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- /*
- * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
- * License: http://www.opensource.org/licenses/BSD-2-Clause
- */
- #include "bgfx_p.h"
- #if BGFX_CONFIG_RENDERER_DIRECT3D11
- # include "renderer_d3d11.h"
- namespace bgfx
- {
- static const D3D11_PRIMITIVE_TOPOLOGY s_primType[] =
- {
- D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
- D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
- D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
- };
- static const D3D11_BLEND s_blendFactor[][2] =
- {
- { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
- { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
- { D3D11_BLEND_ONE, D3D11_BLEND_ONE },
- { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
- { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
- { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
- { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
- { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
- { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
- { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
- { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
- { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
- };
- static const D3D11_COMPARISON_FUNC s_depthFunc[] =
- {
- D3D11_COMPARISON_LESS, // ignored
- D3D11_COMPARISON_LESS,
- D3D11_COMPARISON_LESS_EQUAL,
- D3D11_COMPARISON_EQUAL,
- D3D11_COMPARISON_GREATER_EQUAL,
- D3D11_COMPARISON_GREATER,
- D3D11_COMPARISON_NOT_EQUAL,
- D3D11_COMPARISON_NEVER,
- D3D11_COMPARISON_ALWAYS,
- };
- static const D3D11_COMPARISON_FUNC s_stencilFunc[] =
- {
- D3D11_COMPARISON_LESS, // ignored
- D3D11_COMPARISON_LESS,
- D3D11_COMPARISON_LESS_EQUAL,
- D3D11_COMPARISON_EQUAL,
- D3D11_COMPARISON_GREATER_EQUAL,
- D3D11_COMPARISON_GREATER,
- D3D11_COMPARISON_NOT_EQUAL,
- D3D11_COMPARISON_NEVER,
- D3D11_COMPARISON_ALWAYS,
- };
- static const D3D11_STENCIL_OP s_stencilOp[] =
- {
- D3D11_STENCIL_OP_ZERO,
- D3D11_STENCIL_OP_KEEP,
- D3D11_STENCIL_OP_REPLACE,
- D3D11_STENCIL_OP_INCR,
- D3D11_STENCIL_OP_INCR_SAT,
- D3D11_STENCIL_OP_DECR,
- D3D11_STENCIL_OP_DECR_SAT,
- D3D11_STENCIL_OP_INVERT,
- };
- static const D3D11_CULL_MODE s_cullMode[] =
- {
- D3D11_CULL_NONE,
- D3D11_CULL_FRONT,
- D3D11_CULL_BACK,
- };
- static DXGI_FORMAT s_colorFormat[] =
- {
- DXGI_FORMAT_UNKNOWN, // ignored
- DXGI_FORMAT_R8G8B8A8_UNORM,
- DXGI_FORMAT_R32_FLOAT,
- };
- static const DXGI_FORMAT s_depthFormat[] =
- {
- DXGI_FORMAT_UNKNOWN, // ignored
- DXGI_FORMAT_D24_UNORM_S8_UINT,
- };
- static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
- {
- D3D11_TEXTURE_ADDRESS_WRAP,
- D3D11_TEXTURE_ADDRESS_MIRROR,
- D3D11_TEXTURE_ADDRESS_CLAMP,
- };
- /*
- * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
- * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
- * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
- * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
- * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
- * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
- * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
- * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
- * D3D11_FILTER_ANISOTROPIC = 0x55,
- *
- * According to D3D11_FILTER enum bits for mip, mag and mip are:
- * 0x10 // MIN_LINEAR
- * 0x04 // MAG_LINEAR
- * 0x01 // MIP_LINEAR
- */
- static const uint32_t s_textureFilter[3][3] =
- {
- {
- 0x10, // min linear
- 0x00, // min point
- 0x55, // anisotopic
- },
- {
- 0x04, // mag linear
- 0x00, // mag point
- 0x55, // anisotopic
- },
- {
- 0x01, // mip linear
- 0x00, // mip point
- 0x55, // anisotopic
- },
- };
- struct TextureFormatInfo
- {
- DXGI_FORMAT m_fmt;
- uint8_t m_bpp;
- };
- #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
- // Win8 only BS
- // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
- // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
- # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
- #endif // DXGI_FORMAT_B4G4R4A4_UNORM
- static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
- {
- { DXGI_FORMAT_BC1_UNORM, 4 },
- { DXGI_FORMAT_BC2_UNORM, 8 },
- { DXGI_FORMAT_BC3_UNORM, 8 },
- { DXGI_FORMAT_BC4_UNORM, 4 },
- { DXGI_FORMAT_BC5_UNORM, 8 },
- { DXGI_FORMAT_UNKNOWN, 0 },
- { DXGI_FORMAT_R8_UNORM, 8 },
- { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
- { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
- { DXGI_FORMAT_R16G16B16A16_UNORM, 64 },
- { DXGI_FORMAT_R16G16B16A16_FLOAT, 64 },
- { DXGI_FORMAT_B5G6R5_UNORM, 16 },
- { DXGI_FORMAT_B4G4R4A4_UNORM, 16 },
- { DXGI_FORMAT_B5G5R5A1_UNORM, 16 },
- { DXGI_FORMAT_R10G10B10A2_UNORM, 32 },
- };
- static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
- static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
- {
- {
- { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
- { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
- { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
- { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
- },
- {
- { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UNORM },
- { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UNORM },
- { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UNORM },
- { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UNORM },
- },
- {
- { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
- { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
- { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
- { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
- },
- {
- { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
- { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
- { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
- { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
- },
- };
- static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, uint32_t _count, const VertexDecl& _decl)
- {
- D3D11_INPUT_ELEMENT_DESC* elem = _out;
- for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
- {
- if (0xff != _decl.m_attributes[attr])
- {
- memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
- if (0 == _decl.m_attributes[attr])
- {
- elem->AlignedByteOffset = 0;
- }
- else
- {
- uint8_t num;
- AttribType::Enum type;
- bool normalized;
- bool asInt;
- _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
- elem->Format = s_attribType[type][num-1][normalized];
- elem->AlignedByteOffset = _decl.m_offset[attr];
- }
- ++elem;
- }
- }
- return elem;
- }
- struct TextureStage
- {
- TextureStage()
- {
- clear();
- }
- void clear()
- {
- memset(m_srv, 0, sizeof(m_srv) );
- memset(m_sampler, 0, sizeof(m_sampler) );
- }
- ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
- ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
- };
- static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
- template <typename Ty>
- static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
- {
- #if BGFX_CONFIG_DEBUG_OBJECT_NAME
- char temp[2048];
- va_list argList;
- va_start(argList, _format);
- int size = uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
- va_end(argList);
- temp[size] = '\0';
- _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
- #endif // BGFX_CONFIG_DEBUG_OBJECT_NAME
- }
- struct RendererContext
- {
- RendererContext()
- : m_captureTexture(NULL)
- , m_captureResolve(NULL)
- , m_wireframe(false)
- , m_vsChanges(0)
- , m_fsChanges(0)
- {
- }
- void init()
- {
- m_d3d11dll = LoadLibrary("d3d11.dll");
- BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
- PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN d3D11CreateDeviceAndSwapChain = (PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)GetProcAddress(m_d3d11dll, "D3D11CreateDeviceAndSwapChain");
- BGFX_FATAL(NULL != d3D11CreateDeviceAndSwapChain, Fatal::UnableToInitialize, "Function D3D11CreateDeviceAndSwapChain not found.");
- HRESULT hr;
- D3D_FEATURE_LEVEL features[] =
- {
- D3D_FEATURE_LEVEL_11_0,
- };
- memset(&m_scd, 0, sizeof(m_scd) );
- m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
- m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
- m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- m_scd.BufferDesc.RefreshRate.Numerator = 60;
- m_scd.BufferDesc.RefreshRate.Denominator = 1;
- m_scd.SampleDesc.Count = 1;
- m_scd.SampleDesc.Quality = 0;
- m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- m_scd.BufferCount = 1;
- m_scd.OutputWindow = g_bgfxHwnd;
- m_scd.Windowed = true;
- uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
- #if BGFX_CONFIG_DEBUG
- | D3D11_CREATE_DEVICE_DEBUG
- #endif // BGFX_CONFIG_DEBUG
- ;
- D3D_FEATURE_LEVEL featureLevel;
- hr = d3D11CreateDeviceAndSwapChain(NULL
- , D3D_DRIVER_TYPE_HARDWARE
- , NULL
- , flags
- , features
- , 1
- , D3D11_SDK_VERSION
- , &m_scd
- , &m_swapChain
- , &m_device
- , &featureLevel
- , &m_deviceCtx
- );
- BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
- for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
- {
- m_predefinedUniforms[ii].create(UniformType::Uniform4x4fv, 1, false);
- m_uniformReg.add(getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
- }
- postReset();
- }
- void shutdown()
- {
- preReset();
- m_deviceCtx->ClearState();
- invalidateCache();
- for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
- {
- m_indexBuffers[ii].destroy();
- }
- for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
- {
- m_vertexBuffers[ii].destroy();
- }
- for (uint32_t ii = 0; ii < countof(m_vertexShaders); ++ii)
- {
- m_vertexShaders[ii].destroy();
- }
- for (uint32_t ii = 0; ii < countof(m_fragmentShaders); ++ii)
- {
- m_fragmentShaders[ii].destroy();
- }
- for (uint32_t ii = 0; ii < countof(m_textures); ++ii)
- {
- m_textures[ii].destroy();
- }
- for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
- {
- m_renderTargets[ii].destroy();
- }
- for (uint32_t ii = 0; ii < countof(m_uniforms); ++ii)
- {
- m_uniforms[ii].destroy();
- }
- for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
- {
- m_predefinedUniforms[ii].destroy();
- }
- DX_RELEASE(m_swapChain, 0);
- DX_RELEASE(m_deviceCtx, 0);
- DX_RELEASE(m_device, 0);
- FreeLibrary(m_d3d11dll);
- }
- void preReset()
- {
- DX_RELEASE(m_backBufferDepthStencil, 0);
- DX_RELEASE(m_backBufferColor, 0);
- // invalidateCache();
- capturePreReset();
- }
- void postReset()
- {
- ID3D11Texture2D* color;
- DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
- DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
- DX_RELEASE(color, 0);
- D3D11_TEXTURE2D_DESC dsd;
- dsd.Width = m_scd.BufferDesc.Width;
- dsd.Height = m_scd.BufferDesc.Height;
- dsd.MipLevels = 1;
- dsd.ArraySize = 1;
- dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
- dsd.SampleDesc = m_scd.SampleDesc;
- dsd.Usage = D3D11_USAGE_DEFAULT;
- dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
- dsd.CPUAccessFlags = 0;
- dsd.MiscFlags = 0;
- ID3D11Texture2D* depthStencil;
- DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
- DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
- DX_RELEASE(depthStencil, 0);
- m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
- m_currentColor = m_backBufferColor;
- m_currentDepthStencil = m_backBufferDepthStencil;
- capturePostReset();
- }
- void flip()
- {
- if (NULL != m_swapChain)
- {
- uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
- DX_CHECK(m_swapChain->Present(syncInterval, 0) );
- }
- }
- void invalidateCache()
- {
- m_inputLayoutCache.invalidate();
- m_blendStateCache.invalidate();
- m_depthStencilStateCache.invalidate();
- m_rasterizerStateCache.invalidate();
- m_samplerStateCache.invalidate();
- }
- void updateResolution(const Resolution& _resolution)
- {
- if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
- || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
- || m_flags != _resolution.m_flags)
- {
- m_flags = _resolution.m_flags;
- m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
- m_textVideoMem.clear();
- m_scd.BufferDesc.Width = _resolution.m_width;
- m_scd.BufferDesc.Height = _resolution.m_height;
- preReset();
- DX_CHECK(m_swapChain->ResizeBuffers(2
- , m_scd.BufferDesc.Width
- , m_scd.BufferDesc.Height
- , m_scd.BufferDesc.Format
- , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
- ) );
- postReset();
- }
- }
- void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
- {
- if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
- {
- memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
- m_fsChanges += _numRegs;
- }
- else
- {
- memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
- m_vsChanges += _numRegs;
- }
- }
- void commitShaderConstants()
- {
- if (0 < m_vsChanges)
- {
- if (NULL != m_currentProgram->m_vsh->m_buffer)
- {
- m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
- }
- m_vsChanges = 0;
- }
- if (0 < m_fsChanges)
- {
- if (NULL != m_currentProgram->m_fsh->m_buffer)
- {
- m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
- }
- m_fsChanges = 0;
- }
- }
- void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
- {
- if (_rt.idx == invalidHandle)
- {
- m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
-
- m_currentColor = m_backBufferColor;
- m_currentDepthStencil = m_backBufferDepthStencil;
- }
- else
- {
- invalidateTextureStage();
- RenderTarget& renderTarget = m_renderTargets[_rt.idx];
- m_deviceCtx->OMSetRenderTargets(1, &renderTarget.m_rtv, renderTarget.m_dsv);
- m_currentColor = renderTarget.m_rtv;
- m_currentDepthStencil = renderTarget.m_dsv;
- }
- }
- void clear(const Clear& _clear)
- {
- if (NULL != m_currentColor
- && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
- {
- uint32_t rgba = _clear.m_rgba;
- float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
- m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
- }
- if (NULL != m_currentDepthStencil
- && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
- {
- DWORD flags = 0;
- flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
- flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
- m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
- }
- }
- void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program, uint8_t _numInstanceData)
- {
- uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
- layoutHash ^= _numInstanceData;
- ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
- if (NULL == layout)
- {
- D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
- VertexDecl decl;
- memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
- const uint8_t* attrMask = _program.m_vsh->m_attrMask;
- for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
- {
- uint8_t mask = attrMask[ii];
- uint8_t attr = (decl.m_attributes[ii] & mask);
- decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
- }
- D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, Attrib::Count, decl);
- ptrdiff_t num = elem-vertexElements;
- const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
- for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
- {
- uint32_t index = 8-_numInstanceData+ii;
- uint32_t jj;
- D3D11_INPUT_ELEMENT_DESC* curr;
- for (jj = 0; jj < (uint32_t)num; ++jj)
- {
- curr = &vertexElements[jj];
- if (0 == strcmp(curr->SemanticName, "TEXCOORD")
- && curr->SemanticIndex == index)
- {
- break;
- }
- }
- if (jj == num)
- {
- curr = elem;
- ++elem;
- }
- memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
- curr->InputSlot = 1;
- curr->SemanticIndex = index;
- curr->AlignedByteOffset = ii*16;
- }
- num = elem-vertexElements;
- DX_CHECK(m_device->CreateInputLayout(vertexElements
- , uint32_t(num)
- , _program.m_vsh->m_code->data
- , _program.m_vsh->m_code->size
- , &layout
- ) );
- m_inputLayoutCache.add(layoutHash, layout);
- }
- m_deviceCtx->IASetInputLayout(layout);
- }
- void setBlendState(uint64_t _state)
- {
- _state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
- ID3D11BlendState* bs = m_blendStateCache.find(_state);
- if (NULL == bs)
- {
- D3D11_BLEND_DESC desc;
- memset(&desc, 0, sizeof(desc) );
- D3D11_RENDER_TARGET_BLEND_DESC& drt = desc.RenderTarget[0];
- drt.BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
- uint32_t blend = (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
- uint32_t src = blend&0xf;
- uint32_t dst = (blend>>4)&0xf;
- uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
- writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
- drt.SrcBlend = s_blendFactor[src][0];
- drt.DestBlend = s_blendFactor[dst][0];
- drt.BlendOp = D3D11_BLEND_OP_ADD;
- drt.SrcBlendAlpha = s_blendFactor[src][1];
- drt.DestBlendAlpha = s_blendFactor[dst][1];
- drt.BlendOpAlpha = D3D11_BLEND_OP_ADD;
- drt.RenderTargetWriteMask = writeMask;
- DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
- m_blendStateCache.add(_state, bs);
- }
- m_deviceCtx->OMSetBlendState(bs, NULL, 0xffffffff);
- }
- void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
- {
- _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
- uint32_t fstencil = unpackStencil(0, _stencil);
- uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
- _stencil &= packStencil(BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
- HashMurmur2A murmur;
- murmur.begin();
- murmur.add(_state);
- murmur.add(_stencil);
- uint32_t hash = murmur.end();
- ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
- if (NULL == dss)
- {
- D3D11_DEPTH_STENCIL_DESC desc;
- memset(&desc, 0, sizeof(desc) );
- uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
- desc.DepthEnable = 0 != func;
- desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
- desc.DepthFunc = s_depthFunc[func];
- uint32_t bstencil = unpackStencil(1, _stencil);
- uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
- bstencil = frontAndBack ? bstencil : fstencil;
- desc.StencilEnable = 0 != _stencil;
- desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
- desc.StencilWriteMask = 0xff;
- desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
- desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
- desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
- desc.FrontFace.StencilFunc = s_stencilFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
- desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
- desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
- desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
- desc.BackFace.StencilFunc = s_stencilFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
- DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
- m_depthStencilStateCache.add(hash, dss);
- }
- m_deviceCtx->OMSetDepthStencilState(dss, ref);
- }
- void setDebugWireframe(bool _wireframe)
- {
- if (m_wireframe != _wireframe)
- {
- m_wireframe = _wireframe;
- m_rasterizerStateCache.invalidate();
- }
- }
- void setRasterizerState(uint64_t _state, bool _wireframe = false)
- {
- _state &= BGFX_STATE_CULL_MASK;
- _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
- ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
- if (NULL == rs)
- {
- uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
- D3D11_RASTERIZER_DESC desc;
- desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
- desc.CullMode = s_cullMode[cull];
- desc.FrontCounterClockwise = false;
- desc.DepthBias = 0;
- desc.DepthBiasClamp = 0.0f;
- desc.SlopeScaledDepthBias = 0.0f;
- desc.DepthClipEnable = false;
- desc.ScissorEnable = false;
- desc.MultisampleEnable = false;
- desc.AntialiasedLineEnable = false;
- DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
- m_rasterizerStateCache.add(_state, rs);
- }
- m_deviceCtx->RSSetState(rs);
- }
- ID3D11SamplerState* getSamplerState(uint32_t _flags)
- {
- _flags &= BGFX_TEXTURE_MIN_MASK|BGFX_TEXTURE_MAG_MASK|BGFX_TEXTURE_MIP_MASK
- | BGFX_TEXTURE_U_MASK|BGFX_TEXTURE_V_MASK|BGFX_TEXTURE_W_MASK
- ;
- uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
- uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
- uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
- D3D11_SAMPLER_DESC sd;
- sd.Filter = (D3D11_FILTER)(minFilter|magFilter|mipFilter);
- sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
- sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
- sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
- sd.MipLODBias = 0.0f;
- sd.MaxAnisotropy = 1;
- sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
- sd.BorderColor[0] = 0.0f;
- sd.BorderColor[1] = 0.0f;
- sd.BorderColor[2] = 0.0f;
- sd.BorderColor[3] = 0.0f;
- sd.MinLOD = 0;
- sd.MaxLOD = D3D11_FLOAT32_MAX;
- uint32_t hash = bx::hashMurmur2A(sd);
- ID3D11SamplerState* sampler = m_samplerStateCache.find(hash);
- if (NULL == sampler)
- {
- m_device->CreateSamplerState(&sd, &sampler);
- DX_CHECK_REFCOUNT(sampler, 1);
- m_samplerStateCache.add(hash, sampler);
- }
- return sampler;
- }
- void commitTextureStage()
- {
- m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
- m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
- }
- void invalidateTextureStage()
- {
- m_textureStage.clear();
- commitTextureStage();
- }
- void capturePostReset()
- {
- if (m_flags&BGFX_RESET_CAPTURE)
- {
- ID3D11Texture2D* backBuffer;
- DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
- D3D11_TEXTURE2D_DESC backBufferDesc;
- backBuffer->GetDesc(&backBufferDesc);
- D3D11_TEXTURE2D_DESC desc;
- memcpy(&desc, &backBufferDesc, sizeof(desc) );
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_STAGING;
- desc.BindFlags = 0;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
- if (SUCCEEDED(hr) )
- {
- if (backBufferDesc.SampleDesc.Count != 1)
- {
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.CPUAccessFlags = 0;
- m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
- }
- g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
- }
- DX_RELEASE(backBuffer, 0);
- }
- }
- void capturePreReset()
- {
- if (NULL != m_captureTexture)
- {
- g_callback->captureEnd();
- }
- DX_RELEASE(m_captureResolve, 0);
- DX_RELEASE(m_captureTexture, 0);
- }
- void capture()
- {
- if (NULL != m_captureTexture)
- {
- ID3D11Texture2D* backBuffer;
- DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
- DXGI_MODE_DESC& desc = m_scd.BufferDesc;
- if (NULL == m_captureResolve)
- {
- m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
- }
- else
- {
- m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
- m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
- }
- D3D11_MAPPED_SUBRESOURCE mapped;
- DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
- g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
- m_deviceCtx->Unmap(m_captureTexture, 0);
- DX_RELEASE(backBuffer, 0);
- }
- }
- void saveScreenShot(Memory* _mem)
- {
- ID3D11Texture2D* backBuffer;
- DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
- D3D11_TEXTURE2D_DESC backBufferDesc;
- backBuffer->GetDesc(&backBufferDesc);
- D3D11_TEXTURE2D_DESC desc;
- memcpy(&desc, &backBufferDesc, sizeof(desc) );
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_STAGING;
- desc.BindFlags = 0;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- ID3D11Texture2D* texture;
- HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
- if (SUCCEEDED(hr) )
- {
- if (backBufferDesc.SampleDesc.Count == 1)
- {
- m_deviceCtx->CopyResource(texture, backBuffer);
- }
- else
- {
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.CPUAccessFlags = 0;
- ID3D11Texture2D* resolve;
- HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
- if (SUCCEEDED(hr) )
- {
- m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
- m_deviceCtx->CopyResource(texture, resolve);
- DX_RELEASE(resolve, 0);
- }
- }
- D3D11_MAPPED_SUBRESOURCE mapped;
- DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
- g_callback->screenShot( (const char*)_mem->data
- , backBufferDesc.Width
- , backBufferDesc.Height
- , mapped.RowPitch
- , mapped.pData
- , backBufferDesc.Height*mapped.RowPitch
- , false
- );
- m_deviceCtx->Unmap(texture, 0);
- DX_RELEASE(texture, 0);
- }
- DX_RELEASE(backBuffer, 0);
- }
- HMODULE m_d3d11dll;
- IDXGISwapChain* m_swapChain;
- ID3D11Device* m_device;
- ID3D11DeviceContext* m_deviceCtx;
- ID3D11RenderTargetView* m_backBufferColor;
- ID3D11DepthStencilView* m_backBufferDepthStencil;
- ID3D11RenderTargetView* m_currentColor;
- ID3D11DepthStencilView* m_currentDepthStencil;
- ID3D11Texture2D* m_captureTexture;
- ID3D11Texture2D* m_captureResolve;
- bool m_wireframe;
- DXGI_SWAP_CHAIN_DESC m_scd;
- uint32_t m_flags;
- IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
- VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
- Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
- Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
- Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
- Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
- VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
- RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
- UniformBuffer m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
- UniformBuffer m_predefinedUniforms[PredefinedUniform::Count];
- UniformRegistry m_uniformReg;
-
- StateCacheT<ID3D11BlendState> m_blendStateCache;
- StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
- StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
- StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
- StateCacheT<ID3D11SamplerState> m_samplerStateCache;
- TextVideoMem m_textVideoMem;
- RenderTargetHandle m_rt;
- TextureStage m_textureStage;
- Program* m_currentProgram;
- uint8_t m_vsScratch[64<<10];
- uint8_t m_fsScratch[64<<10];
- uint32_t m_vsChanges;
- uint32_t m_fsChanges;
- };
- static RendererContext s_renderCtx;
- void IndexBuffer::create(uint32_t _size, void* _data)
- {
- m_size = _size;
- m_dynamic = NULL == _data;
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = _size;
- desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- desc.MiscFlags = 0;
- desc.StructureByteStride = 0;
- if (m_dynamic)
- {
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
- , NULL
- , &m_ptr
- ) );
- }
- else
- {
- desc.Usage = D3D11_USAGE_IMMUTABLE;
- desc.CPUAccessFlags = 0;
- D3D11_SUBRESOURCE_DATA srd;
- srd.pSysMem = _data;
- srd.SysMemPitch = 0;
- srd.SysMemSlicePitch = 0;
- DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
- , &srd
- , &m_ptr
- ) );
- }
- }
- void IndexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
- {
- ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
- BX_CHECK(m_dynamic, "Must be dynamic!");
- D3D11_MAPPED_SUBRESOURCE mapped;
- D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
- DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
- memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
- deviceCtx->Unmap(m_ptr, 0);
- }
- void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
- {
- m_size = _size;
- m_decl = _declHandle;
- m_dynamic = NULL == _data;
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = _size;
- desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- desc.MiscFlags = 0;
- if (m_dynamic)
- {
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.StructureByteStride = 0;
- DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
- , NULL
- , &m_ptr
- ) );
- }
- else
- {
- desc.Usage = D3D11_USAGE_IMMUTABLE;
- desc.CPUAccessFlags = 0;
- desc.StructureByteStride = 0;
- D3D11_SUBRESOURCE_DATA srd;
- srd.pSysMem = _data;
- srd.SysMemPitch = 0;
- srd.SysMemSlicePitch = 0;
- DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
- , &srd
- , &m_ptr
- ) );
- }
- }
- void VertexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
- {
- ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
- BX_CHECK(m_dynamic, "Must be dynamic!");
- D3D11_MAPPED_SUBRESOURCE mapped;
- D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
- DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
- memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
- deviceCtx->Unmap(m_ptr, 0);
- }
- void ConstantBuffer::commit()
- {
- ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
- reset();
- do
- {
- uint32_t opcode = read();
- if (UniformType::End == opcode)
- {
- break;
- }
- UniformType::Enum type;
- uint16_t loc;
- uint16_t num;
- uint16_t copy;
- decodeOpcode(opcode, type, loc, num, copy);
- const char* data;
- if (copy)
- {
- data = read(g_uniformTypeSize[type]*num);
- }
- else
- {
- memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
- }
- #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
- case UniformType::_uniform: \
- case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
- { \
- s_renderCtx.setShaderConstant(type, loc, data, num); \
- } \
- break;
- switch ((int32_t)type)
- {
- CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
- CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
- CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
- CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
- CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
- CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
- CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
- CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
- CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
- case UniformType::End:
- break;
- default:
- BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
- break;
- }
- #undef CASE_IMPLEMENT_UNIFORM
- } while (true);
- }
- void TextVideoMemBlitter::setup()
- {
- ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
- uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
- uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
- RenderTargetHandle rt = BGFX_INVALID_HANDLE;
- s_renderCtx.setRenderTarget(rt, false);
- D3D11_VIEWPORT vp;
- vp.TopLeftX = 0;
- vp.TopLeftY = 0;
- vp.Width = (float)width;
- vp.Height = (float)height;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- deviceCtx->RSSetViewports(1, &vp);
- uint64_t state = BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_DEPTH_TEST_ALWAYS
- ;
-
- s_renderCtx.setBlendState(state);
- s_renderCtx.setDepthStencilState(state);
- s_renderCtx.setRasterizerState(state, false);
- Program& program = s_renderCtx.m_program[m_program.idx];
- s_renderCtx.m_currentProgram = &program;
- deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
- deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
- deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
- deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
- VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
- VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
- uint32_t stride = vertexDecl.m_stride;
- uint32_t offset = 0;
- deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
- s_renderCtx.setInputLayout(vertexDecl, program, 0);
- IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
- deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
- float proj[16];
- mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
- PredefinedUniform& predefined = program.m_predefined[0];
- uint8_t flags = predefined.m_type;
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, proj, 4);
- s_renderCtx.commitShaderConstants();
- s_renderCtx.m_textures[m_texture.idx].commit(0);
- s_renderCtx.commitTextureStage();
- }
- void TextVideoMemBlitter::render(uint32_t _numIndices)
- {
- ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
- IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
- ib.update(0, _numIndices*2, m_ib->data);
- uint32_t numVertices = _numIndices*4/6;
- s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
- deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- deviceCtx->DrawIndexed(_numIndices, 0, 0);
- }
- void ClearQuad::clear(const Rect& _rect, const Clear& _clear)
- {
- uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
- uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
- if (0 == _rect.m_x
- && 0 == _rect.m_y
- && width == _rect.m_width
- && height == _rect.m_height)
- {
- s_renderCtx.clear(_clear);
- }
- else
- {
- ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
- uint64_t state = 0;
- state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
- state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
- s_renderCtx.setBlendState(state);
- s_renderCtx.setDepthStencilState(state);
- s_renderCtx.setRasterizerState(state, false);
- Program& program = s_renderCtx.m_program[m_program.idx];
- s_renderCtx.m_currentProgram = &program;
- deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
- deviceCtx->VSSetConstantBuffers(0, 0, NULL);
- deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
- deviceCtx->PSSetConstantBuffers(0, 0, NULL);
- VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
- VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
- uint32_t stride = vertexDecl.m_stride;
- uint32_t offset = 0;
- {
- struct Vertex
- {
- float m_x;
- float m_y;
- float m_z;
- uint32_t m_abgr;
- } * vertex = (Vertex*)m_vb->data;
- const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
- const float depth = _clear.m_depth;
- vertex->m_x = -1.0f;
- vertex->m_y = -1.0f;
- vertex->m_z = depth;
- vertex->m_abgr = abgr;
- vertex++;
- vertex->m_x = 1.0f;
- vertex->m_y = -1.0f;
- vertex->m_z = depth;
- vertex->m_abgr = abgr;
- vertex++;
- vertex->m_x = 1.0f;
- vertex->m_y = 1.0f;
- vertex->m_z = depth;
- vertex->m_abgr = abgr;
- vertex++;
- vertex->m_x = -1.0f;
- vertex->m_y = 1.0f;
- vertex->m_z = depth;
- vertex->m_abgr = abgr;
- }
- s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
- deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
- s_renderCtx.setInputLayout(vertexDecl, program, 0);
- IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib.idx];
- deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
- deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- deviceCtx->DrawIndexed(6, 0, 0);
- }
- }
- void Shader::create(bool _fragment, const Memory* _mem)
- {
- bx::MemoryReader reader(_mem->data, _mem->size);
- uint32_t magic;
- bx::read(&reader, magic);
- uint32_t iohash;
- bx::read(&reader, iohash);
- bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
- uint16_t count;
- bx::read(&reader, count);
- uint16_t size;
- bx::read(&reader, size);
- if (0 < size)
- {
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = size;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- desc.StructureByteStride = 0;
- DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_buffer) );
- }
- m_numPredefined = 0;
- m_numUniforms = count;
- BX_TRACE("Shader consts %d", count);
- uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
- if (0 < count)
- {
- m_constantBuffer = ConstantBuffer::create(1024);
- for (uint32_t ii = 0; ii < count; ++ii)
- {
- uint8_t nameSize;
- bx::read(&reader, nameSize);
- char name[256];
- bx::read(&reader, &name, nameSize);
- name[nameSize] = '\0';
- uint8_t type;
- bx::read(&reader, type);
- uint8_t num;
- bx::read(&reader, num);
- uint16_t regIndex;
- bx::read(&reader, regIndex);
- uint16_t regCount;
- bx::read(&reader, regCount);
- const char* kind = "invalid";
- const void* data = NULL;
- PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
- if (PredefinedUniform::Count != predefined)
- {
- kind = "predefined";
- m_predefined[m_numPredefined].m_loc = regIndex;
- m_predefined[m_numPredefined].m_count = regCount;
- m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
- m_numPredefined++;
- }
- else
- {
- const UniformInfo* info = s_renderCtx.m_uniformReg.find(name);
- UniformBuffer* uniform = info != NULL ? (UniformBuffer*)info->m_data : NULL;
- if (NULL != uniform)
- {
- kind = "user";
- data = uniform->m_data;
- m_constantBuffer->writeUniformRef( (UniformType::Enum)(type|fragmentBit), regIndex, data, regCount);
- }
- }
- BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
- , kind
- , name
- , type
- , num
- , regIndex
- , regCount
- );
- BX_UNUSED(kind);
- }
- m_constantBuffer->finish();
- }
- uint16_t shaderSize;
- bx::read(&reader, shaderSize);
- const DWORD* code = (const DWORD*)reader.getDataPtr();
- bx::skip(&reader, shaderSize);
- if (_fragment)
- {
- DX_CHECK(s_renderCtx.m_device->CreatePixelShader(code, shaderSize, NULL, (ID3D11PixelShader**)&m_ptr) );
- BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
- }
- else
- {
- m_hash = hashMurmur2A(code, shaderSize);
- m_code = alloc(shaderSize);
- memcpy(m_code->data, code, shaderSize);
- DX_CHECK(s_renderCtx.m_device->CreateVertexShader(code, shaderSize, NULL, (ID3D11VertexShader**)&m_ptr) );
- BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
- }
- }
- void Texture::create(const Memory* _mem, uint32_t _flags)
- {
- m_sampler = s_renderCtx.getSamplerState(_flags);
- Dds dds;
- if (parseDds(dds, _mem) )
- {
- bool decompress = false;
- if (dds.m_cubeMap)
- {
- m_type = TextureCube;
- }
- else if (dds.m_depth > 1)
- {
- m_type = Texture3D;
- }
- else
- {
- m_type = Texture2D;
- }
- uint32_t numSrd = dds.m_numMips*(dds.m_cubeMap ? 6 : 1);
- D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
- uint32_t kk = 0;
- bool convert = false;
- m_numMips = dds.m_numMips;
- if (decompress
- || TextureFormat::Unknown < dds.m_type)
- {
- uint32_t bpp = s_textureFormat[dds.m_type].m_bpp;
- convert = TextureFormat::BGRX8 == dds.m_type;
- for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
- {
- uint32_t width = dds.m_width;
- uint32_t height = dds.m_height;
- uint32_t depth = dds.m_depth;
- for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
- {
- width = uint32_max(1, width);
- height = uint32_max(1, height);
- depth = uint32_max(1, depth);
- Mip mip;
- if (getRawImageData(dds, side, lod, _mem, mip) )
- {
- if (convert)
- {
- uint8_t* temp = (uint8_t*)g_realloc(NULL, mip.m_width*mip.m_height*bpp/8);
- mip.decode(temp);
- srd[kk].pSysMem = temp;
- srd[kk].SysMemPitch = mip.m_width*bpp/8;
- }
- else
- {
- srd[kk].pSysMem = mip.m_data;
- srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
- }
- srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
- ++kk;
- }
- width >>= 1;
- height >>= 1;
- depth >>= 1;
- }
- }
- }
- else
- {
- for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
- {
- for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
- {
- Mip mip;
- if (getRawImageData(dds, side, lod, _mem, mip) )
- {
- srd[kk].pSysMem = mip.m_data;
- if (TextureFormat::Unknown > dds.m_type)
- {
- srd[kk].SysMemPitch = (mip.m_width/4)*mip.m_blockSize;
- srd[kk].SysMemSlicePitch = (mip.m_height/4)*srd[kk].SysMemPitch;
- }
- else
- {
- srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
- srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
- }
- ++kk;
- }
- }
- }
- }
- D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
- memset(&srvd, 0, sizeof(srvd) );
- srvd.Format = s_textureFormat[dds.m_type].m_fmt;
- switch (m_type)
- {
- case Texture2D:
- case TextureCube:
- {
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = dds.m_width;
- desc.Height = dds.m_height;
- desc.MipLevels = dds.m_numMips;
- desc.Format = s_textureFormat[dds.m_type].m_fmt;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_IMMUTABLE;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- if (dds.m_cubeMap)
- {
- desc.ArraySize = 6;
- desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
- srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
- srvd.TextureCube.MipLevels = dds.m_numMips;
- }
- else
- {
- desc.ArraySize = 1;
- desc.MiscFlags = 0;
- srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srvd.Texture2D.MipLevels = dds.m_numMips;
- }
- DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
- }
- break;
- case Texture3D:
- {
- D3D11_TEXTURE3D_DESC desc;
- desc.Width = dds.m_width;
- desc.Height = dds.m_height;
- desc.Depth = dds.m_depth;
- desc.MipLevels = dds.m_numMips;
- desc.Format = s_textureFormat[dds.m_type].m_fmt;
- desc.Usage = D3D11_USAGE_IMMUTABLE;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
- srvd.Texture3D.MipLevels = dds.m_numMips;
- DX_CHECK(s_renderCtx.m_device->CreateTexture3D(&desc, srd, &m_texture3d) );
- }
- break;
- }
- DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
- if (convert)
- {
- kk = 0;
- for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
- {
- for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod)
- {
- g_free(const_cast<void*>(srd[kk].pSysMem) );
- ++kk;
- }
- }
- }
- }
- else
- {
- bx::MemoryReader reader(_mem->data, _mem->size);
- uint32_t magic;
- bx::read(&reader, magic);
- if (BGFX_CHUNK_MAGIC_TEX == magic)
- {
- TextureCreate tc;
- bx::read(&reader, tc);
- if (tc.m_cubeMap)
- {
- m_type = TextureCube;
- }
- else if (tc.m_depth > 1)
- {
- m_type = Texture3D;
- }
- else
- {
- m_type = Texture2D;
- }
- m_numMips = tc.m_numMips;
- D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
- memset(&srvd, 0, sizeof(srvd) );
- srvd.Format = s_textureFormat[tc.m_format].m_fmt;
- if (NULL != tc.m_mem)
- {
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = tc.m_width;
- desc.Height = tc.m_height;
- desc.MipLevels = tc.m_numMips;
- desc.ArraySize = 1;
- desc.Format = srvd.Format;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_IMMUTABLE;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srvd.Texture2D.MipLevels = tc.m_numMips;
- D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(tc.m_numMips*sizeof(D3D11_SUBRESOURCE_DATA) );
- uint32_t bpp = s_textureFormat[tc.m_format].m_bpp;
- uint8_t* data = tc.m_mem->data;
- for (uint8_t side = 0, numSides = tc.m_cubeMap ? 6 : 1; side < numSides; ++side)
- {
- uint32_t width = tc.m_width;
- uint32_t height = tc.m_height;
- uint32_t depth = tc.m_depth;
- for (uint32_t lod = 0, num = tc.m_numMips; lod < num; ++lod)
- {
- width = uint32_max(1, width);
- height = uint32_max(1, height);
- depth = uint32_max(1, depth);
- srd[lod].pSysMem = data;
- srd[lod].SysMemPitch = width*bpp/8;
- srd[lod].SysMemSlicePitch = 0;
- data += width*height*bpp/8;
- width >>= 1;
- height >>= 1;
- depth >>= 1;
- }
- }
- DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
- release(tc.m_mem);
- }
- else
- {
- switch (m_type)
- {
- case Texture2D:
- case TextureCube:
- {
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = tc.m_width;
- desc.Height = tc.m_height;
- desc.MipLevels = tc.m_numMips;
- desc.Format = srvd.Format;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- if (TextureCube == m_type)
- {
- desc.ArraySize = 6;
- desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
- srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
- srvd.TextureCube.MipLevels = m_numMips;
- }
- else
- {
- desc.ArraySize = 1;
- desc.MiscFlags = 0;
- srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srvd.Texture2D.MipLevels = m_numMips;
- }
- DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_texture2d) );
- }
- break;
- case Texture3D:
- {
- D3D11_TEXTURE3D_DESC desc;
- desc.Width = tc.m_width;
- desc.Height = tc.m_height;
- desc.Depth = tc.m_depth;
- desc.MipLevels = tc.m_numMips;
- desc.Format = srvd.Format;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
- srvd.Texture3D.MipLevels = m_numMips;
- DX_CHECK(s_renderCtx.m_device->CreateTexture3D(&desc, NULL, &m_texture3d) );
- }
- break;
- }
- }
- DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
- }
- else
- {
- //
- }
- }
- }
- void Texture::destroy()
- {
- DX_RELEASE(m_srv, 0);
- DX_RELEASE(m_ptr, 0);
- }
- void Texture::commit(uint8_t _stage)
- {
- s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
- s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
- }
- void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
- {
- ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
- D3D11_BOX box;
- box.left = _rect.m_x;
- box.top = _rect.m_y;
- box.right = box.left + _rect.m_width;
- box.bottom = box.top + _rect.m_height;
- box.front = _z;
- box.back = box.front + _depth;
- uint32_t subres = _mip + (_side * m_numMips);
- #if 0
- D3D11_MAPPED_SUBRESOURCE mapped;
- DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE, D3D11_MAP_FLAG_DO_NOT_WAIT, &mapped) );
- memcpy( (uint8_t*)mapped.pData + subres*mapped.DepthPitch, _mem->data, _mem->size);
- deviceCtx->Unmap(m_ptr, 0);
- deviceCtx->CopySubresourceRegion(m_ptr
- , subres
- , _rect.m_x
- , _rect.m_y
- , _rect.m_z
- , staging // D3D11_USAGE_STAGING
- , ...
- );
- #else
- deviceCtx->UpdateSubresource(m_ptr, subres, &box, _mem->data, _rect.m_width*4, 0);
- #endif // 0
- }
- void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
- {
- m_width = _width;
- m_height = _height;
- m_flags = _flags;
- uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
- uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = _width;
- desc.Height = _height;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = s_colorFormat[colorFormat];
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_colorTexture) );
- DX_CHECK(s_renderCtx.m_device->CreateRenderTargetView(m_colorTexture, NULL, &m_rtv) );
- DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_colorTexture, NULL, &m_srv) );
- if (0 < depthFormat)
- {
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = _width;
- desc.Height = _height;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = s_depthFormat[depthFormat];
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
-
- DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_depthTexture) );
- DX_CHECK(s_renderCtx.m_device->CreateDepthStencilView(m_depthTexture, NULL, &m_dsv) );
- // DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_depthTexture, NULL, &m_srv) );
- }
- m_sampler = s_renderCtx.getSamplerState(_textureFlags);
- }
- void RenderTarget::destroy()
- {
- DX_RELEASE(m_srv, 0);
- DX_RELEASE(m_rtv, 0);
- DX_RELEASE(m_colorTexture, 0);
- DX_RELEASE(m_dsv, 0);
- DX_RELEASE(m_depthTexture, 0);
- m_flags = 0;
- }
- void RenderTarget::commit(uint8_t _stage)
- {
- s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
- s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
- }
- void UniformBuffer::create(UniformType::Enum _type, uint16_t _num, bool _alloc)
- {
- uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
- if (_alloc)
- {
- m_data = g_realloc(NULL, size);
- memset(m_data, 0, size);
- }
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = size;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- desc.StructureByteStride = 0;
- DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_ptr) );
- }
- void UniformBuffer::destroy()
- {
- if (NULL != m_data)
- {
- g_free(m_data);
- m_data = NULL;
- }
- DX_RELEASE(m_ptr, 0);
- }
- void Context::flip()
- {
- s_renderCtx.flip();
- }
- void Context::rendererInit()
- {
- s_renderCtx.init();
- }
- void Context::rendererShutdown()
- {
- s_renderCtx.shutdown();
- }
- void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
- {
- s_renderCtx.m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
- }
- void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
- {
- s_renderCtx.m_indexBuffers[_handle.idx].destroy();
- }
- void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
- {
- VertexDecl& decl = s_renderCtx.m_vertexDecls[_handle.idx];
- memcpy(&decl, &_decl, sizeof(VertexDecl) );
- dump(decl);
- }
- void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
- {
- }
- void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
- {
- s_renderCtx.m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
- }
- void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
- {
- s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
- }
- void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
- {
- s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL);
- }
- void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
- {
- s_renderCtx.m_indexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
- }
- void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
- {
- s_renderCtx.m_indexBuffers[_handle.idx].destroy();
- }
- void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
- {
- VertexDeclHandle decl = BGFX_INVALID_HANDLE;
- s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
- }
- void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
- {
- s_renderCtx.m_vertexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
- }
- void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
- {
- s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
- }
- void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
- {
- s_renderCtx.m_vertexShaders[_handle.idx].create(false, _mem);
- }
- void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
- {
- s_renderCtx.m_vertexShaders[_handle.idx].destroy();
- }
- void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
- {
- s_renderCtx.m_fragmentShaders[_handle.idx].create(true, _mem);
- }
- void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
- {
- s_renderCtx.m_fragmentShaders[_handle.idx].destroy();
- }
- void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
- {
- s_renderCtx.m_program[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]);
- }
- void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
- {
- s_renderCtx.m_program[_handle.idx].destroy();
- }
- void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
- {
- s_renderCtx.m_textures[_handle.idx].create(_mem, _flags);
- }
- void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
- {
- s_renderCtx.m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _mem);
- }
- void Context::rendererDestroyTexture(TextureHandle _handle)
- {
- s_renderCtx.m_textures[_handle.idx].destroy();
- }
- void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
- {
- s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
- }
- void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
- {
- s_renderCtx.m_renderTargets[_handle.idx].destroy();
- }
- void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
- {
- s_renderCtx.m_uniforms[_handle.idx].create(_type, _num);
- s_renderCtx.m_uniformReg.add(_name, &s_renderCtx.m_uniforms[_handle.idx]);
- }
- void Context::rendererDestroyUniform(UniformHandle _handle)
- {
- s_renderCtx.m_uniforms[_handle.idx].destroy();
- }
- void Context::rendererSaveScreenShot(Memory* _mem)
- {
- s_renderCtx.saveScreenShot(_mem);
- }
- void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
- {
- memcpy(s_renderCtx.m_uniforms[_loc].m_data, _data, _size);
- }
- void Context::rendererSubmit()
- {
- ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
- s_renderCtx.updateResolution(m_render->m_resolution);
- int64_t elapsed = -bx::getHPCounter();
- int64_t captureElapsed = 0;
- if (0 < m_render->m_iboffset)
- {
- TransientIndexBuffer* ib = m_render->m_transientIb;
- s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
- }
- if (0 < m_render->m_vboffset)
- {
- TransientVertexBuffer* vb = m_render->m_transientVb;
- s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
- }
- m_render->sort();
- RenderState currentState;
- currentState.reset();
- currentState.m_flags = BGFX_STATE_NONE;
- currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
- Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
- for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
- {
- mtxMul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
- }
- bool wireframe = !!(m_render->m_debug&BGFX_DEBUG_WIREFRAME);
- s_renderCtx.setDebugWireframe(wireframe);
- uint16_t programIdx = invalidHandle;
- SortKey key;
- uint8_t view = 0xff;
- RenderTargetHandle rt = BGFX_INVALID_HANDLE;
- float alphaRef = 0.0f;
- D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
- deviceCtx->IASetPrimitiveTopology(primType);
- uint32_t primNumVerts = 3;
- uint32_t statsNumPrimsSubmitted = 0;
- uint32_t statsNumIndices = 0;
- uint32_t statsNumInstances = 0;
- uint32_t statsNumPrimsRendered = 0;
- if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
- {
- for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
- {
- key.decode(m_render->m_sortKeys[item]);
- const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
- const uint64_t newFlags = state.m_flags;
- uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
- currentState.m_flags = newFlags;
- const uint64_t newStencil = state.m_stencil;
- uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
- currentState.m_stencil = newStencil;
- if (key.m_view != view)
- {
- currentState.clear();
- changedFlags = BGFX_STATE_MASK;
- changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
- currentState.m_flags = newFlags;
- currentState.m_stencil = newStencil;
- view = key.m_view;
- programIdx = invalidHandle;
- if (m_render->m_rt[view].idx != rt.idx)
- {
- rt = m_render->m_rt[view];
- s_renderCtx.setRenderTarget(rt);
- }
- Rect& rect = m_render->m_rect[view];
- D3D11_VIEWPORT vp;
- vp.TopLeftX = rect.m_x;
- vp.TopLeftY = rect.m_y;
- vp.Width = rect.m_width;
- vp.Height = rect.m_height;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- deviceCtx->RSSetViewports(1, &vp);
- Clear& clear = m_render->m_clear[view];
- if (BGFX_CLEAR_NONE != clear.m_flags)
- {
- m_clearQuad.clear(rect, clear);
- }
- s_renderCtx.setBlendState(BGFX_STATE_DEFAULT);
- s_renderCtx.setDepthStencilState(BGFX_STATE_DEFAULT, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
- s_renderCtx.setRasterizerState(BGFX_STATE_DEFAULT, wireframe);
- uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
- if (primType != s_primType[primIndex])
- {
- primType = s_primType[primIndex];
- primNumVerts = 3-primIndex;
- deviceCtx->IASetPrimitiveTopology(primType);
- }
- }
- if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
- || 0 != changedStencil)
- {
- s_renderCtx.setDepthStencilState(newFlags, newStencil);
- }
- if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_ALPHA_MASK|BGFX_STATE_RGB_WRITE
- |BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK
- |BGFX_STATE_POINT_SIZE_MASK|BGFX_STATE_SRGBWRITE|BGFX_STATE_MSAA) & changedFlags)
- {
- if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
- {
- s_renderCtx.setBlendState(newFlags);
- }
- if ( (BGFX_STATE_CULL_MASK) & changedFlags)
- {
- s_renderCtx.setRasterizerState(newFlags, wireframe);
- }
- if ( (BGFX_STATE_ALPHA_TEST|BGFX_STATE_ALPHA_REF_MASK) & changedFlags)
- {
- uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
- alphaRef = ref/255.0f;
- }
- uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
- if (primType != s_primType[primIndex])
- {
- primType = s_primType[primIndex];
- primNumVerts = 3-primIndex;
- deviceCtx->IASetPrimitiveTopology(primType);
- }
- }
- bool programChanged = false;
- bool constantsChanged = state.m_constBegin < state.m_constEnd;
- rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
- if (key.m_program != programIdx)
- {
- programIdx = key.m_program;
- if (invalidHandle == programIdx)
- {
- s_renderCtx.m_currentProgram = NULL;
- deviceCtx->VSSetShader(NULL, 0, 0);
- deviceCtx->PSSetShader(NULL, 0, 0);
- }
- else
- {
- Program& program = s_renderCtx.m_program[programIdx];
- s_renderCtx.m_currentProgram = &program;
- deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
- deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
- deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
- deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
- }
- programChanged =
- constantsChanged = true;
- }
- if (invalidHandle != programIdx)
- {
- Program& program = s_renderCtx.m_program[programIdx];
- if (constantsChanged)
- {
- program.commit();
- }
- for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
- {
- PredefinedUniform& predefined = program.m_predefined[ii];
- uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
- switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
- {
- case PredefinedUniform::ViewRect:
- {
- float rect[4];
- rect[0] = m_render->m_rect[view].m_x;
- rect[1] = m_render->m_rect[view].m_y;
- rect[2] = m_render->m_rect[view].m_width;
- rect[3] = m_render->m_rect[view].m_height;
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
- }
- break;
- case PredefinedUniform::ViewTexel:
- {
- float rect[4];
- rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
- rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
- }
- break;
- case PredefinedUniform::View:
- {
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, m_render->m_view[view].val, uint32_min(4, predefined.m_count) );
- }
- break;
- case PredefinedUniform::ViewProj:
- {
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProj[view].val, uint32_min(4, predefined.m_count) );
- }
- break;
- case PredefinedUniform::Model:
- {
- const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, model.val, uint32_min(state.m_num*4, predefined.m_count) );
- }
- break;
- case PredefinedUniform::ModelView:
- {
- Matrix4 modelView;
- const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
- mtxMul(modelView.val, model.val, m_render->m_view[view].val);
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelView.val, uint32_min(4, predefined.m_count) );
- }
- break;
- case PredefinedUniform::ModelViewProj:
- {
- Matrix4 modelViewProj;
- const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
- mtxMul(modelViewProj.val, model.val, viewProj[view].val);
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
- }
- break;
- case PredefinedUniform::ModelViewProjX:
- {
- const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
- static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
- {
- 0.5f, 0.0f, 0.0f, 0.0f,
- 0.0f, 0.5f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f,
- };
- uint8_t other = m_render->m_other[view];
- Matrix4 viewProjBias;
- mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
- Matrix4 modelViewProj;
- mtxMul(modelViewProj.val, model.val, viewProjBias.val);
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
- }
- break;
- case PredefinedUniform::ViewProjX:
- {
- static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
- {
- 0.5f, 0.0f, 0.0f, 0.0f,
- 0.0f, 0.5f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f,
- };
- uint8_t other = m_render->m_other[view];
- Matrix4 viewProjBias;
- mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProjBias.val, uint32_min(4, predefined.m_count) );
- }
- break;
- case PredefinedUniform::AlphaRef:
- {
- s_renderCtx.setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
- }
- break;
- default:
- BX_CHECK(false, "predefined %d not handled", predefined.m_type);
- break;
- }
- }
- if (constantsChanged
- || program.m_numPredefined > 0)
- {
- s_renderCtx.commitShaderConstants();
- }
- }
- // if (BGFX_STATE_TEX_MASK & changedFlags)
- {
- uint32_t changes = 0;
- uint64_t flag = BGFX_STATE_TEX0;
- for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
- {
- const Sampler& sampler = state.m_sampler[stage];
- Sampler& current = currentState.m_sampler[stage];
- if (current.m_idx != sampler.m_idx
- || current.m_flags != sampler.m_flags
- || programChanged)
- {
- if (invalidHandle != sampler.m_idx)
- {
- switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
- {
- case BGFX_SAMPLER_TEXTURE:
- s_renderCtx.m_textures[sampler.m_idx].commit(stage);
- break;
- case BGFX_SAMPLER_RENDERTARGET_COLOR:
- s_renderCtx.m_renderTargets[sampler.m_idx].commit(stage);
- break;
- case BGFX_SAMPLER_RENDERTARGET_DEPTH:
- // id = s_renderCtx.m_renderTargets[sampler.m_idx].m_depth.m_id;
- break;
- }
- }
- else
- {
- s_renderCtx.m_textureStage.m_srv[stage] = NULL;
- s_renderCtx.m_textureStage.m_sampler[stage] = NULL;
- }
- ++changes;
- }
- current = sampler;
- flag <<= 1;
- }
- if (0 < changes)
- {
- s_renderCtx.commitTextureStage();
- }
- }
- if (currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx || programChanged)
- {
- currentState.m_vertexBuffer = state.m_vertexBuffer;
- uint16_t handle = state.m_vertexBuffer.idx;
- if (invalidHandle != handle)
- {
- const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle];
- uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
- const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
- uint32_t stride = vertexDecl.m_stride;
- uint32_t offset = 0;
- deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
- if (invalidHandle != state.m_instanceDataBuffer.idx)
- {
- const VertexBuffer& inst = s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx];
- uint32_t instStride = state.m_instanceDataStride;
- deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
- s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], state.m_instanceDataStride/16);
- }
- else
- {
- deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
- s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], 0);
- }
- }
- else
- {
- deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
- }
- }
- if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
- {
- currentState.m_indexBuffer = state.m_indexBuffer;
- uint16_t handle = state.m_indexBuffer.idx;
- if (invalidHandle != handle)
- {
- const IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle];
- deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
- }
- else
- {
- deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
- }
- }
- if (invalidHandle != currentState.m_vertexBuffer.idx)
- {
- uint32_t numVertices = state.m_numVertices;
- if (UINT32_C(0xffffffff) == numVertices)
- {
- const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[currentState.m_vertexBuffer.idx];
- uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
- const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
- numVertices = vb.m_size/vertexDecl.m_stride;
- }
- uint32_t numIndices = 0;
- uint32_t numPrimsSubmitted = 0;
- uint32_t numInstances = 0;
- uint32_t numPrimsRendered = 0;
- if (invalidHandle != state.m_indexBuffer.idx)
- {
- if (UINT32_MAX == state.m_numIndices)
- {
- numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
- numPrimsSubmitted = numIndices/primNumVerts;
- numInstances = state.m_numInstances;
- numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
- deviceCtx->DrawIndexedInstanced(numIndices
- , state.m_numInstances
- , 0
- , state.m_startVertex
- , 0
- );
- }
- else if (primNumVerts <= state.m_numIndices)
- {
- numIndices = state.m_numIndices;
- numPrimsSubmitted = numIndices/primNumVerts;
- numInstances = state.m_numInstances;
- numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
- deviceCtx->DrawIndexedInstanced(numIndices
- , state.m_numInstances
- , state.m_startIndex
- , state.m_startVertex
- , 0
- );
- }
- }
- else
- {
- numPrimsSubmitted = numVertices/primNumVerts;
- numInstances = state.m_numInstances;
- numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
- deviceCtx->DrawInstanced(numVertices
- , state.m_numInstances
- , state.m_startVertex
- , 0
- );
- }
- statsNumPrimsSubmitted += numPrimsSubmitted;
- statsNumIndices += numIndices;
- statsNumInstances += numInstances;
- statsNumPrimsRendered += numPrimsRendered;
- }
- }
- if (0 < m_render->m_num)
- {
- captureElapsed = -bx::getHPCounter();
- s_renderCtx.capture();
- captureElapsed += bx::getHPCounter();
- }
- }
- int64_t now = bx::getHPCounter();
- elapsed += now;
- static int64_t last = now;
- int64_t frameTime = now - last;
- last = now;
- static int64_t min = frameTime;
- static int64_t max = frameTime;
- min = min > frameTime ? frameTime : min;
- max = max < frameTime ? frameTime : max;
- if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
- {
- // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugstats");
- TextVideoMem& tvm = s_renderCtx.m_textVideoMem;
- static int64_t next = now;
- if (now >= next)
- {
- next = now + bx::getHPFrequency();
- double freq = double(bx::getHPFrequency() );
- double toMs = 1000.0/freq;
- tvm.clear();
- uint16_t pos = 10;
- tvm.printf(0, 0, 0x8f, " " BGFX_RENDERER_NAME " ");
- tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS"
- , double(frameTime)*toMs
- , double(min)*toMs
- , double(max)*toMs
- , freq/frameTime
- );
- double elapsedCpuMs = double(elapsed)*toMs;
- tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
- , m_render->m_num
- , elapsedCpuMs
- );
- tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
- , statsNumPrimsRendered
- , statsNumInstances
- , statsNumPrimsSubmitted
- );
- double captureMs = double(captureElapsed)*toMs;
- tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
- tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
- tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
- tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
- uint8_t attr[2] = { 0x89, 0x8a };
- uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
- tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
- tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
- min = frameTime;
- max = frameTime;
- }
- m_textVideoMemBlitter.blit(tvm);
- // PIX_ENDEVENT();
- }
- else if (m_render->m_debug & BGFX_DEBUG_TEXT)
- {
- // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugtext");
- m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
- // PIX_ENDEVENT();
- }
- }
- }
- #endif // BGFX_CONFIG_RENDERER_DIRECT3D11
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