renderer_d3d12.cpp 212 KB

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  1. /*
  2. * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D_PRIMITIVE_TOPOLOGY m_topology;
  24. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  25. uint32_t m_min;
  26. uint32_t m_div;
  27. uint32_t m_sub;
  28. };
  29. static const PrimInfo s_primInfo[] =
  30. {
  31. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  33. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  34. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  35. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  36. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  37. };
  38. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  39. static const uint32_t s_checkMsaa[] =
  40. {
  41. 0,
  42. 2,
  43. 4,
  44. 8,
  45. 16,
  46. };
  47. static DXGI_SAMPLE_DESC s_msaa[] =
  48. {
  49. { 1, 0 },
  50. { 2, 0 },
  51. { 4, 0 },
  52. { 8, 0 },
  53. { 16, 0 },
  54. };
  55. static const D3D12_BLEND s_blendFactor[][2] =
  56. {
  57. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  58. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  59. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  60. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  61. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  62. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  63. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  64. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  65. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  66. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  67. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  68. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  69. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  70. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  71. };
  72. static const D3D12_BLEND_OP s_blendEquation[] =
  73. {
  74. D3D12_BLEND_OP_ADD,
  75. D3D12_BLEND_OP_SUBTRACT,
  76. D3D12_BLEND_OP_REV_SUBTRACT,
  77. D3D12_BLEND_OP_MIN,
  78. D3D12_BLEND_OP_MAX,
  79. };
  80. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  81. {
  82. D3D12_COMPARISON_FUNC(0), // ignored
  83. D3D12_COMPARISON_FUNC_LESS,
  84. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  85. D3D12_COMPARISON_FUNC_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  87. D3D12_COMPARISON_FUNC_GREATER,
  88. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  89. D3D12_COMPARISON_FUNC_NEVER,
  90. D3D12_COMPARISON_FUNC_ALWAYS,
  91. };
  92. static const D3D12_STENCIL_OP s_stencilOp[] =
  93. {
  94. D3D12_STENCIL_OP_ZERO,
  95. D3D12_STENCIL_OP_KEEP,
  96. D3D12_STENCIL_OP_REPLACE,
  97. D3D12_STENCIL_OP_INCR,
  98. D3D12_STENCIL_OP_INCR_SAT,
  99. D3D12_STENCIL_OP_DECR,
  100. D3D12_STENCIL_OP_DECR_SAT,
  101. D3D12_STENCIL_OP_INVERT,
  102. };
  103. static const D3D12_CULL_MODE s_cullMode[] =
  104. {
  105. D3D12_CULL_MODE_NONE,
  106. D3D12_CULL_MODE_FRONT,
  107. D3D12_CULL_MODE_BACK,
  108. };
  109. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  110. {
  111. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  112. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  113. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  114. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  115. };
  116. /*
  117. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  118. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  119. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  120. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  122. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  123. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  124. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  125. * D3D11_FILTER_ANISOTROPIC = 0x55,
  126. *
  127. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  128. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  129. *
  130. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  131. * 0x10 // MIN_LINEAR
  132. * 0x04 // MAG_LINEAR
  133. * 0x01 // MIP_LINEAR
  134. */
  135. static const uint8_t s_textureFilter[3][3] =
  136. {
  137. {
  138. 0x10, // min linear
  139. 0x00, // min point
  140. 0x55, // anisotropic
  141. },
  142. {
  143. 0x04, // mag linear
  144. 0x00, // mag point
  145. 0x55, // anisotropic
  146. },
  147. {
  148. 0x01, // mip linear
  149. 0x00, // mip point
  150. 0x55, // anisotropic
  151. },
  152. };
  153. struct TextureFormatInfo
  154. {
  155. DXGI_FORMAT m_fmt;
  156. DXGI_FORMAT m_fmtSrv;
  157. DXGI_FORMAT m_fmtDsv;
  158. DXGI_FORMAT m_fmtSrgb;
  159. };
  160. static const TextureFormatInfo s_textureFormat[] =
  161. {
  162. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  163. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  164. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  165. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  166. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  167. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  168. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  182. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  183. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  184. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  185. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  186. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  187. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  189. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  190. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  191. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  192. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  193. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  194. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  195. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  196. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  197. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  198. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  199. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  200. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  201. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  202. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  203. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  204. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  205. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  206. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  207. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  208. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  209. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  210. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  211. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  212. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  213. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  214. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  216. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  217. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  218. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  219. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  220. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  221. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  222. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  223. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  224. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  225. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  226. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  227. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  228. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  229. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  230. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  231. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  232. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  233. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  234. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  235. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  236. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  237. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  238. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  239. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  240. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  241. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  242. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  243. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  244. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  245. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  246. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  247. };
  248. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  249. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  250. {
  251. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  258. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  267. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  268. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  269. };
  270. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  271. static const DXGI_FORMAT s_attribType[][4][2] =
  272. {
  273. { // Uint8
  274. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  275. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  276. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  277. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  278. },
  279. { // Uint10
  280. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  281. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  282. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  283. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  284. },
  285. { // Int16
  286. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  287. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  288. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  289. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  290. },
  291. { // Half
  292. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  293. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  294. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  295. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  296. },
  297. { // Float
  298. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  299. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  300. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  301. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  302. },
  303. };
  304. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  305. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  306. {
  307. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  308. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  309. {
  310. if (UINT16_MAX != _decl.m_attributes[attr])
  311. {
  312. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  313. elem->InputSlot = _stream;
  314. if (0 == _decl.m_attributes[attr])
  315. {
  316. elem->AlignedByteOffset = 0;
  317. }
  318. else
  319. {
  320. uint8_t num;
  321. AttribType::Enum type;
  322. bool normalized;
  323. bool asInt;
  324. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  325. elem->Format = s_attribType[type][num-1][normalized];
  326. elem->AlignedByteOffset = _decl.m_offset[attr];
  327. }
  328. ++elem;
  329. }
  330. }
  331. return elem;
  332. }
  333. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  334. {
  335. D3D12_RESOURCE_BARRIER barrier;
  336. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  337. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  338. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  339. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  340. barrier.Transition.StateBefore = _stateBefore;
  341. barrier.Transition.StateAfter = _stateAfter;
  342. _commandList->ResourceBarrier(1, &barrier);
  343. }
  344. BX_PRAGMA_DIAGNOSTIC_PUSH();
  345. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  346. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  347. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  348. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  349. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  350. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  351. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  352. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  353. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  354. static const GUID IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
  355. static const GUID IID_ID3D12Device2 = { 0x30baa41e, 0xb15b, 0x475c, { 0xa0, 0xbb, 0x1a, 0xf5, 0xc5, 0xb6, 0x43, 0x28 } };
  356. static const GUID IID_ID3D12Device3 = { 0x81dadc15, 0x2bad, 0x4392, { 0x93, 0xc5, 0x10, 0x13, 0x45, 0xc4, 0xaa, 0x98 } };
  357. static const GUID IID_ID3D12Device4 = { 0xe865df17, 0xa9ee, 0x46f9, { 0xa4, 0x63, 0x30, 0x98, 0x31, 0x5a, 0xa2, 0xe5 } };
  358. static const GUID IID_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } };
  359. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  360. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  361. static const GUID IID_ID3D12GraphicsCommandList1 = { 0x553103fb, 0x1fe7, 0x4557, { 0xbb, 0x38, 0x94, 0x6d, 0x7d, 0x0e, 0x7c, 0xa7 } };
  362. static const GUID IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } };
  363. static const GUID IID_ID3D12GraphicsCommandList3 = { 0x6FDA83A7, 0xB84C, 0x4E38, { 0x9A, 0xC8, 0xC7, 0xBD, 0x22, 0x01, 0x6B, 0x3D } };
  364. static const GUID IID_ID3D12GraphicsCommandList4 = { 0x8754318e, 0xd3a9, 0x4541, { 0x98, 0xcf, 0x64, 0x5b, 0x50, 0xdc, 0x48, 0x74 } };
  365. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  366. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  367. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  368. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  369. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  370. BX_PRAGMA_DIAGNOSTIC_POP();
  371. static const GUID s_d3dDeviceIIDs[] =
  372. {
  373. IID_ID3D12Device5,
  374. IID_ID3D12Device4,
  375. IID_ID3D12Device3,
  376. IID_ID3D12Device2,
  377. IID_ID3D12Device1,
  378. };
  379. struct HeapProperty
  380. {
  381. enum Enum
  382. {
  383. Default,
  384. Texture,
  385. Upload,
  386. ReadBack,
  387. Count
  388. };
  389. D3D12_HEAP_PROPERTIES m_properties;
  390. D3D12_RESOURCE_STATES m_state;
  391. };
  392. static HeapProperty s_heapProperties[] =
  393. {
  394. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  395. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  396. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  397. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  398. };
  399. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  400. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  401. {
  402. // NOTICE: gcc trick for return struct
  403. union {
  404. D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE ID3D12Device::*w)(UINT, D3D12_HEAP_TYPE);
  405. void (STDMETHODCALLTYPE ID3D12Device::*f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  406. } conversion = { &ID3D12Device::GetCustomHeapProperties };
  407. D3D12_HEAP_PROPERTIES ret;
  408. (device->*conversion.f)(&ret, nodeMask, heapType);
  409. return ret;
  410. }
  411. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  412. {
  413. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  414. {
  415. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  416. }
  417. }
  418. static void initHeapProperties(ID3D12Device* _device)
  419. {
  420. #if BX_PLATFORM_WINDOWS
  421. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  422. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  423. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  424. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  425. #endif // BX_PLATFORM_WINDOWS
  426. }
  427. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  428. {
  429. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  430. ID3D12Resource* resource;
  431. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  432. , D3D12_HEAP_FLAG_NONE
  433. , _resourceDesc
  434. , heapProperty.m_state
  435. , _clearValue
  436. , IID_ID3D12Resource
  437. , (void**)&resource
  438. ) );
  439. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  440. , _resourceDesc->Width
  441. );
  442. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  443. && _memSet)
  444. {
  445. void* ptr;
  446. DX_CHECK(resource->Map(0, NULL, &ptr) );
  447. D3D12_RESOURCE_ALLOCATION_INFO rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  448. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  449. resource->Unmap(0, NULL);
  450. }
  451. return resource;
  452. }
  453. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  454. {
  455. D3D12_RESOURCE_DESC resourceDesc;
  456. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  457. resourceDesc.Alignment = 0;
  458. resourceDesc.Width = _size;
  459. resourceDesc.Height = 1;
  460. resourceDesc.DepthOrArraySize = 1;
  461. resourceDesc.MipLevels = 1;
  462. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  463. resourceDesc.SampleDesc.Count = 1;
  464. resourceDesc.SampleDesc.Quality = 0;
  465. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  466. resourceDesc.Flags = _flags;
  467. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  468. }
  469. inline bool isLost(HRESULT _hr)
  470. {
  471. return false
  472. || _hr == DXGI_ERROR_DEVICE_REMOVED
  473. || _hr == DXGI_ERROR_DEVICE_HUNG
  474. || _hr == DXGI_ERROR_DEVICE_RESET
  475. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  476. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  477. ;
  478. }
  479. static const char* getLostReason(HRESULT _hr)
  480. {
  481. switch (_hr)
  482. {
  483. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  484. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  485. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  486. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  487. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  488. // The calling application should re-create the device and continue.
  489. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  490. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  491. // suspect, and the application should not continue.
  492. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  493. // A resource is not available at the time of the call, but may become available later.
  494. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  495. case S_OK: return "S_OK";
  496. default: break;
  497. }
  498. return "Unknown HRESULT?";
  499. }
  500. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  501. {
  502. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  503. {
  504. char temp[2048];
  505. va_list argList;
  506. va_start(argList, _format);
  507. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  508. va_end(argList);
  509. temp[size] = '\0';
  510. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  511. mbstowcs(wtemp, temp, size+1);
  512. _object->SetName(wtemp);
  513. }
  514. }
  515. #if USE_D3D12_DYNAMIC_LIB
  516. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  517. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  518. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  519. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  520. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  521. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  522. #endif // USE_D3D12_DYNAMIC_LIB
  523. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  524. {
  525. #if BX_COMPILER_MSVC
  526. return _heap->GetCPUDescriptorHandleForHeapStart();
  527. #else
  528. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  529. union {
  530. D3D12_CPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  531. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  532. } conversion = { &ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart };
  533. (_heap->*conversion.f)(&handle);
  534. return handle;
  535. #endif // BX_COMPILER_MSVC
  536. }
  537. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  538. {
  539. #if BX_COMPILER_MSVC
  540. return _heap->GetGPUDescriptorHandleForHeapStart();
  541. #else
  542. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  543. union {
  544. D3D12_GPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  545. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  546. } conversion = { &ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart };
  547. (_heap->*conversion.f)(&handle);
  548. return handle;
  549. #endif // BX_COMPILER_MSVC
  550. }
  551. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  552. {
  553. #if BX_COMPILER_MSVC
  554. return _resource->GetDesc();
  555. #else
  556. D3D12_RESOURCE_DESC desc;
  557. union {
  558. D3D12_RESOURCE_DESC (STDMETHODCALLTYPE ID3D12Resource::*w)();
  559. void (STDMETHODCALLTYPE ID3D12Resource::*f)(D3D12_RESOURCE_DESC *);
  560. } conversion = { &ID3D12Resource::GetDesc };
  561. (_resource->*conversion.f)(&desc);
  562. return desc;
  563. #endif // BX_COMPILER_MSVC
  564. }
  565. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  566. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  567. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  568. {
  569. return &s_pixEventsThreadInfo;
  570. }
  571. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  572. {
  573. BX_UNUSED(_getEarliestTime);
  574. return 0;
  575. }
  576. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  577. struct RendererContextD3D12 : public RendererContextI
  578. {
  579. RendererContextD3D12()
  580. : m_d3d12Dll(NULL)
  581. , m_renderDocDll(NULL)
  582. , m_winPixEvent(NULL)
  583. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  584. , m_swapChain(NULL)
  585. , m_wireframe(false)
  586. , m_lost(false)
  587. , m_maxAnisotropy(1)
  588. , m_depthClamp(false)
  589. , m_fsChanges(0)
  590. , m_vsChanges(0)
  591. , m_backBufferColorIdx(0)
  592. , m_rtMsaa(false)
  593. , m_directAccessSupport(false)
  594. {
  595. }
  596. ~RendererContextD3D12()
  597. {
  598. }
  599. bool init(const Init& _init)
  600. {
  601. struct ErrorState
  602. {
  603. enum Enum
  604. {
  605. Default,
  606. LoadedKernel32,
  607. LoadedD3D12,
  608. LoadedDXGI,
  609. CreatedDXGIFactory,
  610. CreatedCommandQueue,
  611. };
  612. };
  613. ErrorState::Enum errorState = ErrorState::Default;
  614. // LUID luid;
  615. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  616. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  617. if (NULL != m_winPixEvent)
  618. {
  619. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  620. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  621. }
  622. if (NULL == bgfx_PIXGetThreadInfo
  623. || NULL == bgfx_PIXEventsReplaceBlock)
  624. {
  625. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  626. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  627. }
  628. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  629. if (_init.debug
  630. || _init.profile)
  631. {
  632. m_renderDocDll = loadRenderDoc();
  633. }
  634. setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
  635. m_fbh.idx = kInvalidHandle;
  636. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  637. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  638. #if USE_D3D12_DYNAMIC_LIB
  639. m_kernel32Dll = bx::dlopen("kernel32.dll");
  640. if (NULL == m_kernel32Dll)
  641. {
  642. BX_TRACE("Init error: Failed to load kernel32.dll.");
  643. goto error;
  644. }
  645. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
  646. if (NULL == CreateEventExA)
  647. {
  648. BX_TRACE("Init error: Function CreateEventExA not found.");
  649. goto error;
  650. }
  651. errorState = ErrorState::LoadedKernel32;
  652. m_nvapi.init();
  653. m_d3d12Dll = bx::dlopen("d3d12.dll");
  654. if (NULL == m_d3d12Dll)
  655. {
  656. BX_TRACE("Init error: Failed to load d3d12.dll.");
  657. goto error;
  658. }
  659. errorState = ErrorState::LoadedD3D12;
  660. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
  661. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  662. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12Dll, "D3D12CreateDevice");
  663. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  664. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12Dll, "D3D12GetDebugInterface");
  665. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  666. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12Dll, "D3D12SerializeRootSignature");
  667. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  668. if (NULL == D3D12CreateDevice
  669. || NULL == D3D12GetDebugInterface
  670. || NULL == D3D12SerializeRootSignature)
  671. {
  672. BX_TRACE("Init error: Function not found.");
  673. goto error;
  674. }
  675. #endif // USE_D3D12_DYNAMIC_LIB
  676. if (!m_dxgi.init(g_caps) )
  677. {
  678. goto error;
  679. }
  680. errorState = ErrorState::LoadedDXGI;
  681. HRESULT hr;
  682. if (_init.debug
  683. || _init.profile)
  684. {
  685. ID3D12Debug* debug0;
  686. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  687. if (SUCCEEDED(hr) )
  688. {
  689. uint32_t debugFlags = 0;
  690. if (_init.debug)
  691. {
  692. #if BX_PLATFORM_WINDOWS
  693. debug0->EnableDebugLayer();
  694. {
  695. ID3D12Debug1* debug1;
  696. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  697. if (SUCCEEDED(hr) )
  698. {
  699. // debug1->SetEnableGPUBasedValidation(true);
  700. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  701. }
  702. DX_RELEASE(debug1, 1);
  703. }
  704. #elif BX_PLATFORM_XBOXONE
  705. debugFlags |= D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED;
  706. #endif // BX_PLATFORM_WINDOWS
  707. }
  708. #if BX_PLATFORM_XBOXONE
  709. // https://github.com/Microsoft/Xbox-ATG-Samples/blob/76d236e3bd372aceec18b2ad0556a7879dbd9628/XDKSamples/IntroGraphics/SimpleTriangle12/DeviceResources.cpp#L67
  710. debugFlags |= _init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0;
  711. if (0 != debugFlags)
  712. {
  713. debug0->SetProcessDebugFlags(D3D12XBOX_PROCESS_DEBUG_FLAGS(debugFlags) );
  714. }
  715. #endif // BX_PLATFORM_XBOXONE
  716. BX_UNUSED(debugFlags);
  717. DX_RELEASE(debug0, 0);
  718. }
  719. }
  720. {
  721. D3D_FEATURE_LEVEL featureLevel[] =
  722. {
  723. D3D_FEATURE_LEVEL_12_1,
  724. D3D_FEATURE_LEVEL_12_0,
  725. D3D_FEATURE_LEVEL_11_1,
  726. D3D_FEATURE_LEVEL_11_0,
  727. };
  728. hr = E_FAIL;
  729. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  730. {
  731. hr = D3D12CreateDevice(m_dxgi.m_adapter
  732. , featureLevel[ii]
  733. , IID_ID3D12Device
  734. , (void**)&m_device
  735. );
  736. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  737. , (featureLevel[ii] >> 12) & 0xf
  738. , (featureLevel[ii] >> 8) & 0xf
  739. );
  740. m_featureLevel = featureLevel[ii];
  741. }
  742. }
  743. if (FAILED(hr) )
  744. {
  745. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  746. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  747. {
  748. BX_TRACE("Hint: Change UWP app to game?");
  749. }
  750. goto error;
  751. }
  752. m_dxgi.update(m_device);
  753. {
  754. m_deviceInterfaceVersion = 0;
  755. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  756. {
  757. ID3D12Device* device;
  758. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  759. if (SUCCEEDED(hr) )
  760. {
  761. device->Release(); // BK - ignore ref count.
  762. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs) - ii;
  763. break;
  764. }
  765. }
  766. }
  767. #if BX_PLATFORM_XBOXONE
  768. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  769. m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
  770. #endif // BX_PLATFORM_XBOXONE
  771. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  772. {
  773. m_nvapi.shutdown();
  774. }
  775. {
  776. uint32_t numNodes = m_device->GetNodeCount();
  777. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  778. for (uint32_t ii = 0; ii < numNodes; ++ii)
  779. {
  780. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  781. architecture.NodeIndex = ii;
  782. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  783. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  784. , ii
  785. , architecture.TileBasedRenderer
  786. , architecture.UMA
  787. , architecture.CacheCoherentUMA
  788. );
  789. if (0 == ii)
  790. {
  791. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  792. }
  793. }
  794. }
  795. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  796. BX_TRACE("D3D12 options:")
  797. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  798. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  799. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  800. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  801. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  802. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  803. initHeapProperties(m_device);
  804. m_cmd.init(m_device);
  805. errorState = ErrorState::CreatedCommandQueue;
  806. if (NULL == g_platformData.backBuffer)
  807. {
  808. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  809. m_scd.width = _init.resolution.width;
  810. m_scd.height = _init.resolution.height;
  811. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  812. m_scd.stereo = false;
  813. updateMsaa(m_scd.format);
  814. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  815. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  816. m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
  817. m_scd.scaling = 0 == g_platformData.ndt
  818. ? DXGI_SCALING_NONE
  819. : DXGI_SCALING_STRETCH
  820. ;
  821. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  822. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  823. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  824. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, 3);
  825. m_scd.nwh = g_platformData.nwh;
  826. m_scd.ndt = g_platformData.ndt;
  827. m_scd.windowed = true;
  828. m_backBufferColorIdx = m_scd.bufferCount-1;
  829. m_msaaRt = NULL;
  830. if (NULL != m_scd.nwh)
  831. {
  832. hr = m_dxgi.createSwapChain(
  833. getDeviceForSwapChain()
  834. , m_scd
  835. , &m_swapChain
  836. );
  837. if (FAILED(hr) )
  838. {
  839. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  840. goto error;
  841. }
  842. else
  843. {
  844. m_resolution = _init.resolution;
  845. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  846. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  847. m_textVideoMem.clear();
  848. }
  849. if (1 < m_scd.sampleDesc.Count)
  850. {
  851. D3D12_RESOURCE_DESC resourceDesc;
  852. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  853. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  854. resourceDesc.Width = m_scd.width;
  855. resourceDesc.Height = m_scd.height;
  856. resourceDesc.MipLevels = 1;
  857. resourceDesc.Format = m_scd.format;
  858. resourceDesc.SampleDesc = m_scd.sampleDesc;
  859. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  860. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  861. resourceDesc.DepthOrArraySize = 1;
  862. D3D12_CLEAR_VALUE clearValue;
  863. clearValue.Format = resourceDesc.Format;
  864. clearValue.Color[0] = 0.0f;
  865. clearValue.Color[1] = 0.0f;
  866. clearValue.Color[2] = 0.0f;
  867. clearValue.Color[3] = 0.0f;
  868. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  869. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  870. }
  871. }
  872. }
  873. m_presentElapsed = 0;
  874. {
  875. m_resolution.width = _init.resolution.width;
  876. m_resolution.height = _init.resolution.height;
  877. m_numWindows = 1;
  878. #if BX_PLATFORM_WINDOWS
  879. m_infoQueue = NULL;
  880. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  881. , 0
  882. | DXGI_MWA_NO_WINDOW_CHANGES
  883. | DXGI_MWA_NO_ALT_ENTER
  884. ) );
  885. if (_init.debug)
  886. {
  887. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  888. if (SUCCEEDED(hr) )
  889. {
  890. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  891. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  892. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  893. D3D12_INFO_QUEUE_FILTER filter;
  894. bx::memSet(&filter, 0, sizeof(filter) );
  895. D3D12_MESSAGE_CATEGORY catlist[] =
  896. {
  897. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  898. D3D12_MESSAGE_CATEGORY_EXECUTION,
  899. };
  900. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  901. filter.DenyList.pCategoryList = catlist;
  902. m_infoQueue->PushStorageFilter(&filter);
  903. }
  904. }
  905. #endif // BX_PLATFORM_WINDOWS
  906. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  907. rtvDescHeap.NumDescriptors = 0
  908. + BX_COUNTOF(m_backBufferColor)
  909. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  910. ;
  911. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  912. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  913. rtvDescHeap.NodeMask = 1;
  914. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  915. , IID_ID3D12DescriptorHeap
  916. , (void**)&m_rtvDescriptorHeap
  917. ) );
  918. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  919. dsvDescHeap.NumDescriptors = 0
  920. + 1 // reserved for depth backbuffer.
  921. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  922. ;
  923. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  924. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  925. dsvDescHeap.NodeMask = 1;
  926. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  927. , IID_ID3D12DescriptorHeap
  928. , (void**)&m_dsvDescriptorHeap
  929. ) );
  930. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  931. {
  932. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  933. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  934. );
  935. }
  936. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  937. , 1024
  938. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  939. );
  940. D3D12_DESCRIPTOR_RANGE descRange[] =
  941. {
  942. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  943. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  944. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  945. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  946. };
  947. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  948. D3D12_ROOT_PARAMETER rootParameter[] =
  949. {
  950. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  951. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  952. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  953. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  954. };
  955. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  956. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  957. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  958. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  959. descRootSignature.pParameters = rootParameter;
  960. descRootSignature.NumStaticSamplers = 0;
  961. descRootSignature.pStaticSamplers = NULL;
  962. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  963. ID3DBlob* outBlob;
  964. ID3DBlob* errorBlob;
  965. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  966. , D3D_ROOT_SIGNATURE_VERSION_1
  967. , &outBlob
  968. , &errorBlob
  969. ) );
  970. DX_CHECK(m_device->CreateRootSignature(0
  971. , outBlob->GetBufferPointer()
  972. , outBlob->GetBufferSize()
  973. , IID_ID3D12RootSignature
  974. , (void**)&m_rootSignature
  975. ) );
  976. ///
  977. m_directAccessSupport = true
  978. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  979. && m_architecture.UMA
  980. ;
  981. g_caps.supported |= ( 0
  982. | BGFX_CAPS_TEXTURE_3D
  983. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  984. | BGFX_CAPS_INSTANCING
  985. | BGFX_CAPS_DRAW_INDIRECT
  986. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  987. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  988. | BGFX_CAPS_VERTEX_ID
  989. | BGFX_CAPS_FRAGMENT_DEPTH
  990. | BGFX_CAPS_BLEND_INDEPENDENT
  991. | BGFX_CAPS_COMPUTE
  992. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  993. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  994. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  995. | BGFX_CAPS_TEXTURE_BLIT
  996. | BGFX_CAPS_TEXTURE_READ_BACK
  997. | BGFX_CAPS_OCCLUSION_QUERY
  998. | BGFX_CAPS_ALPHA_TO_COVERAGE
  999. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1000. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1001. );
  1002. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1003. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1004. g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1005. g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
  1006. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1007. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1008. {
  1009. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1010. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1011. ? s_textureFormat[ii].m_fmtDsv
  1012. : s_textureFormat[ii].m_fmt
  1013. ;
  1014. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1015. if (DXGI_FORMAT_UNKNOWN != fmt)
  1016. {
  1017. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1018. data.Format = fmt;
  1019. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1020. if (SUCCEEDED(hr) )
  1021. {
  1022. support |= 0 != (data.Support1 & (0
  1023. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1024. ) )
  1025. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1026. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1027. ;
  1028. support |= 0 != (data.Support1 & (0
  1029. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1030. ) )
  1031. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1032. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1033. ;
  1034. support |= 0 != (data.Support1 & (0
  1035. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1036. ) )
  1037. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1038. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1039. ;
  1040. support |= 0 != (data.Support1 & (0
  1041. | D3D12_FORMAT_SUPPORT1_BUFFER
  1042. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1043. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1044. ) )
  1045. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1046. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1047. ;
  1048. support |= 0 != (data.Support1 & (0
  1049. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1050. ) )
  1051. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1052. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1053. ;
  1054. support |= 0 != (data.Support1 & (0
  1055. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1056. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1057. ) )
  1058. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1059. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1060. ;
  1061. support |= 0 != (data.Support1 & (0
  1062. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1063. ) )
  1064. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1065. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1066. ;
  1067. support |= 0 != (data.Support1 & (0
  1068. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1069. ) )
  1070. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1071. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1072. ;
  1073. }
  1074. else
  1075. {
  1076. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1077. }
  1078. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1079. {
  1080. // clear image flag for additional testing
  1081. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1082. data.Format = s_textureFormat[ii].m_fmt;
  1083. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1084. if (SUCCEEDED(hr) )
  1085. {
  1086. support |= 0 != (data.Support2 & (0
  1087. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1088. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1089. ) )
  1090. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1091. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1092. ;
  1093. }
  1094. }
  1095. }
  1096. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1097. {
  1098. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1099. {
  1100. DXGI_FORMAT InFormat;
  1101. UINT OutFormatSupport;
  1102. };
  1103. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1104. data.Format = fmtSrgb;
  1105. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1106. if (SUCCEEDED(hr) )
  1107. {
  1108. support |= 0 != (data.Support1 & (0
  1109. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1110. ) )
  1111. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1112. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1113. ;
  1114. support |= 0 != (data.Support1 & (0
  1115. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1116. ) )
  1117. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1118. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1119. ;
  1120. support |= 0 != (data.Support1 & (0
  1121. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1122. ) )
  1123. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1124. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1125. ;
  1126. }
  1127. else
  1128. {
  1129. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1130. }
  1131. }
  1132. g_caps.formats[ii] = support;
  1133. }
  1134. // Init reserved part of view name.
  1135. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1136. {
  1137. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1138. }
  1139. postReset();
  1140. m_batch.create(4<<10);
  1141. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId);
  1142. m_gpuTimer.init();
  1143. m_occlusionQuery.init();
  1144. {
  1145. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1146. {
  1147. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1148. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1149. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1150. };
  1151. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1152. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1153. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1154. {
  1155. argDesc.Type = argType[ii];
  1156. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1157. m_commandSignature[ii] = NULL;
  1158. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1159. , NULL
  1160. , IID_ID3D12CommandSignature
  1161. , (void**)&m_commandSignature[ii]
  1162. ) );
  1163. }
  1164. }
  1165. }
  1166. if (m_nvapi.isInitialized() )
  1167. {
  1168. finish();
  1169. m_commandList = m_cmd.alloc();
  1170. m_nvapi.initAftermath(m_device, m_commandList);
  1171. }
  1172. g_internalData.context = m_device;
  1173. return true;
  1174. error:
  1175. switch (errorState)
  1176. {
  1177. case ErrorState::CreatedCommandQueue:
  1178. m_cmd.shutdown();
  1179. BX_FALLTHROUGH;
  1180. case ErrorState::CreatedDXGIFactory:
  1181. DX_RELEASE(m_device, 0);
  1182. m_dxgi.shutdown();
  1183. BX_FALLTHROUGH;
  1184. #if USE_D3D12_DYNAMIC_LIB
  1185. case ErrorState::LoadedDXGI:
  1186. case ErrorState::LoadedD3D12:
  1187. bx::dlclose(m_d3d12Dll);
  1188. BX_FALLTHROUGH;
  1189. case ErrorState::LoadedKernel32:
  1190. bx::dlclose(m_kernel32Dll);
  1191. BX_FALLTHROUGH;
  1192. #endif // USE_D3D12_DYNAMIC_LIB
  1193. case ErrorState::Default:
  1194. default:
  1195. m_nvapi.shutdown();
  1196. unloadRenderDoc(m_renderDocDll);
  1197. bx::dlclose(m_winPixEvent);
  1198. m_winPixEvent = NULL;
  1199. break;
  1200. }
  1201. return false;
  1202. }
  1203. void shutdown()
  1204. {
  1205. m_cmd.finish();
  1206. m_batch.destroy();
  1207. preReset();
  1208. m_gpuTimer.shutdown();
  1209. m_occlusionQuery.shutdown();
  1210. m_samplerAllocator.destroy();
  1211. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1212. {
  1213. m_scratchBuffer[ii].destroy();
  1214. }
  1215. m_pipelineStateCache.invalidate();
  1216. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1217. {
  1218. m_indexBuffers[ii].destroy();
  1219. }
  1220. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1221. {
  1222. m_vertexBuffers[ii].destroy();
  1223. }
  1224. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1225. {
  1226. m_shaders[ii].destroy();
  1227. }
  1228. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1229. {
  1230. m_textures[ii].destroy();
  1231. }
  1232. #if BX_PLATFORM_WINDOWS
  1233. DX_RELEASE_W(m_infoQueue, 0);
  1234. #endif // BX_PLATFORM_WINDOWS
  1235. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1236. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1237. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1238. {
  1239. DX_RELEASE(m_commandSignature[ii], 0);
  1240. }
  1241. DX_RELEASE(m_rootSignature, 0);
  1242. DX_RELEASE(m_msaaRt, 0);
  1243. DX_RELEASE(m_swapChain, 0);
  1244. m_cmd.shutdown();
  1245. DX_RELEASE(m_device, 0);
  1246. m_nvapi.shutdown();
  1247. m_dxgi.shutdown();
  1248. unloadRenderDoc(m_renderDocDll);
  1249. bx::dlclose(m_winPixEvent);
  1250. m_winPixEvent = NULL;
  1251. #if USE_D3D12_DYNAMIC_LIB
  1252. bx::dlclose(m_d3d12Dll);
  1253. bx::dlclose(m_kernel32Dll);
  1254. #endif // USE_D3D12_DYNAMIC_LIB
  1255. }
  1256. RendererType::Enum getRendererType() const override
  1257. {
  1258. return RendererType::Direct3D12;
  1259. }
  1260. const char* getRendererName() const override
  1261. {
  1262. return BGFX_RENDERER_DIRECT3D12_NAME;
  1263. }
  1264. bool isDeviceRemoved() override
  1265. {
  1266. return m_lost;
  1267. }
  1268. void flip() override
  1269. {
  1270. if (!m_lost)
  1271. {
  1272. int64_t start = bx::getHPCounter();
  1273. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1274. HRESULT hr = S_OK;
  1275. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1276. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1277. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1278. {
  1279. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1280. hr = frameBuffer.present(syncInterval, flags);
  1281. }
  1282. if (SUCCEEDED(hr)
  1283. && NULL != m_swapChain)
  1284. {
  1285. hr = m_swapChain->Present(syncInterval, flags);
  1286. }
  1287. int64_t now = bx::getHPCounter();
  1288. m_presentElapsed = now - start;
  1289. m_lost = isLost(hr);
  1290. BGFX_FATAL(!m_lost
  1291. , bgfx::Fatal::DeviceLost
  1292. , "Device is lost. FAILED 0x%08x %s (%s)"
  1293. , hr
  1294. , getLostReason(hr)
  1295. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1296. );
  1297. }
  1298. }
  1299. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1300. {
  1301. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1302. }
  1303. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1304. {
  1305. m_indexBuffers[_handle.idx].destroy();
  1306. }
  1307. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1308. {
  1309. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1310. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1311. dump(decl);
  1312. }
  1313. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1314. {
  1315. }
  1316. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1317. {
  1318. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1319. }
  1320. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1321. {
  1322. m_vertexBuffers[_handle.idx].destroy();
  1323. }
  1324. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1325. {
  1326. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1327. }
  1328. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1329. {
  1330. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1331. }
  1332. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1333. {
  1334. m_indexBuffers[_handle.idx].destroy();
  1335. }
  1336. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1337. {
  1338. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1339. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1340. }
  1341. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1342. {
  1343. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1344. }
  1345. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1346. {
  1347. m_vertexBuffers[_handle.idx].destroy();
  1348. }
  1349. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1350. {
  1351. m_shaders[_handle.idx].create(_mem);
  1352. }
  1353. void destroyShader(ShaderHandle _handle) override
  1354. {
  1355. m_shaders[_handle.idx].destroy();
  1356. }
  1357. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1358. {
  1359. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1360. }
  1361. void destroyProgram(ProgramHandle _handle) override
  1362. {
  1363. m_program[_handle.idx].destroy();
  1364. }
  1365. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1366. {
  1367. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1368. }
  1369. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1370. {
  1371. }
  1372. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1373. {
  1374. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1375. }
  1376. void updateTextureEnd() override
  1377. {
  1378. }
  1379. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1380. {
  1381. const TextureD3D12& texture = m_textures[_handle.idx];
  1382. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1383. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1384. uint32_t numRows;
  1385. uint64_t total;
  1386. uint64_t srcPitch;
  1387. m_device->GetCopyableFootprints(&desc
  1388. , _mip
  1389. , 1
  1390. , 0
  1391. , &layout
  1392. , &numRows
  1393. , &srcPitch
  1394. , &total
  1395. );
  1396. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1397. D3D12_BOX box;
  1398. box.left = 0;
  1399. box.top = 0;
  1400. box.right = texture.m_width;
  1401. box.bottom = texture.m_height;
  1402. box.front = 0;
  1403. box.back = 1;
  1404. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1405. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1406. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1407. finish();
  1408. m_commandList = m_cmd.alloc();
  1409. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1410. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1411. uint8_t* src;
  1412. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1413. uint8_t* dst = (uint8_t*)_data;
  1414. uint32_t dstPitch = srcWidth*bpp/8;
  1415. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1416. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1417. readback->Map(0, &readRange, (void**)&src);
  1418. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1419. {
  1420. bx::memCopy(dst, src, pitch);
  1421. src += srcPitch;
  1422. dst += dstPitch;
  1423. }
  1424. D3D12_RANGE writeRange = { 0, 0 };
  1425. readback->Unmap(0, &writeRange);
  1426. DX_RELEASE(readback, 0);
  1427. }
  1428. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1429. {
  1430. TextureD3D12& texture = m_textures[_handle.idx];
  1431. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1432. const Memory* mem = alloc(size);
  1433. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1434. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1435. bx::write(&writer, magic);
  1436. TextureCreate tc;
  1437. tc.m_width = _width;
  1438. tc.m_height = _height;
  1439. tc.m_depth = 0;
  1440. tc.m_numLayers = _numLayers;
  1441. tc.m_numMips = _numMips;
  1442. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1443. tc.m_cubeMap = false;
  1444. tc.m_mem = NULL;
  1445. bx::write(&writer, tc);
  1446. texture.destroy();
  1447. texture.create(mem, texture.m_flags, 0);
  1448. release(mem);
  1449. }
  1450. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1451. {
  1452. BX_UNUSED(_handle, _ptr);
  1453. }
  1454. uintptr_t getInternal(TextureHandle _handle) override
  1455. {
  1456. BX_UNUSED(_handle);
  1457. return 0;
  1458. }
  1459. void destroyTexture(TextureHandle _handle) override
  1460. {
  1461. m_textures[_handle.idx].destroy();
  1462. }
  1463. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1464. {
  1465. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1466. }
  1467. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1468. {
  1469. finishAll(true);
  1470. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1471. {
  1472. FrameBufferHandle handle = m_windows[ii];
  1473. if (isValid(handle)
  1474. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1475. {
  1476. destroyFrameBuffer(handle);
  1477. }
  1478. }
  1479. uint16_t denseIdx = m_numWindows++;
  1480. m_windows[denseIdx] = _handle;
  1481. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1482. }
  1483. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1484. {
  1485. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1486. if (NULL != frameBuffer.m_swapChain)
  1487. {
  1488. finishAll(true);
  1489. }
  1490. uint16_t denseIdx = frameBuffer.destroy();
  1491. if (UINT16_MAX != denseIdx)
  1492. {
  1493. --m_numWindows;
  1494. if (m_numWindows > 1)
  1495. {
  1496. FrameBufferHandle handle = m_windows[m_numWindows];
  1497. m_windows[m_numWindows] = {kInvalidHandle};
  1498. if (m_numWindows != denseIdx)
  1499. {
  1500. m_windows[denseIdx] = handle;
  1501. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1502. }
  1503. }
  1504. }
  1505. }
  1506. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1507. {
  1508. if (NULL != m_uniforms[_handle.idx])
  1509. {
  1510. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1511. }
  1512. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1513. void* data = BX_ALLOC(g_allocator, size);
  1514. bx::memSet(data, 0, size);
  1515. m_uniforms[_handle.idx] = data;
  1516. m_uniformReg.add(_handle, _name);
  1517. }
  1518. void destroyUniform(UniformHandle _handle) override
  1519. {
  1520. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1521. m_uniforms[_handle.idx] = NULL;
  1522. m_uniformReg.remove(_handle);
  1523. }
  1524. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1525. {
  1526. BX_UNUSED(_handle);
  1527. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1528. m_cmd.finish(m_backBufferColorFence[idx]);
  1529. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1530. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1531. const uint32_t width = (uint32_t)desc.Width;
  1532. const uint32_t height = (uint32_t)desc.Height;
  1533. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1534. uint32_t numRows;
  1535. uint64_t total;
  1536. uint64_t pitch;
  1537. m_device->GetCopyableFootprints(&desc
  1538. , 0
  1539. , 1
  1540. , 0
  1541. , &layout
  1542. , &numRows
  1543. , &pitch
  1544. , &total
  1545. );
  1546. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1547. D3D12_BOX box;
  1548. box.left = 0;
  1549. box.top = 0;
  1550. box.right = width;
  1551. box.bottom = height;
  1552. box.front = 0;
  1553. box.back = 1;
  1554. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1555. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1556. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1557. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1558. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1559. finish();
  1560. m_commandList = m_cmd.alloc();
  1561. void* data;
  1562. readback->Map(0, NULL, (void**)&data);
  1563. bimg::imageSwizzleBgra8(
  1564. data
  1565. , layout.Footprint.RowPitch
  1566. , width
  1567. , height
  1568. , data
  1569. , layout.Footprint.RowPitch
  1570. );
  1571. g_callback->screenShot(_filePath
  1572. , width
  1573. , height
  1574. , layout.Footprint.RowPitch
  1575. , data
  1576. , (uint32_t)total
  1577. , false
  1578. );
  1579. readback->Unmap(0, NULL);
  1580. DX_RELEASE(readback, 0);
  1581. }
  1582. void updateViewName(ViewId _id, const char* _name) override
  1583. {
  1584. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1585. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1586. , _name
  1587. );
  1588. }
  1589. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1590. {
  1591. bx::memCopy(m_uniforms[_loc], _data, _size);
  1592. }
  1593. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1594. {
  1595. m_occlusionQuery.invalidate(_handle);
  1596. }
  1597. void setMarker(const char* _marker, uint16_t _len) override
  1598. {
  1599. BX_UNUSED(_len);
  1600. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1601. {
  1602. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1603. }
  1604. }
  1605. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1606. {
  1607. switch (_handle.type)
  1608. {
  1609. case Handle::IndexBuffer:
  1610. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1611. break;
  1612. case Handle::Shader:
  1613. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1614. break;
  1615. case Handle::Texture:
  1616. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1617. break;
  1618. case Handle::VertexBuffer:
  1619. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1620. break;
  1621. default:
  1622. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1623. break;
  1624. }
  1625. }
  1626. void submitBlit(BlitState& _bs, uint16_t _view);
  1627. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1628. void blitSetup(TextVideoMemBlitter& _blitter) override
  1629. {
  1630. const uint32_t width = m_scd.width;
  1631. const uint32_t height = m_scd.height;
  1632. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1633. D3D12_VIEWPORT vp;
  1634. vp.TopLeftX = 0;
  1635. vp.TopLeftY = 0;
  1636. vp.Width = (float)width;
  1637. vp.Height = (float)height;
  1638. vp.MinDepth = 0.0f;
  1639. vp.MaxDepth = 1.0f;
  1640. m_commandList->RSSetViewports(1, &vp);
  1641. D3D12_RECT rc;
  1642. rc.left = 0;
  1643. rc.top = 0;
  1644. rc.right = width;
  1645. rc.bottom = height;
  1646. m_commandList->RSSetScissorRects(1, &rc);
  1647. const uint64_t state = 0
  1648. | BGFX_STATE_WRITE_RGB
  1649. | BGFX_STATE_WRITE_A
  1650. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1651. ;
  1652. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1653. ID3D12PipelineState* pso = getPipelineState(state
  1654. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1655. , 1
  1656. , decls
  1657. , _blitter.m_program
  1658. , 0
  1659. );
  1660. m_commandList->SetPipelineState(pso);
  1661. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1662. float proj[16];
  1663. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1664. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1665. uint8_t flags = predefined.m_type;
  1666. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1667. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1668. commitShaderConstants(_blitter.m_program, gpuAddress);
  1669. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1670. ID3D12DescriptorHeap* heaps[] =
  1671. {
  1672. m_samplerAllocator.getHeap(),
  1673. scratchBuffer.getHeap(),
  1674. };
  1675. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1676. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1677. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1678. uint32_t samplerFlags[] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
  1679. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BX_COUNTOF(samplerFlags), NULL);
  1680. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1681. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1682. scratchBuffer.allocSrv(srvHandle, texture);
  1683. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1684. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1685. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1686. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1687. viewDesc.BufferLocation = vb.m_gpuVA;
  1688. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1689. viewDesc.SizeInBytes = vb.m_size;
  1690. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1691. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1692. D3D12_INDEX_BUFFER_VIEW ibv;
  1693. ibv.Format = DXGI_FORMAT_R16_UINT;
  1694. ibv.BufferLocation = ib.m_gpuVA;
  1695. ibv.SizeInBytes = ib.m_size;
  1696. m_commandList->IASetIndexBuffer(&ibv);
  1697. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1698. }
  1699. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1700. {
  1701. const uint32_t numVertices = _numIndices*4/6;
  1702. if (0 < numVertices)
  1703. {
  1704. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1705. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1706. m_commandList->DrawIndexedInstanced(_numIndices
  1707. , 1
  1708. , 0
  1709. , 0
  1710. , 0
  1711. );
  1712. }
  1713. }
  1714. void preReset()
  1715. {
  1716. finishAll();
  1717. if (NULL != m_swapChain)
  1718. {
  1719. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1720. {
  1721. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1722. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1723. #else
  1724. DX_RELEASE(m_backBufferColor[ii], 1);
  1725. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1726. }
  1727. DX_RELEASE(m_backBufferDepthStencil, 0);
  1728. }
  1729. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1730. {
  1731. m_frameBuffers[ii].preReset();
  1732. }
  1733. invalidateCache();
  1734. // capturePreReset();
  1735. }
  1736. void postReset()
  1737. {
  1738. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1739. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1740. if (NULL != m_swapChain)
  1741. {
  1742. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1743. {
  1744. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1745. handle.ptr += ii * rtvDescriptorSize;
  1746. DX_CHECK(m_swapChain->GetBuffer(ii
  1747. , IID_ID3D12Resource
  1748. , (void**)&m_backBufferColor[ii]
  1749. ) );
  1750. m_device->CreateRenderTargetView(
  1751. NULL == m_msaaRt
  1752. ? m_backBufferColor[ii]
  1753. : m_msaaRt
  1754. , NULL
  1755. , handle
  1756. );
  1757. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  1758. {
  1759. ID3D12Resource* resource = m_backBufferColor[ii];
  1760. BX_CHECK(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  1761. const uint32_t size = m_scd.width*m_scd.height*4;
  1762. void* ptr;
  1763. DX_CHECK(resource->Map(0, NULL, &ptr) );
  1764. bx::memSet(ptr, 0, size);
  1765. resource->Unmap(0, NULL);
  1766. }
  1767. }
  1768. }
  1769. D3D12_RESOURCE_DESC resourceDesc;
  1770. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1771. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  1772. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  1773. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  1774. resourceDesc.DepthOrArraySize = 1;
  1775. resourceDesc.MipLevels = 1;
  1776. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1777. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1778. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1779. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1780. D3D12_CLEAR_VALUE clearValue;
  1781. clearValue.Format = resourceDesc.Format;
  1782. clearValue.DepthStencil.Depth = 1.0f;
  1783. clearValue.DepthStencil.Stencil = 0;
  1784. m_commandList = m_cmd.alloc();
  1785. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1786. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  1787. setResourceBarrier(m_commandList
  1788. , m_backBufferDepthStencil
  1789. , D3D12_RESOURCE_STATE_COMMON
  1790. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  1791. );
  1792. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1793. {
  1794. m_frameBuffers[ii].postReset();
  1795. }
  1796. if (NULL != m_msaaRt)
  1797. {
  1798. setResourceBarrier(m_commandList
  1799. , m_msaaRt
  1800. , D3D12_RESOURCE_STATE_COMMON
  1801. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  1802. );
  1803. }
  1804. // capturePostReset();
  1805. }
  1806. void invalidateCache()
  1807. {
  1808. m_pipelineStateCache.invalidate();
  1809. m_samplerStateCache.invalidate();
  1810. m_samplerAllocator.reset();
  1811. }
  1812. void updateMsaa(DXGI_FORMAT _format) const
  1813. {
  1814. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1815. {
  1816. uint32_t msaa = s_checkMsaa[ii];
  1817. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1818. bx::memSet(&data, 0, sizeof(msaa) );
  1819. data.Format = _format;
  1820. data.SampleCount = msaa;
  1821. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1822. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1823. if (SUCCEEDED(hr)
  1824. && 0 < data.NumQualityLevels)
  1825. {
  1826. s_msaa[ii].Count = data.SampleCount;
  1827. s_msaa[ii].Quality = data.NumQualityLevels-1;
  1828. last = ii;
  1829. }
  1830. else
  1831. {
  1832. s_msaa[ii] = s_msaa[last];
  1833. }
  1834. }
  1835. }
  1836. IUnknown* getDeviceForSwapChain() const
  1837. {
  1838. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1839. return m_cmd.m_commandQueue;
  1840. # else
  1841. return m_device;
  1842. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1843. }
  1844. bool updateResolution(const Resolution& _resolution)
  1845. {
  1846. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1847. {
  1848. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1849. }
  1850. else
  1851. {
  1852. m_maxAnisotropy = 1;
  1853. }
  1854. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  1855. if (m_depthClamp != depthClamp)
  1856. {
  1857. m_depthClamp = depthClamp;
  1858. m_pipelineStateCache.invalidate();
  1859. }
  1860. const uint32_t maskFlags = ~(0
  1861. | BGFX_RESET_MAXANISOTROPY
  1862. | BGFX_RESET_DEPTH_CLAMP
  1863. | BGFX_RESET_SUSPEND
  1864. );
  1865. if (m_resolution.width != _resolution.width
  1866. || m_resolution.height != _resolution.height
  1867. || m_resolution.format != _resolution.format
  1868. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1869. {
  1870. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1871. bool resize = true
  1872. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1873. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  1874. ;
  1875. m_resolution = _resolution;
  1876. m_resolution.reset = flags;
  1877. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1878. m_textVideoMem.clear();
  1879. m_scd.width = _resolution.width;
  1880. m_scd.height = _resolution.height;
  1881. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  1882. preReset();
  1883. DX_RELEASE(m_msaaRt, 0);
  1884. if (NULL == m_swapChain)
  1885. {
  1886. }
  1887. else
  1888. {
  1889. if (resize)
  1890. {
  1891. #if BX_PLATFORM_WINDOWS
  1892. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1893. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1894. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1895. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1896. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
  1897. #elif BX_PLATFORM_WINRT
  1898. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd));
  1899. m_backBufferColorIdx = m_scd.bufferCount-1;
  1900. #endif // BX_PLATFORM_WINDOWS
  1901. }
  1902. else
  1903. {
  1904. updateMsaa(m_scd.format);
  1905. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1906. DX_RELEASE(m_swapChain, 0);
  1907. HRESULT hr;
  1908. hr = m_dxgi.createSwapChain(
  1909. getDeviceForSwapChain()
  1910. , m_scd
  1911. , &m_swapChain
  1912. );
  1913. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1914. }
  1915. if (1 < m_scd.sampleDesc.Count)
  1916. {
  1917. D3D12_RESOURCE_DESC resourceDesc;
  1918. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1919. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1920. resourceDesc.Width = m_scd.width;
  1921. resourceDesc.Height = m_scd.height;
  1922. resourceDesc.MipLevels = 1;
  1923. resourceDesc.Format = m_scd.format;
  1924. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1925. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1926. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1927. resourceDesc.DepthOrArraySize = 1;
  1928. D3D12_CLEAR_VALUE clearValue;
  1929. clearValue.Format = resourceDesc.Format;
  1930. clearValue.Color[0] = 0.0f;
  1931. clearValue.Color[1] = 0.0f;
  1932. clearValue.Color[2] = 0.0f;
  1933. clearValue.Color[3] = 0.0f;
  1934. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1935. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1936. }
  1937. }
  1938. postReset();
  1939. }
  1940. return false;
  1941. }
  1942. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1943. {
  1944. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1945. {
  1946. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1947. m_fsChanges += _numRegs;
  1948. }
  1949. else
  1950. {
  1951. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1952. m_vsChanges += _numRegs;
  1953. }
  1954. }
  1955. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1956. {
  1957. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1958. }
  1959. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1960. {
  1961. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1962. }
  1963. void commitShaderConstants(ProgramHandle _program, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1964. {
  1965. const ProgramD3D12& program = m_program[_program.idx];
  1966. uint32_t total = bx::strideAlign(0
  1967. + program.m_vsh->m_size
  1968. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1969. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1970. );
  1971. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1972. {
  1973. uint32_t size = program.m_vsh->m_size;
  1974. bx::memCopy(data, m_vsScratch, size);
  1975. data += size;
  1976. m_vsChanges = 0;
  1977. }
  1978. if (NULL != program.m_fsh)
  1979. {
  1980. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1981. m_fsChanges = 0;
  1982. }
  1983. }
  1984. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  1985. {
  1986. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1987. if (NULL != frameBuffer.m_swapChain)
  1988. {
  1989. #if BX_PLATFORM_WINDOWS
  1990. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  1991. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1992. return getRtv(_fbh, idx);
  1993. #endif // BX_PLATFORM_WINDOWS
  1994. }
  1995. return getRtv(_fbh, 0);
  1996. }
  1997. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  1998. {
  1999. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2000. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2001. D3D12_CPU_DESCRIPTOR_HANDLE result =
  2002. {
  2003. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  2004. };
  2005. return result;
  2006. }
  2007. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2008. {
  2009. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2010. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2011. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2012. return result;
  2013. }
  2014. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2015. {
  2016. if (isValid(m_fbh)
  2017. && m_fbh.idx != _fbh.idx)
  2018. {
  2019. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2020. if (NULL == frameBuffer.m_swapChain)
  2021. {
  2022. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2023. {
  2024. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2025. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2026. }
  2027. if (isValid(frameBuffer.m_depth) )
  2028. {
  2029. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2030. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2031. if (!writeOnly)
  2032. {
  2033. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2034. }
  2035. }
  2036. }
  2037. }
  2038. if (!isValid(_fbh) )
  2039. {
  2040. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2041. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2042. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2043. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2044. m_currentColor = &m_rtvHandle;
  2045. m_currentDepthStencil = &m_dsvHandle;
  2046. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2047. }
  2048. else
  2049. {
  2050. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2051. if (0 < frameBuffer.m_num)
  2052. {
  2053. m_rtvHandle = getRtv(_fbh);
  2054. m_currentColor = &m_rtvHandle;
  2055. }
  2056. else
  2057. {
  2058. m_currentColor = NULL;
  2059. }
  2060. if (isValid(frameBuffer.m_depth) )
  2061. {
  2062. m_dsvHandle = getDsv(_fbh);
  2063. m_currentDepthStencil = &m_dsvHandle;
  2064. }
  2065. else
  2066. {
  2067. m_currentDepthStencil = NULL;
  2068. }
  2069. if (NULL != frameBuffer.m_swapChain)
  2070. {
  2071. frameBuffer.m_needPresent = true;
  2072. }
  2073. else
  2074. {
  2075. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2076. {
  2077. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2078. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2079. }
  2080. if (isValid(frameBuffer.m_depth) )
  2081. {
  2082. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2083. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2084. }
  2085. }
  2086. m_commandList->OMSetRenderTargets(
  2087. frameBuffer.m_num
  2088. , m_currentColor
  2089. , true
  2090. , m_currentDepthStencil
  2091. );
  2092. }
  2093. m_fbh = _fbh;
  2094. m_rtMsaa = _msaa;
  2095. }
  2096. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2097. {
  2098. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2099. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2100. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2101. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2102. drt->LogicOpEnable = false;
  2103. {
  2104. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2105. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2106. const uint32_t srcRGB = (blend ) & 0xf;
  2107. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2108. const uint32_t srcA = (blend >> 8) & 0xf;
  2109. const uint32_t dstA = (blend >> 12) & 0xf;
  2110. const uint32_t equRGB = (equation ) & 0x7;
  2111. const uint32_t equA = (equation >> 3) & 0x7;
  2112. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2113. drt->DestBlend = s_blendFactor[dstRGB][0];
  2114. drt->BlendOp = s_blendEquation[equRGB];
  2115. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2116. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2117. drt->BlendOpAlpha = s_blendEquation[equA];
  2118. }
  2119. uint8_t writeMask = 0;
  2120. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2121. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2122. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2123. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2124. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2125. drt->RenderTargetWriteMask = writeMask;
  2126. if (_desc.IndependentBlendEnable)
  2127. {
  2128. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2129. {
  2130. drt = &_desc.RenderTarget[ii];
  2131. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2132. drt->LogicOpEnable = false;
  2133. const uint32_t src = (rgba ) & 0xf;
  2134. const uint32_t dst = (rgba >> 4) & 0xf;
  2135. const uint32_t equation = (rgba >> 8) & 0x7;
  2136. drt->SrcBlend = s_blendFactor[src][0];
  2137. drt->DestBlend = s_blendFactor[dst][0];
  2138. drt->BlendOp = s_blendEquation[equation];
  2139. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2140. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2141. drt->BlendOpAlpha = s_blendEquation[equation];
  2142. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2143. drt->RenderTargetWriteMask = writeMask;
  2144. }
  2145. }
  2146. else
  2147. {
  2148. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2149. {
  2150. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2151. }
  2152. }
  2153. }
  2154. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2155. {
  2156. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2157. _desc.FillMode = _wireframe
  2158. ? D3D12_FILL_MODE_WIREFRAME
  2159. : D3D12_FILL_MODE_SOLID
  2160. ;
  2161. _desc.CullMode = s_cullMode[cull];
  2162. _desc.FrontCounterClockwise = false;
  2163. _desc.DepthBias = 0;
  2164. _desc.DepthBiasClamp = 0.0f;
  2165. _desc.SlopeScaledDepthBias = 0.0f;
  2166. _desc.DepthClipEnable = !m_depthClamp;
  2167. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2168. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2169. _desc.ForcedSampleCount = 0;
  2170. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2171. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2172. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2173. ;
  2174. }
  2175. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2176. {
  2177. const uint32_t fstencil = unpackStencil(0, _stencil);
  2178. bx::memSet(&_desc, 0, sizeof(_desc) );
  2179. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2180. _desc.DepthEnable = 0 != func;
  2181. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2182. ? D3D12_DEPTH_WRITE_MASK_ALL
  2183. : D3D12_DEPTH_WRITE_MASK_ZERO
  2184. ;
  2185. _desc.DepthFunc = s_cmpFunc[func];
  2186. uint32_t bstencil = unpackStencil(1, _stencil);
  2187. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2188. bstencil = frontAndBack ? bstencil : fstencil;
  2189. _desc.StencilEnable = 0 != _stencil;
  2190. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2191. _desc.StencilWriteMask = 0xff;
  2192. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2193. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2194. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2195. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2196. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2197. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2198. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2199. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2200. }
  2201. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2202. {
  2203. uint16_t attrMask[Attrib::Count];
  2204. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2205. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2206. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2207. {
  2208. VertexDecl decl;
  2209. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2210. const bool last = stream == _numStreams-1;
  2211. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2212. {
  2213. uint16_t mask = attrMask[ii];
  2214. uint16_t attr = (decl.m_attributes[ii] & mask);
  2215. if (0 == attr
  2216. || UINT16_MAX == attr)
  2217. {
  2218. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2219. }
  2220. else
  2221. {
  2222. attrMask[ii] = 0;
  2223. }
  2224. }
  2225. elem = fillVertexDecl(stream, elem, decl);
  2226. }
  2227. uint32_t num = uint32_t(elem-_vertexElements);
  2228. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2229. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2230. {
  2231. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2232. uint32_t jj;
  2233. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2234. for (jj = 0; jj < num; ++jj)
  2235. {
  2236. curr = &_vertexElements[jj];
  2237. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2238. && curr->SemanticIndex == index)
  2239. {
  2240. break;
  2241. }
  2242. }
  2243. if (jj == num)
  2244. {
  2245. curr = elem;
  2246. ++elem;
  2247. }
  2248. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2249. curr->InputSlot = 1;
  2250. curr->SemanticIndex = index;
  2251. curr->AlignedByteOffset = ii*16;
  2252. }
  2253. return uint32_t(elem-_vertexElements);
  2254. }
  2255. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2256. {
  2257. const VertexDecl* decls[1] = { &_vertexDecl };
  2258. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2259. }
  2260. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2261. {
  2262. union { void* ptr; uint32_t offset; } cast = { _userData };
  2263. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2264. {
  2265. DxbcOperand& operand = _instruction.operand[ii];
  2266. if (DxbcOperandType::ConstantBuffer == operand.type)
  2267. {
  2268. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2269. && 0 == operand.regIndex[0])
  2270. {
  2271. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2272. {
  2273. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2274. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2275. {
  2276. operand.regIndex[jj] += cast.offset;
  2277. }
  2278. else if (0 != cast.offset)
  2279. {
  2280. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2281. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2282. operand.regIndex[jj] = cast.offset;
  2283. }
  2284. }
  2285. }
  2286. }
  2287. }
  2288. }
  2289. ID3D12PipelineState* getPipelineState(ProgramHandle _program)
  2290. {
  2291. ProgramD3D12& program = m_program[_program.idx];
  2292. const uint32_t hash = program.m_vsh->m_hash;
  2293. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2294. if (BX_LIKELY(NULL != pso) )
  2295. {
  2296. return pso;
  2297. }
  2298. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2299. bx::memSet(&desc, 0, sizeof(desc) );
  2300. desc.pRootSignature = m_rootSignature;
  2301. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2302. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2303. desc.NodeMask = 1;
  2304. desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  2305. uint32_t length = g_callback->cacheReadSize(hash);
  2306. const bool cached = length > 0;
  2307. void* cachedData = NULL;
  2308. if (cached)
  2309. {
  2310. cachedData = BX_ALLOC(g_allocator, length);
  2311. if (g_callback->cacheRead(hash, cachedData, length) )
  2312. {
  2313. BX_TRACE("Loading cached compute PSO (size %d).", length);
  2314. bx::MemoryReader reader(cachedData, length);
  2315. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2316. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2317. HRESULT hr = m_device->CreateComputePipelineState(&desc
  2318. , IID_ID3D12PipelineState
  2319. , (void**)&pso
  2320. );
  2321. if (FAILED(hr) )
  2322. {
  2323. BX_TRACE("Failed to load cached compute PSO (HRESULT 0x%08x).", hr);
  2324. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2325. }
  2326. }
  2327. }
  2328. if (NULL == pso)
  2329. {
  2330. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2331. , IID_ID3D12PipelineState
  2332. , (void**)&pso
  2333. ) );
  2334. }
  2335. m_pipelineStateCache.add(hash, pso);
  2336. ID3DBlob* blob;
  2337. HRESULT hr = pso->GetCachedBlob(&blob);
  2338. if (SUCCEEDED(hr) )
  2339. {
  2340. void* data = blob->GetBufferPointer();
  2341. length = (uint32_t)blob->GetBufferSize();
  2342. g_callback->cacheWrite(hash, data, length);
  2343. DX_RELEASE(blob, 0);
  2344. }
  2345. if (NULL != cachedData)
  2346. {
  2347. BX_FREE(g_allocator, cachedData);
  2348. }
  2349. return pso;
  2350. }
  2351. ID3D12PipelineState* getPipelineState(
  2352. uint64_t _state
  2353. , uint64_t _stencil
  2354. , uint8_t _numStreams
  2355. , const VertexDecl** _vertexDecls
  2356. , ProgramHandle _program
  2357. , uint8_t _numInstanceData
  2358. )
  2359. {
  2360. ProgramD3D12& program = m_program[_program.idx];
  2361. _state &= 0
  2362. | BGFX_STATE_WRITE_RGB
  2363. | BGFX_STATE_WRITE_A
  2364. | BGFX_STATE_WRITE_Z
  2365. | BGFX_STATE_DEPTH_TEST_MASK
  2366. | BGFX_STATE_BLEND_MASK
  2367. | BGFX_STATE_BLEND_EQUATION_MASK
  2368. | BGFX_STATE_BLEND_INDEPENDENT
  2369. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2370. | BGFX_STATE_CULL_MASK
  2371. | BGFX_STATE_MSAA
  2372. | BGFX_STATE_LINEAA
  2373. | BGFX_STATE_CONSERVATIVE_RASTER
  2374. | BGFX_STATE_PT_MASK
  2375. ;
  2376. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2377. VertexDecl decl;
  2378. if (0 < _numStreams)
  2379. {
  2380. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2381. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2382. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2383. {
  2384. uint16_t mask = attrMask[ii];
  2385. uint16_t attr = (decl.m_attributes[ii] & mask);
  2386. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2387. }
  2388. }
  2389. bx::HashMurmur2A murmur;
  2390. murmur.begin();
  2391. murmur.add(_state);
  2392. murmur.add(_stencil);
  2393. murmur.add(program.m_vsh->m_hash);
  2394. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2395. if (NULL != program.m_fsh)
  2396. {
  2397. murmur.add(program.m_fsh->m_hash);
  2398. }
  2399. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2400. {
  2401. murmur.add(_vertexDecls[ii]->m_hash);
  2402. }
  2403. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2404. murmur.add(m_fbh.idx);
  2405. murmur.add(_numInstanceData);
  2406. const uint32_t hash = murmur.end();
  2407. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2408. if (NULL != pso)
  2409. {
  2410. return pso;
  2411. }
  2412. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2413. bx::memSet(&desc, 0, sizeof(desc) );
  2414. desc.pRootSignature = m_rootSignature;
  2415. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2416. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2417. const Memory* temp = NULL;
  2418. if (NULL != program.m_fsh)
  2419. {
  2420. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2421. DxbcContext dxbc;
  2422. bx::Error err;
  2423. read(&rd, dxbc, &err);
  2424. bool patchShader = !dxbc.shader.aon9;
  2425. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2426. && patchShader)
  2427. {
  2428. union { uint32_t offset; void* ptr; } cast = { 0 };
  2429. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2430. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2431. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2432. int32_t size = write(&wr, dxbc, &err);
  2433. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2434. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2435. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2436. if (!patchShader)
  2437. {
  2438. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2439. {
  2440. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2441. {
  2442. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2443. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2444. break;
  2445. }
  2446. }
  2447. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2448. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2449. }
  2450. release(temp);
  2451. temp = NULL;
  2452. }
  2453. if (patchShader)
  2454. {
  2455. union { uint32_t offset; void* ptr; } cast =
  2456. {
  2457. uint32_t(program.m_vsh->m_size)/16
  2458. };
  2459. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2460. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2461. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2462. int32_t size = write(&wr, dxbc, &err);
  2463. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2464. desc.PS.pShaderBytecode = temp->data;
  2465. desc.PS.BytecodeLength = size;
  2466. }
  2467. else
  2468. {
  2469. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2470. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2471. }
  2472. }
  2473. else
  2474. {
  2475. desc.PS.pShaderBytecode = NULL;
  2476. desc.PS.BytecodeLength = 0;
  2477. }
  2478. desc.DS.pShaderBytecode = NULL;
  2479. desc.DS.BytecodeLength = 0;
  2480. desc.HS.pShaderBytecode = NULL;
  2481. desc.HS.BytecodeLength = 0;
  2482. desc.GS.pShaderBytecode = NULL;
  2483. desc.GS.BytecodeLength = 0;
  2484. desc.StreamOutput.pSODeclaration = NULL;
  2485. desc.StreamOutput.NumEntries = 0;
  2486. desc.StreamOutput.pBufferStrides = NULL;
  2487. desc.StreamOutput.NumStrides = 0;
  2488. desc.StreamOutput.RasterizedStream = 0;
  2489. setBlendState(desc.BlendState, _state);
  2490. desc.SampleMask = UINT32_MAX;
  2491. setRasterizerState(desc.RasterizerState, _state);
  2492. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2493. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2494. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2495. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2496. ? NULL
  2497. : vertexElements
  2498. ;
  2499. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2500. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2501. if (isValid(m_fbh) )
  2502. {
  2503. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2504. if (NULL == frameBuffer.m_swapChain)
  2505. {
  2506. desc.NumRenderTargets = frameBuffer.m_num;
  2507. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2508. {
  2509. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2510. }
  2511. if (isValid(frameBuffer.m_depth) )
  2512. {
  2513. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2514. }
  2515. else
  2516. {
  2517. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2518. }
  2519. }
  2520. else
  2521. {
  2522. desc.NumRenderTargets = 1;
  2523. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2524. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2525. }
  2526. }
  2527. else
  2528. {
  2529. desc.NumRenderTargets = 1;
  2530. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2531. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2532. }
  2533. desc.SampleDesc = m_scd.sampleDesc;
  2534. uint32_t length = g_callback->cacheReadSize(hash);
  2535. const bool cached = length > 0;
  2536. void* cachedData = NULL;
  2537. if (cached)
  2538. {
  2539. cachedData = BX_ALLOC(g_allocator, length);
  2540. if (g_callback->cacheRead(hash, cachedData, length) )
  2541. {
  2542. BX_TRACE("Loading cached graphics PSO (size %d).", length);
  2543. bx::MemoryReader reader(cachedData, length);
  2544. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2545. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2546. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2547. , IID_ID3D12PipelineState
  2548. , (void**)&pso
  2549. );
  2550. if (FAILED(hr) )
  2551. {
  2552. BX_TRACE("Failed to load cached graphics PSO (HRESULT 0x%08x).", hr);
  2553. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2554. }
  2555. }
  2556. }
  2557. if (NULL == pso)
  2558. {
  2559. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2560. , IID_ID3D12PipelineState
  2561. , (void**)&pso
  2562. ) );
  2563. }
  2564. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2565. m_pipelineStateCache.add(hash, pso);
  2566. if (NULL != temp)
  2567. {
  2568. release(temp);
  2569. }
  2570. ID3DBlob* blob;
  2571. HRESULT hr = pso->GetCachedBlob(&blob);
  2572. if (SUCCEEDED(hr) )
  2573. {
  2574. void* data = blob->GetBufferPointer();
  2575. length = (uint32_t)blob->GetBufferSize();
  2576. g_callback->cacheWrite(hash, data, length);
  2577. DX_RELEASE(blob, 0);
  2578. }
  2579. if (NULL != cachedData)
  2580. {
  2581. BX_FREE(g_allocator, cachedData);
  2582. }
  2583. return pso;
  2584. }
  2585. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2586. {
  2587. bx::HashMurmur2A murmur;
  2588. murmur.begin();
  2589. murmur.add(_flags, _num * sizeof(uint32_t) );
  2590. uint32_t hash = murmur.end();
  2591. uint16_t sampler = m_samplerStateCache.find(hash);
  2592. if (UINT16_MAX == sampler)
  2593. {
  2594. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2595. m_samplerStateCache.add(hash, sampler);
  2596. }
  2597. return sampler;
  2598. }
  2599. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2600. {
  2601. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2602. }
  2603. void commit(UniformBuffer& _uniformBuffer)
  2604. {
  2605. _uniformBuffer.reset();
  2606. for (;;)
  2607. {
  2608. uint32_t opcode = _uniformBuffer.read();
  2609. if (UniformType::End == opcode)
  2610. {
  2611. break;
  2612. }
  2613. UniformType::Enum type;
  2614. uint16_t loc;
  2615. uint16_t num;
  2616. uint16_t copy;
  2617. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2618. const char* data;
  2619. if (copy)
  2620. {
  2621. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2622. }
  2623. else
  2624. {
  2625. UniformHandle handle;
  2626. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2627. data = (const char*)m_uniforms[handle.idx];
  2628. }
  2629. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2630. case UniformType::_uniform: \
  2631. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2632. { \
  2633. setShaderUniform(uint8_t(type), loc, data, num); \
  2634. } \
  2635. break;
  2636. switch ( (uint32_t)type)
  2637. {
  2638. case UniformType::Mat3:
  2639. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2640. {
  2641. float* value = (float*)data;
  2642. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2643. {
  2644. Matrix4 mtx;
  2645. mtx.un.val[ 0] = value[0];
  2646. mtx.un.val[ 1] = value[1];
  2647. mtx.un.val[ 2] = value[2];
  2648. mtx.un.val[ 3] = 0.0f;
  2649. mtx.un.val[ 4] = value[3];
  2650. mtx.un.val[ 5] = value[4];
  2651. mtx.un.val[ 6] = value[5];
  2652. mtx.un.val[ 7] = 0.0f;
  2653. mtx.un.val[ 8] = value[6];
  2654. mtx.un.val[ 9] = value[7];
  2655. mtx.un.val[10] = value[8];
  2656. mtx.un.val[11] = 0.0f;
  2657. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2658. }
  2659. }
  2660. break;
  2661. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  2662. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2663. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2664. case UniformType::End:
  2665. break;
  2666. default:
  2667. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2668. break;
  2669. }
  2670. #undef CASE_IMPLEMENT_UNIFORM
  2671. }
  2672. }
  2673. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2674. {
  2675. if (isValid(m_fbh) )
  2676. {
  2677. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2678. frameBuffer.clear(m_commandList, _clear, _palette);
  2679. }
  2680. else
  2681. {
  2682. if (NULL != m_currentColor
  2683. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2684. {
  2685. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2686. {
  2687. uint8_t index = _clear.m_index[0];
  2688. if (UINT8_MAX != index)
  2689. {
  2690. m_commandList->ClearRenderTargetView(*m_currentColor
  2691. , _palette[index]
  2692. , _num
  2693. , _rect
  2694. );
  2695. }
  2696. }
  2697. else
  2698. {
  2699. float frgba[4] =
  2700. {
  2701. _clear.m_index[0] * 1.0f / 255.0f,
  2702. _clear.m_index[1] * 1.0f / 255.0f,
  2703. _clear.m_index[2] * 1.0f / 255.0f,
  2704. _clear.m_index[3] * 1.0f / 255.0f,
  2705. };
  2706. m_commandList->ClearRenderTargetView(*m_currentColor
  2707. , frgba
  2708. , _num
  2709. , _rect
  2710. );
  2711. }
  2712. }
  2713. if (NULL != m_currentDepthStencil
  2714. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2715. {
  2716. uint32_t flags = 0;
  2717. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2718. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2719. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2720. , D3D12_CLEAR_FLAGS(flags)
  2721. , _clear.m_depth
  2722. , _clear.m_stencil
  2723. , _num
  2724. , _rect
  2725. );
  2726. }
  2727. }
  2728. }
  2729. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2730. {
  2731. uint32_t width;
  2732. uint32_t height;
  2733. if (isValid(m_fbh) )
  2734. {
  2735. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2736. width = fb.m_width;
  2737. height = fb.m_height;
  2738. }
  2739. else
  2740. {
  2741. width = m_scd.width;
  2742. height = m_scd.height;
  2743. }
  2744. if (0 == _rect.m_x
  2745. && 0 == _rect.m_y
  2746. && width == _rect.m_width
  2747. && height == _rect.m_height)
  2748. {
  2749. clear(_clear, _palette);
  2750. }
  2751. else
  2752. {
  2753. D3D12_RECT rect;
  2754. rect.left = _rect.m_x;
  2755. rect.top = _rect.m_y;
  2756. rect.right = _rect.m_x + _rect.m_width;
  2757. rect.bottom = _rect.m_y + _rect.m_height;
  2758. clear(_clear, _palette, &rect, 1);
  2759. }
  2760. }
  2761. uint64_t kick()
  2762. {
  2763. uint64_t fence = m_cmd.kick();
  2764. m_commandList = m_cmd.alloc();
  2765. return fence;
  2766. }
  2767. void finish()
  2768. {
  2769. m_cmd.kick();
  2770. m_cmd.finish();
  2771. m_commandList = NULL;
  2772. }
  2773. void finishAll(bool _alloc = false)
  2774. {
  2775. uint64_t fence = m_cmd.kick();
  2776. m_cmd.finish(fence, true);
  2777. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  2778. }
  2779. Dxgi m_dxgi;
  2780. NvApi m_nvapi;
  2781. void* m_kernel32Dll;
  2782. void* m_d3d12Dll;
  2783. void* m_renderDocDll;
  2784. void* m_winPixEvent;
  2785. D3D_FEATURE_LEVEL m_featureLevel;
  2786. D3D_DRIVER_TYPE m_driverType;
  2787. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2788. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2789. Dxgi::SwapChainI* m_swapChain;
  2790. ID3D12Resource* m_msaaRt;
  2791. #if BX_PLATFORM_WINDOWS
  2792. ID3D12InfoQueue* m_infoQueue;
  2793. #endif // BX_PLATFORM_WINDOWS
  2794. int64_t m_presentElapsed;
  2795. uint16_t m_numWindows;
  2796. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2797. ID3D12Device* m_device;
  2798. TimerQueryD3D12 m_gpuTimer;
  2799. OcclusionQueryD3D12 m_occlusionQuery;
  2800. uint32_t m_deviceInterfaceVersion;
  2801. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2802. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2803. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2804. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2805. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2806. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2807. ID3D12Resource* m_backBufferColor[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2808. uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2809. ID3D12Resource* m_backBufferDepthStencil;
  2810. ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2811. DescriptorAllocatorD3D12 m_samplerAllocator;
  2812. ID3D12RootSignature* m_rootSignature;
  2813. ID3D12CommandSignature* m_commandSignature[3];
  2814. CommandQueueD3D12 m_cmd;
  2815. BatchD3D12 m_batch;
  2816. ID3D12GraphicsCommandList* m_commandList;
  2817. Resolution m_resolution;
  2818. bool m_wireframe;
  2819. bool m_lost;
  2820. SwapChainDesc m_scd;
  2821. uint32_t m_maxAnisotropy;
  2822. bool m_depthClamp;
  2823. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2824. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2825. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2826. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2827. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2828. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2829. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2830. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2831. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2832. UniformRegistry m_uniformReg;
  2833. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2834. StateCache m_samplerStateCache;
  2835. TextVideoMem m_textVideoMem;
  2836. uint8_t m_fsScratch[64<<10];
  2837. uint8_t m_vsScratch[64<<10];
  2838. uint32_t m_fsChanges;
  2839. uint32_t m_vsChanges;
  2840. FrameBufferHandle m_fbh;
  2841. uint32_t m_backBufferColorIdx;
  2842. bool m_rtMsaa;
  2843. bool m_directAccessSupport;
  2844. };
  2845. static RendererContextD3D12* s_renderD3D12;
  2846. RendererContextI* rendererCreate(const Init& _init)
  2847. {
  2848. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2849. if (!s_renderD3D12->init(_init) )
  2850. {
  2851. BX_DELETE(g_allocator, s_renderD3D12);
  2852. s_renderD3D12 = NULL;
  2853. }
  2854. return s_renderD3D12;
  2855. }
  2856. void rendererDestroy()
  2857. {
  2858. s_renderD3D12->shutdown();
  2859. BX_DELETE(g_allocator, s_renderD3D12);
  2860. s_renderD3D12 = NULL;
  2861. }
  2862. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2863. {
  2864. m_size = _size;
  2865. ID3D12Device* device = s_renderD3D12->m_device;
  2866. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2867. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2868. desc.NumDescriptors = _maxDescriptors;
  2869. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2870. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2871. desc.NodeMask = 1;
  2872. DX_CHECK(device->CreateDescriptorHeap(&desc
  2873. , IID_ID3D12DescriptorHeap
  2874. , (void**)&m_heap
  2875. ) );
  2876. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2877. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2878. D3D12_RANGE readRange = { 0, 0 };
  2879. m_upload->Map(0, &readRange, (void**)&m_data);
  2880. reset(m_gpuHandle);
  2881. }
  2882. void ScratchBufferD3D12::destroy()
  2883. {
  2884. D3D12_RANGE writeRange = { 0, 0 };
  2885. m_upload->Unmap(0, &writeRange);
  2886. DX_RELEASE(m_upload, 0);
  2887. DX_RELEASE(m_heap, 0);
  2888. }
  2889. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2890. {
  2891. m_pos = 0;
  2892. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2893. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2894. _gpuHandle = m_gpuHandle;
  2895. }
  2896. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2897. {
  2898. m_cpuHandle.ptr += m_incrementSize;
  2899. _gpuHandle = m_gpuHandle;
  2900. m_gpuHandle.ptr += m_incrementSize;
  2901. }
  2902. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2903. {
  2904. _gpuAddress = m_gpuVA + m_pos;
  2905. void* data = &m_data[m_pos];
  2906. m_pos += BX_ALIGN_256(_size);
  2907. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2908. // desc.BufferLocation = _gpuAddress;
  2909. // desc.SizeInBytes = _size;
  2910. // ID3D12Device* device = s_renderD3D12->m_device;
  2911. // device->CreateConstantBufferView(&desc
  2912. // , m_cpuHandle
  2913. // );
  2914. // m_cpuHandle.ptr += m_incrementSize;
  2915. // m_gpuHandle.ptr += m_incrementSize;
  2916. return data;
  2917. }
  2918. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2919. {
  2920. ID3D12Device* device = s_renderD3D12->m_device;
  2921. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2922. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2923. if (0 != _mip)
  2924. {
  2925. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2926. srvd = &tmpSrvd;
  2927. switch (_texture.m_srvd.ViewDimension)
  2928. {
  2929. default:
  2930. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2931. srvd->Texture2D.MostDetailedMip = _mip;
  2932. srvd->Texture2D.MipLevels = 1;
  2933. srvd->Texture2D.PlaneSlice = 0;
  2934. srvd->Texture2D.ResourceMinLODClamp = 0;
  2935. break;
  2936. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2937. srvd->TextureCube.MostDetailedMip = _mip;
  2938. srvd->TextureCube.MipLevels = 1;
  2939. srvd->TextureCube.ResourceMinLODClamp = 0;
  2940. break;
  2941. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2942. srvd->Texture3D.MostDetailedMip = _mip;
  2943. srvd->Texture3D.MipLevels = 1;
  2944. srvd->Texture3D.ResourceMinLODClamp = 0;
  2945. break;
  2946. }
  2947. }
  2948. device->CreateShaderResourceView(_texture.m_ptr
  2949. , srvd
  2950. , m_cpuHandle
  2951. );
  2952. m_cpuHandle.ptr += m_incrementSize;
  2953. _gpuHandle = m_gpuHandle;
  2954. m_gpuHandle.ptr += m_incrementSize;
  2955. }
  2956. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2957. {
  2958. ID3D12Device* device = s_renderD3D12->m_device;
  2959. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2960. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2961. if (0 != _mip)
  2962. {
  2963. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2964. uavd = &tmpUavd;
  2965. switch (_texture.m_uavd.ViewDimension)
  2966. {
  2967. default:
  2968. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2969. uavd->Texture2D.MipSlice = _mip;
  2970. uavd->Texture2D.PlaneSlice = 0;
  2971. break;
  2972. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2973. uavd->Texture2DArray.MipSlice = _mip;
  2974. uavd->Texture2DArray.PlaneSlice = 0;
  2975. break;
  2976. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2977. uavd->Texture3D.MipSlice = _mip;
  2978. break;
  2979. }
  2980. }
  2981. device->CreateUnorderedAccessView(_texture.m_ptr
  2982. , NULL
  2983. , uavd
  2984. , m_cpuHandle
  2985. );
  2986. m_cpuHandle.ptr += m_incrementSize;
  2987. _gpuHandle = m_gpuHandle;
  2988. m_gpuHandle.ptr += m_incrementSize;
  2989. }
  2990. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2991. {
  2992. ID3D12Device* device = s_renderD3D12->m_device;
  2993. device->CreateShaderResourceView(_buffer.m_ptr
  2994. , &_buffer.m_srvd
  2995. , m_cpuHandle
  2996. );
  2997. m_cpuHandle.ptr += m_incrementSize;
  2998. _gpuHandle = m_gpuHandle;
  2999. m_gpuHandle.ptr += m_incrementSize;
  3000. }
  3001. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3002. {
  3003. ID3D12Device* device = s_renderD3D12->m_device;
  3004. device->CreateUnorderedAccessView(_buffer.m_ptr
  3005. , NULL
  3006. , &_buffer.m_uavd
  3007. , m_cpuHandle
  3008. );
  3009. m_cpuHandle.ptr += m_incrementSize;
  3010. _gpuHandle = m_gpuHandle;
  3011. m_gpuHandle.ptr += m_incrementSize;
  3012. }
  3013. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  3014. {
  3015. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  3016. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  3017. ID3D12Device* device = s_renderD3D12->m_device;
  3018. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  3019. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3020. desc.NumDescriptors = _maxDescriptors;
  3021. desc.Type = _type;
  3022. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3023. desc.NodeMask = 1;
  3024. DX_CHECK(device->CreateDescriptorHeap(&desc
  3025. , IID_ID3D12DescriptorHeap
  3026. , (void**)&m_heap
  3027. ) );
  3028. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3029. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3030. }
  3031. void DescriptorAllocatorD3D12::destroy()
  3032. {
  3033. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3034. DX_RELEASE(m_heap, 0);
  3035. }
  3036. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  3037. {
  3038. uint16_t idx = m_handleAlloc->alloc();
  3039. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  3040. ID3D12Device* device = s_renderD3D12->m_device;
  3041. device->CreateShaderResourceView(_ptr
  3042. , _desc
  3043. , cpuHandle
  3044. );
  3045. return idx;
  3046. }
  3047. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3048. {
  3049. uint16_t idx = m_handleAlloc->alloc();
  3050. ID3D12Device* device = s_renderD3D12->m_device;
  3051. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3052. for (uint32_t ii = 0; ii < _num; ++ii)
  3053. {
  3054. uint32_t flags = _flags[ii];
  3055. const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  3056. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  3057. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  3058. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  3059. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3060. D3D12_SAMPLER_DESC sd;
  3061. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3062. sd.AddressU = s_textureAddress[(flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  3063. sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  3064. sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  3065. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3066. sd.MaxAnisotropy = maxAnisotropy;
  3067. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3068. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3069. if (NULL != _palette
  3070. && needBorderColor(flags) )
  3071. {
  3072. const float* rgba = _palette[index];
  3073. sd.BorderColor[0] = rgba[0];
  3074. sd.BorderColor[1] = rgba[1];
  3075. sd.BorderColor[2] = rgba[2];
  3076. sd.BorderColor[3] = rgba[3];
  3077. }
  3078. else
  3079. {
  3080. sd.BorderColor[0] = 0.0f;
  3081. sd.BorderColor[1] = 0.0f;
  3082. sd.BorderColor[2] = 0.0f;
  3083. sd.BorderColor[3] = 0.0f;
  3084. }
  3085. sd.MinLOD = 0;
  3086. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3087. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3088. {
  3089. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3090. };
  3091. device->CreateSampler(&sd, cpuHandle);
  3092. }
  3093. return idx;
  3094. }
  3095. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3096. {
  3097. m_handleAlloc->free(_idx);
  3098. }
  3099. void DescriptorAllocatorD3D12::reset()
  3100. {
  3101. uint16_t max = m_handleAlloc->getMaxHandles();
  3102. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3103. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3104. }
  3105. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3106. {
  3107. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3108. return gpuHandle;
  3109. }
  3110. void CommandQueueD3D12::init(ID3D12Device* _device)
  3111. {
  3112. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3113. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3114. queueDesc.Priority = 0;
  3115. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3116. queueDesc.NodeMask = 1;
  3117. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3118. , IID_ID3D12CommandQueue
  3119. , (void**)&m_commandQueue
  3120. ) );
  3121. m_completedFence = 0;
  3122. m_currentFence = 0;
  3123. DX_CHECK(_device->CreateFence(0
  3124. , D3D12_FENCE_FLAG_NONE
  3125. , IID_ID3D12Fence
  3126. , (void**)&m_fence
  3127. ) );
  3128. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3129. {
  3130. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3131. , IID_ID3D12CommandAllocator
  3132. , (void**)&m_commandList[ii].m_commandAllocator
  3133. ) );
  3134. DX_CHECK(_device->CreateCommandList(0
  3135. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3136. , m_commandList[ii].m_commandAllocator
  3137. , NULL
  3138. , IID_ID3D12GraphicsCommandList
  3139. , (void**)&m_commandList[ii].m_commandList
  3140. ) );
  3141. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3142. }
  3143. }
  3144. void CommandQueueD3D12::shutdown()
  3145. {
  3146. finish(UINT64_MAX, true);
  3147. DX_RELEASE(m_fence, 0);
  3148. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3149. {
  3150. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3151. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3152. }
  3153. DX_RELEASE(m_commandQueue, 0);
  3154. }
  3155. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3156. {
  3157. while (0 == m_control.reserve(1) )
  3158. {
  3159. consume();
  3160. }
  3161. CommandList& commandList = m_commandList[m_control.m_current];
  3162. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3163. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3164. return commandList.m_commandList;
  3165. }
  3166. uint64_t CommandQueueD3D12::kick()
  3167. {
  3168. CommandList& commandList = m_commandList[m_control.m_current];
  3169. DX_CHECK(commandList.m_commandList->Close() );
  3170. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3171. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3172. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3173. const uint64_t fence = m_currentFence++;
  3174. m_commandQueue->Signal(m_fence, fence);
  3175. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3176. m_control.commit(1);
  3177. return fence;
  3178. }
  3179. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3180. {
  3181. while (0 < m_control.available() )
  3182. {
  3183. consume();
  3184. if (!_finishAll
  3185. && _waitFence <= m_completedFence)
  3186. {
  3187. return;
  3188. }
  3189. }
  3190. BX_CHECK(0 == m_control.available(), "");
  3191. }
  3192. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3193. {
  3194. if (0 < m_control.available() )
  3195. {
  3196. if (consume(0)
  3197. && _waitFence <= m_completedFence)
  3198. {
  3199. return true;
  3200. }
  3201. }
  3202. return false;
  3203. }
  3204. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3205. {
  3206. m_release[m_control.m_current].push_back(_ptr);
  3207. }
  3208. bool CommandQueueD3D12::consume(uint32_t _ms)
  3209. {
  3210. CommandList& commandList = m_commandList[m_control.m_read];
  3211. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3212. {
  3213. CloseHandle(commandList.m_event);
  3214. commandList.m_event = NULL;
  3215. m_completedFence = m_fence->GetCompletedValue();
  3216. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3217. m_commandQueue->Wait(m_fence, m_completedFence);
  3218. ResourceArray& ra = m_release[m_control.m_read];
  3219. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3220. {
  3221. DX_RELEASE(*it, 0);
  3222. }
  3223. ra.clear();
  3224. m_control.consume(1);
  3225. return true;
  3226. }
  3227. return false;
  3228. }
  3229. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3230. {
  3231. m_maxDrawPerBatch = _maxDrawPerBatch;
  3232. setSeqMode(false);
  3233. setIndirectMode(true);
  3234. ID3D12Device* device = s_renderD3D12->m_device;
  3235. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3236. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3237. {
  3238. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3239. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3240. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3241. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3242. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3243. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3244. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3245. };
  3246. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3247. {
  3248. sizeof(DrawIndirectCommand),
  3249. BX_COUNTOF(drawArgDesc),
  3250. drawArgDesc,
  3251. 1,
  3252. };
  3253. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3254. , rootSignature
  3255. , IID_ID3D12CommandSignature
  3256. , (void**)&m_commandSignature[Draw]
  3257. ) );
  3258. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3259. {
  3260. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3261. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3262. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3263. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3264. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3265. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3266. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3267. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3268. };
  3269. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3270. {
  3271. sizeof(DrawIndexedIndirectCommand),
  3272. BX_COUNTOF(drawIndexedArgDesc),
  3273. drawIndexedArgDesc,
  3274. 1,
  3275. };
  3276. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3277. , rootSignature
  3278. , IID_ID3D12CommandSignature
  3279. , (void**)&m_commandSignature[DrawIndexed]
  3280. ) );
  3281. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3282. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3283. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3284. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3285. {
  3286. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3287. , NULL
  3288. , BGFX_BUFFER_DRAW_INDIRECT
  3289. , false
  3290. , cmdSize
  3291. );
  3292. }
  3293. }
  3294. void BatchD3D12::destroy()
  3295. {
  3296. BX_FREE(g_allocator, m_cmds[0]);
  3297. BX_FREE(g_allocator, m_cmds[1]);
  3298. DX_RELEASE(m_commandSignature[0], 0);
  3299. DX_RELEASE(m_commandSignature[1], 0);
  3300. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3301. {
  3302. m_indirect[ii].destroy();
  3303. }
  3304. }
  3305. template<typename Ty>
  3306. Ty& BatchD3D12::getCmd(Enum _type)
  3307. {
  3308. uint32_t index = m_num[_type];
  3309. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3310. m_num[_type]++;
  3311. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3312. return *cmd;
  3313. }
  3314. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3315. {
  3316. uint8_t numStreams = 0;
  3317. _outNumVertices = _draw.m_numVertices;
  3318. if (UINT8_MAX != _draw.m_streamMask)
  3319. {
  3320. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3321. ; 0 != streamMask
  3322. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3323. )
  3324. {
  3325. streamMask >>= ntz;
  3326. idx += ntz;
  3327. const Stream& stream = _draw.m_stream[idx];
  3328. uint16_t handle = stream.m_handle.idx;
  3329. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3330. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3331. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3332. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3333. uint32_t stride = vertexDecl.m_stride;
  3334. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3335. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3336. vbv.StrideInBytes = vertexDecl.m_stride;
  3337. vbv.SizeInBytes = vb.m_size;
  3338. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3339. ? vb.m_size/stride
  3340. : _draw.m_numVertices
  3341. , _outNumVertices
  3342. );
  3343. }
  3344. }
  3345. return numStreams;
  3346. }
  3347. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3348. {
  3349. if (isValid(_draw.m_indirectBuffer) )
  3350. {
  3351. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3352. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3353. uint32_t numVertices;
  3354. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3355. if (isValid(_draw.m_instanceDataBuffer) )
  3356. {
  3357. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3358. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3359. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3360. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3361. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3362. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3363. }
  3364. _commandList->IASetVertexBuffers(0
  3365. , numStreams
  3366. , vbvs
  3367. );
  3368. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3369. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3370. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3371. : _draw.m_numIndirect
  3372. ;
  3373. uint32_t numIndices = 0;
  3374. if (isValid(_draw.m_indexBuffer) )
  3375. {
  3376. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3377. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3378. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3379. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3380. numIndices = UINT32_MAX == _draw.m_numIndices
  3381. ? ib.m_size / indexSize
  3382. : _draw.m_numIndices
  3383. ;
  3384. D3D12_INDEX_BUFFER_VIEW ibv;
  3385. ibv.BufferLocation = ib.m_gpuVA;
  3386. ibv.SizeInBytes = ib.m_size;
  3387. ibv.Format = hasIndex16
  3388. ? DXGI_FORMAT_R16_UINT
  3389. : DXGI_FORMAT_R32_UINT
  3390. ;
  3391. _commandList->IASetIndexBuffer(&ibv);
  3392. _commandList->ExecuteIndirect(
  3393. s_renderD3D12->m_commandSignature[2]
  3394. , numDrawIndirect
  3395. , indirect.m_ptr
  3396. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3397. , NULL
  3398. , 0
  3399. );
  3400. }
  3401. else
  3402. {
  3403. _commandList->ExecuteIndirect(
  3404. s_renderD3D12->m_commandSignature[1]
  3405. , numDrawIndirect
  3406. , indirect.m_ptr
  3407. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3408. , NULL
  3409. , 0
  3410. );
  3411. }
  3412. return numIndices;
  3413. }
  3414. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3415. uint32_t numIndices = 0;
  3416. if (Draw == type)
  3417. {
  3418. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3419. cmd.cbv = _cbv;
  3420. uint32_t numVertices;
  3421. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3422. if (isValid(_draw.m_instanceDataBuffer) )
  3423. {
  3424. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3425. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3426. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3427. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3428. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3429. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3430. }
  3431. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3432. {
  3433. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3434. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3435. }
  3436. cmd.args.InstanceCount = _draw.m_numInstances;
  3437. cmd.args.VertexCountPerInstance = numVertices;
  3438. cmd.args.StartVertexLocation = 0;
  3439. cmd.args.StartInstanceLocation = 0;
  3440. }
  3441. else
  3442. {
  3443. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3444. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3445. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3446. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3447. numIndices = UINT32_MAX == _draw.m_numIndices
  3448. ? ib.m_size / indexSize
  3449. : _draw.m_numIndices
  3450. ;
  3451. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3452. cmd.cbv = _cbv;
  3453. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3454. cmd.ibv.SizeInBytes = ib.m_size;
  3455. cmd.ibv.Format = hasIndex16
  3456. ? DXGI_FORMAT_R16_UINT
  3457. : DXGI_FORMAT_R32_UINT
  3458. ;
  3459. uint32_t numVertices;
  3460. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3461. if (isValid(_draw.m_instanceDataBuffer) )
  3462. {
  3463. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3464. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3465. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3466. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3467. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3468. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3469. }
  3470. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3471. {
  3472. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3473. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3474. }
  3475. cmd.args.IndexCountPerInstance = numIndices;
  3476. cmd.args.InstanceCount = _draw.m_numInstances;
  3477. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3478. cmd.args.BaseVertexLocation = 0;
  3479. cmd.args.StartInstanceLocation = 0;
  3480. }
  3481. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3482. {
  3483. flush(_commandList, type);
  3484. }
  3485. return numIndices;
  3486. }
  3487. static const uint32_t s_indirectCommandSize[] =
  3488. {
  3489. sizeof(BatchD3D12::DrawIndirectCommand),
  3490. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3491. };
  3492. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3493. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3494. {
  3495. uint32_t num = m_num[_type];
  3496. if (0 != num)
  3497. {
  3498. m_num[_type] = 0;
  3499. if (m_minIndirect < num)
  3500. {
  3501. m_stats.m_numIndirect[_type]++;
  3502. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3503. m_currIndirect %= BX_COUNTOF(m_indirect);
  3504. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3505. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3506. , num
  3507. , indirect.m_ptr
  3508. , 0
  3509. , NULL
  3510. , 0
  3511. );
  3512. }
  3513. else
  3514. {
  3515. m_stats.m_numImmediate[_type]++;
  3516. if (Draw == _type)
  3517. {
  3518. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3519. for (uint32_t ii = 0; ii < num; ++ii)
  3520. {
  3521. const DrawIndirectCommand& cmd = cmds[ii];
  3522. if (m_current.cbv != cmd.cbv)
  3523. {
  3524. m_current.cbv = cmd.cbv;
  3525. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3526. }
  3527. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3528. {
  3529. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3530. _commandList->IASetVertexBuffers(0
  3531. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3532. , cmd.vbv
  3533. );
  3534. }
  3535. _commandList->DrawInstanced(
  3536. cmd.args.VertexCountPerInstance
  3537. , cmd.args.InstanceCount
  3538. , cmd.args.StartVertexLocation
  3539. , cmd.args.StartInstanceLocation
  3540. );
  3541. }
  3542. }
  3543. else
  3544. {
  3545. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3546. for (uint32_t ii = 0; ii < num; ++ii)
  3547. {
  3548. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3549. if (m_current.cbv != cmd.cbv)
  3550. {
  3551. m_current.cbv = cmd.cbv;
  3552. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3553. }
  3554. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3555. {
  3556. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3557. _commandList->IASetVertexBuffers(0
  3558. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3559. , cmd.vbv
  3560. );
  3561. }
  3562. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3563. {
  3564. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3565. _commandList->IASetIndexBuffer(&cmd.ibv);
  3566. }
  3567. _commandList->DrawIndexedInstanced(
  3568. cmd.args.IndexCountPerInstance
  3569. , cmd.args.InstanceCount
  3570. , cmd.args.StartIndexLocation
  3571. , cmd.args.BaseVertexLocation
  3572. , cmd.args.StartInstanceLocation
  3573. );
  3574. }
  3575. }
  3576. }
  3577. }
  3578. }
  3579. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3580. {
  3581. flush(_commandList, Draw);
  3582. flush(_commandList, DrawIndexed);
  3583. if (_clean)
  3584. {
  3585. bx::memSet(&m_current, 0, sizeof(m_current) );
  3586. }
  3587. }
  3588. void BatchD3D12::begin()
  3589. {
  3590. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3591. bx::memSet(&m_current, 0, sizeof(m_current) );
  3592. }
  3593. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3594. {
  3595. flush(_commandList);
  3596. }
  3597. struct UavFormat
  3598. {
  3599. DXGI_FORMAT format[3];
  3600. uint32_t stride;
  3601. };
  3602. static const UavFormat s_uavFormat[] =
  3603. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3604. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3605. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3606. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3607. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3608. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3609. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3610. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3611. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3612. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3613. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3614. };
  3615. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3616. {
  3617. m_size = _size;
  3618. m_flags = _flags;
  3619. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3620. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3621. m_dynamic = NULL == _data || needUav;
  3622. DXGI_FORMAT format;
  3623. uint32_t stride;
  3624. uint32_t flags = needUav
  3625. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3626. : D3D12_RESOURCE_FLAG_NONE
  3627. ;
  3628. if (drawIndirect)
  3629. {
  3630. #if BX_PLATFORM_XBOXONE
  3631. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3632. #endif // BX_PLATFORM_XBOXONE
  3633. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3634. stride = 16;
  3635. }
  3636. else
  3637. {
  3638. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3639. if (0 == uavFormat)
  3640. {
  3641. if (_vertex)
  3642. {
  3643. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3644. stride = 16;
  3645. }
  3646. else
  3647. {
  3648. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3649. {
  3650. format = DXGI_FORMAT_R16_UINT;
  3651. stride = 2;
  3652. }
  3653. else
  3654. {
  3655. format = DXGI_FORMAT_R32_UINT;
  3656. stride = 4;
  3657. }
  3658. }
  3659. }
  3660. else
  3661. {
  3662. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3663. format = s_uavFormat[uavFormat].format[uavType];
  3664. stride = s_uavFormat[uavFormat].stride;
  3665. }
  3666. }
  3667. stride = 0 == _stride ? stride : _stride;
  3668. m_srvd.Format = format;
  3669. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3670. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3671. m_srvd.Buffer.FirstElement = 0;
  3672. m_srvd.Buffer.NumElements = m_size / stride;
  3673. m_srvd.Buffer.StructureByteStride = 0;
  3674. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3675. m_uavd.Format = format;
  3676. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3677. m_uavd.Buffer.FirstElement = 0;
  3678. m_uavd.Buffer.NumElements = m_size / stride;
  3679. m_uavd.Buffer.StructureByteStride = 0;
  3680. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3681. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3682. ID3D12Device* device = s_renderD3D12->m_device;
  3683. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3684. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3685. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3686. setState(commandList, drawIndirect
  3687. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3688. : D3D12_RESOURCE_STATE_GENERIC_READ
  3689. );
  3690. if (!m_dynamic)
  3691. {
  3692. update(commandList, 0, _size, _data);
  3693. }
  3694. }
  3695. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3696. {
  3697. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3698. uint8_t* data;
  3699. D3D12_RANGE readRange = { 0, 0 };
  3700. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3701. bx::memCopy(data, _data, _size);
  3702. D3D12_RANGE writeRange = { 0, _size };
  3703. staging->Unmap(0, &writeRange);
  3704. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3705. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3706. setState(_commandList, state);
  3707. s_renderD3D12->m_cmd.release(staging);
  3708. }
  3709. void BufferD3D12::destroy()
  3710. {
  3711. if (NULL != m_ptr)
  3712. {
  3713. s_renderD3D12->m_cmd.release(m_ptr);
  3714. m_dynamic = false;
  3715. m_state = D3D12_RESOURCE_STATE_COMMON;
  3716. }
  3717. }
  3718. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3719. {
  3720. if (m_state != _state)
  3721. {
  3722. setResourceBarrier(_commandList
  3723. , m_ptr
  3724. , m_state
  3725. , _state
  3726. );
  3727. bx::swap(m_state, _state);
  3728. }
  3729. return _state;
  3730. }
  3731. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3732. {
  3733. BufferD3D12::create(_size, _data, _flags, true);
  3734. m_decl = _declHandle;
  3735. }
  3736. void ShaderD3D12::create(const Memory* _mem)
  3737. {
  3738. bx::MemoryReader reader(_mem->data, _mem->size);
  3739. uint32_t magic;
  3740. bx::read(&reader, magic);
  3741. const bool fragment = isShaderType(magic, 'F');
  3742. uint32_t hashIn;
  3743. bx::read(&reader, hashIn);
  3744. uint32_t hashOut;
  3745. if (isShaderVerLess(magic, 6) )
  3746. {
  3747. hashOut = hashIn;
  3748. }
  3749. else
  3750. {
  3751. bx::read(&reader, hashOut);
  3752. }
  3753. uint16_t count;
  3754. bx::read(&reader, count);
  3755. m_numPredefined = 0;
  3756. m_numUniforms = count;
  3757. BX_TRACE("%s Shader consts %d"
  3758. , getShaderTypeName(magic)
  3759. , count
  3760. );
  3761. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3762. if (0 < count)
  3763. {
  3764. for (uint32_t ii = 0; ii < count; ++ii)
  3765. {
  3766. uint8_t nameSize = 0;
  3767. bx::read(&reader, nameSize);
  3768. char name[256] = {};
  3769. bx::read(&reader, &name, nameSize);
  3770. name[nameSize] = '\0';
  3771. uint8_t type = 0;
  3772. bx::read(&reader, type);
  3773. uint8_t num = 0;
  3774. bx::read(&reader, num);
  3775. uint16_t regIndex = 0;
  3776. bx::read(&reader, regIndex);
  3777. uint16_t regCount = 0;
  3778. bx::read(&reader, regCount);
  3779. const char* kind = "invalid";
  3780. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3781. if (PredefinedUniform::Count != predefined)
  3782. {
  3783. kind = "predefined";
  3784. m_predefined[m_numPredefined].m_loc = regIndex;
  3785. m_predefined[m_numPredefined].m_count = regCount;
  3786. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3787. m_numPredefined++;
  3788. }
  3789. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3790. {
  3791. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3792. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3793. if (NULL != info)
  3794. {
  3795. if (NULL == m_constantBuffer)
  3796. {
  3797. m_constantBuffer = UniformBuffer::create(1024);
  3798. }
  3799. kind = "user";
  3800. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3801. }
  3802. }
  3803. else
  3804. {
  3805. kind = "sampler";
  3806. }
  3807. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3808. , kind
  3809. , name
  3810. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3811. , num
  3812. , regIndex
  3813. , regCount
  3814. );
  3815. BX_UNUSED(kind);
  3816. }
  3817. if (NULL != m_constantBuffer)
  3818. {
  3819. m_constantBuffer->finish();
  3820. }
  3821. }
  3822. uint32_t shaderSize;
  3823. bx::read(&reader, shaderSize);
  3824. const void* code = reader.getDataPtr();
  3825. bx::skip(&reader, shaderSize+1);
  3826. m_code = copy(code, shaderSize);
  3827. uint8_t numAttrs = 0;
  3828. bx::read(&reader, numAttrs);
  3829. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3830. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3831. {
  3832. uint16_t id;
  3833. bx::read(&reader, id);
  3834. Attrib::Enum attr = idToAttrib(id);
  3835. if (Attrib::Count != attr)
  3836. {
  3837. m_attrMask[attr] = UINT16_MAX;
  3838. }
  3839. }
  3840. bx::HashMurmur2A murmur;
  3841. murmur.begin();
  3842. murmur.add(hashIn);
  3843. murmur.add(hashOut);
  3844. murmur.add(code, shaderSize);
  3845. murmur.add(numAttrs);
  3846. murmur.add(m_attrMask, numAttrs);
  3847. m_hash = murmur.end();
  3848. bx::read(&reader, m_size);
  3849. }
  3850. void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3851. {
  3852. bimg::ImageContainer imageContainer;
  3853. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3854. {
  3855. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3856. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3857. bimg::TextureInfo ti;
  3858. bimg::imageGetSize(
  3859. &ti
  3860. , uint16_t(imageContainer.m_width >>startLod)
  3861. , uint16_t(imageContainer.m_height>>startLod)
  3862. , uint16_t(imageContainer.m_depth >>startLod)
  3863. , imageContainer.m_cubeMap
  3864. , 1 < imageContainer.m_numMips
  3865. , imageContainer.m_numLayers
  3866. , imageContainer.m_format
  3867. );
  3868. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3869. m_flags = _flags;
  3870. m_width = ti.width;
  3871. m_height = ti.height;
  3872. m_depth = ti.depth;
  3873. m_requestedFormat = uint8_t(imageContainer.m_format);
  3874. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3875. const bool convert = m_textureFormat != m_requestedFormat;
  3876. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3877. if (imageContainer.m_cubeMap)
  3878. {
  3879. m_type = TextureCube;
  3880. }
  3881. else if (imageContainer.m_depth > 1)
  3882. {
  3883. m_type = Texture3D;
  3884. }
  3885. else
  3886. {
  3887. m_type = Texture2D;
  3888. }
  3889. m_numMips = ti.numMips;
  3890. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3891. const uint32_t numSrd = numSides * ti.numMips;
  3892. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3893. uint32_t kk = 0;
  3894. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3895. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3896. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3897. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3898. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3899. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3900. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3901. , this - s_renderD3D12->m_textures
  3902. , getName( (TextureFormat::Enum)m_textureFormat)
  3903. , getName( (TextureFormat::Enum)m_requestedFormat)
  3904. , ti.width
  3905. , ti.height
  3906. , imageContainer.m_cubeMap ? "x6" : ""
  3907. , renderTarget ? 'x' : ' '
  3908. , writeOnly ? 'x' : ' '
  3909. , computeWrite ? 'x' : ' '
  3910. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3911. );
  3912. for (uint8_t side = 0; side < numSides; ++side)
  3913. {
  3914. for (uint8_t lod = 0; lod < ti.numMips; ++lod)
  3915. {
  3916. bimg::ImageMip mip;
  3917. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3918. {
  3919. if (convert)
  3920. {
  3921. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3922. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3923. const uint32_t size = slice*mip.m_depth;
  3924. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3925. bimg::imageDecodeToBgra8(
  3926. g_allocator
  3927. , temp
  3928. , mip.m_data
  3929. , mip.m_width
  3930. , mip.m_height
  3931. , pitch
  3932. , mip.m_format
  3933. );
  3934. srd[kk].pData = temp;
  3935. srd[kk].RowPitch = pitch;
  3936. srd[kk].SlicePitch = slice;
  3937. }
  3938. else if (compressed)
  3939. {
  3940. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3941. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3942. const uint32_t size = slice*mip.m_depth;
  3943. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3944. bimg::imageCopy(temp
  3945. , mip.m_height/blockInfo.blockHeight
  3946. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3947. , mip.m_depth
  3948. , mip.m_data
  3949. , pitch
  3950. );
  3951. srd[kk].pData = temp;
  3952. srd[kk].RowPitch = pitch;
  3953. srd[kk].SlicePitch = slice;
  3954. }
  3955. else
  3956. {
  3957. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3958. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3959. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
  3960. bimg::imageCopy(temp
  3961. , mip.m_height
  3962. , mip.m_width*mip.m_bpp/8
  3963. , mip.m_depth
  3964. , mip.m_data
  3965. , pitch
  3966. );
  3967. srd[kk].pData = temp;
  3968. srd[kk].RowPitch = pitch;
  3969. srd[kk].SlicePitch = slice;
  3970. }
  3971. ++kk;
  3972. }
  3973. }
  3974. }
  3975. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3976. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3977. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3978. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3979. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3980. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3981. if (swizzle)
  3982. {
  3983. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3984. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3985. }
  3986. m_uavd.Format = m_srvd.Format;
  3987. ID3D12Device* device = s_renderD3D12->m_device;
  3988. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3989. D3D12_RESOURCE_DESC resourceDesc;
  3990. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  3991. resourceDesc.Width = ti.width;
  3992. resourceDesc.Height = ti.height;
  3993. resourceDesc.MipLevels = ti.numMips;
  3994. resourceDesc.Format = format;
  3995. resourceDesc.SampleDesc = msaa;
  3996. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3997. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3998. resourceDesc.DepthOrArraySize = numSides;
  3999. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4000. D3D12_CLEAR_VALUE* clearValue = NULL;
  4001. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4002. {
  4003. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  4004. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  4005. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  4006. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4007. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4008. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  4009. clearValue->DepthStencil.Depth = 1.0f;
  4010. clearValue->DepthStencil.Stencil = 0;
  4011. }
  4012. else if (renderTarget)
  4013. {
  4014. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  4015. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  4016. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4017. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4018. clearValue->Format = resourceDesc.Format;
  4019. clearValue->Color[0] = 0.0f;
  4020. clearValue->Color[1] = 0.0f;
  4021. clearValue->Color[2] = 0.0f;
  4022. clearValue->Color[3] = 0.0f;
  4023. }
  4024. if (writeOnly)
  4025. {
  4026. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  4027. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4028. }
  4029. if (computeWrite)
  4030. {
  4031. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  4032. }
  4033. if (blit)
  4034. {
  4035. state = D3D12_RESOURCE_STATE_COPY_DEST;
  4036. }
  4037. const bool directAccess = s_renderD3D12->m_directAccessSupport
  4038. && !renderTarget
  4039. // && !readBack
  4040. && !blit
  4041. && !writeOnly
  4042. ;
  4043. switch (m_type)
  4044. {
  4045. case Texture2D:
  4046. case TextureCube:
  4047. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4048. if (imageContainer.m_cubeMap)
  4049. {
  4050. if (1 < ti.numLayers)
  4051. {
  4052. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  4053. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  4054. m_srvd.TextureCubeArray.MipLevels = ti.numMips;
  4055. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4056. m_srvd.TextureCubeArray.NumCubes = ti.numLayers;
  4057. }
  4058. else
  4059. {
  4060. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4061. m_srvd.TextureCube.MostDetailedMip = 0;
  4062. m_srvd.TextureCube.MipLevels = ti.numMips;
  4063. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4064. }
  4065. }
  4066. else
  4067. {
  4068. if (1 < ti.numLayers)
  4069. {
  4070. m_srvd.ViewDimension = 1 < msaa.Count
  4071. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  4072. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  4073. ;
  4074. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4075. m_srvd.Texture2DArray.MipLevels = ti.numMips;
  4076. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4077. m_srvd.Texture2DArray.ArraySize = ti.numLayers;
  4078. }
  4079. else
  4080. {
  4081. m_srvd.ViewDimension = 1 < msaa.Count
  4082. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  4083. : D3D12_SRV_DIMENSION_TEXTURE2D
  4084. ;
  4085. m_srvd.Texture2D.MostDetailedMip = 0;
  4086. m_srvd.Texture2D.MipLevels = ti.numMips;
  4087. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4088. }
  4089. }
  4090. if (1 < ti.numLayers)
  4091. {
  4092. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4093. m_uavd.Texture2DArray.MipSlice = 0;
  4094. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4095. m_uavd.Texture2DArray.PlaneSlice = 0;
  4096. m_uavd.Texture2DArray.ArraySize = ti.numLayers;
  4097. }
  4098. else
  4099. {
  4100. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4101. m_uavd.Texture2D.MipSlice = 0;
  4102. m_uavd.Texture2D.PlaneSlice = 0;
  4103. }
  4104. if (TextureCube == m_type)
  4105. {
  4106. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4107. m_uavd.Texture2DArray.MipSlice = 0;
  4108. m_uavd.Texture2DArray.ArraySize = 6;
  4109. }
  4110. break;
  4111. case Texture3D:
  4112. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4113. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4114. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4115. m_srvd.Texture3D.MostDetailedMip = 0;
  4116. m_srvd.Texture3D.MipLevels = ti.numMips;
  4117. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4118. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4119. m_uavd.Texture3D.MipSlice = 0;
  4120. m_uavd.Texture3D.FirstWSlice = 0;
  4121. m_uavd.Texture3D.WSize = m_depth;
  4122. break;
  4123. }
  4124. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4125. if (directAccess)
  4126. {
  4127. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4128. }
  4129. if (kk != 0)
  4130. {
  4131. uint64_t uploadBufferSize;
  4132. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4133. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4134. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4135. uint64_t result = UpdateSubresources(commandList
  4136. , m_ptr
  4137. , staging
  4138. , 0
  4139. , 0
  4140. , numSrd
  4141. , srd
  4142. );
  4143. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  4144. BX_TRACE("Update subresource %" PRId64, result);
  4145. setState(commandList, state);
  4146. s_renderD3D12->m_cmd.release(staging);
  4147. }
  4148. else
  4149. {
  4150. setState(commandList, state);
  4151. }
  4152. if (0 != kk)
  4153. {
  4154. kk = 0;
  4155. for (uint8_t side = 0; side < numSides; ++side)
  4156. {
  4157. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  4158. {
  4159. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4160. ++kk;
  4161. }
  4162. }
  4163. }
  4164. }
  4165. return m_directAccessPtr;
  4166. }
  4167. void TextureD3D12::destroy()
  4168. {
  4169. if (NULL != m_ptr)
  4170. {
  4171. if (NULL != m_directAccessPtr)
  4172. {
  4173. D3D12_RANGE writeRange = { 0, 0 };
  4174. m_ptr->Unmap(0, &writeRange);
  4175. m_directAccessPtr = NULL;
  4176. }
  4177. s_renderD3D12->m_cmd.release(m_ptr);
  4178. m_ptr = NULL;
  4179. m_state = D3D12_RESOURCE_STATE_COMMON;
  4180. }
  4181. }
  4182. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4183. {
  4184. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4185. const uint32_t subres = _mip + (_side * m_numMips);
  4186. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4187. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4188. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4189. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4190. desc.Height = _rect.m_height;
  4191. uint32_t numRows;
  4192. uint64_t totalBytes;
  4193. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4194. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4195. , subres
  4196. , 1
  4197. , 0
  4198. , &layout
  4199. , &numRows
  4200. , NULL
  4201. , &totalBytes
  4202. );
  4203. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4204. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4205. uint8_t* data;
  4206. D3D12_RANGE readRange = { 0, 0 };
  4207. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4208. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4209. {
  4210. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4211. }
  4212. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4213. staging->Unmap(0, &writeRange);
  4214. D3D12_BOX box;
  4215. box.left = 0;
  4216. box.top = 0;
  4217. box.right = box.left + _rect.m_width;
  4218. box.bottom = box.top + _rect.m_height;
  4219. box.front = _z;
  4220. box.back = _z+_depth;
  4221. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4222. dst.SubresourceIndex = subres;
  4223. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4224. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4225. setState(_commandList, state);
  4226. s_renderD3D12->m_cmd.release(staging);
  4227. }
  4228. void TextureD3D12::resolve(uint8_t _resolve) const
  4229. {
  4230. BX_UNUSED(_resolve);
  4231. }
  4232. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4233. {
  4234. if (m_state != _state)
  4235. {
  4236. setResourceBarrier(_commandList
  4237. , m_ptr
  4238. , m_state
  4239. , _state
  4240. );
  4241. bx::swap(m_state, _state);
  4242. }
  4243. return _state;
  4244. }
  4245. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4246. {
  4247. m_denseIdx = UINT16_MAX;
  4248. m_numTh = _num;
  4249. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4250. postReset();
  4251. }
  4252. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4253. {
  4254. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4255. #if BX_PLATFORM_WINDOWS
  4256. SwapChainDesc scd;
  4257. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4258. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4259. scd.width = _width;
  4260. scd.height = _height;
  4261. scd.nwh = _nwh;
  4262. scd.sampleDesc = s_msaa[0];
  4263. HRESULT hr;
  4264. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4265. s_renderD3D12->getDeviceForSwapChain()
  4266. , scd
  4267. , &m_swapChain
  4268. );
  4269. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4270. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4271. DX_CHECK(s_renderD3D12->m_dxgi.m_factory->MakeWindowAssociation(
  4272. (HWND)_nwh
  4273. , 0
  4274. | DXGI_MWA_NO_WINDOW_CHANGES
  4275. | DXGI_MWA_NO_ALT_ENTER
  4276. ) );
  4277. ID3D12Device* device = s_renderD3D12->m_device;
  4278. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4279. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4280. {
  4281. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4282. ID3D12Resource* colorBuffer;
  4283. DX_CHECK(m_swapChain->GetBuffer(ii
  4284. , IID_ID3D12Resource
  4285. , (void**)&colorBuffer
  4286. ) );
  4287. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4288. DX_RELEASE(colorBuffer, 0);
  4289. }
  4290. #endif // BX_PLATFORM_WINDOWS
  4291. m_nwh = _nwh;
  4292. m_denseIdx = _denseIdx;
  4293. m_num = 1;
  4294. }
  4295. uint16_t FrameBufferD3D12::destroy()
  4296. {
  4297. DX_RELEASE(m_swapChain, 0);
  4298. m_nwh = NULL;
  4299. m_numTh = 0;
  4300. m_needPresent = false;
  4301. m_depth.idx = bgfx::kInvalidHandle;
  4302. uint16_t denseIdx = m_denseIdx;
  4303. m_denseIdx = UINT16_MAX;
  4304. return denseIdx;
  4305. }
  4306. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4307. {
  4308. if (m_needPresent)
  4309. {
  4310. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4311. hr = !isLost(hr) ? S_OK : hr;
  4312. m_needPresent = false;
  4313. return hr;
  4314. }
  4315. return S_OK;
  4316. }
  4317. void FrameBufferD3D12::preReset()
  4318. {
  4319. }
  4320. void FrameBufferD3D12::postReset()
  4321. {
  4322. if (m_numTh != 0)
  4323. {
  4324. ID3D12Device* device = s_renderD3D12->m_device;
  4325. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4326. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4327. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4328. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4329. m_width = 0;
  4330. m_height = 0;
  4331. m_depth.idx = bgfx::kInvalidHandle;
  4332. m_num = 0;
  4333. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4334. {
  4335. const Attachment& at = m_attachment[ii];
  4336. if (isValid(at.handle) )
  4337. {
  4338. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4339. if (0 == m_width)
  4340. {
  4341. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4342. m_width = uint32_t(desc.Width);
  4343. m_height = uint32_t(desc.Height);
  4344. }
  4345. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4346. {
  4347. BX_CHECK(!isValid(m_depth), "");
  4348. m_depth = at.handle;
  4349. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4350. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4351. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4352. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4353. BX_UNUSED(blockInfo);
  4354. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4355. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4356. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4357. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4358. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4359. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4360. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4361. ;
  4362. device->CreateDepthStencilView(texture.m_ptr
  4363. , &dsvDesc
  4364. , dsvDescriptor
  4365. );
  4366. s_renderD3D12->m_commandList->ClearDepthStencilView(
  4367. dsvDescriptor
  4368. , D3D12_CLEAR_FLAG_DEPTH|D3D12_CLEAR_FLAG_STENCIL
  4369. , 0.0f
  4370. , 0
  4371. , 0
  4372. , NULL
  4373. );
  4374. }
  4375. else if (Access::Write == at.access)
  4376. {
  4377. m_texture[m_num] = at.handle;
  4378. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4379. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4380. desc.Format = texture.m_srvd.Format;
  4381. switch (texture.m_type)
  4382. {
  4383. default:
  4384. case TextureD3D12::Texture2D:
  4385. // if (1 < msaa.Count)
  4386. // {
  4387. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4388. // }
  4389. // else
  4390. {
  4391. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4392. desc.Texture2D.MipSlice = at.mip;
  4393. desc.Texture2D.PlaneSlice = 0;
  4394. }
  4395. break;
  4396. case TextureD3D12::TextureCube:
  4397. // if (1 < msaa.Count)
  4398. // {
  4399. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4400. // desc.Texture2DMSArray.ArraySize = 1;
  4401. // desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4402. // }
  4403. // else
  4404. {
  4405. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4406. desc.Texture2DArray.ArraySize = 1;
  4407. desc.Texture2DArray.FirstArraySlice = at.layer;
  4408. desc.Texture2DArray.MipSlice = at.mip;
  4409. desc.Texture2DArray.PlaneSlice = 0;
  4410. }
  4411. break;
  4412. case TextureD3D12::Texture3D:
  4413. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4414. desc.Texture3D.MipSlice = at.mip;
  4415. desc.Texture3D.WSize = 1;
  4416. desc.Texture3D.FirstWSlice = at.layer;
  4417. break;
  4418. }
  4419. device->CreateRenderTargetView(texture.m_ptr
  4420. , &desc
  4421. , rtv
  4422. );
  4423. float rgba[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  4424. s_renderD3D12->m_commandList->ClearRenderTargetView(
  4425. rtv
  4426. , rgba
  4427. , 0
  4428. , NULL
  4429. );
  4430. m_num++;
  4431. }
  4432. else
  4433. {
  4434. BX_CHECK(false, "");
  4435. }
  4436. }
  4437. }
  4438. }
  4439. }
  4440. void FrameBufferD3D12::resolve()
  4441. {
  4442. if (0 < m_numTh)
  4443. {
  4444. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4445. {
  4446. const Attachment& at = m_attachment[ii];
  4447. if (isValid(at.handle) )
  4448. {
  4449. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4450. texture.resolve(at.resolve);
  4451. }
  4452. }
  4453. }
  4454. }
  4455. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4456. {
  4457. ID3D12Device* device = s_renderD3D12->m_device;
  4458. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4459. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4460. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4461. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4462. && 0 != m_num)
  4463. {
  4464. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4465. {
  4466. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4467. {
  4468. uint8_t index = _clear.m_index[ii];
  4469. if (UINT8_MAX != index)
  4470. {
  4471. _commandList->ClearRenderTargetView(rtv
  4472. , _palette[index]
  4473. , _num
  4474. , _rect
  4475. );
  4476. rtv.ptr += rtvDescriptorSize;
  4477. }
  4478. }
  4479. }
  4480. else
  4481. {
  4482. float frgba[4] =
  4483. {
  4484. _clear.m_index[0]*1.0f/255.0f,
  4485. _clear.m_index[1]*1.0f/255.0f,
  4486. _clear.m_index[2]*1.0f/255.0f,
  4487. _clear.m_index[3]*1.0f/255.0f,
  4488. };
  4489. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4490. {
  4491. _commandList->ClearRenderTargetView(rtv
  4492. , frgba
  4493. , _num
  4494. , _rect
  4495. );
  4496. rtv.ptr += rtvDescriptorSize;
  4497. }
  4498. }
  4499. }
  4500. if (isValid(m_depth)
  4501. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4502. {
  4503. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4504. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4505. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4506. DWORD flags = 0;
  4507. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4508. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4509. _commandList->ClearDepthStencilView(dsvDescriptor
  4510. , D3D12_CLEAR_FLAGS(flags)
  4511. , _clear.m_depth
  4512. , _clear.m_stencil
  4513. , _num
  4514. , _rect
  4515. );
  4516. }
  4517. }
  4518. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4519. {
  4520. if (m_state != _state)
  4521. {
  4522. ID3D12Resource* colorBuffer;
  4523. DX_CHECK(m_swapChain->GetBuffer(_idx
  4524. , IID_ID3D12Resource
  4525. , (void**)&colorBuffer
  4526. ) );
  4527. setResourceBarrier(_commandList
  4528. , colorBuffer
  4529. , m_state
  4530. , _state
  4531. );
  4532. DX_RELEASE(colorBuffer, 0);
  4533. bx::swap(m_state, _state);
  4534. }
  4535. return _state;
  4536. }
  4537. void TimerQueryD3D12::init()
  4538. {
  4539. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4540. queryHeapDesc.Count = m_control.m_size * 2;
  4541. queryHeapDesc.NodeMask = 1;
  4542. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4543. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4544. , IID_ID3D12QueryHeap
  4545. , (void**)&m_queryHeap
  4546. ) );
  4547. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4548. m_readback = createCommittedResource(s_renderD3D12->m_device
  4549. , HeapProperty::ReadBack
  4550. , size
  4551. );
  4552. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4553. D3D12_RANGE range = { 0, size };
  4554. m_readback->Map(0, &range, (void**)&m_queryResult);
  4555. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4556. {
  4557. Result& result = m_result[ii];
  4558. result.reset();
  4559. }
  4560. m_control.reset();
  4561. }
  4562. void TimerQueryD3D12::shutdown()
  4563. {
  4564. D3D12_RANGE range = { 0, 0 };
  4565. m_readback->Unmap(0, &range);
  4566. DX_RELEASE(m_queryHeap, 0);
  4567. DX_RELEASE(m_readback, 0);
  4568. }
  4569. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4570. {
  4571. while (0 == m_control.reserve(1) )
  4572. {
  4573. m_control.consume(1);
  4574. }
  4575. Result& result = m_result[_resultIdx];
  4576. ++result.m_pending;
  4577. const uint32_t idx = m_control.m_current;
  4578. Query& query = m_query[idx];
  4579. query.m_resultIdx = _resultIdx;
  4580. query.m_ready = false;
  4581. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4582. uint32_t offset = idx * 2 + 0;
  4583. commandList->EndQuery(m_queryHeap
  4584. , D3D12_QUERY_TYPE_TIMESTAMP
  4585. , offset
  4586. );
  4587. m_control.commit(1);
  4588. return idx;
  4589. }
  4590. void TimerQueryD3D12::end(uint32_t _idx)
  4591. {
  4592. Query& query = m_query[_idx];
  4593. query.m_ready = true;
  4594. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4595. uint32_t offset = _idx * 2;
  4596. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4597. commandList->EndQuery(m_queryHeap
  4598. , D3D12_QUERY_TYPE_TIMESTAMP
  4599. , offset + 1
  4600. );
  4601. commandList->ResolveQueryData(m_queryHeap
  4602. , D3D12_QUERY_TYPE_TIMESTAMP
  4603. , offset
  4604. , 2
  4605. , m_readback
  4606. , offset * sizeof(uint64_t)
  4607. );
  4608. while (update() )
  4609. {
  4610. }
  4611. }
  4612. bool TimerQueryD3D12::update()
  4613. {
  4614. if (0 != m_control.available() )
  4615. {
  4616. uint32_t idx = m_control.m_read;
  4617. Query& query = m_query[idx];
  4618. if (!query.m_ready)
  4619. {
  4620. return false;
  4621. }
  4622. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4623. {
  4624. return false;
  4625. }
  4626. m_control.consume(1);
  4627. Result& result = m_result[query.m_resultIdx];
  4628. --result.m_pending;
  4629. uint32_t offset = idx * 2;
  4630. result.m_begin = m_queryResult[offset+0];
  4631. result.m_end = m_queryResult[offset+1];
  4632. return true;
  4633. }
  4634. return false;
  4635. }
  4636. void OcclusionQueryD3D12::init()
  4637. {
  4638. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4639. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4640. queryHeapDesc.NodeMask = 1;
  4641. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4642. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4643. , IID_ID3D12QueryHeap
  4644. , (void**)&m_queryHeap
  4645. ) );
  4646. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4647. m_readback = createCommittedResource(s_renderD3D12->m_device
  4648. , HeapProperty::ReadBack
  4649. , size
  4650. );
  4651. D3D12_RANGE range = { 0, size };
  4652. m_readback->Map(0, &range, (void**)&m_result);
  4653. }
  4654. void OcclusionQueryD3D12::shutdown()
  4655. {
  4656. D3D12_RANGE range = { 0, 0 };
  4657. m_readback->Unmap(0, &range);
  4658. DX_RELEASE(m_queryHeap, 0);
  4659. DX_RELEASE(m_readback, 0);
  4660. }
  4661. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4662. {
  4663. while (0 == m_control.reserve(1) )
  4664. {
  4665. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4666. if (isValid(handle) )
  4667. {
  4668. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4669. }
  4670. m_control.consume(1);
  4671. }
  4672. m_handle[m_control.m_current] = _handle;
  4673. _commandList->BeginQuery(m_queryHeap
  4674. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4675. , _handle.idx
  4676. );
  4677. }
  4678. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4679. {
  4680. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4681. _commandList->EndQuery(m_queryHeap
  4682. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4683. , handle.idx
  4684. );
  4685. _commandList->ResolveQueryData(m_queryHeap
  4686. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4687. , handle.idx
  4688. , 1
  4689. , m_readback
  4690. , handle.idx * sizeof(uint64_t)
  4691. );
  4692. m_control.commit(1);
  4693. }
  4694. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4695. {
  4696. const uint32_t size = m_control.m_size;
  4697. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4698. {
  4699. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4700. if (handle.idx == _handle.idx)
  4701. {
  4702. handle.idx = bgfx::kInvalidHandle;
  4703. }
  4704. }
  4705. }
  4706. struct Bind
  4707. {
  4708. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4709. uint16_t m_samplerStateIdx;
  4710. };
  4711. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4712. {
  4713. TextureHandle currentSrc = { kInvalidHandle };
  4714. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4715. while (_bs.hasItem(_view) )
  4716. {
  4717. const BlitItem& blit = _bs.advance();
  4718. TextureD3D12& src = m_textures[blit.m_src.idx];
  4719. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4720. if (currentSrc.idx != blit.m_src.idx)
  4721. {
  4722. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4723. {
  4724. m_textures[currentSrc.idx].setState(m_commandList, state);
  4725. }
  4726. currentSrc = blit.m_src;
  4727. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4728. }
  4729. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4730. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4731. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4732. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4733. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4734. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4735. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4736. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4737. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4738. if (TextureD3D12::Texture3D == src.m_type)
  4739. {
  4740. D3D12_BOX box;
  4741. box.left = blit.m_srcX;
  4742. box.top = blit.m_srcY;
  4743. box.front = blit.m_srcZ;
  4744. box.right = blit.m_srcX + width;
  4745. box.bottom = blit.m_srcY + height;;
  4746. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4747. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4748. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4749. m_commandList->CopyTextureRegion(&dstLocation
  4750. , blit.m_dstX
  4751. , blit.m_dstY
  4752. , blit.m_dstZ
  4753. , &srcLocation
  4754. , &box
  4755. );
  4756. }
  4757. else
  4758. {
  4759. D3D12_BOX box;
  4760. box.left = blit.m_srcX;
  4761. box.top = blit.m_srcY;
  4762. box.front = 0;
  4763. box.right = blit.m_srcX + width;
  4764. box.bottom = blit.m_srcY + height;;
  4765. box.back = 1;
  4766. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4767. ? blit.m_srcZ
  4768. : 0
  4769. ;
  4770. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4771. ? blit.m_dstZ
  4772. : 0
  4773. ;
  4774. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4775. dstLocation.pResource = dst.m_ptr;
  4776. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4777. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4778. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4779. srcLocation.pResource = src.m_ptr;
  4780. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4781. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4782. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4783. m_commandList->CopyTextureRegion(&dstLocation
  4784. , blit.m_dstX
  4785. , blit.m_dstY
  4786. , 0
  4787. , &srcLocation
  4788. , depthStencil ? NULL : &box
  4789. );
  4790. }
  4791. }
  4792. if (isValid(currentSrc)
  4793. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4794. {
  4795. m_textures[currentSrc.idx].setState(m_commandList, state);
  4796. }
  4797. }
  4798. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4799. {
  4800. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4801. if (m_lost
  4802. || updateResolution(_render->m_resolution) )
  4803. {
  4804. return;
  4805. }
  4806. if (_render->m_capture)
  4807. {
  4808. renderDocTriggerCapture();
  4809. }
  4810. int64_t timeBegin = bx::getHPCounter();
  4811. int64_t captureElapsed = 0;
  4812. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4813. if (0 < _render->m_iboffset)
  4814. {
  4815. TransientIndexBuffer* ib = _render->m_transientIb;
  4816. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4817. }
  4818. if (0 < _render->m_vboffset)
  4819. {
  4820. TransientVertexBuffer* vb = _render->m_transientVb;
  4821. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4822. }
  4823. _render->sort();
  4824. RenderDraw currentState;
  4825. currentState.clear();
  4826. currentState.m_stateFlags = BGFX_STATE_NONE;
  4827. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4828. RenderBind currentBind;
  4829. currentBind.clear();
  4830. static ViewState viewState;
  4831. viewState.reset(_render);
  4832. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4833. // setDebugWireframe(wireframe);
  4834. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4835. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  4836. uint32_t currentBindHash = 0;
  4837. bool hasPredefined = false;
  4838. bool commandListChanged = false;
  4839. ID3D12PipelineState* currentPso = NULL;
  4840. SortKey key;
  4841. uint16_t view = UINT16_MAX;
  4842. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4843. BlitState bs(_render);
  4844. uint32_t blendFactor = 0;
  4845. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4846. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4847. PrimInfo prim = s_primInfo[primIndex];
  4848. bool wasCompute = false;
  4849. bool viewHasScissor = false;
  4850. bool restoreScissor = false;
  4851. Rect viewScissorRect;
  4852. viewScissorRect.clear();
  4853. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4854. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4855. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4856. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4857. uint32_t statsNumIndices = 0;
  4858. uint32_t statsKeyType[2] = {};
  4859. Profiler<TimerQueryD3D12> profiler(
  4860. _render
  4861. , m_gpuTimer
  4862. , s_viewName
  4863. );
  4864. #if BX_PLATFORM_WINDOWS
  4865. if (NULL != m_swapChain)
  4866. {
  4867. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4868. }
  4869. else
  4870. {
  4871. m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
  4872. }
  4873. #else
  4874. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  4875. #endif // BX_PLATFORM_WINDOWS
  4876. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4877. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4878. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4879. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4880. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4881. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4882. scratchBuffer.reset(gpuHandle);
  4883. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4884. StateCacheLru<Bind, 64> bindLru;
  4885. if (NULL != m_msaaRt)
  4886. {
  4887. setResourceBarrier(m_commandList
  4888. , m_msaaRt
  4889. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  4890. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4891. );
  4892. setResourceBarrier(m_commandList
  4893. , m_backBufferColor[m_backBufferColorIdx]
  4894. , D3D12_RESOURCE_STATE_PRESENT
  4895. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4896. );
  4897. }
  4898. else if (NULL != m_swapChain)
  4899. {
  4900. setResourceBarrier(m_commandList
  4901. , m_backBufferColor[m_backBufferColorIdx]
  4902. , D3D12_RESOURCE_STATE_PRESENT
  4903. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4904. );
  4905. }
  4906. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4907. {
  4908. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  4909. m_batch.begin();
  4910. viewState.m_rect = _render->m_view[0].m_rect;
  4911. int32_t numItems = _render->m_numRenderItems;
  4912. for (int32_t item = 0; item < numItems;)
  4913. {
  4914. const uint64_t encodedKey = _render->m_sortKeys[item];
  4915. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4916. statsKeyType[isCompute]++;
  4917. const bool viewChanged = 0
  4918. || key.m_view != view
  4919. || item == numItems
  4920. ;
  4921. const uint32_t itemIdx = _render->m_sortValues[item];
  4922. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4923. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4924. ++item;
  4925. if (viewChanged)
  4926. {
  4927. m_batch.flush(m_commandList, true);
  4928. kick();
  4929. commandListChanged = true;
  4930. view = key.m_view;
  4931. currentPso = NULL;
  4932. currentSamplerStateIdx = kInvalidHandle;
  4933. currentProgram = BGFX_INVALID_HANDLE;
  4934. hasPredefined = false;
  4935. fbh = _render->m_view[view].m_fbh;
  4936. setFrameBuffer(fbh);
  4937. if (item > 1)
  4938. {
  4939. profiler.end();
  4940. }
  4941. profiler.begin(view);
  4942. viewState.m_rect = _render->m_view[view].m_rect;
  4943. const Rect& rect = _render->m_view[view].m_rect;
  4944. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4945. viewHasScissor = !scissorRect.isZero();
  4946. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4947. D3D12_VIEWPORT vp;
  4948. vp.TopLeftX = rect.m_x;
  4949. vp.TopLeftY = rect.m_y;
  4950. vp.Width = rect.m_width;
  4951. vp.Height = rect.m_height;
  4952. vp.MinDepth = 0.0f;
  4953. vp.MaxDepth = 1.0f;
  4954. m_commandList->RSSetViewports(1, &vp);
  4955. D3D12_RECT rc;
  4956. rc.left = viewScissorRect.m_x;
  4957. rc.top = viewScissorRect.m_y;
  4958. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4959. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4960. m_commandList->RSSetScissorRects(1, &rc);
  4961. restoreScissor = false;
  4962. Clear& clr = _render->m_view[view].m_clear;
  4963. if (BGFX_CLEAR_NONE != clr.m_flags)
  4964. {
  4965. Rect clearRect = rect;
  4966. clearRect.setIntersect(rect, viewScissorRect);
  4967. clearQuad(clearRect, clr, _render->m_colorPalette);
  4968. }
  4969. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  4970. submitBlit(bs, view);
  4971. }
  4972. if (isCompute)
  4973. {
  4974. if (!wasCompute)
  4975. {
  4976. wasCompute = true;
  4977. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4978. {
  4979. char* viewName = s_viewName[view];
  4980. viewName[3] = L'C';
  4981. PIX3_ENDEVENT(m_commandList);
  4982. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4983. }
  4984. commandListChanged = true;
  4985. }
  4986. if (commandListChanged)
  4987. {
  4988. commandListChanged = false;
  4989. m_commandList->SetComputeRootSignature(m_rootSignature);
  4990. ID3D12DescriptorHeap* heaps[] = {
  4991. m_samplerAllocator.getHeap(),
  4992. scratchBuffer.getHeap(),
  4993. };
  4994. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4995. }
  4996. const RenderCompute& compute = renderItem.compute;
  4997. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4998. if (pso != currentPso)
  4999. {
  5000. currentPso = pso;
  5001. m_commandList->SetPipelineState(pso);
  5002. currentBindHash = 0;
  5003. }
  5004. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5005. if (currentBindHash != bindHash)
  5006. {
  5007. currentBindHash = bindHash;
  5008. Bind* bindCached = bindLru.find(bindHash);
  5009. if (NULL == bindCached)
  5010. {
  5011. uint32_t numSet = 0;
  5012. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5013. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5014. {
  5015. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  5016. {
  5017. const Binding& bind = renderBind.m_bind[stage];
  5018. if (kInvalidHandle != bind.m_idx)
  5019. {
  5020. switch (bind.m_type)
  5021. {
  5022. case Binding::Image:
  5023. {
  5024. TextureD3D12& texture = m_textures[bind.m_idx];
  5025. if (Access::Read != bind.m_access)
  5026. {
  5027. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5028. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5029. }
  5030. else
  5031. {
  5032. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5033. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5034. samplerFlags[stage] = uint32_t(texture.m_flags);
  5035. }
  5036. ++numSet;
  5037. }
  5038. break;
  5039. case Binding::Texture:
  5040. {
  5041. TextureD3D12& texture = m_textures[bind.m_idx];
  5042. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5043. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5044. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5045. ? bind.m_samplerFlags
  5046. : texture.m_flags
  5047. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5048. ;
  5049. ++numSet;
  5050. }
  5051. break;
  5052. case Binding::IndexBuffer:
  5053. case Binding::VertexBuffer:
  5054. {
  5055. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5056. ? m_indexBuffers[bind.m_idx]
  5057. : m_vertexBuffers[bind.m_idx]
  5058. ;
  5059. if (Access::Read != bind.m_access)
  5060. {
  5061. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5062. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5063. }
  5064. else
  5065. {
  5066. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5067. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5068. }
  5069. ++numSet;
  5070. }
  5071. break;
  5072. }
  5073. }
  5074. else
  5075. {
  5076. samplerFlags[stage] = 0;
  5077. scratchBuffer.allocEmpty(srvHandle[stage]);
  5078. }
  5079. }
  5080. if (0 != numSet)
  5081. {
  5082. Bind bind;
  5083. bind.m_srvHandle = srvHandle[0];
  5084. bind.m_samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
  5085. bindCached = bindLru.add(bindHash, bind, 0);
  5086. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5087. if (samplerStateIdx != currentSamplerStateIdx)
  5088. {
  5089. currentSamplerStateIdx = samplerStateIdx;
  5090. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5091. }
  5092. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5093. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5094. }
  5095. }
  5096. }
  5097. else
  5098. {
  5099. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5100. if (samplerStateIdx != currentSamplerStateIdx)
  5101. {
  5102. currentSamplerStateIdx = samplerStateIdx;
  5103. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5104. }
  5105. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5106. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5107. }
  5108. }
  5109. bool constantsChanged = false;
  5110. if (compute.m_uniformBegin < compute.m_uniformEnd
  5111. || currentProgram.idx != key.m_program.idx)
  5112. {
  5113. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5114. currentProgram = key.m_program;
  5115. ProgramD3D12& program = m_program[currentProgram.idx];
  5116. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5117. if (NULL != vcb)
  5118. {
  5119. commit(*vcb);
  5120. }
  5121. hasPredefined = 0 < program.m_numPredefined;
  5122. constantsChanged = true;
  5123. }
  5124. if (constantsChanged
  5125. || hasPredefined)
  5126. {
  5127. ProgramD3D12& program = m_program[currentProgram.idx];
  5128. viewState.setPredefined<4>(this, view, program, _render, compute);
  5129. commitShaderConstants(key.m_program, gpuAddress);
  5130. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5131. }
  5132. if (isValid(compute.m_indirectBuffer) )
  5133. {
  5134. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5135. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5136. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5137. : compute.m_numIndirect
  5138. ;
  5139. m_commandList->ExecuteIndirect(
  5140. s_renderD3D12->m_commandSignature[0]
  5141. , numDrawIndirect
  5142. , indirect.m_ptr
  5143. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5144. , NULL
  5145. , 0
  5146. );
  5147. }
  5148. else
  5149. {
  5150. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5151. }
  5152. continue;
  5153. }
  5154. bool resetState = viewChanged || wasCompute;
  5155. if (wasCompute)
  5156. {
  5157. wasCompute = false;
  5158. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5159. {
  5160. BX_UNUSED(s_viewName);
  5161. char* viewName = s_viewName[view];
  5162. viewName[3] = ' ';
  5163. PIX3_ENDEVENT(m_commandList);
  5164. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5165. }
  5166. commandListChanged = true;
  5167. }
  5168. const RenderDraw& draw = renderItem.draw;
  5169. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5170. {
  5171. const bool occluded = true
  5172. && isValid(draw.m_occlusionQuery)
  5173. && !hasOcclusionQuery
  5174. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5175. ;
  5176. if (occluded
  5177. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5178. {
  5179. if (resetState)
  5180. {
  5181. currentState.clear();
  5182. currentState.m_scissor = !draw.m_scissor;
  5183. currentBind.clear();
  5184. commandListChanged = true;
  5185. }
  5186. continue;
  5187. }
  5188. }
  5189. const uint64_t newFlags = draw.m_stateFlags;
  5190. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5191. currentState.m_stateFlags = newFlags;
  5192. const uint64_t newStencil = draw.m_stencil;
  5193. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5194. currentState.m_stencil = newStencil;
  5195. if (resetState)
  5196. {
  5197. wasCompute = false;
  5198. currentState.clear();
  5199. currentState.m_scissor = !draw.m_scissor;
  5200. changedFlags = BGFX_STATE_MASK;
  5201. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5202. currentState.m_stateFlags = newFlags;
  5203. currentState.m_stencil = newStencil;
  5204. currentBind.clear();
  5205. commandListChanged = true;
  5206. }
  5207. if (commandListChanged)
  5208. {
  5209. commandListChanged = false;
  5210. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5211. ID3D12DescriptorHeap* heaps[] = {
  5212. m_samplerAllocator.getHeap(),
  5213. scratchBuffer.getHeap(),
  5214. };
  5215. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5216. currentPso = NULL;
  5217. currentBindHash = 0;
  5218. currentSamplerStateIdx = kInvalidHandle;
  5219. currentProgram = BGFX_INVALID_HANDLE;
  5220. currentState.clear();
  5221. currentState.m_scissor = !draw.m_scissor;
  5222. changedFlags = BGFX_STATE_MASK;
  5223. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5224. currentState.m_stateFlags = newFlags;
  5225. currentState.m_stencil = newStencil;
  5226. currentBind.clear();
  5227. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5228. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5229. }
  5230. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5231. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5232. if (0 != draw.m_streamMask)
  5233. {
  5234. currentState.m_streamMask = draw.m_streamMask;
  5235. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5236. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5237. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5238. const uint64_t state = draw.m_stateFlags;
  5239. bool hasFactor = 0
  5240. || f0 == (state & f0)
  5241. || f1 == (state & f1)
  5242. || f2 == (state & f2)
  5243. || f3 == (state & f3)
  5244. ;
  5245. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5246. uint8_t numStreams = 0;
  5247. if (UINT8_MAX != draw.m_streamMask)
  5248. {
  5249. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5250. ; 0 != streamMask
  5251. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5252. )
  5253. {
  5254. streamMask >>= ntz;
  5255. idx += ntz;
  5256. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5257. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5258. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5259. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5260. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5261. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5262. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5263. decls[numStreams] = &vertexDecl;
  5264. }
  5265. }
  5266. ID3D12PipelineState* pso =
  5267. getPipelineState(state
  5268. , draw.m_stencil
  5269. , numStreams
  5270. , decls
  5271. , key.m_program
  5272. , uint8_t(draw.m_instanceDataStride/16)
  5273. );
  5274. uint16_t scissor = draw.m_scissor;
  5275. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5276. if (currentBindHash != bindHash
  5277. || 0 != changedStencil
  5278. || (hasFactor && blendFactor != draw.m_rgba)
  5279. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5280. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5281. || currentState.m_scissor != scissor
  5282. || pso != currentPso
  5283. || hasOcclusionQuery)
  5284. {
  5285. m_batch.flush(m_commandList);
  5286. }
  5287. if (currentBindHash != bindHash)
  5288. {
  5289. currentBindHash = bindHash;
  5290. Bind* bindCached = bindLru.find(bindHash);
  5291. if (NULL == bindCached)
  5292. {
  5293. uint32_t numSet = 0;
  5294. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5295. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5296. {
  5297. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5298. {
  5299. const Binding& bind = renderBind.m_bind[stage];
  5300. if (kInvalidHandle != bind.m_idx)
  5301. {
  5302. switch (bind.m_type)
  5303. {
  5304. case Binding::Texture:
  5305. {
  5306. TextureD3D12& texture = m_textures[bind.m_idx];
  5307. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5308. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5309. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5310. ? bind.m_samplerFlags
  5311. : texture.m_flags
  5312. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5313. ;
  5314. ++numSet;
  5315. }
  5316. break;
  5317. case Binding::IndexBuffer:
  5318. case Binding::VertexBuffer:
  5319. {
  5320. samplerFlags[stage] = 0;
  5321. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5322. ? m_indexBuffers[bind.m_idx]
  5323. : m_vertexBuffers[bind.m_idx]
  5324. ;
  5325. if (Access::Read != bind.m_access)
  5326. {
  5327. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5328. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5329. }
  5330. else
  5331. {
  5332. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5333. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5334. }
  5335. ++numSet;
  5336. }
  5337. break;
  5338. }
  5339. }
  5340. else
  5341. {
  5342. scratchBuffer.allocEmpty(srvHandle[stage]);
  5343. samplerFlags[stage] = 0;
  5344. }
  5345. }
  5346. }
  5347. if (0 != numSet)
  5348. {
  5349. Bind bind;
  5350. bind.m_srvHandle = srvHandle[0];
  5351. bind.m_samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5352. bindCached = bindLru.add(bindHash, bind, 0);
  5353. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5354. if (samplerStateIdx != currentSamplerStateIdx)
  5355. {
  5356. currentSamplerStateIdx = samplerStateIdx;
  5357. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5358. }
  5359. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5360. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5361. }
  5362. }
  5363. else
  5364. {
  5365. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5366. if (samplerStateIdx != currentSamplerStateIdx)
  5367. {
  5368. currentSamplerStateIdx = samplerStateIdx;
  5369. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5370. }
  5371. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5372. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5373. }
  5374. }
  5375. if (0 != changedStencil)
  5376. {
  5377. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5378. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5379. m_commandList->OMSetStencilRef(ref);
  5380. }
  5381. if (hasFactor
  5382. && blendFactor != draw.m_rgba)
  5383. {
  5384. blendFactor = draw.m_rgba;
  5385. float bf[4];
  5386. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5387. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5388. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5389. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5390. m_commandList->OMSetBlendFactor(bf);
  5391. }
  5392. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5393. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5394. {
  5395. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5396. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5397. prim = s_primInfo[primIndex];
  5398. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5399. }
  5400. if (currentState.m_scissor != scissor)
  5401. {
  5402. currentState.m_scissor = scissor;
  5403. if (UINT16_MAX == scissor)
  5404. {
  5405. if (restoreScissor
  5406. || viewHasScissor)
  5407. {
  5408. restoreScissor = false;
  5409. D3D12_RECT rc;
  5410. rc.left = viewScissorRect.m_x;
  5411. rc.top = viewScissorRect.m_y;
  5412. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5413. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5414. m_commandList->RSSetScissorRects(1, &rc);
  5415. }
  5416. }
  5417. else
  5418. {
  5419. restoreScissor = true;
  5420. Rect scissorRect;
  5421. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5422. if (scissorRect.isZeroArea() )
  5423. {
  5424. continue;
  5425. }
  5426. D3D12_RECT rc;
  5427. rc.left = scissorRect.m_x;
  5428. rc.top = scissorRect.m_y;
  5429. rc.right = scissorRect.m_x + scissorRect.m_width;
  5430. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5431. m_commandList->RSSetScissorRects(1, &rc);
  5432. }
  5433. }
  5434. if (pso != currentPso)
  5435. {
  5436. currentPso = pso;
  5437. m_commandList->SetPipelineState(pso);
  5438. }
  5439. if (constantsChanged
  5440. || currentProgram.idx != key.m_program.idx
  5441. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5442. {
  5443. currentProgram = key.m_program;
  5444. ProgramD3D12& program = m_program[currentProgram.idx];
  5445. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5446. if (NULL != vcb)
  5447. {
  5448. commit(*vcb);
  5449. }
  5450. if (NULL != program.m_fsh)
  5451. {
  5452. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5453. if (NULL != fcb)
  5454. {
  5455. commit(*fcb);
  5456. }
  5457. }
  5458. hasPredefined = 0 < program.m_numPredefined;
  5459. constantsChanged = true;
  5460. }
  5461. if (constantsChanged
  5462. || hasPredefined)
  5463. {
  5464. ProgramD3D12& program = m_program[currentProgram.idx];
  5465. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5466. viewState.m_alphaRef = ref/255.0f;
  5467. viewState.setPredefined<4>(this, view, program, _render, draw);
  5468. commitShaderConstants(key.m_program, gpuAddress);
  5469. }
  5470. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5471. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5472. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5473. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5474. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5475. statsNumInstances[primIndex] += draw.m_numInstances;
  5476. statsNumIndices += numIndices;
  5477. if (hasOcclusionQuery)
  5478. {
  5479. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5480. m_batch.flush(m_commandList);
  5481. m_occlusionQuery.end(m_commandList);
  5482. }
  5483. }
  5484. }
  5485. m_batch.end(m_commandList);
  5486. kick();
  5487. if (wasCompute)
  5488. {
  5489. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5490. {
  5491. char* viewName = s_viewName[view];
  5492. viewName[3] = L'C';
  5493. PIX3_ENDEVENT(m_commandList);
  5494. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5495. }
  5496. }
  5497. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5498. if (0 < _render->m_numRenderItems)
  5499. {
  5500. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5501. {
  5502. // deviceCtx->Flush();
  5503. }
  5504. // captureElapsed = -bx::getHPCounter();
  5505. // capture();
  5506. // captureElapsed += bx::getHPCounter();
  5507. profiler.end();
  5508. }
  5509. }
  5510. PIX3_ENDEVENT(m_commandList);
  5511. int64_t timeEnd = bx::getHPCounter();
  5512. int64_t frameTime = timeEnd - timeBegin;
  5513. static int64_t min = frameTime;
  5514. static int64_t max = frameTime;
  5515. min = bx::min<int64_t>(min, frameTime);
  5516. max = bx::max<int64_t>(max, frameTime);
  5517. static uint32_t maxGpuLatency = 0;
  5518. static double maxGpuElapsed = 0.0f;
  5519. double elapsedGpuMs = 0.0;
  5520. static int64_t presentMin = m_presentElapsed;
  5521. static int64_t presentMax = m_presentElapsed;
  5522. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  5523. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  5524. if (UINT32_MAX != frameQueryIdx)
  5525. {
  5526. m_gpuTimer.end(frameQueryIdx);
  5527. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5528. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5529. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5530. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5531. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5532. }
  5533. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5534. const int64_t timerFreq = bx::getHPFrequency();
  5535. Stats& perfStats = _render->m_perfStats;
  5536. perfStats.cpuTimeBegin = timeBegin;
  5537. perfStats.cpuTimeEnd = timeEnd;
  5538. perfStats.cpuTimerFreq = timerFreq;
  5539. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5540. perfStats.gpuTimeBegin = result.m_begin;
  5541. perfStats.gpuTimeEnd = result.m_end;
  5542. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5543. perfStats.numDraw = statsKeyType[0];
  5544. perfStats.numCompute = statsKeyType[1];
  5545. perfStats.numBlit = _render->m_numBlitItems;
  5546. perfStats.maxGpuLatency = maxGpuLatency;
  5547. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5548. perfStats.gpuMemoryMax = -INT64_MAX;
  5549. perfStats.gpuMemoryUsed = -INT64_MAX;
  5550. #if BX_PLATFORM_WINDOWS
  5551. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5552. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5553. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5554. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5555. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5556. #endif // BX_PLATFORM_WINDOWS
  5557. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5558. {
  5559. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5560. // m_needPresent = true;
  5561. TextVideoMem& tvm = m_textVideoMem;
  5562. static int64_t next = timeEnd;
  5563. if (timeEnd >= next)
  5564. {
  5565. next = timeEnd + timerFreq;
  5566. double freq = double(timerFreq);
  5567. double toMs = 1000.0 / freq;
  5568. tvm.clear();
  5569. uint16_t pos = 0;
  5570. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5571. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5572. , getRendererName()
  5573. , m_deviceInterfaceVersion
  5574. , (m_featureLevel >> 12) & 0xf
  5575. , (m_featureLevel >> 8) & 0xf
  5576. );
  5577. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5578. char description[BX_COUNTOF(desc.Description)];
  5579. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5580. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5581. char dedicatedVideo[16];
  5582. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5583. char dedicatedSystem[16];
  5584. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5585. char sharedSystem[16];
  5586. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5587. char processMemoryUsed[16];
  5588. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5589. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5590. , dedicatedVideo
  5591. , dedicatedSystem
  5592. , sharedSystem
  5593. , processMemoryUsed
  5594. );
  5595. #if BX_PLATFORM_WINDOWS
  5596. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5597. {
  5598. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5599. char budget[16];
  5600. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5601. char currentUsage[16];
  5602. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5603. char availableForReservation[16];
  5604. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5605. char currentReservation[16];
  5606. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5607. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5608. , 0 == ii ? "Local " : "Non-local"
  5609. , budget
  5610. , currentUsage
  5611. , availableForReservation
  5612. , currentReservation
  5613. );
  5614. }
  5615. #endif // BX_PLATFORM_WINDOWS
  5616. pos = 10;
  5617. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5618. , double(frameTime)*toMs
  5619. , double(min)*toMs
  5620. , double(max)*toMs
  5621. , freq/frameTime
  5622. );
  5623. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5624. , double(m_presentElapsed)*toMs
  5625. , double(presentMin)*toMs
  5626. , double(presentMax)*toMs
  5627. );
  5628. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5629. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5630. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5631. , 0 != msaa ? '\xfe' : ' '
  5632. , 1<<msaa
  5633. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5634. );
  5635. double elapsedCpuMs = double(frameTime)*toMs;
  5636. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5637. , _render->m_numRenderItems
  5638. , statsKeyType[0]
  5639. , statsKeyType[1]
  5640. , elapsedCpuMs
  5641. );
  5642. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5643. {
  5644. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5645. , getName(Topology::Enum(ii) )
  5646. , statsNumPrimsRendered[ii]
  5647. , statsNumInstances[ii]
  5648. , statsNumPrimsSubmitted[ii]
  5649. );
  5650. }
  5651. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5652. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5653. , m_batch.m_maxDrawPerBatch
  5654. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5655. );
  5656. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5657. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5658. , m_batch.m_maxDrawPerBatch
  5659. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5660. );
  5661. if (NULL != m_renderDocDll)
  5662. {
  5663. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5664. }
  5665. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5666. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5667. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5668. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5669. pos++;
  5670. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5671. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5672. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5673. , m_pipelineStateCache.getCount()
  5674. , m_samplerStateCache.getCount()
  5675. , bindLru.getCount()
  5676. , m_cmd.m_control.available()
  5677. );
  5678. pos++;
  5679. double captureMs = double(captureElapsed)*toMs;
  5680. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5681. uint8_t attr[2] = { 0x8c, 0x8a };
  5682. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5683. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5684. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5685. min = frameTime;
  5686. max = frameTime;
  5687. presentMin = m_presentElapsed;
  5688. presentMax = m_presentElapsed;
  5689. }
  5690. blit(this, _textVideoMemBlitter, tvm);
  5691. PIX3_ENDEVENT(m_commandList);
  5692. }
  5693. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5694. {
  5695. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5696. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5697. PIX3_ENDEVENT(m_commandList);
  5698. }
  5699. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5700. if (NULL != m_msaaRt)
  5701. {
  5702. setResourceBarrier(m_commandList
  5703. , m_msaaRt
  5704. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5705. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5706. );
  5707. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  5708. setResourceBarrier(m_commandList
  5709. , m_backBufferColor[m_backBufferColorIdx]
  5710. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5711. , D3D12_RESOURCE_STATE_PRESENT
  5712. );
  5713. }
  5714. else if (NULL != m_swapChain)
  5715. {
  5716. setResourceBarrier(m_commandList
  5717. , m_backBufferColor[m_backBufferColorIdx]
  5718. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5719. , D3D12_RESOURCE_STATE_PRESENT
  5720. );
  5721. }
  5722. #if BX_PLATFORM_WINDOWS
  5723. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5724. {
  5725. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5726. if (NULL != frameBuffer.m_swapChain)
  5727. {
  5728. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5729. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5730. }
  5731. }
  5732. #endif // BX_PLATFORM_WINDOWS
  5733. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5734. }
  5735. } /* namespace d3d12 */ } // namespace bgfx
  5736. #else
  5737. namespace bgfx { namespace d3d12
  5738. {
  5739. RendererContextI* rendererCreate(const Init& _init)
  5740. {
  5741. BX_UNUSED(_init);
  5742. return NULL;
  5743. }
  5744. void rendererDestroy()
  5745. {
  5746. }
  5747. } /* namespace d3d12 */ } // namespace bgfx
  5748. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12