.SampleDesc.Quality = 0;
  1384. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1385. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1386. desc.CPUAccessFlags = 0;
  1387. desc.MiscFlags = 0;
  1388. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1389. srvd.Texture2D.MipLevels = tc.m_numMips;
  1390. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(tc.m_numMips*sizeof(D3D11_SUBRESOURCE_DATA) );
  1391. uint32_t bpp = s_textureFormat[tc.m_format].m_bpp;
  1392. uint8_t* data = tc.m_mem->data;
  1393. for (uint8_t side = 0, numSides = tc.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1394. {
  1395. uint32_t width = tc.m_width;
  1396. uint32_t height = tc.m_height;
  1397. uint32_t depth = tc.m_depth;
  1398. for (uint32_t lod = 0, num = tc.m_numMips; lod < num; ++lod)
  1399. {
  1400. width = uint32_max(1, width);
  1401. height = uint32_max(1, height);
  1402. depth = uint32_max(1, depth);
  1403. srd[lod].pSysMem = data;
  1404. srd[lod].SysMemPitch = width*bpp/8;
  1405. srd[lod].SysMemSlicePitch = 0;
  1406. data += width*height*bpp/8;
  1407. width >>= 1;
  1408. height >>= 1;
  1409. depth >>= 1;
  1410. }
  1411. }
  1412. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
  1413. release(tc.m_mem);
  1414. }
  1415. else
  1416. {
  1417. switch (m_type)
  1418. {
  1419. case Texture2D:
  1420. case TextureCube:
  1421. {
  1422. D3D11_TEXTURE2D_DESC desc;
  1423. desc.Width = tc.m_width;
  1424. desc.Height = tc.m_height;
  1425. desc.MipLevels = tc.m_numMips;
  1426. desc.Format = srvd.Format;
  1427. desc.SampleDesc.Count = 1;
  1428. desc.SampleDesc.Quality = 0;
  1429. desc.Usage = D3D11_USAGE_DEFAULT;
  1430. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1431. desc.CPUAccessFlags = 0;
  1432. if (TextureCube == m_type)
  1433. {
  1434. desc.ArraySize = 6;
  1435. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1436. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1437. srvd.TextureCube.MipLevels = m_numMips;
  1438. }
  1439. else
  1440. {
  1441. desc.ArraySize = 1;
  1442. desc.MiscFlags = 0;
  1443. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1444. srvd.Texture2D.MipLevels = m_numMips;
  1445. }
  1446. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_texture2d) );
  1447. }
  1448. break;
  1449. case Texture3D:
  1450. {
  1451. D3D11_TEXTURE3D_DESC desc;
  1452. desc.Width = tc.m_width;
  1453. desc.Height = tc.m_height;
  1454. desc.Depth = tc.m_depth;
  1455. desc.MipLevels = tc.m_numMips;
  1456. desc.Format = srvd.Format;
  1457. desc.Usage = D3D11_USAGE_DEFAULT;
  1458. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1459. desc.CPUAccessFlags = 0;
  1460. desc.MiscFlags = 0;
  1461. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1462. srvd.Texture3D.MipLevels = m_numMips;
  1463. DX_CHECK(s_renderCtx.m_device->CreateTexture3D(&desc, NULL, &m_texture3d) );
  1464. }
  1465. break;
  1466. }
  1467. }
  1468. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1469. }
  1470. else
  1471. {
  1472. //
  1473. }
  1474. }
  1475. }
  1476. void Texture::destroy()
  1477. {
  1478. DX_RELEASE(m_srv, 0);
  1479. DX_RELEASE(m_ptr, 0);
  1480. }
  1481. void Texture::commit(uint8_t _stage)
  1482. {
  1483. s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
  1484. s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
  1485. }
  1486. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1487. {
  1488. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1489. D3D11_BOX box;
  1490. box.left = _rect.m_x;
  1491. box.top = _rect.m_y;
  1492. box.right = box.left + _rect.m_width;
  1493. box.bottom = box.top + _rect.m_height;
  1494. box.front = _z;
  1495. box.back = box.front + _depth;
  1496. uint32_t subres = _mip + (_side * m_numMips);
  1497. #if 0
  1498. D3D11_MAPPED_SUBRESOURCE mapped;
  1499. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE, D3D11_MAP_FLAG_DO_NOT_WAIT, &mapped) );
  1500. memcpy( (uint8_t*)mapped.pData + subres*mapped.DepthPitch, _mem->data, _mem->size);
  1501. deviceCtx->Unmap(m_ptr, 0);
  1502. deviceCtx->CopySubresourceRegion(m_ptr
  1503. , subres
  1504. , _rect.m_x
  1505. , _rect.m_y
  1506. , _rect.m_z
  1507. , staging // D3D11_USAGE_STAGING
  1508. , ...
  1509. );
  1510. #else
  1511. deviceCtx->UpdateSubresource(m_ptr, subres, &box, _mem->data, _rect.m_width*4, 0);
  1512. #endif // 0
  1513. }
  1514. void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1515. {
  1516. m_width = _width;
  1517. m_height = _height;
  1518. m_flags = _flags;
  1519. uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1520. uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1521. D3D11_TEXTURE2D_DESC desc;
  1522. desc.Width = _width;
  1523. desc.Height = _height;
  1524. desc.MipLevels = 1;
  1525. desc.ArraySize = 1;
  1526. desc.Format = s_colorFormat[colorFormat];
  1527. desc.SampleDesc.Count = 1;
  1528. desc.SampleDesc.Quality = 0;
  1529. desc.Usage = D3D11_USAGE_DEFAULT;
  1530. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
  1531. desc.CPUAccessFlags = 0;
  1532. desc.MiscFlags = 0;
  1533. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_colorTexture) );
  1534. DX_CHECK(s_renderCtx.m_device->CreateRenderTargetView(m_colorTexture, NULL, &m_rtv) );
  1535. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_colorTexture, NULL, &m_srv) );
  1536. if (0 < depthFormat)
  1537. {
  1538. D3D11_TEXTURE2D_DESC desc;
  1539. desc.Width = _width;
  1540. desc.Height = _height;
  1541. desc.MipLevels = 1;
  1542. desc.ArraySize = 1;
  1543. desc.Format = s_depthFormat[depthFormat];
  1544. desc.SampleDesc.Count = 1;
  1545. desc.SampleDesc.Quality = 0;
  1546. desc.Usage = D3D11_USAGE_DEFAULT;
  1547. desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1548. desc.CPUAccessFlags = 0;
  1549. desc.MiscFlags = 0;
  1550. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_depthTexture) );
  1551. DX_CHECK(s_renderCtx.m_device->CreateDepthStencilView(m_depthTexture, NULL, &m_dsv) );
  1552. // DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_depthTexture, NULL, &m_srv) );
  1553. }
  1554. m_sampler = s_renderCtx.getSamplerState(_textureFlags);
  1555. }
  1556. void RenderTarget::destroy()
  1557. {
  1558. DX_RELEASE(m_srv, 0);
  1559. DX_RELEASE(m_rtv, 0);
  1560. DX_RELEASE(m_colorTexture, 0);
  1561. DX_RELEASE(m_dsv, 0);
  1562. DX_RELEASE(m_depthTexture, 0);
  1563. m_flags = 0;
  1564. }
  1565. void RenderTarget::commit(uint8_t _stage)
  1566. {
  1567. s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
  1568. s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
  1569. }
  1570. void UniformBuffer::create(UniformType::Enum _type, uint16_t _num, bool _alloc)
  1571. {
  1572. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1573. if (_alloc)
  1574. {
  1575. m_data = g_realloc(NULL, size);
  1576. memset(m_data, 0, size);
  1577. }
  1578. D3D11_BUFFER_DESC desc;
  1579. desc.ByteWidth = size;
  1580. desc.Usage = D3D11_USAGE_DEFAULT;
  1581. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1582. desc.CPUAccessFlags = 0;
  1583. desc.MiscFlags = 0;
  1584. desc.StructureByteStride = 0;
  1585. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_ptr) );
  1586. }
  1587. void UniformBuffer::destroy()
  1588. {
  1589. if (NULL != m_data)
  1590. {
  1591. g_free(m_data);
  1592. m_data = NULL;
  1593. }
  1594. DX_RELEASE(m_ptr, 0);
  1595. }
  1596. void Context::flip()
  1597. {
  1598. s_renderCtx.flip();
  1599. }
  1600. void Context::rendererInit()
  1601. {
  1602. s_renderCtx.init();
  1603. }
  1604. void Context::rendererShutdown()
  1605. {
  1606. s_renderCtx.shutdown();
  1607. }
  1608. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  1609. {
  1610. s_renderCtx.m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1611. }
  1612. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  1613. {
  1614. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1615. }
  1616. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  1617. {
  1618. VertexDecl& decl = s_renderCtx.m_vertexDecls[_handle.idx];
  1619. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1620. dump(decl);
  1621. }
  1622. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  1623. {
  1624. }
  1625. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  1626. {
  1627. s_renderCtx.m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1628. }
  1629. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  1630. {
  1631. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1632. }
  1633. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  1634. {
  1635. s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL);
  1636. }
  1637. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1638. {
  1639. s_renderCtx.m_indexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1640. }
  1641. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  1642. {
  1643. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1644. }
  1645. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  1646. {
  1647. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1648. s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1649. }
  1650. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1651. {
  1652. s_renderCtx.m_vertexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1653. }
  1654. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  1655. {
  1656. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1657. }
  1658. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  1659. {
  1660. s_renderCtx.m_vertexShaders[_handle.idx].create(false, _mem);
  1661. }
  1662. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  1663. {
  1664. s_renderCtx.m_vertexShaders[_handle.idx].destroy();
  1665. }
  1666. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  1667. {
  1668. s_renderCtx.m_fragmentShaders[_handle.idx].create(true, _mem);
  1669. }
  1670. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  1671. {
  1672. s_renderCtx.m_fragmentShaders[_handle.idx].destroy();
  1673. }
  1674. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  1675. {
  1676. s_renderCtx.m_program[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]);
  1677. }
  1678. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  1679. {
  1680. s_renderCtx.m_program[_handle.idx].destroy();
  1681. }
  1682. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  1683. {
  1684. s_renderCtx.m_textures[_handle.idx].create(_mem, _flags);
  1685. }
  1686. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1687. {
  1688. s_renderCtx.m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _mem);
  1689. }
  1690. void Context::rendererDestroyTexture(TextureHandle _handle)
  1691. {
  1692. s_renderCtx.m_textures[_handle.idx].destroy();
  1693. }
  1694. void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1695. {
  1696. s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
  1697. }
  1698. void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
  1699. {
  1700. s_renderCtx.m_renderTargets[_handle.idx].destroy();
  1701. }
  1702. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  1703. {
  1704. s_renderCtx.m_uniforms[_handle.idx].create(_type, _num);
  1705. s_renderCtx.m_uniformReg.add(_name, &s_renderCtx.m_uniforms[_handle.idx]);
  1706. }
  1707. void Context::rendererDestroyUniform(UniformHandle _handle)
  1708. {
  1709. s_renderCtx.m_uniforms[_handle.idx].destroy();
  1710. }
  1711. void Context::rendererSaveScreenShot(Memory* _mem)
  1712. {
  1713. s_renderCtx.saveScreenShot(_mem);
  1714. }
  1715. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  1716. {
  1717. memcpy(s_renderCtx.m_uniforms[_loc].m_data, _data, _size);
  1718. }
  1719. void Context::rendererSubmit()
  1720. {
  1721. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1722. s_renderCtx.updateResolution(m_render->m_resolution);
  1723. int64_t elapsed = -bx::getHPCounter();
  1724. int64_t captureElapsed = 0;
  1725. if (0 < m_render->m_iboffset)
  1726. {
  1727. TransientIndexBuffer* ib = m_render->m_transientIb;
  1728. s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  1729. }
  1730. if (0 < m_render->m_vboffset)
  1731. {
  1732. TransientVertexBuffer* vb = m_render->m_transientVb;
  1733. s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  1734. }
  1735. m_render->sort();
  1736. RenderState currentState;
  1737. currentState.reset();
  1738. currentState.m_flags = BGFX_STATE_NONE;
  1739. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  1740. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  1741. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1742. {
  1743. mtxMul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
  1744. }
  1745. bool wireframe = !!(m_render->m_debug&BGFX_DEBUG_WIREFRAME);
  1746. s_renderCtx.setDebugWireframe(wireframe);
  1747. uint16_t programIdx = invalidHandle;
  1748. SortKey key;
  1749. uint8_t view = 0xff;
  1750. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1751. float alphaRef = 0.0f;
  1752. D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  1753. deviceCtx->IASetPrimitiveTopology(primType);
  1754. uint32_t primNumVerts = 3;
  1755. uint32_t statsNumPrimsSubmitted = 0;
  1756. uint32_t statsNumIndices = 0;
  1757. uint32_t statsNumInstances = 0;
  1758. uint32_t statsNumPrimsRendered = 0;
  1759. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  1760. {
  1761. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  1762. {
  1763. key.decode(m_render->m_sortKeys[item]);
  1764. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  1765. const uint64_t newFlags = state.m_flags;
  1766. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  1767. currentState.m_flags = newFlags;
  1768. const uint64_t newStencil = state.m_stencil;
  1769. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  1770. currentState.m_stencil = newStencil;
  1771. if (key.m_view != view)
  1772. {
  1773. currentState.clear();
  1774. changedFlags = BGFX_STATE_MASK;
  1775. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  1776. currentState.m_flags = newFlags;
  1777. currentState.m_stencil = newStencil;
  1778. view = key.m_view;
  1779. programIdx = invalidHandle;
  1780. if (m_render->m_rt[view].idx != rt.idx)
  1781. {
  1782. rt = m_render->m_rt[view];
  1783. s_renderCtx.setRenderTarget(rt);
  1784. }
  1785. Rect& rect = m_render->m_rect[view];
  1786. D3D11_VIEWPORT vp;
  1787. vp.TopLeftX = rect.m_x;
  1788. vp.TopLeftY = rect.m_y;
  1789. vp.Width = rect.m_width;
  1790. vp.Height = rect.m_height;
  1791. vp.MinDepth = 0.0f;
  1792. vp.MaxDepth = 1.0f;
  1793. deviceCtx->RSSetViewports(1, &vp);
  1794. Clear& clear = m_render->m_clear[view];
  1795. if (BGFX_CLEAR_NONE != clear.m_flags)
  1796. {
  1797. m_clearQuad.clear(rect, clear);
  1798. }
  1799. s_renderCtx.setBlendState(BGFX_STATE_DEFAULT);
  1800. s_renderCtx.setDepthStencilState(BGFX_STATE_DEFAULT, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  1801. s_renderCtx.setRasterizerState(BGFX_STATE_DEFAULT, wireframe);
  1802. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1803. if (primType != s_primType[primIndex])
  1804. {
  1805. primType = s_primType[primIndex];
  1806. primNumVerts = 3-primIndex;
  1807. deviceCtx->IASetPrimitiveTopology(primType);
  1808. }
  1809. }
  1810. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  1811. || 0 != changedStencil)
  1812. {
  1813. s_renderCtx.setDepthStencilState(newFlags, newStencil);
  1814. }
  1815. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_ALPHA_MASK|BGFX_STATE_RGB_WRITE
  1816. |BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK
  1817. |BGFX_STATE_POINT_SIZE_MASK|BGFX_STATE_SRGBWRITE|BGFX_STATE_MSAA) & changedFlags)
  1818. {
  1819. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  1820. {
  1821. s_renderCtx.setBlendState(newFlags);
  1822. }
  1823. if ( (BGFX_STATE_CULL_MASK) & changedFlags)
  1824. {
  1825. s_renderCtx.setRasterizerState(newFlags, wireframe);
  1826. }
  1827. if ( (BGFX_STATE_ALPHA_TEST|BGFX_STATE_ALPHA_REF_MASK) & changedFlags)
  1828. {
  1829. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  1830. alphaRef = ref/255.0f;
  1831. }
  1832. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1833. if (primType != s_primType[primIndex])
  1834. {
  1835. primType = s_primType[primIndex];
  1836. primNumVerts = 3-primIndex;
  1837. deviceCtx->IASetPrimitiveTopology(primType);
  1838. }
  1839. }
  1840. bool programChanged = false;
  1841. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  1842. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  1843. if (key.m_program != programIdx)
  1844. {
  1845. programIdx = key.m_program;
  1846. if (invalidHandle == programIdx)
  1847. {
  1848. s_renderCtx.m_currentProgram = NULL;
  1849. deviceCtx->VSSetShader(NULL, 0, 0);
  1850. deviceCtx->PSSetShader(NULL, 0, 0);
  1851. }
  1852. else
  1853. {
  1854. Program& program = s_renderCtx.m_program[programIdx];
  1855. s_renderCtx.m_currentProgram = &program;
  1856. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1857. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1858. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1859. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1860. }
  1861. programChanged =
  1862. constantsChanged = true;
  1863. }
  1864. if (invalidHandle != programIdx)
  1865. {
  1866. Program& program = s_renderCtx.m_program[programIdx];
  1867. if (constantsChanged)
  1868. {
  1869. program.commit();
  1870. }
  1871. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  1872. {
  1873. PredefinedUniform& predefined = program.m_predefined[ii];
  1874. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  1875. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  1876. {
  1877. case PredefinedUniform::ViewRect:
  1878. {
  1879. float rect[4];
  1880. rect[0] = m_render->m_rect[view].m_x;
  1881. rect[1] = m_render->m_rect[view].m_y;
  1882. rect[2] = m_render->m_rect[view].m_width;
  1883. rect[3] = m_render->m_rect[view].m_height;
  1884. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  1885. }
  1886. break;
  1887. case PredefinedUniform::ViewTexel:
  1888. {
  1889. float rect[4];
  1890. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  1891. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  1892. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  1893. }
  1894. break;
  1895. case PredefinedUniform::View:
  1896. {
  1897. s_renderCtx.setShaderConstant(flags, predefined.m_loc, m_render->m_view[view].val, uint32_min(4, predefined.m_count) );
  1898. }
  1899. break;
  1900. case PredefinedUniform::ViewProj:
  1901. {
  1902. s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProj[view].val, uint32_min(4, predefined.m_count) );
  1903. }
  1904. break;
  1905. case PredefinedUniform::Model:
  1906. {
  1907. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1908. s_renderCtx.setShaderConstant(flags, predefined.m_loc, model.val, uint32_min(state.m_num*4, predefined.m_count) );
  1909. }
  1910. break;
  1911. case PredefinedUniform::ModelView:
  1912. {
  1913. Matrix4 modelView;
  1914. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1915. mtxMul(modelView.val, model.val, m_render->m_view[view].val);
  1916. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelView.val, uint32_min(4, predefined.m_count) );
  1917. }
  1918. break;
  1919. case PredefinedUniform::ModelViewProj:
  1920. {
  1921. Matrix4 modelViewProj;
  1922. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1923. mtxMul(modelViewProj.val, model.val, viewProj[view].val);
  1924. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  1925. }
  1926. break;
  1927. case PredefinedUniform::ModelViewProjX:
  1928. {
  1929. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1930. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  1931. {
  1932. 0.5f, 0.0f, 0.0f, 0.0f,
  1933. 0.0f, 0.5f, 0.0f, 0.0f,
  1934. 0.0f, 0.0f, 0.5f, 0.0f,
  1935. 0.5f, 0.5f, 0.5f, 1.0f,
  1936. };
  1937. uint8_t other = m_render->m_other[view];
  1938. Matrix4 viewProjBias;
  1939. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  1940. Matrix4 modelViewProj;
  1941. mtxMul(modelViewProj.val, model.val, viewProjBias.val);
  1942. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  1943. }
  1944. break;
  1945. case PredefinedUniform::ViewProjX:
  1946. {
  1947. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  1948. {
  1949. 0.5f, 0.0f, 0.0f, 0.0f,
  1950. 0.0f, 0.5f, 0.0f, 0.0f,
  1951. 0.0f, 0.0f, 0.5f, 0.0f,
  1952. 0.5f, 0.5f, 0.5f, 1.0f,
  1953. };
  1954. uint8_t other = m_render->m_other[view];
  1955. Matrix4 viewProjBias;
  1956. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  1957. s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProjBias.val, uint32_min(4, predefined.m_count) );
  1958. }
  1959. break;
  1960. case PredefinedUniform::AlphaRef:
  1961. {
  1962. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  1963. }
  1964. break;
  1965. default:
  1966. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  1967. break;
  1968. }
  1969. }
  1970. if (constantsChanged
  1971. || program.m_numPredefined > 0)
  1972. {
  1973. s_renderCtx.commitShaderConstants();
  1974. }
  1975. }
  1976. // if (BGFX_STATE_TEX_MASK & changedFlags)
  1977. {
  1978. uint32_t changes = 0;
  1979. uint64_t flag = BGFX_STATE_TEX0;
  1980. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  1981. {
  1982. const Sampler& sampler = state.m_sampler[stage];
  1983. Sampler& current = currentState.m_sampler[stage];
  1984. if (current.m_idx != sampler.m_idx
  1985. || current.m_flags != sampler.m_flags
  1986. || programChanged)
  1987. {
  1988. if (invalidHandle != sampler.m_idx)
  1989. {
  1990. switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
  1991. {
  1992. case BGFX_SAMPLER_TEXTURE:
  1993. s_renderCtx.m_textures[sampler.m_idx].commit(stage);
  1994. break;
  1995. case BGFX_SAMPLER_RENDERTARGET_COLOR:
  1996. s_renderCtx.m_renderTargets[sampler.m_idx].commit(stage);
  1997. break;
  1998. case BGFX_SAMPLER_RENDERTARGET_DEPTH:
  1999. // id = s_renderCtx.m_renderTargets[sampler.m_idx].m_depth.m_id;
  2000. break;
  2001. }
  2002. }
  2003. else
  2004. {
  2005. s_renderCtx.m_textureStage.m_srv[stage] = NULL;
  2006. s_renderCtx.m_textureStage.m_sampler[stage] = NULL;
  2007. }
  2008. ++changes;
  2009. }
  2010. current = sampler;
  2011. flag <<= 1;
  2012. }
  2013. if (0 < changes)
  2014. {
  2015. s_renderCtx.commitTextureStage();
  2016. }
  2017. }
  2018. if (currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx || programChanged)
  2019. {
  2020. currentState.m_vertexBuffer = state.m_vertexBuffer;
  2021. uint16_t handle = state.m_vertexBuffer.idx;
  2022. if (invalidHandle != handle)
  2023. {
  2024. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle];
  2025. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2026. const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  2027. uint32_t stride = vertexDecl.m_stride;
  2028. uint32_t offset = 0;
  2029. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2030. if (invalidHandle != state.m_instanceDataBuffer.idx)
  2031. {
  2032. const VertexBuffer& inst = s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx];
  2033. uint32_t instStride = state.m_instanceDataStride;
  2034. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
  2035. s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], state.m_instanceDataStride/16);
  2036. }
  2037. else
  2038. {
  2039. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2040. s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], 0);
  2041. }
  2042. }
  2043. else
  2044. {
  2045. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2046. }
  2047. }
  2048. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  2049. {
  2050. currentState.m_indexBuffer = state.m_indexBuffer;
  2051. uint16_t handle = state.m_indexBuffer.idx;
  2052. if (invalidHandle != handle)
  2053. {
  2054. const IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle];
  2055. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2056. }
  2057. else
  2058. {
  2059. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2060. }
  2061. }
  2062. if (invalidHandle != currentState.m_vertexBuffer.idx)
  2063. {
  2064. uint32_t numVertices = state.m_numVertices;
  2065. if (UINT32_C(0xffffffff) == numVertices)
  2066. {
  2067. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2068. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2069. const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  2070. numVertices = vb.m_size/vertexDecl.m_stride;
  2071. }
  2072. uint32_t numIndices = 0;
  2073. uint32_t numPrimsSubmitted = 0;
  2074. uint32_t numInstances = 0;
  2075. uint32_t numPrimsRendered = 0;
  2076. if (invalidHandle != state.m_indexBuffer.idx)
  2077. {
  2078. if (UINT32_MAX == state.m_numIndices)
  2079. {
  2080. numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  2081. numPrimsSubmitted = numIndices/primNumVerts;
  2082. numInstances = state.m_numInstances;
  2083. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2084. deviceCtx->DrawIndexedInstanced(numIndices
  2085. , state.m_numInstances
  2086. , 0
  2087. , state.m_startVertex
  2088. , 0
  2089. );
  2090. }
  2091. else if (primNumVerts <= state.m_numIndices)
  2092. {
  2093. numIndices = state.m_numIndices;
  2094. numPrimsSubmitted = numIndices/primNumVerts;
  2095. numInstances = state.m_numInstances;
  2096. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2097. deviceCtx->DrawIndexedInstanced(numIndices
  2098. , state.m_numInstances
  2099. , state.m_startIndex
  2100. , state.m_startVertex
  2101. , 0
  2102. );
  2103. }
  2104. }
  2105. else
  2106. {
  2107. numPrimsSubmitted = numVertices/primNumVerts;
  2108. numInstances = state.m_numInstances;
  2109. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2110. deviceCtx->DrawInstanced(numVertices
  2111. , state.m_numInstances
  2112. , state.m_startVertex
  2113. , 0
  2114. );
  2115. }
  2116. statsNumPrimsSubmitted += numPrimsSubmitted;
  2117. statsNumIndices += numIndices;
  2118. statsNumInstances += numInstances;
  2119. statsNumPrimsRendered += numPrimsRendered;
  2120. }
  2121. }
  2122. if (0 < m_render->m_num)
  2123. {
  2124. captureElapsed = -bx::getHPCounter();
  2125. s_renderCtx.capture();
  2126. captureElapsed += bx::getHPCounter();
  2127. }
  2128. }
  2129. int64_t now = bx::getHPCounter();
  2130. elapsed += now;
  2131. static int64_t last = now;
  2132. int64_t frameTime = now - last;
  2133. last = now;
  2134. static int64_t min = frameTime;
  2135. static int64_t max = frameTime;
  2136. min = min > frameTime ? frameTime : min;
  2137. max = max < frameTime ? frameTime : max;
  2138. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2139. {
  2140. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugstats");
  2141. TextVideoMem& tvm = s_renderCtx.m_textVideoMem;
  2142. static int64_t next = now;
  2143. if (now >= next)
  2144. {
  2145. next = now + bx::getHPFrequency();
  2146. double freq = double(bx::getHPFrequency() );
  2147. double toMs = 1000.0/freq;
  2148. tvm.clear();
  2149. uint16_t pos = 10;
  2150. tvm.printf(0, 0, 0x8f, " " BGFX_RENDERER_NAME " ");
  2151. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS"
  2152. , double(frameTime)*toMs
  2153. , double(min)*toMs
  2154. , double(max)*toMs
  2155. , freq/frameTime
  2156. );
  2157. double elapsedCpuMs = double(elapsed)*toMs;
  2158. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2159. , m_render->m_num
  2160. , elapsedCpuMs
  2161. );
  2162. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  2163. , statsNumPrimsRendered
  2164. , statsNumInstances
  2165. , statsNumPrimsSubmitted
  2166. );
  2167. double captureMs = double(captureElapsed)*toMs;
  2168. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  2169. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2170. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  2171. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  2172. uint8_t attr[2] = { 0x89, 0x8a };
  2173. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  2174. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
  2175. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
  2176. min = frameTime;
  2177. max = frameTime;
  2178. }
  2179. m_textVideoMemBlitter.blit(tvm);
  2180. // PIX_ENDEVENT();
  2181. }
  2182. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  2183. {
  2184. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugtext");
  2185. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  2186. // PIX_ENDEVENT();
  2187. }
  2188. }
  2189. }
  2190. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11