renderer_d3d11.cpp 84 KB

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  1. /*
  2. * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  11. static const D3D11_PRIMITIVE_TOPOLOGY s_primType[] =
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  14. D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
  15. D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
  16. };
  17. static const uint32_t s_checkMsaa[] =
  18. {
  19. 0,
  20. 2,
  21. 4,
  22. 8,
  23. 16,
  24. };
  25. static DXGI_SAMPLE_DESC s_msaa[] =
  26. {
  27. { 1, 0 },
  28. { 2, 0 },
  29. { 4, 0 },
  30. { 8, 0 },
  31. { 16, 0 },
  32. };
  33. static const D3D11_BLEND s_blendFactor[][2] =
  34. {
  35. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  36. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
  37. { D3D11_BLEND_ONE, D3D11_BLEND_ONE },
  38. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
  39. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
  40. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
  41. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
  42. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
  43. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
  44. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
  45. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
  46. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
  47. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR },
  48. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR },
  49. };
  50. static const D3D11_BLEND_OP s_blendEquation[] =
  51. {
  52. D3D11_BLEND_OP_ADD,
  53. D3D11_BLEND_OP_SUBTRACT,
  54. D3D11_BLEND_OP_REV_SUBTRACT,
  55. D3D11_BLEND_OP_MIN,
  56. D3D11_BLEND_OP_MAX,
  57. };
  58. static const D3D11_COMPARISON_FUNC s_depthFunc[] =
  59. {
  60. D3D11_COMPARISON_FUNC(0), // ignored
  61. D3D11_COMPARISON_LESS,
  62. D3D11_COMPARISON_LESS_EQUAL,
  63. D3D11_COMPARISON_EQUAL,
  64. D3D11_COMPARISON_GREATER_EQUAL,
  65. D3D11_COMPARISON_GREATER,
  66. D3D11_COMPARISON_NOT_EQUAL,
  67. D3D11_COMPARISON_NEVER,
  68. D3D11_COMPARISON_ALWAYS,
  69. };
  70. static const D3D11_COMPARISON_FUNC s_stencilFunc[] =
  71. {
  72. D3D11_COMPARISON_FUNC(0), // ignored
  73. D3D11_COMPARISON_LESS,
  74. D3D11_COMPARISON_LESS_EQUAL,
  75. D3D11_COMPARISON_EQUAL,
  76. D3D11_COMPARISON_GREATER_EQUAL,
  77. D3D11_COMPARISON_GREATER,
  78. D3D11_COMPARISON_NOT_EQUAL,
  79. D3D11_COMPARISON_NEVER,
  80. D3D11_COMPARISON_ALWAYS,
  81. };
  82. static const D3D11_STENCIL_OP s_stencilOp[] =
  83. {
  84. D3D11_STENCIL_OP_ZERO,
  85. D3D11_STENCIL_OP_KEEP,
  86. D3D11_STENCIL_OP_REPLACE,
  87. D3D11_STENCIL_OP_INCR,
  88. D3D11_STENCIL_OP_INCR_SAT,
  89. D3D11_STENCIL_OP_DECR,
  90. D3D11_STENCIL_OP_DECR_SAT,
  91. D3D11_STENCIL_OP_INVERT,
  92. };
  93. static const D3D11_CULL_MODE s_cullMode[] =
  94. {
  95. D3D11_CULL_NONE,
  96. D3D11_CULL_FRONT,
  97. D3D11_CULL_BACK,
  98. };
  99. static DXGI_FORMAT s_colorFormat[] =
  100. {
  101. DXGI_FORMAT_UNKNOWN, // ignored
  102. DXGI_FORMAT_R8G8B8A8_UNORM,
  103. DXGI_FORMAT_R10G10B10A2_UNORM,
  104. DXGI_FORMAT_R16G16B16A16_UNORM,
  105. DXGI_FORMAT_R16G16B16A16_FLOAT,
  106. DXGI_FORMAT_R16_FLOAT,
  107. DXGI_FORMAT_R32_FLOAT,
  108. };
  109. static const DXGI_FORMAT s_depthFormat[] =
  110. {
  111. DXGI_FORMAT_UNKNOWN, // ignored
  112. DXGI_FORMAT_D16_UNORM, // D16
  113. DXGI_FORMAT_D24_UNORM_S8_UINT, // D24
  114. DXGI_FORMAT_D24_UNORM_S8_UINT, // D24S8
  115. DXGI_FORMAT_D24_UNORM_S8_UINT, // D32
  116. DXGI_FORMAT_D32_FLOAT, // D16F
  117. DXGI_FORMAT_D32_FLOAT, // D24F
  118. DXGI_FORMAT_D32_FLOAT, // D32F
  119. DXGI_FORMAT_D24_UNORM_S8_UINT, // D0S8
  120. };
  121. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  122. {
  123. D3D11_TEXTURE_ADDRESS_WRAP,
  124. D3D11_TEXTURE_ADDRESS_MIRROR,
  125. D3D11_TEXTURE_ADDRESS_CLAMP,
  126. };
  127. /*
  128. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  129. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  130. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  131. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  132. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  133. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  134. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  135. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  136. * D3D11_FILTER_ANISOTROPIC = 0x55,
  137. *
  138. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  139. * 0x10 // MIN_LINEAR
  140. * 0x04 // MAG_LINEAR
  141. * 0x01 // MIP_LINEAR
  142. */
  143. static const uint32_t s_textureFilter[3][3] =
  144. {
  145. {
  146. 0x10, // min linear
  147. 0x00, // min point
  148. 0x55, // anisotopic
  149. },
  150. {
  151. 0x04, // mag linear
  152. 0x00, // mag point
  153. 0x55, // anisotopic
  154. },
  155. {
  156. 0x01, // mip linear
  157. 0x00, // mip point
  158. 0x55, // anisotopic
  159. },
  160. };
  161. static const Matrix4 s_bias =
  162. {
  163. 0.5f, 0.0f, 0.0f, 0.0f,
  164. 0.0f, 0.5f, 0.0f, 0.0f,
  165. 0.0f, 0.0f, 0.5f, 0.0f,
  166. 0.5f, 0.5f, 0.5f, 1.0f,
  167. };
  168. struct TextureFormatInfo
  169. {
  170. DXGI_FORMAT m_fmt;
  171. };
  172. #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
  173. // Win8 only BS
  174. // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
  175. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
  176. # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
  177. #endif // DXGI_FORMAT_B4G4R4A4_UNORM
  178. static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  179. {
  180. { DXGI_FORMAT_BC1_UNORM }, // BC1
  181. { DXGI_FORMAT_BC2_UNORM }, // BC2
  182. { DXGI_FORMAT_BC3_UNORM }, // BC3
  183. { DXGI_FORMAT_BC4_UNORM }, // BC4
  184. { DXGI_FORMAT_BC5_UNORM }, // BC5
  185. { DXGI_FORMAT_UNKNOWN }, // ETC1
  186. { DXGI_FORMAT_UNKNOWN }, // ETC2
  187. { DXGI_FORMAT_UNKNOWN }, // ETC2A
  188. { DXGI_FORMAT_UNKNOWN }, // ETC2A1
  189. { DXGI_FORMAT_UNKNOWN }, // PTC12
  190. { DXGI_FORMAT_UNKNOWN }, // PTC14
  191. { DXGI_FORMAT_UNKNOWN }, // PTC12A
  192. { DXGI_FORMAT_UNKNOWN }, // PTC14A
  193. { DXGI_FORMAT_UNKNOWN }, // PTC22
  194. { DXGI_FORMAT_UNKNOWN }, // PTC24
  195. { DXGI_FORMAT_UNKNOWN }, // Unknown
  196. { DXGI_FORMAT_R8_UNORM }, // L8
  197. { DXGI_FORMAT_B8G8R8A8_UNORM }, // BGRA8
  198. { DXGI_FORMAT_R16G16B16A16_UNORM }, // RGBA16
  199. { DXGI_FORMAT_R16G16B16A16_FLOAT }, // RGBA16F
  200. { DXGI_FORMAT_B5G6R5_UNORM }, // R5G6B5
  201. { DXGI_FORMAT_B4G4R4A4_UNORM }, // RGBA4
  202. { DXGI_FORMAT_B5G5R5A1_UNORM }, // RGB5A1
  203. { DXGI_FORMAT_R10G10B10A2_UNORM }, // RGB10A2
  204. { DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  205. { DXGI_FORMAT_D16_UNORM }, // D16
  206. { DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  207. { DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  208. { DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  209. { DXGI_FORMAT_D32_FLOAT, }, // D16F
  210. { DXGI_FORMAT_D32_FLOAT, }, // D24F
  211. { DXGI_FORMAT_D32_FLOAT, }, // D32F
  212. { DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  213. };
  214. static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
  215. {
  216. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  217. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  218. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  219. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  220. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. };
  232. static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
  233. {
  234. {
  235. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  236. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  237. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  238. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  239. },
  240. {
  241. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  242. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  243. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  244. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  245. },
  246. {
  247. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  248. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  249. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  250. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  251. },
  252. {
  253. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  254. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  255. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  256. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  257. },
  258. };
  259. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  260. {
  261. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  262. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  263. {
  264. if (0xff != _decl.m_attributes[attr])
  265. {
  266. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  267. if (0 == _decl.m_attributes[attr])
  268. {
  269. elem->AlignedByteOffset = 0;
  270. }
  271. else
  272. {
  273. uint8_t num;
  274. AttribType::Enum type;
  275. bool normalized;
  276. bool asInt;
  277. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  278. elem->Format = s_attribType[type][num-1][normalized];
  279. elem->AlignedByteOffset = _decl.m_offset[attr];
  280. }
  281. ++elem;
  282. }
  283. }
  284. return elem;
  285. }
  286. struct TextureStage
  287. {
  288. TextureStage()
  289. {
  290. clear();
  291. }
  292. void clear()
  293. {
  294. memset(m_srv, 0, sizeof(m_srv) );
  295. memset(m_sampler, 0, sizeof(m_sampler) );
  296. }
  297. ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
  298. ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
  299. };
  300. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  301. template <typename Ty>
  302. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  303. {
  304. #if BGFX_CONFIG_DEBUG_OBJECT_NAME
  305. char temp[2048];
  306. va_list argList;
  307. va_start(argList, _format);
  308. int size = uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  309. va_end(argList);
  310. temp[size] = '\0';
  311. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  312. #endif // BGFX_CONFIG_DEBUG_OBJECT_NAME
  313. }
  314. struct RendererContext
  315. {
  316. RendererContext()
  317. : m_captureTexture(NULL)
  318. , m_captureResolve(NULL)
  319. , m_wireframe(false)
  320. , m_vsChanges(0)
  321. , m_fsChanges(0)
  322. {
  323. }
  324. void init()
  325. {
  326. m_d3d11dll = bx::dlopen("d3d11.dll");
  327. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  328. #if BGFX_CONFIG_DEBUG_PIX
  329. // D3D11_1.h has ID3DUserDefinedAnnotation
  330. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  331. m_d3d9dll = bx::dlopen("d3d9.dll");
  332. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  333. m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc)bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker");
  334. m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  335. m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent");
  336. BX_CHECK(NULL != m_D3DPERF_SetMarker
  337. && NULL != m_D3DPERF_BeginEvent
  338. && NULL != m_D3DPERF_EndEvent
  339. , "Failed to initialize PIX events."
  340. );
  341. #endif // BGFX_CONFIG_DEBUG_PIX
  342. PFN_D3D11_CREATE_DEVICE d3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  343. BGFX_FATAL(NULL != d3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  344. m_dxgidll = bx::dlopen("dxgi.dll");
  345. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  346. PFN_CREATEDXGIFACTORY dxgiCreateDXGIFactory = (PFN_CREATEDXGIFACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  347. BGFX_FATAL(NULL != dxgiCreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  348. HRESULT hr;
  349. IDXGIFactory* factory;
  350. hr = dxgiCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
  351. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  352. m_adapter = NULL;
  353. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  354. IDXGIAdapter* adapter;
  355. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  356. {
  357. DXGI_ADAPTER_DESC desc;
  358. hr = adapter->GetDesc(&desc);
  359. if (SUCCEEDED(hr) )
  360. {
  361. BX_TRACE("Adapter #%d", ii);
  362. char description[BX_COUNTOF(desc.Description)];
  363. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  364. BX_TRACE("\tDescription: %s", description);
  365. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  366. , desc.VendorId
  367. , desc.DeviceId
  368. , desc.SubSysId
  369. , desc.Revision
  370. );
  371. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  372. , desc.DedicatedVideoMemory
  373. , desc.DedicatedSystemMemory
  374. , desc.SharedSystemMemory
  375. );
  376. #if BGFX_CONFIG_DEBUG_PERFHUD
  377. if (0 != strstr(description, "PerfHUD") )
  378. {
  379. m_adapter = adapter;
  380. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  381. }
  382. #endif // BGFX_CONFIG_DEBUG_PERFHUD
  383. }
  384. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  385. }
  386. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  387. D3D_FEATURE_LEVEL features[] =
  388. {
  389. D3D_FEATURE_LEVEL_11_0,
  390. D3D_FEATURE_LEVEL_10_1,
  391. D3D_FEATURE_LEVEL_10_0,
  392. };
  393. memset(&m_scd, 0, sizeof(m_scd) );
  394. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  395. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  396. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  397. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  398. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  399. m_scd.SampleDesc.Count = 1;
  400. m_scd.SampleDesc.Quality = 0;
  401. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  402. m_scd.BufferCount = 1;
  403. m_scd.OutputWindow = g_bgfxHwnd;
  404. m_scd.Windowed = true;
  405. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  406. #if BGFX_CONFIG_DEBUG
  407. | D3D11_CREATE_DEVICE_DEBUG
  408. #endif // BGFX_CONFIG_DEBUG
  409. ;
  410. D3D_FEATURE_LEVEL featureLevel;
  411. hr = d3D11CreateDevice(m_adapter
  412. , m_driverType
  413. , NULL
  414. , flags
  415. , features
  416. , 1
  417. , D3D11_SDK_VERSION
  418. , &m_device
  419. , &featureLevel
  420. , &m_deviceCtx
  421. );
  422. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  423. IDXGIDevice* device;
  424. hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
  425. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  426. hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
  427. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  428. // GPA increases device ref count and triggers assert in debug
  429. // build. Set flag to disable reference count checks.
  430. setGraphicsDebuggerPresent(3 < getRefCount(device) );
  431. DX_RELEASE(device, 2);
  432. hr = adapter->GetDesc(&m_adapterDesc);
  433. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  434. hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
  435. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  436. DX_RELEASE(adapter, 2);
  437. hr = m_factory->CreateSwapChain(m_device
  438. , &m_scd
  439. , &m_swapChain
  440. );
  441. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  442. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  443. {
  444. m_predefinedUniforms[ii].create(UniformType::Uniform4x4fv, 1, false);
  445. m_uniformReg.add(getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  446. }
  447. g_caps.supported |= ( 0
  448. | BGFX_CAPS_TEXTURE_FORMAT_BC1
  449. | BGFX_CAPS_TEXTURE_FORMAT_BC2
  450. | BGFX_CAPS_TEXTURE_FORMAT_BC3
  451. | BGFX_CAPS_TEXTURE_FORMAT_BC4
  452. | BGFX_CAPS_TEXTURE_FORMAT_BC5
  453. | BGFX_CAPS_INSTANCING
  454. | BGFX_CAPS_TEXTURE_3D
  455. | BGFX_CAPS_TEXTURE_DEPTH_MASK
  456. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  457. | BGFX_CAPS_FRAGMENT_DEPTH
  458. );
  459. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  460. postReset();
  461. }
  462. void shutdown()
  463. {
  464. preReset();
  465. m_deviceCtx->ClearState();
  466. invalidateCache();
  467. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  468. {
  469. m_indexBuffers[ii].destroy();
  470. }
  471. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  472. {
  473. m_vertexBuffers[ii].destroy();
  474. }
  475. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexShaders); ++ii)
  476. {
  477. m_vertexShaders[ii].destroy();
  478. }
  479. for (uint32_t ii = 0; ii < BX_COUNTOF(m_fragmentShaders); ++ii)
  480. {
  481. m_fragmentShaders[ii].destroy();
  482. }
  483. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  484. {
  485. m_textures[ii].destroy();
  486. }
  487. for (uint32_t ii = 0; ii < BX_COUNTOF(m_renderTargets); ++ii)
  488. {
  489. m_renderTargets[ii].destroy();
  490. }
  491. for (uint32_t ii = 0; ii < BX_COUNTOF(m_uniforms); ++ii)
  492. {
  493. m_uniforms[ii].destroy();
  494. }
  495. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  496. {
  497. m_predefinedUniforms[ii].destroy();
  498. }
  499. DX_RELEASE(m_swapChain, 0);
  500. DX_RELEASE(m_deviceCtx, 0);
  501. DX_RELEASE(m_device, 0);
  502. DX_RELEASE(m_factory, 0);
  503. bx::dlclose(m_dxgidll);
  504. bx::dlclose(m_d3d11dll);
  505. }
  506. void preReset()
  507. {
  508. DX_RELEASE(m_backBufferDepthStencil, 0);
  509. DX_RELEASE(m_backBufferColor, 0);
  510. // invalidateCache();
  511. capturePreReset();
  512. }
  513. void postReset()
  514. {
  515. ID3D11Texture2D* color;
  516. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  517. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  518. DX_RELEASE(color, 0);
  519. D3D11_TEXTURE2D_DESC dsd;
  520. dsd.Width = m_scd.BufferDesc.Width;
  521. dsd.Height = m_scd.BufferDesc.Height;
  522. dsd.MipLevels = 1;
  523. dsd.ArraySize = 1;
  524. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  525. dsd.SampleDesc = m_scd.SampleDesc;
  526. dsd.Usage = D3D11_USAGE_DEFAULT;
  527. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  528. dsd.CPUAccessFlags = 0;
  529. dsd.MiscFlags = 0;
  530. ID3D11Texture2D* depthStencil;
  531. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  532. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  533. DX_RELEASE(depthStencil, 0);
  534. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  535. m_currentColor = m_backBufferColor;
  536. m_currentDepthStencil = m_backBufferDepthStencil;
  537. capturePostReset();
  538. }
  539. void flip()
  540. {
  541. if (NULL != m_swapChain)
  542. {
  543. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  544. DX_CHECK(m_swapChain->Present(syncInterval, 0) );
  545. }
  546. }
  547. void invalidateCache()
  548. {
  549. m_inputLayoutCache.invalidate();
  550. m_blendStateCache.invalidate();
  551. m_depthStencilStateCache.invalidate();
  552. m_rasterizerStateCache.invalidate();
  553. m_samplerStateCache.invalidate();
  554. }
  555. void updateMsaa()
  556. {
  557. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  558. {
  559. uint32_t msaa = s_checkMsaa[ii];
  560. uint32_t quality = 0;
  561. HRESULT hr = m_device->CheckMultisampleQualityLevels(m_scd.BufferDesc.Format, msaa, &quality);
  562. if (SUCCEEDED(hr)
  563. && 0 < quality)
  564. {
  565. s_msaa[ii].Count = msaa;
  566. s_msaa[ii].Quality = quality - 1;
  567. last = ii;
  568. }
  569. else
  570. {
  571. s_msaa[ii] = s_msaa[last];
  572. }
  573. }
  574. }
  575. void updateResolution(const Resolution& _resolution)
  576. {
  577. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  578. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  579. || m_flags != _resolution.m_flags)
  580. {
  581. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  582. m_flags = _resolution.m_flags;
  583. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  584. m_textVideoMem.clear();
  585. m_scd.BufferDesc.Width = _resolution.m_width;
  586. m_scd.BufferDesc.Height = _resolution.m_height;
  587. preReset();
  588. if (resize)
  589. {
  590. DX_CHECK(m_swapChain->ResizeBuffers(2
  591. , m_scd.BufferDesc.Width
  592. , m_scd.BufferDesc.Height
  593. , m_scd.BufferDesc.Format
  594. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  595. ) );
  596. }
  597. else
  598. {
  599. updateMsaa();
  600. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  601. DX_RELEASE(m_swapChain, 0);
  602. HRESULT hr;
  603. hr = m_factory->CreateSwapChain(m_device
  604. , &m_scd
  605. , &m_swapChain
  606. );
  607. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  608. }
  609. postReset();
  610. }
  611. }
  612. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  613. {
  614. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  615. {
  616. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  617. m_fsChanges += _numRegs;
  618. }
  619. else
  620. {
  621. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  622. m_vsChanges += _numRegs;
  623. }
  624. }
  625. void commitShaderConstants()
  626. {
  627. if (0 < m_vsChanges)
  628. {
  629. if (NULL != m_currentProgram->m_vsh->m_buffer)
  630. {
  631. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  632. }
  633. m_vsChanges = 0;
  634. }
  635. if (0 < m_fsChanges)
  636. {
  637. if (NULL != m_currentProgram->m_fsh->m_buffer)
  638. {
  639. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  640. }
  641. m_fsChanges = 0;
  642. }
  643. }
  644. void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
  645. {
  646. BX_UNUSED(_msaa);
  647. if (!isValid(_rt) )
  648. {
  649. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  650. m_currentColor = m_backBufferColor;
  651. m_currentDepthStencil = m_backBufferDepthStencil;
  652. }
  653. else
  654. {
  655. invalidateTextureStage();
  656. RenderTarget& renderTarget = m_renderTargets[_rt.idx];
  657. m_deviceCtx->OMSetRenderTargets(1, &renderTarget.m_rtv, renderTarget.m_dsv);
  658. m_currentColor = renderTarget.m_rtv;
  659. m_currentDepthStencil = renderTarget.m_dsv;
  660. }
  661. }
  662. void clear(const Clear& _clear)
  663. {
  664. if (NULL != m_currentColor
  665. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  666. {
  667. uint32_t rgba = _clear.m_rgba;
  668. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  669. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  670. }
  671. if (NULL != m_currentDepthStencil
  672. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  673. {
  674. DWORD flags = 0;
  675. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  676. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  677. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  678. }
  679. }
  680. void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program, uint8_t _numInstanceData)
  681. {
  682. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  683. layoutHash ^= _numInstanceData;
  684. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  685. if (NULL == layout)
  686. {
  687. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  688. VertexDecl decl;
  689. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  690. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  691. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  692. {
  693. uint8_t mask = attrMask[ii];
  694. uint8_t attr = (decl.m_attributes[ii] & mask);
  695. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  696. }
  697. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  698. uint32_t num = uint32_t(elem-vertexElements);
  699. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  700. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  701. {
  702. uint32_t index = 8-_numInstanceData+ii;
  703. uint32_t jj;
  704. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  705. for (jj = 0; jj < num; ++jj)
  706. {
  707. curr = &vertexElements[jj];
  708. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  709. && curr->SemanticIndex == index)
  710. {
  711. break;
  712. }
  713. }
  714. if (jj == num)
  715. {
  716. curr = elem;
  717. ++elem;
  718. }
  719. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  720. curr->InputSlot = 1;
  721. curr->SemanticIndex = index;
  722. curr->AlignedByteOffset = ii*16;
  723. }
  724. num = uint32_t(elem-vertexElements);
  725. DX_CHECK(m_device->CreateInputLayout(vertexElements
  726. , num
  727. , _program.m_vsh->m_code->data
  728. , _program.m_vsh->m_code->size
  729. , &layout
  730. ) );
  731. m_inputLayoutCache.add(layoutHash, layout);
  732. }
  733. m_deviceCtx->IASetInputLayout(layout);
  734. }
  735. void setBlendState(uint64_t _state, uint32_t _rgba = UINT32_MAX)
  736. {
  737. _state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
  738. ID3D11BlendState* bs = m_blendStateCache.find(_state);
  739. if (NULL == bs)
  740. {
  741. D3D11_BLEND_DESC desc;
  742. memset(&desc, 0, sizeof(desc) );
  743. D3D11_RENDER_TARGET_BLEND_DESC& drt = desc.RenderTarget[0];
  744. drt.BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  745. uint32_t blend = (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  746. uint32_t equation = (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
  747. uint32_t src = blend&0xf;
  748. uint32_t dst = (blend>>4)&0xf;
  749. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  750. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  751. drt.SrcBlend = s_blendFactor[src][0];
  752. drt.DestBlend = s_blendFactor[dst][0];
  753. drt.BlendOp = s_blendEquation[equation];
  754. drt.SrcBlendAlpha = s_blendFactor[src][1];
  755. drt.DestBlendAlpha = s_blendFactor[dst][1];
  756. drt.BlendOpAlpha = s_blendEquation[equation];
  757. drt.RenderTargetWriteMask = writeMask;
  758. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  759. m_blendStateCache.add(_state, bs);
  760. }
  761. float blendFactor[4];
  762. blendFactor[0] = (_rgba>>24)/255.0f;
  763. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  764. blendFactor[2] = ( (_rgba>>8)&0xff)/255.0f;
  765. blendFactor[3] = (_rgba&0xff)/255.0f;
  766. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  767. }
  768. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  769. {
  770. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  771. uint32_t fstencil = unpackStencil(0, _stencil);
  772. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  773. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  774. bx::HashMurmur2A murmur;
  775. murmur.begin();
  776. murmur.add(_state);
  777. murmur.add(_stencil);
  778. uint32_t hash = murmur.end();
  779. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  780. if (NULL == dss)
  781. {
  782. D3D11_DEPTH_STENCIL_DESC desc;
  783. memset(&desc, 0, sizeof(desc) );
  784. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  785. desc.DepthEnable = 0 != func;
  786. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  787. desc.DepthFunc = s_depthFunc[func];
  788. uint32_t bstencil = unpackStencil(1, _stencil);
  789. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  790. bstencil = frontAndBack ? bstencil : fstencil;
  791. desc.StencilEnable = 0 != _stencil;
  792. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  793. desc.StencilWriteMask = 0xff;
  794. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  795. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  796. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  797. desc.FrontFace.StencilFunc = s_stencilFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  798. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  799. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  800. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  801. desc.BackFace.StencilFunc = s_stencilFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  802. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  803. m_depthStencilStateCache.add(hash, dss);
  804. }
  805. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  806. }
  807. void setDebugWireframe(bool _wireframe)
  808. {
  809. if (m_wireframe != _wireframe)
  810. {
  811. m_wireframe = _wireframe;
  812. m_rasterizerStateCache.invalidate();
  813. }
  814. }
  815. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  816. {
  817. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  818. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  819. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  820. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  821. if (NULL == rs)
  822. {
  823. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  824. D3D11_RASTERIZER_DESC desc;
  825. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  826. desc.CullMode = s_cullMode[cull];
  827. desc.FrontCounterClockwise = false;
  828. desc.DepthBias = 0;
  829. desc.DepthBiasClamp = 0.0f;
  830. desc.SlopeScaledDepthBias = 0.0f;
  831. desc.DepthClipEnable = false;
  832. desc.ScissorEnable = _scissor;
  833. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  834. desc.AntialiasedLineEnable = false;
  835. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  836. m_rasterizerStateCache.add(_state, rs);
  837. }
  838. m_deviceCtx->RSSetState(rs);
  839. }
  840. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  841. {
  842. _flags &= BGFX_TEXTURE_MIN_MASK|BGFX_TEXTURE_MAG_MASK|BGFX_TEXTURE_MIP_MASK
  843. | BGFX_TEXTURE_U_MASK|BGFX_TEXTURE_V_MASK|BGFX_TEXTURE_W_MASK
  844. ;
  845. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  846. if (NULL == sampler)
  847. {
  848. uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  849. uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  850. uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  851. D3D11_SAMPLER_DESC sd;
  852. sd.Filter = (D3D11_FILTER)(minFilter|magFilter|mipFilter);
  853. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  854. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  855. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  856. sd.MipLODBias = 0.0f;
  857. sd.MaxAnisotropy = 1;
  858. sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
  859. sd.BorderColor[0] = 0.0f;
  860. sd.BorderColor[1] = 0.0f;
  861. sd.BorderColor[2] = 0.0f;
  862. sd.BorderColor[3] = 0.0f;
  863. sd.MinLOD = 0;
  864. sd.MaxLOD = D3D11_FLOAT32_MAX;
  865. m_device->CreateSamplerState(&sd, &sampler);
  866. DX_CHECK_REFCOUNT(sampler, 1);
  867. m_samplerStateCache.add(_flags, sampler);
  868. }
  869. return sampler;
  870. }
  871. void commitTextureStage()
  872. {
  873. m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
  874. m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
  875. }
  876. void invalidateTextureStage()
  877. {
  878. m_textureStage.clear();
  879. commitTextureStage();
  880. }
  881. void capturePostReset()
  882. {
  883. if (m_flags&BGFX_RESET_CAPTURE)
  884. {
  885. ID3D11Texture2D* backBuffer;
  886. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  887. D3D11_TEXTURE2D_DESC backBufferDesc;
  888. backBuffer->GetDesc(&backBufferDesc);
  889. D3D11_TEXTURE2D_DESC desc;
  890. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  891. desc.SampleDesc.Count = 1;
  892. desc.SampleDesc.Quality = 0;
  893. desc.Usage = D3D11_USAGE_STAGING;
  894. desc.BindFlags = 0;
  895. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  896. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  897. if (SUCCEEDED(hr) )
  898. {
  899. if (backBufferDesc.SampleDesc.Count != 1)
  900. {
  901. desc.Usage = D3D11_USAGE_DEFAULT;
  902. desc.CPUAccessFlags = 0;
  903. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  904. }
  905. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  906. }
  907. DX_RELEASE(backBuffer, 0);
  908. }
  909. }
  910. void capturePreReset()
  911. {
  912. if (NULL != m_captureTexture)
  913. {
  914. g_callback->captureEnd();
  915. }
  916. DX_RELEASE(m_captureResolve, 0);
  917. DX_RELEASE(m_captureTexture, 0);
  918. }
  919. void capture()
  920. {
  921. if (NULL != m_captureTexture)
  922. {
  923. ID3D11Texture2D* backBuffer;
  924. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  925. DXGI_MODE_DESC& desc = m_scd.BufferDesc;
  926. if (NULL == m_captureResolve)
  927. {
  928. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  929. }
  930. else
  931. {
  932. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
  933. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  934. }
  935. D3D11_MAPPED_SUBRESOURCE mapped;
  936. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  937. g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
  938. m_deviceCtx->Unmap(m_captureTexture, 0);
  939. DX_RELEASE(backBuffer, 0);
  940. }
  941. }
  942. void saveScreenShot(const char* _filePath)
  943. {
  944. ID3D11Texture2D* backBuffer;
  945. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  946. D3D11_TEXTURE2D_DESC backBufferDesc;
  947. backBuffer->GetDesc(&backBufferDesc);
  948. D3D11_TEXTURE2D_DESC desc;
  949. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  950. desc.SampleDesc.Count = 1;
  951. desc.SampleDesc.Quality = 0;
  952. desc.Usage = D3D11_USAGE_STAGING;
  953. desc.BindFlags = 0;
  954. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  955. ID3D11Texture2D* texture;
  956. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  957. if (SUCCEEDED(hr) )
  958. {
  959. if (backBufferDesc.SampleDesc.Count == 1)
  960. {
  961. m_deviceCtx->CopyResource(texture, backBuffer);
  962. }
  963. else
  964. {
  965. desc.Usage = D3D11_USAGE_DEFAULT;
  966. desc.CPUAccessFlags = 0;
  967. ID3D11Texture2D* resolve;
  968. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  969. if (SUCCEEDED(hr) )
  970. {
  971. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  972. m_deviceCtx->CopyResource(texture, resolve);
  973. DX_RELEASE(resolve, 0);
  974. }
  975. }
  976. D3D11_MAPPED_SUBRESOURCE mapped;
  977. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  978. g_callback->screenShot(_filePath
  979. , backBufferDesc.Width
  980. , backBufferDesc.Height
  981. , mapped.RowPitch
  982. , mapped.pData
  983. , backBufferDesc.Height*mapped.RowPitch
  984. , false
  985. );
  986. m_deviceCtx->Unmap(texture, 0);
  987. DX_RELEASE(texture, 0);
  988. }
  989. DX_RELEASE(backBuffer, 0);
  990. }
  991. #if BGFX_CONFIG_DEBUG_PIX
  992. void* m_d3d9dll;
  993. D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker;
  994. D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent;
  995. D3DPERF_EndEventFunc m_D3DPERF_EndEvent;
  996. #endif // BGFX_CONFIG_DEBUG_PIX
  997. void* m_d3d11dll;
  998. void* m_dxgidll;
  999. D3D_DRIVER_TYPE m_driverType;
  1000. IDXGIAdapter* m_adapter;
  1001. DXGI_ADAPTER_DESC m_adapterDesc;
  1002. IDXGIFactory* m_factory;
  1003. IDXGISwapChain* m_swapChain;
  1004. ID3D11Device* m_device;
  1005. ID3D11DeviceContext* m_deviceCtx;
  1006. ID3D11RenderTargetView* m_backBufferColor;
  1007. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1008. ID3D11RenderTargetView* m_currentColor;
  1009. ID3D11DepthStencilView* m_currentDepthStencil;
  1010. ID3D11Texture2D* m_captureTexture;
  1011. ID3D11Texture2D* m_captureResolve;
  1012. bool m_wireframe;
  1013. DXGI_SWAP_CHAIN_DESC m_scd;
  1014. uint32_t m_flags;
  1015. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1016. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1017. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  1018. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  1019. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1020. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1021. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1022. RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
  1023. UniformBuffer m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1024. UniformBuffer m_predefinedUniforms[PredefinedUniform::Count];
  1025. UniformRegistry m_uniformReg;
  1026. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1027. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1028. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1029. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1030. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1031. TextVideoMem m_textVideoMem;
  1032. RenderTargetHandle m_rt;
  1033. TextureStage m_textureStage;
  1034. Program* m_currentProgram;
  1035. uint8_t m_vsScratch[64<<10];
  1036. uint8_t m_fsScratch[64<<10];
  1037. uint32_t m_vsChanges;
  1038. uint32_t m_fsChanges;
  1039. };
  1040. static RendererContext* s_renderCtx;
  1041. void IndexBuffer::create(uint32_t _size, void* _data)
  1042. {
  1043. m_size = _size;
  1044. m_dynamic = NULL == _data;
  1045. D3D11_BUFFER_DESC desc;
  1046. desc.ByteWidth = _size;
  1047. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1048. desc.MiscFlags = 0;
  1049. desc.StructureByteStride = 0;
  1050. if (m_dynamic)
  1051. {
  1052. desc.Usage = D3D11_USAGE_DYNAMIC;
  1053. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1054. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1055. , NULL
  1056. , &m_ptr
  1057. ) );
  1058. }
  1059. else
  1060. {
  1061. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1062. desc.CPUAccessFlags = 0;
  1063. D3D11_SUBRESOURCE_DATA srd;
  1064. srd.pSysMem = _data;
  1065. srd.SysMemPitch = 0;
  1066. srd.SysMemSlicePitch = 0;
  1067. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1068. , &srd
  1069. , &m_ptr
  1070. ) );
  1071. }
  1072. }
  1073. void IndexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  1074. {
  1075. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1076. BX_CHECK(m_dynamic, "Must be dynamic!");
  1077. D3D11_MAPPED_SUBRESOURCE mapped;
  1078. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1079. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1080. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1081. deviceCtx->Unmap(m_ptr, 0);
  1082. }
  1083. void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  1084. {
  1085. m_size = _size;
  1086. m_decl = _declHandle;
  1087. m_dynamic = NULL == _data;
  1088. D3D11_BUFFER_DESC desc;
  1089. desc.ByteWidth = _size;
  1090. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1091. desc.MiscFlags = 0;
  1092. if (m_dynamic)
  1093. {
  1094. desc.Usage = D3D11_USAGE_DYNAMIC;
  1095. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1096. desc.StructureByteStride = 0;
  1097. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1098. , NULL
  1099. , &m_ptr
  1100. ) );
  1101. }
  1102. else
  1103. {
  1104. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1105. desc.CPUAccessFlags = 0;
  1106. desc.StructureByteStride = 0;
  1107. D3D11_SUBRESOURCE_DATA srd;
  1108. srd.pSysMem = _data;
  1109. srd.SysMemPitch = 0;
  1110. srd.SysMemSlicePitch = 0;
  1111. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1112. , &srd
  1113. , &m_ptr
  1114. ) );
  1115. }
  1116. }
  1117. void VertexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  1118. {
  1119. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1120. BX_CHECK(m_dynamic, "Must be dynamic!");
  1121. D3D11_MAPPED_SUBRESOURCE mapped;
  1122. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1123. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1124. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1125. deviceCtx->Unmap(m_ptr, 0);
  1126. }
  1127. void ConstantBuffer::commit()
  1128. {
  1129. reset();
  1130. do
  1131. {
  1132. uint32_t opcode = read();
  1133. if (UniformType::End == opcode)
  1134. {
  1135. break;
  1136. }
  1137. UniformType::Enum type;
  1138. uint16_t loc;
  1139. uint16_t num;
  1140. uint16_t copy;
  1141. decodeOpcode(opcode, type, loc, num, copy);
  1142. const char* data;
  1143. if (copy)
  1144. {
  1145. data = read(g_uniformTypeSize[type]*num);
  1146. }
  1147. else
  1148. {
  1149. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1150. }
  1151. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1152. case UniformType::_uniform: \
  1153. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1154. { \
  1155. s_renderCtx->setShaderConstant(type, loc, data, num); \
  1156. } \
  1157. break;
  1158. switch ((int32_t)type)
  1159. {
  1160. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1161. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1162. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1163. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1164. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1165. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1166. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1167. CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
  1168. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
  1169. case UniformType::End:
  1170. break;
  1171. default:
  1172. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1173. break;
  1174. }
  1175. #undef CASE_IMPLEMENT_UNIFORM
  1176. } while (true);
  1177. }
  1178. void TextVideoMemBlitter::setup()
  1179. {
  1180. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1181. uint32_t width = s_renderCtx->m_scd.BufferDesc.Width;
  1182. uint32_t height = s_renderCtx->m_scd.BufferDesc.Height;
  1183. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1184. s_renderCtx->setRenderTarget(rt, false);
  1185. D3D11_VIEWPORT vp;
  1186. vp.TopLeftX = 0;
  1187. vp.TopLeftY = 0;
  1188. vp.Width = (float)width;
  1189. vp.Height = (float)height;
  1190. vp.MinDepth = 0.0f;
  1191. vp.MaxDepth = 1.0f;
  1192. deviceCtx->RSSetViewports(1, &vp);
  1193. uint64_t state = BGFX_STATE_RGB_WRITE
  1194. | BGFX_STATE_ALPHA_WRITE
  1195. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1196. ;
  1197. s_renderCtx->setBlendState(state);
  1198. s_renderCtx->setDepthStencilState(state);
  1199. s_renderCtx->setRasterizerState(state);
  1200. Program& program = s_renderCtx->m_program[m_program.idx];
  1201. s_renderCtx->m_currentProgram = &program;
  1202. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1203. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1204. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1205. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1206. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  1207. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  1208. uint32_t stride = vertexDecl.m_stride;
  1209. uint32_t offset = 0;
  1210. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1211. s_renderCtx->setInputLayout(vertexDecl, program, 0);
  1212. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  1213. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1214. float proj[16];
  1215. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1216. PredefinedUniform& predefined = program.m_predefined[0];
  1217. uint8_t flags = predefined.m_type;
  1218. s_renderCtx->setShaderConstant(flags, predefined.m_loc, proj, 4);
  1219. s_renderCtx->commitShaderConstants();
  1220. s_renderCtx->m_textures[m_texture.idx].commit(0);
  1221. s_renderCtx->commitTextureStage();
  1222. }
  1223. void TextVideoMemBlitter::render(uint32_t _numIndices)
  1224. {
  1225. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1226. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  1227. ib.update(0, _numIndices*2, m_ib->data);
  1228. uint32_t numVertices = _numIndices*4/6;
  1229. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  1230. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1231. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1232. }
  1233. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  1234. {
  1235. BX_UNUSED(_height);
  1236. uint32_t width = s_renderCtx->m_scd.BufferDesc.Width;
  1237. uint32_t height = s_renderCtx->m_scd.BufferDesc.Height;
  1238. if (0 == _rect.m_x
  1239. && 0 == _rect.m_y
  1240. && width == _rect.m_width
  1241. && height == _rect.m_height)
  1242. {
  1243. s_renderCtx->clear(_clear);
  1244. }
  1245. else
  1246. {
  1247. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1248. uint64_t state = 0;
  1249. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1250. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1251. uint64_t stencil = 0;
  1252. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
  1253. | BGFX_STENCIL_TEST_ALWAYS
  1254. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1255. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1256. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1257. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1258. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1259. : 0
  1260. ;
  1261. s_renderCtx->setBlendState(state);
  1262. s_renderCtx->setDepthStencilState(state, stencil);
  1263. s_renderCtx->setRasterizerState(state);
  1264. Program& program = s_renderCtx->m_program[m_program.idx];
  1265. s_renderCtx->m_currentProgram = &program;
  1266. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1267. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1268. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1269. deviceCtx->PSSetConstantBuffers(0, 0, NULL);
  1270. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  1271. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  1272. uint32_t stride = vertexDecl.m_stride;
  1273. uint32_t offset = 0;
  1274. {
  1275. struct Vertex
  1276. {
  1277. float m_x;
  1278. float m_y;
  1279. float m_z;
  1280. uint32_t m_abgr;
  1281. } * vertex = (Vertex*)m_vb->data;
  1282. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1283. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1284. const float depth = _clear.m_depth;
  1285. vertex->m_x = -1.0f;
  1286. vertex->m_y = -1.0f;
  1287. vertex->m_z = depth;
  1288. vertex->m_abgr = abgr;
  1289. vertex++;
  1290. vertex->m_x = 1.0f;
  1291. vertex->m_y = -1.0f;
  1292. vertex->m_z = depth;
  1293. vertex->m_abgr = abgr;
  1294. vertex++;
  1295. vertex->m_x = 1.0f;
  1296. vertex->m_y = 1.0f;
  1297. vertex->m_z = depth;
  1298. vertex->m_abgr = abgr;
  1299. vertex++;
  1300. vertex->m_x = -1.0f;
  1301. vertex->m_y = 1.0f;
  1302. vertex->m_z = depth;
  1303. vertex->m_abgr = abgr;
  1304. }
  1305. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  1306. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1307. s_renderCtx->setInputLayout(vertexDecl, program, 0);
  1308. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib.idx];
  1309. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1310. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1311. deviceCtx->DrawIndexed(6, 0, 0);
  1312. }
  1313. }
  1314. void Shader::create(bool _fragment, const Memory* _mem)
  1315. {
  1316. bx::MemoryReader reader(_mem->data, _mem->size);
  1317. uint32_t magic;
  1318. bx::read(&reader, magic);
  1319. uint32_t iohash;
  1320. bx::read(&reader, iohash);
  1321. bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
  1322. uint16_t count;
  1323. bx::read(&reader, count);
  1324. uint16_t size;
  1325. bx::read(&reader, size);
  1326. if (0 < size)
  1327. {
  1328. D3D11_BUFFER_DESC desc;
  1329. desc.ByteWidth = size;
  1330. desc.Usage = D3D11_USAGE_DEFAULT;
  1331. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1332. desc.CPUAccessFlags = 0;
  1333. desc.MiscFlags = 0;
  1334. desc.StructureByteStride = 0;
  1335. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  1336. }
  1337. m_numPredefined = 0;
  1338. m_numUniforms = count;
  1339. BX_TRACE("Shader consts %d", count);
  1340. uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1341. if (0 < count)
  1342. {
  1343. m_constantBuffer = ConstantBuffer::create(1024);
  1344. for (uint32_t ii = 0; ii < count; ++ii)
  1345. {
  1346. uint8_t nameSize;
  1347. bx::read(&reader, nameSize);
  1348. char name[256];
  1349. bx::read(&reader, &name, nameSize);
  1350. name[nameSize] = '\0';
  1351. uint8_t type;
  1352. bx::read(&reader, type);
  1353. uint8_t num;
  1354. bx::read(&reader, num);
  1355. uint16_t regIndex;
  1356. bx::read(&reader, regIndex);
  1357. uint16_t regCount;
  1358. bx::read(&reader, regCount);
  1359. const char* kind = "invalid";
  1360. const void* data = NULL;
  1361. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1362. if (PredefinedUniform::Count != predefined)
  1363. {
  1364. kind = "predefined";
  1365. m_predefined[m_numPredefined].m_loc = regIndex;
  1366. m_predefined[m_numPredefined].m_count = regCount;
  1367. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1368. m_numPredefined++;
  1369. }
  1370. else
  1371. {
  1372. const UniformInfo* info = s_renderCtx->m_uniformReg.find(name);
  1373. UniformBuffer* uniform = info != NULL ? (UniformBuffer*)info->m_data : NULL;
  1374. if (NULL != uniform)
  1375. {
  1376. kind = "user";
  1377. data = uniform->m_data;
  1378. m_constantBuffer->writeUniformRef( (UniformType::Enum)(type|fragmentBit), regIndex, data, regCount);
  1379. }
  1380. }
  1381. BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
  1382. , kind
  1383. , name
  1384. , type
  1385. , num
  1386. , regIndex
  1387. , regCount
  1388. );
  1389. }
  1390. m_constantBuffer->finish();
  1391. }
  1392. uint16_t shaderSize;
  1393. bx::read(&reader, shaderSize);
  1394. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1395. bx::skip(&reader, shaderSize);
  1396. if (_fragment)
  1397. {
  1398. DX_CHECK(s_renderCtx->m_device->CreatePixelShader(code, shaderSize, NULL, (ID3D11PixelShader**)&m_ptr) );
  1399. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1400. }
  1401. else
  1402. {
  1403. m_hash = bx::hashMurmur2A(code, shaderSize);
  1404. m_code = alloc(shaderSize);
  1405. memcpy(m_code->data, code, shaderSize);
  1406. DX_CHECK(s_renderCtx->m_device->CreateVertexShader(code, shaderSize, NULL, (ID3D11VertexShader**)&m_ptr) );
  1407. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1408. }
  1409. }
  1410. void Texture::create(const Memory* _mem, uint32_t _flags)
  1411. {
  1412. m_sampler = s_renderCtx->getSamplerState(_flags);
  1413. ImageContainer imageContainer;
  1414. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1415. {
  1416. m_requestedFormat = (uint8_t)imageContainer.m_format;
  1417. m_textureFormat = (uint8_t)imageContainer.m_format;
  1418. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  1419. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  1420. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1421. if (convert)
  1422. {
  1423. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1424. bpp = 32;
  1425. }
  1426. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  1427. if (imageContainer.m_cubeMap)
  1428. {
  1429. m_type = TextureCube;
  1430. }
  1431. else if (imageContainer.m_depth > 1)
  1432. {
  1433. m_type = Texture3D;
  1434. }
  1435. else
  1436. {
  1437. m_type = Texture2D;
  1438. }
  1439. m_numMips = imageContainer.m_numMips;
  1440. uint32_t numSrd = imageContainer.m_numMips*(imageContainer.m_cubeMap ? 6 : 1);
  1441. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  1442. uint32_t kk = 0;
  1443. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1444. {
  1445. uint32_t width = imageContainer.m_width;
  1446. uint32_t height = imageContainer.m_height;
  1447. uint32_t depth = imageContainer.m_depth;
  1448. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1449. {
  1450. width = bx::uint32_max(1, width);
  1451. height = bx::uint32_max(1, height);
  1452. depth = bx::uint32_max(1, depth);
  1453. ImageMip mip;
  1454. if (imageGetRawData(imageContainer, side, lod, _mem->data, _mem->size, mip) )
  1455. {
  1456. srd[kk].pSysMem = mip.m_data;
  1457. if (convert)
  1458. {
  1459. uint32_t srcpitch = mip.m_width*bpp/8;
  1460. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  1461. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  1462. srd[kk].pSysMem = temp;
  1463. srd[kk].SysMemPitch = srcpitch;
  1464. }
  1465. else if (TextureFormat::Unknown > m_textureFormat)
  1466. {
  1467. srd[kk].SysMemPitch = (mip.m_width/4)*mip.m_blockSize;
  1468. srd[kk].SysMemSlicePitch = (mip.m_height/4)*srd[kk].SysMemPitch;
  1469. }
  1470. else
  1471. {
  1472. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1473. }
  1474. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1475. ++kk;
  1476. }
  1477. width >>= 1;
  1478. height >>= 1;
  1479. depth >>= 1;
  1480. }
  1481. }
  1482. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1483. memset(&srvd, 0, sizeof(srvd) );
  1484. srvd.Format = format;
  1485. switch (m_type)
  1486. {
  1487. case Texture2D:
  1488. case TextureCube:
  1489. {
  1490. D3D11_TEXTURE2D_DESC desc;
  1491. desc.Width = imageContainer.m_width;
  1492. desc.Height = imageContainer.m_height;
  1493. desc.MipLevels = imageContainer.m_numMips;
  1494. desc.Format = srvd.Format;
  1495. desc.SampleDesc.Count = 1;
  1496. desc.SampleDesc.Quality = 0;
  1497. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1498. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1499. desc.CPUAccessFlags = 0;
  1500. if (imageContainer.m_cubeMap)
  1501. {
  1502. desc.ArraySize = 6;
  1503. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1504. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1505. srvd.TextureCube.MipLevels = imageContainer.m_numMips;
  1506. }
  1507. else
  1508. {
  1509. desc.ArraySize = 1;
  1510. desc.MiscFlags = 0;
  1511. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1512. srvd.Texture2D.MipLevels = imageContainer.m_numMips;
  1513. }
  1514. DX_CHECK(s_renderCtx->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  1515. }
  1516. break;
  1517. case Texture3D:
  1518. {
  1519. D3D11_TEXTURE3D_DESC desc;
  1520. desc.Width = imageContainer.m_width;
  1521. desc.Height = imageContainer.m_height;
  1522. desc.Depth = imageContainer.m_depth;
  1523. desc.MipLevels = imageContainer.m_numMips;
  1524. desc.Format = srvd.Format;
  1525. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1526. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1527. desc.CPUAccessFlags = 0;
  1528. desc.MiscFlags = 0;
  1529. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1530. srvd.Texture3D.MipLevels = imageContainer.m_numMips;
  1531. DX_CHECK(s_renderCtx->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  1532. }
  1533. break;
  1534. }
  1535. DX_CHECK(s_renderCtx->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1536. if (convert
  1537. && 0 != kk)
  1538. {
  1539. kk = 0;
  1540. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1541. {
  1542. for (uint32_t lod = 0, num = imageContainer.m_numMips; lod < num; ++lod)
  1543. {
  1544. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  1545. ++kk;
  1546. }
  1547. }
  1548. }
  1549. }
  1550. }
  1551. void Texture::destroy()
  1552. {
  1553. DX_RELEASE(m_srv, 0);
  1554. DX_RELEASE(m_ptr, 0);
  1555. }
  1556. void Texture::commit(uint8_t _stage, uint32_t _flags)
  1557. {
  1558. TextureStage& ts = s_renderCtx->m_textureStage;
  1559. ts.m_srv[_stage] = m_srv;
  1560. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  1561. ? s_renderCtx->getSamplerState(_flags)
  1562. : m_sampler
  1563. ;
  1564. }
  1565. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1566. {
  1567. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1568. D3D11_BOX box;
  1569. box.left = _rect.m_x;
  1570. box.top = _rect.m_y;
  1571. box.right = box.left + _rect.m_width;
  1572. box.bottom = box.top + _rect.m_height;
  1573. box.front = _z;
  1574. box.back = box.front + _depth;
  1575. const uint32_t subres = _mip + (_side * m_numMips);
  1576. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1577. const uint32_t rectpitch = _rect.m_width*bpp/8;
  1578. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  1579. const bool convert = m_textureFormat != m_requestedFormat;
  1580. uint8_t* data = _mem->data;
  1581. uint8_t* temp = NULL;
  1582. if (convert)
  1583. {
  1584. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  1585. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  1586. data = temp;
  1587. }
  1588. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  1589. if (NULL != temp)
  1590. {
  1591. BX_FREE(g_allocator, temp);
  1592. }
  1593. }
  1594. void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1595. {
  1596. m_width = _width;
  1597. m_height = _height;
  1598. m_flags = _flags;
  1599. uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1600. uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1601. D3D11_TEXTURE2D_DESC desc;
  1602. desc.Width = _width;
  1603. desc.Height = _height;
  1604. desc.MipLevels = 1;
  1605. desc.ArraySize = 1;
  1606. desc.Format = s_colorFormat[colorFormat];
  1607. desc.SampleDesc.Count = 1;
  1608. desc.SampleDesc.Quality = 0;
  1609. desc.Usage = D3D11_USAGE_DEFAULT;
  1610. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
  1611. desc.CPUAccessFlags = 0;
  1612. desc.MiscFlags = 0;
  1613. DX_CHECK(s_renderCtx->m_device->CreateTexture2D(&desc, NULL, &m_colorTexture) );
  1614. DX_CHECK(s_renderCtx->m_device->CreateRenderTargetView(m_colorTexture, NULL, &m_rtv) );
  1615. DX_CHECK(s_renderCtx->m_device->CreateShaderResourceView(m_colorTexture, NULL, &m_srv) );
  1616. if (0 < depthFormat)
  1617. {
  1618. D3D11_TEXTURE2D_DESC desc;
  1619. desc.Width = _width;
  1620. desc.Height = _height;
  1621. desc.MipLevels = 1;
  1622. desc.ArraySize = 1;
  1623. desc.Format = s_depthFormat[depthFormat];
  1624. desc.SampleDesc.Count = 1;
  1625. desc.SampleDesc.Quality = 0;
  1626. desc.Usage = D3D11_USAGE_DEFAULT;
  1627. desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1628. desc.CPUAccessFlags = 0;
  1629. desc.MiscFlags = 0;
  1630. DX_CHECK(s_renderCtx->m_device->CreateTexture2D(&desc, NULL, &m_depthTexture) );
  1631. DX_CHECK(s_renderCtx->m_device->CreateDepthStencilView(m_depthTexture, NULL, &m_dsv) );
  1632. // DX_CHECK(s_renderCtx->m_device->CreateShaderResourceView(m_depthTexture, NULL, &m_srv) );
  1633. }
  1634. m_sampler = s_renderCtx->getSamplerState(_textureFlags);
  1635. }
  1636. void RenderTarget::destroy()
  1637. {
  1638. DX_RELEASE(m_srv, 0);
  1639. DX_RELEASE(m_rtv, 0);
  1640. DX_RELEASE(m_colorTexture, 0);
  1641. DX_RELEASE(m_dsv, 0);
  1642. DX_RELEASE(m_depthTexture, 0);
  1643. m_flags = 0;
  1644. }
  1645. void RenderTarget::commit(uint8_t _stage, uint32_t _flags)
  1646. {
  1647. TextureStage& ts = s_renderCtx->m_textureStage;
  1648. ts.m_srv[_stage] = m_srv;
  1649. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  1650. ? s_renderCtx->getSamplerState(_flags)
  1651. : m_sampler
  1652. ;
  1653. }
  1654. void UniformBuffer::create(UniformType::Enum _type, uint16_t _num, bool _alloc)
  1655. {
  1656. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1657. if (_alloc)
  1658. {
  1659. m_data = BX_ALLOC(g_allocator, size);
  1660. memset(m_data, 0, size);
  1661. }
  1662. D3D11_BUFFER_DESC desc;
  1663. desc.ByteWidth = size;
  1664. desc.Usage = D3D11_USAGE_DEFAULT;
  1665. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1666. desc.CPUAccessFlags = 0;
  1667. desc.MiscFlags = 0;
  1668. desc.StructureByteStride = 0;
  1669. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc, NULL, &m_ptr) );
  1670. }
  1671. void UniformBuffer::destroy()
  1672. {
  1673. if (NULL != m_data)
  1674. {
  1675. BX_FREE(g_allocator, m_data);
  1676. m_data = NULL;
  1677. }
  1678. DX_RELEASE(m_ptr, 0);
  1679. }
  1680. void Context::rendererFlip()
  1681. {
  1682. if (NULL != s_renderCtx)
  1683. {
  1684. s_renderCtx->flip();
  1685. }
  1686. }
  1687. void Context::rendererInit()
  1688. {
  1689. s_renderCtx = BX_NEW(g_allocator, RendererContext);
  1690. s_renderCtx->init();
  1691. }
  1692. void Context::rendererShutdown()
  1693. {
  1694. s_renderCtx->shutdown();
  1695. BX_DELETE(g_allocator, s_renderCtx);
  1696. s_renderCtx = NULL;
  1697. }
  1698. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  1699. {
  1700. s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1701. }
  1702. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  1703. {
  1704. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  1705. }
  1706. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  1707. {
  1708. VertexDecl& decl = s_renderCtx->m_vertexDecls[_handle.idx];
  1709. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1710. dump(decl);
  1711. }
  1712. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  1713. {
  1714. }
  1715. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  1716. {
  1717. s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1718. }
  1719. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  1720. {
  1721. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  1722. }
  1723. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  1724. {
  1725. s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL);
  1726. }
  1727. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1728. {
  1729. s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1730. }
  1731. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  1732. {
  1733. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  1734. }
  1735. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  1736. {
  1737. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1738. s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1739. }
  1740. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1741. {
  1742. s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1743. }
  1744. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  1745. {
  1746. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  1747. }
  1748. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  1749. {
  1750. s_renderCtx->m_vertexShaders[_handle.idx].create(false, _mem);
  1751. }
  1752. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  1753. {
  1754. s_renderCtx->m_vertexShaders[_handle.idx].destroy();
  1755. }
  1756. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  1757. {
  1758. s_renderCtx->m_fragmentShaders[_handle.idx].create(true, _mem);
  1759. }
  1760. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  1761. {
  1762. s_renderCtx->m_fragmentShaders[_handle.idx].destroy();
  1763. }
  1764. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  1765. {
  1766. s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], s_renderCtx->m_fragmentShaders[_fsh.idx]);
  1767. }
  1768. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  1769. {
  1770. s_renderCtx->m_program[_handle.idx].destroy();
  1771. }
  1772. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  1773. {
  1774. s_renderCtx->m_textures[_handle.idx].create(_mem, _flags);
  1775. }
  1776. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  1777. {
  1778. }
  1779. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1780. {
  1781. s_renderCtx->m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1782. }
  1783. void Context::rendererUpdateTextureEnd()
  1784. {
  1785. }
  1786. void Context::rendererDestroyTexture(TextureHandle _handle)
  1787. {
  1788. s_renderCtx->m_textures[_handle.idx].destroy();
  1789. }
  1790. void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1791. {
  1792. s_renderCtx->m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
  1793. }
  1794. void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
  1795. {
  1796. s_renderCtx->m_renderTargets[_handle.idx].destroy();
  1797. }
  1798. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  1799. {
  1800. s_renderCtx->m_uniforms[_handle.idx].create(_type, _num);
  1801. s_renderCtx->m_uniformReg.add(_name, &s_renderCtx->m_uniforms[_handle.idx]);
  1802. }
  1803. void Context::rendererDestroyUniform(UniformHandle _handle)
  1804. {
  1805. s_renderCtx->m_uniforms[_handle.idx].destroy();
  1806. }
  1807. void Context::rendererSaveScreenShot(const char* _filePath)
  1808. {
  1809. s_renderCtx->saveScreenShot(_filePath);
  1810. }
  1811. void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
  1812. {
  1813. mbstowcs(&s_viewNameW[_id][0], _name, BX_COUNTOF(s_viewNameW[0]) );
  1814. }
  1815. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  1816. {
  1817. memcpy(s_renderCtx->m_uniforms[_loc].m_data, _data, _size);
  1818. }
  1819. void Context::rendererSetMarker(const char* _marker, uint32_t _size)
  1820. {
  1821. #if BGFX_CONFIG_DEBUG_PIX
  1822. uint32_t size = _size*sizeof(wchar_t);
  1823. wchar_t* name = (wchar_t*)alloca(size);
  1824. mbstowcs(name, _marker, size-2);
  1825. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1826. #endif // BGFX_CONFIG_DEBUG_PIX
  1827. BX_UNUSED(_marker, _size);
  1828. }
  1829. void Context::rendererSubmit()
  1830. {
  1831. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  1832. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1833. s_renderCtx->updateResolution(m_render->m_resolution);
  1834. int64_t elapsed = -bx::getHPCounter();
  1835. int64_t captureElapsed = 0;
  1836. if (0 < m_render->m_iboffset)
  1837. {
  1838. TransientIndexBuffer* ib = m_render->m_transientIb;
  1839. s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  1840. }
  1841. if (0 < m_render->m_vboffset)
  1842. {
  1843. TransientVertexBuffer* vb = m_render->m_transientVb;
  1844. s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  1845. }
  1846. m_render->sort();
  1847. RenderState currentState;
  1848. currentState.reset();
  1849. currentState.m_flags = BGFX_STATE_NONE;
  1850. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  1851. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  1852. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1853. {
  1854. bx::float4x4_mul(&viewProj[ii].un.f4x4, &m_render->m_view[ii].un.f4x4, &m_render->m_proj[ii].un.f4x4);
  1855. }
  1856. bool wireframe = !!(m_render->m_debug&BGFX_DEBUG_WIREFRAME);
  1857. bool scissorEnabled = false;
  1858. s_renderCtx->setDebugWireframe(wireframe);
  1859. uint16_t programIdx = invalidHandle;
  1860. SortKey key;
  1861. uint8_t view = 0xff;
  1862. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1863. float alphaRef = 0.0f;
  1864. D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  1865. deviceCtx->IASetPrimitiveTopology(primType);
  1866. uint32_t primNumVerts = 3;
  1867. bool viewHasScissor = false;
  1868. Rect viewScissorRect;
  1869. viewScissorRect.clear();
  1870. uint32_t statsNumPrimsSubmitted = 0;
  1871. uint32_t statsNumIndices = 0;
  1872. uint32_t statsNumInstances = 0;
  1873. uint32_t statsNumPrimsRendered = 0;
  1874. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  1875. {
  1876. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  1877. {
  1878. key.decode(m_render->m_sortKeys[item]);
  1879. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  1880. const uint64_t newFlags = state.m_flags;
  1881. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  1882. currentState.m_flags = newFlags;
  1883. const uint64_t newStencil = state.m_stencil;
  1884. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  1885. currentState.m_stencil = newStencil;
  1886. if (key.m_view != view)
  1887. {
  1888. currentState.clear();
  1889. currentState.m_scissor = !state.m_scissor;
  1890. changedFlags = BGFX_STATE_MASK;
  1891. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  1892. currentState.m_flags = newFlags;
  1893. currentState.m_stencil = newStencil;
  1894. PIX_ENDEVENT();
  1895. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
  1896. view = key.m_view;
  1897. programIdx = invalidHandle;
  1898. if (m_render->m_rt[view].idx != rt.idx)
  1899. {
  1900. rt = m_render->m_rt[view];
  1901. s_renderCtx->setRenderTarget(rt);
  1902. }
  1903. const Rect& rect = m_render->m_rect[view];
  1904. const Rect& scissorRect = m_render->m_scissor[view];
  1905. viewHasScissor = !scissorRect.isZero();
  1906. viewScissorRect = viewHasScissor ? scissorRect : rect;
  1907. D3D11_VIEWPORT vp;
  1908. vp.TopLeftX = rect.m_x;
  1909. vp.TopLeftY = rect.m_y;
  1910. vp.Width = rect.m_width;
  1911. vp.Height = rect.m_height;
  1912. vp.MinDepth = 0.0f;
  1913. vp.MaxDepth = 1.0f;
  1914. deviceCtx->RSSetViewports(1, &vp);
  1915. Clear& clear = m_render->m_clear[view];
  1916. if (BGFX_CLEAR_NONE != clear.m_flags)
  1917. {
  1918. m_clearQuad.clear(rect, clear);
  1919. }
  1920. s_renderCtx->setBlendState(newFlags);
  1921. s_renderCtx->setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  1922. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1923. if (primType != s_primType[primIndex])
  1924. {
  1925. primType = s_primType[primIndex];
  1926. primNumVerts = 3-primIndex;
  1927. deviceCtx->IASetPrimitiveTopology(primType);
  1928. }
  1929. }
  1930. uint16_t scissor = state.m_scissor;
  1931. if (currentState.m_scissor != scissor)
  1932. {
  1933. currentState.m_scissor = scissor;
  1934. if (UINT16_MAX == scissor)
  1935. {
  1936. scissorEnabled = viewHasScissor;
  1937. if (viewHasScissor)
  1938. {
  1939. D3D11_RECT rc;
  1940. rc.left = viewScissorRect.m_x;
  1941. rc.top = viewScissorRect.m_y;
  1942. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  1943. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  1944. deviceCtx->RSSetScissorRects(1, &rc);
  1945. }
  1946. }
  1947. else
  1948. {
  1949. Rect scissorRect;
  1950. scissorRect.intersect(viewScissorRect, m_render->m_rectCache.m_cache[scissor]);
  1951. scissorEnabled = true;
  1952. D3D11_RECT rc;
  1953. rc.left = scissorRect.m_x;
  1954. rc.top = scissorRect.m_y;
  1955. rc.right = scissorRect.m_x + scissorRect.m_width;
  1956. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  1957. deviceCtx->RSSetScissorRects(1, &rc);
  1958. }
  1959. s_renderCtx->setRasterizerState(newFlags, wireframe, scissorEnabled);
  1960. }
  1961. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  1962. || 0 != changedStencil)
  1963. {
  1964. s_renderCtx->setDepthStencilState(newFlags, newStencil);
  1965. }
  1966. if ( (0
  1967. | BGFX_STATE_CULL_MASK
  1968. | BGFX_STATE_ALPHA_MASK
  1969. | BGFX_STATE_RGB_WRITE
  1970. | BGFX_STATE_BLEND_MASK
  1971. | BGFX_STATE_BLEND_EQUATION_MASK
  1972. | BGFX_STATE_ALPHA_REF_MASK
  1973. | BGFX_STATE_PT_MASK
  1974. | BGFX_STATE_POINT_SIZE_MASK
  1975. | BGFX_STATE_MSAA
  1976. ) & changedFlags)
  1977. {
  1978. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  1979. {
  1980. s_renderCtx->setBlendState(newFlags, state.m_rgba);
  1981. }
  1982. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  1983. {
  1984. s_renderCtx->setRasterizerState(newFlags, wireframe, scissorEnabled);
  1985. }
  1986. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  1987. {
  1988. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  1989. alphaRef = ref/255.0f;
  1990. }
  1991. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1992. if (primType != s_primType[primIndex])
  1993. {
  1994. primType = s_primType[primIndex];
  1995. primNumVerts = 3-primIndex;
  1996. deviceCtx->IASetPrimitiveTopology(primType);
  1997. }
  1998. }
  1999. bool programChanged = false;
  2000. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  2001. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  2002. if (key.m_program != programIdx)
  2003. {
  2004. programIdx = key.m_program;
  2005. if (invalidHandle == programIdx)
  2006. {
  2007. s_renderCtx->m_currentProgram = NULL;
  2008. deviceCtx->VSSetShader(NULL, 0, 0);
  2009. deviceCtx->PSSetShader(NULL, 0, 0);
  2010. }
  2011. else
  2012. {
  2013. Program& program = s_renderCtx->m_program[programIdx];
  2014. s_renderCtx->m_currentProgram = &program;
  2015. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  2016. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2017. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  2018. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  2019. }
  2020. programChanged =
  2021. constantsChanged = true;
  2022. }
  2023. if (invalidHandle != programIdx)
  2024. {
  2025. Program& program = s_renderCtx->m_program[programIdx];
  2026. if (constantsChanged)
  2027. {
  2028. program.commit();
  2029. }
  2030. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2031. {
  2032. PredefinedUniform& predefined = program.m_predefined[ii];
  2033. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  2034. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  2035. {
  2036. case PredefinedUniform::ViewRect:
  2037. {
  2038. float rect[4];
  2039. rect[0] = m_render->m_rect[view].m_x;
  2040. rect[1] = m_render->m_rect[view].m_y;
  2041. rect[2] = m_render->m_rect[view].m_width;
  2042. rect[3] = m_render->m_rect[view].m_height;
  2043. s_renderCtx->setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2044. }
  2045. break;
  2046. case PredefinedUniform::ViewTexel:
  2047. {
  2048. float rect[4];
  2049. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  2050. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  2051. s_renderCtx->setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2052. }
  2053. break;
  2054. case PredefinedUniform::View:
  2055. {
  2056. s_renderCtx->setShaderConstant(flags, predefined.m_loc, m_render->m_view[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2057. }
  2058. break;
  2059. case PredefinedUniform::ViewProj:
  2060. {
  2061. s_renderCtx->setShaderConstant(flags, predefined.m_loc, viewProj[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2062. }
  2063. break;
  2064. case PredefinedUniform::Model:
  2065. {
  2066. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2067. s_renderCtx->setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(state.m_num*4, predefined.m_count) );
  2068. }
  2069. break;
  2070. case PredefinedUniform::ModelView:
  2071. {
  2072. Matrix4 modelView;
  2073. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2074. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &m_render->m_view[view].un.f4x4);
  2075. s_renderCtx->setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
  2076. }
  2077. break;
  2078. case PredefinedUniform::ModelViewProj:
  2079. {
  2080. Matrix4 modelViewProj;
  2081. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2082. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  2083. s_renderCtx->setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2084. }
  2085. break;
  2086. case PredefinedUniform::ModelViewProjX:
  2087. {
  2088. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2089. uint8_t other = m_render->m_other[view];
  2090. Matrix4 viewProjBias;
  2091. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  2092. Matrix4 modelViewProj;
  2093. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProjBias.un.f4x4);
  2094. s_renderCtx->setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2095. }
  2096. break;
  2097. case PredefinedUniform::ViewProjX:
  2098. {
  2099. uint8_t other = m_render->m_other[view];
  2100. Matrix4 viewProjBias;
  2101. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  2102. s_renderCtx->setShaderConstant(flags, predefined.m_loc, viewProjBias.un.val, bx::uint32_min(4, predefined.m_count) );
  2103. }
  2104. break;
  2105. case PredefinedUniform::AlphaRef:
  2106. {
  2107. s_renderCtx->setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  2108. }
  2109. break;
  2110. default:
  2111. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  2112. break;
  2113. }
  2114. }
  2115. if (constantsChanged
  2116. || program.m_numPredefined > 0)
  2117. {
  2118. s_renderCtx->commitShaderConstants();
  2119. }
  2120. }
  2121. // if (BGFX_STATE_TEX_MASK & changedFlags)
  2122. {
  2123. uint32_t changes = 0;
  2124. uint64_t flag = BGFX_STATE_TEX0;
  2125. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  2126. {
  2127. const Sampler& sampler = state.m_sampler[stage];
  2128. Sampler& current = currentState.m_sampler[stage];
  2129. if (current.m_idx != sampler.m_idx
  2130. || current.m_flags != sampler.m_flags
  2131. || programChanged)
  2132. {
  2133. if (invalidHandle != sampler.m_idx)
  2134. {
  2135. switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
  2136. {
  2137. case BGFX_SAMPLER_TEXTURE:
  2138. {
  2139. Texture& texture = s_renderCtx->m_textures[sampler.m_idx];
  2140. texture.commit(stage, sampler.m_flags);
  2141. }
  2142. break;
  2143. case BGFX_SAMPLER_RENDERTARGET_COLOR:
  2144. {
  2145. RenderTarget& rt = s_renderCtx->m_renderTargets[sampler.m_idx];
  2146. rt.commit(stage, sampler.m_flags);
  2147. }
  2148. break;
  2149. case BGFX_SAMPLER_RENDERTARGET_DEPTH:
  2150. {
  2151. // id = s_renderCtx->m_renderTargets[sampler.m_idx].m_depth.m_id;
  2152. }
  2153. break;
  2154. }
  2155. }
  2156. else
  2157. {
  2158. s_renderCtx->m_textureStage.m_srv[stage] = NULL;
  2159. s_renderCtx->m_textureStage.m_sampler[stage] = NULL;
  2160. }
  2161. ++changes;
  2162. }
  2163. current = sampler;
  2164. flag <<= 1;
  2165. }
  2166. if (0 < changes)
  2167. {
  2168. s_renderCtx->commitTextureStage();
  2169. }
  2170. }
  2171. if (programChanged
  2172. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  2173. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  2174. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  2175. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  2176. {
  2177. currentState.m_vertexBuffer = state.m_vertexBuffer;
  2178. currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
  2179. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  2180. currentState.m_instanceDataStride = state.m_instanceDataStride;
  2181. uint16_t handle = state.m_vertexBuffer.idx;
  2182. if (invalidHandle != handle)
  2183. {
  2184. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle];
  2185. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2186. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  2187. uint32_t stride = vertexDecl.m_stride;
  2188. uint32_t offset = 0;
  2189. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2190. if (isValid(state.m_instanceDataBuffer) )
  2191. {
  2192. const VertexBuffer& inst = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx];
  2193. uint32_t instStride = state.m_instanceDataStride;
  2194. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
  2195. s_renderCtx->setInputLayout(vertexDecl, s_renderCtx->m_program[programIdx], state.m_instanceDataStride/16);
  2196. }
  2197. else
  2198. {
  2199. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2200. s_renderCtx->setInputLayout(vertexDecl, s_renderCtx->m_program[programIdx], 0);
  2201. }
  2202. }
  2203. else
  2204. {
  2205. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2206. }
  2207. }
  2208. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  2209. {
  2210. currentState.m_indexBuffer = state.m_indexBuffer;
  2211. uint16_t handle = state.m_indexBuffer.idx;
  2212. if (invalidHandle != handle)
  2213. {
  2214. const IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle];
  2215. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2216. }
  2217. else
  2218. {
  2219. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2220. }
  2221. }
  2222. if (isValid(currentState.m_vertexBuffer) )
  2223. {
  2224. uint32_t numVertices = state.m_numVertices;
  2225. if (UINT32_MAX == numVertices)
  2226. {
  2227. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2228. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2229. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  2230. numVertices = vb.m_size/vertexDecl.m_stride;
  2231. }
  2232. uint32_t numIndices = 0;
  2233. uint32_t numPrimsSubmitted = 0;
  2234. uint32_t numInstances = 0;
  2235. uint32_t numPrimsRendered = 0;
  2236. if (isValid(state.m_indexBuffer) )
  2237. {
  2238. if (UINT32_MAX == state.m_numIndices)
  2239. {
  2240. numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  2241. numPrimsSubmitted = numIndices/primNumVerts;
  2242. numInstances = state.m_numInstances;
  2243. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2244. deviceCtx->DrawIndexedInstanced(numIndices
  2245. , state.m_numInstances
  2246. , 0
  2247. , state.m_startVertex
  2248. , 0
  2249. );
  2250. }
  2251. else if (primNumVerts <= state.m_numIndices)
  2252. {
  2253. numIndices = state.m_numIndices;
  2254. numPrimsSubmitted = numIndices/primNumVerts;
  2255. numInstances = state.m_numInstances;
  2256. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2257. deviceCtx->DrawIndexedInstanced(numIndices
  2258. , state.m_numInstances
  2259. , state.m_startIndex
  2260. , state.m_startVertex
  2261. , 0
  2262. );
  2263. }
  2264. }
  2265. else
  2266. {
  2267. numPrimsSubmitted = numVertices/primNumVerts;
  2268. numInstances = state.m_numInstances;
  2269. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2270. deviceCtx->DrawInstanced(numVertices
  2271. , state.m_numInstances
  2272. , state.m_startVertex
  2273. , 0
  2274. );
  2275. }
  2276. statsNumPrimsSubmitted += numPrimsSubmitted;
  2277. statsNumIndices += numIndices;
  2278. statsNumInstances += numInstances;
  2279. statsNumPrimsRendered += numPrimsRendered;
  2280. }
  2281. }
  2282. if (0 < m_render->m_num)
  2283. {
  2284. captureElapsed = -bx::getHPCounter();
  2285. s_renderCtx->capture();
  2286. captureElapsed += bx::getHPCounter();
  2287. }
  2288. }
  2289. int64_t now = bx::getHPCounter();
  2290. elapsed += now;
  2291. static int64_t last = now;
  2292. int64_t frameTime = now - last;
  2293. last = now;
  2294. static int64_t min = frameTime;
  2295. static int64_t max = frameTime;
  2296. min = min > frameTime ? frameTime : min;
  2297. max = max < frameTime ? frameTime : max;
  2298. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2299. {
  2300. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  2301. TextVideoMem& tvm = s_renderCtx->m_textVideoMem;
  2302. static int64_t next = now;
  2303. if (now >= next)
  2304. {
  2305. next = now + bx::getHPFrequency();
  2306. double freq = double(bx::getHPFrequency() );
  2307. double toMs = 1000.0/freq;
  2308. tvm.clear();
  2309. uint16_t pos = 0;
  2310. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
  2311. const DXGI_ADAPTER_DESC& desc = s_renderCtx->m_adapterDesc;
  2312. char description[BX_COUNTOF(desc.Description)];
  2313. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  2314. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  2315. tvm.printf(0, pos++, 0x0f, " Memory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  2316. , desc.DedicatedVideoMemory
  2317. , desc.DedicatedSystemMemory
  2318. , desc.SharedSystemMemory
  2319. );
  2320. pos = 10;
  2321. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS%s"
  2322. , double(frameTime)*toMs
  2323. , double(min)*toMs
  2324. , double(max)*toMs
  2325. , freq/frameTime
  2326. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? " (vsync)" : ""
  2327. );
  2328. double elapsedCpuMs = double(elapsed)*toMs;
  2329. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2330. , m_render->m_num
  2331. , elapsedCpuMs
  2332. );
  2333. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  2334. , statsNumPrimsRendered
  2335. , statsNumInstances
  2336. , statsNumPrimsSubmitted
  2337. );
  2338. double captureMs = double(captureElapsed)*toMs;
  2339. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  2340. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2341. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  2342. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  2343. uint8_t attr[2] = { 0x89, 0x8a };
  2344. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  2345. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
  2346. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
  2347. min = frameTime;
  2348. max = frameTime;
  2349. }
  2350. m_textVideoMemBlitter.blit(tvm);
  2351. PIX_ENDEVENT();
  2352. }
  2353. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  2354. {
  2355. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  2356. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  2357. PIX_ENDEVENT();
  2358. }
  2359. }
  2360. }
  2361. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11