renderer_d3d11.cpp 191 KB

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  1. /*
  2. * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx { namespace d3d11
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. static char s_viewName [BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. inline void setViewType(ViewId _view, const bx::StringView _str)
  13. {
  14. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION | BGFX_CONFIG_PROFILER) )
  15. {
  16. const uint32_t len = _str.getLength();
  17. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), len);
  18. wchar_t tmpW[16];
  19. mbstowcs(tmpW, _str.getPtr(), len);
  20. bx::memCopy(&s_viewNameW[_view][3], tmpW, len*2);
  21. }
  22. }
  23. struct PrimInfo
  24. {
  25. D3D11_PRIMITIVE_TOPOLOGY m_type;
  26. uint32_t m_min;
  27. uint32_t m_div;
  28. uint32_t m_sub;
  29. };
  30. static const PrimInfo s_primInfo[] =
  31. {
  32. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  33. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  34. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  35. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  36. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  37. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  38. };
  39. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  40. union Zero
  41. {
  42. Zero()
  43. {
  44. bx::memSet(this, 0, sizeof(Zero) );
  45. }
  46. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  47. ID3D11UnorderedAccessView* m_uav[D3D11_1_UAV_SLOT_COUNT];
  48. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  49. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  50. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  51. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  52. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. };
  54. BX_PRAGMA_DIAGNOSTIC_PUSH();
  55. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  56. static const Zero s_zero;
  57. BX_PRAGMA_DIAGNOSTIC_POP();
  58. static const uint32_t s_checkMsaa[] =
  59. {
  60. 0,
  61. 2,
  62. 4,
  63. 8,
  64. 16,
  65. };
  66. static DXGI_SAMPLE_DESC s_msaa[] =
  67. {
  68. { 1, 0 },
  69. { 2, 0 },
  70. { 4, 0 },
  71. { 8, 0 },
  72. { 16, 0 },
  73. };
  74. static const D3D11_BLEND s_blendFactor[][2] =
  75. {
  76. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  77. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  78. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  79. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  80. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  81. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  82. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  83. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  84. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  85. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  86. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  87. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  88. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  89. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  90. };
  91. static const D3D11_BLEND_OP s_blendEquation[] =
  92. {
  93. D3D11_BLEND_OP_ADD,
  94. D3D11_BLEND_OP_SUBTRACT,
  95. D3D11_BLEND_OP_REV_SUBTRACT,
  96. D3D11_BLEND_OP_MIN,
  97. D3D11_BLEND_OP_MAX,
  98. };
  99. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  100. {
  101. D3D11_COMPARISON_FUNC(0), // ignored
  102. D3D11_COMPARISON_LESS,
  103. D3D11_COMPARISON_LESS_EQUAL,
  104. D3D11_COMPARISON_EQUAL,
  105. D3D11_COMPARISON_GREATER_EQUAL,
  106. D3D11_COMPARISON_GREATER,
  107. D3D11_COMPARISON_NOT_EQUAL,
  108. D3D11_COMPARISON_NEVER,
  109. D3D11_COMPARISON_ALWAYS,
  110. };
  111. static const D3D11_STENCIL_OP s_stencilOp[] =
  112. {
  113. D3D11_STENCIL_OP_ZERO,
  114. D3D11_STENCIL_OP_KEEP,
  115. D3D11_STENCIL_OP_REPLACE,
  116. D3D11_STENCIL_OP_INCR,
  117. D3D11_STENCIL_OP_INCR_SAT,
  118. D3D11_STENCIL_OP_DECR,
  119. D3D11_STENCIL_OP_DECR_SAT,
  120. D3D11_STENCIL_OP_INVERT,
  121. };
  122. static const D3D11_CULL_MODE s_cullMode[] =
  123. {
  124. D3D11_CULL_NONE,
  125. D3D11_CULL_FRONT,
  126. D3D11_CULL_BACK,
  127. };
  128. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  129. {
  130. D3D11_TEXTURE_ADDRESS_WRAP,
  131. D3D11_TEXTURE_ADDRESS_MIRROR,
  132. D3D11_TEXTURE_ADDRESS_CLAMP,
  133. D3D11_TEXTURE_ADDRESS_BORDER,
  134. };
  135. /*
  136. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  137. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  138. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  139. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  140. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  141. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  142. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  143. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  144. * D3D11_FILTER_ANISOTROPIC = 0x55,
  145. *
  146. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  147. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  148. *
  149. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  150. * 0x10 // MIN_LINEAR
  151. * 0x04 // MAG_LINEAR
  152. * 0x01 // MIP_LINEAR
  153. */
  154. static const uint8_t s_textureFilter[3][3] =
  155. {
  156. {
  157. 0x10, // min linear
  158. 0x00, // min point
  159. 0x55, // anisotropic
  160. },
  161. {
  162. 0x04, // mag linear
  163. 0x00, // mag point
  164. 0x55, // anisotropic
  165. },
  166. {
  167. 0x01, // mip linear
  168. 0x00, // mip point
  169. 0x55, // anisotropic
  170. },
  171. };
  172. struct TextureFormatInfo
  173. {
  174. DXGI_FORMAT m_fmt;
  175. DXGI_FORMAT m_fmtSrv;
  176. DXGI_FORMAT m_fmtDsv;
  177. DXGI_FORMAT m_fmtSrgb;
  178. };
  179. static const TextureFormatInfo s_textureFormat[] =
  180. {
  181. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  182. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  183. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  184. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  185. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  186. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  187. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  201. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  202. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  203. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  204. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  205. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  206. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  208. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  209. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  210. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  211. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  212. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  213. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  214. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  215. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  216. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  217. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  218. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  219. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  220. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  221. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  222. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  223. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  224. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  225. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  226. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  227. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  228. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  229. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  230. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  231. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  232. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  233. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  234. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  235. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  236. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  237. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  238. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  239. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  240. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  241. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  242. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  243. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  244. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  245. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  246. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  247. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  248. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  249. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  250. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  251. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  252. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  253. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  254. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  255. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  256. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  257. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  258. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  259. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  260. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  261. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  262. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  263. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  264. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  265. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  266. };
  267. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  268. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  269. {
  270. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  271. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. };
  289. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  290. static const DXGI_FORMAT s_attribType[][4][2] =
  291. {
  292. { // Uint8
  293. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  294. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  295. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  296. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  297. },
  298. { // Uint10
  299. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  300. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  301. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  302. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  303. },
  304. { // Int16
  305. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  306. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  307. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  308. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  309. },
  310. { // Half
  311. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  312. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  313. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  314. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  315. },
  316. { // Float
  317. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  318. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  319. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  320. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  321. },
  322. };
  323. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  324. static D3D11_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  325. {
  326. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  327. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  328. {
  329. if (UINT16_MAX != _layout.m_attributes[attr])
  330. {
  331. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  332. elem->InputSlot = _stream;
  333. if (0 == _layout.m_attributes[attr])
  334. {
  335. elem->AlignedByteOffset = 0;
  336. }
  337. else
  338. {
  339. uint8_t num;
  340. AttribType::Enum type;
  341. bool normalized;
  342. bool asInt;
  343. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  344. elem->Format = s_attribType[type][num-1][normalized];
  345. elem->AlignedByteOffset = _layout.m_offset[attr];
  346. }
  347. ++elem;
  348. }
  349. }
  350. return elem;
  351. }
  352. struct TextureStage
  353. {
  354. TextureStage()
  355. {
  356. clear();
  357. }
  358. void clear()
  359. {
  360. bx::memSet(m_uav, 0, sizeof(m_uav) );
  361. bx::memSet(m_srv, 0, sizeof(m_srv) );
  362. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  363. }
  364. ID3D11UnorderedAccessView* m_uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  365. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  366. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  367. };
  368. BX_PRAGMA_DIAGNOSTIC_PUSH();
  369. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  370. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  371. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  372. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  373. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  374. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  375. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  376. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  377. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  378. static const GUID IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } };
  379. enum D3D11_FORMAT_SUPPORT2
  380. {
  381. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  382. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  383. };
  384. static const GUID s_d3dDeviceIIDs[] =
  385. {
  386. IID_ID3D11Device3,
  387. IID_ID3D11Device2,
  388. IID_ID3D11Device1,
  389. };
  390. inline bool isLost(HRESULT _hr)
  391. {
  392. return false
  393. || _hr == DXGI_ERROR_DEVICE_REMOVED
  394. || _hr == DXGI_ERROR_DEVICE_HUNG
  395. || _hr == DXGI_ERROR_DEVICE_RESET
  396. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  397. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  398. ;
  399. }
  400. static const char* getLostReason(HRESULT _hr)
  401. {
  402. switch (_hr)
  403. {
  404. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  405. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  406. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  407. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  408. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  409. // The calling application should re-create the device and continue.
  410. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  411. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  412. // suspect, and the application should not continue.
  413. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  414. // A resource is not available at the time of the call, but may become available later.
  415. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  416. case S_OK: return "S_OK";
  417. default: break;
  418. }
  419. return "Unknown HRESULT?";
  420. }
  421. template <typename Ty>
  422. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  423. {
  424. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  425. {
  426. char temp[2048];
  427. va_list argList;
  428. va_start(argList, _format);
  429. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  430. va_end(argList);
  431. temp[size] = '\0';
  432. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  433. }
  434. }
  435. BX_PRAGMA_DIAGNOSTIC_POP();
  436. static HRESULT setIntelExtension(ID3D11Device* _device, const void* _data, uint32_t _size)
  437. {
  438. D3D11_BUFFER_DESC desc;
  439. desc.ByteWidth = _size;
  440. desc.Usage = D3D11_USAGE_STAGING;
  441. desc.BindFlags = 0;
  442. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  443. desc.MiscFlags = 0;
  444. desc.StructureByteStride = 0;
  445. D3D11_SUBRESOURCE_DATA initData;
  446. initData.pSysMem = _data;
  447. initData.SysMemPitch = _size;
  448. initData.SysMemSlicePitch = 0;
  449. ID3D11Buffer* buffer;
  450. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  451. if (SUCCEEDED(hr) )
  452. {
  453. buffer->Release();
  454. }
  455. return hr;
  456. };
  457. static const uint32_t kIntelExtensionInterfaceVersion = UINT32_C(0x10000);
  458. struct IntelExtension
  459. {
  460. char key[16];
  461. uint32_t version;
  462. uint32_t type;
  463. uint32_t data[16];
  464. };
  465. static const IntelExtension s_intelDirectAccessResource =
  466. {
  467. { 'I', 'N', 'T', 'C', 'E', 'X', 'T', 'N', 'R', 'E', 'S', 'O', 'U', 'R', 'C', 'E' },
  468. kIntelExtensionInterfaceVersion,
  469. 1,
  470. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
  471. };
  472. static HRESULT setIntelDirectAccessResource(ID3D11Device* _device)
  473. {
  474. return setIntelExtension(_device, &s_intelDirectAccessResource, sizeof(s_intelDirectAccessResource) );
  475. }
  476. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  477. {
  478. if (windowsVersionIs(Condition::GreaterEqual, 0x0604) )
  479. {
  480. uint8_t temp[28];
  481. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  482. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  483. bx::write(&writer, kIntelExtensionInterfaceVersion);
  484. bx::write(&writer, UINT32_C(0) );
  485. bx::write(&writer, UINT32_C(0) );
  486. if (SUCCEEDED(setIntelExtension(_device, temp, sizeof(temp) ) ) )
  487. {
  488. bx::MemoryReader reader(&temp, sizeof(temp) );
  489. bx::skip(&reader, 16);
  490. uint32_t version;
  491. bx::read(&reader, version);
  492. uint32_t driverVersion;
  493. bx::read(&reader, driverVersion);
  494. return version <= driverVersion;
  495. }
  496. }
  497. return false;
  498. }
  499. void resume(ID3D11Device* _device)
  500. {
  501. BX_UNUSED(_device);
  502. }
  503. void suspend(ID3D11Device* _device)
  504. {
  505. BX_UNUSED(_device);
  506. }
  507. /*
  508. * AMD GPU Services (AGS) library
  509. *
  510. * Reference(s):
  511. * - https://web.archive.org/web/20181126035805/https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  512. */
  513. enum AGS_RETURN_CODE
  514. {
  515. AGS_SUCCESS,
  516. AGS_INVALID_ARGS,
  517. AGS_OUT_OF_MEMORY,
  518. AGS_ERROR_MISSING_DLL,
  519. AGS_ERROR_LEGACY_DRIVER,
  520. AGS_EXTENSION_NOT_SUPPORTED,
  521. AGS_ADL_FAILURE,
  522. };
  523. enum AGS_DRIVER_EXTENSION
  524. {
  525. AGS_EXTENSION_QUADLIST = 1 << 0,
  526. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  527. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  528. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  529. };
  530. struct AGSDriverVersionInfo
  531. {
  532. char strDriverVersion[256];
  533. char strCatalystVersion[256];
  534. char strCatalystWebLink[256];
  535. };
  536. struct AGSContext;
  537. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  538. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  539. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  540. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  541. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  542. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  543. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  544. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  545. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  546. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  547. static PFN_AGS_INIT agsInit;
  548. static PFN_AGS_DEINIT agsDeInit;
  549. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  550. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  551. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  552. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  553. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  554. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  555. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  556. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  557. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  558. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  559. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  560. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  561. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  562. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  563. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  564. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  565. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  566. #if USE_D3D11_DYNAMIC_LIB
  567. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  568. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  569. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  570. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  571. #endif // USE_D3D11_DYNAMIC_LIB
  572. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name);
  573. int WINAPI d3d11Annotation_EndEvent();
  574. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name);
  575. struct RendererContextD3D11 : public RendererContextI
  576. {
  577. RendererContextD3D11()
  578. : m_d3d9Dll(NULL)
  579. , m_d3d11Dll(NULL)
  580. , m_renderDocDll(NULL)
  581. , m_agsDll(NULL)
  582. , m_ags(NULL)
  583. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  584. , m_swapChain(NULL)
  585. , m_lost(false)
  586. , m_numWindows(0)
  587. , m_device(NULL)
  588. , m_deviceCtx(NULL)
  589. , m_annotation(NULL)
  590. , m_infoQueue(NULL)
  591. , m_backBufferColor(NULL)
  592. , m_backBufferDepthStencil(NULL)
  593. , m_currentColor(NULL)
  594. , m_currentDepthStencil(NULL)
  595. , m_captureTexture(NULL)
  596. , m_captureResolve(NULL)
  597. , m_maxAnisotropy(1)
  598. , m_depthClamp(false)
  599. , m_wireframe(false)
  600. , m_currentProgram(NULL)
  601. , m_vsChanges(0)
  602. , m_fsChanges(0)
  603. , m_rtMsaa(false)
  604. , m_timerQuerySupport(false)
  605. , m_directAccessSupport(false)
  606. {
  607. m_fbh.idx = kInvalidHandle;
  608. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  609. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  610. }
  611. ~RendererContextD3D11()
  612. {
  613. }
  614. bool init(const Init& _init)
  615. {
  616. struct ErrorState
  617. {
  618. enum Enum
  619. {
  620. Default,
  621. LoadedD3D11,
  622. LoadedDXGI,
  623. };
  624. };
  625. ErrorState::Enum errorState = ErrorState::Default;
  626. if (_init.debug
  627. || _init.profile)
  628. {
  629. m_renderDocDll = loadRenderDoc();
  630. }
  631. m_fbh.idx = kInvalidHandle;
  632. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  633. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  634. m_ags = NULL;
  635. m_agsDll = bx::dlopen(
  636. #if BX_ARCH_32BIT
  637. "amd_ags_x86.dll"
  638. #else
  639. "amd_ags_x64.dll"
  640. #endif // BX_ARCH_32BIT
  641. );
  642. if (NULL != m_agsDll)
  643. {
  644. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsDll, "agsInit");
  645. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsDll, "agsDeInit");
  646. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetCrossfireGPUCount");
  647. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetTotalGPUCount");
  648. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsDll, "agsGetGPUMemorySize");
  649. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsDll, "agsGetDriverVersionInfo");
  650. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsDll, "agsDriverExtensions_Init");
  651. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsDll, "agsDriverExtensions_DeInit");
  652. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  653. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  654. bool agsSupported = true
  655. && NULL != agsInit
  656. && NULL != agsDeInit
  657. && NULL != agsGetCrossfireGPUCount
  658. && NULL != agsGetTotalGPUCount
  659. && NULL != agsGetGPUMemorySize
  660. && NULL != agsGetDriverVersionInfo
  661. && NULL != agsDriverExtensions_Init
  662. && NULL != agsDriverExtensions_DeInit
  663. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  664. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  665. ;
  666. if (agsSupported)
  667. {
  668. AGS_RETURN_CODE result = agsInit(&m_ags);
  669. agsSupported = AGS_SUCCESS == result;
  670. if (agsSupported)
  671. {
  672. AGSDriverVersionInfo vi;
  673. result = agsGetDriverVersionInfo(m_ags, &vi);
  674. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  675. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  676. int32_t numCrossfireGPUs = 0;
  677. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  678. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  679. int32_t numGPUs = 0;
  680. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  681. BX_TRACE(" Num GPUs: %d", numGPUs);
  682. for (int32_t ii = 0; ii < numGPUs; ++ii)
  683. {
  684. long long memSize;
  685. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  686. if (AGS_SUCCESS == result)
  687. {
  688. char memSizeStr[16];
  689. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  690. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  691. }
  692. }
  693. }
  694. }
  695. BX_WARN(!agsSupported, "AMD/AGS supported.");
  696. if (!agsSupported)
  697. {
  698. if (NULL != m_ags)
  699. {
  700. agsDeInit(m_ags);
  701. m_ags = NULL;
  702. }
  703. bx::dlclose(m_agsDll);
  704. m_agsDll = NULL;
  705. }
  706. }
  707. m_nvapi.init();
  708. #if USE_D3D11_DYNAMIC_LIB
  709. m_d3d11Dll = bx::dlopen("d3d11.dll");
  710. if (NULL == m_d3d11Dll)
  711. {
  712. BX_TRACE("Init error: Failed to load d3d11.dll.");
  713. goto error;
  714. }
  715. errorState = ErrorState::LoadedD3D11;
  716. m_d3d9Dll = NULL;
  717. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  718. {
  719. // D3D11_1.h has ID3DUserDefinedAnnotation
  720. // https://web.archive.org/web/20190207230424/https://docs.microsoft.com/en-us/windows/desktop/api/d3d11_1/nn-d3d11_1-id3duserdefinedannotation
  721. m_d3d9Dll = bx::dlopen("d3d9.dll");
  722. if (NULL != m_d3d9Dll)
  723. {
  724. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9Dll, "D3DPERF_SetMarker" );
  725. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9Dll, "D3DPERF_BeginEvent");
  726. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9Dll, "D3DPERF_EndEvent" );
  727. if (NULL == D3DPERF_SetMarker
  728. || NULL == D3DPERF_BeginEvent
  729. || NULL == D3DPERF_EndEvent)
  730. {
  731. BX_TRACE("Failed to initialize PIX events.");
  732. D3DPERF_SetMarker = NULL;
  733. D3DPERF_BeginEvent = NULL;
  734. D3DPERF_EndEvent = NULL;
  735. bx::dlclose(m_d3d9Dll);
  736. m_d3d9Dll = NULL;
  737. }
  738. }
  739. }
  740. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11Dll, "D3D11CreateDevice");
  741. if (NULL == D3D11CreateDevice)
  742. {
  743. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  744. goto error;
  745. }
  746. #endif // USE_D3D11_DYNAMIC_LIB
  747. m_device = (ID3D11Device*)g_platformData.context;
  748. if (!m_dxgi.init(g_caps) )
  749. {
  750. goto error;
  751. }
  752. errorState = ErrorState::LoadedDXGI;
  753. if (NULL == m_device)
  754. {
  755. if (NULL != m_renderDocDll)
  756. {
  757. setGraphicsDebuggerPresent(true);
  758. }
  759. D3D_FEATURE_LEVEL featureLevel[] =
  760. {
  761. D3D_FEATURE_LEVEL_12_1,
  762. D3D_FEATURE_LEVEL_12_0,
  763. D3D_FEATURE_LEVEL_11_1,
  764. D3D_FEATURE_LEVEL_11_0,
  765. D3D_FEATURE_LEVEL_10_1,
  766. D3D_FEATURE_LEVEL_10_0,
  767. #if BX_PLATFORM_WINRT
  768. D3D_FEATURE_LEVEL_9_3,
  769. D3D_FEATURE_LEVEL_9_2,
  770. #endif // BX_PLATFORM_WINRT
  771. };
  772. HRESULT hr = S_OK;
  773. for (;;)
  774. {
  775. uint32_t flags = 0
  776. | D3D11_CREATE_DEVICE_SINGLETHREADED
  777. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  778. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  779. | (_init.debug ? D3D11_CREATE_DEVICE_DEBUG : 0)
  780. ;
  781. hr = E_FAIL;
  782. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  783. {
  784. hr = D3D11CreateDevice(m_dxgi.m_adapter
  785. , m_dxgi.m_driverType
  786. , NULL
  787. , flags
  788. , &featureLevel[ii]
  789. , BX_COUNTOF(featureLevel)-ii
  790. , D3D11_SDK_VERSION
  791. , &m_device
  792. , &m_featureLevel
  793. , &m_deviceCtx
  794. );
  795. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  796. , (m_featureLevel >> 12) & 0xf
  797. , (m_featureLevel >> 8) & 0xf
  798. );
  799. if (FAILED(hr)
  800. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  801. {
  802. // Try without debug in case D3D11 SDK Layers
  803. // is not present?
  804. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  805. continue;
  806. }
  807. // Enable debug flags.
  808. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  809. ++ii;
  810. }
  811. if (FAILED(hr)
  812. && D3D_DRIVER_TYPE_WARP != m_dxgi.m_driverType)
  813. {
  814. // Try with WARP
  815. m_dxgi.m_driverType = D3D_DRIVER_TYPE_WARP;
  816. continue;
  817. }
  818. break;
  819. }
  820. if (FAILED(hr) )
  821. {
  822. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  823. goto error;
  824. }
  825. }
  826. else
  827. {
  828. m_device->GetImmediateContext(&m_deviceCtx);
  829. if (NULL == m_deviceCtx)
  830. {
  831. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  832. goto error;
  833. }
  834. m_featureLevel = m_device->GetFeatureLevel();
  835. }
  836. m_dxgi.update(m_device);
  837. {
  838. m_deviceInterfaceVersion = 0;
  839. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  840. {
  841. ID3D11Device* device;
  842. HRESULT hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  843. if (SUCCEEDED(hr) )
  844. {
  845. device->Release(); // BK - ignore ref count.
  846. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  847. break;
  848. }
  849. }
  850. { ///
  851. IDXGIDevice* renderdoc;
  852. HRESULT hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  853. if (SUCCEEDED(hr) )
  854. {
  855. setGraphicsDebuggerPresent(true);
  856. DX_RELEASE(renderdoc, 2);
  857. }
  858. else
  859. {
  860. IUnknown* device = m_device;
  861. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  862. }
  863. }
  864. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  865. {
  866. m_nvapi.shutdown();
  867. }
  868. if (NULL == g_platformData.backBuffer)
  869. {
  870. HRESULT hr = S_OK;
  871. m_swapEffect =
  872. #if BX_PLATFORM_WINDOWS
  873. DXGI_SWAP_EFFECT_FLIP_DISCARD
  874. #else
  875. DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL
  876. #endif // !BX_PLATFORM_WINDOWS
  877. ;
  878. m_swapBufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BGFX_CONFIG_MAX_BACK_BUFFERS);
  879. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  880. m_scd.width = _init.resolution.width;
  881. m_scd.height = _init.resolution.height;
  882. m_scd.format = (_init.resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  883. ? s_textureFormat[_init.resolution.format].m_fmtSrgb
  884. : s_textureFormat[_init.resolution.format].m_fmt
  885. ;
  886. updateMsaa(m_scd.format);
  887. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  888. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  889. m_scd.bufferCount = m_swapBufferCount;
  890. m_scd.scaling = 0 == g_platformData.ndt
  891. ? DXGI_SCALING_NONE
  892. : DXGI_SCALING_STRETCH
  893. ;
  894. m_scd.swapEffect = m_swapEffect;
  895. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  896. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  897. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, 3);
  898. m_scd.nwh = g_platformData.nwh;
  899. m_scd.ndt = g_platformData.ndt;
  900. m_scd.windowed = true;
  901. m_msaaRt = NULL;
  902. if (NULL != m_scd.nwh)
  903. {
  904. hr = m_dxgi.createSwapChain(m_device
  905. , m_scd
  906. , &m_swapChain
  907. );
  908. if (FAILED(hr) )
  909. {
  910. // DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL is not available on win7
  911. // Try again with DXGI_SWAP_EFFECT_DISCARD
  912. m_swapEffect = DXGI_SWAP_EFFECT_DISCARD;
  913. m_swapBufferCount = 1;
  914. m_scd.bufferCount = m_swapBufferCount;
  915. m_scd.swapEffect = m_swapEffect;
  916. hr = m_dxgi.createSwapChain(m_device
  917. , m_scd
  918. , &m_swapChain
  919. );
  920. if (FAILED(hr) )
  921. {
  922. BX_TRACE("Init error: Failed to create swap chain.");
  923. goto error;
  924. }
  925. }
  926. m_resolution = _init.resolution;
  927. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  928. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  929. m_textVideoMem.clear();
  930. if (1 < m_scd.sampleDesc.Count)
  931. {
  932. D3D11_TEXTURE2D_DESC desc;
  933. desc.Width = m_scd.width;
  934. desc.Height = m_scd.height;
  935. desc.MipLevels = 1;
  936. desc.ArraySize = 1;
  937. desc.Format = m_scd.format;
  938. desc.SampleDesc = m_scd.sampleDesc;
  939. desc.Usage = D3D11_USAGE_DEFAULT;
  940. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  941. desc.CPUAccessFlags = 0;
  942. desc.MiscFlags = 0;
  943. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  944. }
  945. }
  946. #if BX_PLATFORM_WINDOWS
  947. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  948. | DXGI_MWA_NO_WINDOW_CHANGES
  949. | DXGI_MWA_NO_ALT_ENTER
  950. ) );
  951. #endif // BX_PLATFORM_WINDOWS
  952. if (FAILED(hr) )
  953. {
  954. BX_TRACE("Init error: Failed to create swap chain.");
  955. goto error;
  956. }
  957. }
  958. else
  959. {
  960. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  961. m_scd.sampleDesc.Count = 1;
  962. m_scd.sampleDesc.Quality = 0;
  963. m_scd.width = _init.resolution.width;
  964. m_scd.height = _init.resolution.height;
  965. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  966. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  967. }
  968. }
  969. m_numWindows = 1;
  970. #if USE_D3D11_DYNAMIC_LIB
  971. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  972. {
  973. HRESULT hr = m_deviceCtx->QueryInterface(IID_ID3DUserDefinedAnnotation, (void**)&m_annotation);
  974. if (SUCCEEDED(hr) )
  975. {
  976. D3DPERF_BeginEvent = d3d11Annotation_BeginEvent;
  977. D3DPERF_EndEvent = d3d11Annotation_EndEvent;
  978. D3DPERF_SetMarker = d3d11Annotation_SetMarker;
  979. }
  980. }
  981. #endif // USE_D3D11_DYNAMIC_LIB
  982. if (_init.debug)
  983. {
  984. HRESULT hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  985. if (SUCCEEDED(hr) )
  986. {
  987. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  988. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  989. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  990. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_INFO, false);
  991. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_MESSAGE, false);
  992. D3D11_INFO_QUEUE_FILTER filter;
  993. bx::memSet(&filter, 0, sizeof(filter) );
  994. D3D11_MESSAGE_CATEGORY catlist[] =
  995. {
  996. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  997. };
  998. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  999. filter.DenyList.pCategoryList = catlist;
  1000. D3D11_MESSAGE_ID idlist[] =
  1001. {
  1002. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1003. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1004. };
  1005. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1006. filter.DenyList.pIDList = idlist;
  1007. m_infoQueue->PushStorageFilter(&filter);
  1008. }
  1009. }
  1010. {
  1011. g_caps.supported |= (0
  1012. | BGFX_CAPS_TEXTURE_3D
  1013. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1014. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1015. | BGFX_CAPS_VERTEX_ID
  1016. | BGFX_CAPS_FRAGMENT_DEPTH
  1017. | (getIntelExtensions(m_device)
  1018. ? BGFX_CAPS_FRAGMENT_ORDERING
  1019. | BGFX_CAPS_TEXTURE_DIRECT_ACCESS
  1020. : 0)
  1021. | BGFX_CAPS_SWAP_CHAIN
  1022. | BGFX_CAPS_DRAW_INDIRECT
  1023. | BGFX_CAPS_TEXTURE_BLIT
  1024. | BGFX_CAPS_TEXTURE_READ_BACK
  1025. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1026. ? BGFX_CAPS_OCCLUSION_QUERY
  1027. : 0)
  1028. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1029. | ( (m_deviceInterfaceVersion >= 3)
  1030. ? BGFX_CAPS_CONSERVATIVE_RASTER
  1031. : 0)
  1032. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1033. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1034. | ((m_featureLevel >= D3D_FEATURE_LEVEL_11_1)
  1035. ? BGFX_CAPS_FRAMEBUFFER_RW
  1036. : 0)
  1037. );
  1038. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1039. m_directAccessSupport = 0 != (g_caps.supported & BGFX_CAPS_TEXTURE_DIRECT_ACCESS);
  1040. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1041. {
  1042. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1043. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1044. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1045. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1046. ) );
  1047. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1048. 16
  1049. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1050. ) );
  1051. }
  1052. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1053. {
  1054. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1055. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1056. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1057. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1058. ) );
  1059. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1060. 16
  1061. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1062. ) );
  1063. }
  1064. else
  1065. {
  1066. g_caps.limits.maxComputeBindings = bx::min(BGFX_MAX_COMPUTE_BINDINGS
  1067. , D3D_FEATURE_LEVEL_11_1 <= m_featureLevel
  1068. ? D3D11_1_UAV_SLOT_COUNT
  1069. : D3D11_PS_CS_UAV_REGISTER_COUNT
  1070. );
  1071. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1072. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1073. g_caps.limits.maxTextureLayers = D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1074. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1075. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1076. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1077. ) );
  1078. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1079. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1080. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1081. ) );
  1082. }
  1083. // 32-bit indices only supported on 9_2+.
  1084. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1085. {
  1086. g_caps.supported |= BGFX_CAPS_INDEX32;
  1087. }
  1088. // Independent blend only supported on 10_1+.
  1089. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1090. {
  1091. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1092. }
  1093. // Compute support is optional on 10_0 and 10_1 targets.
  1094. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1095. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1096. {
  1097. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1098. {
  1099. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1100. };
  1101. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1102. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1103. if (SUCCEEDED(hr)
  1104. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1105. {
  1106. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1107. }
  1108. }
  1109. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1110. {
  1111. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1112. }
  1113. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1114. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1115. {
  1116. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1117. }
  1118. else
  1119. {
  1120. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1121. {
  1122. BOOL SimpleInstancingSupported;
  1123. };
  1124. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1125. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1126. if (SUCCEEDED(hr)
  1127. && data.SimpleInstancingSupported)
  1128. {
  1129. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1130. }
  1131. }
  1132. // shadow compare is optional on 9_1 through 9_3 targets
  1133. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1134. {
  1135. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1136. {
  1137. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1138. };
  1139. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1140. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1141. if (SUCCEEDED(hr)
  1142. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1143. {
  1144. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1145. }
  1146. }
  1147. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1148. {
  1149. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1150. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1151. ? s_textureFormat[ii].m_fmtDsv
  1152. : s_textureFormat[ii].m_fmt
  1153. ;
  1154. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1155. if (DXGI_FORMAT_UNKNOWN != fmt)
  1156. {
  1157. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1158. {
  1159. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1160. {
  1161. DXGI_FORMAT InFormat;
  1162. UINT OutFormatSupport;
  1163. };
  1164. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1165. data.InFormat = fmt;
  1166. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1167. if (SUCCEEDED(hr) )
  1168. {
  1169. support |= 0 != (data.OutFormatSupport & (0
  1170. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1171. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1172. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1173. ) )
  1174. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1175. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1176. ;
  1177. support |= 0 != (data.OutFormatSupport & (0
  1178. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1179. ) )
  1180. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1181. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1182. ;
  1183. support |= 0 != (data.OutFormatSupport & (0
  1184. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1185. ) )
  1186. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1187. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1188. ;
  1189. support |= 0 != (data.OutFormatSupport & (0
  1190. | D3D11_FORMAT_SUPPORT_BUFFER
  1191. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1192. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1193. ) )
  1194. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1195. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1196. ;
  1197. support |= 0 != (data.OutFormatSupport & (0
  1198. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1199. ) )
  1200. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1201. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1202. ;
  1203. support |= 0 != (data.OutFormatSupport & (0
  1204. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1205. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1206. ) )
  1207. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1208. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1209. ;
  1210. support |= 0 != (data.OutFormatSupport & (0
  1211. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1212. ) )
  1213. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1214. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1215. ;
  1216. support |= 0 != (data.OutFormatSupport & (0
  1217. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1218. ) )
  1219. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1220. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1221. ;
  1222. support |= 0 != (data.OutFormatSupport & (0
  1223. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1224. ) )
  1225. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1226. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1227. ;
  1228. }
  1229. else
  1230. {
  1231. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1232. }
  1233. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1234. {
  1235. // clear image flag for additional testing
  1236. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1237. data.InFormat = s_textureFormat[ii].m_fmt;
  1238. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1239. if (SUCCEEDED(hr) )
  1240. {
  1241. support |= 0 != (data.OutFormatSupport & (0
  1242. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1243. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1244. ) )
  1245. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1246. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1247. ;
  1248. }
  1249. }
  1250. }
  1251. else
  1252. {
  1253. support |= 0
  1254. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1255. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1256. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1257. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1258. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1259. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1260. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1261. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1262. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1263. ;
  1264. }
  1265. }
  1266. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1267. {
  1268. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1269. {
  1270. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1271. {
  1272. DXGI_FORMAT InFormat;
  1273. UINT OutFormatSupport;
  1274. };
  1275. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1276. data.InFormat = fmtSrgb;
  1277. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1278. if (SUCCEEDED(hr) )
  1279. {
  1280. support |= 0 != (data.OutFormatSupport & (0
  1281. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1282. ) )
  1283. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1284. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1285. ;
  1286. support |= 0 != (data.OutFormatSupport & (0
  1287. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1288. ) )
  1289. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1290. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1291. ;
  1292. support |= 0 != (data.OutFormatSupport & (0
  1293. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1294. ) )
  1295. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1296. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1297. ;
  1298. }
  1299. else
  1300. {
  1301. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1302. }
  1303. }
  1304. else
  1305. {
  1306. support |= 0
  1307. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1308. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1309. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1310. ;
  1311. }
  1312. }
  1313. g_caps.formats[ii] = support;
  1314. }
  1315. // Init reserved part of view name.
  1316. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1317. {
  1318. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1319. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1320. }
  1321. if (_init.debug
  1322. && NULL != m_infoQueue)
  1323. {
  1324. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1325. }
  1326. { //
  1327. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1328. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1329. if (NULL != m_ags)
  1330. {
  1331. uint32_t flags;
  1332. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1333. bool hasExtensions = AGS_SUCCESS == result;
  1334. if (hasExtensions
  1335. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1336. {
  1337. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1338. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1339. }
  1340. else
  1341. {
  1342. if (hasExtensions)
  1343. {
  1344. agsDriverExtensions_DeInit(m_ags);
  1345. }
  1346. agsDeInit(m_ags);
  1347. m_ags = NULL;
  1348. }
  1349. }
  1350. else if (m_nvapi.isInitialized()
  1351. && NULL != m_nvapi.nvApiD3D11MultiDrawInstancedIndirect
  1352. && NULL != m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect)
  1353. {
  1354. multiDrawInstancedIndirect = nvapiMultiDrawInstancedIndirect;
  1355. multiDrawIndexedInstancedIndirect = nvapiMultiDrawIndexedInstancedIndirect;
  1356. }
  1357. }
  1358. //
  1359. updateMsaa(m_scd.format);
  1360. postReset();
  1361. }
  1362. m_nvapi.initAftermath(m_device, m_deviceCtx);
  1363. g_internalData.context = m_device;
  1364. return true;
  1365. error:
  1366. switch (errorState)
  1367. {
  1368. case ErrorState::LoadedDXGI:
  1369. DX_RELEASE(m_annotation, 1);
  1370. DX_RELEASE_W(m_infoQueue, 0);
  1371. DX_RELEASE(m_msaaRt, 0);
  1372. DX_RELEASE(m_swapChain, 0);
  1373. DX_RELEASE(m_deviceCtx, 0);
  1374. DX_RELEASE(m_device, 0);
  1375. #if USE_D3D11_DYNAMIC_LIB
  1376. if (NULL != m_d3d9Dll)
  1377. {
  1378. bx::dlclose(m_d3d9Dll);
  1379. m_d3d9Dll = NULL;
  1380. }
  1381. #endif // USE_D3D11_DYNAMIC_LIB
  1382. m_dxgi.shutdown();
  1383. BX_FALLTHROUGH;
  1384. #if USE_D3D11_DYNAMIC_LIB
  1385. case ErrorState::LoadedD3D11:
  1386. bx::dlclose(m_d3d11Dll);
  1387. m_d3d11Dll = NULL;
  1388. BX_FALLTHROUGH;
  1389. #endif // USE_D3D11_DYNAMIC_LIB
  1390. case ErrorState::Default:
  1391. default:
  1392. m_nvapi.shutdown();
  1393. if (NULL != m_ags)
  1394. {
  1395. agsDeInit(m_ags);
  1396. m_ags = NULL;
  1397. }
  1398. bx::dlclose(m_agsDll);
  1399. m_agsDll = NULL;
  1400. unloadRenderDoc(m_renderDocDll);
  1401. break;
  1402. }
  1403. return false;
  1404. }
  1405. void shutdown()
  1406. {
  1407. preReset();
  1408. if (NULL != m_ags)
  1409. {
  1410. agsDeInit(m_ags);
  1411. m_ags = NULL;
  1412. }
  1413. bx::dlclose(m_agsDll);
  1414. m_agsDll = NULL;
  1415. m_deviceCtx->ClearState();
  1416. invalidateCache();
  1417. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1418. {
  1419. m_frameBuffers[ii].destroy();
  1420. }
  1421. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1422. {
  1423. m_indexBuffers[ii].destroy();
  1424. }
  1425. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1426. {
  1427. m_vertexBuffers[ii].destroy();
  1428. }
  1429. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1430. {
  1431. m_shaders[ii].destroy();
  1432. }
  1433. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1434. {
  1435. m_textures[ii].destroy();
  1436. }
  1437. DX_RELEASE(m_annotation, 1);
  1438. DX_RELEASE_W(m_infoQueue, 0);
  1439. DX_RELEASE(m_msaaRt, 0);
  1440. DX_RELEASE(m_swapChain, 0);
  1441. DX_RELEASE(m_deviceCtx, 0);
  1442. DX_RELEASE(m_device, 0);
  1443. m_nvapi.shutdown();
  1444. m_dxgi.shutdown();
  1445. unloadRenderDoc(m_renderDocDll);
  1446. #if USE_D3D11_DYNAMIC_LIB
  1447. if (NULL != m_d3d9Dll)
  1448. {
  1449. bx::dlclose(m_d3d9Dll);
  1450. m_d3d9Dll = NULL;
  1451. }
  1452. bx::dlclose(m_d3d11Dll);
  1453. m_d3d11Dll = NULL;
  1454. #endif // USE_D3D11_DYNAMIC_LIB
  1455. }
  1456. RendererType::Enum getRendererType() const override
  1457. {
  1458. return RendererType::Direct3D11;
  1459. }
  1460. const char* getRendererName() const override
  1461. {
  1462. return BGFX_RENDERER_DIRECT3D11_NAME;
  1463. }
  1464. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1465. {
  1466. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1467. }
  1468. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1469. {
  1470. m_indexBuffers[_handle.idx].destroy();
  1471. }
  1472. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1473. {
  1474. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1475. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1476. dump(layout);
  1477. }
  1478. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1479. {
  1480. }
  1481. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1482. {
  1483. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1484. }
  1485. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1486. {
  1487. m_vertexBuffers[_handle.idx].destroy();
  1488. }
  1489. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1490. {
  1491. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1492. }
  1493. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1494. {
  1495. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1496. }
  1497. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1498. {
  1499. m_indexBuffers[_handle.idx].destroy();
  1500. }
  1501. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1502. {
  1503. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1504. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1505. }
  1506. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1507. {
  1508. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1509. }
  1510. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1511. {
  1512. m_vertexBuffers[_handle.idx].destroy();
  1513. }
  1514. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1515. {
  1516. m_shaders[_handle.idx].create(_mem);
  1517. }
  1518. void destroyShader(ShaderHandle _handle) override
  1519. {
  1520. m_shaders[_handle.idx].destroy();
  1521. }
  1522. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1523. {
  1524. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1525. }
  1526. void destroyProgram(ProgramHandle _handle) override
  1527. {
  1528. m_program[_handle.idx].destroy();
  1529. }
  1530. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1531. {
  1532. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1533. }
  1534. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1535. {
  1536. }
  1537. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1538. {
  1539. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1540. }
  1541. void updateTextureEnd() override
  1542. {
  1543. }
  1544. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1545. {
  1546. const TextureD3D11& texture = m_textures[_handle.idx];
  1547. D3D11_MAPPED_SUBRESOURCE mapped;
  1548. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1549. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1550. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1551. uint8_t* src = (uint8_t*)mapped.pData;
  1552. uint32_t srcPitch = mapped.RowPitch;
  1553. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1554. uint8_t* dst = (uint8_t*)_data;
  1555. uint32_t dstPitch = srcWidth*bpp/8;
  1556. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1557. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1558. {
  1559. bx::memCopy(dst, src, pitch);
  1560. src += srcPitch;
  1561. dst += dstPitch;
  1562. }
  1563. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1564. }
  1565. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1566. {
  1567. TextureD3D11& texture = m_textures[_handle.idx];
  1568. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1569. const Memory* mem = alloc(size);
  1570. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1571. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1572. bx::write(&writer, magic);
  1573. TextureCreate tc;
  1574. tc.m_width = _width;
  1575. tc.m_height = _height;
  1576. tc.m_depth = 0;
  1577. tc.m_numLayers = _numLayers;
  1578. tc.m_numMips = _numMips;
  1579. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1580. tc.m_cubeMap = false;
  1581. tc.m_mem = NULL;
  1582. bx::write(&writer, tc);
  1583. texture.destroy();
  1584. texture.create(mem, texture.m_flags, 0);
  1585. release(mem);
  1586. }
  1587. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1588. {
  1589. // Resource ref. counts might be messed up outside of bgfx.
  1590. // Disabling ref. count check once texture is overridden.
  1591. setGraphicsDebuggerPresent(true);
  1592. m_textures[_handle.idx].overrideInternal(_ptr);
  1593. }
  1594. uintptr_t getInternal(TextureHandle _handle) override
  1595. {
  1596. // Resource ref. counts might be messed up outside of bgfx.
  1597. // Disabling ref. count check once texture is overridden.
  1598. setGraphicsDebuggerPresent(true);
  1599. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1600. }
  1601. void destroyTexture(TextureHandle _handle) override
  1602. {
  1603. m_textures[_handle.idx].destroy();
  1604. }
  1605. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1606. {
  1607. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1608. }
  1609. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1610. {
  1611. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1612. {
  1613. FrameBufferHandle handle = m_windows[ii];
  1614. if (isValid(handle)
  1615. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1616. {
  1617. destroyFrameBuffer(handle);
  1618. }
  1619. }
  1620. uint16_t denseIdx = m_numWindows++;
  1621. m_windows[denseIdx] = _handle;
  1622. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1623. }
  1624. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1625. {
  1626. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1627. if (UINT16_MAX != denseIdx)
  1628. {
  1629. --m_numWindows;
  1630. if (m_numWindows > 1)
  1631. {
  1632. FrameBufferHandle handle = m_windows[m_numWindows];
  1633. m_windows[m_numWindows] = {kInvalidHandle};
  1634. if (m_numWindows != denseIdx)
  1635. {
  1636. m_windows[denseIdx] = handle;
  1637. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1638. }
  1639. }
  1640. }
  1641. }
  1642. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1643. {
  1644. if (NULL != m_uniforms[_handle.idx])
  1645. {
  1646. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1647. }
  1648. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1649. void* data = BX_ALLOC(g_allocator, size);
  1650. bx::memSet(data, 0, size);
  1651. m_uniforms[_handle.idx] = data;
  1652. m_uniformReg.add(_handle, _name);
  1653. }
  1654. void destroyUniform(UniformHandle _handle) override
  1655. {
  1656. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1657. m_uniforms[_handle.idx] = NULL;
  1658. m_uniformReg.remove(_handle);
  1659. }
  1660. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1661. {
  1662. IDXGISwapChain* swapChain = isValid(_handle)
  1663. ? m_frameBuffers[_handle.idx].m_swapChain
  1664. : m_swapChain
  1665. ;
  1666. if (NULL == swapChain)
  1667. {
  1668. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1669. return;
  1670. }
  1671. ID3D11Texture2D* backBuffer;
  1672. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1673. D3D11_TEXTURE2D_DESC backBufferDesc;
  1674. backBuffer->GetDesc(&backBufferDesc);
  1675. D3D11_TEXTURE2D_DESC desc;
  1676. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1677. desc.SampleDesc.Count = 1;
  1678. desc.SampleDesc.Quality = 0;
  1679. desc.Usage = D3D11_USAGE_STAGING;
  1680. desc.BindFlags = 0;
  1681. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1682. ID3D11Texture2D* texture;
  1683. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1684. if (SUCCEEDED(hr) )
  1685. {
  1686. if (backBufferDesc.SampleDesc.Count == 1)
  1687. {
  1688. m_deviceCtx->CopyResource(texture, backBuffer);
  1689. }
  1690. else
  1691. {
  1692. desc.Usage = D3D11_USAGE_DEFAULT;
  1693. desc.CPUAccessFlags = 0;
  1694. ID3D11Texture2D* resolve;
  1695. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1696. if (SUCCEEDED(hr) )
  1697. {
  1698. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1699. m_deviceCtx->CopyResource(texture, resolve);
  1700. DX_RELEASE(resolve, 0);
  1701. }
  1702. }
  1703. D3D11_MAPPED_SUBRESOURCE mapped;
  1704. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1705. bimg::imageSwizzleBgra8(
  1706. mapped.pData
  1707. , mapped.RowPitch
  1708. , backBufferDesc.Width
  1709. , backBufferDesc.Height
  1710. , mapped.pData
  1711. , mapped.RowPitch
  1712. );
  1713. g_callback->screenShot(_filePath
  1714. , backBufferDesc.Width
  1715. , backBufferDesc.Height
  1716. , mapped.RowPitch
  1717. , mapped.pData
  1718. , backBufferDesc.Height*mapped.RowPitch
  1719. , false
  1720. );
  1721. m_deviceCtx->Unmap(texture, 0);
  1722. DX_RELEASE(texture, 0);
  1723. }
  1724. DX_RELEASE(backBuffer, 0);
  1725. }
  1726. void updateViewName(ViewId _id, const char* _name) override
  1727. {
  1728. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1729. {
  1730. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1731. , _name
  1732. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1733. );
  1734. }
  1735. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1736. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1737. , _name
  1738. );
  1739. }
  1740. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1741. {
  1742. bx::memCopy(m_uniforms[_loc], _data, _size);
  1743. }
  1744. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1745. {
  1746. m_occlusionQuery.invalidate(_handle);
  1747. }
  1748. void setMarker(const char* _marker, uint16_t _len) override
  1749. {
  1750. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1751. {
  1752. uint32_t size = _len*sizeof(wchar_t);
  1753. wchar_t* name = (wchar_t*)alloca(size+2);
  1754. name[_len] = L'\0';
  1755. mbstowcs(name, _marker, _len);
  1756. PIX_SETMARKER(kColorMarker, name);
  1757. }
  1758. }
  1759. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1760. {
  1761. switch (_handle.type)
  1762. {
  1763. case Handle::IndexBuffer:
  1764. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1765. break;
  1766. case Handle::Shader:
  1767. setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1768. break;
  1769. case Handle::Texture:
  1770. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1771. break;
  1772. case Handle::VertexBuffer:
  1773. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1774. break;
  1775. default:
  1776. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1777. break;
  1778. }
  1779. }
  1780. void submitBlit(BlitState& _bs, uint16_t _view);
  1781. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1782. void blitSetup(TextVideoMemBlitter& _blitter) override
  1783. {
  1784. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1785. const uint32_t width = m_scd.width;
  1786. const uint32_t height = m_scd.height;
  1787. setFrameBuffer(BGFX_INVALID_HANDLE, false, false);
  1788. D3D11_VIEWPORT vp;
  1789. vp.TopLeftX = 0;
  1790. vp.TopLeftY = 0;
  1791. vp.Width = (float)width;
  1792. vp.Height = (float)height;
  1793. vp.MinDepth = 0.0f;
  1794. vp.MaxDepth = 1.0f;
  1795. deviceCtx->RSSetViewports(1, &vp);
  1796. uint64_t state = BGFX_STATE_WRITE_RGB
  1797. | BGFX_STATE_WRITE_A
  1798. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1799. ;
  1800. setBlendState(state);
  1801. setDepthStencilState(state);
  1802. setRasterizerState(state);
  1803. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1804. m_currentProgram = &program;
  1805. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1806. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1807. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1808. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1809. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1810. VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1811. uint32_t stride = layout.m_stride;
  1812. uint32_t offset = 0;
  1813. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1814. setInputLayout(layout, program, 0);
  1815. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1816. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1817. float proj[16];
  1818. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1819. PredefinedUniform& predefined = program.m_predefined[0];
  1820. uint8_t flags = predefined.m_type;
  1821. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1822. commitShaderConstants();
  1823. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
  1824. commitTextureStage();
  1825. }
  1826. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1827. {
  1828. const uint32_t numVertices = _numIndices*4/6;
  1829. if (0 < numVertices)
  1830. {
  1831. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1832. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1833. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1834. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1835. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1836. }
  1837. }
  1838. void preReset()
  1839. {
  1840. m_needPresent = false;
  1841. if (m_timerQuerySupport)
  1842. {
  1843. m_gpuTimer.preReset();
  1844. }
  1845. m_occlusionQuery.preReset();
  1846. if (NULL == g_platformData.backBufferDS)
  1847. {
  1848. DX_RELEASE(m_backBufferDepthStencil, 0);
  1849. }
  1850. if (NULL != m_swapChain)
  1851. {
  1852. DX_RELEASE(m_backBufferColor, 0);
  1853. }
  1854. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1855. {
  1856. m_frameBuffers[ii].preReset();
  1857. }
  1858. // invalidateCache();
  1859. capturePreReset();
  1860. }
  1861. void postReset()
  1862. {
  1863. if (NULL != m_swapChain)
  1864. {
  1865. ID3D11Texture2D* backBufferColor = NULL;
  1866. if (NULL == m_msaaRt)
  1867. {
  1868. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  1869. }
  1870. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1871. desc.ViewDimension = (m_resolution.reset & BGFX_RESET_MSAA_MASK)
  1872. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1873. : D3D11_RTV_DIMENSION_TEXTURE2D
  1874. ;
  1875. desc.Texture2D.MipSlice = 0;
  1876. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1877. ? m_scd.format == DXGI_FORMAT_R8G8B8A8_UNORM ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : m_scd.format
  1878. : m_scd.format
  1879. ;
  1880. DX_CHECK(m_device->CreateRenderTargetView(NULL == m_msaaRt ? backBufferColor : m_msaaRt, &desc, &m_backBufferColor) );
  1881. DX_RELEASE(backBufferColor, 0);
  1882. }
  1883. if (m_timerQuerySupport)
  1884. {
  1885. m_gpuTimer.postReset();
  1886. }
  1887. m_occlusionQuery.postReset();
  1888. if (NULL == m_backBufferDepthStencil)
  1889. {
  1890. D3D11_TEXTURE2D_DESC dsd;
  1891. dsd.Width = m_scd.width;
  1892. dsd.Height = m_scd.height;
  1893. dsd.MipLevels = 1;
  1894. dsd.ArraySize = 1;
  1895. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1896. dsd.SampleDesc = m_scd.sampleDesc;
  1897. dsd.Usage = D3D11_USAGE_DEFAULT;
  1898. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1899. dsd.CPUAccessFlags = 0;
  1900. dsd.MiscFlags = 0;
  1901. ID3D11Texture2D* depthStencil;
  1902. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1903. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1904. DX_RELEASE(depthStencil, 0);
  1905. }
  1906. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1907. m_currentColor = m_backBufferColor;
  1908. m_currentDepthStencil = m_backBufferDepthStencil;
  1909. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1910. {
  1911. m_frameBuffers[ii].postReset();
  1912. }
  1913. capturePostReset();
  1914. }
  1915. bool isDeviceRemoved() override
  1916. {
  1917. return m_lost;
  1918. }
  1919. void flip() override
  1920. {
  1921. if (!m_lost)
  1922. {
  1923. HRESULT hr = S_OK;
  1924. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  1925. ? 1 // sync interval of 0 is not supported on WinRT
  1926. : !!(m_resolution.reset & BGFX_RESET_VSYNC)
  1927. ;
  1928. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1929. {
  1930. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  1931. }
  1932. if (SUCCEEDED(hr) )
  1933. {
  1934. if (NULL != m_swapChain
  1935. && m_needPresent)
  1936. {
  1937. hr = m_swapChain->Present(syncInterval, 0);
  1938. m_needPresent = false;
  1939. }
  1940. else
  1941. {
  1942. m_deviceCtx->Flush();
  1943. }
  1944. }
  1945. m_lost = isLost(hr);
  1946. BGFX_FATAL(!m_lost
  1947. , bgfx::Fatal::DeviceLost
  1948. , "Device is lost. FAILED 0x%08x %s (%s)"
  1949. , hr
  1950. , getLostReason(hr)
  1951. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1952. );
  1953. }
  1954. }
  1955. void invalidateCache()
  1956. {
  1957. m_inputLayoutCache.invalidate();
  1958. m_blendStateCache.invalidate();
  1959. m_depthStencilStateCache.invalidate();
  1960. m_rasterizerStateCache.invalidate();
  1961. m_samplerStateCache.invalidate();
  1962. m_srvUavLru.invalidate();
  1963. }
  1964. void invalidateCompute()
  1965. {
  1966. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  1967. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  1968. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1969. m_deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, s_zero.m_uav, NULL);
  1970. m_deviceCtx->CSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  1971. m_deviceCtx->CSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  1972. }
  1973. void updateMsaa(DXGI_FORMAT _format) const
  1974. {
  1975. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1976. {
  1977. uint32_t msaa = s_checkMsaa[ii];
  1978. uint32_t quality = 0;
  1979. HRESULT hr = m_device->CheckMultisampleQualityLevels(_format, msaa, &quality);
  1980. if (SUCCEEDED(hr)
  1981. && 0 < quality)
  1982. {
  1983. s_msaa[ii].Count = msaa;
  1984. s_msaa[ii].Quality = quality - 1;
  1985. last = ii;
  1986. }
  1987. else
  1988. {
  1989. s_msaa[ii] = s_msaa[last];
  1990. }
  1991. }
  1992. }
  1993. bool updateResolution(const Resolution& _resolution)
  1994. {
  1995. const bool suspended = !!( _resolution.reset & BGFX_RESET_SUSPEND);
  1996. const bool wasSuspended = !!(m_resolution.reset & BGFX_RESET_SUSPEND);
  1997. if (suspended && wasSuspended)
  1998. {
  1999. return true;
  2000. }
  2001. else if (suspended)
  2002. {
  2003. m_deviceCtx->Flush();
  2004. m_deviceCtx->ClearState();
  2005. m_dxgi.trim();
  2006. suspend(m_device);
  2007. m_resolution.reset |= BGFX_RESET_SUSPEND;
  2008. return true;
  2009. }
  2010. else if (wasSuspended)
  2011. {
  2012. resume(m_device);
  2013. m_resolution.reset &= ~BGFX_RESET_SUSPEND;
  2014. }
  2015. uint32_t maxAnisotropy = 1;
  2016. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  2017. {
  2018. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2019. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2020. : D3D11_REQ_MAXANISOTROPY
  2021. ;
  2022. }
  2023. if (m_maxAnisotropy != maxAnisotropy)
  2024. {
  2025. m_maxAnisotropy = maxAnisotropy;
  2026. m_samplerStateCache.invalidate();
  2027. }
  2028. bool depthClamp = true
  2029. && !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP)
  2030. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2031. ;
  2032. if (m_depthClamp != depthClamp)
  2033. {
  2034. m_depthClamp = depthClamp;
  2035. m_rasterizerStateCache.invalidate();
  2036. }
  2037. const uint32_t maskFlags = ~(0
  2038. | BGFX_RESET_MAXANISOTROPY
  2039. | BGFX_RESET_DEPTH_CLAMP
  2040. | BGFX_RESET_SUSPEND
  2041. );
  2042. if (m_resolution.width != _resolution.width
  2043. || m_resolution.height != _resolution.height
  2044. || m_resolution.format != _resolution.format
  2045. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  2046. {
  2047. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  2048. bool resize = true
  2049. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2050. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2051. ;
  2052. m_resolution = _resolution;
  2053. m_resolution.reset = flags;
  2054. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  2055. m_textVideoMem.clear();
  2056. m_scd.width = _resolution.width;
  2057. m_scd.height = _resolution.height;
  2058. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  2059. preReset();
  2060. m_deviceCtx->Flush();
  2061. m_deviceCtx->ClearState();
  2062. if (NULL == m_swapChain)
  2063. {
  2064. // Updated backbuffer if it changed in PlatformData.
  2065. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2066. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2067. }
  2068. else
  2069. {
  2070. DX_RELEASE(m_msaaRt, 0);
  2071. if (resize)
  2072. {
  2073. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2074. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd) );
  2075. }
  2076. else
  2077. {
  2078. updateMsaa(m_scd.format);
  2079. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2080. DX_RELEASE(m_swapChain, 0);
  2081. HRESULT hr = m_dxgi.createSwapChain(m_device
  2082. , m_scd
  2083. , &m_swapChain
  2084. );
  2085. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2086. }
  2087. if (1 < m_scd.sampleDesc.Count)
  2088. {
  2089. D3D11_TEXTURE2D_DESC desc;
  2090. desc.Width = m_scd.width;
  2091. desc.Height = m_scd.height;
  2092. desc.MipLevels = 1;
  2093. desc.ArraySize = 1;
  2094. desc.Format = m_scd.format;
  2095. desc.SampleDesc = m_scd.sampleDesc;
  2096. desc.Usage = D3D11_USAGE_DEFAULT;
  2097. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  2098. desc.CPUAccessFlags = 0;
  2099. desc.MiscFlags = 0;
  2100. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  2101. }
  2102. }
  2103. postReset();
  2104. }
  2105. return false;
  2106. }
  2107. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2108. {
  2109. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2110. {
  2111. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2112. m_fsChanges += _numRegs;
  2113. }
  2114. else
  2115. {
  2116. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2117. m_vsChanges += _numRegs;
  2118. }
  2119. }
  2120. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2121. {
  2122. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2123. }
  2124. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2125. {
  2126. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2127. }
  2128. void commitShaderConstants()
  2129. {
  2130. if (0 < m_vsChanges)
  2131. {
  2132. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2133. {
  2134. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2135. }
  2136. m_vsChanges = 0;
  2137. }
  2138. if (0 < m_fsChanges)
  2139. {
  2140. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2141. {
  2142. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2143. }
  2144. m_fsChanges = 0;
  2145. }
  2146. }
  2147. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2148. {
  2149. if (isValid(m_fbh)
  2150. && m_fbh.idx != _fbh.idx
  2151. && m_rtMsaa)
  2152. {
  2153. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2154. frameBuffer.resolve();
  2155. }
  2156. if (!isValid(_fbh) )
  2157. {
  2158. m_currentColor = m_backBufferColor;
  2159. m_currentDepthStencil = m_backBufferDepthStencil;
  2160. m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2161. 1
  2162. , &m_currentColor
  2163. , m_currentDepthStencil
  2164. , 1
  2165. , 0
  2166. , NULL
  2167. , NULL
  2168. );
  2169. m_needPresent |= _needPresent;
  2170. }
  2171. else
  2172. {
  2173. invalidateTextureStage();
  2174. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2175. frameBuffer.set();
  2176. }
  2177. m_fbh = _fbh;
  2178. m_rtMsaa = _msaa;
  2179. }
  2180. void clear(const Clear& _clear, const float _palette[][4])
  2181. {
  2182. if (isValid(m_fbh) )
  2183. {
  2184. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2185. frameBuffer.clear(_clear, _palette);
  2186. }
  2187. else
  2188. {
  2189. if (NULL != m_currentColor
  2190. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2191. {
  2192. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2193. {
  2194. uint8_t index = _clear.m_index[0];
  2195. if (UINT8_MAX != index)
  2196. {
  2197. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2198. }
  2199. }
  2200. else
  2201. {
  2202. float frgba[4] =
  2203. {
  2204. _clear.m_index[0]*1.0f/255.0f,
  2205. _clear.m_index[1]*1.0f/255.0f,
  2206. _clear.m_index[2]*1.0f/255.0f,
  2207. _clear.m_index[3]*1.0f/255.0f,
  2208. };
  2209. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2210. }
  2211. }
  2212. if (NULL != m_currentDepthStencil
  2213. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2214. {
  2215. DWORD flags = 0;
  2216. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2217. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2218. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2219. }
  2220. }
  2221. }
  2222. void setInputLayout(uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2223. {
  2224. bx::HashMurmur2A murmur;
  2225. murmur.begin();
  2226. murmur.add(_numInstanceData);
  2227. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2228. {
  2229. murmur.add(_layouts[stream]->m_hash);
  2230. }
  2231. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2232. ID3D11InputLayout* inputLayout = m_inputLayoutCache.find(layoutHash);
  2233. if (NULL == inputLayout)
  2234. {
  2235. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2236. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2237. uint16_t attrMask[Attrib::Count];
  2238. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2239. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2240. {
  2241. VertexLayout layout;
  2242. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout) );
  2243. const bool last = stream == _numStreams-1;
  2244. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2245. {
  2246. uint16_t mask = attrMask[ii];
  2247. uint16_t attr = (layout.m_attributes[ii] & mask);
  2248. if (0 == attr
  2249. || UINT16_MAX == attr)
  2250. {
  2251. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2252. }
  2253. else
  2254. {
  2255. attrMask[ii] = 0;
  2256. }
  2257. }
  2258. elem = fillVertexLayout(stream, elem, layout);
  2259. }
  2260. uint32_t num = uint32_t(elem-vertexElements);
  2261. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2262. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2263. {
  2264. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2265. uint32_t jj;
  2266. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2267. for (jj = 0; jj < num; ++jj)
  2268. {
  2269. curr = &vertexElements[jj];
  2270. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2271. && curr->SemanticIndex == index)
  2272. {
  2273. break;
  2274. }
  2275. }
  2276. if (jj == num)
  2277. {
  2278. curr = elem;
  2279. ++elem;
  2280. }
  2281. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2282. curr->InputSlot = _numStreams;
  2283. curr->SemanticIndex = index;
  2284. curr->AlignedByteOffset = ii*16;
  2285. }
  2286. num = uint32_t(elem-vertexElements);
  2287. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2288. , num
  2289. , _program.m_vsh->m_code->data
  2290. , _program.m_vsh->m_code->size
  2291. , &inputLayout
  2292. ) );
  2293. m_inputLayoutCache.add(layoutHash, inputLayout);
  2294. }
  2295. m_deviceCtx->IASetInputLayout(inputLayout);
  2296. }
  2297. void setInputLayout(const VertexLayout& _layout, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2298. {
  2299. const VertexLayout* layouts[1] = { &_layout };
  2300. setInputLayout(BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2301. }
  2302. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2303. {
  2304. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2305. bx::HashMurmur2A murmur;
  2306. murmur.begin();
  2307. murmur.add(_state);
  2308. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2309. ? _rgba
  2310. : -1
  2311. );
  2312. const uint32_t hash = murmur.end();
  2313. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2314. if (NULL == bs)
  2315. {
  2316. D3D11_BLEND_DESC desc;
  2317. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2318. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2319. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2320. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2321. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2322. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2323. const uint32_t srcRGB = (blend ) & 0xf;
  2324. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2325. const uint32_t srcA = (blend >> 8) & 0xf;
  2326. const uint32_t dstA = (blend >> 12) & 0xf;
  2327. const uint32_t equRGB = (equation ) & 0x7;
  2328. const uint32_t equA = (equation >> 3) & 0x7;
  2329. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2330. drt->DestBlend = s_blendFactor[dstRGB][0];
  2331. drt->BlendOp = s_blendEquation[equRGB];
  2332. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2333. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2334. drt->BlendOpAlpha = s_blendEquation[equA];
  2335. uint8_t writeMask = 0;
  2336. writeMask |= (_state&BGFX_STATE_WRITE_R) ? D3D11_COLOR_WRITE_ENABLE_RED : 0;
  2337. writeMask |= (_state&BGFX_STATE_WRITE_G) ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0;
  2338. writeMask |= (_state&BGFX_STATE_WRITE_B) ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  2339. writeMask |= (_state&BGFX_STATE_WRITE_A) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  2340. drt->RenderTargetWriteMask = writeMask;
  2341. if (desc.IndependentBlendEnable)
  2342. {
  2343. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2344. {
  2345. drt = &desc.RenderTarget[ii];
  2346. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2347. const uint32_t src = (rgba ) & 0xf;
  2348. const uint32_t dst = (rgba >> 4) & 0xf;
  2349. const uint32_t equ = (rgba >> 8) & 0x7;
  2350. drt->SrcBlend = s_blendFactor[src][0];
  2351. drt->DestBlend = s_blendFactor[dst][0];
  2352. drt->BlendOp = s_blendEquation[equ];
  2353. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2354. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2355. drt->BlendOpAlpha = s_blendEquation[equ];
  2356. drt->RenderTargetWriteMask = writeMask;
  2357. }
  2358. }
  2359. else
  2360. {
  2361. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2362. {
  2363. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2364. }
  2365. }
  2366. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2367. m_blendStateCache.add(hash, bs);
  2368. }
  2369. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2370. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2371. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2372. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2373. bool hasFactor = 0
  2374. || f0 == (_state & f0)
  2375. || f1 == (_state & f1)
  2376. || f2 == (_state & f2)
  2377. || f3 == (_state & f3)
  2378. ;
  2379. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2380. if (hasFactor)
  2381. {
  2382. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2383. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2384. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2385. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2386. }
  2387. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2388. }
  2389. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2390. {
  2391. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2392. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2393. uint32_t fstencil = unpackStencil(0, _stencil);
  2394. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2395. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2396. bx::HashMurmur2A murmur;
  2397. murmur.begin();
  2398. murmur.add(_state);
  2399. murmur.add(_stencil);
  2400. uint32_t hash = murmur.end();
  2401. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2402. if (NULL == dss)
  2403. {
  2404. D3D11_DEPTH_STENCIL_DESC desc;
  2405. bx::memSet(&desc, 0, sizeof(desc) );
  2406. desc.DepthEnable = 0 != func;
  2407. desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2408. desc.DepthFunc = s_cmpFunc[func];
  2409. uint32_t bstencil = unpackStencil(1, _stencil);
  2410. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2411. bstencil = frontAndBack ? bstencil : fstencil;
  2412. desc.StencilEnable = 0 != _stencil;
  2413. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2414. desc.StencilWriteMask = 0xff;
  2415. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2416. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2417. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2418. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2419. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2420. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2421. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2422. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2423. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2424. m_depthStencilStateCache.add(hash, dss);
  2425. }
  2426. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2427. }
  2428. void setDebugWireframe(bool _wireframe)
  2429. {
  2430. if (m_wireframe != _wireframe)
  2431. {
  2432. m_wireframe = _wireframe;
  2433. m_rasterizerStateCache.invalidate();
  2434. }
  2435. }
  2436. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2437. {
  2438. _state &= 0
  2439. | BGFX_STATE_CULL_MASK
  2440. | BGFX_STATE_MSAA
  2441. | BGFX_STATE_LINEAA
  2442. | BGFX_STATE_CONSERVATIVE_RASTER
  2443. ;
  2444. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2445. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2446. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2447. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2448. if (NULL == rs)
  2449. {
  2450. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2451. #if BX_PLATFORM_WINDOWS
  2452. if (m_deviceInterfaceVersion >= 3)
  2453. {
  2454. D3D11_RASTERIZER_DESC2 desc;
  2455. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2456. desc.CullMode = s_cullMode[cull];
  2457. desc.FrontCounterClockwise = false;
  2458. desc.DepthBias = 0;
  2459. desc.DepthBiasClamp = 0.0f;
  2460. desc.SlopeScaledDepthBias = 0.0f;
  2461. desc.DepthClipEnable = !m_depthClamp;
  2462. desc.ScissorEnable = _scissor;
  2463. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2464. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2465. desc.ForcedSampleCount = 0;
  2466. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2467. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2468. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2469. ;
  2470. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2471. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2472. }
  2473. else
  2474. #endif // BX_PLATFORM_WINDOWS
  2475. {
  2476. D3D11_RASTERIZER_DESC desc;
  2477. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2478. desc.CullMode = s_cullMode[cull];
  2479. desc.FrontCounterClockwise = false;
  2480. desc.DepthBias = 0;
  2481. desc.DepthBiasClamp = 0.0f;
  2482. desc.SlopeScaledDepthBias = 0.0f;
  2483. desc.DepthClipEnable = !m_depthClamp;
  2484. desc.ScissorEnable = _scissor;
  2485. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2486. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2487. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2488. }
  2489. m_rasterizerStateCache.add(_state, rs);
  2490. }
  2491. m_deviceCtx->RSSetState(rs);
  2492. }
  2493. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2494. {
  2495. const uint32_t index = (_flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2496. _flags &= BGFX_SAMPLER_BITS_MASK;
  2497. // Force both min+max anisotropic, can't be set individually.
  2498. _flags |= 0 != (_flags & (BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC) )
  2499. ? BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC
  2500. : 0
  2501. ;
  2502. uint32_t hash;
  2503. ID3D11SamplerState* sampler;
  2504. if (!needBorderColor(_flags) )
  2505. {
  2506. bx::HashMurmur2A murmur;
  2507. murmur.begin();
  2508. murmur.add(_flags);
  2509. murmur.add(-1);
  2510. hash = murmur.end();
  2511. _rgba = s_zero.m_zerof;
  2512. sampler = m_samplerStateCache.find(hash);
  2513. }
  2514. else
  2515. {
  2516. bx::HashMurmur2A murmur;
  2517. murmur.begin();
  2518. murmur.add(_flags);
  2519. murmur.add(index);
  2520. hash = murmur.end();
  2521. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2522. sampler = m_samplerStateCache.find(hash);
  2523. if (NULL != sampler)
  2524. {
  2525. D3D11_SAMPLER_DESC sd;
  2526. sampler->GetDesc(&sd);
  2527. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2528. {
  2529. // Sampler will be released when updated sampler
  2530. // is added to cache.
  2531. sampler = NULL;
  2532. }
  2533. }
  2534. }
  2535. if (NULL == sampler)
  2536. {
  2537. const uint32_t cmpFunc = (_flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  2538. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  2539. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  2540. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  2541. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2542. D3D11_SAMPLER_DESC sd;
  2543. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2544. sd.AddressU = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  2545. sd.AddressV = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  2546. sd.AddressW = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  2547. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2548. sd.MaxAnisotropy = m_maxAnisotropy;
  2549. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2550. sd.BorderColor[0] = _rgba[0];
  2551. sd.BorderColor[1] = _rgba[1];
  2552. sd.BorderColor[2] = _rgba[2];
  2553. sd.BorderColor[3] = _rgba[3];
  2554. sd.MinLOD = 0;
  2555. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2556. m_device->CreateSamplerState(&sd, &sampler);
  2557. DX_CHECK_REFCOUNT(sampler, 1);
  2558. m_samplerStateCache.add(hash, sampler);
  2559. }
  2560. return sampler;
  2561. }
  2562. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2563. {
  2564. m_occlusionQuery.resolve(_render);
  2565. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2566. }
  2567. void commitTextureStage()
  2568. {
  2569. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2570. // vertex texture fetch not supported on 9_1 through 9_3
  2571. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2572. {
  2573. m_deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2574. m_deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2575. }
  2576. m_deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2577. m_deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2578. }
  2579. void invalidateTextureStage()
  2580. {
  2581. m_textureStage.clear();
  2582. commitTextureStage();
  2583. }
  2584. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2585. {
  2586. bx::HashMurmur2A murmur;
  2587. murmur.begin();
  2588. murmur.add(_handle);
  2589. murmur.add(_mip);
  2590. murmur.add(1);
  2591. uint32_t hash = murmur.end();
  2592. IUnknown** ptr = m_srvUavLru.find(hash);
  2593. ID3D11UnorderedAccessView* uav;
  2594. if (NULL == ptr)
  2595. {
  2596. TextureD3D11& texture = m_textures[_handle.idx];
  2597. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2598. desc.Format = texture.getSrvFormat();
  2599. switch (texture.m_type)
  2600. {
  2601. case TextureD3D11::Texture2D:
  2602. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2603. desc.Texture2D.MipSlice = _mip;
  2604. break;
  2605. case TextureD3D11::TextureCube:
  2606. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2607. desc.Texture2DArray.ArraySize = 6;
  2608. desc.Texture2DArray.FirstArraySlice = 0;
  2609. desc.Texture2DArray.MipSlice = _mip;
  2610. break;
  2611. case TextureD3D11::Texture3D:
  2612. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2613. desc.Texture3D.MipSlice = _mip;
  2614. desc.Texture3D.FirstWSlice = 0;
  2615. desc.Texture3D.WSize = UINT32_MAX;
  2616. break;
  2617. }
  2618. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2619. m_srvUavLru.add(hash, uav, _handle.idx);
  2620. }
  2621. else
  2622. {
  2623. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2624. }
  2625. return uav;
  2626. }
  2627. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false, bool _stencil = false)
  2628. {
  2629. bx::HashMurmur2A murmur;
  2630. murmur.begin();
  2631. murmur.add(_handle);
  2632. murmur.add(_mip);
  2633. murmur.add(0);
  2634. murmur.add(_compute);
  2635. murmur.add(_stencil);
  2636. uint32_t hash = murmur.end();
  2637. IUnknown** ptr = m_srvUavLru.find(hash);
  2638. ID3D11ShaderResourceView* srv;
  2639. if (NULL == ptr)
  2640. {
  2641. const TextureD3D11& texture = m_textures[_handle.idx];
  2642. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2643. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2644. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2645. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2646. desc.Format = _stencil ? DXGI_FORMAT_X24_TYPELESS_G8_UINT : texture.getSrvFormat();
  2647. switch (texture.m_type)
  2648. {
  2649. case TextureD3D11::Texture2D:
  2650. if (1 < texture.m_numLayers)
  2651. {
  2652. desc.ViewDimension = msaaSample
  2653. ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY
  2654. : D3D11_SRV_DIMENSION_TEXTURE2DARRAY
  2655. ;
  2656. desc.Texture2DArray.MostDetailedMip = _mip;
  2657. desc.Texture2DArray.MipLevels = 1;
  2658. desc.Texture2DArray.FirstArraySlice = 0;
  2659. desc.Texture2DArray.ArraySize = texture.m_numLayers;
  2660. }
  2661. else
  2662. {
  2663. desc.ViewDimension = msaaSample
  2664. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2665. : D3D11_SRV_DIMENSION_TEXTURE2D
  2666. ;
  2667. desc.Texture2D.MostDetailedMip = _mip;
  2668. desc.Texture2D.MipLevels = 1;
  2669. }
  2670. break;
  2671. case TextureD3D11::TextureCube:
  2672. if (_compute)
  2673. {
  2674. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  2675. desc.Texture2DArray.MostDetailedMip = _mip;
  2676. desc.Texture2DArray.MipLevels = 1;
  2677. desc.Texture2DArray.FirstArraySlice = 0;
  2678. desc.Texture2DArray.ArraySize = 6;
  2679. }
  2680. else
  2681. {
  2682. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2683. desc.TextureCube.MostDetailedMip = _mip;
  2684. desc.TextureCube.MipLevels = 1;
  2685. }
  2686. break;
  2687. case TextureD3D11::Texture3D:
  2688. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2689. desc.Texture3D.MostDetailedMip = _mip;
  2690. desc.Texture3D.MipLevels = 1;
  2691. break;
  2692. }
  2693. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2694. m_srvUavLru.add(hash, srv, _handle.idx);
  2695. }
  2696. else
  2697. {
  2698. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2699. }
  2700. return srv;
  2701. }
  2702. void capturePostReset()
  2703. {
  2704. if (m_resolution.reset&BGFX_RESET_CAPTURE)
  2705. {
  2706. ID3D11Texture2D* backBuffer;
  2707. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2708. D3D11_TEXTURE2D_DESC backBufferDesc;
  2709. backBuffer->GetDesc(&backBufferDesc);
  2710. D3D11_TEXTURE2D_DESC desc;
  2711. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2712. desc.SampleDesc.Count = 1;
  2713. desc.SampleDesc.Quality = 0;
  2714. desc.Usage = D3D11_USAGE_STAGING;
  2715. desc.BindFlags = 0;
  2716. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2717. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2718. if (SUCCEEDED(hr) )
  2719. {
  2720. if (backBufferDesc.SampleDesc.Count != 1)
  2721. {
  2722. desc.Usage = D3D11_USAGE_DEFAULT;
  2723. desc.CPUAccessFlags = 0;
  2724. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2725. }
  2726. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2727. }
  2728. DX_RELEASE(backBuffer, 0);
  2729. }
  2730. }
  2731. void capturePreReset()
  2732. {
  2733. if (NULL != m_captureTexture)
  2734. {
  2735. g_callback->captureEnd();
  2736. }
  2737. DX_RELEASE(m_captureResolve, 0);
  2738. DX_RELEASE(m_captureTexture, 0);
  2739. }
  2740. void capture()
  2741. {
  2742. if (NULL != m_captureTexture)
  2743. {
  2744. ID3D11Texture2D* backBuffer;
  2745. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2746. if (NULL == m_captureResolve)
  2747. {
  2748. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2749. }
  2750. else
  2751. {
  2752. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, m_scd.format);
  2753. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2754. }
  2755. D3D11_MAPPED_SUBRESOURCE mapped;
  2756. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2757. bimg::imageSwizzleBgra8(
  2758. mapped.pData
  2759. , mapped.RowPitch
  2760. , m_scd.width
  2761. , m_scd.height
  2762. , mapped.pData
  2763. , mapped.RowPitch
  2764. );
  2765. g_callback->captureFrame(mapped.pData, m_scd.height*mapped.RowPitch);
  2766. m_deviceCtx->Unmap(m_captureTexture, 0);
  2767. DX_RELEASE(backBuffer, 0);
  2768. }
  2769. }
  2770. void commit(UniformBuffer& _uniformBuffer)
  2771. {
  2772. _uniformBuffer.reset();
  2773. for (;;)
  2774. {
  2775. uint32_t opcode = _uniformBuffer.read();
  2776. if (UniformType::End == opcode)
  2777. {
  2778. break;
  2779. }
  2780. UniformType::Enum type;
  2781. uint16_t loc;
  2782. uint16_t num;
  2783. uint16_t copy;
  2784. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2785. const char* data;
  2786. if (copy)
  2787. {
  2788. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2789. }
  2790. else
  2791. {
  2792. UniformHandle handle;
  2793. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2794. data = (const char*)m_uniforms[handle.idx];
  2795. }
  2796. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2797. case UniformType::_uniform: \
  2798. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2799. { \
  2800. setShaderUniform(uint8_t(type), loc, data, num); \
  2801. } \
  2802. break;
  2803. switch ( (uint32_t)type)
  2804. {
  2805. case UniformType::Mat3:
  2806. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2807. {
  2808. float* value = (float*)data;
  2809. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2810. {
  2811. Matrix4 mtx;
  2812. mtx.un.val[ 0] = value[0];
  2813. mtx.un.val[ 1] = value[1];
  2814. mtx.un.val[ 2] = value[2];
  2815. mtx.un.val[ 3] = 0.0f;
  2816. mtx.un.val[ 4] = value[3];
  2817. mtx.un.val[ 5] = value[4];
  2818. mtx.un.val[ 6] = value[5];
  2819. mtx.un.val[ 7] = 0.0f;
  2820. mtx.un.val[ 8] = value[6];
  2821. mtx.un.val[ 9] = value[7];
  2822. mtx.un.val[10] = value[8];
  2823. mtx.un.val[11] = 0.0f;
  2824. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2825. }
  2826. }
  2827. break;
  2828. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  2829. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2830. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2831. case UniformType::End:
  2832. break;
  2833. default:
  2834. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2835. break;
  2836. }
  2837. #undef CASE_IMPLEMENT_UNIFORM
  2838. }
  2839. }
  2840. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2841. {
  2842. uint32_t width;
  2843. uint32_t height;
  2844. if (isValid(m_fbh) )
  2845. {
  2846. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2847. width = fb.m_width;
  2848. height = fb.m_height;
  2849. }
  2850. else
  2851. {
  2852. width = m_scd.width;
  2853. height = m_scd.height;
  2854. }
  2855. if (0 == _rect.m_x
  2856. && 0 == _rect.m_y
  2857. && width == _rect.m_width
  2858. && height == _rect.m_height)
  2859. {
  2860. clear(_clear, _palette);
  2861. }
  2862. else
  2863. {
  2864. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2865. uint64_t state = 0;
  2866. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A : 0;
  2867. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_WRITE_Z : 0;
  2868. uint64_t stencil = 0;
  2869. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2870. | BGFX_STENCIL_TEST_ALWAYS
  2871. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2872. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2873. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2874. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2875. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2876. : 0
  2877. ;
  2878. setBlendState(state);
  2879. setDepthStencilState(state, stencil);
  2880. setRasterizerState(state);
  2881. uint32_t numMrt = 1;
  2882. FrameBufferHandle fbh = m_fbh;
  2883. if (isValid(fbh) )
  2884. {
  2885. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2886. numMrt = bx::uint32_max(1, fb.m_num);
  2887. }
  2888. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2889. m_currentProgram = &program;
  2890. const ShaderD3D11* vsh = program.m_vsh;
  2891. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2892. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2893. float mrtClearDepth[4] = { _clear.m_depth };
  2894. deviceCtx->UpdateSubresource(vsh->m_buffer, 0, 0, mrtClearDepth, 0, 0);
  2895. if (NULL != m_currentColor)
  2896. {
  2897. const ShaderD3D11* fsh = program.m_fsh;
  2898. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2899. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2900. float mrtClearColor[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2901. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2902. {
  2903. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2904. {
  2905. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2906. bx::memCopy(mrtClearColor[ii], _palette[index], 16);
  2907. }
  2908. }
  2909. else
  2910. {
  2911. float rgba[4] =
  2912. {
  2913. _clear.m_index[0]*1.0f/255.0f,
  2914. _clear.m_index[1]*1.0f/255.0f,
  2915. _clear.m_index[2]*1.0f/255.0f,
  2916. _clear.m_index[3]*1.0f/255.0f,
  2917. };
  2918. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2919. {
  2920. bx::memCopy(mrtClearColor[ii], rgba, 16);
  2921. }
  2922. }
  2923. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClearColor, 0, 0);
  2924. }
  2925. else
  2926. {
  2927. deviceCtx->PSSetShader(NULL, NULL, 0);
  2928. }
  2929. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
  2930. const VertexLayout& layout = _clearQuad.m_layout;
  2931. const uint32_t stride = layout.m_stride;
  2932. const uint32_t offset = 0;
  2933. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2934. setInputLayout(layout, program, 0);
  2935. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2936. deviceCtx->Draw(4, 0);
  2937. }
  2938. }
  2939. void* m_d3d9Dll;
  2940. void* m_d3d11Dll;
  2941. void* m_renderDocDll;
  2942. void* m_agsDll;
  2943. Dxgi m_dxgi;
  2944. AGSContext* m_ags;
  2945. NvApi m_nvapi;
  2946. D3D_FEATURE_LEVEL m_featureLevel;
  2947. Dxgi::SwapChainI* m_swapChain;
  2948. ID3D11Texture2D* m_msaaRt;
  2949. bool m_needPresent;
  2950. bool m_lost;
  2951. uint16_t m_numWindows;
  2952. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2953. ID3D11Device* m_device;
  2954. ID3D11DeviceContext* m_deviceCtx;
  2955. ID3DUserDefinedAnnotation* m_annotation;
  2956. ID3D11InfoQueue* m_infoQueue;
  2957. TimerQueryD3D11 m_gpuTimer;
  2958. OcclusionQueryD3D11 m_occlusionQuery;
  2959. uint32_t m_deviceInterfaceVersion;
  2960. ID3D11RenderTargetView* m_backBufferColor;
  2961. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2962. ID3D11RenderTargetView* m_currentColor;
  2963. ID3D11DepthStencilView* m_currentDepthStencil;
  2964. ID3D11Texture2D* m_captureTexture;
  2965. ID3D11Texture2D* m_captureResolve;
  2966. Resolution m_resolution;
  2967. SwapChainDesc m_scd;
  2968. DXGI_SWAP_EFFECT m_swapEffect;
  2969. uint32_t m_swapBufferCount;
  2970. uint32_t m_maxAnisotropy;
  2971. bool m_depthClamp;
  2972. bool m_wireframe;
  2973. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2974. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2975. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2976. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2977. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2978. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  2979. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2980. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2981. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2982. UniformRegistry m_uniformReg;
  2983. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2984. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2985. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2986. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2987. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2988. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  2989. TextVideoMem m_textVideoMem;
  2990. TextureStage m_textureStage;
  2991. ProgramD3D11* m_currentProgram;
  2992. uint8_t m_vsScratch[64<<10];
  2993. uint8_t m_fsScratch[64<<10];
  2994. uint32_t m_vsChanges;
  2995. uint32_t m_fsChanges;
  2996. FrameBufferHandle m_fbh;
  2997. bool m_rtMsaa;
  2998. bool m_timerQuerySupport;
  2999. bool m_directAccessSupport;
  3000. };
  3001. static RendererContextD3D11* s_renderD3D11;
  3002. RendererContextI* rendererCreate(const Init& _init)
  3003. {
  3004. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3005. if (!s_renderD3D11->init(_init) )
  3006. {
  3007. BX_DELETE(g_allocator, s_renderD3D11);
  3008. s_renderD3D11 = NULL;
  3009. }
  3010. return s_renderD3D11;
  3011. }
  3012. void rendererDestroy()
  3013. {
  3014. s_renderD3D11->shutdown();
  3015. BX_DELETE(g_allocator, s_renderD3D11);
  3016. s_renderD3D11 = NULL;
  3017. }
  3018. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3019. {
  3020. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3021. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3022. {
  3023. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3024. _offset += _stride;
  3025. }
  3026. }
  3027. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3028. {
  3029. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3030. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3031. {
  3032. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3033. _offset += _stride;
  3034. }
  3035. }
  3036. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3037. {
  3038. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3039. }
  3040. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3041. {
  3042. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3043. }
  3044. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3045. {
  3046. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3047. }
  3048. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3049. {
  3050. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3051. }
  3052. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name)
  3053. {
  3054. BX_UNUSED(_color);
  3055. return s_renderD3D11->m_annotation->BeginEvent(_name);
  3056. }
  3057. int WINAPI d3d11Annotation_EndEvent()
  3058. {
  3059. return s_renderD3D11->m_annotation->EndEvent();
  3060. }
  3061. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name)
  3062. {
  3063. BX_UNUSED(_color);
  3064. s_renderD3D11->m_annotation->SetMarker(_name);
  3065. }
  3066. struct UavFormat
  3067. {
  3068. DXGI_FORMAT format[3];
  3069. uint32_t stride;
  3070. };
  3071. static const UavFormat s_uavFormat[] =
  3072. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3073. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3074. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3075. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3076. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3077. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3078. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3079. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3080. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3081. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3082. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3083. };
  3084. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3085. {
  3086. m_uav = NULL;
  3087. m_size = _size;
  3088. m_flags = _flags;
  3089. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3090. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3091. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3092. m_dynamic = NULL == _data && !needUav;
  3093. D3D11_BUFFER_DESC desc;
  3094. desc.ByteWidth = _size;
  3095. desc.BindFlags = 0
  3096. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3097. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3098. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3099. ;
  3100. desc.MiscFlags = 0
  3101. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3102. ;
  3103. desc.StructureByteStride = 0;
  3104. DXGI_FORMAT format;
  3105. uint32_t stride;
  3106. if (drawIndirect)
  3107. {
  3108. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3109. stride = 16;
  3110. }
  3111. else
  3112. {
  3113. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3114. if (0 == uavFormat)
  3115. {
  3116. if (_vertex)
  3117. {
  3118. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3119. stride = 16;
  3120. }
  3121. else
  3122. {
  3123. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3124. {
  3125. format = DXGI_FORMAT_R16_UINT;
  3126. stride = 2;
  3127. }
  3128. else
  3129. {
  3130. format = DXGI_FORMAT_R32_UINT;
  3131. stride = 4;
  3132. }
  3133. }
  3134. }
  3135. else
  3136. {
  3137. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3138. format = s_uavFormat[uavFormat].format[uavType];
  3139. stride = s_uavFormat[uavFormat].stride;
  3140. }
  3141. }
  3142. ID3D11Device* device = s_renderD3D11->m_device;
  3143. D3D11_SUBRESOURCE_DATA srd;
  3144. srd.pSysMem = _data;
  3145. srd.SysMemPitch = 0;
  3146. srd.SysMemSlicePitch = 0;
  3147. if (needUav)
  3148. {
  3149. desc.Usage = D3D11_USAGE_DEFAULT;
  3150. desc.CPUAccessFlags = 0;
  3151. desc.StructureByteStride = _stride;
  3152. DX_CHECK(device->CreateBuffer(&desc
  3153. , NULL == _data ? NULL : &srd
  3154. , &m_ptr
  3155. ) );
  3156. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3157. uavd.Format = format;
  3158. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3159. uavd.Buffer.FirstElement = 0;
  3160. uavd.Buffer.NumElements = m_size / stride;
  3161. uavd.Buffer.Flags = 0;
  3162. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3163. , &uavd
  3164. , &m_uav
  3165. ) );
  3166. }
  3167. else if (m_dynamic)
  3168. {
  3169. #if USE_D3D11_STAGING_BUFFER
  3170. desc.Usage = D3D11_USAGE_DEFAULT;
  3171. desc.CPUAccessFlags = 0;
  3172. DX_CHECK(device->CreateBuffer(&desc
  3173. , NULL
  3174. , &m_ptr
  3175. ) );
  3176. desc.BindFlags = 0;
  3177. desc.Usage = D3D11_USAGE_STAGING;
  3178. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3179. DX_CHECK(device->CreateBuffer(&desc
  3180. , NULL
  3181. , &m_staging
  3182. ) );
  3183. #else
  3184. desc.Usage = D3D11_USAGE_DYNAMIC;
  3185. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3186. DX_CHECK(device->CreateBuffer(&desc
  3187. , NULL
  3188. , &m_ptr
  3189. ) );
  3190. #endif // USE_D3D11_STAGING_BUFFER
  3191. }
  3192. else
  3193. {
  3194. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3195. desc.CPUAccessFlags = 0;
  3196. DX_CHECK(device->CreateBuffer(&desc
  3197. , &srd
  3198. , &m_ptr
  3199. ) );
  3200. }
  3201. if (needSrv)
  3202. {
  3203. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3204. srvd.Format = format;
  3205. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3206. srvd.Buffer.FirstElement = 0;
  3207. srvd.Buffer.NumElements = m_size / stride;
  3208. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3209. , &srvd
  3210. , &m_srv
  3211. ) );
  3212. }
  3213. }
  3214. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3215. {
  3216. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3217. BX_CHECK(m_dynamic, "Must be dynamic!");
  3218. #if USE_D3D11_STAGING_BUFFER
  3219. BX_UNUSED(_discard);
  3220. D3D11_MAPPED_SUBRESOURCE mapped;
  3221. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3222. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3223. deviceCtx->Unmap(m_staging, 0);
  3224. D3D11_BOX box;
  3225. box.left = _offset;
  3226. box.top = 0;
  3227. box.front = 0;
  3228. box.right = _offset + _size;
  3229. box.bottom = 1;
  3230. box.back = 1;
  3231. deviceCtx->CopySubresourceRegion(m_ptr
  3232. , 0
  3233. , _offset
  3234. , 0
  3235. , 0
  3236. , m_staging
  3237. , 0
  3238. , &box
  3239. );
  3240. #else
  3241. if (_discard)
  3242. {
  3243. D3D11_MAPPED_SUBRESOURCE mapped;
  3244. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3245. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3246. deviceCtx->Unmap(m_ptr, 0);
  3247. }
  3248. else
  3249. {
  3250. D3D11_BUFFER_DESC desc;
  3251. desc.ByteWidth = _size;
  3252. desc.Usage = D3D11_USAGE_STAGING;
  3253. desc.BindFlags = 0;
  3254. desc.MiscFlags = 0;
  3255. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3256. desc.StructureByteStride = 0;
  3257. D3D11_SUBRESOURCE_DATA srd;
  3258. srd.pSysMem = _data;
  3259. srd.SysMemPitch = 0;
  3260. srd.SysMemSlicePitch = 0;
  3261. D3D11_BOX srcBox;
  3262. srcBox.left = 0;
  3263. srcBox.top = 0;
  3264. srcBox.front = 0;
  3265. srcBox.right = _size;
  3266. srcBox.bottom = 1;
  3267. srcBox.back = 1;
  3268. ID3D11Device* device = s_renderD3D11->m_device;
  3269. ID3D11Buffer* ptr;
  3270. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3271. deviceCtx->CopySubresourceRegion(m_ptr
  3272. , 0
  3273. , _offset
  3274. , 0
  3275. , 0
  3276. , ptr
  3277. , 0
  3278. , &srcBox
  3279. );
  3280. DX_RELEASE(ptr, 0);
  3281. }
  3282. #endif // 0
  3283. }
  3284. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  3285. {
  3286. m_layoutHandle = _layoutHandle;
  3287. uint16_t stride = isValid(_layoutHandle)
  3288. ? s_renderD3D11->m_vertexLayouts[_layoutHandle.idx].m_stride
  3289. : 0
  3290. ;
  3291. BufferD3D11::create(_size, _data, _flags, stride, true);
  3292. }
  3293. static bool hasDepthOp(const void* _code, uint32_t _size)
  3294. {
  3295. bx::MemoryReader rd(_code, _size);
  3296. bx::Error err;
  3297. DxbcContext dxbc;
  3298. read(&rd, dxbc, &err);
  3299. struct FindDepthOp
  3300. {
  3301. FindDepthOp()
  3302. : m_found(false)
  3303. {
  3304. }
  3305. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3306. {
  3307. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3308. if (_instruction.opcode == DxbcOpcode::DISCARD
  3309. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3310. {
  3311. out.m_found = true;
  3312. return false;
  3313. }
  3314. return true;
  3315. }
  3316. bool m_found;
  3317. } find;
  3318. parse(dxbc.shader, FindDepthOp::find, &find);
  3319. return find.m_found;
  3320. }
  3321. void ShaderD3D11::create(const Memory* _mem)
  3322. {
  3323. bx::MemoryReader reader(_mem->data, _mem->size);
  3324. uint32_t magic;
  3325. bx::read(&reader, magic);
  3326. const bool fragment = isShaderType(magic, 'F');
  3327. uint32_t hashIn;
  3328. bx::read(&reader, hashIn);
  3329. uint32_t hashOut;
  3330. if (isShaderVerLess(magic, 6) )
  3331. {
  3332. hashOut = hashIn;
  3333. }
  3334. else
  3335. {
  3336. bx::read(&reader, hashOut);
  3337. }
  3338. uint16_t count;
  3339. bx::read(&reader, count);
  3340. m_numPredefined = 0;
  3341. m_numUniforms = count;
  3342. BX_TRACE("%s Shader consts %d"
  3343. , getShaderTypeName(magic)
  3344. , count
  3345. );
  3346. const uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3347. if (0 < count)
  3348. {
  3349. for (uint32_t ii = 0; ii < count; ++ii)
  3350. {
  3351. uint8_t nameSize = 0;
  3352. bx::read(&reader, nameSize);
  3353. char name[256] = { '\0' };
  3354. bx::read(&reader, &name, nameSize);
  3355. name[nameSize] = '\0';
  3356. uint8_t type = 0;
  3357. bx::read(&reader, type);
  3358. uint8_t num = 0;
  3359. bx::read(&reader, num);
  3360. uint16_t regIndex = 0;
  3361. bx::read(&reader, regIndex);
  3362. uint16_t regCount = 0;
  3363. bx::read(&reader, regCount);
  3364. const char* kind = "invalid";
  3365. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3366. if (PredefinedUniform::Count != predefined)
  3367. {
  3368. kind = "predefined";
  3369. m_predefined[m_numPredefined].m_loc = regIndex;
  3370. m_predefined[m_numPredefined].m_count = regCount;
  3371. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3372. m_numPredefined++;
  3373. }
  3374. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3375. {
  3376. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3377. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3378. if (NULL != info)
  3379. {
  3380. if (NULL == m_constantBuffer)
  3381. {
  3382. m_constantBuffer = UniformBuffer::create(1024);
  3383. }
  3384. kind = "user";
  3385. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3386. }
  3387. }
  3388. else
  3389. {
  3390. kind = "sampler";
  3391. }
  3392. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3393. , kind
  3394. , name
  3395. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3396. , num
  3397. , regIndex
  3398. , regCount
  3399. );
  3400. BX_UNUSED(kind);
  3401. }
  3402. if (NULL != m_constantBuffer)
  3403. {
  3404. m_constantBuffer->finish();
  3405. }
  3406. }
  3407. uint32_t shaderSize;
  3408. bx::read(&reader, shaderSize);
  3409. const void* code = reader.getDataPtr();
  3410. bx::skip(&reader, shaderSize+1);
  3411. if (isShaderType(magic, 'F') )
  3412. {
  3413. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3414. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3415. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3416. }
  3417. else if (isShaderType(magic, 'V') )
  3418. {
  3419. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3420. m_code = copy(code, shaderSize);
  3421. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3422. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3423. }
  3424. else if (isShaderType(magic, 'C') )
  3425. {
  3426. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3427. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3428. }
  3429. uint8_t numAttrs = 0;
  3430. bx::read(&reader, numAttrs);
  3431. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3432. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3433. {
  3434. uint16_t id;
  3435. bx::read(&reader, id);
  3436. Attrib::Enum attr = idToAttrib(id);
  3437. if (Attrib::Count != attr)
  3438. {
  3439. m_attrMask[attr] = UINT16_MAX;
  3440. }
  3441. }
  3442. uint16_t size;
  3443. bx::read(&reader, size);
  3444. if (0 < size)
  3445. {
  3446. D3D11_BUFFER_DESC desc;
  3447. desc.ByteWidth = (size + 0xf) & ~0xf;
  3448. desc.Usage = D3D11_USAGE_DEFAULT;
  3449. desc.CPUAccessFlags = 0;
  3450. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3451. desc.MiscFlags = 0;
  3452. desc.StructureByteStride = 0;
  3453. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3454. BX_TRACE("\tCB size: %d", desc.ByteWidth);
  3455. }
  3456. }
  3457. void* DirectAccessResourceD3D11::createTexture2D(const D3D11_TEXTURE2D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture2D** _gpuTexture2d)
  3458. {
  3459. ID3D11Device* device = s_renderD3D11->m_device;
  3460. DX_CHECK(setIntelDirectAccessResource(device) );
  3461. DX_CHECK(device->CreateTexture2D(_gpuDesc, _srd, _gpuTexture2d) );
  3462. D3D11_TEXTURE2D_DESC cpuDesc;
  3463. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3464. cpuDesc.BindFlags = 0;
  3465. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3466. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3467. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3468. DX_CHECK(device->CreateTexture2D(&cpuDesc, NULL, &m_texture2d) );
  3469. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3470. deviceCtx->CopyResource(m_texture2d, *_gpuTexture2d);
  3471. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3472. deviceCtx->Map(m_texture2d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3473. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3474. return m_descriptor->ptr;
  3475. }
  3476. void* DirectAccessResourceD3D11::createTexture3D(const D3D11_TEXTURE3D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture3D** _gpuTexture3d)
  3477. {
  3478. ID3D11Device* device = s_renderD3D11->m_device;
  3479. DX_CHECK(setIntelDirectAccessResource(device) );
  3480. DX_CHECK(device->CreateTexture3D(_gpuDesc, _srd, _gpuTexture3d) );
  3481. D3D11_TEXTURE3D_DESC cpuDesc;
  3482. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3483. cpuDesc.BindFlags = 0;
  3484. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3485. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3486. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3487. DX_CHECK(device->CreateTexture3D(&cpuDesc, NULL, &m_texture3d) );
  3488. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3489. deviceCtx->CopyResource(m_texture3d, *_gpuTexture3d);
  3490. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3491. deviceCtx->Map(m_texture3d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3492. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3493. return m_descriptor->ptr;
  3494. }
  3495. void DirectAccessResourceD3D11::destroy()
  3496. {
  3497. if (NULL != m_descriptor)
  3498. {
  3499. s_renderD3D11->m_deviceCtx->Unmap(m_ptr, 0);
  3500. m_descriptor = NULL;
  3501. DX_RELEASE(m_ptr, 0);
  3502. }
  3503. }
  3504. void* TextureD3D11::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3505. {
  3506. void* directAccessPtr = NULL;
  3507. bimg::ImageContainer imageContainer;
  3508. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3509. {
  3510. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3511. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3512. bimg::TextureInfo ti;
  3513. bimg::imageGetSize(
  3514. &ti
  3515. , uint16_t(imageContainer.m_width >>startLod)
  3516. , uint16_t(imageContainer.m_height>>startLod)
  3517. , uint16_t(imageContainer.m_depth >>startLod)
  3518. , imageContainer.m_cubeMap
  3519. , 1 < imageContainer.m_numMips
  3520. , imageContainer.m_numLayers
  3521. , imageContainer.m_format
  3522. );
  3523. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3524. m_flags = _flags;
  3525. m_width = ti.width;
  3526. m_height = ti.height;
  3527. m_depth = ti.depth;
  3528. m_numLayers = ti.numLayers;
  3529. m_requestedFormat = uint8_t(imageContainer.m_format);
  3530. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3531. const bool convert = m_textureFormat != m_requestedFormat;
  3532. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3533. if (imageContainer.m_cubeMap)
  3534. {
  3535. m_type = TextureCube;
  3536. }
  3537. else if (imageContainer.m_depth > 1)
  3538. {
  3539. m_type = Texture3D;
  3540. }
  3541. else
  3542. {
  3543. m_type = Texture2D;
  3544. }
  3545. m_numMips = ti.numMips;
  3546. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3547. const uint32_t numSrd = numSides * ti.numMips;
  3548. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3549. uint32_t kk = 0;
  3550. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3551. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3552. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3553. , getHandle()
  3554. , getName( (TextureFormat::Enum)m_textureFormat)
  3555. , getName( (TextureFormat::Enum)m_requestedFormat)
  3556. , ti.numLayers
  3557. , ti.width
  3558. , ti.height
  3559. , imageContainer.m_cubeMap ? "x6" : ""
  3560. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3561. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3562. );
  3563. for (uint16_t side = 0; side < numSides; ++side)
  3564. {
  3565. for (uint8_t lod = 0, num = ti.numMips; lod < num; ++lod)
  3566. {
  3567. bimg::ImageMip mip;
  3568. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3569. {
  3570. srd[kk].pSysMem = mip.m_data;
  3571. if (convert)
  3572. {
  3573. uint32_t srcpitch = mip.m_width*bpp/8;
  3574. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mip.m_height);
  3575. bimg::imageDecodeToBgra8(g_allocator, temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3576. srd[kk].pSysMem = temp;
  3577. srd[kk].SysMemPitch = srcpitch;
  3578. }
  3579. else if (compressed)
  3580. {
  3581. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3582. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3583. }
  3584. else
  3585. {
  3586. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3587. }
  3588. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3589. ++kk;
  3590. }
  3591. }
  3592. }
  3593. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3594. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3595. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3596. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  3597. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3598. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3599. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3600. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3601. const bool msaaSample = true
  3602. && 1 < msaa.Count
  3603. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3604. && !writeOnly
  3605. ;
  3606. const bool needResolve = true
  3607. && 1 < msaa.Count
  3608. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3609. && !writeOnly
  3610. ;
  3611. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3612. bx::memSet(&srvd, 0, sizeof(srvd) );
  3613. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3614. if (swizzle)
  3615. {
  3616. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3617. srvd.Format = format;
  3618. }
  3619. else if (srgb)
  3620. {
  3621. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3622. srvd.Format = format;
  3623. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3624. }
  3625. if (format == DXGI_FORMAT_UNKNOWN)
  3626. {
  3627. // not swizzled and not sRGB, or sRGB unsupported
  3628. format = s_textureFormat[m_textureFormat].m_fmt;
  3629. srvd.Format = getSrvFormat();
  3630. }
  3631. const bool directAccess = s_renderD3D11->m_directAccessSupport
  3632. && !renderTarget
  3633. && !readBack
  3634. && !blit
  3635. && !writeOnly
  3636. ;
  3637. switch (m_type)
  3638. {
  3639. case Texture2D:
  3640. case TextureCube:
  3641. {
  3642. D3D11_TEXTURE2D_DESC desc = {};
  3643. desc.Width = ti.width;
  3644. desc.Height = ti.height;
  3645. desc.MipLevels = ti.numMips;
  3646. desc.ArraySize = numSides;
  3647. desc.Format = format;
  3648. desc.SampleDesc = msaa;
  3649. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3650. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3651. desc.CPUAccessFlags = 0;
  3652. desc.MiscFlags = 0;
  3653. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3654. {
  3655. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3656. desc.Usage = D3D11_USAGE_DEFAULT;
  3657. }
  3658. else if (renderTarget)
  3659. {
  3660. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3661. desc.Usage = D3D11_USAGE_DEFAULT;
  3662. desc.MiscFlags |= 0
  3663. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3664. ;
  3665. }
  3666. if (computeWrite)
  3667. {
  3668. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3669. desc.Usage = D3D11_USAGE_DEFAULT;
  3670. }
  3671. if (readBack)
  3672. {
  3673. desc.BindFlags = 0;
  3674. desc.Usage = D3D11_USAGE_STAGING;
  3675. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3676. }
  3677. if (imageContainer.m_cubeMap)
  3678. {
  3679. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3680. if (1 < ti.numLayers)
  3681. {
  3682. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3683. srvd.TextureCubeArray.MipLevels = ti.numMips;
  3684. srvd.TextureCubeArray.NumCubes = ti.numLayers;
  3685. }
  3686. else
  3687. {
  3688. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3689. srvd.TextureCube.MipLevels = ti.numMips;
  3690. }
  3691. }
  3692. else
  3693. {
  3694. if (msaaSample)
  3695. {
  3696. if (1 < ti.numLayers)
  3697. {
  3698. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3699. srvd.Texture2DMSArray.ArraySize = ti.numLayers;
  3700. }
  3701. else
  3702. {
  3703. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3704. }
  3705. }
  3706. else
  3707. {
  3708. if (1 < ti.numLayers)
  3709. {
  3710. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  3711. srvd.Texture2DArray.MipLevels = ti.numMips;
  3712. srvd.Texture2DArray.ArraySize = ti.numLayers;
  3713. }
  3714. else
  3715. {
  3716. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  3717. srvd.Texture2D.MipLevels = ti.numMips;
  3718. }
  3719. }
  3720. }
  3721. if (needResolve)
  3722. {
  3723. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  3724. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  3725. desc.SampleDesc = s_msaa[0];
  3726. }
  3727. if (directAccess)
  3728. {
  3729. directAccessPtr = m_dar.createTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d);
  3730. }
  3731. else
  3732. {
  3733. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3734. }
  3735. }
  3736. break;
  3737. case Texture3D:
  3738. {
  3739. D3D11_TEXTURE3D_DESC desc = {};
  3740. desc.Width = ti.width;
  3741. desc.Height = ti.height;
  3742. desc.Depth = ti.depth;
  3743. desc.MipLevels = ti.numMips;
  3744. desc.Format = format;
  3745. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3746. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3747. desc.CPUAccessFlags = 0;
  3748. desc.MiscFlags = 0;
  3749. if (renderTarget)
  3750. {
  3751. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3752. desc.Usage = D3D11_USAGE_DEFAULT;
  3753. desc.MiscFlags |= 0
  3754. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3755. ;
  3756. }
  3757. if (computeWrite)
  3758. {
  3759. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3760. desc.Usage = D3D11_USAGE_DEFAULT;
  3761. }
  3762. if (readBack)
  3763. {
  3764. desc.BindFlags = 0;
  3765. desc.Usage = D3D11_USAGE_STAGING;
  3766. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3767. }
  3768. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3769. srvd.Texture3D.MipLevels = ti.numMips;
  3770. if (directAccess)
  3771. {
  3772. directAccessPtr = m_dar.createTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d);
  3773. }
  3774. else
  3775. {
  3776. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3777. }
  3778. }
  3779. break;
  3780. }
  3781. if (!writeOnly)
  3782. {
  3783. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3784. }
  3785. if (computeWrite)
  3786. {
  3787. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3788. }
  3789. if (convert
  3790. && 0 != kk)
  3791. {
  3792. kk = 0;
  3793. for (uint16_t side = 0; side < numSides; ++side)
  3794. {
  3795. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  3796. {
  3797. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3798. ++kk;
  3799. }
  3800. }
  3801. }
  3802. }
  3803. return directAccessPtr;
  3804. }
  3805. void TextureD3D11::destroy()
  3806. {
  3807. m_dar.destroy();
  3808. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3809. DX_RELEASE(m_rt, 0);
  3810. DX_RELEASE(m_srv, 0);
  3811. DX_RELEASE(m_uav, 0);
  3812. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED) )
  3813. {
  3814. DX_RELEASE(m_ptr, 0);
  3815. }
  3816. }
  3817. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  3818. {
  3819. destroy();
  3820. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  3821. m_ptr = (ID3D11Resource*)_ptr;
  3822. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  3823. }
  3824. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3825. {
  3826. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3827. D3D11_BOX box;
  3828. box.left = _rect.m_x;
  3829. box.top = _rect.m_y;
  3830. box.right = box.left + _rect.m_width;
  3831. box.bottom = box.top + _rect.m_height;
  3832. uint32_t layer = 0;
  3833. if (TextureD3D11::Texture3D == m_type)
  3834. {
  3835. box.front = _z;
  3836. box.back = box.front + _depth;
  3837. }
  3838. else
  3839. {
  3840. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  3841. box.front = 0;
  3842. box.back = 1;
  3843. }
  3844. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  3845. const bool depth = bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) );
  3846. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3847. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3848. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3849. const uint32_t slicepitch = rectpitch*_rect.m_height;
  3850. const bool convert = m_textureFormat != m_requestedFormat;
  3851. uint8_t* data = _mem->data;
  3852. uint8_t* temp = NULL;
  3853. if (convert)
  3854. {
  3855. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  3856. bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  3857. data = temp;
  3858. }
  3859. deviceCtx->UpdateSubresource(
  3860. m_ptr
  3861. , subres
  3862. , depth ? NULL : &box
  3863. , data
  3864. , srcpitch
  3865. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  3866. );
  3867. if (NULL != temp)
  3868. {
  3869. BX_FREE(g_allocator, temp);
  3870. }
  3871. }
  3872. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  3873. {
  3874. TextureStage& ts = s_renderD3D11->m_textureStage;
  3875. if (0 != (_flags & BGFX_SAMPLER_SAMPLE_STENCIL) )
  3876. {
  3877. ts.m_srv[_stage] = s_renderD3D11->getCachedSrv(
  3878. TextureHandle{ uint16_t(this - s_renderD3D11->m_textures) }
  3879. , 0
  3880. , false
  3881. , true
  3882. );
  3883. }
  3884. else
  3885. {
  3886. ts.m_srv[_stage] = m_srv;
  3887. }
  3888. const uint32_t flags = 0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags)
  3889. ? _flags
  3890. : uint32_t(m_flags)
  3891. ;
  3892. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3893. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags, _palette[index]);
  3894. }
  3895. void TextureD3D11::resolve(uint8_t _resolve) const
  3896. {
  3897. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3898. const bool needResolve = NULL != m_rt;
  3899. if (needResolve)
  3900. {
  3901. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  3902. }
  3903. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3904. if (renderTarget
  3905. && 1 < m_numMips
  3906. && 0 != (_resolve & BGFX_RESOLVE_AUTO_GEN_MIPS) )
  3907. {
  3908. deviceCtx->GenerateMips(m_srv);
  3909. }
  3910. }
  3911. TextureHandle TextureD3D11::getHandle() const
  3912. {
  3913. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3914. return handle;
  3915. }
  3916. DXGI_FORMAT TextureD3D11::getSrvFormat() const
  3917. {
  3918. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3919. {
  3920. return s_textureFormat[m_textureFormat].m_fmtSrv;
  3921. }
  3922. return 0 != (m_flags&BGFX_TEXTURE_SRGB)
  3923. ? s_textureFormat[m_textureFormat].m_fmtSrgb
  3924. : s_textureFormat[m_textureFormat].m_fmt
  3925. ;
  3926. }
  3927. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  3928. {
  3929. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3930. {
  3931. m_rtv[ii] = NULL;
  3932. }
  3933. for (uint32_t ii = 0; ii < BX_COUNTOF(m_uav); ++ii)
  3934. {
  3935. m_uav[ii] = NULL;
  3936. }
  3937. m_dsv = NULL;
  3938. m_swapChain = NULL;
  3939. m_denseIdx = UINT16_MAX;
  3940. m_numTh = _num;
  3941. m_needPresent = false;
  3942. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3943. postReset();
  3944. }
  3945. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  3946. {
  3947. SwapChainDesc scd;
  3948. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(SwapChainDesc) );
  3949. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  3950. scd.width = _width;
  3951. scd.height = _height;
  3952. scd.nwh = _nwh;
  3953. scd.ndt = NULL;
  3954. scd.sampleDesc = s_msaa[0];
  3955. ID3D11Device* device = s_renderD3D11->m_device;
  3956. HRESULT hr = s_renderD3D11->m_dxgi.createSwapChain(device
  3957. , scd
  3958. , &m_swapChain
  3959. );
  3960. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3961. #if BX_PLATFORM_WINDOWS
  3962. DX_CHECK(s_renderD3D11->m_dxgi.m_factory->MakeWindowAssociation(
  3963. (HWND)_nwh
  3964. , 0
  3965. | DXGI_MWA_NO_WINDOW_CHANGES
  3966. | DXGI_MWA_NO_ALT_ENTER
  3967. ) );
  3968. #endif // BX_PLATFORM_WINDOWS
  3969. ID3D11Resource* ptr;
  3970. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3971. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3972. DX_RELEASE(ptr, 0);
  3973. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  3974. ? s_textureFormat[_depthFormat].m_fmtDsv
  3975. : DXGI_FORMAT_D24_UNORM_S8_UINT
  3976. ;
  3977. D3D11_TEXTURE2D_DESC dsd;
  3978. dsd.Width = scd.width;
  3979. dsd.Height = scd.height;
  3980. dsd.MipLevels = 1;
  3981. dsd.ArraySize = 1;
  3982. dsd.Format = fmtDsv;
  3983. dsd.SampleDesc = scd.sampleDesc;
  3984. dsd.Usage = D3D11_USAGE_DEFAULT;
  3985. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3986. dsd.CPUAccessFlags = 0;
  3987. dsd.MiscFlags = 0;
  3988. ID3D11Texture2D* depthStencil;
  3989. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  3990. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  3991. DX_RELEASE(depthStencil, 0);
  3992. m_srv[0] = NULL;
  3993. m_nwh = _nwh;
  3994. m_denseIdx = _denseIdx;
  3995. m_num = 1;
  3996. }
  3997. uint16_t FrameBufferD3D11::destroy()
  3998. {
  3999. preReset(true);
  4000. DX_RELEASE(m_swapChain, 0);
  4001. m_num = 0;
  4002. m_nwh = NULL;
  4003. m_numTh = 0;
  4004. m_needPresent = false;
  4005. uint16_t denseIdx = m_denseIdx;
  4006. m_denseIdx = UINT16_MAX;
  4007. return denseIdx;
  4008. }
  4009. void FrameBufferD3D11::preReset(bool _force)
  4010. {
  4011. if (0 < m_numTh
  4012. || _force)
  4013. {
  4014. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4015. {
  4016. DX_RELEASE(m_srv[ii], 0);
  4017. DX_RELEASE(m_rtv[ii], 0);
  4018. }
  4019. DX_RELEASE(m_dsv, 0);
  4020. }
  4021. }
  4022. void FrameBufferD3D11::postReset()
  4023. {
  4024. m_width = 0;
  4025. m_height = 0;
  4026. if (0 < m_numTh)
  4027. {
  4028. m_num = 0;
  4029. m_numUav = 0;
  4030. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4031. {
  4032. const Attachment& at = m_attachment[ii];
  4033. if (isValid(at.handle) )
  4034. {
  4035. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4036. if (0 == m_width)
  4037. {
  4038. switch (texture.m_type)
  4039. {
  4040. case TextureD3D11::Texture2D:
  4041. case TextureD3D11::TextureCube:
  4042. {
  4043. D3D11_TEXTURE2D_DESC desc;
  4044. texture.m_texture2d->GetDesc(&desc);
  4045. m_width = desc.Width;
  4046. m_height = desc.Height;
  4047. }
  4048. break;
  4049. case TextureD3D11::Texture3D:
  4050. {
  4051. D3D11_TEXTURE3D_DESC desc;
  4052. texture.m_texture3d->GetDesc(&desc);
  4053. m_width = desc.Width;
  4054. m_height = desc.Height;
  4055. }
  4056. break;
  4057. }
  4058. }
  4059. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4060. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4061. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4062. {
  4063. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4064. switch (texture.m_type)
  4065. {
  4066. default:
  4067. case TextureD3D11::Texture2D:
  4068. {
  4069. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4070. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4071. dsvDesc.ViewDimension = 1 < msaa.Count
  4072. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4073. : D3D11_DSV_DIMENSION_TEXTURE2D
  4074. ;
  4075. dsvDesc.Flags = 0;
  4076. dsvDesc.Texture2D.MipSlice = at.mip;
  4077. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4078. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4079. , &dsvDesc
  4080. , &m_dsv
  4081. ) );
  4082. }
  4083. break;
  4084. case TextureD3D11::TextureCube:
  4085. {
  4086. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4087. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4088. if (1 < msaa.Count)
  4089. {
  4090. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4091. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4092. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4093. }
  4094. else
  4095. {
  4096. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4097. dsvDesc.Texture2DArray.ArraySize = 1;
  4098. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4099. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4100. }
  4101. dsvDesc.Flags = 0;
  4102. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4103. }
  4104. break;
  4105. }
  4106. }
  4107. else if (Access::Write == at.access)
  4108. {
  4109. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4110. desc.Format = texture.getSrvFormat();
  4111. switch (texture.m_type)
  4112. {
  4113. default:
  4114. case TextureD3D11::Texture2D:
  4115. if (1 < msaa.Count)
  4116. {
  4117. if (1 < texture.m_numLayers)
  4118. {
  4119. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4120. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4121. desc.Texture2DMSArray.ArraySize = 1;
  4122. }
  4123. else
  4124. {
  4125. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4126. }
  4127. }
  4128. else
  4129. {
  4130. if (1 < texture.m_numLayers)
  4131. {
  4132. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4133. desc.Texture2DArray.FirstArraySlice = at.layer;
  4134. desc.Texture2DArray.ArraySize = 1;
  4135. desc.Texture2DArray.MipSlice = at.mip;
  4136. }
  4137. else
  4138. {
  4139. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4140. desc.Texture2D.MipSlice = at.mip;
  4141. }
  4142. }
  4143. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4144. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4145. , &desc
  4146. , &m_rtv[m_num]
  4147. ) );
  4148. break;
  4149. case TextureD3D11::TextureCube:
  4150. if (1 < msaa.Count)
  4151. {
  4152. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4153. desc.Texture2DMSArray.ArraySize = 1;
  4154. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4155. }
  4156. else
  4157. {
  4158. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4159. desc.Texture2DArray.ArraySize = 1;
  4160. desc.Texture2DArray.FirstArraySlice = at.layer;
  4161. desc.Texture2DArray.MipSlice = at.mip;
  4162. }
  4163. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4164. break;
  4165. case TextureD3D11::Texture3D:
  4166. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4167. desc.Texture3D.MipSlice = at.mip;
  4168. desc.Texture3D.WSize = 1;
  4169. desc.Texture3D.FirstWSlice = at.layer;
  4170. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4171. break;
  4172. }
  4173. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4174. m_num++;
  4175. }
  4176. else
  4177. {
  4178. m_uav[m_numUav++] = texture.m_uav;
  4179. }
  4180. }
  4181. }
  4182. }
  4183. }
  4184. void FrameBufferD3D11::resolve()
  4185. {
  4186. if (0 < m_numTh)
  4187. {
  4188. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4189. {
  4190. const Attachment& at = m_attachment[ii];
  4191. if (isValid(at.handle) )
  4192. {
  4193. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4194. texture.resolve(at.resolve);
  4195. }
  4196. }
  4197. }
  4198. }
  4199. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4200. {
  4201. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4202. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4203. {
  4204. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4205. {
  4206. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4207. {
  4208. uint8_t index = _clear.m_index[ii];
  4209. if (NULL != m_rtv[ii]
  4210. && UINT8_MAX != index)
  4211. {
  4212. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4213. }
  4214. }
  4215. }
  4216. else
  4217. {
  4218. float frgba[4] =
  4219. {
  4220. _clear.m_index[0]*1.0f/255.0f,
  4221. _clear.m_index[1]*1.0f/255.0f,
  4222. _clear.m_index[2]*1.0f/255.0f,
  4223. _clear.m_index[3]*1.0f/255.0f,
  4224. };
  4225. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4226. {
  4227. if (NULL != m_rtv[ii])
  4228. {
  4229. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4230. }
  4231. }
  4232. }
  4233. }
  4234. if (NULL != m_dsv
  4235. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4236. {
  4237. DWORD flags = 0;
  4238. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4239. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4240. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4241. }
  4242. }
  4243. void FrameBufferD3D11::set()
  4244. {
  4245. if (0 < m_numUav)
  4246. {
  4247. s_renderD3D11->m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  4248. m_num
  4249. , m_rtv
  4250. , m_dsv
  4251. , 16
  4252. , m_numUav
  4253. , m_uav
  4254. , NULL
  4255. );
  4256. }
  4257. else
  4258. {
  4259. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4260. }
  4261. m_needPresent = UINT16_MAX != m_denseIdx;
  4262. s_renderD3D11->m_currentColor = m_rtv[0];
  4263. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4264. }
  4265. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4266. {
  4267. if (m_needPresent)
  4268. {
  4269. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4270. hr = !isLost(hr) ? S_OK : hr;
  4271. m_needPresent = false;
  4272. return hr;
  4273. }
  4274. return S_OK;
  4275. }
  4276. void TimerQueryD3D11::postReset()
  4277. {
  4278. ID3D11Device* device = s_renderD3D11->m_device;
  4279. D3D11_QUERY_DESC qd;
  4280. qd.MiscFlags = 0;
  4281. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4282. {
  4283. Query& query = m_query[ii];
  4284. query.m_ready = false;
  4285. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4286. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4287. qd.Query = D3D11_QUERY_TIMESTAMP;
  4288. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4289. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4290. }
  4291. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4292. {
  4293. Result& result = m_result[ii];
  4294. result.reset();
  4295. }
  4296. m_control.reset();
  4297. }
  4298. void TimerQueryD3D11::preReset()
  4299. {
  4300. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4301. {
  4302. Query& query = m_query[ii];
  4303. DX_RELEASE(query.m_disjoint, 0);
  4304. DX_RELEASE(query.m_begin, 0);
  4305. DX_RELEASE(query.m_end, 0);
  4306. }
  4307. }
  4308. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx)
  4309. {
  4310. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4311. while (0 == m_control.reserve(1) )
  4312. {
  4313. update();
  4314. }
  4315. Result& result = m_result[_resultIdx];
  4316. ++result.m_pending;
  4317. const uint32_t idx = m_control.m_current;
  4318. Query& query = m_query[idx];
  4319. query.m_resultIdx = _resultIdx;
  4320. query.m_ready = false;
  4321. deviceCtx->Begin(query.m_disjoint);
  4322. deviceCtx->End(query.m_begin);
  4323. m_control.commit(1);
  4324. return idx;
  4325. }
  4326. void TimerQueryD3D11::end(uint32_t _idx)
  4327. {
  4328. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4329. Query& query = m_query[_idx];
  4330. query.m_ready = true;
  4331. deviceCtx->End(query.m_end);
  4332. deviceCtx->End(query.m_disjoint);
  4333. while (update() )
  4334. {
  4335. }
  4336. }
  4337. bool TimerQueryD3D11::update()
  4338. {
  4339. if (0 != m_control.available() )
  4340. {
  4341. Query& query = m_query[m_control.m_read];
  4342. if (!query.m_ready)
  4343. {
  4344. return false;
  4345. }
  4346. uint64_t timeEnd;
  4347. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4348. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4349. if (S_OK == hr
  4350. || isLost(hr) )
  4351. {
  4352. m_control.consume(1);
  4353. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4354. {
  4355. UINT64 Frequency;
  4356. BOOL Disjoint;
  4357. };
  4358. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4359. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4360. uint64_t timeBegin;
  4361. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4362. Result& result = m_result[query.m_resultIdx];
  4363. --result.m_pending;
  4364. result.m_frequency = disjoint.Frequency;
  4365. result.m_begin = timeBegin;
  4366. result.m_end = timeEnd;
  4367. return true;
  4368. }
  4369. }
  4370. return false;
  4371. }
  4372. void OcclusionQueryD3D11::postReset()
  4373. {
  4374. ID3D11Device* device = s_renderD3D11->m_device;
  4375. D3D11_QUERY_DESC desc;
  4376. desc.Query = D3D11_QUERY_OCCLUSION;
  4377. desc.MiscFlags = 0;
  4378. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4379. {
  4380. Query& query = m_query[ii];
  4381. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4382. }
  4383. }
  4384. void OcclusionQueryD3D11::preReset()
  4385. {
  4386. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4387. {
  4388. Query& query = m_query[ii];
  4389. DX_RELEASE(query.m_ptr, 0);
  4390. }
  4391. }
  4392. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4393. {
  4394. while (0 == m_control.reserve(1) )
  4395. {
  4396. resolve(_render, true);
  4397. }
  4398. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4399. Query& query = m_query[m_control.m_current];
  4400. deviceCtx->Begin(query.m_ptr);
  4401. query.m_handle = _handle;
  4402. }
  4403. void OcclusionQueryD3D11::end()
  4404. {
  4405. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4406. Query& query = m_query[m_control.m_current];
  4407. deviceCtx->End(query.m_ptr);
  4408. m_control.commit(1);
  4409. }
  4410. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4411. {
  4412. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4413. while (0 != m_control.available() )
  4414. {
  4415. Query& query = m_query[m_control.m_read];
  4416. if (isValid(query.m_handle) )
  4417. {
  4418. uint64_t result = 0;
  4419. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4420. if (S_FALSE == hr)
  4421. {
  4422. break;
  4423. }
  4424. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4425. }
  4426. m_control.consume(1);
  4427. }
  4428. }
  4429. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4430. {
  4431. const uint32_t size = m_control.m_size;
  4432. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4433. {
  4434. Query& query = m_query[(m_control.m_read + ii) % size];
  4435. if (query.m_handle.idx == _handle.idx)
  4436. {
  4437. query.m_handle.idx = bgfx::kInvalidHandle;
  4438. }
  4439. }
  4440. }
  4441. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4442. {
  4443. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4444. while (_bs.hasItem(_view) )
  4445. {
  4446. const BlitItem& blit = _bs.advance();
  4447. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4448. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4449. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4450. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4451. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4452. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4453. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4454. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4455. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4456. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4457. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4458. if (TextureD3D11::Texture3D == src.m_type)
  4459. {
  4460. D3D11_BOX box;
  4461. box.left = blit.m_srcX;
  4462. box.top = blit.m_srcY;
  4463. box.front = blit.m_srcZ;
  4464. box.right = blit.m_srcX + width;
  4465. box.bottom = blit.m_srcY + height;;
  4466. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4467. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4468. , blit.m_dstMip
  4469. , blit.m_dstX
  4470. , blit.m_dstY
  4471. , blit.m_dstZ
  4472. , src.m_ptr
  4473. , blit.m_srcMip
  4474. , &box
  4475. );
  4476. }
  4477. else
  4478. {
  4479. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4480. BX_CHECK(!depthStencil
  4481. || (width == src.m_width && height == src.m_height)
  4482. , "When blitting depthstencil surface, source resolution must match destination."
  4483. );
  4484. D3D11_BOX box;
  4485. box.left = blit.m_srcX;
  4486. box.top = blit.m_srcY;
  4487. box.front = 0;
  4488. box.right = blit.m_srcX + width;
  4489. box.bottom = blit.m_srcY + height;
  4490. box.back = 1;
  4491. const uint32_t srcZ = blit.m_srcZ;
  4492. const uint32_t dstZ = blit.m_dstZ;
  4493. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4494. , dstZ*dst.m_numMips+blit.m_dstMip
  4495. , blit.m_dstX
  4496. , blit.m_dstY
  4497. , 0
  4498. , src.m_ptr
  4499. , srcZ*src.m_numMips+blit.m_srcMip
  4500. , depthStencil ? NULL : &box
  4501. );
  4502. }
  4503. }
  4504. }
  4505. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4506. {
  4507. if (m_lost
  4508. || updateResolution(_render->m_resolution) )
  4509. {
  4510. return;
  4511. }
  4512. if (_render->m_capture)
  4513. {
  4514. renderDocTriggerCapture();
  4515. }
  4516. BGFX_D3D11_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorView);
  4517. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4518. int64_t timeBegin = bx::getHPCounter();
  4519. int64_t captureElapsed = 0;
  4520. uint32_t frameQueryIdx = UINT32_MAX;
  4521. if (m_timerQuerySupport)
  4522. {
  4523. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4524. }
  4525. if (0 < _render->m_iboffset)
  4526. {
  4527. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  4528. TransientIndexBuffer* ib = _render->m_transientIb;
  4529. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4530. }
  4531. if (0 < _render->m_vboffset)
  4532. {
  4533. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  4534. TransientVertexBuffer* vb = _render->m_transientVb;
  4535. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4536. }
  4537. _render->sort();
  4538. RenderDraw currentState;
  4539. currentState.clear();
  4540. currentState.m_stateFlags = BGFX_STATE_NONE;
  4541. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4542. RenderBind currentBind;
  4543. currentBind.clear();
  4544. static ViewState viewState;
  4545. viewState.reset(_render);
  4546. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4547. bool scissorEnabled = false;
  4548. setDebugWireframe(wireframe);
  4549. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  4550. SortKey key;
  4551. uint16_t view = UINT16_MAX;
  4552. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4553. BlitState bs(_render);
  4554. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4555. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4556. PrimInfo prim = s_primInfo[primIndex];
  4557. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4558. bool wasCompute = false;
  4559. bool viewHasScissor = false;
  4560. Rect viewScissorRect;
  4561. viewScissorRect.clear();
  4562. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4563. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  4564. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4565. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4566. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4567. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4568. uint32_t statsNumIndices = 0;
  4569. uint32_t statsKeyType[2] = {};
  4570. Profiler<TimerQueryD3D11> profiler(
  4571. _render
  4572. , m_gpuTimer
  4573. , s_viewName
  4574. , m_timerQuerySupport
  4575. );
  4576. m_occlusionQuery.resolve(_render);
  4577. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4578. {
  4579. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4580. // if we don't do this we'll only see one frame of output and then nothing
  4581. setFrameBuffer(BGFX_INVALID_HANDLE, true, false);
  4582. viewState.m_rect = _render->m_view[0].m_rect;
  4583. int32_t numItems = _render->m_numRenderItems;
  4584. for (int32_t item = 0; item < numItems;)
  4585. {
  4586. const uint64_t encodedKey = _render->m_sortKeys[item];
  4587. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4588. statsKeyType[isCompute]++;
  4589. const bool viewChanged = 0
  4590. || key.m_view != view
  4591. || item == numItems
  4592. ;
  4593. const uint32_t itemIdx = _render->m_sortValues[item];
  4594. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4595. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4596. ++item;
  4597. if (viewChanged)
  4598. {
  4599. view = key.m_view;
  4600. currentProgram = BGFX_INVALID_HANDLE;
  4601. if (item > 1)
  4602. {
  4603. profiler.end();
  4604. }
  4605. BGFX_D3D11_PROFILER_END();
  4606. setViewType(view, " ");
  4607. BGFX_D3D11_PROFILER_BEGIN(view, kColorView);
  4608. profiler.begin(view);
  4609. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  4610. {
  4611. fbh = _render->m_view[view].m_fbh;
  4612. setFrameBuffer(fbh);
  4613. }
  4614. viewState.m_rect = _render->m_view[view].m_rect;
  4615. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4616. viewHasScissor = !scissorRect.isZero();
  4617. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4618. D3D11_VIEWPORT vp;
  4619. vp.TopLeftX = viewState.m_rect.m_x;
  4620. vp.TopLeftY = viewState.m_rect.m_y;
  4621. vp.Width = viewState.m_rect.m_width;
  4622. vp.Height = viewState.m_rect.m_height;
  4623. vp.MinDepth = 0.0f;
  4624. vp.MaxDepth = 1.0f;
  4625. deviceCtx->RSSetViewports(1, &vp);
  4626. Clear& clr = _render->m_view[view].m_clear;
  4627. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4628. {
  4629. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4630. prim = s_primInfo[Topology::Count]; // Force primitive type update after clear quad.
  4631. }
  4632. submitBlit(bs, view);
  4633. }
  4634. if (isCompute)
  4635. {
  4636. if (!wasCompute)
  4637. {
  4638. wasCompute = true;
  4639. setViewType(view, "C");
  4640. BGFX_D3D11_PROFILER_END();
  4641. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  4642. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4643. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4644. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4645. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4646. deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4647. deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4648. }
  4649. const RenderCompute& compute = renderItem.compute;
  4650. bool programChanged = false;
  4651. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  4652. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4653. if (key.m_program.idx != currentProgram.idx)
  4654. {
  4655. currentProgram = key.m_program;
  4656. ProgramD3D11& program = m_program[currentProgram.idx];
  4657. m_currentProgram = &program;
  4658. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4659. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4660. programChanged =
  4661. constantsChanged = true;
  4662. }
  4663. if (isValid(currentProgram) )
  4664. {
  4665. ProgramD3D11& program = m_program[currentProgram.idx];
  4666. if (constantsChanged)
  4667. {
  4668. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4669. if (NULL != vcb)
  4670. {
  4671. commit(*vcb);
  4672. }
  4673. }
  4674. viewState.setPredefined<4>(this, view, program, _render, compute);
  4675. if (constantsChanged
  4676. || program.m_numPredefined > 0)
  4677. {
  4678. commitShaderConstants();
  4679. }
  4680. }
  4681. BX_UNUSED(programChanged);
  4682. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4683. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  4684. {
  4685. const Binding& bind = renderBind.m_bind[stage];
  4686. if (kInvalidHandle != bind.m_idx)
  4687. {
  4688. switch (bind.m_type)
  4689. {
  4690. case Binding::Image:
  4691. {
  4692. TextureD3D11& texture = m_textures[bind.m_idx];
  4693. if (Access::Read != bind.m_access)
  4694. {
  4695. uav[stage] = 0 == bind.m_mip
  4696. ? texture.m_uav
  4697. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_mip)
  4698. ;
  4699. }
  4700. else
  4701. {
  4702. m_textureStage.m_srv[stage] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_mip, true);
  4703. m_textureStage.m_sampler[stage] = s_renderD3D11->getSamplerState(uint32_t(texture.m_flags), NULL);
  4704. }
  4705. }
  4706. break;
  4707. case Binding::Texture:
  4708. {
  4709. TextureD3D11& texture = m_textures[bind.m_idx];
  4710. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  4711. }
  4712. break;
  4713. case Binding::IndexBuffer:
  4714. case Binding::VertexBuffer:
  4715. {
  4716. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4717. ? m_indexBuffers[bind.m_idx]
  4718. : m_vertexBuffers[bind.m_idx]
  4719. ;
  4720. if (Access::Read != bind.m_access)
  4721. {
  4722. uav[stage] = buffer.m_uav;
  4723. }
  4724. else
  4725. {
  4726. m_textureStage.m_srv[stage] = buffer.m_srv;
  4727. }
  4728. }
  4729. break;
  4730. }
  4731. }
  4732. else
  4733. {
  4734. m_textureStage.m_srv[stage] = NULL;
  4735. m_textureStage.m_sampler[stage] = NULL;
  4736. }
  4737. }
  4738. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  4739. {
  4740. // Quiet validation: Resource being set to CS UnorderedAccessView slot 0 is still bound on input!
  4741. deviceCtx->CSSetShaderResources(0, maxComputeBindings, s_zero.m_srv);
  4742. }
  4743. deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, uav, NULL);
  4744. deviceCtx->CSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  4745. deviceCtx->CSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  4746. if (isValid(compute.m_indirectBuffer) )
  4747. {
  4748. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4749. ID3D11Buffer* ptr = vb.m_ptr;
  4750. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4751. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4752. : compute.m_numIndirect
  4753. ;
  4754. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4755. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4756. {
  4757. deviceCtx->DispatchIndirect(ptr, args);
  4758. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4759. }
  4760. }
  4761. else
  4762. {
  4763. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4764. }
  4765. continue;
  4766. }
  4767. bool resetState = viewChanged || wasCompute;
  4768. if (wasCompute)
  4769. {
  4770. setViewType(view, " ");
  4771. BGFX_D3D11_PROFILER_END();
  4772. BGFX_D3D11_PROFILER_BEGIN(view, kColorDraw);
  4773. currentProgram = BGFX_INVALID_HANDLE;
  4774. m_currentProgram = NULL;
  4775. invalidateCompute();
  4776. }
  4777. const RenderDraw& draw = renderItem.draw;
  4778. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4779. {
  4780. const bool occluded = true
  4781. && isValid(draw.m_occlusionQuery)
  4782. && !hasOcclusionQuery
  4783. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  4784. ;
  4785. if (occluded
  4786. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  4787. {
  4788. if (resetState)
  4789. {
  4790. currentState.clear();
  4791. currentState.m_scissor = !draw.m_scissor;
  4792. currentBind.clear();
  4793. }
  4794. continue;
  4795. }
  4796. }
  4797. const uint64_t newFlags = draw.m_stateFlags;
  4798. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4799. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4800. currentState.m_stateFlags = newFlags;
  4801. const uint64_t newStencil = draw.m_stencil;
  4802. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4803. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4804. currentState.m_stencil = newStencil;
  4805. if (resetState)
  4806. {
  4807. wasCompute = false;
  4808. currentState.clear();
  4809. currentState.m_scissor = !draw.m_scissor;
  4810. changedFlags = BGFX_STATE_MASK;
  4811. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4812. currentState.m_stateFlags = newFlags;
  4813. currentState.m_stencil = newStencil;
  4814. currentBind.clear();
  4815. setBlendState(newFlags);
  4816. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4817. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4818. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4819. }
  4820. if (prim.m_type != s_primInfo[primIndex].m_type)
  4821. {
  4822. prim = s_primInfo[primIndex];
  4823. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4824. }
  4825. uint16_t scissor = draw.m_scissor;
  4826. if (currentState.m_scissor != scissor)
  4827. {
  4828. currentState.m_scissor = scissor;
  4829. if (UINT16_MAX == scissor)
  4830. {
  4831. scissorEnabled = viewHasScissor;
  4832. if (viewHasScissor)
  4833. {
  4834. D3D11_RECT rc;
  4835. rc.left = viewScissorRect.m_x;
  4836. rc.top = viewScissorRect.m_y;
  4837. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4838. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4839. deviceCtx->RSSetScissorRects(1, &rc);
  4840. }
  4841. }
  4842. else
  4843. {
  4844. Rect scissorRect;
  4845. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  4846. scissorEnabled = true;
  4847. D3D11_RECT rc;
  4848. rc.left = scissorRect.m_x;
  4849. rc.top = scissorRect.m_y;
  4850. rc.right = scissorRect.m_x + scissorRect.m_width;
  4851. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4852. deviceCtx->RSSetScissorRects(1, &rc);
  4853. }
  4854. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4855. }
  4856. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4857. {
  4858. setDepthStencilState(newFlags, newStencil);
  4859. }
  4860. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4861. {
  4862. setBlendState(newFlags, draw.m_rgba);
  4863. currentState.m_rgba = draw.m_rgba;
  4864. }
  4865. if ( (0
  4866. | BGFX_STATE_CULL_MASK
  4867. | BGFX_STATE_ALPHA_REF_MASK
  4868. | BGFX_STATE_PT_MASK
  4869. | BGFX_STATE_POINT_SIZE_MASK
  4870. | BGFX_STATE_MSAA
  4871. | BGFX_STATE_LINEAA
  4872. | BGFX_STATE_CONSERVATIVE_RASTER
  4873. ) & changedFlags)
  4874. {
  4875. if ( (0
  4876. | BGFX_STATE_CULL_MASK
  4877. | BGFX_STATE_MSAA
  4878. | BGFX_STATE_LINEAA
  4879. | BGFX_STATE_CONSERVATIVE_RASTER
  4880. ) & changedFlags)
  4881. {
  4882. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4883. }
  4884. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4885. {
  4886. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4887. viewState.m_alphaRef = ref/255.0f;
  4888. }
  4889. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4890. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4891. if (prim.m_type != s_primInfo[primIndex].m_type)
  4892. {
  4893. prim = s_primInfo[primIndex];
  4894. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4895. }
  4896. }
  4897. bool programChanged = false;
  4898. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  4899. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  4900. if (key.m_program.idx != currentProgram.idx)
  4901. {
  4902. currentProgram = key.m_program;
  4903. if (!isValid(currentProgram) )
  4904. {
  4905. m_currentProgram = NULL;
  4906. deviceCtx->VSSetShader(NULL, NULL, 0);
  4907. deviceCtx->PSSetShader(NULL, NULL, 0);
  4908. }
  4909. else
  4910. {
  4911. ProgramD3D11& program = m_program[currentProgram.idx];
  4912. m_currentProgram = &program;
  4913. const ShaderD3D11* vsh = program.m_vsh;
  4914. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  4915. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  4916. const ShaderD3D11* fsh = program.m_fsh;
  4917. if (NULL != fsh
  4918. && (NULL != m_currentColor || fsh->m_hasDepthOp) )
  4919. {
  4920. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  4921. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  4922. }
  4923. else
  4924. {
  4925. deviceCtx->PSSetShader(NULL, NULL, 0);
  4926. }
  4927. }
  4928. programChanged =
  4929. constantsChanged = true;
  4930. }
  4931. if (isValid(currentProgram) )
  4932. {
  4933. ProgramD3D11& program = m_program[currentProgram.idx];
  4934. if (constantsChanged)
  4935. {
  4936. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4937. if (NULL != vcb)
  4938. {
  4939. commit(*vcb);
  4940. }
  4941. if (NULL != program.m_fsh)
  4942. {
  4943. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4944. if (NULL != fcb)
  4945. {
  4946. commit(*fcb);
  4947. }
  4948. }
  4949. }
  4950. viewState.setPredefined<4>(this, view, program, _render, draw);
  4951. if (constantsChanged
  4952. || program.m_numPredefined > 0)
  4953. {
  4954. commitShaderConstants();
  4955. }
  4956. }
  4957. {
  4958. uint32_t changes = 0;
  4959. for (uint8_t stage = 0; stage < maxTextureSamplers; ++stage)
  4960. {
  4961. const Binding& bind = renderBind.m_bind[stage];
  4962. Binding& current = currentBind.m_bind[stage];
  4963. if (current.m_idx != bind.m_idx
  4964. || current.m_type != bind.m_type
  4965. || current.m_samplerFlags != bind.m_samplerFlags
  4966. || programChanged)
  4967. {
  4968. if (kInvalidHandle != bind.m_idx)
  4969. {
  4970. switch (bind.m_type)
  4971. {
  4972. case Binding::Texture:
  4973. {
  4974. TextureD3D11& texture = m_textures[bind.m_idx];
  4975. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  4976. }
  4977. break;
  4978. case Binding::IndexBuffer:
  4979. case Binding::VertexBuffer:
  4980. {
  4981. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4982. ? m_indexBuffers[bind.m_idx]
  4983. : m_vertexBuffers[bind.m_idx]
  4984. ;
  4985. m_textureStage.m_srv[stage] = buffer.m_srv;
  4986. m_textureStage.m_sampler[stage] = NULL;
  4987. }
  4988. break;
  4989. }
  4990. }
  4991. else
  4992. {
  4993. m_textureStage.m_srv[stage] = NULL;
  4994. m_textureStage.m_sampler[stage] = NULL;
  4995. }
  4996. ++changes;
  4997. }
  4998. current = bind;
  4999. }
  5000. if (0 < changes)
  5001. {
  5002. commitTextureStage();
  5003. }
  5004. }
  5005. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  5006. if (programChanged
  5007. || vertexStreamChanged)
  5008. {
  5009. currentState.m_streamMask = draw.m_streamMask;
  5010. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5011. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5012. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5013. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5014. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5015. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5016. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5017. uint32_t numVertices = draw.m_numVertices;
  5018. uint8_t numStreams = 0;
  5019. if (UINT8_MAX != draw.m_streamMask)
  5020. {
  5021. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5022. ; 0 != streamMask
  5023. ; streamMask >>= 1, idx += 1, ++numStreams
  5024. )
  5025. {
  5026. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5027. streamMask >>= ntz;
  5028. idx += ntz;
  5029. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5030. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5031. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5032. const uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5033. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5034. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5035. ? draw.m_stream[idx].m_layoutHandle.idx
  5036. : vb.m_layoutHandle.idx;
  5037. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5038. const uint32_t stride = layout.m_stride;
  5039. buffers[numStreams] = vb.m_ptr;
  5040. strides[numStreams] = stride;
  5041. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5042. layouts[numStreams] = &layout;
  5043. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5044. ? vb.m_size/stride
  5045. : draw.m_numVertices
  5046. , numVertices
  5047. );
  5048. }
  5049. }
  5050. currentState.m_numVertices = numVertices;
  5051. if (0 < numStreams)
  5052. {
  5053. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5054. if (isValid(draw.m_instanceDataBuffer) )
  5055. {
  5056. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5057. const uint32_t instStride = draw.m_instanceDataStride;
  5058. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5059. setInputLayout(numStreams, layouts, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5060. }
  5061. else
  5062. {
  5063. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5064. setInputLayout(numStreams, layouts, m_program[currentProgram.idx], 0);
  5065. }
  5066. }
  5067. else
  5068. {
  5069. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5070. if (isValid(draw.m_instanceDataBuffer) )
  5071. {
  5072. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5073. const uint32_t instStride = draw.m_instanceDataStride;
  5074. deviceCtx->IASetVertexBuffers(0, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5075. setInputLayout(0, NULL, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5076. }
  5077. else
  5078. {
  5079. deviceCtx->IASetInputLayout(NULL);
  5080. }
  5081. }
  5082. }
  5083. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5084. {
  5085. currentState.m_indexBuffer = draw.m_indexBuffer;
  5086. uint16_t handle = draw.m_indexBuffer.idx;
  5087. if (kInvalidHandle != handle)
  5088. {
  5089. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5090. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5091. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5092. , 0
  5093. );
  5094. }
  5095. else
  5096. {
  5097. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5098. }
  5099. }
  5100. if (0 != currentState.m_streamMask)
  5101. {
  5102. uint32_t numVertices = currentState.m_numVertices;
  5103. uint32_t numIndices = 0;
  5104. uint32_t numPrimsSubmitted = 0;
  5105. uint32_t numInstances = 0;
  5106. uint32_t numPrimsRendered = 0;
  5107. uint32_t numDrawIndirect = 0;
  5108. if (hasOcclusionQuery)
  5109. {
  5110. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5111. }
  5112. if (isValid(draw.m_indirectBuffer) )
  5113. {
  5114. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5115. ID3D11Buffer* ptr = vb.m_ptr;
  5116. if (isValid(draw.m_indexBuffer) )
  5117. {
  5118. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5119. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5120. : draw.m_numIndirect
  5121. ;
  5122. multiDrawIndexedInstancedIndirect(
  5123. numDrawIndirect
  5124. , ptr
  5125. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5126. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5127. );
  5128. }
  5129. else
  5130. {
  5131. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5132. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5133. : draw.m_numIndirect
  5134. ;
  5135. multiDrawInstancedIndirect(
  5136. numDrawIndirect
  5137. , ptr
  5138. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5139. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5140. );
  5141. }
  5142. }
  5143. else
  5144. {
  5145. if (isValid(draw.m_indexBuffer) )
  5146. {
  5147. if (UINT32_MAX == draw.m_numIndices)
  5148. {
  5149. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5150. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5151. numIndices = ib.m_size/indexSize;
  5152. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5153. numInstances = draw.m_numInstances;
  5154. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5155. if (numInstances > 1)
  5156. {
  5157. deviceCtx->DrawIndexedInstanced(numIndices
  5158. , draw.m_numInstances
  5159. , 0
  5160. , 0
  5161. , 0
  5162. );
  5163. }
  5164. else
  5165. {
  5166. deviceCtx->DrawIndexed(numIndices
  5167. , 0
  5168. , 0
  5169. );
  5170. }
  5171. }
  5172. else if (prim.m_min <= draw.m_numIndices)
  5173. {
  5174. numIndices = draw.m_numIndices;
  5175. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5176. numInstances = draw.m_numInstances;
  5177. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5178. if (numInstances > 1)
  5179. {
  5180. deviceCtx->DrawIndexedInstanced(numIndices
  5181. , draw.m_numInstances
  5182. , draw.m_startIndex
  5183. , 0
  5184. , 0
  5185. );
  5186. }
  5187. else
  5188. {
  5189. deviceCtx->DrawIndexed(numIndices
  5190. , draw.m_startIndex
  5191. , 0
  5192. );
  5193. }
  5194. }
  5195. }
  5196. else
  5197. {
  5198. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5199. numInstances = draw.m_numInstances;
  5200. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5201. if (numInstances > 1)
  5202. {
  5203. deviceCtx->DrawInstanced(numVertices
  5204. , draw.m_numInstances
  5205. , 0
  5206. , 0
  5207. );
  5208. }
  5209. else
  5210. {
  5211. deviceCtx->Draw(numVertices
  5212. , 0
  5213. );
  5214. }
  5215. }
  5216. if (hasOcclusionQuery)
  5217. {
  5218. m_occlusionQuery.end();
  5219. }
  5220. }
  5221. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5222. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5223. statsNumInstances[primIndex] += numInstances;
  5224. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5225. statsNumIndices += numIndices;
  5226. }
  5227. }
  5228. if (wasCompute)
  5229. {
  5230. setViewType(view, "C");
  5231. BGFX_D3D11_PROFILER_END();
  5232. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  5233. invalidateCompute();
  5234. }
  5235. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5236. if (0 < _render->m_numRenderItems)
  5237. {
  5238. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5239. {
  5240. deviceCtx->Flush();
  5241. }
  5242. captureElapsed = -bx::getHPCounter();
  5243. capture();
  5244. captureElapsed += bx::getHPCounter();
  5245. profiler.end();
  5246. }
  5247. }
  5248. BGFX_D3D11_PROFILER_END();
  5249. int64_t timeEnd = bx::getHPCounter();
  5250. int64_t frameTime = timeEnd - timeBegin;
  5251. static int64_t min = frameTime;
  5252. static int64_t max = frameTime;
  5253. min = min > frameTime ? frameTime : min;
  5254. max = max < frameTime ? frameTime : max;
  5255. static uint32_t maxGpuLatency = 0;
  5256. static double maxGpuElapsed = 0.0f;
  5257. double elapsedGpuMs = 0.0;
  5258. if (UINT32_MAX != frameQueryIdx)
  5259. {
  5260. m_gpuTimer.end(frameQueryIdx);
  5261. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5262. double toGpuMs = 1000.0 / double(result.m_frequency);
  5263. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5264. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5265. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5266. }
  5267. const int64_t timerFreq = bx::getHPFrequency();
  5268. Stats& perfStats = _render->m_perfStats;
  5269. perfStats.cpuTimeBegin = timeBegin;
  5270. perfStats.cpuTimeEnd = timeEnd;
  5271. perfStats.cpuTimerFreq = timerFreq;
  5272. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5273. perfStats.gpuTimeBegin = result.m_begin;
  5274. perfStats.gpuTimeEnd = result.m_end;
  5275. perfStats.gpuTimerFreq = result.m_frequency;
  5276. perfStats.numDraw = statsKeyType[0];
  5277. perfStats.numCompute = statsKeyType[1];
  5278. perfStats.numBlit = _render->m_numBlitItems;
  5279. perfStats.maxGpuLatency = maxGpuLatency;
  5280. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5281. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5282. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5283. {
  5284. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  5285. m_needPresent = true;
  5286. TextVideoMem& tvm = m_textVideoMem;
  5287. static int64_t next = timeEnd;
  5288. if (timeEnd >= next)
  5289. {
  5290. next = timeEnd + timerFreq;
  5291. double freq = double(timerFreq);
  5292. double toMs = 1000.0/freq;
  5293. tvm.clear();
  5294. uint16_t pos = 0;
  5295. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5296. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5297. , getRendererName()
  5298. , m_deviceInterfaceVersion
  5299. , (m_featureLevel >> 12) & 0xf
  5300. , (m_featureLevel >> 8) & 0xf
  5301. );
  5302. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5303. char description[BX_COUNTOF(desc.Description)];
  5304. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5305. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5306. char dedicatedVideo[16];
  5307. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5308. char dedicatedSystem[16];
  5309. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5310. char sharedSystem[16];
  5311. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5312. char processMemoryUsed[16];
  5313. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5314. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5315. , dedicatedVideo
  5316. , dedicatedSystem
  5317. , sharedSystem
  5318. , processMemoryUsed
  5319. );
  5320. pos = 10;
  5321. tvm.printf(10, pos++, 0x8b, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5322. , double(frameTime)*toMs
  5323. , double(min)*toMs
  5324. , double(max)*toMs
  5325. , freq/frameTime
  5326. );
  5327. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5328. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5329. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5330. , 0 != msaa ? '\xfe' : ' '
  5331. , 1<<msaa
  5332. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5333. );
  5334. double elapsedCpuMs = double(frameTime)*toMs;
  5335. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5336. , _render->m_numRenderItems
  5337. , statsKeyType[0]
  5338. , statsKeyType[1]
  5339. , elapsedCpuMs
  5340. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5341. , maxGpuElapsed
  5342. , maxGpuLatency
  5343. );
  5344. maxGpuLatency = 0;
  5345. maxGpuElapsed = 0.0;
  5346. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5347. {
  5348. tvm.printf(10, pos++, 0x8b, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5349. , getName(Topology::Enum(ii) )
  5350. , statsNumPrimsRendered[ii]
  5351. , statsNumInstances[ii]
  5352. , statsNumPrimsSubmitted[ii]
  5353. , statsNumDrawIndirect[ii]
  5354. );
  5355. }
  5356. if (NULL != m_renderDocDll)
  5357. {
  5358. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5359. }
  5360. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5361. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5362. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5363. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5364. pos++;
  5365. tvm.printf(10, pos++, 0x8b, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5366. pos++;
  5367. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5368. tvm.printf(10, pos++, 0x8b, " Blend | DepthS | Input | Raster | Sampler ");
  5369. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d | %6d "
  5370. , m_blendStateCache.getCount()
  5371. , m_depthStencilStateCache.getCount()
  5372. , m_inputLayoutCache.getCount()
  5373. , m_rasterizerStateCache.getCount()
  5374. , m_samplerStateCache.getCount()
  5375. );
  5376. pos++;
  5377. double captureMs = double(captureElapsed)*toMs;
  5378. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5379. uint8_t attr[2] = { 0x8c, 0x8a };
  5380. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5381. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5382. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5383. min = frameTime;
  5384. max = frameTime;
  5385. }
  5386. blit(this, _textVideoMemBlitter, tvm);
  5387. BGFX_D3D11_PROFILER_END();
  5388. }
  5389. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5390. {
  5391. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  5392. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5393. BGFX_D3D11_PROFILER_END();
  5394. }
  5395. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  5396. if (NULL != m_msaaRt)
  5397. {
  5398. ID3D11Texture2D* backBufferColor;
  5399. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  5400. deviceCtx->ResolveSubresource(backBufferColor, 0, m_msaaRt, 0, m_scd.format);
  5401. DX_RELEASE(backBufferColor, 0);
  5402. }
  5403. }
  5404. } /* namespace d3d11 */ } // namespace bgfx
  5405. #else
  5406. namespace bgfx { namespace d3d11
  5407. {
  5408. RendererContextI* rendererCreate(const Init& _init)
  5409. {
  5410. BX_UNUSED(_init);
  5411. return NULL;
  5412. }
  5413. void rendererDestroy()
  5414. {
  5415. }
  5416. } /* namespace d3d11 */ } // namespace bgfx
  5417. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11