renderer_d3d11.cpp 195 KB

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  1. /*
  2. * Copyright 2011-2017 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_DIRECT3D11
  7. # include "renderer_d3d11.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_PROFILER_REMOTERY
  15. # define BGFX_GPU_PROFILER_BIND(_device, _context) rmt_BindD3D11(_device, _context)
  16. # define BGFX_GPU_PROFILER_UNBIND() rmt_UnbindD3D11()
  17. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) rmt_BeginD3D11Sample(_group##_##_name)
  18. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) rmt_BeginD3D11SampleDynamic(_namestr)
  19. # define BGFX_GPU_PROFILER_END() rmt_EndD3D11Sample()
  20. #else
  21. # define BGFX_GPU_PROFILER_BIND(_device, _context) BX_NOOP()
  22. # define BGFX_GPU_PROFILER_UNBIND() BX_NOOP()
  23. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
  24. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
  25. # define BGFX_GPU_PROFILER_END() BX_NOOP()
  26. #endif
  27. #if BGFX_CONFIG_USE_OVR
  28. # include "hmd_ovr.h"
  29. #endif // BGFX_CONFIG_USE_OVR
  30. namespace bgfx { namespace d3d11
  31. {
  32. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  33. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  34. struct PrimInfo
  35. {
  36. D3D11_PRIMITIVE_TOPOLOGY m_type;
  37. uint32_t m_min;
  38. uint32_t m_div;
  39. uint32_t m_sub;
  40. };
  41. static const PrimInfo s_primInfo[] =
  42. {
  43. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  44. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  45. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  46. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  47. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  48. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  49. };
  50. static const char* s_primName[] =
  51. {
  52. "TriList",
  53. "TriStrip",
  54. "Line",
  55. "LineStrip",
  56. "Point",
  57. };
  58. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  59. union Zero
  60. {
  61. Zero()
  62. {
  63. bx::memSet(this, 0, sizeof(Zero) );
  64. }
  65. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  66. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  67. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  68. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  69. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  70. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  71. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  72. };
  73. BX_PRAGMA_DIAGNOSTIC_PUSH();
  74. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  75. static const Zero s_zero;
  76. BX_PRAGMA_DIAGNOSTIC_POP();
  77. static const uint32_t s_checkMsaa[] =
  78. {
  79. 0,
  80. 2,
  81. 4,
  82. 8,
  83. 16,
  84. };
  85. static DXGI_SAMPLE_DESC s_msaa[] =
  86. {
  87. { 1, 0 },
  88. { 2, 0 },
  89. { 4, 0 },
  90. { 8, 0 },
  91. { 16, 0 },
  92. };
  93. static const D3D11_BLEND s_blendFactor[][2] =
  94. {
  95. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  96. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  97. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  98. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  99. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  100. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  101. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  102. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  103. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  104. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  105. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  106. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  107. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  108. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  109. };
  110. static const D3D11_BLEND_OP s_blendEquation[] =
  111. {
  112. D3D11_BLEND_OP_ADD,
  113. D3D11_BLEND_OP_SUBTRACT,
  114. D3D11_BLEND_OP_REV_SUBTRACT,
  115. D3D11_BLEND_OP_MIN,
  116. D3D11_BLEND_OP_MAX,
  117. };
  118. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  119. {
  120. D3D11_COMPARISON_FUNC(0), // ignored
  121. D3D11_COMPARISON_LESS,
  122. D3D11_COMPARISON_LESS_EQUAL,
  123. D3D11_COMPARISON_EQUAL,
  124. D3D11_COMPARISON_GREATER_EQUAL,
  125. D3D11_COMPARISON_GREATER,
  126. D3D11_COMPARISON_NOT_EQUAL,
  127. D3D11_COMPARISON_NEVER,
  128. D3D11_COMPARISON_ALWAYS,
  129. };
  130. static const D3D11_STENCIL_OP s_stencilOp[] =
  131. {
  132. D3D11_STENCIL_OP_ZERO,
  133. D3D11_STENCIL_OP_KEEP,
  134. D3D11_STENCIL_OP_REPLACE,
  135. D3D11_STENCIL_OP_INCR,
  136. D3D11_STENCIL_OP_INCR_SAT,
  137. D3D11_STENCIL_OP_DECR,
  138. D3D11_STENCIL_OP_DECR_SAT,
  139. D3D11_STENCIL_OP_INVERT,
  140. };
  141. static const D3D11_CULL_MODE s_cullMode[] =
  142. {
  143. D3D11_CULL_NONE,
  144. D3D11_CULL_FRONT,
  145. D3D11_CULL_BACK,
  146. };
  147. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  148. {
  149. D3D11_TEXTURE_ADDRESS_WRAP,
  150. D3D11_TEXTURE_ADDRESS_MIRROR,
  151. D3D11_TEXTURE_ADDRESS_CLAMP,
  152. D3D11_TEXTURE_ADDRESS_BORDER,
  153. };
  154. /*
  155. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  156. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  157. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  158. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  159. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  160. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  161. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  162. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  163. * D3D11_FILTER_ANISOTROPIC = 0x55,
  164. *
  165. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  166. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  167. *
  168. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  169. * 0x10 // MIN_LINEAR
  170. * 0x04 // MAG_LINEAR
  171. * 0x01 // MIP_LINEAR
  172. */
  173. static const uint8_t s_textureFilter[3][3] =
  174. {
  175. {
  176. 0x10, // min linear
  177. 0x00, // min point
  178. 0x55, // anisotropic
  179. },
  180. {
  181. 0x04, // mag linear
  182. 0x00, // mag point
  183. 0x55, // anisotropic
  184. },
  185. {
  186. 0x01, // mip linear
  187. 0x00, // mip point
  188. 0x55, // anisotropic
  189. },
  190. };
  191. struct TextureFormatInfo
  192. {
  193. DXGI_FORMAT m_fmt;
  194. DXGI_FORMAT m_fmtSrv;
  195. DXGI_FORMAT m_fmtDsv;
  196. DXGI_FORMAT m_fmtSrgb;
  197. };
  198. static const TextureFormatInfo s_textureFormat[] =
  199. {
  200. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  201. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  202. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  203. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  204. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  205. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  206. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  208. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  209. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  211. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  216. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  217. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  218. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  219. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  220. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  221. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  222. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  223. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  224. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  225. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  226. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  227. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  228. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  229. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  230. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  231. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  232. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  233. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  234. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  235. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  236. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  237. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  238. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  239. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  240. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  241. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  242. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  243. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  244. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  245. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  246. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  247. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  248. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  249. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  250. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  251. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  252. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  253. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  254. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  255. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  256. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  257. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  258. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  259. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  260. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  261. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  262. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  263. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  264. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  265. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  266. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  267. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  268. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  269. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  270. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  271. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  272. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  273. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  274. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  275. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  276. };
  277. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  278. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  279. {
  280. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  289. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  290. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  291. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  292. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  293. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  294. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  295. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  296. };
  297. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  298. static const DXGI_FORMAT s_attribType[][4][2] =
  299. {
  300. { // Uint8
  301. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  302. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  303. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  304. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  305. },
  306. { // Uint10
  307. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  308. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  309. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  310. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  311. },
  312. { // Int16
  313. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  314. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  315. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  316. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  317. },
  318. { // Half
  319. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  320. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  321. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  322. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  323. },
  324. { // Float
  325. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  326. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  327. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  328. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  329. },
  330. };
  331. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  332. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  333. {
  334. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  335. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  336. {
  337. if (UINT16_MAX != _decl.m_attributes[attr])
  338. {
  339. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  340. if (0 == _decl.m_attributes[attr])
  341. {
  342. elem->AlignedByteOffset = 0;
  343. }
  344. else
  345. {
  346. uint8_t num;
  347. AttribType::Enum type;
  348. bool normalized;
  349. bool asInt;
  350. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  351. elem->Format = s_attribType[type][num-1][normalized];
  352. elem->AlignedByteOffset = _decl.m_offset[attr];
  353. }
  354. ++elem;
  355. }
  356. }
  357. return elem;
  358. }
  359. struct TextureStage
  360. {
  361. TextureStage()
  362. {
  363. clear();
  364. }
  365. void clear()
  366. {
  367. bx::memSet(m_srv, 0, sizeof(m_srv) );
  368. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  369. }
  370. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  371. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  372. };
  373. BX_PRAGMA_DIAGNOSTIC_PUSH();
  374. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  375. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  376. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  377. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  378. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  379. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  380. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  381. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  382. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  383. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  384. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  385. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  386. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  387. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  388. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  389. enum D3D11_FORMAT_SUPPORT2
  390. {
  391. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  392. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  393. };
  394. static const GUID s_d3dDeviceIIDs[] =
  395. {
  396. IID_ID3D11Device3,
  397. IID_ID3D11Device2,
  398. IID_ID3D11Device1,
  399. };
  400. static const GUID s_dxgiDeviceIIDs[] =
  401. {
  402. IID_IDXGIDevice3,
  403. IID_IDXGIDevice2,
  404. IID_IDXGIDevice1,
  405. IID_IDXGIDevice0,
  406. };
  407. inline bool isLost(HRESULT _hr)
  408. {
  409. return false
  410. || _hr == DXGI_ERROR_DEVICE_REMOVED
  411. || _hr == DXGI_ERROR_DEVICE_HUNG
  412. || _hr == DXGI_ERROR_DEVICE_RESET
  413. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  414. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  415. ;
  416. }
  417. static const char* getLostReason(HRESULT _hr)
  418. {
  419. switch (_hr)
  420. {
  421. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  422. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  423. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  424. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  425. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  426. // The calling application should re-create the device and continue.
  427. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  428. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  429. // suspect, and the application should not continue.
  430. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  431. // A resource is not available at the time of the call, but may become available later.
  432. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  433. case S_OK: return "S_OK";
  434. default: break;
  435. }
  436. return "Unknown HRESULT?";
  437. }
  438. template <typename Ty>
  439. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  440. {
  441. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  442. {
  443. char temp[2048];
  444. va_list argList;
  445. va_start(argList, _format);
  446. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  447. va_end(argList);
  448. temp[size] = '\0';
  449. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  450. }
  451. }
  452. BX_PRAGMA_DIAGNOSTIC_POP();
  453. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  454. {
  455. uint8_t temp[28];
  456. D3D11_BUFFER_DESC desc;
  457. desc.ByteWidth = sizeof(temp);
  458. desc.Usage = D3D11_USAGE_STAGING;
  459. desc.BindFlags = 0;
  460. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  461. desc.MiscFlags = 0;
  462. desc.StructureByteStride = 0;
  463. D3D11_SUBRESOURCE_DATA initData;
  464. initData.pSysMem = &temp;
  465. initData.SysMemPitch = sizeof(temp);
  466. initData.SysMemSlicePitch = 0;
  467. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  468. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  469. bx::write(&writer, UINT32_C(0x00010000) );
  470. bx::write(&writer, UINT32_C(0) );
  471. bx::write(&writer, UINT32_C(0) );
  472. ID3D11Buffer* buffer;
  473. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  474. if (SUCCEEDED(hr) )
  475. {
  476. buffer->Release();
  477. bx::MemoryReader reader(&temp, sizeof(temp) );
  478. bx::skip(&reader, 16);
  479. uint32_t version;
  480. bx::read(&reader, version);
  481. uint32_t driverVersion;
  482. bx::read(&reader, driverVersion);
  483. return version <= driverVersion;
  484. }
  485. return false;
  486. };
  487. void resume(ID3D11Device* _device)
  488. {
  489. BX_UNUSED(_device);
  490. }
  491. void suspend(ID3D11Device* _device)
  492. {
  493. BX_UNUSED(_device);
  494. }
  495. void trim(ID3D11Device* _device)
  496. {
  497. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  498. IDXGIDevice3* device;
  499. HRESULT hr = _device->QueryInterface(IID_IDXGIDevice3, (void**)&device);
  500. if (SUCCEEDED(hr) )
  501. {
  502. device->Trim();
  503. DX_RELEASE(device, 1);
  504. }
  505. #else
  506. BX_UNUSED(_device);
  507. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  508. }
  509. // Reference:
  510. // https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  511. enum AGS_RETURN_CODE
  512. {
  513. AGS_SUCCESS,
  514. AGS_INVALID_ARGS,
  515. AGS_OUT_OF_MEMORY,
  516. AGS_ERROR_MISSING_DLL,
  517. AGS_ERROR_LEGACY_DRIVER,
  518. AGS_EXTENSION_NOT_SUPPORTED,
  519. AGS_ADL_FAILURE,
  520. };
  521. enum AGS_DRIVER_EXTENSION
  522. {
  523. AGS_EXTENSION_QUADLIST = 1 << 0,
  524. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  525. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  526. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  527. };
  528. struct AGSDriverVersionInfo
  529. {
  530. char strDriverVersion[256];
  531. char strCatalystVersion[256];
  532. char strCatalystWebLink[256];
  533. };
  534. struct AGSContext;
  535. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  536. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  537. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  538. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  539. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  540. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  541. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  542. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  543. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  544. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  545. static PFN_AGS_INIT agsInit;
  546. static PFN_AGS_DEINIT agsDeInit;
  547. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  548. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  549. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  550. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  551. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  552. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  553. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  554. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  555. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  556. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  557. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  558. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  559. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  560. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  561. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  562. #if USE_D3D11_DYNAMIC_LIB
  563. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  564. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  565. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  566. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  567. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  568. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  569. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  570. #endif // USE_D3D11_DYNAMIC_LIB
  571. #if BGFX_CONFIG_USE_OVR
  572. class VRImplOVRD3D11 : public VRImplOVR
  573. {
  574. public:
  575. VRImplOVRD3D11();
  576. virtual bool createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight) BX_OVERRIDE;
  577. virtual void destroySwapChain() BX_OVERRIDE;
  578. virtual void destroyMirror() BX_OVERRIDE;
  579. virtual void makeRenderTargetActive(const VRDesc& _desc) BX_OVERRIDE;
  580. virtual bool submitSwapChain(const VRDesc& _desc) BX_OVERRIDE;
  581. private:
  582. ID3D11DepthStencilView* m_depthBuffer;
  583. ID3D11RenderTargetView* m_eyeRtv[4];
  584. ID3D11RenderTargetView* m_msaaRtv;
  585. ID3D11Texture2D* m_msaaTexture;
  586. ovrTextureSwapChain m_textureSwapChain;
  587. ovrMirrorTexture m_mirrorTexture;
  588. };
  589. #endif // BGFX_CONFIG_USE_OVR
  590. struct RendererContextD3D11 : public RendererContextI
  591. {
  592. RendererContextD3D11()
  593. : m_d3d9dll(NULL)
  594. , m_d3d11dll(NULL)
  595. , m_dxgidll(NULL)
  596. , m_dxgidebugdll(NULL)
  597. , m_renderdocdll(NULL)
  598. , m_agsdll(NULL)
  599. , m_ags(NULL)
  600. , m_driverType(D3D_DRIVER_TYPE_NULL)
  601. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  602. , m_adapter(NULL)
  603. , m_factory(NULL)
  604. , m_swapChain(NULL)
  605. , m_lost(false)
  606. , m_numWindows(0)
  607. , m_device(NULL)
  608. , m_deviceCtx(NULL)
  609. , m_infoQueue(NULL)
  610. , m_backBufferColor(NULL)
  611. , m_backBufferDepthStencil(NULL)
  612. , m_currentColor(NULL)
  613. , m_currentDepthStencil(NULL)
  614. , m_captureTexture(NULL)
  615. , m_captureResolve(NULL)
  616. , m_maxAnisotropy(1)
  617. , m_depthClamp(false)
  618. , m_wireframe(false)
  619. , m_currentProgram(NULL)
  620. , m_vsChanges(0)
  621. , m_fsChanges(0)
  622. , m_rtMsaa(false)
  623. , m_timerQuerySupport(false)
  624. {
  625. m_fbh.idx = invalidHandle;
  626. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  627. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  628. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  629. }
  630. ~RendererContextD3D11()
  631. {
  632. }
  633. bool init()
  634. {
  635. struct ErrorState
  636. {
  637. enum Enum
  638. {
  639. Default,
  640. LoadedD3D11,
  641. LoadedDXGI,
  642. CreatedDXGIFactory,
  643. };
  644. };
  645. ErrorState::Enum errorState = ErrorState::Default;
  646. // Must be before device creation, and before RenderDoc.
  647. VRImplI* vrImpl = NULL;
  648. #if BGFX_CONFIG_USE_OVR
  649. vrImpl = &m_ovrRender;
  650. #endif // BGFX_CONFIG_USE_OVR
  651. m_ovr.init(vrImpl);
  652. if (!m_ovr.isInitialized() )
  653. {
  654. m_renderdocdll = loadRenderDoc();
  655. }
  656. m_fbh.idx = invalidHandle;
  657. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  658. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  659. m_ags = NULL;
  660. m_agsdll = bx::dlopen(
  661. #if BX_ARCH_32BIT
  662. "amd_ags_x86.dll"
  663. #else
  664. "amd_ags_x64.dll"
  665. #endif // BX_ARCH_32BIT
  666. );
  667. if (NULL != m_agsdll)
  668. {
  669. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  670. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  671. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  672. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  673. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  674. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  675. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  676. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  677. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  678. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  679. bool agsSupported = true
  680. && NULL != agsInit
  681. && NULL != agsDeInit
  682. && NULL != agsGetCrossfireGPUCount
  683. && NULL != agsGetTotalGPUCount
  684. && NULL != agsGetGPUMemorySize
  685. && NULL != agsGetDriverVersionInfo
  686. && NULL != agsDriverExtensions_Init
  687. && NULL != agsDriverExtensions_DeInit
  688. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  689. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  690. ;
  691. if (agsSupported)
  692. {
  693. AGS_RETURN_CODE result = agsInit(&m_ags);
  694. agsSupported = AGS_SUCCESS == result;
  695. if (agsSupported)
  696. {
  697. AGSDriverVersionInfo vi;
  698. result = agsGetDriverVersionInfo(m_ags, &vi);
  699. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  700. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  701. int32_t numCrossfireGPUs = 0;
  702. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  703. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  704. int32_t numGPUs = 0;
  705. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  706. BX_TRACE(" Num GPUs: %d", numGPUs);
  707. for (int32_t ii = 0; ii < numGPUs; ++ii)
  708. {
  709. long long memSize;
  710. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  711. if (AGS_SUCCESS == result)
  712. {
  713. char memSizeStr[16];
  714. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  715. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  716. }
  717. }
  718. }
  719. }
  720. BX_WARN(!agsSupported, "AMD/AGS supported.");
  721. if (!agsSupported)
  722. {
  723. if (NULL != m_ags)
  724. {
  725. agsDeInit(m_ags);
  726. m_ags = NULL;
  727. }
  728. bx::dlclose(m_agsdll);
  729. m_agsdll = NULL;
  730. }
  731. }
  732. #if USE_D3D11_DYNAMIC_LIB
  733. m_d3d11dll = bx::dlopen("d3d11.dll");
  734. if (NULL == m_d3d11dll)
  735. {
  736. BX_TRACE("Failed to load d3d11.dll.");
  737. goto error;
  738. }
  739. errorState = ErrorState::LoadedD3D11;
  740. m_d3d9dll = NULL;
  741. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  742. {
  743. // D3D11_1.h has ID3DUserDefinedAnnotation
  744. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  745. m_d3d9dll = bx::dlopen("d3d9.dll");
  746. if (NULL != m_d3d9dll)
  747. {
  748. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  749. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  750. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  751. BX_CHECK(NULL != D3DPERF_SetMarker
  752. && NULL != D3DPERF_BeginEvent
  753. && NULL != D3DPERF_EndEvent
  754. , "Failed to initialize PIX events."
  755. );
  756. }
  757. }
  758. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  759. if (NULL == D3D11CreateDevice)
  760. {
  761. BX_TRACE("Function D3D11CreateDevice not found.");
  762. goto error;
  763. }
  764. m_dxgidll = bx::dlopen("dxgi.dll");
  765. if (NULL == m_dxgidll)
  766. {
  767. BX_TRACE("Failed to load dxgi.dll.");
  768. goto error;
  769. }
  770. errorState = ErrorState::LoadedDXGI;
  771. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  772. if (NULL == CreateDXGIFactory)
  773. {
  774. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  775. }
  776. if (NULL == CreateDXGIFactory)
  777. {
  778. BX_TRACE("Function CreateDXGIFactory not found.");
  779. goto error;
  780. }
  781. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  782. if (NULL != m_dxgidebugdll)
  783. {
  784. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  785. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  786. if (NULL == DXGIGetDebugInterface
  787. && NULL == DXGIGetDebugInterface1)
  788. {
  789. bx::dlclose(m_dxgidebugdll);
  790. m_dxgidebugdll = NULL;
  791. }
  792. else
  793. {
  794. // Figure out how to access IDXGIInfoQueue on pre Win8...
  795. }
  796. }
  797. #endif // USE_D3D11_DYNAMIC_LIB
  798. HRESULT hr;
  799. IDXGIFactory* factory;
  800. #if BX_PLATFORM_WINRT
  801. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  802. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  803. #elif BX_PLATFORM_WINDOWS
  804. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  805. #else
  806. hr = S_OK;
  807. factory = NULL;
  808. #endif // BX_PLATFORM_*
  809. if (FAILED(hr) )
  810. {
  811. BX_TRACE("Unable to create DXGI factory.");
  812. goto error;
  813. }
  814. errorState = ErrorState::CreatedDXGIFactory;
  815. m_device = (ID3D11Device*)g_platformData.context;
  816. if (NULL == m_device)
  817. {
  818. m_adapter = NULL;
  819. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  820. ? D3D_DRIVER_TYPE_WARP
  821. : D3D_DRIVER_TYPE_HARDWARE
  822. ;
  823. if (NULL != factory)
  824. {
  825. IDXGIAdapter* adapter;
  826. for (uint32_t ii = 0
  827. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  828. ; ++ii
  829. )
  830. {
  831. DXGI_ADAPTER_DESC desc;
  832. hr = adapter->GetDesc(&desc);
  833. if (SUCCEEDED(hr) )
  834. {
  835. BX_TRACE("Adapter #%d", ii);
  836. char description[BX_COUNTOF(desc.Description)];
  837. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  838. BX_TRACE("\tDescription: %s", description);
  839. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  840. , desc.VendorId
  841. , desc.DeviceId
  842. , desc.SubSysId
  843. , desc.Revision
  844. );
  845. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  846. , desc.DedicatedVideoMemory
  847. , desc.DedicatedSystemMemory
  848. , desc.SharedSystemMemory
  849. );
  850. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  851. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  852. ++g_caps.numGPUs;
  853. if (NULL == m_adapter)
  854. {
  855. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  856. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  857. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  858. {
  859. m_adapter = adapter;
  860. m_adapter->AddRef();
  861. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  862. }
  863. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  864. && 0 != bx::strnstr(description, "PerfHUD") )
  865. {
  866. m_adapter = adapter;
  867. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  868. }
  869. }
  870. }
  871. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  872. }
  873. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  874. }
  875. D3D_FEATURE_LEVEL featureLevel[] =
  876. {
  877. D3D_FEATURE_LEVEL_12_1,
  878. D3D_FEATURE_LEVEL_12_0,
  879. D3D_FEATURE_LEVEL_11_1,
  880. D3D_FEATURE_LEVEL_11_0,
  881. D3D_FEATURE_LEVEL_10_1,
  882. D3D_FEATURE_LEVEL_10_0,
  883. #if BX_PLATFORM_WINRT
  884. D3D_FEATURE_LEVEL_9_3,
  885. D3D_FEATURE_LEVEL_9_2,
  886. #endif // BX_PLATFORM_WINRT
  887. };
  888. for (;;)
  889. {
  890. uint32_t flags = 0
  891. | D3D11_CREATE_DEVICE_SINGLETHREADED
  892. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  893. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  894. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  895. ;
  896. hr = E_FAIL;
  897. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  898. {
  899. hr = D3D11CreateDevice(m_adapter
  900. , m_driverType
  901. , NULL
  902. , flags
  903. , &featureLevel[ii]
  904. , BX_COUNTOF(featureLevel)-ii
  905. , D3D11_SDK_VERSION
  906. , &m_device
  907. , &m_featureLevel
  908. , &m_deviceCtx
  909. );
  910. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  911. , (m_featureLevel >> 12) & 0xf
  912. , (m_featureLevel >> 8) & 0xf
  913. );
  914. if (FAILED(hr)
  915. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  916. {
  917. // Try without debug in case D3D11 SDK Layers
  918. // is not present?
  919. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  920. continue;
  921. }
  922. // Enable debug flags.
  923. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  924. ++ii;
  925. }
  926. if (FAILED(hr)
  927. && D3D_DRIVER_TYPE_WARP != m_driverType)
  928. {
  929. // Try with WARP
  930. m_driverType = D3D_DRIVER_TYPE_WARP;
  931. continue;
  932. }
  933. break;
  934. }
  935. if (FAILED(hr) )
  936. {
  937. BX_TRACE("Unable to create Direct3D11 device.");
  938. goto error;
  939. }
  940. if (NULL != m_adapter)
  941. {
  942. DX_RELEASE(m_adapter, 2);
  943. }
  944. }
  945. else
  946. {
  947. m_device->GetImmediateContext(&m_deviceCtx);
  948. if (NULL == m_deviceCtx)
  949. {
  950. BX_TRACE("Unable to retrieve Direct3D11 ImmediateContext.");
  951. goto error;
  952. }
  953. m_featureLevel = m_device->GetFeatureLevel();
  954. }
  955. {
  956. m_deviceInterfaceVersion = 0;
  957. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  958. {
  959. ID3D11Device* device;
  960. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  961. if (SUCCEEDED(hr) )
  962. {
  963. device->Release(); // BK - ignore ref count.
  964. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  965. break;
  966. }
  967. }
  968. if (NULL != m_renderdocdll)
  969. {
  970. // RenderDoc doesn't support ID3D11Device3 yet:
  971. // https://github.com/baldurk/renderdoc/issues/235
  972. m_deviceInterfaceVersion = bx::uint32_min(m_deviceInterfaceVersion, 1);
  973. }
  974. IDXGIDevice* device = NULL;
  975. IDXGIAdapter* adapter = NULL;
  976. hr = E_FAIL;
  977. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiDeviceIIDs) && FAILED(hr); ++ii)
  978. {
  979. hr = m_device->QueryInterface(s_dxgiDeviceIIDs[ii], (void**)&device);
  980. BX_TRACE("DXGI device 11.%d, hr %x", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii, hr);
  981. if (SUCCEEDED(hr) )
  982. {
  983. #if BX_COMPILER_MSVC
  984. BX_PRAGMA_DIAGNOSTIC_PUSH();
  985. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  986. try
  987. {
  988. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  989. hr = device->GetAdapter(&adapter);
  990. }
  991. catch (...)
  992. {
  993. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii);
  994. DX_RELEASE(device, 0);
  995. hr = E_FAIL;
  996. }
  997. BX_PRAGMA_DIAGNOSTIC_POP();
  998. #else
  999. hr = device->GetAdapter(&adapter);
  1000. #endif // BX_COMPILER_MSVC
  1001. }
  1002. }
  1003. if (FAILED(hr) )
  1004. {
  1005. BX_TRACE("Unable to create Direct3D11 device.");
  1006. goto error;
  1007. }
  1008. // GPA increases device ref count.
  1009. // RenderDoc makes device ref count 0 here.
  1010. //
  1011. // This causes assert in debug. When debugger is present refcount
  1012. // checks are off.
  1013. IDXGIDevice* renderdoc;
  1014. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  1015. if (SUCCEEDED(hr) )
  1016. {
  1017. setGraphicsDebuggerPresent(true);
  1018. DX_RELEASE(renderdoc, 2);
  1019. }
  1020. else
  1021. {
  1022. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  1023. DX_RELEASE(device, 2);
  1024. }
  1025. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  1026. hr = adapter->GetDesc(&m_adapterDesc);
  1027. BX_WARN(SUCCEEDED(hr), "Adapter GetDesc failed 0x%08x.", hr);
  1028. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  1029. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  1030. : (uint16_t)m_adapterDesc.VendorId
  1031. ;
  1032. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  1033. if (NULL == g_platformData.backBuffer)
  1034. {
  1035. #if !BX_PLATFORM_WINDOWS
  1036. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  1037. DX_RELEASE(adapter, 2);
  1038. if (FAILED(hr) )
  1039. {
  1040. BX_TRACE("Unable to create Direct3D11 device.");
  1041. goto error;
  1042. }
  1043. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1044. m_scd.Width = BGFX_DEFAULT_WIDTH;
  1045. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  1046. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1047. m_scd.Stereo = false;
  1048. m_scd.SampleDesc.Count = 1;
  1049. m_scd.SampleDesc.Quality = 0;
  1050. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1051. m_scd.BufferCount = 2;
  1052. m_scd.Scaling = 0 == g_platformData.ndt
  1053. ? DXGI_SCALING_NONE
  1054. : DXGI_SCALING_STRETCH;
  1055. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  1056. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1057. if (NULL == g_platformData.ndt)
  1058. {
  1059. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1060. , (::IUnknown*)g_platformData.nwh
  1061. , &m_scd
  1062. , NULL
  1063. , &m_swapChain
  1064. );
  1065. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1066. }
  1067. else
  1068. {
  1069. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1070. hr = m_factory->CreateSwapChainForComposition(m_device
  1071. , &m_scd
  1072. , NULL
  1073. , &m_swapChain
  1074. );
  1075. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  1076. # if BX_PLATFORM_WINRT
  1077. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1078. ISwapChainBackgroundPanelNative* panel = NULL;
  1079. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  1080. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1081. if (NULL != panel)
  1082. {
  1083. hr = panel->SetSwapChain(m_swapChain);
  1084. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1085. panel->Release();
  1086. }
  1087. # endif // BX_PLATFORM_WINRT
  1088. }
  1089. #else
  1090. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  1091. DX_RELEASE(adapter, 2);
  1092. if (FAILED(hr) )
  1093. {
  1094. BX_TRACE("Unable to create Direct3D11 device.");
  1095. goto error;
  1096. }
  1097. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1098. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  1099. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  1100. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  1101. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  1102. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1103. m_scd.SampleDesc.Count = 1;
  1104. m_scd.SampleDesc.Quality = 0;
  1105. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1106. m_scd.BufferCount = 1;
  1107. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  1108. m_scd.Windowed = true;
  1109. hr = m_factory->CreateSwapChain(m_device
  1110. , &m_scd
  1111. , &m_swapChain
  1112. );
  1113. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  1114. | DXGI_MWA_NO_WINDOW_CHANGES
  1115. | DXGI_MWA_NO_ALT_ENTER
  1116. ) );
  1117. #endif // BX_PLATFORM_*
  1118. if (FAILED(hr) )
  1119. {
  1120. BX_TRACE("Failed to create swap chain.");
  1121. goto error;
  1122. }
  1123. }
  1124. else
  1125. {
  1126. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1127. m_scd.SampleDesc.Count = 1;
  1128. m_scd.SampleDesc.Quality = 0;
  1129. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1130. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1131. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1132. }
  1133. }
  1134. m_numWindows = 1;
  1135. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1136. {
  1137. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1138. if (SUCCEEDED(hr) )
  1139. {
  1140. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1141. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1142. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1143. D3D11_INFO_QUEUE_FILTER filter;
  1144. bx::memSet(&filter, 0, sizeof(filter) );
  1145. D3D11_MESSAGE_CATEGORY catlist[] =
  1146. {
  1147. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1148. };
  1149. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1150. filter.DenyList.pCategoryList = catlist;
  1151. m_infoQueue->PushStorageFilter(&filter);
  1152. DX_RELEASE(m_infoQueue, 3);
  1153. }
  1154. }
  1155. {
  1156. g_caps.supported |= (0
  1157. | BGFX_CAPS_TEXTURE_3D
  1158. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1159. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1160. | BGFX_CAPS_FRAGMENT_DEPTH
  1161. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1162. | BGFX_CAPS_SWAP_CHAIN
  1163. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1164. | BGFX_CAPS_DRAW_INDIRECT
  1165. | BGFX_CAPS_TEXTURE_BLIT
  1166. | BGFX_CAPS_TEXTURE_READ_BACK
  1167. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  1168. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1169. | ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
  1170. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1171. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1172. );
  1173. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1174. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1175. {
  1176. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1177. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1178. }
  1179. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1180. {
  1181. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1182. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1183. }
  1184. else
  1185. {
  1186. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1187. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1188. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1189. }
  1190. // 32-bit indices only supported on 9_2+.
  1191. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1192. {
  1193. g_caps.supported |= BGFX_CAPS_INDEX32;
  1194. }
  1195. // Independent blend only supported on 10_1+.
  1196. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1197. {
  1198. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1199. }
  1200. // Compute support is optional on 10_0 and 10_1 targets.
  1201. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1202. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1203. {
  1204. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1205. {
  1206. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1207. };
  1208. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1209. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1210. if (SUCCEEDED(hr)
  1211. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1212. {
  1213. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1214. }
  1215. }
  1216. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1217. {
  1218. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1219. }
  1220. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1221. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1222. {
  1223. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1224. }
  1225. else
  1226. {
  1227. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1228. {
  1229. BOOL SimpleInstancingSupported;
  1230. };
  1231. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1232. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1233. if (SUCCEEDED(hr)
  1234. && data.SimpleInstancingSupported)
  1235. {
  1236. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1237. }
  1238. }
  1239. // shadow compare is optional on 9_1 through 9_3 targets
  1240. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1241. {
  1242. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1243. {
  1244. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1245. };
  1246. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1247. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1248. if (SUCCEEDED(hr)
  1249. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1250. {
  1251. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1252. }
  1253. }
  1254. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1255. {
  1256. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1257. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1258. ? s_textureFormat[ii].m_fmtDsv
  1259. : s_textureFormat[ii].m_fmt
  1260. ;
  1261. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1262. if (DXGI_FORMAT_UNKNOWN != fmt)
  1263. {
  1264. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1265. {
  1266. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1267. {
  1268. DXGI_FORMAT InFormat;
  1269. UINT OutFormatSupport;
  1270. };
  1271. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1272. data.InFormat = fmt;
  1273. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1274. if (SUCCEEDED(hr) )
  1275. {
  1276. support |= 0 != (data.OutFormatSupport & (0
  1277. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1278. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1279. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1280. ) )
  1281. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1282. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1283. ;
  1284. support |= 0 != (data.OutFormatSupport & (0
  1285. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1286. ) )
  1287. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1288. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1289. ;
  1290. support |= 0 != (data.OutFormatSupport & (0
  1291. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1292. ) )
  1293. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1294. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1295. ;
  1296. support |= 0 != (data.OutFormatSupport & (0
  1297. | D3D11_FORMAT_SUPPORT_BUFFER
  1298. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1299. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1300. ) )
  1301. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1302. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1303. ;
  1304. support |= 0 != (data.OutFormatSupport & (0
  1305. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1306. ) )
  1307. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1308. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1309. ;
  1310. support |= 0 != (data.OutFormatSupport & (0
  1311. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1312. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1313. ) )
  1314. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1315. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1316. ;
  1317. support |= 0 != (data.OutFormatSupport & (0
  1318. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1319. ) )
  1320. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1321. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1322. ;
  1323. support |= 0 != (data.OutFormatSupport & (0
  1324. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1325. ) )
  1326. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1327. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1328. ;
  1329. support |= 0 != (data.OutFormatSupport & (0
  1330. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1331. ) )
  1332. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1333. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1334. ;
  1335. }
  1336. else
  1337. {
  1338. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1339. }
  1340. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1341. {
  1342. // clear image flag for additional testing
  1343. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1344. data.InFormat = s_textureFormat[ii].m_fmt;
  1345. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1346. if (SUCCEEDED(hr) )
  1347. {
  1348. support |= 0 != (data.OutFormatSupport & (0
  1349. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1350. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1351. ) )
  1352. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1353. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1354. ;
  1355. }
  1356. }
  1357. }
  1358. else
  1359. {
  1360. support |= 0
  1361. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1362. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1363. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1364. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1365. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1366. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1367. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1368. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1369. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1370. ;
  1371. }
  1372. }
  1373. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1374. {
  1375. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1376. {
  1377. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1378. {
  1379. DXGI_FORMAT InFormat;
  1380. UINT OutFormatSupport;
  1381. };
  1382. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1383. data.InFormat = fmtSrgb;
  1384. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1385. if (SUCCEEDED(hr) )
  1386. {
  1387. support |= 0 != (data.OutFormatSupport & (0
  1388. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1389. ) )
  1390. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1391. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1392. ;
  1393. support |= 0 != (data.OutFormatSupport & (0
  1394. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1395. ) )
  1396. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1397. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1398. ;
  1399. support |= 0 != (data.OutFormatSupport & (0
  1400. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1401. ) )
  1402. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1403. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1404. ;
  1405. }
  1406. else
  1407. {
  1408. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1409. }
  1410. }
  1411. else
  1412. {
  1413. support |= 0
  1414. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1415. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1416. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1417. ;
  1418. }
  1419. }
  1420. g_caps.formats[ii] = support;
  1421. }
  1422. // Init reserved part of view name.
  1423. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1424. {
  1425. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1426. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1427. }
  1428. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1429. && NULL != m_infoQueue)
  1430. {
  1431. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1432. }
  1433. { //
  1434. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1435. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1436. if (NULL != m_ags)
  1437. {
  1438. uint32_t flags;
  1439. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1440. bool hasExtensions = AGS_SUCCESS == result;
  1441. if (hasExtensions
  1442. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1443. {
  1444. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1445. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1446. }
  1447. else
  1448. {
  1449. if (hasExtensions)
  1450. {
  1451. agsDriverExtensions_DeInit(m_ags);
  1452. }
  1453. agsDeInit(m_ags);
  1454. m_ags = NULL;
  1455. }
  1456. }
  1457. }
  1458. //
  1459. updateMsaa();
  1460. postReset();
  1461. }
  1462. BGFX_GPU_PROFILER_BIND(m_device, m_deviceCtx);
  1463. g_internalData.context = m_device;
  1464. return true;
  1465. error:
  1466. switch (errorState)
  1467. {
  1468. case ErrorState::CreatedDXGIFactory:
  1469. DX_RELEASE(m_swapChain, 0);
  1470. DX_RELEASE(m_deviceCtx, 0);
  1471. DX_RELEASE(m_device, 0);
  1472. DX_RELEASE(m_factory, 0);
  1473. #if USE_D3D11_DYNAMIC_LIB
  1474. case ErrorState::LoadedDXGI:
  1475. if (NULL != m_dxgidebugdll)
  1476. {
  1477. bx::dlclose(m_dxgidebugdll);
  1478. m_dxgidebugdll = NULL;
  1479. }
  1480. if (NULL != m_d3d9dll)
  1481. {
  1482. bx::dlclose(m_d3d9dll);
  1483. m_d3d9dll = NULL;
  1484. }
  1485. bx::dlclose(m_dxgidll);
  1486. m_dxgidll = NULL;
  1487. case ErrorState::LoadedD3D11:
  1488. bx::dlclose(m_d3d11dll);
  1489. m_d3d11dll = NULL;
  1490. #endif // USE_D3D11_DYNAMIC_LIB
  1491. case ErrorState::Default:
  1492. default:
  1493. if (NULL != m_ags)
  1494. {
  1495. agsDeInit(m_ags);
  1496. }
  1497. bx::dlclose(m_agsdll);
  1498. m_agsdll = NULL;
  1499. unloadRenderDoc(m_renderdocdll);
  1500. m_ovr.shutdown();
  1501. break;
  1502. }
  1503. return false;
  1504. }
  1505. void shutdown()
  1506. {
  1507. BGFX_GPU_PROFILER_UNBIND();
  1508. preReset();
  1509. m_ovr.shutdown();
  1510. if (NULL != m_ags)
  1511. {
  1512. agsDeInit(m_ags);
  1513. m_ags = NULL;
  1514. }
  1515. bx::dlclose(m_agsdll);
  1516. m_agsdll = NULL;
  1517. m_deviceCtx->ClearState();
  1518. invalidateCache();
  1519. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1520. {
  1521. m_frameBuffers[ii].destroy();
  1522. }
  1523. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1524. {
  1525. m_indexBuffers[ii].destroy();
  1526. }
  1527. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1528. {
  1529. m_vertexBuffers[ii].destroy();
  1530. }
  1531. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1532. {
  1533. m_shaders[ii].destroy();
  1534. }
  1535. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1536. {
  1537. m_textures[ii].destroy();
  1538. }
  1539. DX_RELEASE(m_swapChain, 0);
  1540. DX_RELEASE(m_deviceCtx, 0);
  1541. DX_RELEASE(m_device, 0);
  1542. DX_RELEASE(m_factory, 0);
  1543. unloadRenderDoc(m_renderdocdll);
  1544. #if USE_D3D11_DYNAMIC_LIB
  1545. if (NULL != m_dxgidebugdll)
  1546. {
  1547. bx::dlclose(m_dxgidebugdll);
  1548. m_dxgidebugdll = NULL;
  1549. }
  1550. if (NULL != m_d3d9dll)
  1551. {
  1552. bx::dlclose(m_d3d9dll);
  1553. m_d3d9dll = NULL;
  1554. }
  1555. bx::dlclose(m_dxgidll);
  1556. m_dxgidll = NULL;
  1557. bx::dlclose(m_d3d11dll);
  1558. m_d3d11dll = NULL;
  1559. #endif // USE_D3D11_DYNAMIC_LIB
  1560. }
  1561. RendererType::Enum getRendererType() const BX_OVERRIDE
  1562. {
  1563. return RendererType::Direct3D11;
  1564. }
  1565. const char* getRendererName() const BX_OVERRIDE
  1566. {
  1567. return BGFX_RENDERER_DIRECT3D11_NAME;
  1568. }
  1569. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1570. {
  1571. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1572. }
  1573. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1574. {
  1575. m_indexBuffers[_handle.idx].destroy();
  1576. }
  1577. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1578. {
  1579. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1580. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1581. dump(decl);
  1582. }
  1583. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1584. {
  1585. }
  1586. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1587. {
  1588. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1589. }
  1590. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1591. {
  1592. m_vertexBuffers[_handle.idx].destroy();
  1593. }
  1594. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1595. {
  1596. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1597. }
  1598. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1599. {
  1600. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1601. }
  1602. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1603. {
  1604. m_indexBuffers[_handle.idx].destroy();
  1605. }
  1606. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1607. {
  1608. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1609. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1610. }
  1611. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1612. {
  1613. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1614. }
  1615. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1616. {
  1617. m_vertexBuffers[_handle.idx].destroy();
  1618. }
  1619. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1620. {
  1621. m_shaders[_handle.idx].create(_mem);
  1622. }
  1623. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1624. {
  1625. m_shaders[_handle.idx].destroy();
  1626. }
  1627. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1628. {
  1629. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1630. }
  1631. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1632. {
  1633. m_program[_handle.idx].destroy();
  1634. }
  1635. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1636. {
  1637. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1638. }
  1639. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1640. {
  1641. }
  1642. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1643. {
  1644. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1645. }
  1646. void updateTextureEnd() BX_OVERRIDE
  1647. {
  1648. }
  1649. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) BX_OVERRIDE
  1650. {
  1651. const TextureD3D11& texture = m_textures[_handle.idx];
  1652. D3D11_MAPPED_SUBRESOURCE mapped;
  1653. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1654. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1655. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1656. uint8_t* src = (uint8_t*)mapped.pData;
  1657. uint32_t srcPitch = mapped.RowPitch;
  1658. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1659. uint8_t* dst = (uint8_t*)_data;
  1660. uint32_t dstPitch = srcWidth*bpp/8;
  1661. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1662. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1663. {
  1664. bx::memCopy(dst, src, pitch);
  1665. src += srcPitch;
  1666. dst += dstPitch;
  1667. }
  1668. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1669. }
  1670. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) BX_OVERRIDE
  1671. {
  1672. TextureD3D11& texture = m_textures[_handle.idx];
  1673. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1674. const Memory* mem = alloc(size);
  1675. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1676. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1677. bx::write(&writer, magic);
  1678. TextureCreate tc;
  1679. tc.m_width = _width;
  1680. tc.m_height = _height;
  1681. tc.m_depth = 0;
  1682. tc.m_numLayers = 1;
  1683. tc.m_numMips = _numMips;
  1684. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1685. tc.m_cubeMap = false;
  1686. tc.m_mem = NULL;
  1687. bx::write(&writer, tc);
  1688. texture.destroy();
  1689. texture.create(mem, texture.m_flags, 0);
  1690. release(mem);
  1691. }
  1692. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  1693. {
  1694. // Resource ref. counts might be messed up outside of bgfx.
  1695. // Disabling ref. count check once texture is overridden.
  1696. setGraphicsDebuggerPresent(true);
  1697. m_textures[_handle.idx].overrideInternal(_ptr);
  1698. }
  1699. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  1700. {
  1701. // Resource ref. counts might be messed up outside of bgfx.
  1702. // Disabling ref. count check once texture is overridden.
  1703. setGraphicsDebuggerPresent(true);
  1704. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1705. }
  1706. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1707. {
  1708. m_textures[_handle.idx].destroy();
  1709. }
  1710. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  1711. {
  1712. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1713. }
  1714. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1715. {
  1716. uint16_t denseIdx = m_numWindows++;
  1717. m_windows[denseIdx] = _handle;
  1718. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1719. }
  1720. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1721. {
  1722. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1723. if (UINT16_MAX != denseIdx)
  1724. {
  1725. --m_numWindows;
  1726. if (m_numWindows > 1)
  1727. {
  1728. FrameBufferHandle handle = m_windows[m_numWindows];
  1729. m_windows[denseIdx] = handle;
  1730. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1731. }
  1732. }
  1733. }
  1734. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1735. {
  1736. if (NULL != m_uniforms[_handle.idx])
  1737. {
  1738. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1739. }
  1740. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1741. void* data = BX_ALLOC(g_allocator, size);
  1742. bx::memSet(data, 0, size);
  1743. m_uniforms[_handle.idx] = data;
  1744. m_uniformReg.add(_handle, _name, data);
  1745. }
  1746. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1747. {
  1748. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1749. m_uniforms[_handle.idx] = NULL;
  1750. m_uniformReg.remove(_handle);
  1751. }
  1752. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) BX_OVERRIDE
  1753. {
  1754. IDXGISwapChain* swapChain = isValid(_handle)
  1755. ? m_frameBuffers[_handle.idx].m_swapChain
  1756. : m_swapChain
  1757. ;
  1758. if (NULL == swapChain)
  1759. {
  1760. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1761. return;
  1762. }
  1763. ID3D11Texture2D* backBuffer;
  1764. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1765. D3D11_TEXTURE2D_DESC backBufferDesc;
  1766. backBuffer->GetDesc(&backBufferDesc);
  1767. D3D11_TEXTURE2D_DESC desc;
  1768. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1769. desc.SampleDesc.Count = 1;
  1770. desc.SampleDesc.Quality = 0;
  1771. desc.Usage = D3D11_USAGE_STAGING;
  1772. desc.BindFlags = 0;
  1773. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1774. ID3D11Texture2D* texture;
  1775. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1776. if (SUCCEEDED(hr) )
  1777. {
  1778. if (backBufferDesc.SampleDesc.Count == 1)
  1779. {
  1780. m_deviceCtx->CopyResource(texture, backBuffer);
  1781. }
  1782. else
  1783. {
  1784. desc.Usage = D3D11_USAGE_DEFAULT;
  1785. desc.CPUAccessFlags = 0;
  1786. ID3D11Texture2D* resolve;
  1787. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1788. if (SUCCEEDED(hr) )
  1789. {
  1790. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1791. m_deviceCtx->CopyResource(texture, resolve);
  1792. DX_RELEASE(resolve, 0);
  1793. }
  1794. }
  1795. D3D11_MAPPED_SUBRESOURCE mapped;
  1796. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1797. bimg::imageSwizzleBgra8(
  1798. mapped.pData
  1799. , backBufferDesc.Width
  1800. , backBufferDesc.Height
  1801. , mapped.RowPitch
  1802. , mapped.pData
  1803. );
  1804. g_callback->screenShot(_filePath
  1805. , backBufferDesc.Width
  1806. , backBufferDesc.Height
  1807. , mapped.RowPitch
  1808. , mapped.pData
  1809. , backBufferDesc.Height*mapped.RowPitch
  1810. , false
  1811. );
  1812. m_deviceCtx->Unmap(texture, 0);
  1813. DX_RELEASE(texture, 0);
  1814. }
  1815. DX_RELEASE(backBuffer, 0);
  1816. }
  1817. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1818. {
  1819. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1820. {
  1821. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1822. , _name
  1823. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1824. );
  1825. }
  1826. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1827. , _name
  1828. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1829. );
  1830. }
  1831. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1832. {
  1833. bx::memCopy(m_uniforms[_loc], _data, _size);
  1834. }
  1835. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1836. {
  1837. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1838. {
  1839. uint32_t size = _size*sizeof(wchar_t);
  1840. wchar_t* name = (wchar_t*)alloca(size);
  1841. mbstowcs(name, _marker, size-2);
  1842. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  1843. }
  1844. }
  1845. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) BX_OVERRIDE
  1846. {
  1847. m_occlusionQuery.invalidate(_handle);
  1848. }
  1849. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1850. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1851. {
  1852. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1853. uint32_t width = getBufferWidth();
  1854. uint32_t height = getBufferHeight();
  1855. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1856. setFrameBuffer(fbh, false, false);
  1857. D3D11_VIEWPORT vp;
  1858. vp.TopLeftX = 0;
  1859. vp.TopLeftY = 0;
  1860. vp.Width = (float)width;
  1861. vp.Height = (float)height;
  1862. vp.MinDepth = 0.0f;
  1863. vp.MaxDepth = 1.0f;
  1864. deviceCtx->RSSetViewports(1, &vp);
  1865. uint64_t state = BGFX_STATE_RGB_WRITE
  1866. | BGFX_STATE_ALPHA_WRITE
  1867. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1868. ;
  1869. setBlendState(state);
  1870. setDepthStencilState(state);
  1871. setRasterizerState(state);
  1872. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1873. m_currentProgram = &program;
  1874. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1875. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1876. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1877. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1878. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1879. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1880. uint32_t stride = vertexDecl.m_stride;
  1881. uint32_t offset = 0;
  1882. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1883. setInputLayout(vertexDecl, program, 0);
  1884. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1885. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1886. float proj[16];
  1887. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1888. PredefinedUniform& predefined = program.m_predefined[0];
  1889. uint8_t flags = predefined.m_type;
  1890. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1891. commitShaderConstants();
  1892. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1893. commitTextureStage();
  1894. }
  1895. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1896. {
  1897. const uint32_t numVertices = _numIndices*4/6;
  1898. if (0 < numVertices)
  1899. {
  1900. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1901. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1902. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1903. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1904. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1905. }
  1906. }
  1907. void preReset()
  1908. {
  1909. m_needPresent = false;
  1910. ovrPreReset();
  1911. if (m_timerQuerySupport)
  1912. {
  1913. m_gpuTimer.preReset();
  1914. }
  1915. m_occlusionQuery.preReset();
  1916. if (NULL == g_platformData.backBufferDS)
  1917. {
  1918. DX_RELEASE(m_backBufferDepthStencil, 0);
  1919. }
  1920. if (NULL != m_swapChain)
  1921. {
  1922. DX_RELEASE(m_backBufferColor, 0);
  1923. }
  1924. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1925. {
  1926. m_frameBuffers[ii].preReset();
  1927. }
  1928. // invalidateCache();
  1929. capturePreReset();
  1930. }
  1931. void postReset()
  1932. {
  1933. if (NULL != m_swapChain)
  1934. {
  1935. ID3D11Texture2D* color;
  1936. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1937. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1938. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1939. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1940. : D3D11_RTV_DIMENSION_TEXTURE2D
  1941. ;
  1942. desc.Texture2D.MipSlice = 0;
  1943. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1944. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1945. : DXGI_FORMAT_R8G8B8A8_UNORM
  1946. ;
  1947. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1948. DX_RELEASE(color, 0);
  1949. }
  1950. if (m_timerQuerySupport)
  1951. {
  1952. m_gpuTimer.postReset();
  1953. }
  1954. m_occlusionQuery.postReset();
  1955. ovrPostReset();
  1956. // If OVR doesn't create separate depth stencil view, create default one.
  1957. if (!m_ovr.isEnabled() && NULL == m_backBufferDepthStencil)
  1958. {
  1959. D3D11_TEXTURE2D_DESC dsd;
  1960. dsd.Width = getBufferWidth();
  1961. dsd.Height = getBufferHeight();
  1962. dsd.MipLevels = 1;
  1963. dsd.ArraySize = 1;
  1964. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1965. dsd.SampleDesc = m_scd.SampleDesc;
  1966. dsd.Usage = D3D11_USAGE_DEFAULT;
  1967. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1968. dsd.CPUAccessFlags = 0;
  1969. dsd.MiscFlags = 0;
  1970. ID3D11Texture2D* depthStencil;
  1971. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1972. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1973. DX_RELEASE(depthStencil, 0);
  1974. }
  1975. if (m_ovr.isEnabled() )
  1976. {
  1977. m_ovr.makeRenderTargetActive();
  1978. }
  1979. else
  1980. {
  1981. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1982. }
  1983. m_currentColor = m_backBufferColor;
  1984. m_currentDepthStencil = m_backBufferDepthStencil;
  1985. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1986. {
  1987. m_frameBuffers[ii].postReset();
  1988. }
  1989. capturePostReset();
  1990. }
  1991. bool isDeviceRemoved() BX_OVERRIDE
  1992. {
  1993. return m_lost;
  1994. }
  1995. void flip(HMD& _hmd) BX_OVERRIDE
  1996. {
  1997. if (NULL != m_swapChain
  1998. && !m_lost)
  1999. {
  2000. HRESULT hr = S_OK;
  2001. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  2002. ? 1 // sync interval of 0 is not supported on WinRT
  2003. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  2004. ;
  2005. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  2006. {
  2007. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  2008. }
  2009. if (SUCCEEDED(hr) )
  2010. {
  2011. if (m_needPresent)
  2012. {
  2013. m_ovr.flip();
  2014. m_ovr.swap(_hmd);
  2015. if (!m_ovr.isEnabled() )
  2016. {
  2017. hr = m_swapChain->Present(syncInterval, 0);
  2018. }
  2019. m_needPresent = false;
  2020. }
  2021. else
  2022. {
  2023. m_deviceCtx->Flush();
  2024. }
  2025. }
  2026. m_lost = isLost(hr);
  2027. BGFX_FATAL(!m_lost
  2028. , bgfx::Fatal::DeviceLost
  2029. , "Device is lost. FAILED 0x%08x %s (%s)"
  2030. , hr
  2031. , getLostReason(hr)
  2032. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  2033. );
  2034. }
  2035. }
  2036. void invalidateCache()
  2037. {
  2038. m_inputLayoutCache.invalidate();
  2039. m_blendStateCache.invalidate();
  2040. m_depthStencilStateCache.invalidate();
  2041. m_rasterizerStateCache.invalidate();
  2042. m_samplerStateCache.invalidate();
  2043. m_srvUavLru.invalidate();
  2044. }
  2045. void invalidateCompute()
  2046. {
  2047. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2048. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2049. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2050. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2051. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2052. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2053. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  2054. }
  2055. void updateMsaa()
  2056. {
  2057. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2058. {
  2059. uint32_t msaa = s_checkMsaa[ii];
  2060. uint32_t quality = 0;
  2061. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  2062. if (SUCCEEDED(hr)
  2063. && 0 < quality)
  2064. {
  2065. s_msaa[ii].Count = msaa;
  2066. s_msaa[ii].Quality = quality - 1;
  2067. last = ii;
  2068. }
  2069. else
  2070. {
  2071. s_msaa[ii] = s_msaa[last];
  2072. }
  2073. }
  2074. }
  2075. bool updateResolution(const Resolution& _resolution)
  2076. {
  2077. const bool suspended = !!( _resolution.m_flags & BGFX_RESET_SUSPEND);
  2078. const bool wasSuspended = !!(m_resolution.m_flags & BGFX_RESET_SUSPEND);
  2079. if (suspended && wasSuspended)
  2080. {
  2081. return true;
  2082. }
  2083. else if (suspended)
  2084. {
  2085. m_deviceCtx->Flush();
  2086. m_deviceCtx->ClearState();
  2087. trim(m_device);
  2088. suspend(m_device);
  2089. m_resolution.m_flags |= BGFX_RESET_SUSPEND;
  2090. return true;
  2091. }
  2092. else if (wasSuspended)
  2093. {
  2094. resume(m_device);
  2095. m_resolution.m_flags &= ~BGFX_RESET_SUSPEND;
  2096. }
  2097. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  2098. uint32_t maxAnisotropy = 1;
  2099. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  2100. {
  2101. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2102. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2103. : D3D11_REQ_MAXANISOTROPY
  2104. ;
  2105. }
  2106. if (m_maxAnisotropy != maxAnisotropy)
  2107. {
  2108. m_maxAnisotropy = maxAnisotropy;
  2109. m_samplerStateCache.invalidate();
  2110. }
  2111. bool depthClamp = true
  2112. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  2113. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2114. ;
  2115. if (m_depthClamp != depthClamp)
  2116. {
  2117. m_depthClamp = depthClamp;
  2118. m_rasterizerStateCache.invalidate();
  2119. }
  2120. const uint32_t maskFlags = ~(0
  2121. | BGFX_RESET_HMD_RECENTER
  2122. | BGFX_RESET_MAXANISOTROPY
  2123. | BGFX_RESET_DEPTH_CLAMP
  2124. | BGFX_RESET_SUSPEND
  2125. );
  2126. if (m_resolution.m_width != _resolution.m_width
  2127. || m_resolution.m_height != _resolution.m_height
  2128. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  2129. {
  2130. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  2131. bool resize = true
  2132. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2133. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2134. ;
  2135. m_resolution = _resolution;
  2136. m_resolution.m_flags = flags;
  2137. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  2138. m_textVideoMem.clear();
  2139. setBufferSize(_resolution.m_width, _resolution.m_height);
  2140. preReset();
  2141. m_deviceCtx->Flush();
  2142. m_deviceCtx->ClearState();
  2143. if (NULL == m_swapChain)
  2144. {
  2145. // Updated backbuffer if it changed in PlatformData.
  2146. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2147. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2148. }
  2149. else
  2150. {
  2151. if (resize)
  2152. {
  2153. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2154. DX_CHECK(m_swapChain->ResizeBuffers(2
  2155. , getBufferWidth()
  2156. , getBufferHeight()
  2157. , getBufferFormat()
  2158. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  2159. ) );
  2160. }
  2161. else
  2162. {
  2163. updateMsaa();
  2164. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2165. DX_RELEASE(m_swapChain, 0);
  2166. SwapChainDesc* scd = &m_scd;
  2167. SwapChainDesc swapChainScd;
  2168. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  2169. && m_ovr.isInitialized() )
  2170. {
  2171. swapChainScd = m_scd;
  2172. swapChainScd.SampleDesc = s_msaa[0];
  2173. scd = &swapChainScd;
  2174. }
  2175. #if !BX_PLATFORM_WINDOWS
  2176. HRESULT hr = S_OK;
  2177. if (g_platformData.ndt == 0)
  2178. {
  2179. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  2180. , (::IUnknown*)g_platformData.nwh
  2181. , scd
  2182. , NULL
  2183. , &m_swapChain
  2184. );
  2185. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2186. }
  2187. else
  2188. {
  2189. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  2190. hr = m_factory->CreateSwapChainForComposition(m_device
  2191. , &m_scd
  2192. , NULL
  2193. , &m_swapChain
  2194. );
  2195. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2196. # if BX_PLATFORM_WINRT
  2197. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  2198. ISwapChainBackgroundPanelNative* panel = NULL;
  2199. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  2200. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2201. if (NULL != panel)
  2202. {
  2203. hr = panel->SetSwapChain(m_swapChain);
  2204. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2205. panel->Release();
  2206. }
  2207. # endif // BX_PLATFORM_WINRT
  2208. }
  2209. #else
  2210. HRESULT hr;
  2211. hr = m_factory->CreateSwapChain(m_device
  2212. , scd
  2213. , &m_swapChain
  2214. );
  2215. #endif // !BX_PLATFORM_WINDOWS
  2216. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2217. }
  2218. }
  2219. postReset();
  2220. }
  2221. if (recenter)
  2222. {
  2223. m_ovr.recenter();
  2224. }
  2225. return false;
  2226. }
  2227. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2228. {
  2229. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2230. {
  2231. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2232. m_fsChanges += _numRegs;
  2233. }
  2234. else
  2235. {
  2236. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2237. m_vsChanges += _numRegs;
  2238. }
  2239. }
  2240. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2241. {
  2242. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2243. }
  2244. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2245. {
  2246. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2247. }
  2248. void commitShaderConstants()
  2249. {
  2250. if (0 < m_vsChanges)
  2251. {
  2252. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2253. {
  2254. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2255. }
  2256. m_vsChanges = 0;
  2257. }
  2258. if (0 < m_fsChanges)
  2259. {
  2260. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2261. {
  2262. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2263. }
  2264. m_fsChanges = 0;
  2265. }
  2266. }
  2267. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2268. {
  2269. if (isValid(m_fbh)
  2270. && m_fbh.idx != _fbh.idx
  2271. && m_rtMsaa)
  2272. {
  2273. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2274. frameBuffer.resolve();
  2275. }
  2276. if (!isValid(_fbh) )
  2277. {
  2278. if (m_ovr.isEnabled() )
  2279. {
  2280. m_ovr.makeRenderTargetActive();
  2281. }
  2282. else
  2283. {
  2284. m_currentColor = m_backBufferColor;
  2285. m_currentDepthStencil = m_backBufferDepthStencil;
  2286. }
  2287. m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
  2288. m_needPresent |= _needPresent;
  2289. }
  2290. else
  2291. {
  2292. invalidateTextureStage();
  2293. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2294. frameBuffer.set();
  2295. }
  2296. m_fbh = _fbh;
  2297. m_rtMsaa = _msaa;
  2298. }
  2299. void clear(const Clear& _clear, const float _palette[][4])
  2300. {
  2301. if (isValid(m_fbh) )
  2302. {
  2303. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2304. frameBuffer.clear(_clear, _palette);
  2305. }
  2306. else
  2307. {
  2308. if (NULL != m_currentColor
  2309. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2310. {
  2311. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2312. {
  2313. uint8_t index = _clear.m_index[0];
  2314. if (UINT8_MAX != index)
  2315. {
  2316. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2317. }
  2318. }
  2319. else
  2320. {
  2321. float frgba[4] =
  2322. {
  2323. _clear.m_index[0]*1.0f/255.0f,
  2324. _clear.m_index[1]*1.0f/255.0f,
  2325. _clear.m_index[2]*1.0f/255.0f,
  2326. _clear.m_index[3]*1.0f/255.0f,
  2327. };
  2328. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2329. }
  2330. }
  2331. if (NULL != m_currentDepthStencil
  2332. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2333. {
  2334. DWORD flags = 0;
  2335. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2336. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2337. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2338. }
  2339. }
  2340. }
  2341. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2342. {
  2343. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  2344. layoutHash ^= _numInstanceData;
  2345. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2346. if (NULL == layout)
  2347. {
  2348. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2349. VertexDecl decl;
  2350. bx::memCopy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  2351. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  2352. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2353. {
  2354. uint16_t mask = attrMask[ii];
  2355. uint16_t attr = (decl.m_attributes[ii] & mask);
  2356. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2357. }
  2358. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  2359. uint32_t num = uint32_t(elem-vertexElements);
  2360. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2361. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2362. {
  2363. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2364. uint32_t jj;
  2365. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2366. for (jj = 0; jj < num; ++jj)
  2367. {
  2368. curr = &vertexElements[jj];
  2369. if (0 == bx::strncmp(curr->SemanticName, "TEXCOORD")
  2370. && curr->SemanticIndex == index)
  2371. {
  2372. break;
  2373. }
  2374. }
  2375. if (jj == num)
  2376. {
  2377. curr = elem;
  2378. ++elem;
  2379. }
  2380. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2381. curr->InputSlot = 1;
  2382. curr->SemanticIndex = index;
  2383. curr->AlignedByteOffset = ii*16;
  2384. }
  2385. num = uint32_t(elem-vertexElements);
  2386. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2387. , num
  2388. , _program.m_vsh->m_code->data
  2389. , _program.m_vsh->m_code->size
  2390. , &layout
  2391. ) );
  2392. m_inputLayoutCache.add(layoutHash, layout);
  2393. }
  2394. m_deviceCtx->IASetInputLayout(layout);
  2395. }
  2396. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2397. {
  2398. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2399. bx::HashMurmur2A murmur;
  2400. murmur.begin();
  2401. murmur.add(_state);
  2402. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2403. ? _rgba
  2404. : -1
  2405. );
  2406. const uint32_t hash = murmur.end();
  2407. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2408. if (NULL == bs)
  2409. {
  2410. D3D11_BLEND_DESC desc;
  2411. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2412. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2413. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2414. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2415. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2416. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2417. const uint32_t srcRGB = (blend ) & 0xf;
  2418. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2419. const uint32_t srcA = (blend >> 8) & 0xf;
  2420. const uint32_t dstA = (blend >> 12) & 0xf;
  2421. const uint32_t equRGB = (equation ) & 0x7;
  2422. const uint32_t equA = (equation >> 3) & 0x7;
  2423. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2424. drt->DestBlend = s_blendFactor[dstRGB][0];
  2425. drt->BlendOp = s_blendEquation[equRGB];
  2426. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2427. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2428. drt->BlendOpAlpha = s_blendEquation[equA];
  2429. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2430. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2431. : 0
  2432. ;
  2433. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2434. ? D3D11_COLOR_WRITE_ENABLE_RED
  2435. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2436. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2437. : 0
  2438. ;
  2439. drt->RenderTargetWriteMask = writeMask;
  2440. if (desc.IndependentBlendEnable)
  2441. {
  2442. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2443. {
  2444. drt = &desc.RenderTarget[ii];
  2445. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2446. const uint32_t src = (rgba ) & 0xf;
  2447. const uint32_t dst = (rgba >> 4) & 0xf;
  2448. const uint32_t equ = (rgba >> 8) & 0x7;
  2449. drt->SrcBlend = s_blendFactor[src][0];
  2450. drt->DestBlend = s_blendFactor[dst][0];
  2451. drt->BlendOp = s_blendEquation[equ];
  2452. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2453. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2454. drt->BlendOpAlpha = s_blendEquation[equ];
  2455. drt->RenderTargetWriteMask = writeMask;
  2456. }
  2457. }
  2458. else
  2459. {
  2460. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2461. {
  2462. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2463. }
  2464. }
  2465. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2466. m_blendStateCache.add(hash, bs);
  2467. }
  2468. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2469. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2470. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2471. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2472. bool hasFactor = 0
  2473. || f0 == (_state & f0)
  2474. || f1 == (_state & f1)
  2475. || f2 == (_state & f2)
  2476. || f3 == (_state & f3)
  2477. ;
  2478. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2479. if (hasFactor)
  2480. {
  2481. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2482. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2483. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2484. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2485. }
  2486. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2487. }
  2488. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2489. {
  2490. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2491. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2492. uint32_t fstencil = unpackStencil(0, _stencil);
  2493. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2494. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2495. bx::HashMurmur2A murmur;
  2496. murmur.begin();
  2497. murmur.add(_state);
  2498. murmur.add(_stencil);
  2499. uint32_t hash = murmur.end();
  2500. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2501. if (NULL == dss)
  2502. {
  2503. D3D11_DEPTH_STENCIL_DESC desc;
  2504. bx::memSet(&desc, 0, sizeof(desc) );
  2505. desc.DepthEnable = 0 != func;
  2506. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2507. desc.DepthFunc = s_cmpFunc[func];
  2508. uint32_t bstencil = unpackStencil(1, _stencil);
  2509. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2510. bstencil = frontAndBack ? bstencil : fstencil;
  2511. desc.StencilEnable = 0 != _stencil;
  2512. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2513. desc.StencilWriteMask = 0xff;
  2514. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2515. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2516. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2517. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2518. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2519. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2520. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2521. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2522. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2523. m_depthStencilStateCache.add(hash, dss);
  2524. }
  2525. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2526. }
  2527. void setDebugWireframe(bool _wireframe)
  2528. {
  2529. if (m_wireframe != _wireframe)
  2530. {
  2531. m_wireframe = _wireframe;
  2532. m_rasterizerStateCache.invalidate();
  2533. }
  2534. }
  2535. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2536. {
  2537. _state &= 0
  2538. | BGFX_STATE_CULL_MASK
  2539. | BGFX_STATE_MSAA
  2540. | BGFX_STATE_LINEAA
  2541. | BGFX_STATE_CONSERVATIVE_RASTER
  2542. ;
  2543. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2544. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2545. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2546. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2547. if (NULL == rs)
  2548. {
  2549. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2550. #if BX_PLATFORM_WINDOWS
  2551. if (m_deviceInterfaceVersion >= 3)
  2552. {
  2553. D3D11_RASTERIZER_DESC2 desc;
  2554. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2555. desc.CullMode = s_cullMode[cull];
  2556. desc.FrontCounterClockwise = false;
  2557. desc.DepthBias = 0;
  2558. desc.DepthBiasClamp = 0.0f;
  2559. desc.SlopeScaledDepthBias = 0.0f;
  2560. desc.DepthClipEnable = !m_depthClamp;
  2561. desc.ScissorEnable = _scissor;
  2562. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2563. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2564. desc.ForcedSampleCount = 0;
  2565. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2566. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2567. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2568. ;
  2569. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2570. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2571. }
  2572. else
  2573. #endif // BX_PLATFORM_WINDOWS
  2574. {
  2575. D3D11_RASTERIZER_DESC desc;
  2576. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2577. desc.CullMode = s_cullMode[cull];
  2578. desc.FrontCounterClockwise = false;
  2579. desc.DepthBias = 0;
  2580. desc.DepthBiasClamp = 0.0f;
  2581. desc.SlopeScaledDepthBias = 0.0f;
  2582. desc.DepthClipEnable = !m_depthClamp;
  2583. desc.ScissorEnable = _scissor;
  2584. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2585. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2586. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2587. }
  2588. m_rasterizerStateCache.add(_state, rs);
  2589. }
  2590. m_deviceCtx->RSSetState(rs);
  2591. }
  2592. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2593. {
  2594. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2595. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2596. // Force both min+max anisotropic, can't be set individually.
  2597. _flags |= 0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2598. ? BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC
  2599. : 0
  2600. ;
  2601. uint32_t hash;
  2602. ID3D11SamplerState* sampler;
  2603. if (!needBorderColor(_flags) )
  2604. {
  2605. bx::HashMurmur2A murmur;
  2606. murmur.begin();
  2607. murmur.add(_flags);
  2608. murmur.add(-1);
  2609. hash = murmur.end();
  2610. _rgba = s_zero.m_zerof;
  2611. sampler = m_samplerStateCache.find(hash);
  2612. }
  2613. else
  2614. {
  2615. bx::HashMurmur2A murmur;
  2616. murmur.begin();
  2617. murmur.add(_flags);
  2618. murmur.add(index);
  2619. hash = murmur.end();
  2620. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2621. sampler = m_samplerStateCache.find(hash);
  2622. if (NULL != sampler)
  2623. {
  2624. D3D11_SAMPLER_DESC sd;
  2625. sampler->GetDesc(&sd);
  2626. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2627. {
  2628. // Sampler will be released when updated sampler
  2629. // is added to cache.
  2630. sampler = NULL;
  2631. }
  2632. }
  2633. }
  2634. if (NULL == sampler)
  2635. {
  2636. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2637. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2638. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2639. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2640. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2641. D3D11_SAMPLER_DESC sd;
  2642. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2643. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2644. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2645. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2646. sd.MipLODBias = 0.0f;
  2647. sd.MaxAnisotropy = m_maxAnisotropy;
  2648. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2649. sd.BorderColor[0] = _rgba[0];
  2650. sd.BorderColor[1] = _rgba[1];
  2651. sd.BorderColor[2] = _rgba[2];
  2652. sd.BorderColor[3] = _rgba[3];
  2653. sd.MinLOD = 0;
  2654. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2655. m_device->CreateSamplerState(&sd, &sampler);
  2656. DX_CHECK_REFCOUNT(sampler, 1);
  2657. m_samplerStateCache.add(hash, sampler);
  2658. }
  2659. return sampler;
  2660. }
  2661. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2662. {
  2663. m_occlusionQuery.resolve(_render);
  2664. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2665. }
  2666. DXGI_FORMAT getBufferFormat()
  2667. {
  2668. #if BX_PLATFORM_WINDOWS
  2669. return m_scd.BufferDesc.Format;
  2670. #else
  2671. return m_scd.Format;
  2672. #endif
  2673. }
  2674. uint32_t getBufferWidth()
  2675. {
  2676. #if BX_PLATFORM_WINDOWS
  2677. return m_scd.BufferDesc.Width;
  2678. #else
  2679. return m_scd.Width;
  2680. #endif
  2681. }
  2682. uint32_t getBufferHeight()
  2683. {
  2684. #if BX_PLATFORM_WINDOWS
  2685. return m_scd.BufferDesc.Height;
  2686. #else
  2687. return m_scd.Height;
  2688. #endif
  2689. }
  2690. void setBufferSize(uint32_t _width, uint32_t _height)
  2691. {
  2692. #if BX_PLATFORM_WINDOWS
  2693. m_scd.BufferDesc.Width = _width;
  2694. m_scd.BufferDesc.Height = _height;
  2695. #else
  2696. m_scd.Width = _width;
  2697. m_scd.Height = _height;
  2698. #endif
  2699. }
  2700. void commitTextureStage()
  2701. {
  2702. // vertex texture fetch not supported on 9_1 through 9_3
  2703. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2704. {
  2705. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2706. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2707. }
  2708. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2709. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2710. }
  2711. void invalidateTextureStage()
  2712. {
  2713. m_textureStage.clear();
  2714. commitTextureStage();
  2715. }
  2716. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2717. {
  2718. bx::HashMurmur2A murmur;
  2719. murmur.begin();
  2720. murmur.add(_handle);
  2721. murmur.add(_mip);
  2722. murmur.add(0);
  2723. uint32_t hash = murmur.end();
  2724. IUnknown** ptr = m_srvUavLru.find(hash);
  2725. ID3D11UnorderedAccessView* uav;
  2726. if (NULL == ptr)
  2727. {
  2728. TextureD3D11& texture = m_textures[_handle.idx];
  2729. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2730. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2731. switch (texture.m_type)
  2732. {
  2733. case TextureD3D11::Texture2D:
  2734. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2735. desc.Texture2D.MipSlice = _mip;
  2736. break;
  2737. case TextureD3D11::TextureCube:
  2738. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2739. desc.Texture2DArray.ArraySize = 6;
  2740. desc.Texture2DArray.FirstArraySlice = 0;
  2741. desc.Texture2DArray.MipSlice = _mip;
  2742. break;
  2743. case TextureD3D11::Texture3D:
  2744. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2745. desc.Texture3D.MipSlice = _mip;
  2746. desc.Texture3D.FirstWSlice = 0;
  2747. desc.Texture3D.WSize = UINT32_MAX;
  2748. break;
  2749. }
  2750. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2751. m_srvUavLru.add(hash, uav, _handle.idx);
  2752. }
  2753. else
  2754. {
  2755. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2756. }
  2757. return uav;
  2758. }
  2759. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2760. {
  2761. bx::HashMurmur2A murmur;
  2762. murmur.begin();
  2763. murmur.add(_handle);
  2764. murmur.add(_mip);
  2765. murmur.add(0);
  2766. uint32_t hash = murmur.end();
  2767. IUnknown** ptr = m_srvUavLru.find(hash);
  2768. ID3D11ShaderResourceView* srv;
  2769. if (NULL == ptr)
  2770. {
  2771. const TextureD3D11& texture = m_textures[_handle.idx];
  2772. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2773. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2774. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2775. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2776. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2777. switch (texture.m_type)
  2778. {
  2779. case TextureD3D11::Texture2D:
  2780. desc.ViewDimension = msaaSample
  2781. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2782. : D3D11_SRV_DIMENSION_TEXTURE2D
  2783. ;
  2784. desc.Texture2D.MostDetailedMip = _mip;
  2785. desc.Texture2D.MipLevels = 1;
  2786. break;
  2787. case TextureD3D11::TextureCube:
  2788. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2789. desc.TextureCube.MostDetailedMip = _mip;
  2790. desc.TextureCube.MipLevels = 1;
  2791. break;
  2792. case TextureD3D11::Texture3D:
  2793. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2794. desc.Texture3D.MostDetailedMip = _mip;
  2795. desc.Texture3D.MipLevels = 1;
  2796. break;
  2797. }
  2798. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2799. m_srvUavLru.add(hash, srv, _handle.idx);
  2800. }
  2801. else
  2802. {
  2803. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2804. }
  2805. return srv;
  2806. }
  2807. void ovrPostReset()
  2808. {
  2809. #if BGFX_CONFIG_USE_OVR
  2810. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2811. {
  2812. const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
  2813. m_ovr.postReset(msaaSamples, m_resolution.m_width, m_resolution.m_height);
  2814. }
  2815. #endif // BGFX_CONFIG_USE_OVR
  2816. }
  2817. void ovrPreReset()
  2818. {
  2819. #if BGFX_CONFIG_USE_OVR
  2820. m_ovr.preReset();
  2821. #endif // BGFX_CONFIG_USE_OVR
  2822. }
  2823. void capturePostReset()
  2824. {
  2825. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2826. {
  2827. ID3D11Texture2D* backBuffer;
  2828. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2829. D3D11_TEXTURE2D_DESC backBufferDesc;
  2830. backBuffer->GetDesc(&backBufferDesc);
  2831. D3D11_TEXTURE2D_DESC desc;
  2832. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2833. desc.SampleDesc.Count = 1;
  2834. desc.SampleDesc.Quality = 0;
  2835. desc.Usage = D3D11_USAGE_STAGING;
  2836. desc.BindFlags = 0;
  2837. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2838. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2839. if (SUCCEEDED(hr) )
  2840. {
  2841. if (backBufferDesc.SampleDesc.Count != 1)
  2842. {
  2843. desc.Usage = D3D11_USAGE_DEFAULT;
  2844. desc.CPUAccessFlags = 0;
  2845. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2846. }
  2847. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2848. }
  2849. DX_RELEASE(backBuffer, 0);
  2850. }
  2851. }
  2852. void capturePreReset()
  2853. {
  2854. if (NULL != m_captureTexture)
  2855. {
  2856. g_callback->captureEnd();
  2857. }
  2858. DX_RELEASE(m_captureResolve, 0);
  2859. DX_RELEASE(m_captureTexture, 0);
  2860. }
  2861. void capture()
  2862. {
  2863. if (NULL != m_captureTexture)
  2864. {
  2865. ID3D11Texture2D* backBuffer;
  2866. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2867. if (NULL == m_captureResolve)
  2868. {
  2869. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2870. }
  2871. else
  2872. {
  2873. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2874. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2875. }
  2876. D3D11_MAPPED_SUBRESOURCE mapped;
  2877. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2878. bimg::imageSwizzleBgra8(
  2879. mapped.pData
  2880. , getBufferWidth()
  2881. , getBufferHeight()
  2882. , mapped.RowPitch
  2883. , mapped.pData
  2884. );
  2885. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2886. m_deviceCtx->Unmap(m_captureTexture, 0);
  2887. DX_RELEASE(backBuffer, 0);
  2888. }
  2889. }
  2890. void commit(UniformBuffer& _uniformBuffer)
  2891. {
  2892. _uniformBuffer.reset();
  2893. for (;;)
  2894. {
  2895. uint32_t opcode = _uniformBuffer.read();
  2896. if (UniformType::End == opcode)
  2897. {
  2898. break;
  2899. }
  2900. UniformType::Enum type;
  2901. uint16_t loc;
  2902. uint16_t num;
  2903. uint16_t copy;
  2904. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2905. const char* data;
  2906. if (copy)
  2907. {
  2908. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2909. }
  2910. else
  2911. {
  2912. UniformHandle handle;
  2913. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2914. data = (const char*)m_uniforms[handle.idx];
  2915. }
  2916. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2917. case UniformType::_uniform: \
  2918. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2919. { \
  2920. setShaderUniform(uint8_t(type), loc, data, num); \
  2921. } \
  2922. break;
  2923. switch ( (uint32_t)type)
  2924. {
  2925. case UniformType::Mat3:
  2926. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2927. {
  2928. float* value = (float*)data;
  2929. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2930. {
  2931. Matrix4 mtx;
  2932. mtx.un.val[ 0] = value[0];
  2933. mtx.un.val[ 1] = value[1];
  2934. mtx.un.val[ 2] = value[2];
  2935. mtx.un.val[ 3] = 0.0f;
  2936. mtx.un.val[ 4] = value[3];
  2937. mtx.un.val[ 5] = value[4];
  2938. mtx.un.val[ 6] = value[5];
  2939. mtx.un.val[ 7] = 0.0f;
  2940. mtx.un.val[ 8] = value[6];
  2941. mtx.un.val[ 9] = value[7];
  2942. mtx.un.val[10] = value[8];
  2943. mtx.un.val[11] = 0.0f;
  2944. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2945. }
  2946. }
  2947. break;
  2948. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2949. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2950. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2951. case UniformType::End:
  2952. break;
  2953. default:
  2954. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2955. break;
  2956. }
  2957. #undef CASE_IMPLEMENT_UNIFORM
  2958. }
  2959. }
  2960. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2961. {
  2962. uint32_t width;
  2963. uint32_t height;
  2964. if (isValid(m_fbh) )
  2965. {
  2966. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2967. width = fb.m_width;
  2968. height = fb.m_height;
  2969. }
  2970. else
  2971. {
  2972. width = getBufferWidth();
  2973. height = getBufferHeight();
  2974. }
  2975. if (0 == _rect.m_x
  2976. && 0 == _rect.m_y
  2977. && width == _rect.m_width
  2978. && height == _rect.m_height)
  2979. {
  2980. clear(_clear, _palette);
  2981. }
  2982. else
  2983. {
  2984. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2985. uint64_t state = 0;
  2986. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2987. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2988. uint64_t stencil = 0;
  2989. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2990. | BGFX_STENCIL_TEST_ALWAYS
  2991. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2992. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2993. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2994. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2995. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2996. : 0
  2997. ;
  2998. setBlendState(state);
  2999. setDepthStencilState(state, stencil);
  3000. setRasterizerState(state);
  3001. uint32_t numMrt = 1;
  3002. FrameBufferHandle fbh = m_fbh;
  3003. if (isValid(fbh) )
  3004. {
  3005. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  3006. numMrt = bx::uint32_max(1, fb.m_num);
  3007. }
  3008. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  3009. m_currentProgram = &program;
  3010. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  3011. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  3012. if (NULL != m_currentColor)
  3013. {
  3014. const ShaderD3D11* fsh = program.m_fsh;
  3015. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3016. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3017. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3018. {
  3019. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  3020. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3021. {
  3022. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  3023. bx::memCopy(mrtClear[ii], _palette[index], 16);
  3024. }
  3025. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  3026. }
  3027. else
  3028. {
  3029. float rgba[4] =
  3030. {
  3031. _clear.m_index[0]*1.0f/255.0f,
  3032. _clear.m_index[1]*1.0f/255.0f,
  3033. _clear.m_index[2]*1.0f/255.0f,
  3034. _clear.m_index[3]*1.0f/255.0f,
  3035. };
  3036. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  3037. }
  3038. }
  3039. else
  3040. {
  3041. deviceCtx->PSSetShader(NULL, NULL, 0);
  3042. }
  3043. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  3044. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  3045. const uint32_t stride = vertexDecl.m_stride;
  3046. const uint32_t offset = 0;
  3047. {
  3048. struct Vertex
  3049. {
  3050. float m_x;
  3051. float m_y;
  3052. float m_z;
  3053. };
  3054. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  3055. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  3056. const float depth = _clear.m_depth;
  3057. vertex->m_x = -1.0f;
  3058. vertex->m_y = -1.0f;
  3059. vertex->m_z = depth;
  3060. vertex++;
  3061. vertex->m_x = 1.0f;
  3062. vertex->m_y = -1.0f;
  3063. vertex->m_z = depth;
  3064. vertex++;
  3065. vertex->m_x = -1.0f;
  3066. vertex->m_y = 1.0f;
  3067. vertex->m_z = depth;
  3068. vertex++;
  3069. vertex->m_x = 1.0f;
  3070. vertex->m_y = 1.0f;
  3071. vertex->m_z = depth;
  3072. }
  3073. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  3074. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3075. setInputLayout(vertexDecl, program, 0);
  3076. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3077. deviceCtx->Draw(4, 0);
  3078. }
  3079. }
  3080. void* m_d3d9dll;
  3081. void* m_d3d11dll;
  3082. void* m_dxgidll;
  3083. void* m_dxgidebugdll;
  3084. void* m_renderdocdll;
  3085. void* m_agsdll;
  3086. AGSContext* m_ags;
  3087. D3D_DRIVER_TYPE m_driverType;
  3088. D3D_FEATURE_LEVEL m_featureLevel;
  3089. IDXGIAdapter* m_adapter;
  3090. DXGI_ADAPTER_DESC m_adapterDesc;
  3091. #if BX_PLATFORM_WINDOWS
  3092. IDXGIFactory* m_factory;
  3093. IDXGISwapChain* m_swapChain;
  3094. #else
  3095. IDXGIFactory2* m_factory;
  3096. IDXGISwapChain1* m_swapChain;
  3097. #endif // BX_PLATFORM_WINDOWS
  3098. bool m_needPresent;
  3099. bool m_lost;
  3100. uint16_t m_numWindows;
  3101. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3102. ID3D11Device* m_device;
  3103. ID3D11DeviceContext* m_deviceCtx;
  3104. ID3D11InfoQueue* m_infoQueue;
  3105. TimerQueryD3D11 m_gpuTimer;
  3106. OcclusionQueryD3D11 m_occlusionQuery;
  3107. uint32_t m_deviceInterfaceVersion;
  3108. ID3D11RenderTargetView* m_backBufferColor;
  3109. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3110. ID3D11RenderTargetView* m_currentColor;
  3111. ID3D11DepthStencilView* m_currentDepthStencil;
  3112. ID3D11Texture2D* m_captureTexture;
  3113. ID3D11Texture2D* m_captureResolve;
  3114. Resolution m_resolution;
  3115. #if BX_PLATFORM_WINDOWS
  3116. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  3117. #else
  3118. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  3119. #endif // BX_PLATFORM_WINDOWS
  3120. SwapChainDesc m_scd;
  3121. uint32_t m_maxAnisotropy;
  3122. bool m_depthClamp;
  3123. bool m_wireframe;
  3124. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3125. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3126. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3127. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3128. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3129. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  3130. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3131. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3132. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3133. UniformRegistry m_uniformReg;
  3134. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3135. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3136. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3137. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3138. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3139. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3140. TextVideoMem m_textVideoMem;
  3141. TextureStage m_textureStage;
  3142. ProgramD3D11* m_currentProgram;
  3143. uint8_t m_vsScratch[64<<10];
  3144. uint8_t m_fsScratch[64<<10];
  3145. uint32_t m_vsChanges;
  3146. uint32_t m_fsChanges;
  3147. FrameBufferHandle m_fbh;
  3148. bool m_rtMsaa;
  3149. bool m_timerQuerySupport;
  3150. VR m_ovr;
  3151. #if BGFX_CONFIG_USE_OVR
  3152. VRImplOVRD3D11 m_ovrRender;
  3153. #endif // BGFX_CONFIG_USE_OVR
  3154. };
  3155. static RendererContextD3D11* s_renderD3D11;
  3156. RendererContextI* rendererCreate()
  3157. {
  3158. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3159. if (!s_renderD3D11->init() )
  3160. {
  3161. BX_DELETE(g_allocator, s_renderD3D11);
  3162. s_renderD3D11 = NULL;
  3163. }
  3164. return s_renderD3D11;
  3165. }
  3166. void rendererDestroy()
  3167. {
  3168. s_renderD3D11->shutdown();
  3169. BX_DELETE(g_allocator, s_renderD3D11);
  3170. s_renderD3D11 = NULL;
  3171. }
  3172. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3173. {
  3174. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3175. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3176. {
  3177. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3178. _offset += _stride;
  3179. }
  3180. }
  3181. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3182. {
  3183. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3184. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3185. {
  3186. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3187. _offset += _stride;
  3188. }
  3189. }
  3190. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3191. {
  3192. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3193. }
  3194. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3195. {
  3196. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3197. }
  3198. #if BGFX_CONFIG_USE_OVR
  3199. VRImplOVRD3D11::VRImplOVRD3D11()
  3200. : m_depthBuffer(NULL)
  3201. , m_msaaRtv(NULL)
  3202. , m_msaaTexture(NULL)
  3203. , m_textureSwapChain(NULL)
  3204. , m_mirrorTexture(NULL)
  3205. {
  3206. bx::memSet(m_eyeRtv, 0, sizeof(m_eyeRtv));
  3207. }
  3208. bool VRImplOVRD3D11::createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
  3209. {
  3210. if (!m_session)
  3211. {
  3212. return false;
  3213. }
  3214. ID3D11Device* device = s_renderD3D11->m_device;
  3215. if (NULL == m_textureSwapChain)
  3216. {
  3217. ovrTextureSwapChainDesc swapchainDesc = {};
  3218. swapchainDesc.Type = ovrTexture_2D;
  3219. swapchainDesc.Width = _desc.m_eyeSize[0].m_w + _desc.m_eyeSize[1].m_w;
  3220. swapchainDesc.Height = bx::uint32_max(_desc.m_eyeSize[0].m_h, _desc.m_eyeSize[1].m_h);
  3221. swapchainDesc.MipLevels = 1;
  3222. swapchainDesc.ArraySize = 1;
  3223. swapchainDesc.SampleCount = 1;
  3224. swapchainDesc.MiscFlags = ovrTextureMisc_DX_Typeless;
  3225. swapchainDesc.BindFlags = ovrTextureBind_DX_RenderTarget;
  3226. swapchainDesc.StaticImage = ovrFalse;
  3227. swapchainDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3228. ovrResult result = ovr_CreateTextureSwapChainDX(m_session, device, &swapchainDesc, &m_textureSwapChain);
  3229. if (!OVR_SUCCESS(result) )
  3230. {
  3231. return false;
  3232. }
  3233. for (int eye = 0; eye < 2; ++eye)
  3234. {
  3235. m_renderLayer.ColorTexture[eye] = m_textureSwapChain;
  3236. }
  3237. // create MSAA target
  3238. if (_msaaSamples > 1)
  3239. {
  3240. D3D11_TEXTURE2D_DESC msDesc;
  3241. msDesc.Width = swapchainDesc.Width;
  3242. msDesc.Height = swapchainDesc.Height;
  3243. msDesc.MipLevels = 1;
  3244. msDesc.ArraySize = 1;
  3245. msDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3246. msDesc.SampleDesc.Count = _msaaSamples;
  3247. msDesc.SampleDesc.Quality = 0;
  3248. msDesc.Usage = D3D11_USAGE_DEFAULT;
  3249. msDesc.CPUAccessFlags = 0;
  3250. msDesc.MiscFlags = 0;
  3251. msDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
  3252. DX_CHECK(device->CreateTexture2D(&msDesc, NULL, &m_msaaTexture) );
  3253. DX_CHECK(device->CreateRenderTargetView(m_msaaTexture, NULL, &m_msaaRtv) );
  3254. }
  3255. else
  3256. {
  3257. int swapchainSize;
  3258. result = ovr_GetTextureSwapChainLength(m_session, m_textureSwapChain, &swapchainSize);
  3259. if (!OVR_SUCCESS(result) )
  3260. {
  3261. destroySwapChain();
  3262. return false;
  3263. }
  3264. BX_CHECK(swapchainSize <= BX_COUNTOF(m_eyeRtv), "Too many OVR swap chain entries %d", swapchainSize);
  3265. for (int ii = 0; ii < swapchainSize; ++ii)
  3266. {
  3267. ID3D11Texture2D* texture;
  3268. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, ii, IID_PPV_ARGS(&texture) );
  3269. D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
  3270. viewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3271. viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  3272. viewDesc.Texture2D.MipSlice = 0;
  3273. DX_CHECK(device->CreateRenderTargetView(texture, &viewDesc, &m_eyeRtv[ii]) );
  3274. DX_RELEASE(texture, 1);
  3275. }
  3276. }
  3277. // create depth buffer
  3278. D3D11_TEXTURE2D_DESC dbDesc = {};
  3279. dbDesc.Width = swapchainDesc.Width;
  3280. dbDesc.Height = swapchainDesc.Height;
  3281. dbDesc.MipLevels = 1;
  3282. dbDesc.ArraySize = 1;
  3283. dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
  3284. dbDesc.SampleDesc.Count = _msaaSamples;
  3285. dbDesc.SampleDesc.Quality = 0;
  3286. dbDesc.Usage = D3D11_USAGE_DEFAULT;
  3287. dbDesc.CPUAccessFlags = 0;
  3288. dbDesc.MiscFlags = 0;
  3289. dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3290. ID3D11Texture2D* depthTexture;
  3291. DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &depthTexture) );
  3292. DX_CHECK(device->CreateDepthStencilView(depthTexture, NULL, &m_depthBuffer) );
  3293. DX_RELEASE(depthTexture, 0);
  3294. }
  3295. if (NULL == m_mirrorTexture)
  3296. {
  3297. ovrMirrorTextureDesc mirrorDesc = {};
  3298. mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3299. mirrorDesc.Width = _mirrorWidth;
  3300. mirrorDesc.Height = _mirrorHeight;
  3301. ovrResult result = ovr_CreateMirrorTextureDX(m_session, device, &mirrorDesc, &m_mirrorTexture);
  3302. BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
  3303. BX_UNUSED(result);
  3304. }
  3305. return true;
  3306. }
  3307. void VRImplOVRD3D11::destroySwapChain()
  3308. {
  3309. if (NULL != m_textureSwapChain)
  3310. {
  3311. BX_CHECK(m_session, "VRSWapChain destroyed without valid OVR session");
  3312. ovr_DestroyTextureSwapChain(m_session, m_textureSwapChain);
  3313. m_textureSwapChain = NULL;
  3314. }
  3315. for (int ii = 0, nn = BX_COUNTOF(m_eyeRtv); ii < nn; ++ii)
  3316. {
  3317. DX_RELEASE(m_eyeRtv[ii], 0);
  3318. }
  3319. DX_RELEASE(m_msaaRtv, 0);
  3320. DX_RELEASE(m_msaaTexture, 0);
  3321. DX_RELEASE(m_depthBuffer, 0);
  3322. destroyMirror();
  3323. }
  3324. void VRImplOVRD3D11::destroyMirror()
  3325. {
  3326. if (NULL != m_mirrorTexture)
  3327. {
  3328. ovr_DestroyMirrorTexture(m_session, m_mirrorTexture);
  3329. m_mirrorTexture = NULL;
  3330. }
  3331. }
  3332. void VRImplOVRD3D11::makeRenderTargetActive(const VRDesc& /*_desc*/)
  3333. {
  3334. if (NULL != m_msaaRtv)
  3335. {
  3336. s_renderD3D11->m_currentColor = m_msaaRtv;
  3337. }
  3338. else
  3339. {
  3340. int index;
  3341. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3342. s_renderD3D11->m_currentColor = m_eyeRtv[index];
  3343. }
  3344. s_renderD3D11->m_currentDepthStencil = m_depthBuffer;
  3345. }
  3346. bool VRImplOVRD3D11::submitSwapChain(const VRDesc& /* _desc */)
  3347. {
  3348. BX_CHECK(NULL != m_session, "No session in VRImplOVRD3D11::submitSwapChain. Usage error");
  3349. BX_CHECK(NULL != m_textureSwapChain, "VRImplOVRD3D11 submitted without a valid swap chain");
  3350. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3351. int index;
  3352. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3353. ID3D11Texture2D* eyeTexture;
  3354. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, index, IID_PPV_ARGS(&eyeTexture));
  3355. // resolve MSAA
  3356. if (NULL != m_msaaRtv)
  3357. {
  3358. deviceCtx->ResolveSubresource(eyeTexture, 0, m_msaaTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
  3359. }
  3360. ovrResult result = ovr_CommitTextureSwapChain(m_session, m_textureSwapChain);
  3361. if (!OVR_SUCCESS(result) )
  3362. {
  3363. return false;
  3364. DX_RELEASE(eyeTexture, 1);
  3365. }
  3366. ovrLayerHeader* layerList = &m_renderLayer.Header;
  3367. result = ovr_SubmitFrame(m_session, 0, NULL, &layerList, 1);
  3368. if (!OVR_SUCCESS(result) )
  3369. {
  3370. DX_RELEASE(eyeTexture, 1);
  3371. return false;
  3372. }
  3373. if (result != ovrSuccess_NotVisible && NULL != m_mirrorTexture)
  3374. {
  3375. IDXGISwapChain* swapChain = s_renderD3D11->m_swapChain;
  3376. ID3D11Texture2D* tex = NULL;
  3377. ovr_GetMirrorTextureBufferDX(m_session, m_mirrorTexture, IID_PPV_ARGS(&tex));
  3378. ID3D11Texture2D* backBuffer;
  3379. DX_CHECK(swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)));
  3380. deviceCtx->CopyResource(backBuffer, tex);
  3381. DX_CHECK(swapChain->Present(0, 0));
  3382. DX_RELEASE(tex, 1);
  3383. DX_RELEASE(backBuffer, 0);
  3384. }
  3385. DX_RELEASE(eyeTexture, 1);
  3386. return true;
  3387. }
  3388. #endif // BGFX_CONFIG_USE_OVR
  3389. struct UavFormat
  3390. {
  3391. DXGI_FORMAT format[3];
  3392. uint32_t stride;
  3393. };
  3394. static const UavFormat s_uavFormat[] =
  3395. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3396. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3397. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3398. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3399. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3400. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3401. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3402. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3403. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3404. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3405. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3406. };
  3407. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3408. {
  3409. m_uav = NULL;
  3410. m_size = _size;
  3411. m_flags = _flags;
  3412. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3413. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3414. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3415. m_dynamic = NULL == _data && !needUav;
  3416. D3D11_BUFFER_DESC desc;
  3417. desc.ByteWidth = _size;
  3418. desc.BindFlags = 0
  3419. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3420. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3421. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3422. ;
  3423. desc.MiscFlags = 0
  3424. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3425. ;
  3426. desc.StructureByteStride = 0;
  3427. DXGI_FORMAT format;
  3428. uint32_t stride;
  3429. if (drawIndirect)
  3430. {
  3431. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3432. stride = 16;
  3433. }
  3434. else
  3435. {
  3436. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3437. if (0 == uavFormat)
  3438. {
  3439. if (_vertex)
  3440. {
  3441. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3442. stride = 16;
  3443. }
  3444. else
  3445. {
  3446. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3447. {
  3448. format = DXGI_FORMAT_R16_UINT;
  3449. stride = 2;
  3450. }
  3451. else
  3452. {
  3453. format = DXGI_FORMAT_R32_UINT;
  3454. stride = 4;
  3455. }
  3456. }
  3457. }
  3458. else
  3459. {
  3460. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3461. format = s_uavFormat[uavFormat].format[uavType];
  3462. stride = s_uavFormat[uavFormat].stride;
  3463. }
  3464. }
  3465. ID3D11Device* device = s_renderD3D11->m_device;
  3466. if (needUav)
  3467. {
  3468. desc.Usage = D3D11_USAGE_DEFAULT;
  3469. desc.CPUAccessFlags = 0;
  3470. desc.StructureByteStride = _stride;
  3471. DX_CHECK(device->CreateBuffer(&desc
  3472. , NULL
  3473. , &m_ptr
  3474. ) );
  3475. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3476. uavd.Format = format;
  3477. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3478. uavd.Buffer.FirstElement = 0;
  3479. uavd.Buffer.NumElements = m_size / stride;
  3480. uavd.Buffer.Flags = 0;
  3481. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3482. , &uavd
  3483. , &m_uav
  3484. ) );
  3485. }
  3486. else if (m_dynamic)
  3487. {
  3488. desc.Usage = D3D11_USAGE_DYNAMIC;
  3489. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3490. DX_CHECK(device->CreateBuffer(&desc
  3491. , NULL
  3492. , &m_ptr
  3493. ) );
  3494. }
  3495. else
  3496. {
  3497. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3498. desc.CPUAccessFlags = 0;
  3499. D3D11_SUBRESOURCE_DATA srd;
  3500. srd.pSysMem = _data;
  3501. srd.SysMemPitch = 0;
  3502. srd.SysMemSlicePitch = 0;
  3503. DX_CHECK(device->CreateBuffer(&desc
  3504. , &srd
  3505. , &m_ptr
  3506. ) );
  3507. }
  3508. if (needSrv)
  3509. {
  3510. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3511. srvd.Format = format;
  3512. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3513. srvd.Buffer.FirstElement = 0;
  3514. srvd.Buffer.NumElements = m_size / stride;
  3515. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3516. , &srvd
  3517. , &m_srv
  3518. ) );
  3519. }
  3520. }
  3521. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3522. {
  3523. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3524. BX_CHECK(m_dynamic, "Must be dynamic!");
  3525. #if 0
  3526. BX_UNUSED(_discard);
  3527. D3D11_BUFFER_DESC desc;
  3528. desc.ByteWidth = _size;
  3529. desc.Usage = D3D11_USAGE_STAGING;
  3530. desc.BindFlags = 0;
  3531. desc.MiscFlags = 0;
  3532. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3533. desc.StructureByteStride = 0;
  3534. D3D11_SUBRESOURCE_DATA srd;
  3535. srd.pSysMem = _data;
  3536. srd.SysMemPitch = 0;
  3537. srd.SysMemSlicePitch = 0;
  3538. D3D11_BOX srcBox;
  3539. srcBox.left = 0;
  3540. srcBox.top = 0;
  3541. srcBox.front = 0;
  3542. srcBox.right = _size;
  3543. srcBox.bottom = 1;
  3544. srcBox.back = 1;
  3545. ID3D11Device* device = s_renderD3D11->m_device;
  3546. ID3D11Buffer* ptr;
  3547. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3548. deviceCtx->CopySubresourceRegion(m_ptr
  3549. , 0
  3550. , _offset
  3551. , 0
  3552. , 0
  3553. , ptr
  3554. , 0
  3555. , &srcBox
  3556. );
  3557. DX_RELEASE(ptr, 0);
  3558. #else
  3559. D3D11_MAPPED_SUBRESOURCE mapped;
  3560. D3D11_MAP type = _discard
  3561. ? D3D11_MAP_WRITE_DISCARD
  3562. : D3D11_MAP_WRITE_NO_OVERWRITE
  3563. ;
  3564. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  3565. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3566. deviceCtx->Unmap(m_ptr, 0);
  3567. #endif // 0
  3568. }
  3569. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3570. {
  3571. m_decl = _declHandle;
  3572. uint16_t stride = isValid(_declHandle)
  3573. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3574. : 0
  3575. ;
  3576. BufferD3D11::create(_size, _data, _flags, stride, true);
  3577. }
  3578. static bool hasDepthOp(const void* _code, uint32_t _size)
  3579. {
  3580. bx::MemoryReader rd(_code, _size);
  3581. bx::Error err;
  3582. DxbcContext dxbc;
  3583. read(&rd, dxbc, &err);
  3584. struct FindDepthOp
  3585. {
  3586. FindDepthOp()
  3587. : m_found(false)
  3588. {
  3589. }
  3590. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3591. {
  3592. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3593. if (_instruction.opcode == DxbcOpcode::DISCARD
  3594. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3595. {
  3596. out.m_found = true;
  3597. return false;
  3598. }
  3599. return true;
  3600. }
  3601. bool m_found;
  3602. } find;
  3603. parse(dxbc.shader, FindDepthOp::find, &find);
  3604. return find.m_found;
  3605. }
  3606. void ShaderD3D11::create(const Memory* _mem)
  3607. {
  3608. bx::MemoryReader reader(_mem->data, _mem->size);
  3609. uint32_t magic;
  3610. bx::read(&reader, magic);
  3611. switch (magic)
  3612. {
  3613. case BGFX_CHUNK_MAGIC_CSH:
  3614. case BGFX_CHUNK_MAGIC_FSH:
  3615. case BGFX_CHUNK_MAGIC_VSH:
  3616. break;
  3617. default:
  3618. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3619. break;
  3620. }
  3621. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3622. uint32_t iohash;
  3623. bx::read(&reader, iohash);
  3624. uint16_t count;
  3625. bx::read(&reader, count);
  3626. m_numPredefined = 0;
  3627. m_numUniforms = count;
  3628. BX_TRACE("%s Shader consts %d"
  3629. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3630. , count
  3631. );
  3632. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3633. if (0 < count)
  3634. {
  3635. for (uint32_t ii = 0; ii < count; ++ii)
  3636. {
  3637. uint8_t nameSize = 0;
  3638. bx::read(&reader, nameSize);
  3639. char name[256] = { '\0' };
  3640. bx::read(&reader, &name, nameSize);
  3641. name[nameSize] = '\0';
  3642. uint8_t type = 0;
  3643. bx::read(&reader, type);
  3644. uint8_t num = 0;
  3645. bx::read(&reader, num);
  3646. uint16_t regIndex = 0;
  3647. bx::read(&reader, regIndex);
  3648. uint16_t regCount = 0;
  3649. bx::read(&reader, regCount);
  3650. const char* kind = "invalid";
  3651. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3652. if (PredefinedUniform::Count != predefined)
  3653. {
  3654. kind = "predefined";
  3655. m_predefined[m_numPredefined].m_loc = regIndex;
  3656. m_predefined[m_numPredefined].m_count = regCount;
  3657. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3658. m_numPredefined++;
  3659. }
  3660. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3661. {
  3662. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3663. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3664. if (NULL != info)
  3665. {
  3666. if (NULL == m_constantBuffer)
  3667. {
  3668. m_constantBuffer = UniformBuffer::create(1024);
  3669. }
  3670. kind = "user";
  3671. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3672. }
  3673. }
  3674. else
  3675. {
  3676. kind = "sampler";
  3677. }
  3678. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3679. , kind
  3680. , name
  3681. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3682. , num
  3683. , regIndex
  3684. , regCount
  3685. );
  3686. BX_UNUSED(kind);
  3687. }
  3688. if (NULL != m_constantBuffer)
  3689. {
  3690. m_constantBuffer->finish();
  3691. }
  3692. }
  3693. uint16_t shaderSize;
  3694. bx::read(&reader, shaderSize);
  3695. const void* code = reader.getDataPtr();
  3696. bx::skip(&reader, shaderSize+1);
  3697. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3698. {
  3699. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3700. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3701. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3702. }
  3703. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3704. {
  3705. m_hash = bx::hashMurmur2A(code, shaderSize);
  3706. m_code = copy(code, shaderSize);
  3707. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3708. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3709. }
  3710. else
  3711. {
  3712. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3713. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3714. }
  3715. uint8_t numAttrs = 0;
  3716. bx::read(&reader, numAttrs);
  3717. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3718. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3719. {
  3720. uint16_t id;
  3721. bx::read(&reader, id);
  3722. Attrib::Enum attr = idToAttrib(id);
  3723. if (Attrib::Count != attr)
  3724. {
  3725. m_attrMask[attr] = UINT16_MAX;
  3726. }
  3727. }
  3728. uint16_t size;
  3729. bx::read(&reader, size);
  3730. if (0 < size)
  3731. {
  3732. D3D11_BUFFER_DESC desc;
  3733. desc.ByteWidth = (size + 0xf) & ~0xf;
  3734. desc.Usage = D3D11_USAGE_DEFAULT;
  3735. desc.CPUAccessFlags = 0;
  3736. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3737. desc.MiscFlags = 0;
  3738. desc.StructureByteStride = 0;
  3739. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3740. }
  3741. }
  3742. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3743. {
  3744. bimg::ImageContainer imageContainer;
  3745. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3746. {
  3747. uint8_t numMips = imageContainer.m_numMips;
  3748. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3749. numMips -= startLod;
  3750. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3751. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3752. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3753. const uint16_t numLayers = imageContainer.m_numLayers;
  3754. m_flags = _flags;
  3755. m_width = textureWidth;
  3756. m_height = textureHeight;
  3757. m_depth = imageContainer.m_depth;
  3758. m_requestedFormat = uint8_t(imageContainer.m_format);
  3759. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3760. const bool convert = m_textureFormat != m_requestedFormat;
  3761. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3762. if (imageContainer.m_cubeMap)
  3763. {
  3764. m_type = TextureCube;
  3765. }
  3766. else if (imageContainer.m_depth > 1)
  3767. {
  3768. m_type = Texture3D;
  3769. }
  3770. else
  3771. {
  3772. m_type = Texture2D;
  3773. }
  3774. m_numMips = numMips;
  3775. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3776. const uint32_t numSrd = numSides * numMips;
  3777. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3778. uint32_t kk = 0;
  3779. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3780. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3781. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3782. , getHandle()
  3783. , getName( (TextureFormat::Enum)m_textureFormat)
  3784. , getName( (TextureFormat::Enum)m_requestedFormat)
  3785. , numLayers
  3786. , textureWidth
  3787. , textureHeight
  3788. , imageContainer.m_cubeMap ? "x6" : ""
  3789. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3790. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3791. );
  3792. for (uint16_t side = 0; side < numSides; ++side)
  3793. {
  3794. uint32_t width = textureWidth;
  3795. uint32_t height = textureHeight;
  3796. uint32_t depth = imageContainer.m_depth;
  3797. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3798. {
  3799. width = bx::uint32_max(1, width);
  3800. height = bx::uint32_max(1, height);
  3801. depth = bx::uint32_max(1, depth);
  3802. bimg::ImageMip mip;
  3803. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3804. {
  3805. srd[kk].pSysMem = mip.m_data;
  3806. if (convert)
  3807. {
  3808. uint32_t srcpitch = mip.m_width*bpp/8;
  3809. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3810. bimg::imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3811. srd[kk].pSysMem = temp;
  3812. srd[kk].SysMemPitch = srcpitch;
  3813. }
  3814. else if (compressed)
  3815. {
  3816. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3817. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3818. }
  3819. else
  3820. {
  3821. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3822. }
  3823. if (swizzle)
  3824. {
  3825. // imageSwizzleBgra8(temp, width, height, mip.m_width*4, data);
  3826. }
  3827. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3828. ++kk;
  3829. }
  3830. width >>= 1;
  3831. height >>= 1;
  3832. depth >>= 1;
  3833. }
  3834. }
  3835. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3836. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3837. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3838. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3839. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3840. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3841. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3842. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3843. const bool msaaSample = true
  3844. && 1 < msaa.Count
  3845. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3846. && !writeOnly
  3847. ;
  3848. const bool needResolve = true
  3849. && 1 < msaa.Count
  3850. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3851. && !writeOnly
  3852. ;
  3853. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3854. bx::memSet(&srvd, 0, sizeof(srvd) );
  3855. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3856. if (swizzle)
  3857. {
  3858. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3859. srvd.Format = format;
  3860. }
  3861. else if (srgb)
  3862. {
  3863. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3864. srvd.Format = format;
  3865. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3866. }
  3867. if (format == DXGI_FORMAT_UNKNOWN)
  3868. {
  3869. // not swizzled and not sRGB, or sRGB unsupported
  3870. format = s_textureFormat[m_textureFormat].m_fmt;
  3871. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3872. }
  3873. switch (m_type)
  3874. {
  3875. case Texture2D:
  3876. case TextureCube:
  3877. {
  3878. D3D11_TEXTURE2D_DESC desc;
  3879. desc.Width = textureWidth;
  3880. desc.Height = textureHeight;
  3881. desc.MipLevels = numMips;
  3882. desc.ArraySize = numSides;
  3883. desc.Format = format;
  3884. desc.SampleDesc = msaa;
  3885. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3886. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3887. desc.CPUAccessFlags = 0;
  3888. desc.MiscFlags = 0;
  3889. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3890. {
  3891. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3892. desc.Usage = D3D11_USAGE_DEFAULT;
  3893. }
  3894. else if (renderTarget)
  3895. {
  3896. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3897. desc.Usage = D3D11_USAGE_DEFAULT;
  3898. desc.MiscFlags |= 0
  3899. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3900. ;
  3901. }
  3902. if (computeWrite)
  3903. {
  3904. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3905. desc.Usage = D3D11_USAGE_DEFAULT;
  3906. }
  3907. if (readBack)
  3908. {
  3909. desc.BindFlags = 0;
  3910. desc.Usage = D3D11_USAGE_STAGING;
  3911. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3912. }
  3913. if (imageContainer.m_cubeMap)
  3914. {
  3915. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3916. if (1 < numLayers)
  3917. {
  3918. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3919. srvd.TextureCubeArray.MipLevels = numMips;
  3920. srvd.TextureCubeArray.NumCubes = numLayers;
  3921. }
  3922. else
  3923. {
  3924. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3925. srvd.TextureCube.MipLevels = numMips;
  3926. }
  3927. }
  3928. else
  3929. {
  3930. if (msaaSample)
  3931. {
  3932. if (1 < numLayers)
  3933. {
  3934. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3935. srvd.Texture2DMSArray.ArraySize = numLayers;
  3936. }
  3937. else
  3938. {
  3939. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3940. }
  3941. }
  3942. else
  3943. {
  3944. if (1 < numLayers)
  3945. {
  3946. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  3947. srvd.Texture2DArray.MipLevels = numMips;
  3948. srvd.Texture2DArray.ArraySize = numLayers;
  3949. }
  3950. else
  3951. {
  3952. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  3953. srvd.Texture2D.MipLevels = numMips;
  3954. }
  3955. }
  3956. }
  3957. if (needResolve)
  3958. {
  3959. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  3960. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  3961. desc.SampleDesc = s_msaa[0];
  3962. }
  3963. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3964. }
  3965. break;
  3966. case Texture3D:
  3967. {
  3968. D3D11_TEXTURE3D_DESC desc;
  3969. desc.Width = textureWidth;
  3970. desc.Height = textureHeight;
  3971. desc.Depth = imageContainer.m_depth;
  3972. desc.MipLevels = imageContainer.m_numMips;
  3973. desc.Format = format;
  3974. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3975. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3976. desc.CPUAccessFlags = 0;
  3977. desc.MiscFlags = 0;
  3978. if (renderTarget)
  3979. {
  3980. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3981. desc.Usage = D3D11_USAGE_DEFAULT;
  3982. desc.MiscFlags |= 0
  3983. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3984. ;
  3985. }
  3986. if (computeWrite)
  3987. {
  3988. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3989. desc.Usage = D3D11_USAGE_DEFAULT;
  3990. }
  3991. if (readBack)
  3992. {
  3993. desc.BindFlags = 0;
  3994. desc.Usage = D3D11_USAGE_STAGING;
  3995. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3996. }
  3997. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3998. srvd.Texture3D.MipLevels = numMips;
  3999. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  4000. }
  4001. break;
  4002. }
  4003. if (!writeOnly)
  4004. {
  4005. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  4006. }
  4007. if (computeWrite)
  4008. {
  4009. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  4010. }
  4011. if (convert
  4012. && 0 != kk)
  4013. {
  4014. kk = 0;
  4015. for (uint16_t side = 0; side < numSides; ++side)
  4016. {
  4017. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4018. {
  4019. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  4020. ++kk;
  4021. }
  4022. }
  4023. }
  4024. }
  4025. }
  4026. void TextureD3D11::destroy()
  4027. {
  4028. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  4029. DX_RELEASE(m_rt, 0);
  4030. DX_RELEASE(m_srv, 0);
  4031. DX_RELEASE(m_uav, 0);
  4032. if (0 == (m_flags & BGFX_TEXTURE_INTERNAL_SHARED) )
  4033. {
  4034. DX_RELEASE(m_ptr, 0);
  4035. }
  4036. }
  4037. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  4038. {
  4039. destroy();
  4040. m_flags |= BGFX_TEXTURE_INTERNAL_SHARED;
  4041. m_ptr = (ID3D11Resource*)_ptr;
  4042. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  4043. }
  4044. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4045. {
  4046. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4047. D3D11_BOX box;
  4048. box.left = _rect.m_x;
  4049. box.top = _rect.m_y;
  4050. box.right = box.left + _rect.m_width;
  4051. box.bottom = box.top + _rect.m_height;
  4052. uint32_t layer = 0;
  4053. if (TextureD3D11::Texture3D == m_type)
  4054. {
  4055. box.front = _z;
  4056. box.back = box.front + _depth;
  4057. }
  4058. else
  4059. {
  4060. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4061. box.front = 0;
  4062. box.back = 1;
  4063. }
  4064. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4065. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4066. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4067. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4068. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4069. const bool convert = m_textureFormat != m_requestedFormat;
  4070. uint8_t* data = _mem->data;
  4071. uint8_t* temp = NULL;
  4072. if (convert)
  4073. {
  4074. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4075. bimg::imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  4076. data = temp;
  4077. }
  4078. deviceCtx->UpdateSubresource(
  4079. m_ptr
  4080. , subres
  4081. , &box
  4082. , data
  4083. , srcpitch
  4084. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  4085. );
  4086. if (NULL != temp)
  4087. {
  4088. BX_FREE(g_allocator, temp);
  4089. }
  4090. }
  4091. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4092. {
  4093. TextureStage& ts = s_renderD3D11->m_textureStage;
  4094. ts.m_srv[_stage] = m_srv;
  4095. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  4096. ? _flags
  4097. : m_flags
  4098. ;
  4099. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  4100. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  4101. , _palette[index])
  4102. ;
  4103. }
  4104. void TextureD3D11::resolve() const
  4105. {
  4106. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4107. const bool needResolve = NULL != m_rt;
  4108. if (needResolve)
  4109. {
  4110. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  4111. }
  4112. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4113. if (renderTarget
  4114. && 1 < m_numMips)
  4115. {
  4116. deviceCtx->GenerateMips(m_srv);
  4117. }
  4118. }
  4119. TextureHandle TextureD3D11::getHandle() const
  4120. {
  4121. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4122. return handle;
  4123. }
  4124. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4125. {
  4126. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4127. {
  4128. m_rtv[ii] = NULL;
  4129. }
  4130. m_dsv = NULL;
  4131. m_swapChain = NULL;
  4132. m_denseIdx = UINT16_MAX;
  4133. m_numTh = _num;
  4134. m_needPresent = false;
  4135. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4136. postReset();
  4137. }
  4138. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4139. {
  4140. DXGI_SWAP_CHAIN_DESC scd;
  4141. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4142. scd.BufferDesc.Width = _width;
  4143. scd.BufferDesc.Height = _height;
  4144. scd.OutputWindow = (HWND)_nwh;
  4145. ID3D11Device* device = s_renderD3D11->m_device;
  4146. HRESULT hr;
  4147. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  4148. , &scd
  4149. , &m_swapChain
  4150. );
  4151. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4152. ID3D11Resource* ptr;
  4153. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4154. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4155. DX_RELEASE(ptr, 0);
  4156. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  4157. ? s_textureFormat[_depthFormat].m_fmtDsv
  4158. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4159. ;
  4160. D3D11_TEXTURE2D_DESC dsd;
  4161. dsd.Width = scd.BufferDesc.Width;
  4162. dsd.Height = scd.BufferDesc.Height;
  4163. dsd.MipLevels = 1;
  4164. dsd.ArraySize = 1;
  4165. dsd.Format = fmtDsv;
  4166. dsd.SampleDesc = scd.SampleDesc;
  4167. dsd.Usage = D3D11_USAGE_DEFAULT;
  4168. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4169. dsd.CPUAccessFlags = 0;
  4170. dsd.MiscFlags = 0;
  4171. ID3D11Texture2D* depthStencil;
  4172. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4173. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4174. DX_RELEASE(depthStencil, 0);
  4175. m_srv[0] = NULL;
  4176. m_denseIdx = _denseIdx;
  4177. m_num = 1;
  4178. }
  4179. uint16_t FrameBufferD3D11::destroy()
  4180. {
  4181. preReset(true);
  4182. DX_RELEASE(m_swapChain, 0);
  4183. m_num = 0;
  4184. m_numTh = 0;
  4185. m_needPresent = false;
  4186. uint16_t denseIdx = m_denseIdx;
  4187. m_denseIdx = UINT16_MAX;
  4188. return denseIdx;
  4189. }
  4190. void FrameBufferD3D11::preReset(bool _force)
  4191. {
  4192. if (0 < m_numTh
  4193. || _force)
  4194. {
  4195. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4196. {
  4197. DX_RELEASE(m_srv[ii], 0);
  4198. DX_RELEASE(m_rtv[ii], 0);
  4199. }
  4200. DX_RELEASE(m_dsv, 0);
  4201. }
  4202. }
  4203. void FrameBufferD3D11::postReset()
  4204. {
  4205. m_width = 0;
  4206. m_height = 0;
  4207. if (0 < m_numTh)
  4208. {
  4209. m_num = 0;
  4210. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4211. {
  4212. TextureHandle handle = m_attachment[ii].handle;
  4213. if (isValid(handle) )
  4214. {
  4215. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4216. if (0 == m_width)
  4217. {
  4218. switch (texture.m_type)
  4219. {
  4220. case TextureD3D11::Texture2D:
  4221. case TextureD3D11::TextureCube:
  4222. {
  4223. D3D11_TEXTURE2D_DESC desc;
  4224. texture.m_texture2d->GetDesc(&desc);
  4225. m_width = desc.Width;
  4226. m_height = desc.Height;
  4227. }
  4228. break;
  4229. case TextureD3D11::Texture3D:
  4230. {
  4231. D3D11_TEXTURE3D_DESC desc;
  4232. texture.m_texture3d->GetDesc(&desc);
  4233. m_width = desc.Width;
  4234. m_height = desc.Height;
  4235. }
  4236. break;
  4237. }
  4238. }
  4239. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4240. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4241. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4242. {
  4243. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4244. switch (texture.m_type)
  4245. {
  4246. default:
  4247. case TextureD3D11::Texture2D:
  4248. {
  4249. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4250. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4251. dsvDesc.ViewDimension = 1 < msaa.Count
  4252. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4253. : D3D11_DSV_DIMENSION_TEXTURE2D
  4254. ;
  4255. dsvDesc.Flags = 0;
  4256. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4257. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4258. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4259. , &dsvDesc
  4260. , &m_dsv
  4261. ) );
  4262. }
  4263. break;
  4264. case TextureD3D11::TextureCube:
  4265. {
  4266. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4267. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4268. if (1 < msaa.Count)
  4269. {
  4270. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4271. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4272. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4273. }
  4274. else
  4275. {
  4276. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4277. dsvDesc.Texture2DArray.ArraySize = 1;
  4278. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4279. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4280. }
  4281. dsvDesc.Flags = 0;
  4282. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4283. }
  4284. break;
  4285. }
  4286. }
  4287. else
  4288. {
  4289. switch (texture.m_type)
  4290. {
  4291. default:
  4292. case TextureD3D11::Texture2D:
  4293. {
  4294. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4295. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4296. if (1 < msaa.Count)
  4297. {
  4298. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4299. }
  4300. else
  4301. {
  4302. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4303. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4304. }
  4305. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4306. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4307. , &desc
  4308. , &m_rtv[m_num]
  4309. ) );
  4310. }
  4311. break;
  4312. case TextureD3D11::TextureCube:
  4313. {
  4314. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4315. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4316. if (1 < msaa.Count)
  4317. {
  4318. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4319. desc.Texture2DMSArray.ArraySize = 1;
  4320. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4321. }
  4322. else
  4323. {
  4324. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4325. desc.Texture2DArray.ArraySize = 1;
  4326. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4327. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4328. }
  4329. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4330. }
  4331. break;
  4332. case TextureD3D11::Texture3D:
  4333. {
  4334. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4335. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4336. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4337. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4338. desc.Texture3D.WSize = 1;
  4339. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4340. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4341. }
  4342. break;
  4343. }
  4344. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4345. m_num++;
  4346. }
  4347. }
  4348. }
  4349. }
  4350. }
  4351. void FrameBufferD3D11::resolve()
  4352. {
  4353. if (0 < m_numTh)
  4354. {
  4355. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4356. {
  4357. TextureHandle handle = m_attachment[ii].handle;
  4358. if (isValid(handle) )
  4359. {
  4360. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4361. texture.resolve();
  4362. }
  4363. }
  4364. }
  4365. }
  4366. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4367. {
  4368. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4369. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4370. {
  4371. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4372. {
  4373. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4374. {
  4375. uint8_t index = _clear.m_index[ii];
  4376. if (NULL != m_rtv[ii]
  4377. && UINT8_MAX != index)
  4378. {
  4379. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4380. }
  4381. }
  4382. }
  4383. else
  4384. {
  4385. float frgba[4] =
  4386. {
  4387. _clear.m_index[0]*1.0f/255.0f,
  4388. _clear.m_index[1]*1.0f/255.0f,
  4389. _clear.m_index[2]*1.0f/255.0f,
  4390. _clear.m_index[3]*1.0f/255.0f,
  4391. };
  4392. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4393. {
  4394. if (NULL != m_rtv[ii])
  4395. {
  4396. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4397. }
  4398. }
  4399. }
  4400. }
  4401. if (NULL != m_dsv
  4402. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4403. {
  4404. DWORD flags = 0;
  4405. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4406. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4407. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4408. }
  4409. }
  4410. void FrameBufferD3D11::set()
  4411. {
  4412. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4413. m_needPresent = UINT16_MAX != m_denseIdx;
  4414. s_renderD3D11->m_currentColor = m_rtv[0];
  4415. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4416. }
  4417. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4418. {
  4419. if (m_needPresent)
  4420. {
  4421. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4422. hr = !isLost(hr) ? S_OK : hr;
  4423. m_needPresent = false;
  4424. return hr;
  4425. }
  4426. return S_OK;
  4427. }
  4428. void TimerQueryD3D11::postReset()
  4429. {
  4430. ID3D11Device* device = s_renderD3D11->m_device;
  4431. D3D11_QUERY_DESC query;
  4432. query.MiscFlags = 0;
  4433. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4434. {
  4435. Frame& frame = m_frame[ii];
  4436. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4437. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  4438. query.Query = D3D11_QUERY_TIMESTAMP;
  4439. DX_CHECK(device->CreateQuery(&query, &frame.m_begin) );
  4440. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  4441. }
  4442. m_elapsed = 0;
  4443. m_frequency = 1;
  4444. m_control.reset();
  4445. }
  4446. void TimerQueryD3D11::preReset()
  4447. {
  4448. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4449. {
  4450. Frame& frame = m_frame[ii];
  4451. DX_RELEASE(frame.m_disjoint, 0);
  4452. DX_RELEASE(frame.m_begin, 0);
  4453. DX_RELEASE(frame.m_end, 0);
  4454. }
  4455. }
  4456. void TimerQueryD3D11::begin()
  4457. {
  4458. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4459. while (0 == m_control.reserve(1) )
  4460. {
  4461. get();
  4462. }
  4463. Frame& frame = m_frame[m_control.m_current];
  4464. deviceCtx->Begin(frame.m_disjoint);
  4465. deviceCtx->End(frame.m_begin);
  4466. }
  4467. void TimerQueryD3D11::end()
  4468. {
  4469. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4470. Frame& frame = m_frame[m_control.m_current];
  4471. deviceCtx->End(frame.m_end);
  4472. deviceCtx->End(frame.m_disjoint);
  4473. m_control.commit(1);
  4474. }
  4475. bool TimerQueryD3D11::get()
  4476. {
  4477. if (0 != m_control.available() )
  4478. {
  4479. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4480. Frame& frame = m_frame[m_control.m_read];
  4481. uint64_t timeEnd;
  4482. HRESULT hr = deviceCtx->GetData(frame.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4483. if (S_OK == hr
  4484. || isLost(hr) )
  4485. {
  4486. m_control.consume(1);
  4487. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4488. {
  4489. UINT64 Frequency;
  4490. BOOL Disjoint;
  4491. };
  4492. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4493. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  4494. uint64_t timeBegin;
  4495. deviceCtx->GetData(frame.m_begin, &timeBegin, sizeof(timeBegin), 0);
  4496. m_frequency = disjoint.Frequency;
  4497. m_begin = timeBegin;
  4498. m_end = timeEnd;
  4499. m_elapsed = timeEnd - timeBegin;
  4500. return true;
  4501. }
  4502. }
  4503. return false;
  4504. }
  4505. void OcclusionQueryD3D11::postReset()
  4506. {
  4507. ID3D11Device* device = s_renderD3D11->m_device;
  4508. D3D11_QUERY_DESC desc;
  4509. desc.Query = D3D11_QUERY_OCCLUSION;
  4510. desc.MiscFlags = 0;
  4511. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4512. {
  4513. Query& query = m_query[ii];
  4514. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4515. }
  4516. }
  4517. void OcclusionQueryD3D11::preReset()
  4518. {
  4519. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4520. {
  4521. Query& query = m_query[ii];
  4522. DX_RELEASE(query.m_ptr, 0);
  4523. }
  4524. }
  4525. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4526. {
  4527. while (0 == m_control.reserve(1) )
  4528. {
  4529. resolve(_render, true);
  4530. }
  4531. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4532. Query& query = m_query[m_control.m_current];
  4533. deviceCtx->Begin(query.m_ptr);
  4534. query.m_handle = _handle;
  4535. }
  4536. void OcclusionQueryD3D11::end()
  4537. {
  4538. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4539. Query& query = m_query[m_control.m_current];
  4540. deviceCtx->End(query.m_ptr);
  4541. m_control.commit(1);
  4542. }
  4543. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4544. {
  4545. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4546. while (0 != m_control.available() )
  4547. {
  4548. Query& query = m_query[m_control.m_read];
  4549. if (isValid(query.m_handle) )
  4550. {
  4551. uint64_t result = 0;
  4552. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4553. if (S_FALSE == hr)
  4554. {
  4555. break;
  4556. }
  4557. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4558. }
  4559. m_control.consume(1);
  4560. }
  4561. }
  4562. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4563. {
  4564. const uint32_t size = m_control.m_size;
  4565. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4566. {
  4567. Query& query = m_query[(m_control.m_read + ii) % size];
  4568. if (query.m_handle.idx == _handle.idx)
  4569. {
  4570. query.m_handle.idx = bgfx::invalidHandle;
  4571. }
  4572. }
  4573. }
  4574. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4575. {
  4576. if (m_lost
  4577. || updateResolution(_render->m_resolution) )
  4578. {
  4579. return;
  4580. }
  4581. if (_render->m_capture)
  4582. {
  4583. renderDocTriggerCapture();
  4584. }
  4585. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4586. BGFX_GPU_PROFILER_BEGIN_DYNAMIC("rendererSubmit");
  4587. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4588. int64_t elapsed = -bx::getHPCounter();
  4589. int64_t captureElapsed = 0;
  4590. if (m_timerQuerySupport)
  4591. {
  4592. m_gpuTimer.begin();
  4593. }
  4594. if (0 < _render->m_iboffset)
  4595. {
  4596. TransientIndexBuffer* ib = _render->m_transientIb;
  4597. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4598. }
  4599. if (0 < _render->m_vboffset)
  4600. {
  4601. TransientVertexBuffer* vb = _render->m_transientVb;
  4602. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4603. }
  4604. _render->sort();
  4605. RenderDraw currentState;
  4606. currentState.clear();
  4607. currentState.m_stateFlags = BGFX_STATE_NONE;
  4608. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4609. RenderBind currentBind;
  4610. currentBind.clear();
  4611. _render->m_hmdInitialized = m_ovr.isInitialized();
  4612. const bool hmdEnabled = m_ovr.isEnabled();
  4613. static ViewState viewState;
  4614. viewState.reset(_render, hmdEnabled);
  4615. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4616. bool scissorEnabled = false;
  4617. setDebugWireframe(wireframe);
  4618. uint16_t programIdx = invalidHandle;
  4619. SortKey key;
  4620. uint16_t view = UINT16_MAX;
  4621. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4622. BlitKey blitKey;
  4623. blitKey.decode(_render->m_blitKeys[0]);
  4624. uint16_t numBlitItems = _render->m_numBlitItems;
  4625. uint16_t blitItem = 0;
  4626. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4627. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4628. PrimInfo prim = s_primInfo[primIndex];
  4629. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4630. bool wasCompute = false;
  4631. bool viewHasScissor = false;
  4632. Rect viewScissorRect;
  4633. viewScissorRect.clear();
  4634. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4635. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4636. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4637. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4638. uint32_t statsNumIndices = 0;
  4639. uint32_t statsKeyType[2] = {};
  4640. m_occlusionQuery.resolve(_render);
  4641. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4642. {
  4643. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4644. // if we don't do this we'll only see one frame of output and then nothing
  4645. FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  4646. setFrameBuffer(invalid, true, false);
  4647. bool viewRestart = false;
  4648. uint8_t eye = 0;
  4649. uint8_t restartState = 0;
  4650. viewState.m_rect = _render->m_rect[0];
  4651. int32_t numItems = _render->m_num;
  4652. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4653. {
  4654. const uint64_t encodedKey = _render->m_sortKeys[item];
  4655. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4656. statsKeyType[isCompute]++;
  4657. const bool viewChanged = 0
  4658. || key.m_view != view
  4659. || item == numItems
  4660. ;
  4661. const uint32_t itemIdx = _render->m_sortValues[item];
  4662. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4663. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4664. ++item;
  4665. if (viewChanged)
  4666. {
  4667. if (1 == restartState)
  4668. {
  4669. restartState = 2;
  4670. item = restartItem;
  4671. restartItem = numItems;
  4672. view = UINT16_MAX;
  4673. continue;
  4674. }
  4675. view = key.m_view;
  4676. programIdx = invalidHandle;
  4677. if (_render->m_fb[view].idx != fbh.idx)
  4678. {
  4679. fbh = _render->m_fb[view];
  4680. setFrameBuffer(fbh);
  4681. }
  4682. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  4683. viewRestart &= hmdEnabled;
  4684. if (viewRestart)
  4685. {
  4686. if (0 == restartState)
  4687. {
  4688. restartState = 1;
  4689. restartItem = item - 1;
  4690. }
  4691. eye = (restartState - 1) & 1;
  4692. restartState &= 1;
  4693. }
  4694. else
  4695. {
  4696. eye = 0;
  4697. }
  4698. PIX_ENDEVENT();
  4699. if (item > 1)
  4700. {
  4701. BGFX_GPU_PROFILER_END();
  4702. BGFX_PROFILER_END();
  4703. }
  4704. BGFX_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4705. BGFX_GPU_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4706. viewState.m_rect = _render->m_rect[view];
  4707. if (viewRestart)
  4708. {
  4709. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4710. {
  4711. wchar_t* viewNameW = s_viewNameW[view];
  4712. viewNameW[3] = L' ';
  4713. viewNameW[4] = eye ? L'R' : L'L';
  4714. PIX_BEGINEVENT(0 == ( (view*2+eye)&1)
  4715. ? D3DCOLOR_VIEW_L
  4716. : D3DCOLOR_VIEW_R
  4717. , viewNameW
  4718. );
  4719. }
  4720. if (m_ovr.isEnabled() )
  4721. {
  4722. m_ovr.getViewport(eye, &viewState.m_rect);
  4723. }
  4724. else
  4725. {
  4726. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4727. viewState.m_rect.m_width /= 2;
  4728. }
  4729. }
  4730. else
  4731. {
  4732. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4733. {
  4734. wchar_t* viewNameW = s_viewNameW[view];
  4735. viewNameW[3] = L' ';
  4736. viewNameW[4] = L' ';
  4737. PIX_BEGINEVENT(D3DCOLOR_VIEW, viewNameW);
  4738. }
  4739. }
  4740. const Rect& scissorRect = _render->m_scissor[view];
  4741. viewHasScissor = !scissorRect.isZero();
  4742. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4743. D3D11_VIEWPORT vp;
  4744. vp.TopLeftX = viewState.m_rect.m_x;
  4745. vp.TopLeftY = viewState.m_rect.m_y;
  4746. vp.Width = viewState.m_rect.m_width;
  4747. vp.Height = viewState.m_rect.m_height;
  4748. vp.MinDepth = 0.0f;
  4749. vp.MaxDepth = 1.0f;
  4750. deviceCtx->RSSetViewports(1, &vp);
  4751. Clear& clr = _render->m_clear[view];
  4752. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4753. {
  4754. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4755. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4756. }
  4757. const uint8_t blitView = SortKey::decodeView(encodedKey);
  4758. for (; blitItem < numBlitItems && blitKey.m_view <= blitView; blitItem++)
  4759. {
  4760. const BlitItem& blit = _render->m_blitItem[blitItem];
  4761. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  4762. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4763. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4764. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4765. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4766. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4767. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4768. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4769. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4770. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4771. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4772. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4773. if (TextureD3D11::Texture3D == src.m_type)
  4774. {
  4775. D3D11_BOX box;
  4776. box.left = blit.m_srcX;
  4777. box.top = blit.m_srcY;
  4778. box.front = blit.m_srcZ;
  4779. box.right = blit.m_srcX + width;
  4780. box.bottom = blit.m_srcY + height;;
  4781. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4782. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4783. , blit.m_dstMip
  4784. , blit.m_dstX
  4785. , blit.m_dstY
  4786. , blit.m_dstZ
  4787. , src.m_ptr
  4788. , blit.m_srcMip
  4789. , &box
  4790. );
  4791. }
  4792. else
  4793. {
  4794. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4795. BX_CHECK(!depthStencil
  4796. || (width == src.m_width && height == src.m_height)
  4797. , "When blitting depthstencil surface, source resolution must match destination."
  4798. );
  4799. D3D11_BOX box;
  4800. box.left = blit.m_srcX;
  4801. box.top = blit.m_srcY;
  4802. box.front = 0;
  4803. box.right = blit.m_srcX + width;
  4804. box.bottom = blit.m_srcY + height;
  4805. box.back = 1;
  4806. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4807. ? blit.m_srcZ
  4808. : 0
  4809. ;
  4810. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4811. ? blit.m_dstZ
  4812. : 0
  4813. ;
  4814. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4815. , dstZ*dst.m_numMips+blit.m_dstMip
  4816. , blit.m_dstX
  4817. , blit.m_dstY
  4818. , 0
  4819. , src.m_ptr
  4820. , srcZ*src.m_numMips+blit.m_srcMip
  4821. , depthStencil ? NULL : &box
  4822. );
  4823. }
  4824. }
  4825. }
  4826. if (isCompute)
  4827. {
  4828. if (!wasCompute)
  4829. {
  4830. wasCompute = true;
  4831. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4832. {
  4833. wchar_t* viewNameW = s_viewNameW[view];
  4834. viewNameW[3] = L'C';
  4835. PIX_ENDEVENT();
  4836. PIX_BEGINEVENT(D3DCOLOR_COMPUTE, viewNameW);
  4837. }
  4838. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4839. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4840. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4841. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4842. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4843. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4844. }
  4845. const RenderCompute& compute = renderItem.compute;
  4846. if (0 != eye
  4847. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4848. {
  4849. continue;
  4850. }
  4851. bool programChanged = false;
  4852. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  4853. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4854. if (key.m_program != programIdx)
  4855. {
  4856. programIdx = key.m_program;
  4857. ProgramD3D11& program = m_program[key.m_program];
  4858. m_currentProgram = &program;
  4859. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4860. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4861. programChanged =
  4862. constantsChanged = true;
  4863. }
  4864. if (invalidHandle != programIdx)
  4865. {
  4866. ProgramD3D11& program = m_program[programIdx];
  4867. if (constantsChanged)
  4868. {
  4869. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4870. if (NULL != vcb)
  4871. {
  4872. commit(*vcb);
  4873. }
  4874. }
  4875. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  4876. if (constantsChanged
  4877. || program.m_numPredefined > 0)
  4878. {
  4879. commitShaderConstants();
  4880. }
  4881. }
  4882. BX_UNUSED(programChanged);
  4883. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4884. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4885. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4886. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4887. {
  4888. const Binding& bind = renderBind.m_bind[ii];
  4889. if (invalidHandle != bind.m_idx)
  4890. {
  4891. switch (bind.m_type)
  4892. {
  4893. case Binding::Image:
  4894. {
  4895. TextureD3D11& texture = m_textures[bind.m_idx];
  4896. if (Access::Read != bind.m_un.m_compute.m_access)
  4897. {
  4898. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  4899. ? texture.m_uav
  4900. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4901. ;
  4902. }
  4903. else
  4904. {
  4905. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  4906. ? texture.m_srv
  4907. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4908. ;
  4909. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  4910. }
  4911. }
  4912. break;
  4913. case Binding::IndexBuffer:
  4914. case Binding::VertexBuffer:
  4915. {
  4916. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4917. ? m_indexBuffers[bind.m_idx]
  4918. : m_vertexBuffers[bind.m_idx]
  4919. ;
  4920. if (Access::Read != bind.m_un.m_compute.m_access)
  4921. {
  4922. uav[ii] = buffer.m_uav;
  4923. }
  4924. else
  4925. {
  4926. srv[ii] = buffer.m_srv;
  4927. }
  4928. }
  4929. break;
  4930. }
  4931. }
  4932. }
  4933. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  4934. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  4935. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  4936. if (isValid(compute.m_indirectBuffer) )
  4937. {
  4938. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4939. ID3D11Buffer* ptr = vb.m_ptr;
  4940. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4941. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4942. : compute.m_numIndirect
  4943. ;
  4944. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4945. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4946. {
  4947. deviceCtx->DispatchIndirect(ptr, args);
  4948. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4949. }
  4950. }
  4951. else
  4952. {
  4953. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4954. }
  4955. continue;
  4956. }
  4957. bool resetState = viewChanged || wasCompute;
  4958. if (wasCompute)
  4959. {
  4960. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4961. {
  4962. wchar_t* viewNameW = s_viewNameW[view];
  4963. viewNameW[3] = L' ';
  4964. PIX_ENDEVENT();
  4965. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4966. }
  4967. programIdx = invalidHandle;
  4968. m_currentProgram = NULL;
  4969. invalidateCompute();
  4970. }
  4971. const RenderDraw& draw = renderItem.draw;
  4972. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4973. if (isValid(draw.m_occlusionQuery)
  4974. && !hasOcclusionQuery
  4975. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4976. {
  4977. continue;
  4978. }
  4979. const uint64_t newFlags = draw.m_stateFlags;
  4980. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4981. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4982. currentState.m_stateFlags = newFlags;
  4983. const uint64_t newStencil = draw.m_stencil;
  4984. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4985. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4986. currentState.m_stencil = newStencil;
  4987. if (resetState)
  4988. {
  4989. wasCompute = false;
  4990. currentState.clear();
  4991. currentState.m_scissor = !draw.m_scissor;
  4992. changedFlags = BGFX_STATE_MASK;
  4993. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4994. currentState.m_stateFlags = newFlags;
  4995. currentState.m_stencil = newStencil;
  4996. currentBind.clear();
  4997. setBlendState(newFlags);
  4998. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4999. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5000. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5001. }
  5002. if (prim.m_type != s_primInfo[primIndex].m_type)
  5003. {
  5004. prim = s_primInfo[primIndex];
  5005. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5006. }
  5007. uint16_t scissor = draw.m_scissor;
  5008. if (currentState.m_scissor != scissor)
  5009. {
  5010. currentState.m_scissor = scissor;
  5011. if (UINT16_MAX == scissor)
  5012. {
  5013. scissorEnabled = viewHasScissor;
  5014. if (viewHasScissor)
  5015. {
  5016. D3D11_RECT rc;
  5017. rc.left = viewScissorRect.m_x;
  5018. rc.top = viewScissorRect.m_y;
  5019. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5020. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5021. deviceCtx->RSSetScissorRects(1, &rc);
  5022. }
  5023. }
  5024. else
  5025. {
  5026. Rect scissorRect;
  5027. scissorRect.setIntersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  5028. if (scissorRect.isZeroArea() )
  5029. {
  5030. continue;
  5031. }
  5032. scissorEnabled = true;
  5033. D3D11_RECT rc;
  5034. rc.left = scissorRect.m_x;
  5035. rc.top = scissorRect.m_y;
  5036. rc.right = scissorRect.m_x + scissorRect.m_width;
  5037. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5038. deviceCtx->RSSetScissorRects(1, &rc);
  5039. }
  5040. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5041. }
  5042. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  5043. {
  5044. setDepthStencilState(newFlags, newStencil);
  5045. }
  5046. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  5047. {
  5048. setBlendState(newFlags, draw.m_rgba);
  5049. currentState.m_rgba = draw.m_rgba;
  5050. }
  5051. if ( (0
  5052. | BGFX_STATE_CULL_MASK
  5053. | BGFX_STATE_ALPHA_REF_MASK
  5054. | BGFX_STATE_PT_MASK
  5055. | BGFX_STATE_POINT_SIZE_MASK
  5056. | BGFX_STATE_MSAA
  5057. | BGFX_STATE_LINEAA
  5058. | BGFX_STATE_CONSERVATIVE_RASTER
  5059. ) & changedFlags)
  5060. {
  5061. if ( (0
  5062. | BGFX_STATE_CULL_MASK
  5063. | BGFX_STATE_MSAA
  5064. | BGFX_STATE_LINEAA
  5065. | BGFX_STATE_CONSERVATIVE_RASTER
  5066. ) & changedFlags)
  5067. {
  5068. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5069. }
  5070. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5071. {
  5072. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5073. viewState.m_alphaRef = ref/255.0f;
  5074. }
  5075. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5076. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5077. if (prim.m_type != s_primInfo[primIndex].m_type)
  5078. {
  5079. prim = s_primInfo[primIndex];
  5080. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5081. }
  5082. }
  5083. bool programChanged = false;
  5084. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  5085. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  5086. if (key.m_program != programIdx)
  5087. {
  5088. programIdx = key.m_program;
  5089. if (invalidHandle == programIdx)
  5090. {
  5091. m_currentProgram = NULL;
  5092. deviceCtx->VSSetShader(NULL, NULL, 0);
  5093. deviceCtx->PSSetShader(NULL, NULL, 0);
  5094. }
  5095. else
  5096. {
  5097. ProgramD3D11& program = m_program[programIdx];
  5098. m_currentProgram = &program;
  5099. const ShaderD3D11* vsh = program.m_vsh;
  5100. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5101. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5102. const ShaderD3D11* fsh = program.m_fsh;
  5103. if (NULL != m_currentColor
  5104. || fsh->m_hasDepthOp)
  5105. {
  5106. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5107. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5108. }
  5109. else
  5110. {
  5111. deviceCtx->PSSetShader(NULL, NULL, 0);
  5112. }
  5113. }
  5114. programChanged =
  5115. constantsChanged = true;
  5116. }
  5117. if (invalidHandle != programIdx)
  5118. {
  5119. ProgramD3D11& program = m_program[programIdx];
  5120. if (constantsChanged)
  5121. {
  5122. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5123. if (NULL != vcb)
  5124. {
  5125. commit(*vcb);
  5126. }
  5127. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5128. if (NULL != fcb)
  5129. {
  5130. commit(*fcb);
  5131. }
  5132. }
  5133. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  5134. if (constantsChanged
  5135. || program.m_numPredefined > 0)
  5136. {
  5137. commitShaderConstants();
  5138. }
  5139. }
  5140. {
  5141. uint32_t changes = 0;
  5142. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5143. {
  5144. const Binding& bind = renderBind.m_bind[stage];
  5145. Binding& current = currentBind.m_bind[stage];
  5146. if (current.m_idx != bind.m_idx
  5147. || current.m_type != bind.m_type
  5148. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  5149. || programChanged)
  5150. {
  5151. if (invalidHandle != bind.m_idx)
  5152. {
  5153. switch (bind.m_type)
  5154. {
  5155. case Binding::Texture:
  5156. {
  5157. TextureD3D11& texture = m_textures[bind.m_idx];
  5158. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  5159. }
  5160. break;
  5161. case Binding::IndexBuffer:
  5162. case Binding::VertexBuffer:
  5163. {
  5164. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5165. ? m_indexBuffers[bind.m_idx]
  5166. : m_vertexBuffers[bind.m_idx]
  5167. ;
  5168. m_textureStage.m_srv[stage] = buffer.m_srv;
  5169. m_textureStage.m_sampler[stage] = NULL;
  5170. }
  5171. break;
  5172. }
  5173. }
  5174. else
  5175. {
  5176. m_textureStage.m_srv[stage] = NULL;
  5177. m_textureStage.m_sampler[stage] = NULL;
  5178. }
  5179. ++changes;
  5180. }
  5181. current = bind;
  5182. }
  5183. if (0 < changes)
  5184. {
  5185. commitTextureStage();
  5186. }
  5187. }
  5188. if (programChanged
  5189. || currentState.m_streamMask != draw.m_streamMask
  5190. || currentState.m_stream[0].m_decl.idx != draw.m_stream[0].m_decl.idx
  5191. || currentState.m_stream[0].m_handle.idx != draw.m_stream[0].m_handle.idx
  5192. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  5193. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  5194. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  5195. {
  5196. currentState.m_streamMask = draw.m_streamMask;
  5197. currentState.m_stream[0].m_decl = draw.m_stream[0].m_decl;
  5198. currentState.m_stream[0].m_handle = draw.m_stream[0].m_handle;
  5199. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5200. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5201. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5202. uint16_t handle = draw.m_stream[0].m_handle.idx;
  5203. if (invalidHandle != handle)
  5204. {
  5205. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5206. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  5207. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5208. uint32_t stride = vertexDecl.m_stride;
  5209. uint32_t offset = 0;
  5210. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  5211. if (isValid(draw.m_instanceDataBuffer) )
  5212. {
  5213. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5214. uint32_t instStride = draw.m_instanceDataStride;
  5215. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5216. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  5217. }
  5218. else
  5219. {
  5220. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5221. setInputLayout(vertexDecl, m_program[programIdx], 0);
  5222. }
  5223. }
  5224. else
  5225. {
  5226. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5227. }
  5228. }
  5229. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5230. {
  5231. currentState.m_indexBuffer = draw.m_indexBuffer;
  5232. uint16_t handle = draw.m_indexBuffer.idx;
  5233. if (invalidHandle != handle)
  5234. {
  5235. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5236. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5237. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5238. , 0
  5239. );
  5240. }
  5241. else
  5242. {
  5243. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5244. }
  5245. }
  5246. if (0 != currentState.m_streamMask)
  5247. {
  5248. uint32_t numVertices = draw.m_numVertices;
  5249. if (UINT32_MAX == numVertices)
  5250. {
  5251. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_stream[0].m_handle.idx];
  5252. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  5253. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5254. numVertices = vb.m_size/vertexDecl.m_stride;
  5255. }
  5256. uint32_t numIndices = 0;
  5257. uint32_t numPrimsSubmitted = 0;
  5258. uint32_t numInstances = 0;
  5259. uint32_t numPrimsRendered = 0;
  5260. uint32_t numDrawIndirect = 0;
  5261. if (hasOcclusionQuery)
  5262. {
  5263. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5264. }
  5265. if (isValid(draw.m_indirectBuffer) )
  5266. {
  5267. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5268. ID3D11Buffer* ptr = vb.m_ptr;
  5269. if (isValid(draw.m_indexBuffer) )
  5270. {
  5271. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5272. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5273. : draw.m_numIndirect
  5274. ;
  5275. multiDrawIndexedInstancedIndirect(numDrawIndirect
  5276. , ptr
  5277. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5278. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5279. );
  5280. }
  5281. else
  5282. {
  5283. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5284. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5285. : draw.m_numIndirect
  5286. ;
  5287. multiDrawInstancedIndirect(numDrawIndirect
  5288. , ptr
  5289. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5290. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5291. );
  5292. }
  5293. }
  5294. else
  5295. {
  5296. if (isValid(draw.m_indexBuffer) )
  5297. {
  5298. if (UINT32_MAX == draw.m_numIndices)
  5299. {
  5300. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5301. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5302. numIndices = ib.m_size/indexSize;
  5303. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5304. numInstances = draw.m_numInstances;
  5305. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5306. if (numInstances > 1)
  5307. {
  5308. deviceCtx->DrawIndexedInstanced(numIndices
  5309. , draw.m_numInstances
  5310. , 0
  5311. , draw.m_stream[0].m_startVertex
  5312. , 0
  5313. );
  5314. }
  5315. else
  5316. {
  5317. deviceCtx->DrawIndexed(numIndices
  5318. , 0
  5319. , draw.m_stream[0].m_startVertex
  5320. );
  5321. }
  5322. }
  5323. else if (prim.m_min <= draw.m_numIndices)
  5324. {
  5325. numIndices = draw.m_numIndices;
  5326. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5327. numInstances = draw.m_numInstances;
  5328. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5329. if (numInstances > 1)
  5330. {
  5331. deviceCtx->DrawIndexedInstanced(numIndices
  5332. , draw.m_numInstances
  5333. , draw.m_startIndex
  5334. , draw.m_stream[0].m_startVertex
  5335. , 0
  5336. );
  5337. }
  5338. else
  5339. {
  5340. deviceCtx->DrawIndexed(numIndices
  5341. , draw.m_startIndex
  5342. , draw.m_stream[0].m_startVertex
  5343. );
  5344. }
  5345. }
  5346. }
  5347. else
  5348. {
  5349. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5350. numInstances = draw.m_numInstances;
  5351. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5352. if (numInstances > 1)
  5353. {
  5354. deviceCtx->DrawInstanced(numVertices
  5355. , draw.m_numInstances
  5356. , draw.m_stream[0].m_startVertex
  5357. , 0
  5358. );
  5359. }
  5360. else
  5361. {
  5362. deviceCtx->Draw(numVertices
  5363. , draw.m_stream[0].m_startVertex
  5364. );
  5365. }
  5366. }
  5367. if (hasOcclusionQuery)
  5368. {
  5369. m_occlusionQuery.end();
  5370. }
  5371. }
  5372. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5373. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5374. statsNumInstances[primIndex] += numInstances;
  5375. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5376. statsNumIndices += numIndices;
  5377. }
  5378. }
  5379. if (wasCompute)
  5380. {
  5381. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5382. {
  5383. wchar_t* viewNameW = s_viewNameW[view];
  5384. viewNameW[3] = L'C';
  5385. PIX_ENDEVENT();
  5386. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5387. }
  5388. invalidateCompute();
  5389. }
  5390. if (0 < _render->m_num)
  5391. {
  5392. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5393. {
  5394. deviceCtx->Flush();
  5395. }
  5396. captureElapsed = -bx::getHPCounter();
  5397. capture();
  5398. captureElapsed += bx::getHPCounter();
  5399. BGFX_GPU_PROFILER_END();
  5400. BGFX_PROFILER_END();
  5401. }
  5402. }
  5403. PIX_ENDEVENT();
  5404. BGFX_GPU_PROFILER_END();
  5405. int64_t now = bx::getHPCounter();
  5406. elapsed += now;
  5407. static int64_t last = now;
  5408. Stats& perfStats = _render->m_perfStats;
  5409. perfStats.cpuTimeBegin = last;
  5410. int64_t frameTime = now - last;
  5411. last = now;
  5412. static int64_t min = frameTime;
  5413. static int64_t max = frameTime;
  5414. min = min > frameTime ? frameTime : min;
  5415. max = max < frameTime ? frameTime : max;
  5416. static uint32_t maxGpuLatency = 0;
  5417. static double maxGpuElapsed = 0.0f;
  5418. double elapsedGpuMs = 0.0;
  5419. if (m_timerQuerySupport)
  5420. {
  5421. m_gpuTimer.end();
  5422. do
  5423. {
  5424. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5425. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  5426. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5427. }
  5428. while (m_gpuTimer.get() );
  5429. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5430. }
  5431. const int64_t timerFreq = bx::getHPFrequency();
  5432. perfStats.cpuTimeEnd = now;
  5433. perfStats.cpuTimerFreq = timerFreq;
  5434. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  5435. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  5436. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5437. perfStats.numDraw = statsKeyType[0];
  5438. perfStats.numCompute = statsKeyType[1];
  5439. perfStats.maxGpuLatency = maxGpuLatency;
  5440. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5441. {
  5442. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  5443. m_needPresent = true;
  5444. TextVideoMem& tvm = m_textVideoMem;
  5445. static int64_t next = now;
  5446. if (now >= next)
  5447. {
  5448. next = now + timerFreq;
  5449. double freq = double(bx::getHPFrequency() );
  5450. double toMs = 1000.0/freq;
  5451. tvm.clear();
  5452. uint16_t pos = 0;
  5453. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5454. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5455. , getRendererName()
  5456. , m_deviceInterfaceVersion
  5457. , (m_featureLevel >> 12) & 0xf
  5458. , (m_featureLevel >> 8) & 0xf
  5459. );
  5460. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5461. char description[BX_COUNTOF(desc.Description)];
  5462. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5463. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5464. char dedicatedVideo[16];
  5465. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5466. char dedicatedSystem[16];
  5467. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5468. char sharedSystem[16];
  5469. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5470. char processMemoryUsed[16];
  5471. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5472. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5473. , dedicatedVideo
  5474. , dedicatedSystem
  5475. , sharedSystem
  5476. , processMemoryUsed
  5477. );
  5478. pos = 10;
  5479. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5480. , double(frameTime)*toMs
  5481. , double(min)*toMs
  5482. , double(max)*toMs
  5483. , freq/frameTime
  5484. );
  5485. char hmd[16];
  5486. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5487. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5488. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5489. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5490. , 0 != msaa ? '\xfe' : ' '
  5491. , 1<<msaa
  5492. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  5493. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5494. );
  5495. double elapsedCpuMs = double(elapsed)*toMs;
  5496. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5497. , _render->m_num
  5498. , statsKeyType[0]
  5499. , statsKeyType[1]
  5500. , elapsedCpuMs
  5501. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5502. , maxGpuElapsed
  5503. , maxGpuLatency
  5504. );
  5505. maxGpuLatency = 0;
  5506. maxGpuElapsed = 0.0;
  5507. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5508. {
  5509. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5510. , s_primName[ii]
  5511. , statsNumPrimsRendered[ii]
  5512. , statsNumInstances[ii]
  5513. , statsNumPrimsSubmitted[ii]
  5514. , statsNumDrawIndirect[ii]
  5515. );
  5516. }
  5517. if (NULL != m_renderdocdll)
  5518. {
  5519. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5520. }
  5521. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5522. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5523. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5524. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5525. pos++;
  5526. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5527. pos++;
  5528. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5529. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  5530. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  5531. , m_blendStateCache.getCount()
  5532. , m_depthStencilStateCache.getCount()
  5533. , m_inputLayoutCache.getCount()
  5534. , m_rasterizerStateCache.getCount()
  5535. , m_samplerStateCache.getCount()
  5536. );
  5537. pos++;
  5538. double captureMs = double(captureElapsed)*toMs;
  5539. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5540. uint8_t attr[2] = { 0x89, 0x8a };
  5541. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5542. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5543. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5544. min = frameTime;
  5545. max = frameTime;
  5546. }
  5547. blit(this, _textVideoMemBlitter, tvm);
  5548. PIX_ENDEVENT();
  5549. }
  5550. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5551. {
  5552. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5553. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5554. PIX_ENDEVENT();
  5555. }
  5556. }
  5557. } /* namespace d3d11 */ } // namespace bgfx
  5558. #undef BGFX_GPU_PROFILER_BIND
  5559. #undef BGFX_GPU_PROFILER_UNBIND
  5560. #undef BGFX_GPU_PROFILER_BEGIN
  5561. #undef BGFX_GPU_PROFILER_BEGIN_DYNAMIC
  5562. #undef BGFX_GPU_PROFILER_END
  5563. #else
  5564. namespace bgfx { namespace d3d11
  5565. {
  5566. RendererContextI* rendererCreate()
  5567. {
  5568. return NULL;
  5569. }
  5570. void rendererDestroy()
  5571. {
  5572. }
  5573. } /* namespace d3d11 */ } // namespace bgfx
  5574. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11