renderer_d3d12.cpp 213 KB

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  1. /*
  2. * Copyright 2011-2020 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. inline void setViewType(ViewId _view, const bx::StringView _str)
  22. {
  23. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION || BGFX_CONFIG_PROFILER) )
  24. {
  25. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), _str.getLength() );
  26. }
  27. }
  28. struct PrimInfo
  29. {
  30. D3D_PRIMITIVE_TOPOLOGY m_topology;
  31. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  32. uint32_t m_min;
  33. uint32_t m_div;
  34. uint32_t m_sub;
  35. };
  36. static const PrimInfo s_primInfo[] =
  37. {
  38. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  39. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  40. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  41. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  42. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  43. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  44. };
  45. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  46. static const uint32_t s_checkMsaa[] =
  47. {
  48. 0,
  49. 2,
  50. 4,
  51. 8,
  52. 16,
  53. };
  54. static DXGI_SAMPLE_DESC s_msaa[] =
  55. {
  56. { 1, 0 },
  57. { 2, 0 },
  58. { 4, 0 },
  59. { 8, 0 },
  60. { 16, 0 },
  61. };
  62. static const D3D12_BLEND s_blendFactor[][2] =
  63. {
  64. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  65. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  66. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  67. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  68. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  69. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  70. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  71. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  72. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  73. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  74. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  75. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  76. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  77. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  78. };
  79. static const D3D12_BLEND_OP s_blendEquation[] =
  80. {
  81. D3D12_BLEND_OP_ADD,
  82. D3D12_BLEND_OP_SUBTRACT,
  83. D3D12_BLEND_OP_REV_SUBTRACT,
  84. D3D12_BLEND_OP_MIN,
  85. D3D12_BLEND_OP_MAX,
  86. };
  87. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  88. {
  89. D3D12_COMPARISON_FUNC(0), // ignored
  90. D3D12_COMPARISON_FUNC_LESS,
  91. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  92. D3D12_COMPARISON_FUNC_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  94. D3D12_COMPARISON_FUNC_GREATER,
  95. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  96. D3D12_COMPARISON_FUNC_NEVER,
  97. D3D12_COMPARISON_FUNC_ALWAYS,
  98. };
  99. static const D3D12_STENCIL_OP s_stencilOp[] =
  100. {
  101. D3D12_STENCIL_OP_ZERO,
  102. D3D12_STENCIL_OP_KEEP,
  103. D3D12_STENCIL_OP_REPLACE,
  104. D3D12_STENCIL_OP_INCR,
  105. D3D12_STENCIL_OP_INCR_SAT,
  106. D3D12_STENCIL_OP_DECR,
  107. D3D12_STENCIL_OP_DECR_SAT,
  108. D3D12_STENCIL_OP_INVERT,
  109. };
  110. static const D3D12_CULL_MODE s_cullMode[] =
  111. {
  112. D3D12_CULL_MODE_NONE,
  113. D3D12_CULL_MODE_FRONT,
  114. D3D12_CULL_MODE_BACK,
  115. };
  116. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  117. {
  118. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  119. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  120. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  121. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  122. };
  123. /*
  124. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  125. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  126. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  127. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  129. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  130. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  131. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  132. * D3D11_FILTER_ANISOTROPIC = 0x55,
  133. *
  134. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  135. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  136. *
  137. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  138. * 0x10 // MIN_LINEAR
  139. * 0x04 // MAG_LINEAR
  140. * 0x01 // MIP_LINEAR
  141. */
  142. static const uint8_t s_textureFilter[3][3] =
  143. {
  144. {
  145. 0x10, // min linear
  146. 0x00, // min point
  147. 0x55, // anisotropic
  148. },
  149. {
  150. 0x04, // mag linear
  151. 0x00, // mag point
  152. 0x55, // anisotropic
  153. },
  154. {
  155. 0x01, // mip linear
  156. 0x00, // mip point
  157. 0x55, // anisotropic
  158. },
  159. };
  160. struct TextureFormatInfo
  161. {
  162. DXGI_FORMAT m_fmt;
  163. DXGI_FORMAT m_fmtSrv;
  164. DXGI_FORMAT m_fmtDsv;
  165. DXGI_FORMAT m_fmtSrgb;
  166. };
  167. static const TextureFormatInfo s_textureFormat[] =
  168. {
  169. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  170. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  171. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  172. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  173. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  174. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  175. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  189. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  190. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  191. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  192. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  193. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  194. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  196. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  197. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  198. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  199. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  200. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  201. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  202. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  203. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  204. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  205. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  206. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  207. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  208. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  209. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  210. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  211. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  212. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  213. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  214. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  215. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  216. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  217. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  218. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  219. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  220. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  221. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  222. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  223. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  224. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  225. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  226. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  227. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  228. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  229. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  230. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  231. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  232. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  233. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  234. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  235. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  236. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  237. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  238. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  239. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  240. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  241. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  242. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  243. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  244. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  245. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  246. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  247. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  248. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  249. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  250. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  251. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  252. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  253. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  254. };
  255. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  256. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  257. {
  258. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  267. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  268. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  269. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  270. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  271. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  272. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  273. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  274. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  275. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  276. };
  277. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  278. static const DXGI_FORMAT s_attribType[][4][2] =
  279. {
  280. { // Uint8
  281. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  282. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  283. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  284. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  285. },
  286. { // Uint10
  287. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  288. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  289. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  290. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  291. },
  292. { // Int16
  293. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  294. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  295. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  296. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  297. },
  298. { // Half
  299. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  300. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  301. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  302. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  303. },
  304. { // Float
  305. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  306. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  307. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  308. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  309. },
  310. };
  311. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  312. static D3D12_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  313. {
  314. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  315. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  316. {
  317. if (UINT16_MAX != _layout.m_attributes[attr])
  318. {
  319. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  320. elem->InputSlot = _stream;
  321. if (0 == _layout.m_attributes[attr])
  322. {
  323. elem->AlignedByteOffset = 0;
  324. }
  325. else
  326. {
  327. uint8_t num;
  328. AttribType::Enum type;
  329. bool normalized;
  330. bool asInt;
  331. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  332. elem->Format = s_attribType[type][num-1][normalized];
  333. elem->AlignedByteOffset = _layout.m_offset[attr];
  334. }
  335. ++elem;
  336. }
  337. }
  338. return elem;
  339. }
  340. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  341. {
  342. D3D12_RESOURCE_BARRIER barrier;
  343. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  344. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  345. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  346. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  347. barrier.Transition.StateBefore = _stateBefore;
  348. barrier.Transition.StateAfter = _stateAfter;
  349. _commandList->ResourceBarrier(1, &barrier);
  350. }
  351. BX_PRAGMA_DIAGNOSTIC_PUSH();
  352. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  353. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  354. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  355. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  356. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  357. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  358. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  359. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  360. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  361. static const GUID IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
  362. static const GUID IID_ID3D12Device2 = { 0x30baa41e, 0xb15b, 0x475c, { 0xa0, 0xbb, 0x1a, 0xf5, 0xc5, 0xb6, 0x43, 0x28 } };
  363. static const GUID IID_ID3D12Device3 = { 0x81dadc15, 0x2bad, 0x4392, { 0x93, 0xc5, 0x10, 0x13, 0x45, 0xc4, 0xaa, 0x98 } };
  364. static const GUID IID_ID3D12Device4 = { 0xe865df17, 0xa9ee, 0x46f9, { 0xa4, 0x63, 0x30, 0x98, 0x31, 0x5a, 0xa2, 0xe5 } };
  365. static const GUID IID_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } };
  366. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  367. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  368. static const GUID IID_ID3D12GraphicsCommandList1 = { 0x553103fb, 0x1fe7, 0x4557, { 0xbb, 0x38, 0x94, 0x6d, 0x7d, 0x0e, 0x7c, 0xa7 } };
  369. static const GUID IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } };
  370. static const GUID IID_ID3D12GraphicsCommandList3 = { 0x6FDA83A7, 0xB84C, 0x4E38, { 0x9A, 0xC8, 0xC7, 0xBD, 0x22, 0x01, 0x6B, 0x3D } };
  371. static const GUID IID_ID3D12GraphicsCommandList4 = { 0x8754318e, 0xd3a9, 0x4541, { 0x98, 0xcf, 0x64, 0x5b, 0x50, 0xdc, 0x48, 0x74 } };
  372. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  373. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  374. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  375. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  376. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  377. BX_PRAGMA_DIAGNOSTIC_POP();
  378. static const GUID s_d3dDeviceIIDs[] =
  379. {
  380. IID_ID3D12Device5,
  381. IID_ID3D12Device4,
  382. IID_ID3D12Device3,
  383. IID_ID3D12Device2,
  384. IID_ID3D12Device1,
  385. };
  386. struct HeapProperty
  387. {
  388. enum Enum
  389. {
  390. Default,
  391. Texture,
  392. Upload,
  393. ReadBack,
  394. Count
  395. };
  396. D3D12_HEAP_PROPERTIES m_properties;
  397. D3D12_RESOURCE_STATES m_state;
  398. };
  399. static HeapProperty s_heapProperties[] =
  400. {
  401. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  402. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  403. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  404. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  405. };
  406. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  407. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  408. {
  409. // NOTICE: gcc trick for return struct
  410. union {
  411. D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE ID3D12Device::*w)(UINT, D3D12_HEAP_TYPE);
  412. void (STDMETHODCALLTYPE ID3D12Device::*f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  413. } conversion = { &ID3D12Device::GetCustomHeapProperties };
  414. D3D12_HEAP_PROPERTIES ret;
  415. (device->*conversion.f)(&ret, nodeMask, heapType);
  416. return ret;
  417. }
  418. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  419. {
  420. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  421. {
  422. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  423. }
  424. }
  425. static void initHeapProperties(ID3D12Device* _device)
  426. {
  427. #if BX_PLATFORM_WINDOWS
  428. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  429. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  430. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  431. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  432. #endif // BX_PLATFORM_WINDOWS
  433. }
  434. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  435. {
  436. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  437. ID3D12Resource* resource;
  438. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  439. , D3D12_HEAP_FLAG_NONE
  440. , _resourceDesc
  441. , heapProperty.m_state
  442. , _clearValue
  443. , IID_ID3D12Resource
  444. , (void**)&resource
  445. ) );
  446. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  447. , _resourceDesc->Width
  448. );
  449. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  450. && _memSet)
  451. {
  452. void* ptr;
  453. DX_CHECK(resource->Map(0, NULL, &ptr) );
  454. D3D12_RESOURCE_ALLOCATION_INFO rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  455. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  456. resource->Unmap(0, NULL);
  457. }
  458. return resource;
  459. }
  460. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  461. {
  462. D3D12_RESOURCE_DESC resourceDesc;
  463. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  464. resourceDesc.Alignment = 0;
  465. resourceDesc.Width = _size;
  466. resourceDesc.Height = 1;
  467. resourceDesc.DepthOrArraySize = 1;
  468. resourceDesc.MipLevels = 1;
  469. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  470. resourceDesc.SampleDesc.Count = 1;
  471. resourceDesc.SampleDesc.Quality = 0;
  472. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  473. resourceDesc.Flags = _flags;
  474. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  475. }
  476. inline bool isLost(HRESULT _hr)
  477. {
  478. return false
  479. || _hr == DXGI_ERROR_DEVICE_REMOVED
  480. || _hr == DXGI_ERROR_DEVICE_HUNG
  481. || _hr == DXGI_ERROR_DEVICE_RESET
  482. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  483. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  484. ;
  485. }
  486. static const char* getLostReason(HRESULT _hr)
  487. {
  488. switch (_hr)
  489. {
  490. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  491. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  492. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  493. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  494. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  495. // The calling application should re-create the device and continue.
  496. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  497. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  498. // suspect, and the application should not continue.
  499. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  500. // A resource is not available at the time of the call, but may become available later.
  501. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  502. case S_OK: return "S_OK";
  503. default: break;
  504. }
  505. return "Unknown HRESULT?";
  506. }
  507. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  508. {
  509. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  510. {
  511. char temp[2048];
  512. va_list argList;
  513. va_start(argList, _format);
  514. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  515. va_end(argList);
  516. temp[size] = '\0';
  517. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  518. mbstowcs(wtemp, temp, size+1);
  519. _object->SetName(wtemp);
  520. }
  521. }
  522. #if USE_D3D12_DYNAMIC_LIB
  523. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  524. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  525. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  526. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  527. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  528. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  529. #endif // USE_D3D12_DYNAMIC_LIB
  530. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  531. {
  532. #if BX_COMPILER_MSVC
  533. return _heap->GetCPUDescriptorHandleForHeapStart();
  534. #else
  535. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  536. union {
  537. D3D12_CPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  538. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  539. } conversion = { &ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart };
  540. (_heap->*conversion.f)(&handle);
  541. return handle;
  542. #endif // BX_COMPILER_MSVC
  543. }
  544. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  545. {
  546. #if BX_COMPILER_MSVC
  547. return _heap->GetGPUDescriptorHandleForHeapStart();
  548. #else
  549. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  550. union {
  551. D3D12_GPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  552. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  553. } conversion = { &ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart };
  554. (_heap->*conversion.f)(&handle);
  555. return handle;
  556. #endif // BX_COMPILER_MSVC
  557. }
  558. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  559. {
  560. #if BX_COMPILER_MSVC
  561. return _resource->GetDesc();
  562. #else
  563. D3D12_RESOURCE_DESC desc;
  564. union {
  565. D3D12_RESOURCE_DESC (STDMETHODCALLTYPE ID3D12Resource::*w)();
  566. void (STDMETHODCALLTYPE ID3D12Resource::*f)(D3D12_RESOURCE_DESC *);
  567. } conversion = { &ID3D12Resource::GetDesc };
  568. (_resource->*conversion.f)(&desc);
  569. return desc;
  570. #endif // BX_COMPILER_MSVC
  571. }
  572. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  573. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  574. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  575. {
  576. return &s_pixEventsThreadInfo;
  577. }
  578. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  579. {
  580. BX_UNUSED(_getEarliestTime);
  581. return 0;
  582. }
  583. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  584. struct RendererContextD3D12 : public RendererContextI
  585. {
  586. RendererContextD3D12()
  587. : m_d3d12Dll(NULL)
  588. , m_renderDocDll(NULL)
  589. , m_winPixEvent(NULL)
  590. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  591. , m_swapChain(NULL)
  592. , m_wireframe(false)
  593. , m_lost(false)
  594. , m_maxAnisotropy(1)
  595. , m_depthClamp(false)
  596. , m_fsChanges(0)
  597. , m_vsChanges(0)
  598. , m_backBufferColorIdx(0)
  599. , m_rtMsaa(false)
  600. , m_directAccessSupport(false)
  601. {
  602. }
  603. ~RendererContextD3D12()
  604. {
  605. }
  606. bool init(const Init& _init)
  607. {
  608. struct ErrorState
  609. {
  610. enum Enum
  611. {
  612. Default,
  613. LoadedKernel32,
  614. LoadedD3D12,
  615. LoadedDXGI,
  616. CreatedDXGIFactory,
  617. CreatedCommandQueue,
  618. };
  619. };
  620. ErrorState::Enum errorState = ErrorState::Default;
  621. // LUID luid;
  622. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  623. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  624. if (NULL != m_winPixEvent)
  625. {
  626. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  627. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  628. }
  629. if (NULL == bgfx_PIXGetThreadInfo
  630. || NULL == bgfx_PIXEventsReplaceBlock)
  631. {
  632. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  633. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  634. }
  635. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  636. if (_init.debug
  637. || _init.profile)
  638. {
  639. m_renderDocDll = loadRenderDoc();
  640. }
  641. setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
  642. m_fbh.idx = kInvalidHandle;
  643. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  644. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  645. #if USE_D3D12_DYNAMIC_LIB
  646. m_kernel32Dll = bx::dlopen("kernel32.dll");
  647. if (NULL == m_kernel32Dll)
  648. {
  649. BX_TRACE("Init error: Failed to load kernel32.dll.");
  650. goto error;
  651. }
  652. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
  653. if (NULL == CreateEventExA)
  654. {
  655. BX_TRACE("Init error: Function CreateEventExA not found.");
  656. goto error;
  657. }
  658. errorState = ErrorState::LoadedKernel32;
  659. m_nvapi.init();
  660. m_d3d12Dll = bx::dlopen("d3d12.dll");
  661. if (NULL == m_d3d12Dll)
  662. {
  663. BX_TRACE("Init error: Failed to load d3d12.dll.");
  664. goto error;
  665. }
  666. errorState = ErrorState::LoadedD3D12;
  667. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
  668. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  669. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12Dll, "D3D12CreateDevice");
  670. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  671. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12Dll, "D3D12GetDebugInterface");
  672. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  673. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12Dll, "D3D12SerializeRootSignature");
  674. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  675. if (NULL == D3D12CreateDevice
  676. || NULL == D3D12GetDebugInterface
  677. || NULL == D3D12SerializeRootSignature)
  678. {
  679. BX_TRACE("Init error: Function not found.");
  680. goto error;
  681. }
  682. #endif // USE_D3D12_DYNAMIC_LIB
  683. if (!m_dxgi.init(g_caps) )
  684. {
  685. goto error;
  686. }
  687. errorState = ErrorState::LoadedDXGI;
  688. HRESULT hr;
  689. {
  690. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  691. if (_init.debug
  692. || _init.profile)
  693. {
  694. ID3D12Debug* debug0;
  695. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  696. if (SUCCEEDED(hr) )
  697. {
  698. if (_init.debug)
  699. {
  700. #if BX_PLATFORM_WINDOWS
  701. debug0->EnableDebugLayer();
  702. {
  703. ID3D12Debug1* debug1;
  704. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  705. if (SUCCEEDED(hr))
  706. {
  707. // debug1->SetEnableGPUBasedValidation(true);
  708. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  709. }
  710. DX_RELEASE(debug1, 1);
  711. }
  712. #endif // BX_PLATFORM_WINDOWS
  713. }
  714. DX_RELEASE(debug0, 0);
  715. }
  716. }
  717. D3D_FEATURE_LEVEL featureLevel[] =
  718. {
  719. D3D_FEATURE_LEVEL_12_1,
  720. D3D_FEATURE_LEVEL_12_0,
  721. D3D_FEATURE_LEVEL_11_1,
  722. D3D_FEATURE_LEVEL_11_0,
  723. };
  724. hr = E_FAIL;
  725. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  726. {
  727. hr = D3D12CreateDevice(m_dxgi.m_adapter
  728. , featureLevel[ii]
  729. , IID_ID3D12Device
  730. , (void**)&m_device
  731. );
  732. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  733. , (featureLevel[ii] >> 12) & 0xf
  734. , (featureLevel[ii] >> 8) & 0xf
  735. );
  736. m_featureLevel = featureLevel[ii];
  737. }
  738. #else
  739. // Reference(s):
  740. // - https://github.com/Microsoft/Xbox-ATG-Samples/blob/1271bfd61b4883c775f395b6f13aeabea70290ca/XDKSamples/Graphics/AdvancedESRAM12/DeviceResources.cpp#L64
  741. D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
  742. params.Version = D3D12_SDK_VERSION;
  743. params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAGS(0
  744. | (_init.debug ? D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG : 0)
  745. | (_init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0)
  746. );
  747. params.GraphicsCommandQueueRingSizeBytes = UINT32_MAX;
  748. params.GraphicsScratchMemorySizeBytes = UINT32_MAX;
  749. params.ComputeScratchMemorySizeBytes = UINT32_MAX;
  750. params.DisableGeometryShaderAllocations = true;
  751. params.DisableTessellationShaderAllocations = true;
  752. hr = D3D12XboxCreateDevice(
  753. m_dxgi.m_adapter
  754. , &params
  755. , IID_ID3D12Device
  756. , (void**)&m_device
  757. );
  758. m_featureLevel = D3D_FEATURE_LEVEL_12_1;
  759. if (SUCCEEDED(hr) )
  760. {
  761. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  762. m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
  763. }
  764. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  765. }
  766. if (FAILED(hr) )
  767. {
  768. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  769. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  770. {
  771. BX_TRACE("Hint: Change UWP app to game?");
  772. }
  773. goto error;
  774. }
  775. m_dxgi.update(m_device);
  776. {
  777. m_deviceInterfaceVersion = 0;
  778. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  779. {
  780. ID3D12Device* device;
  781. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  782. if (SUCCEEDED(hr) )
  783. {
  784. device->Release(); // BK - ignore ref count.
  785. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs) - ii;
  786. break;
  787. }
  788. }
  789. }
  790. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  791. {
  792. m_nvapi.shutdown();
  793. }
  794. {
  795. uint32_t numNodes = m_device->GetNodeCount();
  796. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  797. for (uint32_t ii = 0; ii < numNodes; ++ii)
  798. {
  799. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  800. architecture.NodeIndex = ii;
  801. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  802. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  803. , ii
  804. , architecture.TileBasedRenderer
  805. , architecture.UMA
  806. , architecture.CacheCoherentUMA
  807. );
  808. if (0 == ii)
  809. {
  810. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  811. }
  812. }
  813. }
  814. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  815. BX_TRACE("D3D12 options:")
  816. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  817. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  818. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  819. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  820. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  821. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  822. initHeapProperties(m_device);
  823. m_cmd.init(m_device);
  824. errorState = ErrorState::CreatedCommandQueue;
  825. if (NULL == g_platformData.backBuffer)
  826. {
  827. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  828. m_scd.width = _init.resolution.width;
  829. m_scd.height = _init.resolution.height;
  830. m_scd.format = (_init.resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  831. ? s_textureFormat[_init.resolution.format].m_fmtSrgb
  832. : s_textureFormat[_init.resolution.format].m_fmt
  833. ;
  834. m_scd.stereo = false;
  835. updateMsaa(m_scd.format);
  836. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  837. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  838. m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
  839. m_scd.scaling = 0 == g_platformData.ndt
  840. ? DXGI_SCALING_NONE
  841. : DXGI_SCALING_STRETCH
  842. ;
  843. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  844. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  845. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  846. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, 3);
  847. m_scd.nwh = g_platformData.nwh;
  848. m_scd.ndt = g_platformData.ndt;
  849. m_scd.windowed = true;
  850. m_backBufferColorIdx = m_scd.bufferCount-1;
  851. m_msaaRt = NULL;
  852. if (NULL != m_scd.nwh)
  853. {
  854. hr = m_dxgi.createSwapChain(
  855. getDeviceForSwapChain()
  856. , m_scd
  857. , &m_swapChain
  858. );
  859. if (FAILED(hr) )
  860. {
  861. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  862. goto error;
  863. }
  864. else
  865. {
  866. m_resolution = _init.resolution;
  867. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  868. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  869. m_textVideoMem.clear();
  870. }
  871. if (1 < m_scd.sampleDesc.Count)
  872. {
  873. D3D12_RESOURCE_DESC resourceDesc;
  874. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  875. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  876. resourceDesc.Width = m_scd.width;
  877. resourceDesc.Height = m_scd.height;
  878. resourceDesc.MipLevels = 1;
  879. resourceDesc.Format = m_scd.format;
  880. resourceDesc.SampleDesc = m_scd.sampleDesc;
  881. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  882. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  883. resourceDesc.DepthOrArraySize = 1;
  884. D3D12_CLEAR_VALUE clearValue;
  885. clearValue.Format = resourceDesc.Format;
  886. clearValue.Color[0] = 0.0f;
  887. clearValue.Color[1] = 0.0f;
  888. clearValue.Color[2] = 0.0f;
  889. clearValue.Color[3] = 0.0f;
  890. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  891. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  892. }
  893. }
  894. }
  895. m_presentElapsed = 0;
  896. {
  897. m_resolution.width = _init.resolution.width;
  898. m_resolution.height = _init.resolution.height;
  899. m_numWindows = 1;
  900. #if BX_PLATFORM_WINDOWS
  901. m_infoQueue = NULL;
  902. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  903. , 0
  904. | DXGI_MWA_NO_WINDOW_CHANGES
  905. | DXGI_MWA_NO_ALT_ENTER
  906. ) );
  907. if (_init.debug)
  908. {
  909. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  910. if (SUCCEEDED(hr) )
  911. {
  912. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  913. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  914. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  915. D3D12_INFO_QUEUE_FILTER filter;
  916. bx::memSet(&filter, 0, sizeof(filter) );
  917. D3D12_MESSAGE_CATEGORY catlist[] =
  918. {
  919. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  920. D3D12_MESSAGE_CATEGORY_EXECUTION,
  921. };
  922. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  923. filter.DenyList.pCategoryList = catlist;
  924. m_infoQueue->PushStorageFilter(&filter);
  925. }
  926. }
  927. #endif // BX_PLATFORM_WINDOWS
  928. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  929. rtvDescHeap.NumDescriptors = 0
  930. + BX_COUNTOF(m_backBufferColor)
  931. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  932. ;
  933. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  934. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  935. rtvDescHeap.NodeMask = 1;
  936. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  937. , IID_ID3D12DescriptorHeap
  938. , (void**)&m_rtvDescriptorHeap
  939. ) );
  940. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  941. dsvDescHeap.NumDescriptors = 0
  942. + 1 // reserved for depth backbuffer.
  943. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  944. ;
  945. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  946. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  947. dsvDescHeap.NodeMask = 1;
  948. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  949. , IID_ID3D12DescriptorHeap
  950. , (void**)&m_dsvDescriptorHeap
  951. ) );
  952. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  953. {
  954. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  955. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  956. );
  957. }
  958. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  959. , 1024
  960. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  961. );
  962. D3D12_DESCRIPTOR_RANGE descRange[] =
  963. {
  964. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  965. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  966. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  967. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  968. };
  969. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  970. D3D12_ROOT_PARAMETER rootParameter[] =
  971. {
  972. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  973. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  974. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  975. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  976. };
  977. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  978. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  979. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  980. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  981. descRootSignature.pParameters = rootParameter;
  982. descRootSignature.NumStaticSamplers = 0;
  983. descRootSignature.pStaticSamplers = NULL;
  984. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  985. ID3DBlob* outBlob;
  986. ID3DBlob* errorBlob;
  987. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  988. , D3D_ROOT_SIGNATURE_VERSION_1
  989. , &outBlob
  990. , &errorBlob
  991. ) );
  992. DX_CHECK(m_device->CreateRootSignature(0
  993. , outBlob->GetBufferPointer()
  994. , outBlob->GetBufferSize()
  995. , IID_ID3D12RootSignature
  996. , (void**)&m_rootSignature
  997. ) );
  998. ///
  999. m_directAccessSupport = true
  1000. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  1001. && m_architecture.UMA
  1002. ;
  1003. g_caps.supported |= ( 0
  1004. | BGFX_CAPS_TEXTURE_3D
  1005. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1006. | BGFX_CAPS_INSTANCING
  1007. | BGFX_CAPS_DRAW_INDIRECT
  1008. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1009. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1010. | BGFX_CAPS_VERTEX_ID
  1011. | BGFX_CAPS_FRAGMENT_DEPTH
  1012. | BGFX_CAPS_BLEND_INDEPENDENT
  1013. | BGFX_CAPS_COMPUTE
  1014. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1015. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1016. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  1017. | BGFX_CAPS_TEXTURE_BLIT
  1018. | BGFX_CAPS_TEXTURE_READ_BACK
  1019. | BGFX_CAPS_OCCLUSION_QUERY
  1020. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1021. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1022. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1023. );
  1024. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1025. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1026. g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1027. g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
  1028. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1029. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1030. {
  1031. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1032. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1033. ? s_textureFormat[ii].m_fmtDsv
  1034. : s_textureFormat[ii].m_fmt
  1035. ;
  1036. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1037. if (DXGI_FORMAT_UNKNOWN != fmt)
  1038. {
  1039. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1040. data.Format = fmt;
  1041. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1042. if (SUCCEEDED(hr) )
  1043. {
  1044. support |= 0 != (data.Support1 & (0
  1045. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1046. ) )
  1047. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1048. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1049. ;
  1050. support |= 0 != (data.Support1 & (0
  1051. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1052. ) )
  1053. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1054. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1055. ;
  1056. support |= 0 != (data.Support1 & (0
  1057. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1058. ) )
  1059. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1060. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1061. ;
  1062. support |= 0 != (data.Support1 & (0
  1063. | D3D12_FORMAT_SUPPORT1_BUFFER
  1064. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1065. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1066. ) )
  1067. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1068. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1069. ;
  1070. support |= 0 != (data.Support1 & (0
  1071. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1072. ) )
  1073. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1074. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1075. ;
  1076. support |= 0 != (data.Support1 & (0
  1077. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1078. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1079. ) )
  1080. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1081. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1082. ;
  1083. support |= 0 != (data.Support1 & (0
  1084. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1085. ) )
  1086. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1087. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1088. ;
  1089. support |= 0 != (data.Support1 & (0
  1090. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1091. ) )
  1092. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1093. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1094. ;
  1095. }
  1096. else
  1097. {
  1098. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1099. }
  1100. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1101. {
  1102. // clear image flag for additional testing
  1103. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1104. data.Format = s_textureFormat[ii].m_fmt;
  1105. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1106. if (SUCCEEDED(hr) )
  1107. {
  1108. support |= 0 != (data.Support2 & (0
  1109. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1110. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1111. ) )
  1112. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1113. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1114. ;
  1115. }
  1116. }
  1117. }
  1118. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1119. {
  1120. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1121. {
  1122. DXGI_FORMAT InFormat;
  1123. UINT OutFormatSupport;
  1124. };
  1125. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1126. data.Format = fmtSrgb;
  1127. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1128. if (SUCCEEDED(hr) )
  1129. {
  1130. support |= 0 != (data.Support1 & (0
  1131. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1132. ) )
  1133. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1134. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1135. ;
  1136. support |= 0 != (data.Support1 & (0
  1137. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1138. ) )
  1139. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1140. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1141. ;
  1142. support |= 0 != (data.Support1 & (0
  1143. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1144. ) )
  1145. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1146. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1147. ;
  1148. }
  1149. else
  1150. {
  1151. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1152. }
  1153. }
  1154. g_caps.formats[ii] = support;
  1155. }
  1156. // Init reserved part of view name.
  1157. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1158. {
  1159. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1160. }
  1161. postReset();
  1162. m_batch.create(4<<10);
  1163. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId);
  1164. m_gpuTimer.init();
  1165. m_occlusionQuery.init();
  1166. {
  1167. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1168. {
  1169. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1170. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1171. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1172. };
  1173. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1174. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1175. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1176. {
  1177. argDesc.Type = argType[ii];
  1178. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1179. m_commandSignature[ii] = NULL;
  1180. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1181. , NULL
  1182. , IID_ID3D12CommandSignature
  1183. , (void**)&m_commandSignature[ii]
  1184. ) );
  1185. }
  1186. }
  1187. }
  1188. if (m_nvapi.isInitialized() )
  1189. {
  1190. finish();
  1191. m_commandList = m_cmd.alloc();
  1192. m_nvapi.initAftermath(m_device, m_commandList);
  1193. }
  1194. g_internalData.context = m_device;
  1195. return true;
  1196. error:
  1197. switch (errorState)
  1198. {
  1199. case ErrorState::CreatedCommandQueue:
  1200. m_cmd.shutdown();
  1201. BX_FALLTHROUGH;
  1202. case ErrorState::CreatedDXGIFactory:
  1203. DX_RELEASE(m_device, 0);
  1204. m_dxgi.shutdown();
  1205. BX_FALLTHROUGH;
  1206. #if USE_D3D12_DYNAMIC_LIB
  1207. case ErrorState::LoadedDXGI:
  1208. case ErrorState::LoadedD3D12:
  1209. bx::dlclose(m_d3d12Dll);
  1210. BX_FALLTHROUGH;
  1211. case ErrorState::LoadedKernel32:
  1212. bx::dlclose(m_kernel32Dll);
  1213. BX_FALLTHROUGH;
  1214. #endif // USE_D3D12_DYNAMIC_LIB
  1215. case ErrorState::Default:
  1216. default:
  1217. m_nvapi.shutdown();
  1218. unloadRenderDoc(m_renderDocDll);
  1219. bx::dlclose(m_winPixEvent);
  1220. m_winPixEvent = NULL;
  1221. break;
  1222. }
  1223. return false;
  1224. }
  1225. void shutdown()
  1226. {
  1227. m_cmd.finish();
  1228. m_batch.destroy();
  1229. preReset();
  1230. m_gpuTimer.shutdown();
  1231. m_occlusionQuery.shutdown();
  1232. m_samplerAllocator.destroy();
  1233. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1234. {
  1235. m_scratchBuffer[ii].destroy();
  1236. }
  1237. m_pipelineStateCache.invalidate();
  1238. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1239. {
  1240. m_indexBuffers[ii].destroy();
  1241. }
  1242. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1243. {
  1244. m_vertexBuffers[ii].destroy();
  1245. }
  1246. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1247. {
  1248. m_shaders[ii].destroy();
  1249. }
  1250. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1251. {
  1252. m_textures[ii].destroy();
  1253. }
  1254. #if BX_PLATFORM_WINDOWS
  1255. DX_RELEASE_W(m_infoQueue, 0);
  1256. #endif // BX_PLATFORM_WINDOWS
  1257. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1258. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1259. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1260. {
  1261. DX_RELEASE(m_commandSignature[ii], 0);
  1262. }
  1263. DX_RELEASE(m_rootSignature, 0);
  1264. DX_RELEASE(m_msaaRt, 0);
  1265. DX_RELEASE(m_swapChain, 0);
  1266. m_cmd.shutdown();
  1267. DX_RELEASE(m_device, 0);
  1268. m_nvapi.shutdown();
  1269. m_dxgi.shutdown();
  1270. unloadRenderDoc(m_renderDocDll);
  1271. bx::dlclose(m_winPixEvent);
  1272. m_winPixEvent = NULL;
  1273. #if USE_D3D12_DYNAMIC_LIB
  1274. bx::dlclose(m_d3d12Dll);
  1275. bx::dlclose(m_kernel32Dll);
  1276. #endif // USE_D3D12_DYNAMIC_LIB
  1277. }
  1278. RendererType::Enum getRendererType() const override
  1279. {
  1280. return RendererType::Direct3D12;
  1281. }
  1282. const char* getRendererName() const override
  1283. {
  1284. return BGFX_RENDERER_DIRECT3D12_NAME;
  1285. }
  1286. bool isDeviceRemoved() override
  1287. {
  1288. return m_lost;
  1289. }
  1290. void flip() override
  1291. {
  1292. if (!m_lost)
  1293. {
  1294. int64_t start = bx::getHPCounter();
  1295. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1296. HRESULT hr = S_OK;
  1297. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1298. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1299. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1300. {
  1301. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1302. hr = frameBuffer.present(syncInterval, flags);
  1303. }
  1304. if (SUCCEEDED(hr)
  1305. && NULL != m_swapChain)
  1306. {
  1307. hr = m_swapChain->Present(syncInterval, flags);
  1308. }
  1309. int64_t now = bx::getHPCounter();
  1310. m_presentElapsed = now - start;
  1311. m_lost = isLost(hr);
  1312. BGFX_FATAL(!m_lost
  1313. , bgfx::Fatal::DeviceLost
  1314. , "Device is lost. FAILED 0x%08x %s (%s)"
  1315. , hr
  1316. , getLostReason(hr)
  1317. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1318. );
  1319. }
  1320. }
  1321. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1322. {
  1323. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1324. }
  1325. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1326. {
  1327. m_indexBuffers[_handle.idx].destroy();
  1328. }
  1329. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1330. {
  1331. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1332. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1333. dump(layout);
  1334. }
  1335. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1336. {
  1337. }
  1338. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1339. {
  1340. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1341. }
  1342. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1343. {
  1344. m_vertexBuffers[_handle.idx].destroy();
  1345. }
  1346. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1347. {
  1348. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1349. }
  1350. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1351. {
  1352. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1353. }
  1354. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1355. {
  1356. m_indexBuffers[_handle.idx].destroy();
  1357. }
  1358. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1359. {
  1360. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1361. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1362. }
  1363. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1364. {
  1365. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1366. }
  1367. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1368. {
  1369. m_vertexBuffers[_handle.idx].destroy();
  1370. }
  1371. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1372. {
  1373. m_shaders[_handle.idx].create(_mem);
  1374. }
  1375. void destroyShader(ShaderHandle _handle) override
  1376. {
  1377. m_shaders[_handle.idx].destroy();
  1378. }
  1379. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1380. {
  1381. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1382. }
  1383. void destroyProgram(ProgramHandle _handle) override
  1384. {
  1385. m_program[_handle.idx].destroy();
  1386. }
  1387. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1388. {
  1389. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1390. }
  1391. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1392. {
  1393. }
  1394. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1395. {
  1396. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1397. }
  1398. void updateTextureEnd() override
  1399. {
  1400. }
  1401. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1402. {
  1403. const TextureD3D12& texture = m_textures[_handle.idx];
  1404. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1405. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1406. uint32_t numRows;
  1407. uint64_t total;
  1408. uint64_t srcPitch;
  1409. m_device->GetCopyableFootprints(&desc
  1410. , _mip
  1411. , 1
  1412. , 0
  1413. , &layout
  1414. , &numRows
  1415. , &srcPitch
  1416. , &total
  1417. );
  1418. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1419. D3D12_BOX box;
  1420. box.left = 0;
  1421. box.top = 0;
  1422. box.right = texture.m_width;
  1423. box.bottom = texture.m_height;
  1424. box.front = 0;
  1425. box.back = 1;
  1426. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1427. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1428. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1429. finish();
  1430. m_commandList = m_cmd.alloc();
  1431. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1432. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1433. uint8_t* src;
  1434. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1435. uint8_t* dst = (uint8_t*)_data;
  1436. uint32_t dstPitch = srcWidth*bpp/8;
  1437. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1438. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1439. readback->Map(0, &readRange, (void**)&src);
  1440. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1441. {
  1442. bx::memCopy(dst, src, pitch);
  1443. src += srcPitch;
  1444. dst += dstPitch;
  1445. }
  1446. D3D12_RANGE writeRange = { 0, 0 };
  1447. readback->Unmap(0, &writeRange);
  1448. DX_RELEASE(readback, 0);
  1449. }
  1450. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1451. {
  1452. TextureD3D12& texture = m_textures[_handle.idx];
  1453. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1454. const Memory* mem = alloc(size);
  1455. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1456. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1457. bx::write(&writer, magic);
  1458. TextureCreate tc;
  1459. tc.m_width = _width;
  1460. tc.m_height = _height;
  1461. tc.m_depth = 0;
  1462. tc.m_numLayers = _numLayers;
  1463. tc.m_numMips = _numMips;
  1464. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1465. tc.m_cubeMap = false;
  1466. tc.m_mem = NULL;
  1467. bx::write(&writer, tc);
  1468. texture.destroy();
  1469. texture.create(mem, texture.m_flags, 0);
  1470. release(mem);
  1471. }
  1472. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1473. {
  1474. BX_UNUSED(_handle, _ptr);
  1475. }
  1476. uintptr_t getInternal(TextureHandle _handle) override
  1477. {
  1478. BX_UNUSED(_handle);
  1479. return 0;
  1480. }
  1481. void destroyTexture(TextureHandle _handle) override
  1482. {
  1483. m_textures[_handle.idx].destroy();
  1484. }
  1485. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1486. {
  1487. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1488. }
  1489. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1490. {
  1491. finishAll(true);
  1492. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1493. {
  1494. FrameBufferHandle handle = m_windows[ii];
  1495. if (isValid(handle)
  1496. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1497. {
  1498. destroyFrameBuffer(handle);
  1499. }
  1500. }
  1501. uint16_t denseIdx = m_numWindows++;
  1502. m_windows[denseIdx] = _handle;
  1503. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1504. }
  1505. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1506. {
  1507. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1508. if (NULL != frameBuffer.m_swapChain)
  1509. {
  1510. finishAll(true);
  1511. }
  1512. uint16_t denseIdx = frameBuffer.destroy();
  1513. if (UINT16_MAX != denseIdx)
  1514. {
  1515. --m_numWindows;
  1516. if (m_numWindows > 1)
  1517. {
  1518. FrameBufferHandle handle = m_windows[m_numWindows];
  1519. m_windows[m_numWindows] = {kInvalidHandle};
  1520. if (m_numWindows != denseIdx)
  1521. {
  1522. m_windows[denseIdx] = handle;
  1523. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1524. }
  1525. }
  1526. }
  1527. }
  1528. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1529. {
  1530. if (NULL != m_uniforms[_handle.idx])
  1531. {
  1532. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1533. }
  1534. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1535. void* data = BX_ALLOC(g_allocator, size);
  1536. bx::memSet(data, 0, size);
  1537. m_uniforms[_handle.idx] = data;
  1538. m_uniformReg.add(_handle, _name);
  1539. }
  1540. void destroyUniform(UniformHandle _handle) override
  1541. {
  1542. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1543. m_uniforms[_handle.idx] = NULL;
  1544. m_uniformReg.remove(_handle);
  1545. }
  1546. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1547. {
  1548. BX_UNUSED(_handle);
  1549. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1550. m_cmd.finish(m_backBufferColorFence[idx]);
  1551. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1552. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1553. const uint32_t width = (uint32_t)desc.Width;
  1554. const uint32_t height = (uint32_t)desc.Height;
  1555. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1556. uint32_t numRows;
  1557. uint64_t total;
  1558. uint64_t pitch;
  1559. m_device->GetCopyableFootprints(&desc
  1560. , 0
  1561. , 1
  1562. , 0
  1563. , &layout
  1564. , &numRows
  1565. , &pitch
  1566. , &total
  1567. );
  1568. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1569. D3D12_BOX box;
  1570. box.left = 0;
  1571. box.top = 0;
  1572. box.right = width;
  1573. box.bottom = height;
  1574. box.front = 0;
  1575. box.back = 1;
  1576. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1577. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1578. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1579. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1580. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1581. finish();
  1582. m_commandList = m_cmd.alloc();
  1583. void* data;
  1584. readback->Map(0, NULL, (void**)&data);
  1585. bimg::imageSwizzleBgra8(
  1586. data
  1587. , layout.Footprint.RowPitch
  1588. , width
  1589. , height
  1590. , data
  1591. , layout.Footprint.RowPitch
  1592. );
  1593. g_callback->screenShot(_filePath
  1594. , width
  1595. , height
  1596. , layout.Footprint.RowPitch
  1597. , data
  1598. , (uint32_t)total
  1599. , false
  1600. );
  1601. readback->Unmap(0, NULL);
  1602. DX_RELEASE(readback, 0);
  1603. }
  1604. void updateViewName(ViewId _id, const char* _name) override
  1605. {
  1606. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1607. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1608. , _name
  1609. );
  1610. }
  1611. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1612. {
  1613. bx::memCopy(m_uniforms[_loc], _data, _size);
  1614. }
  1615. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1616. {
  1617. m_occlusionQuery.invalidate(_handle);
  1618. }
  1619. void setMarker(const char* _marker, uint16_t _len) override
  1620. {
  1621. BX_UNUSED(_len);
  1622. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1623. {
  1624. PIX3_SETMARKER(m_commandList, kColorMarker, _marker);
  1625. }
  1626. }
  1627. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1628. {
  1629. switch (_handle.type)
  1630. {
  1631. case Handle::IndexBuffer:
  1632. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1633. break;
  1634. case Handle::Shader:
  1635. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1636. break;
  1637. case Handle::Texture:
  1638. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1639. break;
  1640. case Handle::VertexBuffer:
  1641. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1642. break;
  1643. default:
  1644. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1645. break;
  1646. }
  1647. }
  1648. void submitBlit(BlitState& _bs, uint16_t _view);
  1649. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1650. void blitSetup(TextVideoMemBlitter& _blitter) override
  1651. {
  1652. const uint32_t width = m_scd.width;
  1653. const uint32_t height = m_scd.height;
  1654. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1655. D3D12_VIEWPORT vp;
  1656. vp.TopLeftX = 0;
  1657. vp.TopLeftY = 0;
  1658. vp.Width = (float)width;
  1659. vp.Height = (float)height;
  1660. vp.MinDepth = 0.0f;
  1661. vp.MaxDepth = 1.0f;
  1662. m_commandList->RSSetViewports(1, &vp);
  1663. D3D12_RECT rc;
  1664. rc.left = 0;
  1665. rc.top = 0;
  1666. rc.right = width;
  1667. rc.bottom = height;
  1668. m_commandList->RSSetScissorRects(1, &rc);
  1669. const uint64_t state = 0
  1670. | BGFX_STATE_WRITE_RGB
  1671. | BGFX_STATE_WRITE_A
  1672. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1673. ;
  1674. const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layoutHandle.idx] };
  1675. ID3D12PipelineState* pso = getPipelineState(state
  1676. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1677. , 1
  1678. , layouts
  1679. , _blitter.m_program
  1680. , 0
  1681. );
  1682. m_commandList->SetPipelineState(pso);
  1683. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1684. float proj[16];
  1685. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1686. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1687. uint8_t flags = predefined.m_type;
  1688. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1689. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1690. commitShaderConstants(_blitter.m_program, gpuAddress);
  1691. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1692. ID3D12DescriptorHeap* heaps[] =
  1693. {
  1694. m_samplerAllocator.getHeap(),
  1695. scratchBuffer.getHeap(),
  1696. };
  1697. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1698. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1699. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1700. uint32_t samplerFlags[] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
  1701. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BX_COUNTOF(samplerFlags), NULL);
  1702. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1703. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1704. scratchBuffer.allocSrv(srvHandle, texture);
  1705. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1706. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1707. const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1708. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1709. viewDesc.BufferLocation = vb.m_gpuVA;
  1710. viewDesc.StrideInBytes = layout.m_stride;
  1711. viewDesc.SizeInBytes = vb.m_size;
  1712. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1713. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1714. D3D12_INDEX_BUFFER_VIEW ibv;
  1715. ibv.Format = DXGI_FORMAT_R16_UINT;
  1716. ibv.BufferLocation = ib.m_gpuVA;
  1717. ibv.SizeInBytes = ib.m_size;
  1718. m_commandList->IASetIndexBuffer(&ibv);
  1719. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1720. }
  1721. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1722. {
  1723. const uint32_t numVertices = _numIndices*4/6;
  1724. if (0 < numVertices)
  1725. {
  1726. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1727. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1728. m_commandList->DrawIndexedInstanced(_numIndices
  1729. , 1
  1730. , 0
  1731. , 0
  1732. , 0
  1733. );
  1734. }
  1735. }
  1736. void preReset()
  1737. {
  1738. finishAll();
  1739. if (NULL != m_swapChain)
  1740. {
  1741. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1742. {
  1743. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1744. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1745. #else
  1746. DX_RELEASE(m_backBufferColor[ii], 1);
  1747. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1748. }
  1749. DX_RELEASE(m_backBufferDepthStencil, 0);
  1750. }
  1751. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1752. {
  1753. m_frameBuffers[ii].preReset();
  1754. }
  1755. invalidateCache();
  1756. // capturePreReset();
  1757. }
  1758. void postReset()
  1759. {
  1760. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1761. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1762. if (NULL != m_swapChain)
  1763. {
  1764. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1765. {
  1766. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1767. handle.ptr += ii * rtvDescriptorSize;
  1768. DX_CHECK(m_swapChain->GetBuffer(ii
  1769. , IID_ID3D12Resource
  1770. , (void**)&m_backBufferColor[ii]
  1771. ) );
  1772. m_device->CreateRenderTargetView(
  1773. NULL == m_msaaRt
  1774. ? m_backBufferColor[ii]
  1775. : m_msaaRt
  1776. , NULL
  1777. , handle
  1778. );
  1779. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  1780. {
  1781. ID3D12Resource* resource = m_backBufferColor[ii];
  1782. BX_CHECK(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  1783. const uint32_t size = m_scd.width*m_scd.height*4;
  1784. void* ptr;
  1785. DX_CHECK(resource->Map(0, NULL, &ptr) );
  1786. bx::memSet(ptr, 0, size);
  1787. resource->Unmap(0, NULL);
  1788. }
  1789. }
  1790. }
  1791. D3D12_RESOURCE_DESC resourceDesc;
  1792. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1793. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  1794. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  1795. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  1796. resourceDesc.DepthOrArraySize = 1;
  1797. resourceDesc.MipLevels = 1;
  1798. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1799. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1800. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1801. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1802. D3D12_CLEAR_VALUE clearValue;
  1803. clearValue.Format = resourceDesc.Format;
  1804. clearValue.DepthStencil.Depth = 1.0f;
  1805. clearValue.DepthStencil.Stencil = 0;
  1806. m_commandList = m_cmd.alloc();
  1807. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1808. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  1809. setResourceBarrier(m_commandList
  1810. , m_backBufferDepthStencil
  1811. , D3D12_RESOURCE_STATE_COMMON
  1812. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  1813. );
  1814. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1815. {
  1816. m_frameBuffers[ii].postReset();
  1817. }
  1818. if (NULL != m_msaaRt)
  1819. {
  1820. setResourceBarrier(m_commandList
  1821. , m_msaaRt
  1822. , D3D12_RESOURCE_STATE_COMMON
  1823. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  1824. );
  1825. }
  1826. // capturePostReset();
  1827. }
  1828. void invalidateCache()
  1829. {
  1830. m_pipelineStateCache.invalidate();
  1831. m_samplerStateCache.invalidate();
  1832. m_samplerAllocator.reset();
  1833. }
  1834. void updateMsaa(DXGI_FORMAT _format) const
  1835. {
  1836. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1837. {
  1838. uint32_t msaa = s_checkMsaa[ii];
  1839. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1840. bx::memSet(&data, 0, sizeof(msaa) );
  1841. data.Format = _format;
  1842. data.SampleCount = msaa;
  1843. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1844. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1845. if (SUCCEEDED(hr)
  1846. && 0 < data.NumQualityLevels)
  1847. {
  1848. s_msaa[ii].Count = data.SampleCount;
  1849. s_msaa[ii].Quality = data.NumQualityLevels-1;
  1850. last = ii;
  1851. }
  1852. else
  1853. {
  1854. s_msaa[ii] = s_msaa[last];
  1855. }
  1856. }
  1857. }
  1858. IUnknown* getDeviceForSwapChain() const
  1859. {
  1860. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1861. return m_cmd.m_commandQueue;
  1862. # else
  1863. return m_device;
  1864. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1865. }
  1866. bool updateResolution(const Resolution& _resolution)
  1867. {
  1868. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1869. {
  1870. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1871. }
  1872. else
  1873. {
  1874. m_maxAnisotropy = 1;
  1875. }
  1876. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  1877. if (m_depthClamp != depthClamp)
  1878. {
  1879. m_depthClamp = depthClamp;
  1880. m_pipelineStateCache.invalidate();
  1881. }
  1882. const uint32_t maskFlags = ~(0
  1883. | BGFX_RESET_MAXANISOTROPY
  1884. | BGFX_RESET_DEPTH_CLAMP
  1885. | BGFX_RESET_SUSPEND
  1886. );
  1887. if (m_resolution.width != _resolution.width
  1888. || m_resolution.height != _resolution.height
  1889. || m_resolution.format != _resolution.format
  1890. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1891. {
  1892. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1893. bool resize = true
  1894. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1895. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  1896. ;
  1897. m_resolution = _resolution;
  1898. m_resolution.reset = flags;
  1899. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1900. m_textVideoMem.clear();
  1901. m_scd.width = _resolution.width;
  1902. m_scd.height = _resolution.height;
  1903. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  1904. preReset();
  1905. DX_RELEASE(m_msaaRt, 0);
  1906. if (NULL == m_swapChain)
  1907. {
  1908. }
  1909. else
  1910. {
  1911. if (resize)
  1912. {
  1913. #if BX_PLATFORM_WINDOWS
  1914. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1915. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1916. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1917. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1918. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
  1919. #elif BX_PLATFORM_WINRT
  1920. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd));
  1921. m_backBufferColorIdx = m_scd.bufferCount-1;
  1922. #endif // BX_PLATFORM_WINDOWS
  1923. }
  1924. else
  1925. {
  1926. updateMsaa(m_scd.format);
  1927. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1928. DX_RELEASE(m_swapChain, 0);
  1929. HRESULT hr;
  1930. hr = m_dxgi.createSwapChain(
  1931. getDeviceForSwapChain()
  1932. , m_scd
  1933. , &m_swapChain
  1934. );
  1935. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1936. }
  1937. if (1 < m_scd.sampleDesc.Count)
  1938. {
  1939. D3D12_RESOURCE_DESC resourceDesc;
  1940. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1941. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1942. resourceDesc.Width = m_scd.width;
  1943. resourceDesc.Height = m_scd.height;
  1944. resourceDesc.MipLevels = 1;
  1945. resourceDesc.Format = m_scd.format;
  1946. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1947. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1948. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1949. resourceDesc.DepthOrArraySize = 1;
  1950. D3D12_CLEAR_VALUE clearValue;
  1951. clearValue.Format = resourceDesc.Format;
  1952. clearValue.Color[0] = 0.0f;
  1953. clearValue.Color[1] = 0.0f;
  1954. clearValue.Color[2] = 0.0f;
  1955. clearValue.Color[3] = 0.0f;
  1956. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1957. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1958. }
  1959. }
  1960. postReset();
  1961. }
  1962. return false;
  1963. }
  1964. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1965. {
  1966. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1967. {
  1968. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1969. m_fsChanges += _numRegs;
  1970. }
  1971. else
  1972. {
  1973. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1974. m_vsChanges += _numRegs;
  1975. }
  1976. }
  1977. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1978. {
  1979. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1980. }
  1981. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1982. {
  1983. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1984. }
  1985. void commitShaderConstants(ProgramHandle _program, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1986. {
  1987. const ProgramD3D12& program = m_program[_program.idx];
  1988. uint32_t total = bx::strideAlign(0
  1989. + program.m_vsh->m_size
  1990. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1991. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1992. );
  1993. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1994. {
  1995. uint32_t size = program.m_vsh->m_size;
  1996. bx::memCopy(data, m_vsScratch, size);
  1997. data += size;
  1998. m_vsChanges = 0;
  1999. }
  2000. if (NULL != program.m_fsh)
  2001. {
  2002. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  2003. m_fsChanges = 0;
  2004. }
  2005. }
  2006. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  2007. {
  2008. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2009. if (NULL != frameBuffer.m_swapChain)
  2010. {
  2011. #if BX_PLATFORM_WINDOWS
  2012. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  2013. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2014. return getRtv(_fbh, idx);
  2015. #endif // BX_PLATFORM_WINDOWS
  2016. }
  2017. return getRtv(_fbh, 0);
  2018. }
  2019. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  2020. {
  2021. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2022. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2023. D3D12_CPU_DESCRIPTOR_HANDLE result =
  2024. {
  2025. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  2026. };
  2027. return result;
  2028. }
  2029. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2030. {
  2031. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2032. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2033. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2034. return result;
  2035. }
  2036. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2037. {
  2038. if (isValid(m_fbh)
  2039. && m_fbh.idx != _fbh.idx)
  2040. {
  2041. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2042. if (NULL == frameBuffer.m_swapChain)
  2043. {
  2044. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2045. {
  2046. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2047. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2048. }
  2049. if (isValid(frameBuffer.m_depth) )
  2050. {
  2051. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2052. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2053. if (!writeOnly)
  2054. {
  2055. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2056. }
  2057. }
  2058. }
  2059. }
  2060. if (!isValid(_fbh) )
  2061. {
  2062. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2063. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2064. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2065. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2066. m_currentColor = &m_rtvHandle;
  2067. m_currentDepthStencil = &m_dsvHandle;
  2068. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2069. }
  2070. else
  2071. {
  2072. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2073. if (0 < frameBuffer.m_num)
  2074. {
  2075. m_rtvHandle = getRtv(_fbh);
  2076. m_currentColor = &m_rtvHandle;
  2077. }
  2078. else
  2079. {
  2080. m_currentColor = NULL;
  2081. }
  2082. if (isValid(frameBuffer.m_depth) )
  2083. {
  2084. m_dsvHandle = getDsv(_fbh);
  2085. m_currentDepthStencil = &m_dsvHandle;
  2086. }
  2087. else
  2088. {
  2089. m_currentDepthStencil = NULL;
  2090. }
  2091. if (NULL != frameBuffer.m_swapChain)
  2092. {
  2093. frameBuffer.m_needPresent = true;
  2094. }
  2095. else
  2096. {
  2097. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2098. {
  2099. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2100. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2101. }
  2102. if (isValid(frameBuffer.m_depth) )
  2103. {
  2104. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2105. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2106. }
  2107. }
  2108. m_commandList->OMSetRenderTargets(
  2109. frameBuffer.m_num
  2110. , m_currentColor
  2111. , true
  2112. , m_currentDepthStencil
  2113. );
  2114. }
  2115. m_fbh = _fbh;
  2116. m_rtMsaa = _msaa;
  2117. }
  2118. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2119. {
  2120. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2121. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2122. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2123. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2124. drt->LogicOpEnable = false;
  2125. {
  2126. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2127. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2128. const uint32_t srcRGB = (blend ) & 0xf;
  2129. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2130. const uint32_t srcA = (blend >> 8) & 0xf;
  2131. const uint32_t dstA = (blend >> 12) & 0xf;
  2132. const uint32_t equRGB = (equation ) & 0x7;
  2133. const uint32_t equA = (equation >> 3) & 0x7;
  2134. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2135. drt->DestBlend = s_blendFactor[dstRGB][0];
  2136. drt->BlendOp = s_blendEquation[equRGB];
  2137. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2138. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2139. drt->BlendOpAlpha = s_blendEquation[equA];
  2140. }
  2141. uint8_t writeMask = 0;
  2142. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2143. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2144. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2145. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2146. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2147. drt->RenderTargetWriteMask = writeMask;
  2148. if (_desc.IndependentBlendEnable)
  2149. {
  2150. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2151. {
  2152. drt = &_desc.RenderTarget[ii];
  2153. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2154. drt->LogicOpEnable = false;
  2155. const uint32_t src = (rgba ) & 0xf;
  2156. const uint32_t dst = (rgba >> 4) & 0xf;
  2157. const uint32_t equation = (rgba >> 8) & 0x7;
  2158. drt->SrcBlend = s_blendFactor[src][0];
  2159. drt->DestBlend = s_blendFactor[dst][0];
  2160. drt->BlendOp = s_blendEquation[equation];
  2161. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2162. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2163. drt->BlendOpAlpha = s_blendEquation[equation];
  2164. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2165. drt->RenderTargetWriteMask = writeMask;
  2166. }
  2167. }
  2168. else
  2169. {
  2170. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2171. {
  2172. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2173. }
  2174. }
  2175. }
  2176. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2177. {
  2178. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2179. _desc.FillMode = _wireframe
  2180. ? D3D12_FILL_MODE_WIREFRAME
  2181. : D3D12_FILL_MODE_SOLID
  2182. ;
  2183. _desc.CullMode = s_cullMode[cull];
  2184. _desc.FrontCounterClockwise = !!(_state&BGFX_STATE_FRONT_CCW);;
  2185. _desc.DepthBias = 0;
  2186. _desc.DepthBiasClamp = 0.0f;
  2187. _desc.SlopeScaledDepthBias = 0.0f;
  2188. _desc.DepthClipEnable = !m_depthClamp;
  2189. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2190. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2191. _desc.ForcedSampleCount = 0;
  2192. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2193. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2194. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2195. ;
  2196. }
  2197. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2198. {
  2199. const uint32_t fstencil = unpackStencil(0, _stencil);
  2200. bx::memSet(&_desc, 0, sizeof(_desc) );
  2201. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2202. _desc.DepthEnable = 0 != func;
  2203. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2204. ? D3D12_DEPTH_WRITE_MASK_ALL
  2205. : D3D12_DEPTH_WRITE_MASK_ZERO
  2206. ;
  2207. _desc.DepthFunc = s_cmpFunc[func];
  2208. uint32_t bstencil = unpackStencil(1, _stencil);
  2209. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2210. bstencil = frontAndBack ? bstencil : fstencil;
  2211. _desc.StencilEnable = 0 != _stencil;
  2212. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2213. _desc.StencilWriteMask = 0xff;
  2214. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2215. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2216. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2217. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2218. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2219. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2220. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2221. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2222. }
  2223. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2224. {
  2225. uint16_t attrMask[Attrib::Count];
  2226. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2227. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2228. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2229. {
  2230. VertexLayout layout;
  2231. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout));
  2232. const bool last = stream == _numStreams-1;
  2233. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2234. {
  2235. uint16_t mask = attrMask[ii];
  2236. uint16_t attr = (layout.m_attributes[ii] & mask);
  2237. if (0 == attr
  2238. || UINT16_MAX == attr)
  2239. {
  2240. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2241. }
  2242. else
  2243. {
  2244. attrMask[ii] = 0;
  2245. }
  2246. }
  2247. elem = fillVertexLayout(stream, elem, layout);
  2248. }
  2249. uint32_t num = uint32_t(elem-_vertexElements);
  2250. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2251. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2252. {
  2253. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2254. uint32_t jj;
  2255. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2256. for (jj = 0; jj < num; ++jj)
  2257. {
  2258. curr = &_vertexElements[jj];
  2259. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2260. && curr->SemanticIndex == index)
  2261. {
  2262. break;
  2263. }
  2264. }
  2265. if (jj == num)
  2266. {
  2267. curr = elem;
  2268. ++elem;
  2269. }
  2270. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2271. curr->InputSlot = 1;
  2272. curr->SemanticIndex = index;
  2273. curr->AlignedByteOffset = ii*16;
  2274. }
  2275. return uint32_t(elem-_vertexElements);
  2276. }
  2277. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexLayout& _layout, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2278. {
  2279. const VertexLayout* layouts[1] = { &_layout };
  2280. return setInputLayout(_vertexElements, BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2281. }
  2282. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2283. {
  2284. union { void* ptr; uint32_t offset; } cast = { _userData };
  2285. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2286. {
  2287. DxbcOperand& operand = _instruction.operand[ii];
  2288. if (DxbcOperandType::ConstantBuffer == operand.type)
  2289. {
  2290. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2291. && 0 == operand.regIndex[0])
  2292. {
  2293. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2294. {
  2295. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2296. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2297. {
  2298. operand.regIndex[jj] += cast.offset;
  2299. }
  2300. else if (0 != cast.offset)
  2301. {
  2302. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2303. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2304. operand.regIndex[jj] = cast.offset;
  2305. }
  2306. }
  2307. }
  2308. }
  2309. }
  2310. }
  2311. ID3D12PipelineState* getPipelineState(ProgramHandle _program)
  2312. {
  2313. ProgramD3D12& program = m_program[_program.idx];
  2314. const uint32_t hash = program.m_vsh->m_hash;
  2315. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2316. if (BX_LIKELY(NULL != pso) )
  2317. {
  2318. return pso;
  2319. }
  2320. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2321. bx::memSet(&desc, 0, sizeof(desc) );
  2322. desc.pRootSignature = m_rootSignature;
  2323. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2324. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2325. desc.NodeMask = 1;
  2326. desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  2327. uint32_t length = g_callback->cacheReadSize(hash);
  2328. const bool cached = length > 0;
  2329. void* cachedData = NULL;
  2330. if (cached)
  2331. {
  2332. cachedData = BX_ALLOC(g_allocator, length);
  2333. if (g_callback->cacheRead(hash, cachedData, length) )
  2334. {
  2335. BX_TRACE("Loading cached compute PSO (size %d).", length);
  2336. bx::MemoryReader reader(cachedData, length);
  2337. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2338. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2339. HRESULT hr = m_device->CreateComputePipelineState(&desc
  2340. , IID_ID3D12PipelineState
  2341. , (void**)&pso
  2342. );
  2343. if (FAILED(hr) )
  2344. {
  2345. BX_TRACE("Failed to load cached compute PSO (HRESULT 0x%08x).", hr);
  2346. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2347. }
  2348. }
  2349. }
  2350. if (NULL == pso)
  2351. {
  2352. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2353. , IID_ID3D12PipelineState
  2354. , (void**)&pso
  2355. ) );
  2356. }
  2357. m_pipelineStateCache.add(hash, pso);
  2358. ID3DBlob* blob;
  2359. HRESULT hr = pso->GetCachedBlob(&blob);
  2360. if (SUCCEEDED(hr) )
  2361. {
  2362. void* data = blob->GetBufferPointer();
  2363. length = (uint32_t)blob->GetBufferSize();
  2364. g_callback->cacheWrite(hash, data, length);
  2365. DX_RELEASE(blob, 0);
  2366. }
  2367. if (NULL != cachedData)
  2368. {
  2369. BX_FREE(g_allocator, cachedData);
  2370. }
  2371. return pso;
  2372. }
  2373. ID3D12PipelineState* getPipelineState(
  2374. uint64_t _state
  2375. , uint64_t _stencil
  2376. , uint8_t _numStreams
  2377. , const VertexLayout** _layouts
  2378. , ProgramHandle _program
  2379. , uint8_t _numInstanceData
  2380. )
  2381. {
  2382. ProgramD3D12& program = m_program[_program.idx];
  2383. _state &= 0
  2384. | BGFX_STATE_WRITE_RGB
  2385. | BGFX_STATE_WRITE_A
  2386. | BGFX_STATE_WRITE_Z
  2387. | BGFX_STATE_DEPTH_TEST_MASK
  2388. | BGFX_STATE_BLEND_MASK
  2389. | BGFX_STATE_BLEND_EQUATION_MASK
  2390. | BGFX_STATE_BLEND_INDEPENDENT
  2391. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2392. | BGFX_STATE_CULL_MASK
  2393. | BGFX_STATE_MSAA
  2394. | BGFX_STATE_LINEAA
  2395. | BGFX_STATE_CONSERVATIVE_RASTER
  2396. | BGFX_STATE_PT_MASK
  2397. ;
  2398. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2399. VertexLayout layout;
  2400. if (0 < _numStreams)
  2401. {
  2402. bx::memCopy(&layout, _layouts[0], sizeof(VertexLayout) );
  2403. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2404. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2405. {
  2406. uint16_t mask = attrMask[ii];
  2407. uint16_t attr = (layout.m_attributes[ii] & mask);
  2408. layout.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2409. }
  2410. }
  2411. bx::HashMurmur2A murmur;
  2412. murmur.begin();
  2413. murmur.add(_state);
  2414. murmur.add(_stencil);
  2415. murmur.add(program.m_vsh->m_hash);
  2416. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2417. if (NULL != program.m_fsh)
  2418. {
  2419. murmur.add(program.m_fsh->m_hash);
  2420. }
  2421. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2422. {
  2423. murmur.add(_layouts[ii]->m_hash);
  2424. }
  2425. murmur.add(layout.m_attributes, sizeof(layout.m_attributes) );
  2426. murmur.add(m_fbh.idx);
  2427. murmur.add(_numInstanceData);
  2428. const uint32_t hash = murmur.end();
  2429. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2430. if (NULL != pso)
  2431. {
  2432. return pso;
  2433. }
  2434. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2435. bx::memSet(&desc, 0, sizeof(desc) );
  2436. desc.pRootSignature = m_rootSignature;
  2437. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2438. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2439. const Memory* temp = NULL;
  2440. if (NULL != program.m_fsh)
  2441. {
  2442. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2443. DxbcContext dxbc;
  2444. bx::Error err;
  2445. read(&rd, dxbc, &err);
  2446. bool patchShader = !dxbc.shader.aon9;
  2447. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2448. && patchShader)
  2449. {
  2450. union { uint32_t offset; void* ptr; } cast = { 0 };
  2451. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2452. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2453. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2454. int32_t size = write(&wr, dxbc, &err);
  2455. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2456. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2457. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2458. if (!patchShader)
  2459. {
  2460. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2461. {
  2462. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2463. {
  2464. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2465. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2466. break;
  2467. }
  2468. }
  2469. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2470. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2471. }
  2472. release(temp);
  2473. temp = NULL;
  2474. }
  2475. if (patchShader)
  2476. {
  2477. union { uint32_t offset; void* ptr; } cast =
  2478. {
  2479. uint32_t(program.m_vsh->m_size)/16
  2480. };
  2481. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2482. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2483. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2484. int32_t size = write(&wr, dxbc, &err);
  2485. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2486. desc.PS.pShaderBytecode = temp->data;
  2487. desc.PS.BytecodeLength = size;
  2488. }
  2489. else
  2490. {
  2491. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2492. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2493. }
  2494. }
  2495. else
  2496. {
  2497. desc.PS.pShaderBytecode = NULL;
  2498. desc.PS.BytecodeLength = 0;
  2499. }
  2500. desc.DS.pShaderBytecode = NULL;
  2501. desc.DS.BytecodeLength = 0;
  2502. desc.HS.pShaderBytecode = NULL;
  2503. desc.HS.BytecodeLength = 0;
  2504. desc.GS.pShaderBytecode = NULL;
  2505. desc.GS.BytecodeLength = 0;
  2506. desc.StreamOutput.pSODeclaration = NULL;
  2507. desc.StreamOutput.NumEntries = 0;
  2508. desc.StreamOutput.pBufferStrides = NULL;
  2509. desc.StreamOutput.NumStrides = 0;
  2510. desc.StreamOutput.RasterizedStream = 0;
  2511. setBlendState(desc.BlendState, _state);
  2512. desc.SampleMask = UINT32_MAX;
  2513. setRasterizerState(desc.RasterizerState, _state);
  2514. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2515. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2516. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _layouts, program, _numInstanceData);
  2517. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2518. ? NULL
  2519. : vertexElements
  2520. ;
  2521. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2522. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2523. if (isValid(m_fbh) )
  2524. {
  2525. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2526. if (NULL == frameBuffer.m_swapChain)
  2527. {
  2528. desc.NumRenderTargets = frameBuffer.m_num;
  2529. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2530. {
  2531. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2532. }
  2533. if (isValid(frameBuffer.m_depth) )
  2534. {
  2535. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2536. }
  2537. else
  2538. {
  2539. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2540. }
  2541. }
  2542. else
  2543. {
  2544. desc.NumRenderTargets = 1;
  2545. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2546. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2547. }
  2548. }
  2549. else
  2550. {
  2551. desc.NumRenderTargets = 1;
  2552. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2553. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2554. }
  2555. desc.SampleDesc = m_scd.sampleDesc;
  2556. uint32_t length = g_callback->cacheReadSize(hash);
  2557. const bool cached = length > 0;
  2558. void* cachedData = NULL;
  2559. if (cached)
  2560. {
  2561. cachedData = BX_ALLOC(g_allocator, length);
  2562. if (g_callback->cacheRead(hash, cachedData, length) )
  2563. {
  2564. BX_TRACE("Loading cached graphics PSO (size %d).", length);
  2565. bx::MemoryReader reader(cachedData, length);
  2566. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2567. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2568. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2569. , IID_ID3D12PipelineState
  2570. , (void**)&pso
  2571. );
  2572. if (FAILED(hr) )
  2573. {
  2574. BX_TRACE("Failed to load cached graphics PSO (HRESULT 0x%08x).", hr);
  2575. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2576. }
  2577. }
  2578. }
  2579. if (NULL == pso)
  2580. {
  2581. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2582. , IID_ID3D12PipelineState
  2583. , (void**)&pso
  2584. ) );
  2585. }
  2586. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2587. m_pipelineStateCache.add(hash, pso);
  2588. if (NULL != temp)
  2589. {
  2590. release(temp);
  2591. }
  2592. ID3DBlob* blob;
  2593. HRESULT hr = pso->GetCachedBlob(&blob);
  2594. if (SUCCEEDED(hr) )
  2595. {
  2596. void* data = blob->GetBufferPointer();
  2597. length = (uint32_t)blob->GetBufferSize();
  2598. g_callback->cacheWrite(hash, data, length);
  2599. DX_RELEASE(blob, 0);
  2600. }
  2601. if (NULL != cachedData)
  2602. {
  2603. BX_FREE(g_allocator, cachedData);
  2604. }
  2605. return pso;
  2606. }
  2607. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2608. {
  2609. bx::HashMurmur2A murmur;
  2610. murmur.begin();
  2611. murmur.add(_flags, _num * sizeof(uint32_t) );
  2612. uint32_t hash = murmur.end();
  2613. uint16_t sampler = m_samplerStateCache.find(hash);
  2614. if (UINT16_MAX == sampler)
  2615. {
  2616. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2617. m_samplerStateCache.add(hash, sampler);
  2618. }
  2619. return sampler;
  2620. }
  2621. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2622. {
  2623. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2624. }
  2625. void commit(UniformBuffer& _uniformBuffer)
  2626. {
  2627. _uniformBuffer.reset();
  2628. for (;;)
  2629. {
  2630. uint32_t opcode = _uniformBuffer.read();
  2631. if (UniformType::End == opcode)
  2632. {
  2633. break;
  2634. }
  2635. UniformType::Enum type;
  2636. uint16_t loc;
  2637. uint16_t num;
  2638. uint16_t copy;
  2639. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2640. const char* data;
  2641. if (copy)
  2642. {
  2643. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2644. }
  2645. else
  2646. {
  2647. UniformHandle handle;
  2648. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2649. data = (const char*)m_uniforms[handle.idx];
  2650. }
  2651. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2652. case UniformType::_uniform: \
  2653. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2654. { \
  2655. setShaderUniform(uint8_t(type), loc, data, num); \
  2656. } \
  2657. break;
  2658. switch ( (uint32_t)type)
  2659. {
  2660. case UniformType::Mat3:
  2661. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2662. {
  2663. float* value = (float*)data;
  2664. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2665. {
  2666. Matrix4 mtx;
  2667. mtx.un.val[ 0] = value[0];
  2668. mtx.un.val[ 1] = value[1];
  2669. mtx.un.val[ 2] = value[2];
  2670. mtx.un.val[ 3] = 0.0f;
  2671. mtx.un.val[ 4] = value[3];
  2672. mtx.un.val[ 5] = value[4];
  2673. mtx.un.val[ 6] = value[5];
  2674. mtx.un.val[ 7] = 0.0f;
  2675. mtx.un.val[ 8] = value[6];
  2676. mtx.un.val[ 9] = value[7];
  2677. mtx.un.val[10] = value[8];
  2678. mtx.un.val[11] = 0.0f;
  2679. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2680. }
  2681. }
  2682. break;
  2683. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  2684. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2685. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2686. case UniformType::End:
  2687. break;
  2688. default:
  2689. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2690. break;
  2691. }
  2692. #undef CASE_IMPLEMENT_UNIFORM
  2693. }
  2694. }
  2695. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2696. {
  2697. if (isValid(m_fbh) )
  2698. {
  2699. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2700. frameBuffer.clear(m_commandList, _clear, _palette);
  2701. }
  2702. else
  2703. {
  2704. if (NULL != m_currentColor
  2705. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2706. {
  2707. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2708. {
  2709. uint8_t index = _clear.m_index[0];
  2710. if (UINT8_MAX != index)
  2711. {
  2712. m_commandList->ClearRenderTargetView(*m_currentColor
  2713. , _palette[index]
  2714. , _num
  2715. , _rect
  2716. );
  2717. }
  2718. }
  2719. else
  2720. {
  2721. float frgba[4] =
  2722. {
  2723. _clear.m_index[0] * 1.0f / 255.0f,
  2724. _clear.m_index[1] * 1.0f / 255.0f,
  2725. _clear.m_index[2] * 1.0f / 255.0f,
  2726. _clear.m_index[3] * 1.0f / 255.0f,
  2727. };
  2728. m_commandList->ClearRenderTargetView(*m_currentColor
  2729. , frgba
  2730. , _num
  2731. , _rect
  2732. );
  2733. }
  2734. }
  2735. if (NULL != m_currentDepthStencil
  2736. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2737. {
  2738. uint32_t flags = 0;
  2739. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2740. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2741. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2742. , D3D12_CLEAR_FLAGS(flags)
  2743. , _clear.m_depth
  2744. , _clear.m_stencil
  2745. , _num
  2746. , _rect
  2747. );
  2748. }
  2749. }
  2750. }
  2751. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2752. {
  2753. uint32_t width;
  2754. uint32_t height;
  2755. if (isValid(m_fbh) )
  2756. {
  2757. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2758. width = fb.m_width;
  2759. height = fb.m_height;
  2760. }
  2761. else
  2762. {
  2763. width = m_scd.width;
  2764. height = m_scd.height;
  2765. }
  2766. if (0 == _rect.m_x
  2767. && 0 == _rect.m_y
  2768. && width == _rect.m_width
  2769. && height == _rect.m_height)
  2770. {
  2771. clear(_clear, _palette);
  2772. }
  2773. else
  2774. {
  2775. D3D12_RECT rect;
  2776. rect.left = _rect.m_x;
  2777. rect.top = _rect.m_y;
  2778. rect.right = _rect.m_x + _rect.m_width;
  2779. rect.bottom = _rect.m_y + _rect.m_height;
  2780. clear(_clear, _palette, &rect, 1);
  2781. }
  2782. }
  2783. uint64_t kick()
  2784. {
  2785. uint64_t fence = m_cmd.kick();
  2786. m_commandList = m_cmd.alloc();
  2787. return fence;
  2788. }
  2789. void finish()
  2790. {
  2791. m_cmd.kick();
  2792. m_cmd.finish();
  2793. m_commandList = NULL;
  2794. }
  2795. void finishAll(bool _alloc = false)
  2796. {
  2797. uint64_t fence = m_cmd.kick();
  2798. m_cmd.finish(fence, true);
  2799. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  2800. }
  2801. Dxgi m_dxgi;
  2802. NvApi m_nvapi;
  2803. void* m_kernel32Dll;
  2804. void* m_d3d12Dll;
  2805. void* m_renderDocDll;
  2806. void* m_winPixEvent;
  2807. D3D_FEATURE_LEVEL m_featureLevel;
  2808. D3D_DRIVER_TYPE m_driverType;
  2809. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2810. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2811. Dxgi::SwapChainI* m_swapChain;
  2812. ID3D12Resource* m_msaaRt;
  2813. #if BX_PLATFORM_WINDOWS
  2814. ID3D12InfoQueue* m_infoQueue;
  2815. #endif // BX_PLATFORM_WINDOWS
  2816. int64_t m_presentElapsed;
  2817. uint16_t m_numWindows;
  2818. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2819. ID3D12Device* m_device;
  2820. TimerQueryD3D12 m_gpuTimer;
  2821. OcclusionQueryD3D12 m_occlusionQuery;
  2822. uint32_t m_deviceInterfaceVersion;
  2823. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2824. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2825. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2826. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2827. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2828. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2829. ID3D12Resource* m_backBufferColor[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2830. uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2831. ID3D12Resource* m_backBufferDepthStencil;
  2832. ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2833. DescriptorAllocatorD3D12 m_samplerAllocator;
  2834. ID3D12RootSignature* m_rootSignature;
  2835. ID3D12CommandSignature* m_commandSignature[3];
  2836. CommandQueueD3D12 m_cmd;
  2837. BatchD3D12 m_batch;
  2838. ID3D12GraphicsCommandList* m_commandList;
  2839. Resolution m_resolution;
  2840. bool m_wireframe;
  2841. bool m_lost;
  2842. SwapChainDesc m_scd;
  2843. uint32_t m_maxAnisotropy;
  2844. bool m_depthClamp;
  2845. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2846. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2847. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2848. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2849. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2850. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  2851. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2852. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2853. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2854. UniformRegistry m_uniformReg;
  2855. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2856. StateCache m_samplerStateCache;
  2857. TextVideoMem m_textVideoMem;
  2858. uint8_t m_fsScratch[64<<10];
  2859. uint8_t m_vsScratch[64<<10];
  2860. uint32_t m_fsChanges;
  2861. uint32_t m_vsChanges;
  2862. FrameBufferHandle m_fbh;
  2863. uint32_t m_backBufferColorIdx;
  2864. bool m_rtMsaa;
  2865. bool m_directAccessSupport;
  2866. };
  2867. static RendererContextD3D12* s_renderD3D12;
  2868. RendererContextI* rendererCreate(const Init& _init)
  2869. {
  2870. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2871. if (!s_renderD3D12->init(_init) )
  2872. {
  2873. BX_DELETE(g_allocator, s_renderD3D12);
  2874. s_renderD3D12 = NULL;
  2875. }
  2876. return s_renderD3D12;
  2877. }
  2878. void rendererDestroy()
  2879. {
  2880. s_renderD3D12->shutdown();
  2881. BX_DELETE(g_allocator, s_renderD3D12);
  2882. s_renderD3D12 = NULL;
  2883. }
  2884. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2885. {
  2886. m_size = _size;
  2887. ID3D12Device* device = s_renderD3D12->m_device;
  2888. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2889. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2890. desc.NumDescriptors = _maxDescriptors;
  2891. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2892. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2893. desc.NodeMask = 1;
  2894. DX_CHECK(device->CreateDescriptorHeap(&desc
  2895. , IID_ID3D12DescriptorHeap
  2896. , (void**)&m_heap
  2897. ) );
  2898. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2899. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2900. D3D12_RANGE readRange = { 0, 0 };
  2901. m_upload->Map(0, &readRange, (void**)&m_data);
  2902. reset(m_gpuHandle);
  2903. }
  2904. void ScratchBufferD3D12::destroy()
  2905. {
  2906. D3D12_RANGE writeRange = { 0, 0 };
  2907. m_upload->Unmap(0, &writeRange);
  2908. DX_RELEASE(m_upload, 0);
  2909. DX_RELEASE(m_heap, 0);
  2910. }
  2911. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2912. {
  2913. m_pos = 0;
  2914. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2915. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2916. _gpuHandle = m_gpuHandle;
  2917. }
  2918. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2919. {
  2920. m_cpuHandle.ptr += m_incrementSize;
  2921. _gpuHandle = m_gpuHandle;
  2922. m_gpuHandle.ptr += m_incrementSize;
  2923. }
  2924. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2925. {
  2926. _gpuAddress = m_gpuVA + m_pos;
  2927. void* data = &m_data[m_pos];
  2928. m_pos += BX_ALIGN_256(_size);
  2929. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2930. // desc.BufferLocation = _gpuAddress;
  2931. // desc.SizeInBytes = _size;
  2932. // ID3D12Device* device = s_renderD3D12->m_device;
  2933. // device->CreateConstantBufferView(&desc
  2934. // , m_cpuHandle
  2935. // );
  2936. // m_cpuHandle.ptr += m_incrementSize;
  2937. // m_gpuHandle.ptr += m_incrementSize;
  2938. return data;
  2939. }
  2940. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2941. {
  2942. ID3D12Device* device = s_renderD3D12->m_device;
  2943. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2944. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2945. if (0 != _mip)
  2946. {
  2947. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2948. srvd = &tmpSrvd;
  2949. switch (_texture.m_srvd.ViewDimension)
  2950. {
  2951. default:
  2952. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2953. srvd->Texture2D.MostDetailedMip = _mip;
  2954. srvd->Texture2D.MipLevels = 1;
  2955. srvd->Texture2D.PlaneSlice = 0;
  2956. srvd->Texture2D.ResourceMinLODClamp = 0;
  2957. break;
  2958. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2959. srvd->TextureCube.MostDetailedMip = _mip;
  2960. srvd->TextureCube.MipLevels = 1;
  2961. srvd->TextureCube.ResourceMinLODClamp = 0;
  2962. break;
  2963. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2964. srvd->Texture3D.MostDetailedMip = _mip;
  2965. srvd->Texture3D.MipLevels = 1;
  2966. srvd->Texture3D.ResourceMinLODClamp = 0;
  2967. break;
  2968. }
  2969. }
  2970. device->CreateShaderResourceView(_texture.m_ptr
  2971. , srvd
  2972. , m_cpuHandle
  2973. );
  2974. m_cpuHandle.ptr += m_incrementSize;
  2975. _gpuHandle = m_gpuHandle;
  2976. m_gpuHandle.ptr += m_incrementSize;
  2977. }
  2978. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2979. {
  2980. ID3D12Device* device = s_renderD3D12->m_device;
  2981. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2982. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2983. if (0 != _mip)
  2984. {
  2985. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2986. uavd = &tmpUavd;
  2987. switch (_texture.m_uavd.ViewDimension)
  2988. {
  2989. default:
  2990. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2991. uavd->Texture2D.MipSlice = _mip;
  2992. uavd->Texture2D.PlaneSlice = 0;
  2993. break;
  2994. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2995. uavd->Texture2DArray.MipSlice = _mip;
  2996. uavd->Texture2DArray.PlaneSlice = 0;
  2997. break;
  2998. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2999. uavd->Texture3D.MipSlice = _mip;
  3000. break;
  3001. }
  3002. }
  3003. device->CreateUnorderedAccessView(_texture.m_ptr
  3004. , NULL
  3005. , uavd
  3006. , m_cpuHandle
  3007. );
  3008. m_cpuHandle.ptr += m_incrementSize;
  3009. _gpuHandle = m_gpuHandle;
  3010. m_gpuHandle.ptr += m_incrementSize;
  3011. }
  3012. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3013. {
  3014. ID3D12Device* device = s_renderD3D12->m_device;
  3015. device->CreateShaderResourceView(_buffer.m_ptr
  3016. , &_buffer.m_srvd
  3017. , m_cpuHandle
  3018. );
  3019. m_cpuHandle.ptr += m_incrementSize;
  3020. _gpuHandle = m_gpuHandle;
  3021. m_gpuHandle.ptr += m_incrementSize;
  3022. }
  3023. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3024. {
  3025. ID3D12Device* device = s_renderD3D12->m_device;
  3026. device->CreateUnorderedAccessView(_buffer.m_ptr
  3027. , NULL
  3028. , &_buffer.m_uavd
  3029. , m_cpuHandle
  3030. );
  3031. m_cpuHandle.ptr += m_incrementSize;
  3032. _gpuHandle = m_gpuHandle;
  3033. m_gpuHandle.ptr += m_incrementSize;
  3034. }
  3035. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  3036. {
  3037. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  3038. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  3039. ID3D12Device* device = s_renderD3D12->m_device;
  3040. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  3041. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3042. desc.NumDescriptors = _maxDescriptors;
  3043. desc.Type = _type;
  3044. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3045. desc.NodeMask = 1;
  3046. DX_CHECK(device->CreateDescriptorHeap(&desc
  3047. , IID_ID3D12DescriptorHeap
  3048. , (void**)&m_heap
  3049. ) );
  3050. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3051. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3052. }
  3053. void DescriptorAllocatorD3D12::destroy()
  3054. {
  3055. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3056. DX_RELEASE(m_heap, 0);
  3057. }
  3058. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  3059. {
  3060. uint16_t idx = m_handleAlloc->alloc();
  3061. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  3062. ID3D12Device* device = s_renderD3D12->m_device;
  3063. device->CreateShaderResourceView(_ptr
  3064. , _desc
  3065. , cpuHandle
  3066. );
  3067. return idx;
  3068. }
  3069. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3070. {
  3071. uint16_t idx = m_handleAlloc->alloc();
  3072. ID3D12Device* device = s_renderD3D12->m_device;
  3073. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3074. for (uint32_t ii = 0; ii < _num; ++ii)
  3075. {
  3076. uint32_t flags = _flags[ii];
  3077. const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  3078. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  3079. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  3080. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  3081. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3082. D3D12_SAMPLER_DESC sd;
  3083. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3084. sd.AddressU = s_textureAddress[(flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  3085. sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  3086. sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  3087. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3088. sd.MaxAnisotropy = maxAnisotropy;
  3089. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3090. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3091. if (NULL != _palette
  3092. && needBorderColor(flags) )
  3093. {
  3094. const float* rgba = _palette[index];
  3095. sd.BorderColor[0] = rgba[0];
  3096. sd.BorderColor[1] = rgba[1];
  3097. sd.BorderColor[2] = rgba[2];
  3098. sd.BorderColor[3] = rgba[3];
  3099. }
  3100. else
  3101. {
  3102. sd.BorderColor[0] = 0.0f;
  3103. sd.BorderColor[1] = 0.0f;
  3104. sd.BorderColor[2] = 0.0f;
  3105. sd.BorderColor[3] = 0.0f;
  3106. }
  3107. sd.MinLOD = 0;
  3108. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3109. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3110. {
  3111. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3112. };
  3113. device->CreateSampler(&sd, cpuHandle);
  3114. }
  3115. return idx;
  3116. }
  3117. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3118. {
  3119. m_handleAlloc->free(_idx);
  3120. }
  3121. void DescriptorAllocatorD3D12::reset()
  3122. {
  3123. uint16_t max = m_handleAlloc->getMaxHandles();
  3124. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3125. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3126. }
  3127. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3128. {
  3129. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3130. return gpuHandle;
  3131. }
  3132. void CommandQueueD3D12::init(ID3D12Device* _device)
  3133. {
  3134. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3135. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3136. queueDesc.Priority = 0;
  3137. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3138. queueDesc.NodeMask = 1;
  3139. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3140. , IID_ID3D12CommandQueue
  3141. , (void**)&m_commandQueue
  3142. ) );
  3143. m_completedFence = 0;
  3144. m_currentFence = 0;
  3145. DX_CHECK(_device->CreateFence(0
  3146. , D3D12_FENCE_FLAG_NONE
  3147. , IID_ID3D12Fence
  3148. , (void**)&m_fence
  3149. ) );
  3150. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3151. {
  3152. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3153. , IID_ID3D12CommandAllocator
  3154. , (void**)&m_commandList[ii].m_commandAllocator
  3155. ) );
  3156. DX_CHECK(_device->CreateCommandList(0
  3157. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3158. , m_commandList[ii].m_commandAllocator
  3159. , NULL
  3160. , IID_ID3D12GraphicsCommandList
  3161. , (void**)&m_commandList[ii].m_commandList
  3162. ) );
  3163. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3164. }
  3165. }
  3166. void CommandQueueD3D12::shutdown()
  3167. {
  3168. finish(UINT64_MAX, true);
  3169. DX_RELEASE(m_fence, 0);
  3170. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3171. {
  3172. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3173. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3174. }
  3175. DX_RELEASE(m_commandQueue, 0);
  3176. }
  3177. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3178. {
  3179. while (0 == m_control.reserve(1) )
  3180. {
  3181. consume();
  3182. }
  3183. CommandList& commandList = m_commandList[m_control.m_current];
  3184. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3185. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3186. return commandList.m_commandList;
  3187. }
  3188. uint64_t CommandQueueD3D12::kick()
  3189. {
  3190. CommandList& commandList = m_commandList[m_control.m_current];
  3191. DX_CHECK(commandList.m_commandList->Close() );
  3192. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3193. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3194. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3195. const uint64_t fence = m_currentFence++;
  3196. m_commandQueue->Signal(m_fence, fence);
  3197. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3198. m_control.commit(1);
  3199. return fence;
  3200. }
  3201. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3202. {
  3203. while (0 < m_control.available() )
  3204. {
  3205. consume();
  3206. if (!_finishAll
  3207. && _waitFence <= m_completedFence)
  3208. {
  3209. return;
  3210. }
  3211. }
  3212. BX_CHECK(0 == m_control.available(), "");
  3213. }
  3214. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3215. {
  3216. if (0 < m_control.available() )
  3217. {
  3218. if (consume(0)
  3219. && _waitFence <= m_completedFence)
  3220. {
  3221. return true;
  3222. }
  3223. }
  3224. return false;
  3225. }
  3226. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3227. {
  3228. m_release[m_control.m_current].push_back(_ptr);
  3229. }
  3230. bool CommandQueueD3D12::consume(uint32_t _ms)
  3231. {
  3232. CommandList& commandList = m_commandList[m_control.m_read];
  3233. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3234. {
  3235. CloseHandle(commandList.m_event);
  3236. commandList.m_event = NULL;
  3237. m_completedFence = m_fence->GetCompletedValue();
  3238. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3239. m_commandQueue->Wait(m_fence, m_completedFence);
  3240. ResourceArray& ra = m_release[m_control.m_read];
  3241. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3242. {
  3243. DX_RELEASE(*it, 0);
  3244. }
  3245. ra.clear();
  3246. m_control.consume(1);
  3247. return true;
  3248. }
  3249. return false;
  3250. }
  3251. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3252. {
  3253. m_maxDrawPerBatch = _maxDrawPerBatch;
  3254. setSeqMode(false);
  3255. setIndirectMode(true);
  3256. ID3D12Device* device = s_renderD3D12->m_device;
  3257. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3258. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3259. {
  3260. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3261. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3262. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3263. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3264. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3265. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3266. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3267. };
  3268. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3269. {
  3270. sizeof(DrawIndirectCommand),
  3271. BX_COUNTOF(drawArgDesc),
  3272. drawArgDesc,
  3273. 1,
  3274. };
  3275. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3276. , rootSignature
  3277. , IID_ID3D12CommandSignature
  3278. , (void**)&m_commandSignature[Draw]
  3279. ) );
  3280. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3281. {
  3282. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3283. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3284. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3285. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3286. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3287. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3288. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3289. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3290. };
  3291. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3292. {
  3293. sizeof(DrawIndexedIndirectCommand),
  3294. BX_COUNTOF(drawIndexedArgDesc),
  3295. drawIndexedArgDesc,
  3296. 1,
  3297. };
  3298. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3299. , rootSignature
  3300. , IID_ID3D12CommandSignature
  3301. , (void**)&m_commandSignature[DrawIndexed]
  3302. ) );
  3303. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3304. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3305. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3306. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3307. {
  3308. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3309. , NULL
  3310. , BGFX_BUFFER_DRAW_INDIRECT
  3311. , false
  3312. , cmdSize
  3313. );
  3314. }
  3315. }
  3316. void BatchD3D12::destroy()
  3317. {
  3318. BX_FREE(g_allocator, m_cmds[0]);
  3319. BX_FREE(g_allocator, m_cmds[1]);
  3320. DX_RELEASE(m_commandSignature[0], 0);
  3321. DX_RELEASE(m_commandSignature[1], 0);
  3322. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3323. {
  3324. m_indirect[ii].destroy();
  3325. }
  3326. }
  3327. template<typename Ty>
  3328. Ty& BatchD3D12::getCmd(Enum _type)
  3329. {
  3330. uint32_t index = m_num[_type];
  3331. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3332. m_num[_type]++;
  3333. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3334. return *cmd;
  3335. }
  3336. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3337. {
  3338. uint8_t numStreams = 0;
  3339. _outNumVertices = _draw.m_numVertices;
  3340. if (UINT8_MAX != _draw.m_streamMask)
  3341. {
  3342. for (uint32_t idx = 0, streamMask = _draw.m_streamMask
  3343. ; 0 != streamMask
  3344. ; streamMask >>= 1, idx += 1, ++numStreams
  3345. )
  3346. {
  3347. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  3348. streamMask >>= ntz;
  3349. idx += ntz;
  3350. const Stream& stream = _draw.m_stream[idx];
  3351. uint16_t handle = stream.m_handle.idx;
  3352. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3353. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3354. const uint16_t layoutIdx = !isValid(vb.m_layoutHandle) ? stream.m_layoutHandle.idx : vb.m_layoutHandle.idx;
  3355. const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[layoutIdx];
  3356. uint32_t stride = layout.m_stride;
  3357. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3358. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3359. vbv.StrideInBytes = layout.m_stride;
  3360. vbv.SizeInBytes = vb.m_size;
  3361. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3362. ? vb.m_size/stride
  3363. : _draw.m_numVertices
  3364. , _outNumVertices
  3365. );
  3366. }
  3367. }
  3368. return numStreams;
  3369. }
  3370. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3371. {
  3372. if (isValid(_draw.m_indirectBuffer) )
  3373. {
  3374. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3375. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3376. uint32_t numVertices;
  3377. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3378. if (isValid(_draw.m_instanceDataBuffer) )
  3379. {
  3380. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3381. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3382. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3383. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3384. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3385. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3386. }
  3387. _commandList->IASetVertexBuffers(0
  3388. , numStreams
  3389. , vbvs
  3390. );
  3391. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3392. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3393. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3394. : _draw.m_numIndirect
  3395. ;
  3396. uint32_t numIndices = 0;
  3397. if (isValid(_draw.m_indexBuffer) )
  3398. {
  3399. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3400. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3401. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3402. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3403. numIndices = UINT32_MAX == _draw.m_numIndices
  3404. ? ib.m_size / indexSize
  3405. : _draw.m_numIndices
  3406. ;
  3407. D3D12_INDEX_BUFFER_VIEW ibv;
  3408. ibv.BufferLocation = ib.m_gpuVA;
  3409. ibv.SizeInBytes = ib.m_size;
  3410. ibv.Format = hasIndex16
  3411. ? DXGI_FORMAT_R16_UINT
  3412. : DXGI_FORMAT_R32_UINT
  3413. ;
  3414. _commandList->IASetIndexBuffer(&ibv);
  3415. _commandList->ExecuteIndirect(
  3416. s_renderD3D12->m_commandSignature[2]
  3417. , numDrawIndirect
  3418. , indirect.m_ptr
  3419. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3420. , NULL
  3421. , 0
  3422. );
  3423. }
  3424. else
  3425. {
  3426. _commandList->ExecuteIndirect(
  3427. s_renderD3D12->m_commandSignature[1]
  3428. , numDrawIndirect
  3429. , indirect.m_ptr
  3430. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3431. , NULL
  3432. , 0
  3433. );
  3434. }
  3435. return numIndices;
  3436. }
  3437. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3438. uint32_t numIndices = 0;
  3439. if (Draw == type)
  3440. {
  3441. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3442. cmd.cbv = _cbv;
  3443. uint32_t numVertices;
  3444. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3445. if (isValid(_draw.m_instanceDataBuffer) )
  3446. {
  3447. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3448. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3449. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3450. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3451. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3452. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3453. }
  3454. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3455. {
  3456. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3457. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3458. }
  3459. cmd.args.InstanceCount = _draw.m_numInstances;
  3460. cmd.args.VertexCountPerInstance = numVertices;
  3461. cmd.args.StartVertexLocation = 0;
  3462. cmd.args.StartInstanceLocation = 0;
  3463. }
  3464. else
  3465. {
  3466. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3467. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3468. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3469. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3470. numIndices = UINT32_MAX == _draw.m_numIndices
  3471. ? ib.m_size / indexSize
  3472. : _draw.m_numIndices
  3473. ;
  3474. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3475. cmd.cbv = _cbv;
  3476. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3477. cmd.ibv.SizeInBytes = ib.m_size;
  3478. cmd.ibv.Format = hasIndex16
  3479. ? DXGI_FORMAT_R16_UINT
  3480. : DXGI_FORMAT_R32_UINT
  3481. ;
  3482. uint32_t numVertices;
  3483. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3484. if (isValid(_draw.m_instanceDataBuffer) )
  3485. {
  3486. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3487. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3488. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3489. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3490. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3491. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3492. }
  3493. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3494. {
  3495. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3496. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3497. }
  3498. cmd.args.IndexCountPerInstance = numIndices;
  3499. cmd.args.InstanceCount = _draw.m_numInstances;
  3500. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3501. cmd.args.BaseVertexLocation = 0;
  3502. cmd.args.StartInstanceLocation = 0;
  3503. }
  3504. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3505. {
  3506. flush(_commandList, type);
  3507. }
  3508. return numIndices;
  3509. }
  3510. static const uint32_t s_indirectCommandSize[] =
  3511. {
  3512. sizeof(BatchD3D12::DrawIndirectCommand),
  3513. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3514. };
  3515. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3516. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3517. {
  3518. uint32_t num = m_num[_type];
  3519. if (0 != num)
  3520. {
  3521. m_num[_type] = 0;
  3522. if (m_minIndirect < num)
  3523. {
  3524. m_stats.m_numIndirect[_type]++;
  3525. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3526. m_currIndirect %= BX_COUNTOF(m_indirect);
  3527. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3528. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3529. , num
  3530. , indirect.m_ptr
  3531. , 0
  3532. , NULL
  3533. , 0
  3534. );
  3535. }
  3536. else
  3537. {
  3538. m_stats.m_numImmediate[_type]++;
  3539. if (Draw == _type)
  3540. {
  3541. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3542. for (uint32_t ii = 0; ii < num; ++ii)
  3543. {
  3544. const DrawIndirectCommand& cmd = cmds[ii];
  3545. if (m_current.cbv != cmd.cbv)
  3546. {
  3547. m_current.cbv = cmd.cbv;
  3548. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3549. }
  3550. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3551. {
  3552. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3553. _commandList->IASetVertexBuffers(0
  3554. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3555. , cmd.vbv
  3556. );
  3557. }
  3558. _commandList->DrawInstanced(
  3559. cmd.args.VertexCountPerInstance
  3560. , cmd.args.InstanceCount
  3561. , cmd.args.StartVertexLocation
  3562. , cmd.args.StartInstanceLocation
  3563. );
  3564. }
  3565. }
  3566. else
  3567. {
  3568. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3569. for (uint32_t ii = 0; ii < num; ++ii)
  3570. {
  3571. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3572. if (m_current.cbv != cmd.cbv)
  3573. {
  3574. m_current.cbv = cmd.cbv;
  3575. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3576. }
  3577. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3578. {
  3579. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3580. _commandList->IASetVertexBuffers(0
  3581. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3582. , cmd.vbv
  3583. );
  3584. }
  3585. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3586. {
  3587. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3588. _commandList->IASetIndexBuffer(&cmd.ibv);
  3589. }
  3590. _commandList->DrawIndexedInstanced(
  3591. cmd.args.IndexCountPerInstance
  3592. , cmd.args.InstanceCount
  3593. , cmd.args.StartIndexLocation
  3594. , cmd.args.BaseVertexLocation
  3595. , cmd.args.StartInstanceLocation
  3596. );
  3597. }
  3598. }
  3599. }
  3600. }
  3601. }
  3602. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3603. {
  3604. flush(_commandList, Draw);
  3605. flush(_commandList, DrawIndexed);
  3606. if (_clean)
  3607. {
  3608. bx::memSet(&m_current, 0, sizeof(m_current) );
  3609. }
  3610. }
  3611. void BatchD3D12::begin()
  3612. {
  3613. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3614. bx::memSet(&m_current, 0, sizeof(m_current) );
  3615. }
  3616. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3617. {
  3618. flush(_commandList);
  3619. }
  3620. struct UavFormat
  3621. {
  3622. DXGI_FORMAT format[3];
  3623. uint32_t stride;
  3624. };
  3625. static const UavFormat s_uavFormat[] =
  3626. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3627. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3628. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3629. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3630. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3631. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3632. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3633. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3634. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3635. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3636. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3637. };
  3638. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3639. {
  3640. m_size = _size;
  3641. m_flags = _flags;
  3642. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3643. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3644. m_dynamic = NULL == _data || needUav;
  3645. DXGI_FORMAT format;
  3646. uint32_t stride;
  3647. uint32_t flags = needUav
  3648. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3649. : D3D12_RESOURCE_FLAG_NONE
  3650. ;
  3651. if (drawIndirect)
  3652. {
  3653. #if BX_PLATFORM_XBOXONE
  3654. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3655. #endif // BX_PLATFORM_XBOXONE
  3656. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3657. stride = 16;
  3658. }
  3659. else
  3660. {
  3661. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3662. if (0 == uavFormat)
  3663. {
  3664. if (_vertex)
  3665. {
  3666. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3667. stride = 16;
  3668. }
  3669. else
  3670. {
  3671. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3672. {
  3673. format = DXGI_FORMAT_R16_UINT;
  3674. stride = 2;
  3675. }
  3676. else
  3677. {
  3678. format = DXGI_FORMAT_R32_UINT;
  3679. stride = 4;
  3680. }
  3681. }
  3682. }
  3683. else
  3684. {
  3685. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3686. format = s_uavFormat[uavFormat].format[uavType];
  3687. stride = s_uavFormat[uavFormat].stride;
  3688. }
  3689. }
  3690. stride = 0 == _stride ? stride : _stride;
  3691. m_srvd.Format = format;
  3692. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3693. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3694. m_srvd.Buffer.FirstElement = 0;
  3695. m_srvd.Buffer.NumElements = m_size / stride;
  3696. m_srvd.Buffer.StructureByteStride = 0;
  3697. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3698. m_uavd.Format = format;
  3699. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3700. m_uavd.Buffer.FirstElement = 0;
  3701. m_uavd.Buffer.NumElements = m_size / stride;
  3702. m_uavd.Buffer.StructureByteStride = 0;
  3703. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3704. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3705. ID3D12Device* device = s_renderD3D12->m_device;
  3706. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3707. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3708. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3709. setState(commandList, drawIndirect
  3710. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3711. : D3D12_RESOURCE_STATE_GENERIC_READ
  3712. );
  3713. if (!m_dynamic)
  3714. {
  3715. update(commandList, 0, _size, _data);
  3716. }
  3717. }
  3718. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3719. {
  3720. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3721. uint8_t* data;
  3722. D3D12_RANGE readRange = { 0, 0 };
  3723. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3724. bx::memCopy(data, _data, _size);
  3725. D3D12_RANGE writeRange = { 0, _size };
  3726. staging->Unmap(0, &writeRange);
  3727. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3728. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3729. setState(_commandList, state);
  3730. s_renderD3D12->m_cmd.release(staging);
  3731. }
  3732. void BufferD3D12::destroy()
  3733. {
  3734. if (NULL != m_ptr)
  3735. {
  3736. s_renderD3D12->m_cmd.release(m_ptr);
  3737. m_dynamic = false;
  3738. m_state = D3D12_RESOURCE_STATE_COMMON;
  3739. }
  3740. }
  3741. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3742. {
  3743. if (m_state != _state)
  3744. {
  3745. setResourceBarrier(_commandList
  3746. , m_ptr
  3747. , m_state
  3748. , _state
  3749. );
  3750. bx::swap(m_state, _state);
  3751. }
  3752. return _state;
  3753. }
  3754. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  3755. {
  3756. BufferD3D12::create(_size, _data, _flags, true);
  3757. m_layoutHandle = _layoutHandle;
  3758. }
  3759. void ShaderD3D12::create(const Memory* _mem)
  3760. {
  3761. bx::MemoryReader reader(_mem->data, _mem->size);
  3762. uint32_t magic;
  3763. bx::read(&reader, magic);
  3764. const bool fragment = isShaderType(magic, 'F');
  3765. uint32_t hashIn;
  3766. bx::read(&reader, hashIn);
  3767. uint32_t hashOut;
  3768. if (isShaderVerLess(magic, 6) )
  3769. {
  3770. hashOut = hashIn;
  3771. }
  3772. else
  3773. {
  3774. bx::read(&reader, hashOut);
  3775. }
  3776. uint16_t count;
  3777. bx::read(&reader, count);
  3778. m_numPredefined = 0;
  3779. m_numUniforms = count;
  3780. BX_TRACE("%s Shader consts %d"
  3781. , getShaderTypeName(magic)
  3782. , count
  3783. );
  3784. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3785. if (0 < count)
  3786. {
  3787. for (uint32_t ii = 0; ii < count; ++ii)
  3788. {
  3789. uint8_t nameSize = 0;
  3790. bx::read(&reader, nameSize);
  3791. char name[256] = {};
  3792. bx::read(&reader, &name, nameSize);
  3793. name[nameSize] = '\0';
  3794. uint8_t type = 0;
  3795. bx::read(&reader, type);
  3796. uint8_t num = 0;
  3797. bx::read(&reader, num);
  3798. uint16_t regIndex = 0;
  3799. bx::read(&reader, regIndex);
  3800. uint16_t regCount = 0;
  3801. bx::read(&reader, regCount);
  3802. const char* kind = "invalid";
  3803. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3804. if (PredefinedUniform::Count != predefined)
  3805. {
  3806. kind = "predefined";
  3807. m_predefined[m_numPredefined].m_loc = regIndex;
  3808. m_predefined[m_numPredefined].m_count = regCount;
  3809. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3810. m_numPredefined++;
  3811. }
  3812. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3813. {
  3814. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3815. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3816. if (NULL != info)
  3817. {
  3818. if (NULL == m_constantBuffer)
  3819. {
  3820. m_constantBuffer = UniformBuffer::create(1024);
  3821. }
  3822. kind = "user";
  3823. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3824. }
  3825. }
  3826. else
  3827. {
  3828. kind = "sampler";
  3829. }
  3830. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3831. , kind
  3832. , name
  3833. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3834. , num
  3835. , regIndex
  3836. , regCount
  3837. );
  3838. BX_UNUSED(kind);
  3839. }
  3840. if (NULL != m_constantBuffer)
  3841. {
  3842. m_constantBuffer->finish();
  3843. }
  3844. }
  3845. uint32_t shaderSize;
  3846. bx::read(&reader, shaderSize);
  3847. const void* code = reader.getDataPtr();
  3848. bx::skip(&reader, shaderSize+1);
  3849. m_code = copy(code, shaderSize);
  3850. uint8_t numAttrs = 0;
  3851. bx::read(&reader, numAttrs);
  3852. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3853. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3854. {
  3855. uint16_t id;
  3856. bx::read(&reader, id);
  3857. Attrib::Enum attr = idToAttrib(id);
  3858. if (Attrib::Count != attr)
  3859. {
  3860. m_attrMask[attr] = UINT16_MAX;
  3861. }
  3862. }
  3863. bx::HashMurmur2A murmur;
  3864. murmur.begin();
  3865. murmur.add(hashIn);
  3866. murmur.add(hashOut);
  3867. murmur.add(code, shaderSize);
  3868. murmur.add(numAttrs);
  3869. murmur.add(m_attrMask, numAttrs);
  3870. m_hash = murmur.end();
  3871. bx::read(&reader, m_size);
  3872. }
  3873. void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3874. {
  3875. bimg::ImageContainer imageContainer;
  3876. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3877. {
  3878. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3879. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3880. bimg::TextureInfo ti;
  3881. bimg::imageGetSize(
  3882. &ti
  3883. , uint16_t(imageContainer.m_width >>startLod)
  3884. , uint16_t(imageContainer.m_height>>startLod)
  3885. , uint16_t(imageContainer.m_depth >>startLod)
  3886. , imageContainer.m_cubeMap
  3887. , 1 < imageContainer.m_numMips
  3888. , imageContainer.m_numLayers
  3889. , imageContainer.m_format
  3890. );
  3891. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3892. m_flags = _flags;
  3893. m_width = ti.width;
  3894. m_height = ti.height;
  3895. m_depth = ti.depth;
  3896. m_numLayers = ti.numLayers;
  3897. m_requestedFormat = uint8_t(imageContainer.m_format);
  3898. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3899. const bool convert = m_textureFormat != m_requestedFormat;
  3900. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3901. if (imageContainer.m_cubeMap)
  3902. {
  3903. m_type = TextureCube;
  3904. }
  3905. else if (imageContainer.m_depth > 1)
  3906. {
  3907. m_type = Texture3D;
  3908. }
  3909. else
  3910. {
  3911. m_type = Texture2D;
  3912. }
  3913. m_numMips = ti.numMips;
  3914. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3915. const uint32_t numSrd = numSides * ti.numMips;
  3916. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3917. uint32_t kk = 0;
  3918. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3919. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3920. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3921. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3922. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3923. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3924. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3925. , this - s_renderD3D12->m_textures
  3926. , getName( (TextureFormat::Enum)m_textureFormat)
  3927. , getName( (TextureFormat::Enum)m_requestedFormat)
  3928. , ti.width
  3929. , ti.height
  3930. , imageContainer.m_cubeMap ? "x6" : ""
  3931. , renderTarget ? 'x' : ' '
  3932. , writeOnly ? 'x' : ' '
  3933. , computeWrite ? 'x' : ' '
  3934. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3935. );
  3936. for (uint8_t side = 0; side < numSides; ++side)
  3937. {
  3938. for (uint8_t lod = 0; lod < ti.numMips; ++lod)
  3939. {
  3940. bimg::ImageMip mip;
  3941. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3942. {
  3943. if (convert)
  3944. {
  3945. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3946. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3947. const uint32_t size = slice*mip.m_depth;
  3948. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3949. bimg::imageDecodeToBgra8(
  3950. g_allocator
  3951. , temp
  3952. , mip.m_data
  3953. , mip.m_width
  3954. , mip.m_height
  3955. , pitch
  3956. , mip.m_format
  3957. );
  3958. srd[kk].pData = temp;
  3959. srd[kk].RowPitch = pitch;
  3960. srd[kk].SlicePitch = slice;
  3961. }
  3962. else if (compressed)
  3963. {
  3964. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3965. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3966. const uint32_t size = slice*mip.m_depth;
  3967. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3968. bimg::imageCopy(temp
  3969. , mip.m_height/blockInfo.blockHeight
  3970. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3971. , mip.m_depth
  3972. , mip.m_data
  3973. , pitch
  3974. );
  3975. srd[kk].pData = temp;
  3976. srd[kk].RowPitch = pitch;
  3977. srd[kk].SlicePitch = slice;
  3978. }
  3979. else
  3980. {
  3981. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3982. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3983. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
  3984. bimg::imageCopy(temp
  3985. , mip.m_height
  3986. , mip.m_width*mip.m_bpp/8
  3987. , mip.m_depth
  3988. , mip.m_data
  3989. , pitch
  3990. );
  3991. srd[kk].pData = temp;
  3992. srd[kk].RowPitch = pitch;
  3993. srd[kk].SlicePitch = slice;
  3994. }
  3995. ++kk;
  3996. }
  3997. }
  3998. }
  3999. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4000. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4001. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  4002. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  4003. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  4004. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  4005. if (swizzle)
  4006. {
  4007. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4008. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4009. }
  4010. m_uavd.Format = m_srvd.Format;
  4011. ID3D12Device* device = s_renderD3D12->m_device;
  4012. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4013. D3D12_RESOURCE_DESC resourceDesc;
  4014. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  4015. resourceDesc.Width = ti.width;
  4016. resourceDesc.Height = ti.height;
  4017. resourceDesc.MipLevels = ti.numMips;
  4018. resourceDesc.Format = format;
  4019. resourceDesc.SampleDesc = msaa;
  4020. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  4021. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  4022. resourceDesc.DepthOrArraySize = numSides;
  4023. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4024. D3D12_CLEAR_VALUE* clearValue = NULL;
  4025. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4026. {
  4027. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  4028. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  4029. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  4030. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4031. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4032. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  4033. clearValue->DepthStencil.Depth = 1.0f;
  4034. clearValue->DepthStencil.Stencil = 0;
  4035. }
  4036. else if (renderTarget)
  4037. {
  4038. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  4039. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  4040. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4041. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4042. clearValue->Format = resourceDesc.Format;
  4043. clearValue->Color[0] = 0.0f;
  4044. clearValue->Color[1] = 0.0f;
  4045. clearValue->Color[2] = 0.0f;
  4046. clearValue->Color[3] = 0.0f;
  4047. }
  4048. if (writeOnly)
  4049. {
  4050. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  4051. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4052. }
  4053. if (computeWrite)
  4054. {
  4055. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  4056. }
  4057. if (blit)
  4058. {
  4059. state = D3D12_RESOURCE_STATE_COPY_DEST;
  4060. }
  4061. const bool directAccess = s_renderD3D12->m_directAccessSupport
  4062. && !renderTarget
  4063. // && !readBack
  4064. && !blit
  4065. && !writeOnly
  4066. ;
  4067. switch (m_type)
  4068. {
  4069. case Texture2D:
  4070. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4071. if (1 < ti.numLayers)
  4072. {
  4073. m_srvd.ViewDimension = 1 < msaa.Count
  4074. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  4075. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  4076. ;
  4077. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4078. m_srvd.Texture2DArray.MipLevels = ti.numMips;
  4079. m_srvd.Texture2DArray.FirstArraySlice = 0;
  4080. m_srvd.Texture2DArray.ArraySize = ti.numLayers;
  4081. m_srvd.Texture2DArray.PlaneSlice = 0;
  4082. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4083. }
  4084. else
  4085. {
  4086. m_srvd.ViewDimension = 1 < msaa.Count
  4087. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  4088. : D3D12_SRV_DIMENSION_TEXTURE2D
  4089. ;
  4090. m_srvd.Texture2D.MostDetailedMip = 0;
  4091. m_srvd.Texture2D.MipLevels = ti.numMips;
  4092. m_srvd.Texture2D.PlaneSlice = 0;
  4093. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4094. }
  4095. if (1 < ti.numLayers)
  4096. {
  4097. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4098. m_uavd.Texture2DArray.MipSlice = 0;
  4099. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4100. m_uavd.Texture2DArray.ArraySize = ti.numLayers;
  4101. m_uavd.Texture2DArray.PlaneSlice = 0;
  4102. }
  4103. else
  4104. {
  4105. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4106. m_uavd.Texture2D.MipSlice = 0;
  4107. m_uavd.Texture2D.PlaneSlice = 0;
  4108. }
  4109. break;
  4110. case Texture3D:
  4111. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4112. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4113. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4114. m_srvd.Texture3D.MostDetailedMip = 0;
  4115. m_srvd.Texture3D.MipLevels = ti.numMips;
  4116. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4117. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4118. m_uavd.Texture3D.MipSlice = 0;
  4119. m_uavd.Texture3D.FirstWSlice = 0;
  4120. m_uavd.Texture3D.WSize = m_depth;
  4121. break;
  4122. case TextureCube:
  4123. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4124. if (1 < ti.numLayers)
  4125. {
  4126. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  4127. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  4128. m_srvd.TextureCubeArray.MipLevels = ti.numMips;
  4129. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4130. m_srvd.TextureCubeArray.NumCubes = ti.numLayers;
  4131. }
  4132. else
  4133. {
  4134. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4135. m_srvd.TextureCube.MostDetailedMip = 0;
  4136. m_srvd.TextureCube.MipLevels = ti.numMips;
  4137. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4138. }
  4139. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4140. m_uavd.Texture2DArray.MipSlice = 0;
  4141. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4142. m_uavd.Texture2DArray.ArraySize = 6;
  4143. m_uavd.Texture2DArray.PlaneSlice = 0;
  4144. break;
  4145. }
  4146. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4147. if (directAccess)
  4148. {
  4149. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4150. }
  4151. if (kk != 0)
  4152. {
  4153. uint64_t uploadBufferSize;
  4154. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4155. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4156. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4157. uint64_t result = UpdateSubresources(commandList
  4158. , m_ptr
  4159. , staging
  4160. , 0
  4161. , 0
  4162. , numSrd
  4163. , srd
  4164. );
  4165. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  4166. BX_TRACE("Update subresource %" PRId64, result);
  4167. setState(commandList, state);
  4168. s_renderD3D12->m_cmd.release(staging);
  4169. }
  4170. else
  4171. {
  4172. setState(commandList, state);
  4173. }
  4174. if (0 != kk)
  4175. {
  4176. kk = 0;
  4177. for (uint8_t side = 0; side < numSides; ++side)
  4178. {
  4179. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  4180. {
  4181. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4182. ++kk;
  4183. }
  4184. }
  4185. }
  4186. }
  4187. return m_directAccessPtr;
  4188. }
  4189. void TextureD3D12::destroy()
  4190. {
  4191. if (NULL != m_ptr)
  4192. {
  4193. if (NULL != m_directAccessPtr)
  4194. {
  4195. D3D12_RANGE writeRange = { 0, 0 };
  4196. m_ptr->Unmap(0, &writeRange);
  4197. m_directAccessPtr = NULL;
  4198. }
  4199. s_renderD3D12->m_cmd.release(m_ptr);
  4200. m_ptr = NULL;
  4201. m_state = D3D12_RESOURCE_STATE_COMMON;
  4202. }
  4203. }
  4204. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4205. {
  4206. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4207. const uint32_t subres = _mip + (_side * m_numMips);
  4208. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4209. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4210. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4211. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4212. desc.Height = _rect.m_height;
  4213. uint32_t numRows;
  4214. uint64_t totalBytes;
  4215. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4216. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4217. , subres
  4218. , 1
  4219. , 0
  4220. , &layout
  4221. , &numRows
  4222. , NULL
  4223. , &totalBytes
  4224. );
  4225. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4226. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4227. uint8_t* data;
  4228. D3D12_RANGE readRange = { 0, 0 };
  4229. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4230. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4231. {
  4232. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4233. }
  4234. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4235. staging->Unmap(0, &writeRange);
  4236. D3D12_BOX box;
  4237. box.left = 0;
  4238. box.top = 0;
  4239. box.right = box.left + _rect.m_width;
  4240. box.bottom = box.top + _rect.m_height;
  4241. box.front = _z;
  4242. box.back = _z+_depth;
  4243. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4244. dst.SubresourceIndex = subres;
  4245. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4246. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4247. setState(_commandList, state);
  4248. s_renderD3D12->m_cmd.release(staging);
  4249. }
  4250. void TextureD3D12::resolve(uint8_t _resolve) const
  4251. {
  4252. BX_UNUSED(_resolve);
  4253. }
  4254. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4255. {
  4256. if (m_state != _state)
  4257. {
  4258. setResourceBarrier(_commandList
  4259. , m_ptr
  4260. , m_state
  4261. , _state
  4262. );
  4263. bx::swap(m_state, _state);
  4264. }
  4265. return _state;
  4266. }
  4267. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4268. {
  4269. m_denseIdx = UINT16_MAX;
  4270. m_numTh = _num;
  4271. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4272. postReset();
  4273. }
  4274. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4275. {
  4276. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4277. #if BX_PLATFORM_WINDOWS
  4278. SwapChainDesc scd;
  4279. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4280. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4281. scd.width = _width;
  4282. scd.height = _height;
  4283. scd.nwh = _nwh;
  4284. scd.sampleDesc = s_msaa[0];
  4285. HRESULT hr;
  4286. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4287. s_renderD3D12->getDeviceForSwapChain()
  4288. , scd
  4289. , &m_swapChain
  4290. );
  4291. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4292. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4293. DX_CHECK(s_renderD3D12->m_dxgi.m_factory->MakeWindowAssociation(
  4294. (HWND)_nwh
  4295. , 0
  4296. | DXGI_MWA_NO_WINDOW_CHANGES
  4297. | DXGI_MWA_NO_ALT_ENTER
  4298. ) );
  4299. ID3D12Device* device = s_renderD3D12->m_device;
  4300. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4301. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4302. {
  4303. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4304. ID3D12Resource* colorBuffer;
  4305. DX_CHECK(m_swapChain->GetBuffer(ii
  4306. , IID_ID3D12Resource
  4307. , (void**)&colorBuffer
  4308. ) );
  4309. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4310. DX_RELEASE(colorBuffer, 0);
  4311. }
  4312. #endif // BX_PLATFORM_WINDOWS
  4313. m_nwh = _nwh;
  4314. m_denseIdx = _denseIdx;
  4315. m_num = 1;
  4316. }
  4317. uint16_t FrameBufferD3D12::destroy()
  4318. {
  4319. DX_RELEASE(m_swapChain, 0);
  4320. m_nwh = NULL;
  4321. m_numTh = 0;
  4322. m_needPresent = false;
  4323. m_depth.idx = bgfx::kInvalidHandle;
  4324. uint16_t denseIdx = m_denseIdx;
  4325. m_denseIdx = UINT16_MAX;
  4326. return denseIdx;
  4327. }
  4328. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4329. {
  4330. if (m_needPresent)
  4331. {
  4332. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4333. hr = !isLost(hr) ? S_OK : hr;
  4334. m_needPresent = false;
  4335. return hr;
  4336. }
  4337. return S_OK;
  4338. }
  4339. void FrameBufferD3D12::preReset()
  4340. {
  4341. }
  4342. void FrameBufferD3D12::postReset()
  4343. {
  4344. if (m_numTh != 0)
  4345. {
  4346. ID3D12Device* device = s_renderD3D12->m_device;
  4347. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4348. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4349. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4350. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4351. m_width = 0;
  4352. m_height = 0;
  4353. m_depth.idx = bgfx::kInvalidHandle;
  4354. m_num = 0;
  4355. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4356. {
  4357. const Attachment& at = m_attachment[ii];
  4358. if (isValid(at.handle) )
  4359. {
  4360. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4361. if (0 == m_width)
  4362. {
  4363. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4364. m_width = uint32_t(desc.Width);
  4365. m_height = uint32_t(desc.Height);
  4366. }
  4367. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4368. {
  4369. BX_CHECK(!isValid(m_depth), "");
  4370. m_depth = at.handle;
  4371. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4372. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4373. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4374. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4375. BX_UNUSED(blockInfo);
  4376. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4377. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4378. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4379. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4380. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4381. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4382. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4383. ;
  4384. device->CreateDepthStencilView(texture.m_ptr
  4385. , &dsvDesc
  4386. , dsvDescriptor
  4387. );
  4388. s_renderD3D12->m_commandList->ClearDepthStencilView(
  4389. dsvDescriptor
  4390. , D3D12_CLEAR_FLAG_DEPTH|D3D12_CLEAR_FLAG_STENCIL
  4391. , 0.0f
  4392. , 0
  4393. , 0
  4394. , NULL
  4395. );
  4396. }
  4397. else if (Access::Write == at.access)
  4398. {
  4399. m_texture[m_num] = at.handle;
  4400. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4401. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4402. desc.Format = texture.m_srvd.Format;
  4403. switch (texture.m_type)
  4404. {
  4405. default:
  4406. case TextureD3D12::Texture2D:
  4407. // if (1 < msaa.Count)
  4408. // {
  4409. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4410. // }
  4411. // else
  4412. {
  4413. if (1 < texture.m_numLayers)
  4414. {
  4415. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4416. desc.Texture2DArray.FirstArraySlice = at.layer;
  4417. desc.Texture2DArray.ArraySize = 1;
  4418. desc.Texture2DArray.MipSlice = at.mip;
  4419. desc.Texture2DArray.PlaneSlice = 0;
  4420. }
  4421. else
  4422. {
  4423. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4424. desc.Texture2D.MipSlice = at.mip;
  4425. desc.Texture2D.PlaneSlice = 0;
  4426. }
  4427. }
  4428. break;
  4429. case TextureD3D12::TextureCube:
  4430. // if (1 < msaa.Count)
  4431. // {
  4432. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4433. // desc.Texture2DMSArray.ArraySize = 1;
  4434. // desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4435. // }
  4436. // else
  4437. {
  4438. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4439. desc.Texture2DArray.ArraySize = 1;
  4440. desc.Texture2DArray.FirstArraySlice = at.layer;
  4441. desc.Texture2DArray.MipSlice = at.mip;
  4442. desc.Texture2DArray.PlaneSlice = 0;
  4443. }
  4444. break;
  4445. case TextureD3D12::Texture3D:
  4446. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4447. desc.Texture3D.MipSlice = at.mip;
  4448. desc.Texture3D.WSize = 1;
  4449. desc.Texture3D.FirstWSlice = at.layer;
  4450. break;
  4451. }
  4452. device->CreateRenderTargetView(texture.m_ptr
  4453. , &desc
  4454. , rtv
  4455. );
  4456. float rgba[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  4457. s_renderD3D12->m_commandList->ClearRenderTargetView(
  4458. rtv
  4459. , rgba
  4460. , 0
  4461. , NULL
  4462. );
  4463. m_num++;
  4464. }
  4465. else
  4466. {
  4467. BX_CHECK(false, "");
  4468. }
  4469. }
  4470. }
  4471. }
  4472. }
  4473. void FrameBufferD3D12::resolve()
  4474. {
  4475. if (0 < m_numTh)
  4476. {
  4477. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4478. {
  4479. const Attachment& at = m_attachment[ii];
  4480. if (isValid(at.handle) )
  4481. {
  4482. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4483. texture.resolve(at.resolve);
  4484. }
  4485. }
  4486. }
  4487. }
  4488. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4489. {
  4490. ID3D12Device* device = s_renderD3D12->m_device;
  4491. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4492. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4493. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4494. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4495. && 0 != m_num)
  4496. {
  4497. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4498. {
  4499. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4500. {
  4501. uint8_t index = _clear.m_index[ii];
  4502. if (UINT8_MAX != index)
  4503. {
  4504. _commandList->ClearRenderTargetView(rtv
  4505. , _palette[index]
  4506. , _num
  4507. , _rect
  4508. );
  4509. rtv.ptr += rtvDescriptorSize;
  4510. }
  4511. }
  4512. }
  4513. else
  4514. {
  4515. float frgba[4] =
  4516. {
  4517. _clear.m_index[0]*1.0f/255.0f,
  4518. _clear.m_index[1]*1.0f/255.0f,
  4519. _clear.m_index[2]*1.0f/255.0f,
  4520. _clear.m_index[3]*1.0f/255.0f,
  4521. };
  4522. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4523. {
  4524. _commandList->ClearRenderTargetView(rtv
  4525. , frgba
  4526. , _num
  4527. , _rect
  4528. );
  4529. rtv.ptr += rtvDescriptorSize;
  4530. }
  4531. }
  4532. }
  4533. if (isValid(m_depth)
  4534. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4535. {
  4536. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4537. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4538. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4539. DWORD flags = 0;
  4540. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4541. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4542. _commandList->ClearDepthStencilView(dsvDescriptor
  4543. , D3D12_CLEAR_FLAGS(flags)
  4544. , _clear.m_depth
  4545. , _clear.m_stencil
  4546. , _num
  4547. , _rect
  4548. );
  4549. }
  4550. }
  4551. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4552. {
  4553. if (m_state != _state)
  4554. {
  4555. ID3D12Resource* colorBuffer;
  4556. DX_CHECK(m_swapChain->GetBuffer(_idx
  4557. , IID_ID3D12Resource
  4558. , (void**)&colorBuffer
  4559. ) );
  4560. setResourceBarrier(_commandList
  4561. , colorBuffer
  4562. , m_state
  4563. , _state
  4564. );
  4565. DX_RELEASE(colorBuffer, 0);
  4566. bx::swap(m_state, _state);
  4567. }
  4568. return _state;
  4569. }
  4570. void TimerQueryD3D12::init()
  4571. {
  4572. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4573. queryHeapDesc.Count = m_control.m_size * 2;
  4574. queryHeapDesc.NodeMask = 1;
  4575. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4576. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4577. , IID_ID3D12QueryHeap
  4578. , (void**)&m_queryHeap
  4579. ) );
  4580. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4581. m_readback = createCommittedResource(s_renderD3D12->m_device
  4582. , HeapProperty::ReadBack
  4583. , size
  4584. );
  4585. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4586. D3D12_RANGE range = { 0, size };
  4587. m_readback->Map(0, &range, (void**)&m_queryResult);
  4588. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4589. {
  4590. Result& result = m_result[ii];
  4591. result.reset();
  4592. }
  4593. m_control.reset();
  4594. }
  4595. void TimerQueryD3D12::shutdown()
  4596. {
  4597. D3D12_RANGE range = { 0, 0 };
  4598. m_readback->Unmap(0, &range);
  4599. DX_RELEASE(m_queryHeap, 0);
  4600. DX_RELEASE(m_readback, 0);
  4601. }
  4602. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4603. {
  4604. while (0 == m_control.reserve(1) )
  4605. {
  4606. m_control.consume(1);
  4607. }
  4608. Result& result = m_result[_resultIdx];
  4609. ++result.m_pending;
  4610. const uint32_t idx = m_control.m_current;
  4611. Query& query = m_query[idx];
  4612. query.m_resultIdx = _resultIdx;
  4613. query.m_ready = false;
  4614. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4615. uint32_t offset = idx * 2 + 0;
  4616. commandList->EndQuery(m_queryHeap
  4617. , D3D12_QUERY_TYPE_TIMESTAMP
  4618. , offset
  4619. );
  4620. m_control.commit(1);
  4621. return idx;
  4622. }
  4623. void TimerQueryD3D12::end(uint32_t _idx)
  4624. {
  4625. Query& query = m_query[_idx];
  4626. query.m_ready = true;
  4627. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4628. uint32_t offset = _idx * 2;
  4629. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4630. commandList->EndQuery(m_queryHeap
  4631. , D3D12_QUERY_TYPE_TIMESTAMP
  4632. , offset + 1
  4633. );
  4634. commandList->ResolveQueryData(m_queryHeap
  4635. , D3D12_QUERY_TYPE_TIMESTAMP
  4636. , offset
  4637. , 2
  4638. , m_readback
  4639. , offset * sizeof(uint64_t)
  4640. );
  4641. while (update() )
  4642. {
  4643. }
  4644. }
  4645. bool TimerQueryD3D12::update()
  4646. {
  4647. if (0 != m_control.available() )
  4648. {
  4649. uint32_t idx = m_control.m_read;
  4650. Query& query = m_query[idx];
  4651. if (!query.m_ready)
  4652. {
  4653. return false;
  4654. }
  4655. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4656. {
  4657. return false;
  4658. }
  4659. m_control.consume(1);
  4660. Result& result = m_result[query.m_resultIdx];
  4661. --result.m_pending;
  4662. uint32_t offset = idx * 2;
  4663. result.m_begin = m_queryResult[offset+0];
  4664. result.m_end = m_queryResult[offset+1];
  4665. return true;
  4666. }
  4667. return false;
  4668. }
  4669. void OcclusionQueryD3D12::init()
  4670. {
  4671. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4672. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4673. queryHeapDesc.NodeMask = 1;
  4674. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4675. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4676. , IID_ID3D12QueryHeap
  4677. , (void**)&m_queryHeap
  4678. ) );
  4679. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4680. m_readback = createCommittedResource(s_renderD3D12->m_device
  4681. , HeapProperty::ReadBack
  4682. , size
  4683. );
  4684. D3D12_RANGE range = { 0, size };
  4685. m_readback->Map(0, &range, (void**)&m_result);
  4686. }
  4687. void OcclusionQueryD3D12::shutdown()
  4688. {
  4689. D3D12_RANGE range = { 0, 0 };
  4690. m_readback->Unmap(0, &range);
  4691. DX_RELEASE(m_queryHeap, 0);
  4692. DX_RELEASE(m_readback, 0);
  4693. }
  4694. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4695. {
  4696. while (0 == m_control.reserve(1) )
  4697. {
  4698. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4699. if (isValid(handle) )
  4700. {
  4701. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4702. }
  4703. m_control.consume(1);
  4704. }
  4705. m_handle[m_control.m_current] = _handle;
  4706. _commandList->BeginQuery(m_queryHeap
  4707. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4708. , _handle.idx
  4709. );
  4710. }
  4711. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4712. {
  4713. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4714. _commandList->EndQuery(m_queryHeap
  4715. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4716. , handle.idx
  4717. );
  4718. _commandList->ResolveQueryData(m_queryHeap
  4719. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4720. , handle.idx
  4721. , 1
  4722. , m_readback
  4723. , handle.idx * sizeof(uint64_t)
  4724. );
  4725. m_control.commit(1);
  4726. }
  4727. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4728. {
  4729. const uint32_t size = m_control.m_size;
  4730. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4731. {
  4732. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4733. if (handle.idx == _handle.idx)
  4734. {
  4735. handle.idx = bgfx::kInvalidHandle;
  4736. }
  4737. }
  4738. }
  4739. struct Bind
  4740. {
  4741. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4742. uint16_t m_samplerStateIdx;
  4743. };
  4744. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4745. {
  4746. TextureHandle currentSrc = { kInvalidHandle };
  4747. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4748. while (_bs.hasItem(_view) )
  4749. {
  4750. const BlitItem& blit = _bs.advance();
  4751. TextureD3D12& src = m_textures[blit.m_src.idx];
  4752. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4753. if (currentSrc.idx != blit.m_src.idx)
  4754. {
  4755. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4756. {
  4757. m_textures[currentSrc.idx].setState(m_commandList, state);
  4758. }
  4759. currentSrc = blit.m_src;
  4760. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4761. }
  4762. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4763. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4764. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4765. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4766. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4767. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4768. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4769. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4770. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4771. if (TextureD3D12::Texture3D == src.m_type)
  4772. {
  4773. D3D12_BOX box;
  4774. box.left = blit.m_srcX;
  4775. box.top = blit.m_srcY;
  4776. box.front = blit.m_srcZ;
  4777. box.right = blit.m_srcX + width;
  4778. box.bottom = blit.m_srcY + height;;
  4779. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4780. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4781. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4782. m_commandList->CopyTextureRegion(&dstLocation
  4783. , blit.m_dstX
  4784. , blit.m_dstY
  4785. , blit.m_dstZ
  4786. , &srcLocation
  4787. , &box
  4788. );
  4789. }
  4790. else
  4791. {
  4792. D3D12_BOX box;
  4793. box.left = blit.m_srcX;
  4794. box.top = blit.m_srcY;
  4795. box.front = 0;
  4796. box.right = blit.m_srcX + width;
  4797. box.bottom = blit.m_srcY + height;;
  4798. box.back = 1;
  4799. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4800. ? blit.m_srcZ
  4801. : 0
  4802. ;
  4803. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4804. ? blit.m_dstZ
  4805. : 0
  4806. ;
  4807. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4808. dstLocation.pResource = dst.m_ptr;
  4809. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4810. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4811. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4812. srcLocation.pResource = src.m_ptr;
  4813. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4814. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4815. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4816. m_commandList->CopyTextureRegion(&dstLocation
  4817. , blit.m_dstX
  4818. , blit.m_dstY
  4819. , 0
  4820. , &srcLocation
  4821. , depthStencil ? NULL : &box
  4822. );
  4823. }
  4824. }
  4825. if (isValid(currentSrc)
  4826. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4827. {
  4828. m_textures[currentSrc.idx].setState(m_commandList, state);
  4829. }
  4830. }
  4831. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4832. {
  4833. if (m_lost
  4834. || updateResolution(_render->m_resolution) )
  4835. {
  4836. return;
  4837. }
  4838. if (_render->m_capture)
  4839. {
  4840. renderDocTriggerCapture();
  4841. }
  4842. BGFX_D3D12_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorFrame);
  4843. int64_t timeBegin = bx::getHPCounter();
  4844. int64_t captureElapsed = 0;
  4845. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4846. if (0 < _render->m_iboffset)
  4847. {
  4848. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  4849. TransientIndexBuffer* ib = _render->m_transientIb;
  4850. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4851. }
  4852. if (0 < _render->m_vboffset)
  4853. {
  4854. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  4855. TransientVertexBuffer* vb = _render->m_transientVb;
  4856. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4857. }
  4858. _render->sort();
  4859. RenderDraw currentState;
  4860. currentState.clear();
  4861. currentState.m_stateFlags = BGFX_STATE_NONE;
  4862. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4863. RenderBind currentBind;
  4864. currentBind.clear();
  4865. static ViewState viewState;
  4866. viewState.reset(_render);
  4867. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4868. // setDebugWireframe(wireframe);
  4869. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4870. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  4871. uint32_t currentBindHash = 0;
  4872. bool hasPredefined = false;
  4873. bool commandListChanged = false;
  4874. ID3D12PipelineState* currentPso = NULL;
  4875. SortKey key;
  4876. uint16_t view = UINT16_MAX;
  4877. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4878. BlitState bs(_render);
  4879. uint32_t blendFactor = 0;
  4880. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4881. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4882. PrimInfo prim = s_primInfo[primIndex];
  4883. bool wasCompute = false;
  4884. bool viewHasScissor = false;
  4885. bool restoreScissor = false;
  4886. Rect viewScissorRect;
  4887. viewScissorRect.clear();
  4888. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4889. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4890. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4891. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4892. uint32_t statsNumIndices = 0;
  4893. uint32_t statsKeyType[2] = {};
  4894. Profiler<TimerQueryD3D12> profiler(
  4895. _render
  4896. , m_gpuTimer
  4897. , s_viewName
  4898. );
  4899. #if BX_PLATFORM_WINDOWS
  4900. if (NULL != m_swapChain)
  4901. {
  4902. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4903. }
  4904. else
  4905. {
  4906. m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
  4907. }
  4908. #else
  4909. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  4910. #endif // BX_PLATFORM_WINDOWS
  4911. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4912. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4913. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4914. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4915. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4916. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4917. scratchBuffer.reset(gpuHandle);
  4918. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4919. StateCacheLru<Bind, 64> bindLru;
  4920. if (NULL != m_msaaRt)
  4921. {
  4922. setResourceBarrier(m_commandList
  4923. , m_msaaRt
  4924. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  4925. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4926. );
  4927. setResourceBarrier(m_commandList
  4928. , m_backBufferColor[m_backBufferColorIdx]
  4929. , D3D12_RESOURCE_STATE_PRESENT
  4930. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4931. );
  4932. }
  4933. else if (NULL != m_swapChain)
  4934. {
  4935. setResourceBarrier(m_commandList
  4936. , m_backBufferColor[m_backBufferColorIdx]
  4937. , D3D12_RESOURCE_STATE_PRESENT
  4938. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4939. );
  4940. }
  4941. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4942. {
  4943. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  4944. m_batch.begin();
  4945. viewState.m_rect = _render->m_view[0].m_rect;
  4946. int32_t numItems = _render->m_numRenderItems;
  4947. for (int32_t item = 0; item < numItems;)
  4948. {
  4949. const uint64_t encodedKey = _render->m_sortKeys[item];
  4950. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4951. statsKeyType[isCompute]++;
  4952. const bool viewChanged = 0
  4953. || key.m_view != view
  4954. || item == numItems
  4955. ;
  4956. const uint32_t itemIdx = _render->m_sortValues[item];
  4957. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4958. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4959. ++item;
  4960. if (viewChanged)
  4961. {
  4962. m_batch.flush(m_commandList, true);
  4963. kick();
  4964. commandListChanged = true;
  4965. view = key.m_view;
  4966. currentPso = NULL;
  4967. currentSamplerStateIdx = kInvalidHandle;
  4968. currentProgram = BGFX_INVALID_HANDLE;
  4969. hasPredefined = false;
  4970. if (item > 1)
  4971. {
  4972. profiler.end();
  4973. }
  4974. BGFX_D3D12_PROFILER_END();
  4975. setViewType(view, " ");
  4976. BGFX_D3D12_PROFILER_BEGIN(view, kColorView);
  4977. profiler.begin(view);
  4978. fbh = _render->m_view[view].m_fbh;
  4979. setFrameBuffer(fbh);
  4980. viewState.m_rect = _render->m_view[view].m_rect;
  4981. const Rect& rect = _render->m_view[view].m_rect;
  4982. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4983. viewHasScissor = !scissorRect.isZero();
  4984. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4985. D3D12_VIEWPORT vp;
  4986. vp.TopLeftX = rect.m_x;
  4987. vp.TopLeftY = rect.m_y;
  4988. vp.Width = rect.m_width;
  4989. vp.Height = rect.m_height;
  4990. vp.MinDepth = 0.0f;
  4991. vp.MaxDepth = 1.0f;
  4992. m_commandList->RSSetViewports(1, &vp);
  4993. D3D12_RECT rc;
  4994. rc.left = viewScissorRect.m_x;
  4995. rc.top = viewScissorRect.m_y;
  4996. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4997. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4998. m_commandList->RSSetScissorRects(1, &rc);
  4999. restoreScissor = false;
  5000. Clear& clr = _render->m_view[view].m_clear;
  5001. if (BGFX_CLEAR_NONE != clr.m_flags)
  5002. {
  5003. Rect clearRect = rect;
  5004. clearRect.setIntersect(rect, viewScissorRect);
  5005. clearQuad(clearRect, clr, _render->m_colorPalette);
  5006. }
  5007. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  5008. submitBlit(bs, view);
  5009. }
  5010. if (isCompute)
  5011. {
  5012. if (!wasCompute)
  5013. {
  5014. wasCompute = true;
  5015. setViewType(view, "C");
  5016. BGFX_D3D12_PROFILER_END();
  5017. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5018. commandListChanged = true;
  5019. }
  5020. if (commandListChanged)
  5021. {
  5022. commandListChanged = false;
  5023. m_commandList->SetComputeRootSignature(m_rootSignature);
  5024. ID3D12DescriptorHeap* heaps[] = {
  5025. m_samplerAllocator.getHeap(),
  5026. scratchBuffer.getHeap(),
  5027. };
  5028. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5029. }
  5030. const RenderCompute& compute = renderItem.compute;
  5031. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  5032. if (pso != currentPso)
  5033. {
  5034. currentPso = pso;
  5035. m_commandList->SetPipelineState(pso);
  5036. currentBindHash = 0;
  5037. }
  5038. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5039. if (currentBindHash != bindHash)
  5040. {
  5041. currentBindHash = bindHash;
  5042. Bind* bindCached = bindLru.find(bindHash);
  5043. if (NULL == bindCached)
  5044. {
  5045. uint32_t numSet = 0;
  5046. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5047. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5048. {
  5049. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  5050. {
  5051. const Binding& bind = renderBind.m_bind[stage];
  5052. if (kInvalidHandle != bind.m_idx)
  5053. {
  5054. switch (bind.m_type)
  5055. {
  5056. case Binding::Image:
  5057. {
  5058. TextureD3D12& texture = m_textures[bind.m_idx];
  5059. if (Access::Read != bind.m_access)
  5060. {
  5061. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5062. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5063. }
  5064. else
  5065. {
  5066. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5067. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5068. samplerFlags[stage] = uint32_t(texture.m_flags);
  5069. }
  5070. ++numSet;
  5071. }
  5072. break;
  5073. case Binding::Texture:
  5074. {
  5075. TextureD3D12& texture = m_textures[bind.m_idx];
  5076. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5077. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5078. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5079. ? bind.m_samplerFlags
  5080. : texture.m_flags
  5081. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5082. ;
  5083. ++numSet;
  5084. }
  5085. break;
  5086. case Binding::IndexBuffer:
  5087. case Binding::VertexBuffer:
  5088. {
  5089. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5090. ? m_indexBuffers[bind.m_idx]
  5091. : m_vertexBuffers[bind.m_idx]
  5092. ;
  5093. if (Access::Read != bind.m_access)
  5094. {
  5095. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5096. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5097. }
  5098. else
  5099. {
  5100. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5101. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5102. }
  5103. ++numSet;
  5104. }
  5105. break;
  5106. }
  5107. }
  5108. else
  5109. {
  5110. samplerFlags[stage] = 0;
  5111. scratchBuffer.allocEmpty(srvHandle[stage]);
  5112. }
  5113. }
  5114. if (0 != numSet)
  5115. {
  5116. Bind bind;
  5117. bind.m_srvHandle = srvHandle[0];
  5118. bind.m_samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
  5119. bindCached = bindLru.add(bindHash, bind, 0);
  5120. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5121. if (samplerStateIdx != currentSamplerStateIdx)
  5122. {
  5123. currentSamplerStateIdx = samplerStateIdx;
  5124. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5125. }
  5126. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5127. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5128. }
  5129. }
  5130. }
  5131. else
  5132. {
  5133. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5134. if (samplerStateIdx != currentSamplerStateIdx)
  5135. {
  5136. currentSamplerStateIdx = samplerStateIdx;
  5137. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5138. }
  5139. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5140. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5141. }
  5142. }
  5143. bool constantsChanged = false;
  5144. if (compute.m_uniformBegin < compute.m_uniformEnd
  5145. || currentProgram.idx != key.m_program.idx)
  5146. {
  5147. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5148. currentProgram = key.m_program;
  5149. ProgramD3D12& program = m_program[currentProgram.idx];
  5150. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5151. if (NULL != vcb)
  5152. {
  5153. commit(*vcb);
  5154. }
  5155. hasPredefined = 0 < program.m_numPredefined;
  5156. constantsChanged = true;
  5157. }
  5158. if (constantsChanged
  5159. || hasPredefined)
  5160. {
  5161. ProgramD3D12& program = m_program[currentProgram.idx];
  5162. viewState.setPredefined<4>(this, view, program, _render, compute);
  5163. commitShaderConstants(key.m_program, gpuAddress);
  5164. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5165. }
  5166. if (isValid(compute.m_indirectBuffer) )
  5167. {
  5168. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5169. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5170. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5171. : compute.m_numIndirect
  5172. ;
  5173. m_commandList->ExecuteIndirect(
  5174. s_renderD3D12->m_commandSignature[0]
  5175. , numDrawIndirect
  5176. , indirect.m_ptr
  5177. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5178. , NULL
  5179. , 0
  5180. );
  5181. }
  5182. else
  5183. {
  5184. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5185. }
  5186. continue;
  5187. }
  5188. bool resetState = viewChanged || wasCompute;
  5189. if (wasCompute)
  5190. {
  5191. wasCompute = false;
  5192. setViewType(view, " ");
  5193. BGFX_D3D12_PROFILER_END();
  5194. BGFX_D3D12_PROFILER_BEGIN(view, kColorDraw);
  5195. commandListChanged = true;
  5196. }
  5197. const RenderDraw& draw = renderItem.draw;
  5198. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5199. {
  5200. const bool occluded = true
  5201. && isValid(draw.m_occlusionQuery)
  5202. && !hasOcclusionQuery
  5203. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5204. ;
  5205. if (occluded
  5206. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5207. {
  5208. if (resetState)
  5209. {
  5210. currentState.clear();
  5211. currentState.m_scissor = !draw.m_scissor;
  5212. currentBind.clear();
  5213. commandListChanged = true;
  5214. }
  5215. continue;
  5216. }
  5217. }
  5218. const uint64_t newFlags = draw.m_stateFlags;
  5219. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5220. currentState.m_stateFlags = newFlags;
  5221. const uint64_t newStencil = draw.m_stencil;
  5222. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5223. currentState.m_stencil = newStencil;
  5224. if (resetState)
  5225. {
  5226. wasCompute = false;
  5227. currentState.clear();
  5228. currentState.m_scissor = !draw.m_scissor;
  5229. changedFlags = BGFX_STATE_MASK;
  5230. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5231. currentState.m_stateFlags = newFlags;
  5232. currentState.m_stencil = newStencil;
  5233. currentBind.clear();
  5234. commandListChanged = true;
  5235. }
  5236. if (commandListChanged)
  5237. {
  5238. commandListChanged = false;
  5239. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5240. ID3D12DescriptorHeap* heaps[] = {
  5241. m_samplerAllocator.getHeap(),
  5242. scratchBuffer.getHeap(),
  5243. };
  5244. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5245. currentPso = NULL;
  5246. currentBindHash = 0;
  5247. currentSamplerStateIdx = kInvalidHandle;
  5248. currentProgram = BGFX_INVALID_HANDLE;
  5249. currentState.clear();
  5250. currentState.m_scissor = !draw.m_scissor;
  5251. changedFlags = BGFX_STATE_MASK;
  5252. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5253. currentState.m_stateFlags = newFlags;
  5254. currentState.m_stencil = newStencil;
  5255. currentBind.clear();
  5256. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5257. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5258. }
  5259. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5260. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5261. if (0 != draw.m_streamMask)
  5262. {
  5263. currentState.m_streamMask = draw.m_streamMask;
  5264. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5265. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5266. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5267. const uint64_t state = draw.m_stateFlags;
  5268. bool hasFactor = 0
  5269. || f0 == (state & f0)
  5270. || f1 == (state & f1)
  5271. || f2 == (state & f2)
  5272. || f3 == (state & f3)
  5273. ;
  5274. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5275. uint8_t numStreams = 0;
  5276. if (UINT8_MAX != draw.m_streamMask)
  5277. {
  5278. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5279. ; 0 != streamMask
  5280. ; streamMask >>= 1, idx += 1, ++numStreams
  5281. )
  5282. {
  5283. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5284. streamMask >>= ntz;
  5285. idx += ntz;
  5286. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5287. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5288. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5289. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5290. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5291. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5292. ? draw.m_stream[idx].m_layoutHandle.idx
  5293. : vb.m_layoutHandle.idx;
  5294. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5295. layouts[numStreams] = &layout;
  5296. }
  5297. }
  5298. ID3D12PipelineState* pso =
  5299. getPipelineState(state
  5300. , draw.m_stencil
  5301. , numStreams
  5302. , layouts
  5303. , key.m_program
  5304. , uint8_t(draw.m_instanceDataStride/16)
  5305. );
  5306. uint16_t scissor = draw.m_scissor;
  5307. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5308. if (currentBindHash != bindHash
  5309. || 0 != changedStencil
  5310. || (hasFactor && blendFactor != draw.m_rgba)
  5311. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5312. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5313. || currentState.m_scissor != scissor
  5314. || pso != currentPso
  5315. || hasOcclusionQuery)
  5316. {
  5317. m_batch.flush(m_commandList);
  5318. }
  5319. if (currentBindHash != bindHash)
  5320. {
  5321. currentBindHash = bindHash;
  5322. Bind* bindCached = bindLru.find(bindHash);
  5323. if (NULL == bindCached)
  5324. {
  5325. uint32_t numSet = 0;
  5326. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5327. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5328. {
  5329. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5330. {
  5331. const Binding& bind = renderBind.m_bind[stage];
  5332. if (kInvalidHandle != bind.m_idx)
  5333. {
  5334. switch (bind.m_type)
  5335. {
  5336. case Binding::Texture:
  5337. {
  5338. TextureD3D12& texture = m_textures[bind.m_idx];
  5339. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5340. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5341. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5342. ? bind.m_samplerFlags
  5343. : texture.m_flags
  5344. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5345. ;
  5346. ++numSet;
  5347. }
  5348. break;
  5349. case Binding::IndexBuffer:
  5350. case Binding::VertexBuffer:
  5351. {
  5352. samplerFlags[stage] = 0;
  5353. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5354. ? m_indexBuffers[bind.m_idx]
  5355. : m_vertexBuffers[bind.m_idx]
  5356. ;
  5357. if (Access::Read != bind.m_access)
  5358. {
  5359. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5360. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5361. }
  5362. else
  5363. {
  5364. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5365. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5366. }
  5367. ++numSet;
  5368. }
  5369. break;
  5370. }
  5371. }
  5372. else
  5373. {
  5374. scratchBuffer.allocEmpty(srvHandle[stage]);
  5375. samplerFlags[stage] = 0;
  5376. }
  5377. }
  5378. }
  5379. if (0 != numSet)
  5380. {
  5381. Bind bind;
  5382. bind.m_srvHandle = srvHandle[0];
  5383. bind.m_samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5384. bindCached = bindLru.add(bindHash, bind, 0);
  5385. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5386. if (samplerStateIdx != currentSamplerStateIdx)
  5387. {
  5388. currentSamplerStateIdx = samplerStateIdx;
  5389. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5390. }
  5391. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5392. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5393. }
  5394. }
  5395. else
  5396. {
  5397. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5398. if (samplerStateIdx != currentSamplerStateIdx)
  5399. {
  5400. currentSamplerStateIdx = samplerStateIdx;
  5401. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5402. }
  5403. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5404. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5405. }
  5406. }
  5407. if (0 != changedStencil)
  5408. {
  5409. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5410. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5411. m_commandList->OMSetStencilRef(ref);
  5412. }
  5413. if (hasFactor
  5414. && blendFactor != draw.m_rgba)
  5415. {
  5416. blendFactor = draw.m_rgba;
  5417. float bf[4];
  5418. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5419. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5420. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5421. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5422. m_commandList->OMSetBlendFactor(bf);
  5423. }
  5424. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5425. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5426. {
  5427. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5428. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5429. prim = s_primInfo[primIndex];
  5430. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5431. }
  5432. if (currentState.m_scissor != scissor)
  5433. {
  5434. currentState.m_scissor = scissor;
  5435. if (UINT16_MAX == scissor)
  5436. {
  5437. if (restoreScissor
  5438. || viewHasScissor)
  5439. {
  5440. restoreScissor = false;
  5441. D3D12_RECT rc;
  5442. rc.left = viewScissorRect.m_x;
  5443. rc.top = viewScissorRect.m_y;
  5444. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5445. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5446. m_commandList->RSSetScissorRects(1, &rc);
  5447. }
  5448. }
  5449. else
  5450. {
  5451. restoreScissor = true;
  5452. Rect scissorRect;
  5453. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5454. if (scissorRect.isZeroArea() )
  5455. {
  5456. continue;
  5457. }
  5458. D3D12_RECT rc;
  5459. rc.left = scissorRect.m_x;
  5460. rc.top = scissorRect.m_y;
  5461. rc.right = scissorRect.m_x + scissorRect.m_width;
  5462. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5463. m_commandList->RSSetScissorRects(1, &rc);
  5464. }
  5465. }
  5466. if (pso != currentPso)
  5467. {
  5468. currentPso = pso;
  5469. m_commandList->SetPipelineState(pso);
  5470. }
  5471. if (constantsChanged
  5472. || currentProgram.idx != key.m_program.idx
  5473. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5474. {
  5475. currentProgram = key.m_program;
  5476. ProgramD3D12& program = m_program[currentProgram.idx];
  5477. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5478. if (NULL != vcb)
  5479. {
  5480. commit(*vcb);
  5481. }
  5482. if (NULL != program.m_fsh)
  5483. {
  5484. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5485. if (NULL != fcb)
  5486. {
  5487. commit(*fcb);
  5488. }
  5489. }
  5490. hasPredefined = 0 < program.m_numPredefined;
  5491. constantsChanged = true;
  5492. }
  5493. if (constantsChanged
  5494. || hasPredefined)
  5495. {
  5496. ProgramD3D12& program = m_program[currentProgram.idx];
  5497. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5498. viewState.m_alphaRef = ref/255.0f;
  5499. viewState.setPredefined<4>(this, view, program, _render, draw);
  5500. commitShaderConstants(key.m_program, gpuAddress);
  5501. }
  5502. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5503. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5504. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5505. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5506. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5507. statsNumInstances[primIndex] += draw.m_numInstances;
  5508. statsNumIndices += numIndices;
  5509. if (hasOcclusionQuery)
  5510. {
  5511. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5512. m_batch.flush(m_commandList);
  5513. m_occlusionQuery.end(m_commandList);
  5514. }
  5515. }
  5516. }
  5517. m_batch.end(m_commandList);
  5518. kick();
  5519. if (wasCompute)
  5520. {
  5521. setViewType(view, "C");
  5522. BGFX_D3D12_PROFILER_END();
  5523. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5524. }
  5525. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5526. if (0 < _render->m_numRenderItems)
  5527. {
  5528. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5529. {
  5530. // deviceCtx->Flush();
  5531. }
  5532. // captureElapsed = -bx::getHPCounter();
  5533. // capture();
  5534. // captureElapsed += bx::getHPCounter();
  5535. profiler.end();
  5536. }
  5537. }
  5538. BGFX_D3D12_PROFILER_END();
  5539. int64_t timeEnd = bx::getHPCounter();
  5540. int64_t frameTime = timeEnd - timeBegin;
  5541. static int64_t min = frameTime;
  5542. static int64_t max = frameTime;
  5543. min = bx::min<int64_t>(min, frameTime);
  5544. max = bx::max<int64_t>(max, frameTime);
  5545. static uint32_t maxGpuLatency = 0;
  5546. static double maxGpuElapsed = 0.0f;
  5547. double elapsedGpuMs = 0.0;
  5548. static int64_t presentMin = m_presentElapsed;
  5549. static int64_t presentMax = m_presentElapsed;
  5550. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  5551. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  5552. if (UINT32_MAX != frameQueryIdx)
  5553. {
  5554. m_gpuTimer.end(frameQueryIdx);
  5555. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5556. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5557. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5558. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5559. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5560. }
  5561. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5562. const int64_t timerFreq = bx::getHPFrequency();
  5563. Stats& perfStats = _render->m_perfStats;
  5564. perfStats.cpuTimeBegin = timeBegin;
  5565. perfStats.cpuTimeEnd = timeEnd;
  5566. perfStats.cpuTimerFreq = timerFreq;
  5567. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5568. perfStats.gpuTimeBegin = result.m_begin;
  5569. perfStats.gpuTimeEnd = result.m_end;
  5570. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5571. perfStats.numDraw = statsKeyType[0];
  5572. perfStats.numCompute = statsKeyType[1];
  5573. perfStats.numBlit = _render->m_numBlitItems;
  5574. perfStats.maxGpuLatency = maxGpuLatency;
  5575. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5576. perfStats.gpuMemoryMax = -INT64_MAX;
  5577. perfStats.gpuMemoryUsed = -INT64_MAX;
  5578. #if BX_PLATFORM_WINDOWS
  5579. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5580. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5581. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5582. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5583. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5584. #endif // BX_PLATFORM_WINDOWS
  5585. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5586. {
  5587. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  5588. // m_needPresent = true;
  5589. TextVideoMem& tvm = m_textVideoMem;
  5590. static int64_t next = timeEnd;
  5591. if (timeEnd >= next)
  5592. {
  5593. next = timeEnd + timerFreq;
  5594. double freq = double(timerFreq);
  5595. double toMs = 1000.0 / freq;
  5596. tvm.clear();
  5597. uint16_t pos = 0;
  5598. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5599. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5600. , getRendererName()
  5601. , m_deviceInterfaceVersion
  5602. , (m_featureLevel >> 12) & 0xf
  5603. , (m_featureLevel >> 8) & 0xf
  5604. );
  5605. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5606. char description[BX_COUNTOF(desc.Description)];
  5607. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5608. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5609. char dedicatedVideo[16];
  5610. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5611. char dedicatedSystem[16];
  5612. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5613. char sharedSystem[16];
  5614. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5615. char processMemoryUsed[16];
  5616. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5617. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5618. , dedicatedVideo
  5619. , dedicatedSystem
  5620. , sharedSystem
  5621. , processMemoryUsed
  5622. );
  5623. #if BX_PLATFORM_WINDOWS
  5624. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5625. {
  5626. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5627. char budget[16];
  5628. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5629. char currentUsage[16];
  5630. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5631. char availableForReservation[16];
  5632. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5633. char currentReservation[16];
  5634. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5635. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5636. , 0 == ii ? "Local " : "Non-local"
  5637. , budget
  5638. , currentUsage
  5639. , availableForReservation
  5640. , currentReservation
  5641. );
  5642. }
  5643. #endif // BX_PLATFORM_WINDOWS
  5644. pos = 10;
  5645. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5646. , double(frameTime)*toMs
  5647. , double(min)*toMs
  5648. , double(max)*toMs
  5649. , freq/frameTime
  5650. );
  5651. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5652. , double(m_presentElapsed)*toMs
  5653. , double(presentMin)*toMs
  5654. , double(presentMax)*toMs
  5655. );
  5656. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5657. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5658. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5659. , 0 != msaa ? '\xfe' : ' '
  5660. , 1<<msaa
  5661. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5662. );
  5663. double elapsedCpuMs = double(frameTime)*toMs;
  5664. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5665. , _render->m_numRenderItems
  5666. , statsKeyType[0]
  5667. , statsKeyType[1]
  5668. , elapsedCpuMs
  5669. );
  5670. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5671. {
  5672. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5673. , getName(Topology::Enum(ii) )
  5674. , statsNumPrimsRendered[ii]
  5675. , statsNumInstances[ii]
  5676. , statsNumPrimsSubmitted[ii]
  5677. );
  5678. }
  5679. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5680. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5681. , m_batch.m_maxDrawPerBatch
  5682. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5683. );
  5684. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5685. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5686. , m_batch.m_maxDrawPerBatch
  5687. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5688. );
  5689. if (NULL != m_renderDocDll)
  5690. {
  5691. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5692. }
  5693. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5694. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5695. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5696. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5697. pos++;
  5698. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5699. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5700. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5701. , m_pipelineStateCache.getCount()
  5702. , m_samplerStateCache.getCount()
  5703. , bindLru.getCount()
  5704. , m_cmd.m_control.available()
  5705. );
  5706. pos++;
  5707. double captureMs = double(captureElapsed)*toMs;
  5708. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5709. uint8_t attr[2] = { 0x8c, 0x8a };
  5710. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5711. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5712. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5713. min = frameTime;
  5714. max = frameTime;
  5715. presentMin = m_presentElapsed;
  5716. presentMax = m_presentElapsed;
  5717. }
  5718. blit(this, _textVideoMemBlitter, tvm);
  5719. BGFX_D3D12_PROFILER_END();
  5720. }
  5721. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5722. {
  5723. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  5724. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5725. BGFX_D3D12_PROFILER_END();
  5726. }
  5727. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5728. if (NULL != m_msaaRt)
  5729. {
  5730. setResourceBarrier(m_commandList
  5731. , m_msaaRt
  5732. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5733. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5734. );
  5735. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  5736. setResourceBarrier(m_commandList
  5737. , m_backBufferColor[m_backBufferColorIdx]
  5738. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5739. , D3D12_RESOURCE_STATE_PRESENT
  5740. );
  5741. }
  5742. else if (NULL != m_swapChain)
  5743. {
  5744. setResourceBarrier(m_commandList
  5745. , m_backBufferColor[m_backBufferColorIdx]
  5746. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5747. , D3D12_RESOURCE_STATE_PRESENT
  5748. );
  5749. }
  5750. #if BX_PLATFORM_WINDOWS
  5751. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5752. {
  5753. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5754. if (NULL != frameBuffer.m_swapChain)
  5755. {
  5756. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5757. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5758. }
  5759. }
  5760. #endif // BX_PLATFORM_WINDOWS
  5761. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5762. }
  5763. } /* namespace d3d12 */ } // namespace bgfx
  5764. #else
  5765. namespace bgfx { namespace d3d12
  5766. {
  5767. RendererContextI* rendererCreate(const Init& _init)
  5768. {
  5769. BX_UNUSED(_init);
  5770. return NULL;
  5771. }
  5772. void rendererDestroy()
  5773. {
  5774. }
  5775. } /* namespace d3d12 */ } // namespace bgfx
  5776. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12