renderer_d3d12.cpp 188 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. namespace bgfx { namespace d3d12
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. struct PrimInfo
  13. {
  14. D3D_PRIMITIVE_TOPOLOGY m_topology;
  15. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  16. uint32_t m_min;
  17. uint32_t m_div;
  18. uint32_t m_sub;
  19. };
  20. static const PrimInfo s_primInfo[] =
  21. {
  22. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  23. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  24. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  26. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  27. };
  28. static const char* s_primName[] =
  29. {
  30. "TriList",
  31. "TriStrip",
  32. "Line",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. static const uint32_t s_checkMsaa[] =
  37. {
  38. 0,
  39. 2,
  40. 4,
  41. 8,
  42. 16,
  43. };
  44. static DXGI_SAMPLE_DESC s_msaa[] =
  45. {
  46. { 1, 0 },
  47. { 2, 0 },
  48. { 4, 0 },
  49. { 8, 0 },
  50. { 16, 0 },
  51. };
  52. static const D3D12_BLEND s_blendFactor[][2] =
  53. {
  54. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  55. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  56. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  57. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  58. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  59. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  60. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  61. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  62. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  63. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  64. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  65. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  66. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  67. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  68. };
  69. static const D3D12_BLEND_OP s_blendEquation[] =
  70. {
  71. D3D12_BLEND_OP_ADD,
  72. D3D12_BLEND_OP_SUBTRACT,
  73. D3D12_BLEND_OP_REV_SUBTRACT,
  74. D3D12_BLEND_OP_MIN,
  75. D3D12_BLEND_OP_MAX,
  76. };
  77. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  78. {
  79. D3D12_COMPARISON_FUNC(0), // ignored
  80. D3D12_COMPARISON_FUNC_LESS,
  81. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  82. D3D12_COMPARISON_FUNC_EQUAL,
  83. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  84. D3D12_COMPARISON_FUNC_GREATER,
  85. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  86. D3D12_COMPARISON_FUNC_NEVER,
  87. D3D12_COMPARISON_FUNC_ALWAYS,
  88. };
  89. static const D3D12_STENCIL_OP s_stencilOp[] =
  90. {
  91. D3D12_STENCIL_OP_ZERO,
  92. D3D12_STENCIL_OP_KEEP,
  93. D3D12_STENCIL_OP_REPLACE,
  94. D3D12_STENCIL_OP_INCR,
  95. D3D12_STENCIL_OP_INCR_SAT,
  96. D3D12_STENCIL_OP_DECR,
  97. D3D12_STENCIL_OP_DECR_SAT,
  98. D3D12_STENCIL_OP_INVERT,
  99. };
  100. static const D3D12_CULL_MODE s_cullMode[] =
  101. {
  102. D3D12_CULL_MODE_NONE,
  103. D3D12_CULL_MODE_FRONT,
  104. D3D12_CULL_MODE_BACK,
  105. };
  106. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  107. {
  108. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  109. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  110. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  111. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  112. };
  113. /*
  114. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  115. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  116. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  117. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  118. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  119. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  120. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  121. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  122. * D3D11_FILTER_ANISOTROPIC = 0x55,
  123. *
  124. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  125. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  126. *
  127. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  128. * 0x10 // MIN_LINEAR
  129. * 0x04 // MAG_LINEAR
  130. * 0x01 // MIP_LINEAR
  131. */
  132. static const uint8_t s_textureFilter[3][3] =
  133. {
  134. {
  135. 0x10, // min linear
  136. 0x00, // min point
  137. 0x55, // anisotropic
  138. },
  139. {
  140. 0x04, // mag linear
  141. 0x00, // mag point
  142. 0x55, // anisotropic
  143. },
  144. {
  145. 0x01, // mip linear
  146. 0x00, // mip point
  147. 0x55, // anisotropic
  148. },
  149. };
  150. struct TextureFormatInfo
  151. {
  152. DXGI_FORMAT m_fmt;
  153. DXGI_FORMAT m_fmtSrv;
  154. DXGI_FORMAT m_fmtDsv;
  155. DXGI_FORMAT m_fmtSrgb;
  156. };
  157. static const TextureFormatInfo s_textureFormat[] =
  158. {
  159. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  160. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  161. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  162. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  163. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  164. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  165. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  166. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  177. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  178. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  179. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  180. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  181. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  182. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  183. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  184. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  185. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  186. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  187. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  188. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  189. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  190. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  191. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  192. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  193. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  194. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  195. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  196. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  197. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  198. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  199. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  200. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  201. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  202. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  206. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  207. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  208. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  209. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  210. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  211. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  212. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  213. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  214. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  215. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  216. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  217. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  218. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  219. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  220. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  221. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  222. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  223. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  224. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  225. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  226. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  227. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  229. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  230. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  232. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  233. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  234. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  235. };
  236. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  237. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  238. {
  239. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. };
  258. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  259. static const DXGI_FORMAT s_attribType[][4][2] =
  260. {
  261. { // Uint8
  262. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  263. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  264. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  265. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  266. },
  267. { // Uint10
  268. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  269. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  270. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  271. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  272. },
  273. { // Int16
  274. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  275. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  276. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  277. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  278. },
  279. { // Half
  280. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  281. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  282. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  283. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  284. },
  285. { // Float
  286. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  287. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  288. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  289. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  290. },
  291. };
  292. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  293. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  294. {
  295. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  296. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  297. {
  298. if (UINT16_MAX != _decl.m_attributes[attr])
  299. {
  300. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  301. if (0 == _decl.m_attributes[attr])
  302. {
  303. elem->AlignedByteOffset = 0;
  304. }
  305. else
  306. {
  307. uint8_t num;
  308. AttribType::Enum type;
  309. bool normalized;
  310. bool asInt;
  311. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  312. elem->Format = s_attribType[type][num-1][normalized];
  313. elem->AlignedByteOffset = _decl.m_offset[attr];
  314. }
  315. ++elem;
  316. }
  317. }
  318. return elem;
  319. }
  320. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  321. {
  322. D3D12_RESOURCE_BARRIER barrier;
  323. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  324. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  325. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  326. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  327. barrier.Transition.StateBefore = _stateBefore;
  328. barrier.Transition.StateAfter = _stateAfter;
  329. _commandList->ResourceBarrier(1, &barrier);
  330. }
  331. #if USE_D3D12_DYNAMIC_LIB
  332. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  333. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  334. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  335. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  336. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  337. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  338. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  339. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  340. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  341. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  342. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  343. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  344. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  345. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  346. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  347. #else
  348. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  349. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  350. #endif // USE_D3D12_DYNAMIC_LIB
  351. struct HeapProperty
  352. {
  353. enum Enum
  354. {
  355. Default,
  356. Upload,
  357. ReadBack,
  358. Count
  359. };
  360. D3D12_HEAP_PROPERTIES m_properties;
  361. D3D12_RESOURCE_STATES m_state;
  362. };
  363. static const HeapProperty s_heapProperties[] =
  364. {
  365. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  366. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  367. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  368. };
  369. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  370. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  371. {
  372. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  373. ID3D12Resource* resource;
  374. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  375. , D3D12_HEAP_FLAG_NONE
  376. , _resourceDesc
  377. , heapProperty.m_state
  378. , _clearValue
  379. , IID_ID3D12Resource
  380. , (void**)&resource
  381. ) );
  382. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  383. , _resourceDesc->Width
  384. );
  385. return resource;
  386. }
  387. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  388. {
  389. D3D12_RESOURCE_DESC resourceDesc;
  390. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  391. resourceDesc.Alignment = 0;
  392. resourceDesc.Width = _size;
  393. resourceDesc.Height = 1;
  394. resourceDesc.DepthOrArraySize = 1;
  395. resourceDesc.MipLevels = 1;
  396. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  397. resourceDesc.SampleDesc.Count = 1;
  398. resourceDesc.SampleDesc.Quality = 0;
  399. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  400. resourceDesc.Flags = _flags;
  401. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  402. }
  403. inline bool isLost(HRESULT _hr)
  404. {
  405. return false
  406. || _hr == DXGI_ERROR_DEVICE_REMOVED
  407. || _hr == DXGI_ERROR_DEVICE_HUNG
  408. || _hr == DXGI_ERROR_DEVICE_RESET
  409. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  410. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  411. ;
  412. }
  413. static const char* getLostReason(HRESULT _hr)
  414. {
  415. switch (_hr)
  416. {
  417. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  418. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  419. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  420. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  421. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  422. // The calling application should re-create the device and continue.
  423. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  424. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  425. // suspect, and the application should not continue.
  426. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  427. // A resource is not available at the time of the call, but may become available later.
  428. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  429. case S_OK: return "S_OK";
  430. default: break;
  431. }
  432. return "Unknown HRESULT?";
  433. }
  434. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  435. {
  436. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  437. {
  438. char temp[2048];
  439. va_list argList;
  440. va_start(argList, _format);
  441. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  442. va_end(argList);
  443. temp[size] = '\0';
  444. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  445. mbstowcs(wtemp, temp, size+1);
  446. _object->SetName(wtemp);
  447. }
  448. }
  449. #if USE_D3D12_DYNAMIC_LIB
  450. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  451. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  452. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  453. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  454. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  455. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  456. #endif // USE_D3D12_DYNAMIC_LIB
  457. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  458. {
  459. #if BX_COMPILER_MSVC
  460. return _heap->GetCPUDescriptorHandleForHeapStart();
  461. #else
  462. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  463. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  464. (_heap->*(PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart) )(&handle);
  465. return handle;
  466. #endif // BX_COMPILER_MSVC
  467. }
  468. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  469. {
  470. #if BX_COMPILER_MSVC
  471. return _heap->GetGPUDescriptorHandleForHeapStart();
  472. #else
  473. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  474. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  475. (_heap->*(PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart) )(&handle);
  476. return handle;
  477. #endif // BX_COMPILER_MSVC
  478. }
  479. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  480. {
  481. #if BX_COMPILER_MSVC
  482. return _resource->GetDesc();
  483. #else
  484. typedef void (STDMETHODCALLTYPE ID3D12Resource::*PFN_GET_GET_DESC)(D3D12_RESOURCE_DESC*);
  485. D3D12_RESOURCE_DESC desc;
  486. (_resource->*(PFN_GET_GET_DESC)(&ID3D12Resource::GetDesc))(&desc);
  487. return desc;
  488. #endif // BX_COMPILER_MSVC
  489. }
  490. struct RendererContextD3D12 : public RendererContextI
  491. {
  492. RendererContextD3D12()
  493. : m_d3d12dll(NULL)
  494. , m_dxgidll(NULL)
  495. , m_renderdocdll(NULL)
  496. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  497. , m_wireframe(false)
  498. , m_lost(false)
  499. , m_maxAnisotropy(1)
  500. , m_depthClamp(false)
  501. , m_fsChanges(0)
  502. , m_vsChanges(0)
  503. , m_backBufferColorIdx(0)
  504. , m_rtMsaa(false)
  505. {
  506. }
  507. ~RendererContextD3D12()
  508. {
  509. }
  510. bool init(const Init& _init)
  511. {
  512. struct ErrorState
  513. {
  514. enum Enum
  515. {
  516. Default,
  517. LoadedKernel32,
  518. LoadedD3D12,
  519. LoadedDXGI,
  520. CreatedDXGIFactory,
  521. CreatedCommandQueue,
  522. };
  523. };
  524. ErrorState::Enum errorState = ErrorState::Default;
  525. LUID luid;
  526. m_renderdocdll = loadRenderDoc();
  527. setGraphicsDebuggerPresent(NULL != m_renderdocdll);
  528. m_fbh.idx = kInvalidHandle;
  529. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  530. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  531. #if USE_D3D12_DYNAMIC_LIB
  532. m_kernel32dll = bx::dlopen("kernel32.dll");
  533. if (NULL == m_kernel32dll)
  534. {
  535. BX_TRACE("Init error: Failed to load kernel32.dll.");
  536. goto error;
  537. }
  538. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  539. if (NULL == CreateEventExA)
  540. {
  541. BX_TRACE("Init error: Function CreateEventExA not found.");
  542. goto error;
  543. }
  544. errorState = ErrorState::LoadedKernel32;
  545. m_d3d12dll = bx::dlopen("d3d12.dll");
  546. if (NULL == m_d3d12dll)
  547. {
  548. BX_TRACE("Init error: Failed to load d3d12.dll.");
  549. goto error;
  550. }
  551. errorState = ErrorState::LoadedD3D12;
  552. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  553. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  554. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  555. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  556. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  557. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  558. if (NULL == D3D12CreateDevice
  559. || NULL == D3D12GetDebugInterface
  560. || NULL == D3D12SerializeRootSignature)
  561. {
  562. BX_TRACE("Init error: Function not found.");
  563. goto error;
  564. }
  565. m_dxgidll = bx::dlopen("dxgi.dll");
  566. if (NULL == m_dxgidll)
  567. {
  568. BX_TRACE("Init error: Failed to load dxgi.dll.");
  569. goto error;
  570. }
  571. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  572. if (NULL == CreateDXGIFactory1)
  573. {
  574. BX_TRACE("Init error: Function CreateDXGIFactory1 not found.");
  575. goto error;
  576. }
  577. #endif // USE_D3D12_DYNAMIC_LIB
  578. errorState = ErrorState::LoadedDXGI;
  579. HRESULT hr;
  580. #if BX_PLATFORM_WINDOWS
  581. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  582. #else
  583. hr = S_OK;
  584. m_factory = NULL;
  585. #endif // BX_PLATFORM_*
  586. if (FAILED(hr) )
  587. {
  588. BX_TRACE("Init error: Unable to create DXGI factory.");
  589. goto error;
  590. }
  591. errorState = ErrorState::CreatedDXGIFactory;
  592. m_adapter = NULL;
  593. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  594. if (NULL != m_factory)
  595. {
  596. #if BX_PLATFORM_WINDOWS
  597. IDXGIAdapter3* adapter;
  598. #else
  599. IDXGIAdapter* adapter;
  600. #endif // BX_PLATFORM_*
  601. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  602. {
  603. DXGI_ADAPTER_DESC desc;
  604. hr = adapter->GetDesc(&desc);
  605. if (SUCCEEDED(hr) )
  606. {
  607. BX_TRACE("Adapter #%d", ii);
  608. char description[BX_COUNTOF(desc.Description)];
  609. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  610. BX_TRACE("\tDescription: %s", description);
  611. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  612. , desc.VendorId
  613. , desc.DeviceId
  614. , desc.SubSysId
  615. , desc.Revision
  616. );
  617. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  618. , desc.DedicatedVideoMemory
  619. , desc.DedicatedSystemMemory
  620. , desc.SharedSystemMemory
  621. );
  622. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  623. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  624. ++g_caps.numGPUs;
  625. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  626. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  627. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  628. {
  629. m_adapter = adapter;
  630. m_adapter->AddRef();
  631. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  632. }
  633. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  634. && 0 != bx::strFind(description, "PerfHUD") )
  635. {
  636. m_adapter = adapter;
  637. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  638. }
  639. }
  640. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  641. }
  642. }
  643. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  644. {
  645. ID3D12Debug* debug0;
  646. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  647. if (SUCCEEDED(hr) )
  648. {
  649. debug0->EnableDebugLayer();
  650. #if BX_PLATFORM_WINDOWS
  651. {
  652. ID3D12Debug1* debug1;
  653. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  654. if (SUCCEEDED(hr) )
  655. {
  656. // debug1->SetEnableGPUBasedValidation(true);
  657. }
  658. }
  659. #endif // BX_PLATFORM_WINDOWS
  660. }
  661. }
  662. {
  663. D3D_FEATURE_LEVEL featureLevel[] =
  664. {
  665. D3D_FEATURE_LEVEL_12_1,
  666. D3D_FEATURE_LEVEL_12_0,
  667. D3D_FEATURE_LEVEL_11_1,
  668. D3D_FEATURE_LEVEL_11_0,
  669. };
  670. hr = E_FAIL;
  671. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  672. {
  673. hr = D3D12CreateDevice(m_adapter
  674. , featureLevel[ii]
  675. , IID_ID3D12Device
  676. , (void**)&m_device
  677. );
  678. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  679. , (featureLevel[ii] >> 12) & 0xf
  680. , (featureLevel[ii] >> 8) & 0xf
  681. );
  682. m_featureLevel = featureLevel[ii];
  683. }
  684. }
  685. if (FAILED(hr) )
  686. {
  687. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  688. goto error;
  689. }
  690. if (NULL != m_factory)
  691. {
  692. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  693. // NOTICE:
  694. // LUID STDMETHODCALLTYPE ID3D12Device::GetAdapterLuid() has a different behaviour in gcc ,
  695. // because gcc64 returns small struct in RAX, but the microsoft implemention of ID3D12Device::GetAdapterLuid() in d3d12.dll
  696. // pass the struct LUID's address as the second parameter.
  697. typedef void (STDMETHODCALLTYPE ID3D12Device::*ID3D12Device_GetAdapterLuid_f)(LUID *);
  698. (m_device->*(ID3D12Device_GetAdapterLuid_f)(&ID3D12Device::GetAdapterLuid))(&luid);
  699. #if BX_PLATFORM_WINDOWS
  700. IDXGIAdapter3* adapter;
  701. #else
  702. IDXGIAdapter* adapter;
  703. #endif // BX_PLATFORM_*
  704. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  705. {
  706. adapter->GetDesc(&m_adapterDesc);
  707. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  708. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  709. {
  710. if (NULL == m_adapter)
  711. {
  712. m_adapter = adapter;
  713. }
  714. else
  715. {
  716. DX_RELEASE(adapter, 0);
  717. }
  718. break;
  719. }
  720. DX_RELEASE(adapter, 0);
  721. }
  722. }
  723. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  724. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  725. {
  726. uint32_t numNodes = m_device->GetNodeCount();
  727. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  728. for (uint32_t ii = 0; ii < numNodes; ++ii)
  729. {
  730. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  731. architecture.NodeIndex = ii;
  732. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  733. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  734. , ii
  735. , architecture.TileBasedRenderer
  736. , architecture.UMA
  737. , architecture.CacheCoherentUMA
  738. );
  739. if (0 == ii)
  740. {
  741. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  742. }
  743. }
  744. }
  745. #if !BX_PLATFORM_WINDOWS
  746. if (NULL == m_factory)
  747. {
  748. IDXGIDevice1* dxgiDevice;
  749. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  750. if (FAILED(hr) )
  751. {
  752. BX_TRACE("Init error: Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  753. goto error;
  754. }
  755. hr = dxgiDevice->GetAdapter(&m_adapter);
  756. if (FAILED(hr) )
  757. {
  758. BX_TRACE("Init error: DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  759. goto error;
  760. }
  761. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  762. if (FAILED(hr) )
  763. {
  764. BX_TRACE("Init error: IDXGIAdapter::GetParent failed 0x%08x.", hr);
  765. goto error;
  766. }
  767. }
  768. #endif // !BX_PLATFORM_WINDOWS
  769. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  770. BX_TRACE("D3D12 options:")
  771. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  772. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  773. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  774. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  775. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  776. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  777. m_cmd.init(m_device);
  778. errorState = ErrorState::CreatedCommandQueue;
  779. if (NULL == g_platformData.backBuffer)
  780. {
  781. #if !BX_PLATFORM_WINDOWS
  782. hr = m_adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  783. DX_RELEASE(m_adapter, 1);
  784. if (FAILED(hr) )
  785. {
  786. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  787. goto error;
  788. }
  789. m_scd.Width = _init.resolution.m_width;
  790. m_scd.Height = _init.resolution.m_height;
  791. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  792. m_scd.Stereo = false;
  793. m_scd.SampleDesc.Count = 1;
  794. m_scd.SampleDesc.Quality = 0;
  795. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  796. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  797. m_scd.Scaling = DXGI_SCALING_STRETCH;
  798. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  799. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  800. if (NULL == g_platformData.ndt)
  801. {
  802. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  803. , (::IUnknown*)g_platformData.nwh
  804. , &m_scd
  805. , NULL
  806. , &m_swapChain
  807. );
  808. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  809. }
  810. else
  811. {
  812. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  813. hr = m_factory->CreateSwapChainForComposition(m_device
  814. , &m_scd
  815. , NULL
  816. , &m_swapChain
  817. );
  818. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  819. # if BX_PLATFORM_WINRT
  820. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  821. ISwapChainBackgroundPanelNative* panel = NULL;
  822. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  823. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  824. if (NULL != panel)
  825. {
  826. hr = panel->SetSwapChain(m_swapChain);
  827. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  828. panel->Release();
  829. }
  830. # endif // BX_PLATFORM_WINRT
  831. }
  832. #else
  833. m_scd.BufferDesc.Width = _init.resolution.m_width;
  834. m_scd.BufferDesc.Height = _init.resolution.m_height;
  835. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  836. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  837. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  838. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  839. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  840. m_scd.SampleDesc.Count = 1;
  841. m_scd.SampleDesc.Quality = 0;
  842. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  843. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  844. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  845. m_scd.Windowed = true;
  846. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  847. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  848. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  849. , m_scd.BufferCount
  850. , BX_COUNTOF(m_backBufferColor)
  851. );
  852. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  853. , &m_scd
  854. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  855. );
  856. #endif // BX_PLATFORM_*
  857. if (FAILED(hr) )
  858. {
  859. BX_TRACE("Init error: Failed to create swap chain.");
  860. goto error;
  861. }
  862. }
  863. m_presentElapsed = 0;
  864. {
  865. m_resolution.m_width = _init.resolution.m_width;
  866. m_resolution.m_height = _init.resolution.m_height;
  867. m_numWindows = 1;
  868. #if BX_PLATFORM_WINDOWS
  869. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  870. , 0
  871. | DXGI_MWA_NO_WINDOW_CHANGES
  872. | DXGI_MWA_NO_ALT_ENTER
  873. ) );
  874. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  875. {
  876. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  877. if (SUCCEEDED(hr) )
  878. {
  879. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  880. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  881. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  882. D3D12_INFO_QUEUE_FILTER filter;
  883. bx::memSet(&filter, 0, sizeof(filter) );
  884. D3D12_MESSAGE_CATEGORY catlist[] =
  885. {
  886. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  887. D3D12_MESSAGE_CATEGORY_EXECUTION,
  888. };
  889. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  890. filter.DenyList.pCategoryList = catlist;
  891. m_infoQueue->PushStorageFilter(&filter);
  892. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  893. }
  894. }
  895. #endif // BX_PLATFORM_WINDOWS
  896. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  897. rtvDescHeap.NumDescriptors = 0
  898. + BX_COUNTOF(m_backBufferColor)
  899. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  900. ;
  901. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  902. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  903. rtvDescHeap.NodeMask = 1;
  904. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  905. , IID_ID3D12DescriptorHeap
  906. , (void**)&m_rtvDescriptorHeap
  907. ) );
  908. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  909. dsvDescHeap.NumDescriptors = 0
  910. + 1 // reserved for depth backbuffer.
  911. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  912. ;
  913. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  914. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  915. dsvDescHeap.NodeMask = 1;
  916. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  917. , IID_ID3D12DescriptorHeap
  918. , (void**)&m_dsvDescriptorHeap
  919. ) );
  920. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  921. {
  922. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  923. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  924. );
  925. }
  926. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  927. , 1024
  928. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  929. );
  930. D3D12_DESCRIPTOR_RANGE descRange[] =
  931. {
  932. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  933. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  934. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  935. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  936. };
  937. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  938. D3D12_ROOT_PARAMETER rootParameter[] =
  939. {
  940. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  941. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  942. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  943. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  944. };
  945. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  946. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  947. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  948. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  949. descRootSignature.pParameters = rootParameter;
  950. descRootSignature.NumStaticSamplers = 0;
  951. descRootSignature.pStaticSamplers = NULL;
  952. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  953. ID3DBlob* outBlob;
  954. ID3DBlob* errorBlob;
  955. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  956. , D3D_ROOT_SIGNATURE_VERSION_1
  957. , &outBlob
  958. , &errorBlob
  959. ) );
  960. DX_CHECK(m_device->CreateRootSignature(0
  961. , outBlob->GetBufferPointer()
  962. , outBlob->GetBufferSize()
  963. , IID_ID3D12RootSignature
  964. , (void**)&m_rootSignature
  965. ) );
  966. g_caps.supported |= ( 0
  967. | BGFX_CAPS_TEXTURE_3D
  968. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  969. | BGFX_CAPS_INSTANCING
  970. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  971. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  972. | BGFX_CAPS_FRAGMENT_DEPTH
  973. | BGFX_CAPS_BLEND_INDEPENDENT
  974. | BGFX_CAPS_COMPUTE
  975. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  976. // | (m_architecture.UMA ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  977. // | BGFX_CAPS_SWAP_CHAIN
  978. | BGFX_CAPS_TEXTURE_BLIT
  979. | BGFX_CAPS_TEXTURE_READ_BACK
  980. | BGFX_CAPS_OCCLUSION_QUERY
  981. | BGFX_CAPS_ALPHA_TO_COVERAGE
  982. | BGFX_CAPS_TEXTURE_2D_ARRAY
  983. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  984. );
  985. g_caps.limits.maxTextureSize = 16384;
  986. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  987. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  988. {
  989. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  990. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  991. ? s_textureFormat[ii].m_fmtDsv
  992. : s_textureFormat[ii].m_fmt
  993. ;
  994. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  995. if (DXGI_FORMAT_UNKNOWN != fmt)
  996. {
  997. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  998. data.Format = fmt;
  999. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1000. if (SUCCEEDED(hr) )
  1001. {
  1002. support |= 0 != (data.Support1 & (0
  1003. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1004. ) )
  1005. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1006. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1007. ;
  1008. support |= 0 != (data.Support1 & (0
  1009. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1010. ) )
  1011. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1012. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1013. ;
  1014. support |= 0 != (data.Support1 & (0
  1015. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1016. ) )
  1017. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1018. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1019. ;
  1020. support |= 0 != (data.Support1 & (0
  1021. | D3D12_FORMAT_SUPPORT1_BUFFER
  1022. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1023. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1024. ) )
  1025. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1026. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1027. ;
  1028. support |= 0 != (data.Support1 & (0
  1029. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1030. ) )
  1031. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1032. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1033. ;
  1034. support |= 0 != (data.Support1 & (0
  1035. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1036. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1037. ) )
  1038. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1039. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1040. ;
  1041. support |= 0 != (data.Support1 & (0
  1042. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1043. ) )
  1044. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1045. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1046. ;
  1047. support |= 0 != (data.Support1 & (0
  1048. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1049. ) )
  1050. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1051. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1052. ;
  1053. }
  1054. else
  1055. {
  1056. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1057. }
  1058. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1059. {
  1060. // clear image flag for additional testing
  1061. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1062. data.Format = s_textureFormat[ii].m_fmt;
  1063. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1064. if (SUCCEEDED(hr) )
  1065. {
  1066. support |= 0 != (data.Support2 & (0
  1067. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1068. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1069. ) )
  1070. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1071. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1072. ;
  1073. }
  1074. }
  1075. }
  1076. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1077. {
  1078. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1079. {
  1080. DXGI_FORMAT InFormat;
  1081. UINT OutFormatSupport;
  1082. };
  1083. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1084. data.Format = fmtSrgb;
  1085. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1086. if (SUCCEEDED(hr) )
  1087. {
  1088. support |= 0 != (data.Support1 & (0
  1089. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1090. ) )
  1091. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1092. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1093. ;
  1094. support |= 0 != (data.Support1 & (0
  1095. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1096. ) )
  1097. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1098. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1099. ;
  1100. support |= 0 != (data.Support1 & (0
  1101. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1102. ) )
  1103. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1104. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1105. ;
  1106. }
  1107. else
  1108. {
  1109. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1110. }
  1111. }
  1112. g_caps.formats[ii] = support;
  1113. }
  1114. // Init reserved part of view name.
  1115. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1116. {
  1117. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1118. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1119. }
  1120. postReset();
  1121. m_batch.create(4<<10);
  1122. m_gpuTimer.init();
  1123. m_occlusionQuery.init();
  1124. }
  1125. g_internalData.context = m_device;
  1126. return true;
  1127. error:
  1128. switch (errorState)
  1129. {
  1130. case ErrorState::CreatedCommandQueue:
  1131. m_cmd.shutdown();
  1132. case ErrorState::CreatedDXGIFactory:
  1133. DX_RELEASE(m_device, 0);
  1134. DX_RELEASE(m_adapter, 0);
  1135. DX_RELEASE(m_factory, 0);
  1136. #if USE_D3D12_DYNAMIC_LIB
  1137. case ErrorState::LoadedDXGI:
  1138. bx::dlclose(m_dxgidll);
  1139. case ErrorState::LoadedD3D12:
  1140. bx::dlclose(m_d3d12dll);
  1141. case ErrorState::LoadedKernel32:
  1142. bx::dlclose(m_kernel32dll);
  1143. #endif // USE_D3D12_DYNAMIC_LIB
  1144. case ErrorState::Default:
  1145. default:
  1146. unloadRenderDoc(m_renderdocdll);
  1147. break;
  1148. }
  1149. return false;
  1150. }
  1151. void shutdown()
  1152. {
  1153. m_batch.destroy();
  1154. preReset();
  1155. m_gpuTimer.shutdown();
  1156. m_occlusionQuery.shutdown();
  1157. m_samplerAllocator.destroy();
  1158. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1159. {
  1160. m_scratchBuffer[ii].destroy();
  1161. }
  1162. m_pipelineStateCache.invalidate();
  1163. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1164. {
  1165. m_indexBuffers[ii].destroy();
  1166. }
  1167. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1168. {
  1169. m_vertexBuffers[ii].destroy();
  1170. }
  1171. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1172. {
  1173. m_shaders[ii].destroy();
  1174. }
  1175. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1176. {
  1177. m_textures[ii].destroy();
  1178. }
  1179. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1180. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1181. DX_RELEASE(m_rootSignature, 0);
  1182. DX_RELEASE(m_swapChain, 0);
  1183. m_cmd.shutdown();
  1184. DX_RELEASE(m_device, 0);
  1185. DX_RELEASE(m_adapter, 0);
  1186. DX_RELEASE(m_factory, 0);
  1187. unloadRenderDoc(m_renderdocdll);
  1188. #if USE_D3D12_DYNAMIC_LIB
  1189. bx::dlclose(m_dxgidll);
  1190. bx::dlclose(m_d3d12dll);
  1191. bx::dlclose(m_kernel32dll);
  1192. #endif // USE_D3D12_DYNAMIC_LIB
  1193. }
  1194. RendererType::Enum getRendererType() const override
  1195. {
  1196. return RendererType::Direct3D12;
  1197. }
  1198. const char* getRendererName() const override
  1199. {
  1200. return BGFX_RENDERER_DIRECT3D12_NAME;
  1201. }
  1202. bool isDeviceRemoved() override
  1203. {
  1204. return m_lost;
  1205. }
  1206. void flip(HMD& /*_hmd*/) override
  1207. {
  1208. if (NULL != m_swapChain
  1209. && !m_lost)
  1210. {
  1211. int64_t start = bx::getHPCounter();
  1212. HRESULT hr = 0;
  1213. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1214. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1215. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1216. {
  1217. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1218. }
  1219. if (SUCCEEDED(hr) )
  1220. {
  1221. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1222. hr = m_swapChain->Present(syncInterval, flags);
  1223. }
  1224. int64_t now = bx::getHPCounter();
  1225. m_presentElapsed = now - start;
  1226. m_lost = isLost(hr);
  1227. BGFX_FATAL(!m_lost
  1228. , bgfx::Fatal::DeviceLost
  1229. , "Device is lost. FAILED 0x%08x %s (%s)"
  1230. , hr
  1231. , getLostReason(hr)
  1232. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1233. );
  1234. }
  1235. }
  1236. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1237. {
  1238. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1239. }
  1240. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1241. {
  1242. m_indexBuffers[_handle.idx].destroy();
  1243. }
  1244. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1245. {
  1246. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1247. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1248. dump(decl);
  1249. }
  1250. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1251. {
  1252. }
  1253. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1254. {
  1255. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1256. }
  1257. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1258. {
  1259. m_vertexBuffers[_handle.idx].destroy();
  1260. }
  1261. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1262. {
  1263. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1264. }
  1265. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1266. {
  1267. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1268. }
  1269. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1270. {
  1271. m_indexBuffers[_handle.idx].destroy();
  1272. }
  1273. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1274. {
  1275. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1276. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1277. }
  1278. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1279. {
  1280. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1281. }
  1282. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1283. {
  1284. m_vertexBuffers[_handle.idx].destroy();
  1285. }
  1286. void createShader(ShaderHandle _handle, Memory* _mem) override
  1287. {
  1288. m_shaders[_handle.idx].create(_mem);
  1289. }
  1290. void destroyShader(ShaderHandle _handle) override
  1291. {
  1292. m_shaders[_handle.idx].destroy();
  1293. }
  1294. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1295. {
  1296. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1297. }
  1298. void destroyProgram(ProgramHandle _handle) override
  1299. {
  1300. m_program[_handle.idx].destroy();
  1301. }
  1302. void* createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1303. {
  1304. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1305. return NULL;
  1306. }
  1307. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1308. {
  1309. }
  1310. 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
  1311. {
  1312. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1313. }
  1314. void updateTextureEnd() override
  1315. {
  1316. }
  1317. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1318. {
  1319. const TextureD3D12& texture = m_textures[_handle.idx];
  1320. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1321. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1322. uint32_t numRows;
  1323. uint64_t total;
  1324. uint64_t srcPitch;
  1325. m_device->GetCopyableFootprints(&desc
  1326. , _mip
  1327. , 1
  1328. , 0
  1329. , &layout
  1330. , &numRows
  1331. , &srcPitch
  1332. , &total
  1333. );
  1334. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1335. D3D12_BOX box;
  1336. box.left = 0;
  1337. box.top = 0;
  1338. box.right = texture.m_width;
  1339. box.bottom = texture.m_height;
  1340. box.front = 0;
  1341. box.back = 1;
  1342. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1343. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1344. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1345. finish();
  1346. m_commandList = m_cmd.alloc();
  1347. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1348. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1349. uint8_t* src;
  1350. readback->Map(0, NULL, (void**)&src);
  1351. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1352. uint8_t* dst = (uint8_t*)_data;
  1353. uint32_t dstPitch = srcWidth*bpp/8;
  1354. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1355. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1356. {
  1357. bx::memCopy(dst, src, pitch);
  1358. src += srcPitch;
  1359. dst += dstPitch;
  1360. }
  1361. readback->Unmap(0, NULL);
  1362. DX_RELEASE(readback, 0);
  1363. }
  1364. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1365. {
  1366. TextureD3D12& texture = m_textures[_handle.idx];
  1367. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1368. const Memory* mem = alloc(size);
  1369. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1370. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1371. bx::write(&writer, magic);
  1372. TextureCreate tc;
  1373. tc.m_width = _width;
  1374. tc.m_height = _height;
  1375. tc.m_depth = 0;
  1376. tc.m_numLayers = 1;
  1377. tc.m_numMips = _numMips;
  1378. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1379. tc.m_cubeMap = false;
  1380. tc.m_mem = NULL;
  1381. bx::write(&writer, tc);
  1382. texture.destroy();
  1383. texture.create(mem, texture.m_flags, 0);
  1384. release(mem);
  1385. }
  1386. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1387. {
  1388. BX_UNUSED(_handle, _ptr);
  1389. }
  1390. uintptr_t getInternal(TextureHandle _handle) override
  1391. {
  1392. BX_UNUSED(_handle);
  1393. return 0;
  1394. }
  1395. void destroyTexture(TextureHandle _handle) override
  1396. {
  1397. m_textures[_handle.idx].destroy();
  1398. }
  1399. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1400. {
  1401. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1402. }
  1403. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1404. {
  1405. uint16_t denseIdx = m_numWindows++;
  1406. m_windows[denseIdx] = _handle;
  1407. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1408. }
  1409. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1410. {
  1411. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1412. if (UINT16_MAX != denseIdx)
  1413. {
  1414. --m_numWindows;
  1415. if (m_numWindows > 1)
  1416. {
  1417. FrameBufferHandle handle = m_windows[m_numWindows];
  1418. m_windows[denseIdx] = handle;
  1419. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1420. }
  1421. }
  1422. }
  1423. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1424. {
  1425. if (NULL != m_uniforms[_handle.idx])
  1426. {
  1427. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1428. }
  1429. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1430. void* data = BX_ALLOC(g_allocator, size);
  1431. bx::memSet(data, 0, size);
  1432. m_uniforms[_handle.idx] = data;
  1433. m_uniformReg.add(_handle, _name, data);
  1434. }
  1435. void destroyUniform(UniformHandle _handle) override
  1436. {
  1437. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1438. m_uniforms[_handle.idx] = NULL;
  1439. m_uniformReg.remove(_handle);
  1440. }
  1441. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1442. {
  1443. BX_UNUSED(_handle);
  1444. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1445. m_cmd.finish(m_backBufferColorFence[idx]);
  1446. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1447. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1448. const uint32_t width = (uint32_t)desc.Width;
  1449. const uint32_t height = (uint32_t)desc.Height;
  1450. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1451. uint32_t numRows;
  1452. uint64_t total;
  1453. uint64_t pitch;
  1454. m_device->GetCopyableFootprints(&desc
  1455. , 0
  1456. , 1
  1457. , 0
  1458. , &layout
  1459. , &numRows
  1460. , &pitch
  1461. , &total
  1462. );
  1463. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1464. D3D12_BOX box;
  1465. box.left = 0;
  1466. box.top = 0;
  1467. box.right = width;
  1468. box.bottom = height;
  1469. box.front = 0;
  1470. box.back = 1;
  1471. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1472. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1473. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1474. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1475. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1476. finish();
  1477. m_commandList = m_cmd.alloc();
  1478. void* data;
  1479. readback->Map(0, NULL, (void**)&data);
  1480. bimg::imageSwizzleBgra8(
  1481. data
  1482. , layout.Footprint.RowPitch
  1483. , width
  1484. , height
  1485. , data
  1486. , layout.Footprint.RowPitch
  1487. );
  1488. g_callback->screenShot(_filePath
  1489. , width
  1490. , height
  1491. , layout.Footprint.RowPitch
  1492. , data
  1493. , (uint32_t)total
  1494. , false
  1495. );
  1496. readback->Unmap(0, NULL);
  1497. DX_RELEASE(readback, 0);
  1498. }
  1499. void updateViewName(ViewId _id, const char* _name) override
  1500. {
  1501. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1502. {
  1503. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1504. , _name
  1505. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1506. );
  1507. }
  1508. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1509. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1510. , _name
  1511. );
  1512. }
  1513. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1514. {
  1515. bx::memCopy(m_uniforms[_loc], _data, _size);
  1516. }
  1517. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) override
  1518. {
  1519. }
  1520. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1521. {
  1522. m_occlusionQuery.invalidate(_handle);
  1523. }
  1524. virtual void setName(Handle _handle, const char* _name) override
  1525. {
  1526. switch (_handle.type)
  1527. {
  1528. case Handle::Shader:
  1529. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1530. break;
  1531. case Handle::Texture:
  1532. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1533. break;
  1534. default:
  1535. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1536. break;
  1537. }
  1538. }
  1539. void submitBlit(BlitState& _bs, uint16_t _view);
  1540. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1541. void blitSetup(TextVideoMemBlitter& _blitter) override
  1542. {
  1543. const uint32_t width = getBufferWidth();
  1544. const uint32_t height = getBufferHeight();
  1545. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1546. setFrameBuffer(fbh, false);
  1547. D3D12_VIEWPORT vp;
  1548. vp.TopLeftX = 0;
  1549. vp.TopLeftY = 0;
  1550. vp.Width = (float)width;
  1551. vp.Height = (float)height;
  1552. vp.MinDepth = 0.0f;
  1553. vp.MaxDepth = 1.0f;
  1554. m_commandList->RSSetViewports(1, &vp);
  1555. D3D12_RECT rc;
  1556. rc.left = 0;
  1557. rc.top = 0;
  1558. rc.right = width;
  1559. rc.bottom = height;
  1560. m_commandList->RSSetScissorRects(1, &rc);
  1561. const uint64_t state = 0
  1562. | BGFX_STATE_RGB_WRITE
  1563. | BGFX_STATE_ALPHA_WRITE
  1564. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1565. ;
  1566. ID3D12PipelineState* pso = getPipelineState(state
  1567. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1568. , _blitter.m_vb->decl.idx
  1569. , _blitter.m_program.idx
  1570. , 0
  1571. );
  1572. m_commandList->SetPipelineState(pso);
  1573. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1574. float proj[16];
  1575. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1576. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1577. uint8_t flags = predefined.m_type;
  1578. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1579. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1580. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1581. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1582. ID3D12DescriptorHeap* heaps[] =
  1583. {
  1584. m_samplerAllocator.getHeap(),
  1585. scratchBuffer.getHeap(),
  1586. };
  1587. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1588. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1589. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1590. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1591. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1592. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1593. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1594. scratchBuffer.allocSrv(srvHandle, texture);
  1595. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1596. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1597. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1598. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1599. viewDesc.BufferLocation = vb.m_gpuVA;
  1600. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1601. viewDesc.SizeInBytes = vb.m_size;
  1602. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1603. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1604. D3D12_INDEX_BUFFER_VIEW ibv;
  1605. ibv.Format = DXGI_FORMAT_R16_UINT;
  1606. ibv.BufferLocation = ib.m_gpuVA;
  1607. ibv.SizeInBytes = ib.m_size;
  1608. m_commandList->IASetIndexBuffer(&ibv);
  1609. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1610. }
  1611. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1612. {
  1613. const uint32_t numVertices = _numIndices*4/6;
  1614. if (0 < numVertices)
  1615. {
  1616. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1617. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1618. m_commandList->DrawIndexedInstanced(_numIndices
  1619. , 1
  1620. , 0
  1621. , 0
  1622. , 0
  1623. );
  1624. }
  1625. }
  1626. void preReset()
  1627. {
  1628. finishAll();
  1629. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1630. {
  1631. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1632. }
  1633. DX_RELEASE(m_backBufferDepthStencil, 0);
  1634. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1635. {
  1636. m_frameBuffers[ii].preReset();
  1637. }
  1638. invalidateCache();
  1639. // capturePreReset();
  1640. }
  1641. void postReset()
  1642. {
  1643. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1644. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1645. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1646. {
  1647. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1648. handle.ptr += ii * rtvDescriptorSize;
  1649. DX_CHECK(m_swapChain->GetBuffer(ii
  1650. , IID_ID3D12Resource
  1651. , (void**)&m_backBufferColor[ii]
  1652. ) );
  1653. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1654. }
  1655. D3D12_RESOURCE_DESC resourceDesc;
  1656. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1657. resourceDesc.Alignment = 0;
  1658. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1659. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1660. resourceDesc.DepthOrArraySize = 1;
  1661. resourceDesc.MipLevels = 0;
  1662. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1663. resourceDesc.SampleDesc.Count = 1;
  1664. resourceDesc.SampleDesc.Quality = 0;
  1665. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1666. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1667. D3D12_CLEAR_VALUE clearValue;
  1668. clearValue.Format = resourceDesc.Format;
  1669. clearValue.DepthStencil.Depth = 1.0f;
  1670. clearValue.DepthStencil.Stencil = 0;
  1671. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1672. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1673. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1674. dsvDesc.Format = resourceDesc.Format;
  1675. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1676. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1677. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1678. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1679. ;
  1680. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1681. , &dsvDesc
  1682. , getCPUHandleHeapStart(m_dsvDescriptorHeap)
  1683. );
  1684. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1685. {
  1686. m_frameBuffers[ii].postReset();
  1687. }
  1688. m_commandList = m_cmd.alloc();
  1689. // capturePostReset();
  1690. }
  1691. void invalidateCache()
  1692. {
  1693. m_pipelineStateCache.invalidate();
  1694. m_samplerStateCache.invalidate();
  1695. m_samplerAllocator.reset();
  1696. }
  1697. void updateMsaa()
  1698. {
  1699. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1700. {
  1701. uint32_t msaa = s_checkMsaa[ii];
  1702. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1703. bx::memSet(&data, 0, sizeof(msaa) );
  1704. data.Format = getBufferFormat();
  1705. data.SampleCount = msaa;
  1706. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1707. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1708. data.NumQualityLevels = 0;
  1709. if (SUCCEEDED(hr)
  1710. && 0 < data.NumQualityLevels)
  1711. {
  1712. s_msaa[ii].Count = data.SampleCount;
  1713. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1714. last = ii;
  1715. }
  1716. else
  1717. {
  1718. s_msaa[ii] = s_msaa[last];
  1719. }
  1720. }
  1721. }
  1722. bool updateResolution(const Resolution& _resolution)
  1723. {
  1724. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1725. {
  1726. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1727. }
  1728. else
  1729. {
  1730. m_maxAnisotropy = 1;
  1731. }
  1732. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1733. if (m_depthClamp != depthClamp)
  1734. {
  1735. m_depthClamp = depthClamp;
  1736. m_pipelineStateCache.invalidate();
  1737. }
  1738. const uint32_t maskFlags = ~(0
  1739. | BGFX_RESET_HMD_RECENTER
  1740. | BGFX_RESET_MAXANISOTROPY
  1741. | BGFX_RESET_DEPTH_CLAMP
  1742. | BGFX_RESET_SUSPEND
  1743. );
  1744. if (m_resolution.m_width != _resolution.m_width
  1745. || m_resolution.m_height != _resolution.m_height
  1746. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1747. {
  1748. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1749. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1750. m_resolution = _resolution;
  1751. m_resolution.m_flags = flags;
  1752. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1753. m_textVideoMem.clear();
  1754. setBufferSize(_resolution.m_width, _resolution.m_height);
  1755. preReset();
  1756. BX_UNUSED(resize);
  1757. #if BX_PLATFORM_WINDOWS
  1758. if (resize)
  1759. {
  1760. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1761. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1762. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1763. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1764. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1765. , m_scd.BufferDesc.Width
  1766. , m_scd.BufferDesc.Height
  1767. , m_scd.BufferDesc.Format
  1768. , m_scd.Flags
  1769. , nodeMask
  1770. , presentQueue
  1771. ) );
  1772. }
  1773. else
  1774. #endif // BX_PLATFORM_WINDOWS
  1775. {
  1776. updateMsaa();
  1777. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1778. DX_RELEASE(m_swapChain, 0);
  1779. #if BX_PLATFORM_WINDOWS
  1780. HRESULT hr;
  1781. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1782. , &m_scd
  1783. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1784. );
  1785. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1786. #endif // BX_PLATFORM_WINDOWS
  1787. }
  1788. postReset();
  1789. }
  1790. return false;
  1791. }
  1792. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1793. {
  1794. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1795. {
  1796. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1797. m_fsChanges += _numRegs;
  1798. }
  1799. else
  1800. {
  1801. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1802. m_vsChanges += _numRegs;
  1803. }
  1804. }
  1805. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1806. {
  1807. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1808. }
  1809. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1810. {
  1811. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1812. }
  1813. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1814. {
  1815. const ProgramD3D12& program = m_program[_programIdx];
  1816. uint32_t total = bx::strideAlign(0
  1817. + program.m_vsh->m_size
  1818. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1819. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1820. );
  1821. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1822. {
  1823. uint32_t size = program.m_vsh->m_size;
  1824. bx::memCopy(data, m_vsScratch, size);
  1825. data += size;
  1826. m_vsChanges = 0;
  1827. }
  1828. if (NULL != program.m_fsh)
  1829. {
  1830. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1831. m_fsChanges = 0;
  1832. }
  1833. }
  1834. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1835. {
  1836. if (isValid(m_fbh)
  1837. && m_fbh.idx != _fbh.idx)
  1838. {
  1839. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1840. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1841. {
  1842. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1843. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1844. }
  1845. if (isValid(frameBuffer.m_depth) )
  1846. {
  1847. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1848. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1849. if (!writeOnly)
  1850. {
  1851. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1852. }
  1853. }
  1854. }
  1855. if (!isValid(_fbh) )
  1856. {
  1857. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1858. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1859. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1860. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1861. m_currentColor = &m_rtvHandle;
  1862. m_currentDepthStencil = &m_dsvHandle;
  1863. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1864. }
  1865. else
  1866. {
  1867. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1868. if (0 < frameBuffer.m_num)
  1869. {
  1870. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1871. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1872. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1873. m_currentColor = &m_rtvHandle;
  1874. }
  1875. else
  1876. {
  1877. m_currentColor = NULL;
  1878. }
  1879. if (isValid(frameBuffer.m_depth) )
  1880. {
  1881. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1882. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1883. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1884. m_currentDepthStencil = &m_dsvHandle;
  1885. }
  1886. else
  1887. {
  1888. m_currentDepthStencil = NULL;
  1889. }
  1890. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1891. {
  1892. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1893. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1894. }
  1895. if (isValid(frameBuffer.m_depth) )
  1896. {
  1897. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1898. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1899. }
  1900. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1901. , m_currentColor
  1902. , true
  1903. , m_currentDepthStencil
  1904. );
  1905. }
  1906. m_fbh = _fbh;
  1907. m_rtMsaa = _msaa;
  1908. }
  1909. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1910. {
  1911. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  1912. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1913. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1914. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1915. drt->LogicOpEnable = false;
  1916. {
  1917. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1918. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1919. const uint32_t srcRGB = (blend ) & 0xf;
  1920. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1921. const uint32_t srcA = (blend >> 8) & 0xf;
  1922. const uint32_t dstA = (blend >> 12) & 0xf;
  1923. const uint32_t equRGB = (equation ) & 0x7;
  1924. const uint32_t equA = (equation >> 3) & 0x7;
  1925. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1926. drt->DestBlend = s_blendFactor[dstRGB][0];
  1927. drt->BlendOp = s_blendEquation[equRGB];
  1928. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1929. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1930. drt->BlendOpAlpha = s_blendEquation[equA];
  1931. }
  1932. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1933. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1934. : 0
  1935. ;
  1936. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1937. ? D3D12_COLOR_WRITE_ENABLE_RED
  1938. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1939. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1940. : 0
  1941. ;
  1942. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1943. drt->RenderTargetWriteMask = writeMask;
  1944. if (_desc.IndependentBlendEnable)
  1945. {
  1946. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1947. {
  1948. drt = &_desc.RenderTarget[ii];
  1949. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1950. drt->LogicOpEnable = false;
  1951. const uint32_t src = (rgba ) & 0xf;
  1952. const uint32_t dst = (rgba >> 4) & 0xf;
  1953. const uint32_t equation = (rgba >> 8) & 0x7;
  1954. drt->SrcBlend = s_blendFactor[src][0];
  1955. drt->DestBlend = s_blendFactor[dst][0];
  1956. drt->BlendOp = s_blendEquation[equation];
  1957. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1958. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1959. drt->BlendOpAlpha = s_blendEquation[equation];
  1960. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1961. drt->RenderTargetWriteMask = writeMask;
  1962. }
  1963. }
  1964. else
  1965. {
  1966. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1967. {
  1968. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1969. }
  1970. }
  1971. }
  1972. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  1973. {
  1974. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1975. _desc.FillMode = _wireframe
  1976. ? D3D12_FILL_MODE_WIREFRAME
  1977. : D3D12_FILL_MODE_SOLID
  1978. ;
  1979. _desc.CullMode = s_cullMode[cull];
  1980. _desc.FrontCounterClockwise = false;
  1981. _desc.DepthBias = 0;
  1982. _desc.DepthBiasClamp = 0.0f;
  1983. _desc.SlopeScaledDepthBias = 0.0f;
  1984. _desc.DepthClipEnable = !m_depthClamp;
  1985. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1986. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  1987. _desc.ForcedSampleCount = 0;
  1988. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  1989. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  1990. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  1991. ;
  1992. }
  1993. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  1994. {
  1995. const uint32_t fstencil = unpackStencil(0, _stencil);
  1996. bx::memSet(&_desc, 0, sizeof(_desc) );
  1997. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1998. _desc.DepthEnable = 0 != func;
  1999. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  2000. ? D3D12_DEPTH_WRITE_MASK_ALL
  2001. : D3D12_DEPTH_WRITE_MASK_ZERO
  2002. ;
  2003. _desc.DepthFunc = s_cmpFunc[func];
  2004. uint32_t bstencil = unpackStencil(1, _stencil);
  2005. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2006. bstencil = frontAndBack ? bstencil : fstencil;
  2007. _desc.StencilEnable = 0 != _stencil;
  2008. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2009. _desc.StencilWriteMask = 0xff;
  2010. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2011. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2012. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2013. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2014. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2015. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2016. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2017. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2018. }
  2019. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  2020. {
  2021. VertexDecl decl;
  2022. bx::memCopy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  2023. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  2024. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2025. {
  2026. uint16_t mask = attrMask[ii];
  2027. uint16_t attr = (decl.m_attributes[ii] & mask);
  2028. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2029. }
  2030. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  2031. uint32_t num = uint32_t(elem-_vertexElements);
  2032. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2033. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2034. {
  2035. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2036. uint32_t jj;
  2037. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2038. for (jj = 0; jj < num; ++jj)
  2039. {
  2040. curr = &_vertexElements[jj];
  2041. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2042. && curr->SemanticIndex == index)
  2043. {
  2044. break;
  2045. }
  2046. }
  2047. if (jj == num)
  2048. {
  2049. curr = elem;
  2050. ++elem;
  2051. }
  2052. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2053. curr->InputSlot = 1;
  2054. curr->SemanticIndex = index;
  2055. curr->AlignedByteOffset = ii*16;
  2056. }
  2057. return uint32_t(elem-_vertexElements);
  2058. }
  2059. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2060. {
  2061. union { void* ptr; uint32_t offset; } cast = { _userData };
  2062. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2063. {
  2064. DxbcOperand& operand = _instruction.operand[ii];
  2065. if (DxbcOperandType::ConstantBuffer == operand.type)
  2066. {
  2067. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2068. && 0 == operand.regIndex[0]
  2069. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  2070. {
  2071. operand.regIndex[1] += cast.offset;
  2072. }
  2073. }
  2074. }
  2075. }
  2076. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2077. {
  2078. ProgramD3D12& program = m_program[_programIdx];
  2079. const uint32_t hash = program.m_vsh->m_hash;
  2080. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2081. if (BX_LIKELY(NULL != pso) )
  2082. {
  2083. return pso;
  2084. }
  2085. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2086. bx::memSet(&desc, 0, sizeof(desc) );
  2087. desc.pRootSignature = m_rootSignature;
  2088. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2089. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2090. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2091. , IID_ID3D12PipelineState
  2092. , (void**)&pso
  2093. ) );
  2094. m_pipelineStateCache.add(hash, pso);
  2095. return pso;
  2096. }
  2097. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  2098. {
  2099. ProgramD3D12& program = m_program[_programIdx];
  2100. _state &= 0
  2101. | BGFX_STATE_RGB_WRITE
  2102. | BGFX_STATE_ALPHA_WRITE
  2103. | BGFX_STATE_DEPTH_WRITE
  2104. | BGFX_STATE_DEPTH_TEST_MASK
  2105. | BGFX_STATE_BLEND_MASK
  2106. | BGFX_STATE_BLEND_EQUATION_MASK
  2107. | BGFX_STATE_BLEND_INDEPENDENT
  2108. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2109. | BGFX_STATE_CULL_MASK
  2110. | BGFX_STATE_MSAA
  2111. | BGFX_STATE_LINEAA
  2112. | BGFX_STATE_CONSERVATIVE_RASTER
  2113. | BGFX_STATE_PT_MASK
  2114. ;
  2115. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2116. VertexDecl decl;
  2117. bx::memCopy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  2118. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2119. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2120. {
  2121. uint16_t mask = attrMask[ii];
  2122. uint16_t attr = (decl.m_attributes[ii] & mask);
  2123. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2124. }
  2125. bx::HashMurmur2A murmur;
  2126. murmur.begin();
  2127. murmur.add(_state);
  2128. murmur.add(_stencil);
  2129. murmur.add(program.m_vsh->m_hash);
  2130. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2131. murmur.add(program.m_fsh->m_hash);
  2132. murmur.add(m_vertexDecls[_declIdx].m_hash);
  2133. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2134. murmur.add(m_fbh.idx);
  2135. murmur.add(_numInstanceData);
  2136. const uint32_t hash = murmur.end();
  2137. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2138. if (NULL != pso)
  2139. {
  2140. return pso;
  2141. }
  2142. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2143. bx::memSet(&desc, 0, sizeof(desc) );
  2144. desc.pRootSignature = m_rootSignature;
  2145. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2146. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2147. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2148. bx::memSet(temp->data, 0, temp->size);
  2149. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2150. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2151. DxbcContext dxbc;
  2152. bx::Error err;
  2153. read(&rd, dxbc, &err);
  2154. bool patchShader = !dxbc.shader.aon9;
  2155. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2156. && patchShader)
  2157. {
  2158. union { uint32_t offset; void* ptr; } cast = { 0 };
  2159. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2160. write(&wr, dxbc, &err);
  2161. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2162. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2163. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2164. if (!patchShader)
  2165. {
  2166. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2167. {
  2168. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2169. {
  2170. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2171. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2172. break;
  2173. }
  2174. }
  2175. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2176. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2177. }
  2178. }
  2179. if (patchShader)
  2180. {
  2181. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2182. bx::seek(&wr, 0, bx::Whence::Begin);
  2183. union { uint32_t offset; void* ptr; } cast =
  2184. {
  2185. uint32_t(program.m_vsh->m_size)/16
  2186. };
  2187. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2188. write(&wr, dxbc, &err);
  2189. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2190. desc.PS.pShaderBytecode = temp->data;
  2191. desc.PS.BytecodeLength = temp->size;
  2192. }
  2193. else
  2194. {
  2195. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2196. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2197. }
  2198. desc.DS.pShaderBytecode = NULL;
  2199. desc.DS.BytecodeLength = 0;
  2200. desc.HS.pShaderBytecode = NULL;
  2201. desc.HS.BytecodeLength = 0;
  2202. desc.GS.pShaderBytecode = NULL;
  2203. desc.GS.BytecodeLength = 0;
  2204. desc.StreamOutput.pSODeclaration = NULL;
  2205. desc.StreamOutput.NumEntries = 0;
  2206. desc.StreamOutput.pBufferStrides = NULL;
  2207. desc.StreamOutput.NumStrides = 0;
  2208. desc.StreamOutput.RasterizedStream = 0;
  2209. setBlendState(desc.BlendState, _state);
  2210. desc.SampleMask = 1;
  2211. setRasterizerState(desc.RasterizerState, _state);
  2212. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2213. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2214. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  2215. desc.InputLayout.pInputElementDescs = vertexElements;
  2216. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2217. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2218. if (isValid(m_fbh) )
  2219. {
  2220. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2221. desc.NumRenderTargets = frameBuffer.m_num;
  2222. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2223. {
  2224. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2225. }
  2226. if (isValid(frameBuffer.m_depth) )
  2227. {
  2228. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2229. }
  2230. else
  2231. {
  2232. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2233. }
  2234. }
  2235. else
  2236. {
  2237. desc.NumRenderTargets = 1;
  2238. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2239. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2240. }
  2241. desc.SampleDesc.Count = 1;
  2242. desc.SampleDesc.Quality = 0;
  2243. uint32_t length = g_callback->cacheReadSize(hash);
  2244. bool cached = length > 0;
  2245. void* cachedData = NULL;
  2246. if (cached)
  2247. {
  2248. cachedData = BX_ALLOC(g_allocator, length);
  2249. if (g_callback->cacheRead(hash, cachedData, length) )
  2250. {
  2251. BX_TRACE("Loading cached PSO (size %d).", length);
  2252. bx::MemoryReader reader(cachedData, length);
  2253. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2254. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2255. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2256. , IID_ID3D12PipelineState
  2257. , (void**)&pso
  2258. );
  2259. if (FAILED(hr) )
  2260. {
  2261. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2262. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2263. }
  2264. }
  2265. }
  2266. if (NULL == pso)
  2267. {
  2268. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2269. , IID_ID3D12PipelineState
  2270. , (void**)&pso
  2271. ) );
  2272. }
  2273. m_pipelineStateCache.add(hash, pso);
  2274. release(temp);
  2275. ID3DBlob* blob;
  2276. HRESULT hr = pso->GetCachedBlob(&blob);
  2277. if (SUCCEEDED(hr) )
  2278. {
  2279. void* data = blob->GetBufferPointer();
  2280. length = (uint32_t)blob->GetBufferSize();
  2281. g_callback->cacheWrite(hash, data, length);
  2282. DX_RELEASE(blob, 0);
  2283. }
  2284. if (NULL != cachedData)
  2285. {
  2286. BX_FREE(g_allocator, cachedData);
  2287. }
  2288. return pso;
  2289. }
  2290. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2291. {
  2292. bx::HashMurmur2A murmur;
  2293. murmur.begin();
  2294. murmur.add(_flags, _num * sizeof(uint32_t) );
  2295. uint32_t hash = murmur.end();
  2296. uint16_t sampler = m_samplerStateCache.find(hash);
  2297. if (UINT16_MAX == sampler)
  2298. {
  2299. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2300. m_samplerStateCache.add(hash, sampler);
  2301. }
  2302. return sampler;
  2303. }
  2304. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2305. {
  2306. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2307. }
  2308. DXGI_FORMAT getBufferFormat()
  2309. {
  2310. #if BX_PLATFORM_WINDOWS
  2311. return m_scd.BufferDesc.Format;
  2312. #else
  2313. return m_scd.Format;
  2314. #endif
  2315. }
  2316. uint32_t getBufferWidth()
  2317. {
  2318. #if BX_PLATFORM_WINDOWS
  2319. return m_scd.BufferDesc.Width;
  2320. #else
  2321. return m_scd.Width;
  2322. #endif
  2323. }
  2324. uint32_t getBufferHeight()
  2325. {
  2326. #if BX_PLATFORM_WINDOWS
  2327. return m_scd.BufferDesc.Height;
  2328. #else
  2329. return m_scd.Height;
  2330. #endif
  2331. }
  2332. void setBufferSize(uint32_t _width, uint32_t _height)
  2333. {
  2334. #if BX_PLATFORM_WINDOWS
  2335. m_scd.BufferDesc.Width = _width;
  2336. m_scd.BufferDesc.Height = _height;
  2337. #else
  2338. m_scd.Width = _width;
  2339. m_scd.Height = _height;
  2340. #endif
  2341. }
  2342. void commit(UniformBuffer& _uniformBuffer)
  2343. {
  2344. _uniformBuffer.reset();
  2345. for (;;)
  2346. {
  2347. uint32_t opcode = _uniformBuffer.read();
  2348. if (UniformType::End == opcode)
  2349. {
  2350. break;
  2351. }
  2352. UniformType::Enum type;
  2353. uint16_t loc;
  2354. uint16_t num;
  2355. uint16_t copy;
  2356. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2357. const char* data;
  2358. if (copy)
  2359. {
  2360. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2361. }
  2362. else
  2363. {
  2364. UniformHandle handle;
  2365. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2366. data = (const char*)m_uniforms[handle.idx];
  2367. }
  2368. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2369. case UniformType::_uniform: \
  2370. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2371. { \
  2372. setShaderUniform(uint8_t(type), loc, data, num); \
  2373. } \
  2374. break;
  2375. switch ( (uint32_t)type)
  2376. {
  2377. case UniformType::Mat3:
  2378. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2379. {
  2380. float* value = (float*)data;
  2381. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2382. {
  2383. Matrix4 mtx;
  2384. mtx.un.val[ 0] = value[0];
  2385. mtx.un.val[ 1] = value[1];
  2386. mtx.un.val[ 2] = value[2];
  2387. mtx.un.val[ 3] = 0.0f;
  2388. mtx.un.val[ 4] = value[3];
  2389. mtx.un.val[ 5] = value[4];
  2390. mtx.un.val[ 6] = value[5];
  2391. mtx.un.val[ 7] = 0.0f;
  2392. mtx.un.val[ 8] = value[6];
  2393. mtx.un.val[ 9] = value[7];
  2394. mtx.un.val[10] = value[8];
  2395. mtx.un.val[11] = 0.0f;
  2396. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2397. }
  2398. }
  2399. break;
  2400. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2401. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2402. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2403. case UniformType::End:
  2404. break;
  2405. default:
  2406. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2407. break;
  2408. }
  2409. #undef CASE_IMPLEMENT_UNIFORM
  2410. }
  2411. }
  2412. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2413. {
  2414. if (isValid(m_fbh) )
  2415. {
  2416. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2417. frameBuffer.clear(m_commandList, _clear, _palette);
  2418. }
  2419. else
  2420. {
  2421. if (NULL != m_currentColor
  2422. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2423. {
  2424. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2425. {
  2426. uint8_t index = _clear.m_index[0];
  2427. if (UINT8_MAX != index)
  2428. {
  2429. m_commandList->ClearRenderTargetView(*m_currentColor
  2430. , _palette[index]
  2431. , _num
  2432. , _rect
  2433. );
  2434. }
  2435. }
  2436. else
  2437. {
  2438. float frgba[4] =
  2439. {
  2440. _clear.m_index[0] * 1.0f / 255.0f,
  2441. _clear.m_index[1] * 1.0f / 255.0f,
  2442. _clear.m_index[2] * 1.0f / 255.0f,
  2443. _clear.m_index[3] * 1.0f / 255.0f,
  2444. };
  2445. m_commandList->ClearRenderTargetView(*m_currentColor
  2446. , frgba
  2447. , _num
  2448. , _rect
  2449. );
  2450. }
  2451. }
  2452. if (NULL != m_currentDepthStencil
  2453. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2454. {
  2455. uint32_t flags = 0;
  2456. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2457. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2458. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2459. , D3D12_CLEAR_FLAGS(flags)
  2460. , _clear.m_depth
  2461. , _clear.m_stencil
  2462. , _num
  2463. , _rect
  2464. );
  2465. }
  2466. }
  2467. }
  2468. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2469. {
  2470. uint32_t width;
  2471. uint32_t height;
  2472. if (isValid(m_fbh) )
  2473. {
  2474. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2475. width = fb.m_width;
  2476. height = fb.m_height;
  2477. }
  2478. else
  2479. {
  2480. width = getBufferWidth();
  2481. height = getBufferHeight();
  2482. }
  2483. if (0 == _rect.m_x
  2484. && 0 == _rect.m_y
  2485. && width == _rect.m_width
  2486. && height == _rect.m_height)
  2487. {
  2488. clear(_clear, _palette);
  2489. }
  2490. else
  2491. {
  2492. D3D12_RECT rect;
  2493. rect.left = _rect.m_x;
  2494. rect.top = _rect.m_y;
  2495. rect.right = _rect.m_x + _rect.m_width;
  2496. rect.bottom = _rect.m_y + _rect.m_height;
  2497. clear(_clear, _palette, &rect, 1);
  2498. }
  2499. }
  2500. uint64_t kick()
  2501. {
  2502. uint64_t fence = m_cmd.kick();
  2503. m_commandList = m_cmd.alloc();
  2504. return fence;
  2505. }
  2506. void finish()
  2507. {
  2508. m_cmd.kick();
  2509. m_cmd.finish();
  2510. m_commandList = NULL;
  2511. }
  2512. void finishAll()
  2513. {
  2514. uint64_t fence = m_cmd.kick();
  2515. m_cmd.finish(fence, true);
  2516. m_commandList = NULL;
  2517. }
  2518. void* m_kernel32dll;
  2519. void* m_d3d12dll;
  2520. void* m_dxgidll;
  2521. void* m_renderdocdll;
  2522. D3D_FEATURE_LEVEL m_featureLevel;
  2523. D3D_DRIVER_TYPE m_driverType;
  2524. DXGI_ADAPTER_DESC m_adapterDesc;
  2525. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2526. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2527. #if BX_PLATFORM_WINDOWS
  2528. IDXGIAdapter3* m_adapter;
  2529. IDXGIFactory4* m_factory;
  2530. IDXGISwapChain3* m_swapChain;
  2531. ID3D12InfoQueue* m_infoQueue;
  2532. #else
  2533. IDXGIAdapter* m_adapter;
  2534. IDXGIFactory2* m_factory;
  2535. IDXGISwapChain1* m_swapChain;
  2536. #endif // BX_PLATFORM_WINDOWS
  2537. int64_t m_presentElapsed;
  2538. uint16_t m_numWindows;
  2539. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2540. ID3D12Device* m_device;
  2541. TimerQueryD3D12 m_gpuTimer;
  2542. OcclusionQueryD3D12 m_occlusionQuery;
  2543. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2544. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2545. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2546. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2547. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2548. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2549. ID3D12Resource* m_backBufferColor[4];
  2550. uint64_t m_backBufferColorFence[4];
  2551. ID3D12Resource* m_backBufferDepthStencil;
  2552. ScratchBufferD3D12 m_scratchBuffer[4];
  2553. DescriptorAllocatorD3D12 m_samplerAllocator;
  2554. ID3D12RootSignature* m_rootSignature;
  2555. CommandQueueD3D12 m_cmd;
  2556. BatchD3D12 m_batch;
  2557. ID3D12GraphicsCommandList* m_commandList;
  2558. Resolution m_resolution;
  2559. bool m_wireframe;
  2560. bool m_lost;
  2561. #if BX_PLATFORM_WINDOWS
  2562. DXGI_SWAP_CHAIN_DESC m_scd;
  2563. #else
  2564. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2565. #endif // BX_PLATFORM_WINDOWS
  2566. uint32_t m_maxAnisotropy;
  2567. bool m_depthClamp;
  2568. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2569. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2570. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2571. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2572. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2573. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2574. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2575. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2576. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2577. UniformRegistry m_uniformReg;
  2578. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2579. StateCache m_samplerStateCache;
  2580. TextVideoMem m_textVideoMem;
  2581. uint8_t m_fsScratch[64<<10];
  2582. uint8_t m_vsScratch[64<<10];
  2583. uint32_t m_fsChanges;
  2584. uint32_t m_vsChanges;
  2585. FrameBufferHandle m_fbh;
  2586. uint32_t m_backBufferColorIdx;
  2587. bool m_rtMsaa;
  2588. };
  2589. static RendererContextD3D12* s_renderD3D12;
  2590. RendererContextI* rendererCreate(const Init& _init)
  2591. {
  2592. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2593. if (!s_renderD3D12->init(_init) )
  2594. {
  2595. BX_DELETE(g_allocator, s_renderD3D12);
  2596. s_renderD3D12 = NULL;
  2597. }
  2598. return s_renderD3D12;
  2599. }
  2600. void rendererDestroy()
  2601. {
  2602. s_renderD3D12->shutdown();
  2603. BX_DELETE(g_allocator, s_renderD3D12);
  2604. s_renderD3D12 = NULL;
  2605. }
  2606. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2607. {
  2608. m_size = _size;
  2609. ID3D12Device* device = s_renderD3D12->m_device;
  2610. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2611. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2612. desc.NumDescriptors = _maxDescriptors;
  2613. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2614. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2615. desc.NodeMask = 1;
  2616. DX_CHECK(device->CreateDescriptorHeap(&desc
  2617. , IID_ID3D12DescriptorHeap
  2618. , (void**)&m_heap
  2619. ) );
  2620. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2621. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2622. m_upload->Map(0, NULL, (void**)&m_data);
  2623. reset(m_gpuHandle);
  2624. }
  2625. void ScratchBufferD3D12::destroy()
  2626. {
  2627. m_upload->Unmap(0, NULL);
  2628. DX_RELEASE(m_upload, 0);
  2629. DX_RELEASE(m_heap, 0);
  2630. }
  2631. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2632. {
  2633. m_pos = 0;
  2634. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2635. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2636. _gpuHandle = m_gpuHandle;
  2637. }
  2638. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2639. {
  2640. _gpuAddress = m_gpuVA + m_pos;
  2641. void* data = &m_data[m_pos];
  2642. m_pos += BX_ALIGN_256(_size);
  2643. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2644. // desc.BufferLocation = _gpuAddress;
  2645. // desc.SizeInBytes = _size;
  2646. // ID3D12Device* device = s_renderD3D12->m_device;
  2647. // device->CreateConstantBufferView(&desc
  2648. // , m_cpuHandle
  2649. // );
  2650. // m_cpuHandle.ptr += m_incrementSize;
  2651. // m_gpuHandle.ptr += m_incrementSize;
  2652. return data;
  2653. }
  2654. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2655. {
  2656. ID3D12Device* device = s_renderD3D12->m_device;
  2657. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2658. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2659. if (0 != _mip)
  2660. {
  2661. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2662. srvd = &tmpSrvd;
  2663. switch (_texture.m_srvd.ViewDimension)
  2664. {
  2665. default:
  2666. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2667. srvd->Texture2D.MostDetailedMip = _mip;
  2668. srvd->Texture2D.MipLevels = 1;
  2669. srvd->Texture2D.PlaneSlice = 0;
  2670. srvd->Texture2D.ResourceMinLODClamp = 0;
  2671. break;
  2672. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2673. srvd->TextureCube.MostDetailedMip = _mip;
  2674. srvd->TextureCube.MipLevels = 1;
  2675. srvd->TextureCube.ResourceMinLODClamp = 0;
  2676. break;
  2677. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2678. srvd->Texture3D.MostDetailedMip = _mip;
  2679. srvd->Texture3D.MipLevels = 1;
  2680. srvd->Texture3D.ResourceMinLODClamp = 0;
  2681. break;
  2682. }
  2683. }
  2684. device->CreateShaderResourceView(_texture.m_ptr
  2685. , srvd
  2686. , m_cpuHandle
  2687. );
  2688. m_cpuHandle.ptr += m_incrementSize;
  2689. _gpuHandle = m_gpuHandle;
  2690. m_gpuHandle.ptr += m_incrementSize;
  2691. }
  2692. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2693. {
  2694. ID3D12Device* device = s_renderD3D12->m_device;
  2695. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2696. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2697. if (0 != _mip)
  2698. {
  2699. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2700. uavd = &tmpUavd;
  2701. switch (_texture.m_uavd.ViewDimension)
  2702. {
  2703. default:
  2704. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2705. uavd->Texture2D.MipSlice = _mip;
  2706. uavd->Texture2D.PlaneSlice = 0;
  2707. break;
  2708. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2709. uavd->Texture2DArray.MipSlice = _mip;
  2710. uavd->Texture2DArray.PlaneSlice = 0;
  2711. break;
  2712. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2713. uavd->Texture3D.MipSlice = _mip;
  2714. break;
  2715. }
  2716. }
  2717. device->CreateUnorderedAccessView(_texture.m_ptr
  2718. , NULL
  2719. , uavd
  2720. , m_cpuHandle
  2721. );
  2722. m_cpuHandle.ptr += m_incrementSize;
  2723. _gpuHandle = m_gpuHandle;
  2724. m_gpuHandle.ptr += m_incrementSize;
  2725. }
  2726. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2727. {
  2728. ID3D12Device* device = s_renderD3D12->m_device;
  2729. device->CreateShaderResourceView(_buffer.m_ptr
  2730. , &_buffer.m_srvd
  2731. , m_cpuHandle
  2732. );
  2733. m_cpuHandle.ptr += m_incrementSize;
  2734. _gpuHandle = m_gpuHandle;
  2735. m_gpuHandle.ptr += m_incrementSize;
  2736. }
  2737. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2738. {
  2739. ID3D12Device* device = s_renderD3D12->m_device;
  2740. device->CreateUnorderedAccessView(_buffer.m_ptr
  2741. , NULL
  2742. , &_buffer.m_uavd
  2743. , m_cpuHandle
  2744. );
  2745. m_cpuHandle.ptr += m_incrementSize;
  2746. _gpuHandle = m_gpuHandle;
  2747. m_gpuHandle.ptr += m_incrementSize;
  2748. }
  2749. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2750. {
  2751. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2752. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2753. ID3D12Device* device = s_renderD3D12->m_device;
  2754. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2755. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2756. desc.NumDescriptors = _maxDescriptors;
  2757. desc.Type = _type;
  2758. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2759. desc.NodeMask = 1;
  2760. DX_CHECK(device->CreateDescriptorHeap(&desc
  2761. , IID_ID3D12DescriptorHeap
  2762. , (void**)&m_heap
  2763. ) );
  2764. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2765. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2766. }
  2767. void DescriptorAllocatorD3D12::destroy()
  2768. {
  2769. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2770. DX_RELEASE(m_heap, 0);
  2771. }
  2772. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2773. {
  2774. uint16_t idx = m_handleAlloc->alloc();
  2775. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2776. ID3D12Device* device = s_renderD3D12->m_device;
  2777. device->CreateShaderResourceView(_ptr
  2778. , _desc
  2779. , cpuHandle
  2780. );
  2781. return idx;
  2782. }
  2783. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2784. {
  2785. uint16_t idx = m_handleAlloc->alloc();
  2786. ID3D12Device* device = s_renderD3D12->m_device;
  2787. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2788. for (uint32_t ii = 0; ii < _num; ++ii)
  2789. {
  2790. uint32_t flags = _flags[ii];
  2791. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2792. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2793. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2794. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2795. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2796. D3D12_SAMPLER_DESC sd;
  2797. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2798. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2799. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2800. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2801. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2802. sd.MaxAnisotropy = maxAnisotropy;
  2803. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2804. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2805. if (NULL != _palette
  2806. && needBorderColor(flags) )
  2807. {
  2808. const float* rgba = _palette[index];
  2809. sd.BorderColor[0] = rgba[0];
  2810. sd.BorderColor[1] = rgba[1];
  2811. sd.BorderColor[2] = rgba[2];
  2812. sd.BorderColor[3] = rgba[3];
  2813. }
  2814. else
  2815. {
  2816. sd.BorderColor[0] = 0.0f;
  2817. sd.BorderColor[1] = 0.0f;
  2818. sd.BorderColor[2] = 0.0f;
  2819. sd.BorderColor[3] = 0.0f;
  2820. }
  2821. sd.MinLOD = 0;
  2822. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2823. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2824. {
  2825. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2826. };
  2827. device->CreateSampler(&sd, cpuHandle);
  2828. }
  2829. return idx;
  2830. }
  2831. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2832. {
  2833. m_handleAlloc->free(_idx);
  2834. }
  2835. void DescriptorAllocatorD3D12::reset()
  2836. {
  2837. uint16_t max = m_handleAlloc->getMaxHandles();
  2838. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2839. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2840. }
  2841. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2842. {
  2843. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2844. return gpuHandle;
  2845. }
  2846. void CommandQueueD3D12::init(ID3D12Device* _device)
  2847. {
  2848. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2849. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2850. queueDesc.Priority = 0;
  2851. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2852. queueDesc.NodeMask = 1;
  2853. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2854. , IID_ID3D12CommandQueue
  2855. , (void**)&m_commandQueue
  2856. ) );
  2857. m_completedFence = 0;
  2858. m_currentFence = 0;
  2859. DX_CHECK(_device->CreateFence(0
  2860. , D3D12_FENCE_FLAG_NONE
  2861. , IID_ID3D12Fence
  2862. , (void**)&m_fence
  2863. ) );
  2864. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2865. {
  2866. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2867. , IID_ID3D12CommandAllocator
  2868. , (void**)&m_commandList[ii].m_commandAllocator
  2869. ) );
  2870. DX_CHECK(_device->CreateCommandList(0
  2871. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2872. , m_commandList[ii].m_commandAllocator
  2873. , NULL
  2874. , IID_ID3D12GraphicsCommandList
  2875. , (void**)&m_commandList[ii].m_commandList
  2876. ) );
  2877. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2878. }
  2879. }
  2880. void CommandQueueD3D12::shutdown()
  2881. {
  2882. finish(UINT64_MAX, true);
  2883. DX_RELEASE(m_fence, 0);
  2884. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2885. {
  2886. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2887. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2888. }
  2889. DX_RELEASE(m_commandQueue, 0);
  2890. }
  2891. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2892. {
  2893. while (0 == m_control.reserve(1) )
  2894. {
  2895. consume();
  2896. }
  2897. CommandList& commandList = m_commandList[m_control.m_current];
  2898. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2899. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2900. return commandList.m_commandList;
  2901. }
  2902. uint64_t CommandQueueD3D12::kick()
  2903. {
  2904. CommandList& commandList = m_commandList[m_control.m_current];
  2905. DX_CHECK(commandList.m_commandList->Close() );
  2906. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2907. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2908. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2909. const uint64_t fence = m_currentFence++;
  2910. m_commandQueue->Signal(m_fence, fence);
  2911. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2912. m_control.commit(1);
  2913. return fence;
  2914. }
  2915. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2916. {
  2917. while (0 < m_control.available() )
  2918. {
  2919. consume();
  2920. if (!_finishAll
  2921. && _waitFence <= m_completedFence)
  2922. {
  2923. return;
  2924. }
  2925. }
  2926. BX_CHECK(0 == m_control.available(), "");
  2927. }
  2928. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2929. {
  2930. if (0 < m_control.available() )
  2931. {
  2932. if (consume(0)
  2933. && _waitFence <= m_completedFence)
  2934. {
  2935. return true;
  2936. }
  2937. }
  2938. return false;
  2939. }
  2940. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2941. {
  2942. m_release[m_control.m_current].push_back(_ptr);
  2943. }
  2944. bool CommandQueueD3D12::consume(uint32_t _ms)
  2945. {
  2946. CommandList& commandList = m_commandList[m_control.m_read];
  2947. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2948. {
  2949. CloseHandle(commandList.m_event);
  2950. commandList.m_event = NULL;
  2951. m_completedFence = m_fence->GetCompletedValue();
  2952. m_commandQueue->Wait(m_fence, m_completedFence);
  2953. ResourceArray& ra = m_release[m_control.m_read];
  2954. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2955. {
  2956. DX_RELEASE(*it, 0);
  2957. }
  2958. ra.clear();
  2959. m_control.consume(1);
  2960. return true;
  2961. }
  2962. return false;
  2963. }
  2964. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2965. {
  2966. m_maxDrawPerBatch = _maxDrawPerBatch;
  2967. setSeqMode(false);
  2968. setIndirectMode(true);
  2969. ID3D12Device* device = s_renderD3D12->m_device;
  2970. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2971. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2972. {
  2973. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2974. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2975. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2976. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2977. };
  2978. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2979. {
  2980. sizeof(DrawIndirectCommand),
  2981. BX_COUNTOF(drawArgDesc),
  2982. drawArgDesc,
  2983. 1,
  2984. };
  2985. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2986. , rootSignature
  2987. , IID_ID3D12CommandSignature
  2988. , (void**)&m_commandSignature[Draw]
  2989. ) );
  2990. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2991. {
  2992. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2993. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2994. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2995. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2996. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2997. };
  2998. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2999. {
  3000. sizeof(DrawIndexedIndirectCommand),
  3001. BX_COUNTOF(drawIndexedArgDesc),
  3002. drawIndexedArgDesc,
  3003. 1,
  3004. };
  3005. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3006. , rootSignature
  3007. , IID_ID3D12CommandSignature
  3008. , (void**)&m_commandSignature[DrawIndexed]
  3009. ) );
  3010. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3011. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3012. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3013. {
  3014. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  3015. , NULL
  3016. , BGFX_BUFFER_DRAW_INDIRECT
  3017. , false
  3018. , sizeof(DrawIndexedIndirectCommand)
  3019. );
  3020. }
  3021. }
  3022. void BatchD3D12::destroy()
  3023. {
  3024. BX_FREE(g_allocator, m_cmds[0]);
  3025. BX_FREE(g_allocator, m_cmds[1]);
  3026. DX_RELEASE(m_commandSignature[0], 0);
  3027. DX_RELEASE(m_commandSignature[1], 0);
  3028. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3029. {
  3030. m_indirect[ii].destroy();
  3031. }
  3032. }
  3033. template<typename Ty>
  3034. Ty& BatchD3D12::getCmd(Enum _type)
  3035. {
  3036. uint32_t index = m_num[_type];
  3037. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3038. m_num[_type]++;
  3039. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3040. return *cmd;
  3041. }
  3042. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3043. {
  3044. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3045. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_stream[0].m_handle.idx];
  3046. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3047. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  3048. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  3049. uint32_t numIndices = 0;
  3050. if (Draw == type)
  3051. {
  3052. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  3053. ? vb.m_size / vertexDecl.m_stride
  3054. : _draw.m_numVertices
  3055. ;
  3056. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3057. cmd.cbv = _cbv;
  3058. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  3059. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  3060. cmd.vbv[0].SizeInBytes = vb.m_size;
  3061. if (isValid(_draw.m_instanceDataBuffer) )
  3062. {
  3063. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3064. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3065. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3066. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  3067. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3068. }
  3069. else
  3070. {
  3071. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  3072. }
  3073. cmd.draw.InstanceCount = _draw.m_numInstances;
  3074. cmd.draw.VertexCountPerInstance = numVertices;
  3075. cmd.draw.StartVertexLocation = _draw.m_stream[0].m_startVertex;
  3076. cmd.draw.StartInstanceLocation = 0;
  3077. }
  3078. else
  3079. {
  3080. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3081. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3082. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3083. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3084. numIndices = UINT32_MAX == _draw.m_numIndices
  3085. ? ib.m_size / indexSize
  3086. : _draw.m_numIndices
  3087. ;
  3088. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3089. cmd.cbv = _cbv;
  3090. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3091. cmd.ibv.SizeInBytes = ib.m_size;
  3092. cmd.ibv.Format = hasIndex16
  3093. ? DXGI_FORMAT_R16_UINT
  3094. : DXGI_FORMAT_R32_UINT
  3095. ;
  3096. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  3097. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  3098. cmd.vbv[0].SizeInBytes = vb.m_size;
  3099. if (isValid(_draw.m_instanceDataBuffer) )
  3100. {
  3101. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3102. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3103. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3104. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  3105. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3106. }
  3107. else
  3108. {
  3109. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  3110. }
  3111. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  3112. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  3113. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  3114. cmd.drawIndexed.BaseVertexLocation = _draw.m_stream[0].m_startVertex;
  3115. cmd.drawIndexed.StartInstanceLocation = 0;
  3116. }
  3117. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3118. {
  3119. flush(_commandList, type);
  3120. }
  3121. return numIndices;
  3122. }
  3123. static const uint32_t s_indirectCommandSize[] =
  3124. {
  3125. sizeof(BatchD3D12::DrawIndirectCommand),
  3126. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3127. };
  3128. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3129. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3130. {
  3131. uint32_t num = m_num[_type];
  3132. if (0 != num)
  3133. {
  3134. m_num[_type] = 0;
  3135. if (m_minIndirect < num)
  3136. {
  3137. m_stats.m_numIndirect[_type]++;
  3138. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3139. m_currIndirect %= BX_COUNTOF(m_indirect);
  3140. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3141. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3142. , num
  3143. , indirect.m_ptr
  3144. , 0
  3145. , NULL
  3146. , 0
  3147. );
  3148. }
  3149. else
  3150. {
  3151. m_stats.m_numImmediate[_type]++;
  3152. if (Draw == _type)
  3153. {
  3154. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3155. for (uint32_t ii = 0; ii < num; ++ii)
  3156. {
  3157. const DrawIndirectCommand& cmd = cmds[ii];
  3158. if (m_current.cbv != cmd.cbv)
  3159. {
  3160. m_current.cbv = cmd.cbv;
  3161. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3162. }
  3163. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3164. {
  3165. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3166. _commandList->IASetVertexBuffers(0
  3167. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3168. , cmd.vbv
  3169. );
  3170. }
  3171. _commandList->DrawInstanced(
  3172. cmd.draw.VertexCountPerInstance
  3173. , cmd.draw.InstanceCount
  3174. , cmd.draw.StartVertexLocation
  3175. , cmd.draw.StartInstanceLocation
  3176. );
  3177. }
  3178. }
  3179. else
  3180. {
  3181. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3182. for (uint32_t ii = 0; ii < num; ++ii)
  3183. {
  3184. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3185. if (m_current.cbv != cmd.cbv)
  3186. {
  3187. m_current.cbv = cmd.cbv;
  3188. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3189. }
  3190. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3191. {
  3192. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3193. _commandList->IASetVertexBuffers(0
  3194. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3195. , cmd.vbv
  3196. );
  3197. }
  3198. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3199. {
  3200. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3201. _commandList->IASetIndexBuffer(&cmd.ibv);
  3202. }
  3203. _commandList->DrawIndexedInstanced(
  3204. cmd.drawIndexed.IndexCountPerInstance
  3205. , cmd.drawIndexed.InstanceCount
  3206. , cmd.drawIndexed.StartIndexLocation
  3207. , cmd.drawIndexed.BaseVertexLocation
  3208. , cmd.drawIndexed.StartInstanceLocation
  3209. );
  3210. }
  3211. }
  3212. }
  3213. }
  3214. }
  3215. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3216. {
  3217. flush(_commandList, Draw);
  3218. flush(_commandList, DrawIndexed);
  3219. if (_clean)
  3220. {
  3221. bx::memSet(&m_current, 0, sizeof(m_current) );
  3222. }
  3223. }
  3224. void BatchD3D12::begin()
  3225. {
  3226. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3227. bx::memSet(&m_current, 0, sizeof(m_current) );
  3228. }
  3229. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3230. {
  3231. flush(_commandList);
  3232. }
  3233. struct UavFormat
  3234. {
  3235. DXGI_FORMAT format[3];
  3236. uint32_t stride;
  3237. };
  3238. static const UavFormat s_uavFormat[] =
  3239. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3240. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3241. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3242. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3243. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3244. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3245. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3246. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3247. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3248. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3249. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3250. };
  3251. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3252. {
  3253. m_size = _size;
  3254. m_flags = _flags;
  3255. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3256. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3257. m_dynamic = NULL == _data || needUav;
  3258. DXGI_FORMAT format;
  3259. uint32_t stride;
  3260. uint32_t flags = needUav
  3261. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3262. : D3D12_RESOURCE_FLAG_NONE
  3263. ;
  3264. if (drawIndirect)
  3265. {
  3266. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3267. stride = 16;
  3268. }
  3269. else
  3270. {
  3271. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3272. if (0 == uavFormat)
  3273. {
  3274. if (_vertex)
  3275. {
  3276. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3277. stride = 16;
  3278. }
  3279. else
  3280. {
  3281. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3282. {
  3283. format = DXGI_FORMAT_R16_UINT;
  3284. stride = 2;
  3285. }
  3286. else
  3287. {
  3288. format = DXGI_FORMAT_R32_UINT;
  3289. stride = 4;
  3290. }
  3291. }
  3292. }
  3293. else
  3294. {
  3295. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3296. format = s_uavFormat[uavFormat].format[uavType];
  3297. stride = s_uavFormat[uavFormat].stride;
  3298. }
  3299. }
  3300. stride = 0 == _stride ? stride : _stride;
  3301. m_srvd.Format = format;
  3302. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3303. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3304. m_srvd.Buffer.FirstElement = 0;
  3305. m_srvd.Buffer.NumElements = m_size / stride;
  3306. m_srvd.Buffer.StructureByteStride = 0;
  3307. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3308. m_uavd.Format = format;
  3309. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3310. m_uavd.Buffer.FirstElement = 0;
  3311. m_uavd.Buffer.NumElements = m_size / stride;
  3312. m_uavd.Buffer.StructureByteStride = 0;
  3313. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3314. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3315. ID3D12Device* device = s_renderD3D12->m_device;
  3316. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3317. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3318. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3319. setState(commandList, drawIndirect
  3320. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3321. : D3D12_RESOURCE_STATE_GENERIC_READ
  3322. );
  3323. if (!m_dynamic)
  3324. {
  3325. update(commandList, 0, _size, _data);
  3326. }
  3327. }
  3328. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3329. {
  3330. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3331. uint8_t* data;
  3332. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3333. bx::memCopy(data, _data, _size);
  3334. staging->Unmap(0, NULL);
  3335. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3336. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3337. setState(_commandList, state);
  3338. s_renderD3D12->m_cmd.release(staging);
  3339. }
  3340. void BufferD3D12::destroy()
  3341. {
  3342. if (NULL != m_ptr)
  3343. {
  3344. s_renderD3D12->m_cmd.release(m_ptr);
  3345. m_dynamic = false;
  3346. }
  3347. }
  3348. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3349. {
  3350. if (m_state != _state)
  3351. {
  3352. setResourceBarrier(_commandList
  3353. , m_ptr
  3354. , m_state
  3355. , _state
  3356. );
  3357. bx::xchg(m_state, _state);
  3358. }
  3359. return _state;
  3360. }
  3361. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3362. {
  3363. BufferD3D12::create(_size, _data, _flags, true);
  3364. m_decl = _declHandle;
  3365. }
  3366. void ShaderD3D12::create(const Memory* _mem)
  3367. {
  3368. bx::MemoryReader reader(_mem->data, _mem->size);
  3369. uint32_t magic;
  3370. bx::read(&reader, magic);
  3371. switch (magic)
  3372. {
  3373. case BGFX_CHUNK_MAGIC_CSH:
  3374. case BGFX_CHUNK_MAGIC_FSH:
  3375. case BGFX_CHUNK_MAGIC_VSH:
  3376. break;
  3377. default:
  3378. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3379. break;
  3380. }
  3381. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3382. uint32_t iohash;
  3383. bx::read(&reader, iohash);
  3384. uint16_t count;
  3385. bx::read(&reader, count);
  3386. m_numPredefined = 0;
  3387. m_numUniforms = count;
  3388. BX_TRACE("%s Shader consts %d"
  3389. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3390. , count
  3391. );
  3392. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3393. if (0 < count)
  3394. {
  3395. for (uint32_t ii = 0; ii < count; ++ii)
  3396. {
  3397. uint8_t nameSize = 0;
  3398. bx::read(&reader, nameSize);
  3399. char name[256] = {};
  3400. bx::read(&reader, &name, nameSize);
  3401. name[nameSize] = '\0';
  3402. uint8_t type = 0;
  3403. bx::read(&reader, type);
  3404. uint8_t num = 0;
  3405. bx::read(&reader, num);
  3406. uint16_t regIndex = 0;
  3407. bx::read(&reader, regIndex);
  3408. uint16_t regCount = 0;
  3409. bx::read(&reader, regCount);
  3410. const char* kind = "invalid";
  3411. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3412. if (PredefinedUniform::Count != predefined)
  3413. {
  3414. kind = "predefined";
  3415. m_predefined[m_numPredefined].m_loc = regIndex;
  3416. m_predefined[m_numPredefined].m_count = regCount;
  3417. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3418. m_numPredefined++;
  3419. }
  3420. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3421. {
  3422. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3423. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3424. if (NULL != info)
  3425. {
  3426. if (NULL == m_constantBuffer)
  3427. {
  3428. m_constantBuffer = UniformBuffer::create(1024);
  3429. }
  3430. kind = "user";
  3431. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3432. }
  3433. }
  3434. else
  3435. {
  3436. kind = "sampler";
  3437. }
  3438. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3439. , kind
  3440. , name
  3441. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3442. , num
  3443. , regIndex
  3444. , regCount
  3445. );
  3446. BX_UNUSED(kind);
  3447. }
  3448. if (NULL != m_constantBuffer)
  3449. {
  3450. m_constantBuffer->finish();
  3451. }
  3452. }
  3453. uint32_t shaderSize;
  3454. bx::read(&reader, shaderSize);
  3455. const void* code = reader.getDataPtr();
  3456. bx::skip(&reader, shaderSize+1);
  3457. m_code = copy(code, shaderSize);
  3458. uint8_t numAttrs = 0;
  3459. bx::read(&reader, numAttrs);
  3460. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3461. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3462. {
  3463. uint16_t id;
  3464. bx::read(&reader, id);
  3465. Attrib::Enum attr = idToAttrib(id);
  3466. if (Attrib::Count != attr)
  3467. {
  3468. m_attrMask[attr] = UINT16_MAX;
  3469. }
  3470. }
  3471. bx::HashMurmur2A murmur;
  3472. murmur.begin();
  3473. murmur.add(iohash);
  3474. murmur.add(code, shaderSize);
  3475. murmur.add(numAttrs);
  3476. murmur.add(m_attrMask, numAttrs);
  3477. m_hash = murmur.end();
  3478. bx::read(&reader, m_size);
  3479. }
  3480. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3481. {
  3482. bimg::ImageContainer imageContainer;
  3483. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3484. {
  3485. uint8_t numMips = imageContainer.m_numMips;
  3486. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3487. numMips -= startLod;
  3488. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3489. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3490. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3491. const uint16_t numLayers = imageContainer.m_numLayers;
  3492. m_flags = _flags;
  3493. m_width = textureWidth;
  3494. m_height = textureHeight;
  3495. m_depth = imageContainer.m_depth;
  3496. m_requestedFormat = uint8_t(imageContainer.m_format);
  3497. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3498. const bool convert = m_textureFormat != m_requestedFormat;
  3499. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3500. if (imageContainer.m_cubeMap)
  3501. {
  3502. m_type = TextureCube;
  3503. }
  3504. else if (imageContainer.m_depth > 1)
  3505. {
  3506. m_type = Texture3D;
  3507. }
  3508. else
  3509. {
  3510. m_type = Texture2D;
  3511. }
  3512. m_numMips = numMips;
  3513. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3514. const uint32_t numSrd = numSides * numMips;
  3515. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3516. uint32_t kk = 0;
  3517. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3518. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3519. uint32_t blockWidth = 1;
  3520. uint32_t blockHeight = 1;
  3521. if (convert && compressed)
  3522. {
  3523. blockWidth = blockInfo.blockWidth;
  3524. blockHeight = blockInfo.blockHeight;
  3525. }
  3526. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3527. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3528. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3529. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3530. , this - s_renderD3D12->m_textures
  3531. , getName( (TextureFormat::Enum)m_textureFormat)
  3532. , getName( (TextureFormat::Enum)m_requestedFormat)
  3533. , textureWidth
  3534. , textureHeight
  3535. , imageContainer.m_cubeMap ? "x6" : ""
  3536. , renderTarget ? 'x' : ' '
  3537. , writeOnly ? 'x' : ' '
  3538. , computeWrite ? 'x' : ' '
  3539. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3540. );
  3541. uint32_t totalSize = 0;
  3542. for (uint8_t side = 0; side < numSides; ++side)
  3543. {
  3544. uint32_t width = textureWidth;
  3545. uint32_t height = textureHeight;
  3546. uint32_t depth = imageContainer.m_depth;
  3547. for (uint8_t lod = 0; lod < numMips; ++lod)
  3548. {
  3549. width = bx::uint32_max(blockWidth, width);
  3550. height = bx::uint32_max(blockHeight, height);
  3551. depth = bx::uint32_max(1, depth);
  3552. bimg::ImageMip mip;
  3553. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3554. {
  3555. if (convert)
  3556. {
  3557. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3558. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3559. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3560. bimg::imageDecodeToBgra8(temp
  3561. , mip.m_data
  3562. , mip.m_width
  3563. , mip.m_height
  3564. , pitch, mip.m_format
  3565. );
  3566. srd[kk].pData = temp;
  3567. srd[kk].RowPitch = pitch;
  3568. srd[kk].SlicePitch = slice;
  3569. totalSize += slice;
  3570. }
  3571. else if (compressed)
  3572. {
  3573. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3574. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3575. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3576. bimg::imageCopy(temp
  3577. , mip.m_height/blockInfo.blockHeight
  3578. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3579. , mip.m_data
  3580. , pitch
  3581. );
  3582. srd[kk].pData = temp;
  3583. srd[kk].RowPitch = pitch;
  3584. srd[kk].SlicePitch = slice;
  3585. totalSize += slice;
  3586. }
  3587. else
  3588. {
  3589. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3590. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3591. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3592. bimg::imageCopy(temp
  3593. , mip.m_height
  3594. , mip.m_width*mip.m_bpp / 8
  3595. , mip.m_data
  3596. , pitch
  3597. );
  3598. srd[kk].pData = temp;
  3599. srd[kk].RowPitch = pitch;
  3600. srd[kk].SlicePitch = slice;
  3601. totalSize += slice;
  3602. }
  3603. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3604. ++kk;
  3605. }
  3606. else
  3607. {
  3608. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3609. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3610. totalSize += slice;
  3611. }
  3612. width >>= 1;
  3613. height >>= 1;
  3614. depth >>= 1;
  3615. }
  3616. }
  3617. BX_TRACE("texture total size: %d", totalSize);
  3618. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3619. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3620. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3621. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3622. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3623. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3624. if (swizzle)
  3625. {
  3626. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3627. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3628. }
  3629. m_uavd.Format = m_srvd.Format;
  3630. ID3D12Device* device = s_renderD3D12->m_device;
  3631. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3632. D3D12_RESOURCE_DESC resourceDesc;
  3633. resourceDesc.Alignment = 0;
  3634. resourceDesc.Width = textureWidth;
  3635. resourceDesc.Height = textureHeight;
  3636. resourceDesc.MipLevels = numMips;
  3637. resourceDesc.Format = format;
  3638. resourceDesc.SampleDesc = msaa;
  3639. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3640. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3641. resourceDesc.DepthOrArraySize = numSides;
  3642. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3643. D3D12_CLEAR_VALUE* clearValue = NULL;
  3644. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3645. {
  3646. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3647. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3648. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3649. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3650. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3651. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3652. clearValue->DepthStencil.Depth = 1.0f;
  3653. clearValue->DepthStencil.Stencil = 0;
  3654. }
  3655. else if (renderTarget)
  3656. {
  3657. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3658. clearValue->Format = resourceDesc.Format;
  3659. clearValue->Color[0] = 0.0f;
  3660. clearValue->Color[1] = 0.0f;
  3661. clearValue->Color[2] = 0.0f;
  3662. clearValue->Color[3] = 0.0f;
  3663. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3664. }
  3665. if (writeOnly)
  3666. {
  3667. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3668. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3669. }
  3670. if (computeWrite)
  3671. {
  3672. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3673. }
  3674. switch (m_type)
  3675. {
  3676. case Texture2D:
  3677. case TextureCube:
  3678. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3679. if (imageContainer.m_cubeMap)
  3680. {
  3681. if (1 < numLayers)
  3682. {
  3683. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3684. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3685. m_srvd.TextureCubeArray.MipLevels = numMips;
  3686. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3687. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3688. }
  3689. else
  3690. {
  3691. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3692. m_srvd.TextureCube.MostDetailedMip = 0;
  3693. m_srvd.TextureCube.MipLevels = numMips;
  3694. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3695. }
  3696. }
  3697. else
  3698. {
  3699. if (1 < numLayers)
  3700. {
  3701. m_srvd.ViewDimension = 1 < msaa.Count
  3702. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3703. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3704. ;
  3705. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3706. m_srvd.Texture2DArray.MipLevels = numMips;
  3707. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3708. m_srvd.Texture2DArray.ArraySize = numLayers;
  3709. }
  3710. else
  3711. {
  3712. m_srvd.ViewDimension = 1 < msaa.Count
  3713. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3714. : D3D12_SRV_DIMENSION_TEXTURE2D
  3715. ;
  3716. m_srvd.Texture2D.MostDetailedMip = 0;
  3717. m_srvd.Texture2D.MipLevels = numMips;
  3718. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3719. }
  3720. }
  3721. if (1 < numLayers)
  3722. {
  3723. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3724. m_uavd.Texture2DArray.MipSlice = 0;
  3725. m_uavd.Texture2DArray.PlaneSlice = 0;
  3726. }
  3727. else
  3728. {
  3729. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3730. m_uavd.Texture2D.MipSlice = 0;
  3731. m_uavd.Texture2D.PlaneSlice = 0;
  3732. }
  3733. if (TextureCube == m_type)
  3734. {
  3735. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3736. m_uavd.Texture2DArray.MipSlice = 0;
  3737. m_uavd.Texture2DArray.ArraySize = 6;
  3738. }
  3739. break;
  3740. case Texture3D:
  3741. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3742. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3743. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3744. m_srvd.Texture3D.MostDetailedMip = 0;
  3745. m_srvd.Texture3D.MipLevels = numMips;
  3746. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3747. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3748. m_uavd.Texture3D.MipSlice = 0;
  3749. m_uavd.Texture3D.FirstWSlice = 0;
  3750. m_uavd.Texture3D.WSize = 0;
  3751. break;
  3752. }
  3753. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3754. {
  3755. uint64_t uploadBufferSize;
  3756. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3757. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3758. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3759. device->GetCopyableFootprints(&resourceDesc
  3760. , 0
  3761. , numSrd
  3762. , 0
  3763. , layouts
  3764. , numRows
  3765. , rowSizeInBytes
  3766. , &uploadBufferSize
  3767. );
  3768. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3769. , uploadBufferSize
  3770. , totalSize
  3771. , numRows[0]
  3772. , rowSizeInBytes[0]
  3773. );
  3774. }
  3775. if (kk != 0)
  3776. {
  3777. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3778. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3779. uint64_t result = UpdateSubresources(commandList
  3780. , m_ptr
  3781. , staging
  3782. , 0
  3783. , 0
  3784. , numSrd
  3785. , srd
  3786. );
  3787. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3788. BX_TRACE("Update subresource %" PRId64, result);
  3789. setState(commandList, state);
  3790. s_renderD3D12->m_cmd.release(staging);
  3791. }
  3792. else
  3793. {
  3794. setState(commandList, state);
  3795. }
  3796. if (0 != kk)
  3797. {
  3798. kk = 0;
  3799. for (uint8_t side = 0; side < numSides; ++side)
  3800. {
  3801. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3802. {
  3803. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3804. ++kk;
  3805. }
  3806. }
  3807. }
  3808. }
  3809. }
  3810. void TextureD3D12::destroy()
  3811. {
  3812. if (NULL != m_ptr)
  3813. {
  3814. s_renderD3D12->m_cmd.release(m_ptr);
  3815. m_ptr = NULL;
  3816. }
  3817. }
  3818. 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)
  3819. {
  3820. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3821. const uint32_t subres = _mip + (_side * m_numMips);
  3822. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3823. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3824. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3825. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  3826. desc.Height = _rect.m_height;
  3827. uint32_t numRows;
  3828. uint64_t totalBytes;
  3829. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3830. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3831. , subres
  3832. , 1
  3833. , 0
  3834. , &layout
  3835. , &numRows
  3836. , NULL
  3837. , &totalBytes
  3838. );
  3839. const uint32_t rowPitch = layout.Footprint.RowPitch;
  3840. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3841. uint8_t* data;
  3842. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3843. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3844. {
  3845. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3846. }
  3847. staging->Unmap(0, NULL);
  3848. D3D12_BOX box;
  3849. box.left = 0;
  3850. box.top = 0;
  3851. box.right = box.left + _rect.m_width;
  3852. box.bottom = box.top + _rect.m_height;
  3853. box.front = _z;
  3854. box.back = _z+_depth;
  3855. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3856. dst.SubresourceIndex = subres;
  3857. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3858. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3859. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3860. s_renderD3D12->m_cmd.release(staging);
  3861. }
  3862. void TextureD3D12::resolve()
  3863. {
  3864. }
  3865. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3866. {
  3867. if (m_state != _state)
  3868. {
  3869. setResourceBarrier(_commandList
  3870. , m_ptr
  3871. , m_state
  3872. , _state
  3873. );
  3874. bx::xchg(m_state, _state);
  3875. }
  3876. return _state;
  3877. }
  3878. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  3879. {
  3880. m_denseIdx = UINT16_MAX;
  3881. m_numTh = _num;
  3882. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3883. postReset();
  3884. }
  3885. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3886. {
  3887. }
  3888. void FrameBufferD3D12::preReset()
  3889. {
  3890. }
  3891. void FrameBufferD3D12::postReset()
  3892. {
  3893. if (m_numTh != 0)
  3894. {
  3895. ID3D12Device* device = s_renderD3D12->m_device;
  3896. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  3897. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3898. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3899. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3900. m_width = 0;
  3901. m_height = 0;
  3902. m_depth.idx = bgfx::kInvalidHandle;
  3903. m_num = 0;
  3904. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3905. {
  3906. TextureHandle handle = m_attachment[ii].handle;
  3907. if (isValid(handle) )
  3908. {
  3909. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3910. if (0 == m_width)
  3911. {
  3912. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  3913. m_width = uint32_t(desc.Width);
  3914. m_height = uint32_t(desc.Height);
  3915. }
  3916. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  3917. {
  3918. BX_CHECK(!isValid(m_depth), "");
  3919. m_depth = handle;
  3920. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  3921. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3922. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3923. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  3924. BX_UNUSED(blockInfo);
  3925. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3926. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3927. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3928. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3929. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3930. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3931. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3932. ;
  3933. device->CreateDepthStencilView(texture.m_ptr
  3934. , &dsvDesc
  3935. , dsvDescriptor
  3936. );
  3937. }
  3938. else
  3939. {
  3940. m_texture[m_num] = handle;
  3941. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3942. device->CreateRenderTargetView(texture.m_ptr
  3943. , NULL
  3944. , rtv
  3945. );
  3946. m_num++;
  3947. }
  3948. }
  3949. }
  3950. }
  3951. }
  3952. uint16_t FrameBufferD3D12::destroy()
  3953. {
  3954. m_numTh = 0;
  3955. m_depth.idx = bgfx::kInvalidHandle;
  3956. uint16_t denseIdx = m_denseIdx;
  3957. m_denseIdx = UINT16_MAX;
  3958. return denseIdx;
  3959. }
  3960. void FrameBufferD3D12::resolve()
  3961. {
  3962. }
  3963. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3964. {
  3965. ID3D12Device* device = s_renderD3D12->m_device;
  3966. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3967. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3968. && 0 != m_num)
  3969. {
  3970. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  3971. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3972. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3973. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3974. {
  3975. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3976. {
  3977. uint8_t index = _clear.m_index[ii];
  3978. if (UINT8_MAX != index)
  3979. {
  3980. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3981. _commandList->ClearRenderTargetView(rtv
  3982. , _palette[index]
  3983. , _num
  3984. , _rect
  3985. );
  3986. }
  3987. }
  3988. }
  3989. else
  3990. {
  3991. float frgba[4] =
  3992. {
  3993. _clear.m_index[0]*1.0f/255.0f,
  3994. _clear.m_index[1]*1.0f/255.0f,
  3995. _clear.m_index[2]*1.0f/255.0f,
  3996. _clear.m_index[3]*1.0f/255.0f,
  3997. };
  3998. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3999. {
  4000. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  4001. _commandList->ClearRenderTargetView(rtv
  4002. , frgba
  4003. , _num
  4004. , _rect
  4005. );
  4006. }
  4007. }
  4008. }
  4009. if (isValid(m_depth)
  4010. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4011. {
  4012. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4013. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4014. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4015. DWORD flags = 0;
  4016. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4017. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4018. _commandList->ClearDepthStencilView(dsvDescriptor
  4019. , D3D12_CLEAR_FLAGS(flags)
  4020. , _clear.m_depth
  4021. , _clear.m_stencil
  4022. , _num
  4023. , _rect
  4024. );
  4025. }
  4026. }
  4027. void TimerQueryD3D12::init()
  4028. {
  4029. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4030. queryHeapDesc.Count = m_control.m_size * 2;
  4031. queryHeapDesc.NodeMask = 1;
  4032. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4033. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4034. , IID_ID3D12QueryHeap
  4035. , (void**)&m_queryHeap
  4036. ) );
  4037. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4038. m_readback = createCommittedResource(s_renderD3D12->m_device
  4039. , HeapProperty::ReadBack
  4040. , size
  4041. );
  4042. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4043. D3D12_RANGE range = { 0, size };
  4044. m_readback->Map(0, &range, (void**)&m_queryResult);
  4045. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4046. {
  4047. Result& result = m_result[ii];
  4048. result.reset();
  4049. }
  4050. m_control.reset();
  4051. }
  4052. void TimerQueryD3D12::shutdown()
  4053. {
  4054. D3D12_RANGE range = { 0, 0 };
  4055. m_readback->Unmap(0, &range);
  4056. DX_RELEASE(m_queryHeap, 0);
  4057. DX_RELEASE(m_readback, 0);
  4058. }
  4059. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4060. {
  4061. while (0 == m_control.reserve(1) )
  4062. {
  4063. m_control.consume(1);
  4064. }
  4065. Result& result = m_result[_resultIdx];
  4066. ++result.m_pending;
  4067. const uint32_t idx = m_control.m_current;
  4068. Query& query = m_query[idx];
  4069. query.m_resultIdx = _resultIdx;
  4070. query.m_ready = false;
  4071. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4072. uint32_t offset = idx * 2 + 0;
  4073. commandList->EndQuery(m_queryHeap
  4074. , D3D12_QUERY_TYPE_TIMESTAMP
  4075. , offset
  4076. );
  4077. m_control.commit(1);
  4078. return idx;
  4079. }
  4080. void TimerQueryD3D12::end(uint32_t _idx)
  4081. {
  4082. Query& query = m_query[_idx];
  4083. query.m_ready = true;
  4084. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4085. uint32_t offset = _idx * 2;
  4086. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4087. commandList->EndQuery(m_queryHeap
  4088. , D3D12_QUERY_TYPE_TIMESTAMP
  4089. , offset + 1
  4090. );
  4091. commandList->ResolveQueryData(m_queryHeap
  4092. , D3D12_QUERY_TYPE_TIMESTAMP
  4093. , offset
  4094. , 2
  4095. , m_readback
  4096. , offset * sizeof(uint64_t)
  4097. );
  4098. while (update() )
  4099. {
  4100. }
  4101. }
  4102. bool TimerQueryD3D12::update()
  4103. {
  4104. if (0 != m_control.available() )
  4105. {
  4106. uint32_t idx = m_control.m_read;
  4107. Query& query = m_query[idx];
  4108. if (!query.m_ready)
  4109. {
  4110. return false;
  4111. }
  4112. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4113. {
  4114. return false;
  4115. }
  4116. m_control.consume(1);
  4117. Result& result = m_result[query.m_resultIdx];
  4118. --result.m_pending;
  4119. uint32_t offset = idx * 2;
  4120. result.m_begin = m_queryResult[offset+0];
  4121. result.m_end = m_queryResult[offset+1];
  4122. return true;
  4123. }
  4124. return false;
  4125. }
  4126. void OcclusionQueryD3D12::init()
  4127. {
  4128. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4129. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4130. queryHeapDesc.NodeMask = 1;
  4131. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4132. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4133. , IID_ID3D12QueryHeap
  4134. , (void**)&m_queryHeap
  4135. ) );
  4136. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4137. m_readback = createCommittedResource(s_renderD3D12->m_device
  4138. , HeapProperty::ReadBack
  4139. , size
  4140. );
  4141. D3D12_RANGE range = { 0, size };
  4142. m_readback->Map(0, &range, (void**)&m_result);
  4143. }
  4144. void OcclusionQueryD3D12::shutdown()
  4145. {
  4146. D3D12_RANGE range = { 0, 0 };
  4147. m_readback->Unmap(0, &range);
  4148. DX_RELEASE(m_queryHeap, 0);
  4149. DX_RELEASE(m_readback, 0);
  4150. }
  4151. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4152. {
  4153. while (0 == m_control.reserve(1) )
  4154. {
  4155. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4156. if (isValid(handle) )
  4157. {
  4158. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4159. }
  4160. m_control.consume(1);
  4161. }
  4162. m_handle[m_control.m_current] = _handle;
  4163. _commandList->BeginQuery(m_queryHeap
  4164. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4165. , _handle.idx
  4166. );
  4167. }
  4168. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4169. {
  4170. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4171. _commandList->EndQuery(m_queryHeap
  4172. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4173. , handle.idx
  4174. );
  4175. _commandList->ResolveQueryData(m_queryHeap
  4176. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4177. , handle.idx
  4178. , 1
  4179. , m_readback
  4180. , handle.idx * sizeof(uint64_t)
  4181. );
  4182. m_control.commit(1);
  4183. }
  4184. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4185. {
  4186. const uint32_t size = m_control.m_size;
  4187. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4188. {
  4189. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4190. if (handle.idx == _handle.idx)
  4191. {
  4192. handle.idx = bgfx::kInvalidHandle;
  4193. }
  4194. }
  4195. }
  4196. struct Bind
  4197. {
  4198. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4199. uint16_t m_samplerStateIdx;
  4200. };
  4201. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4202. {
  4203. while (_bs.hasItem(_view) )
  4204. {
  4205. const BlitItem& blit = _bs.advance();
  4206. const TextureD3D12& src = m_textures[blit.m_src.idx];
  4207. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4208. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4209. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4210. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4211. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4212. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4213. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4214. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4215. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4216. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4217. if (TextureD3D12::Texture3D == src.m_type)
  4218. {
  4219. D3D12_BOX box;
  4220. box.left = blit.m_srcX;
  4221. box.top = blit.m_srcY;
  4222. box.front = blit.m_srcZ;
  4223. box.right = blit.m_srcX + width;
  4224. box.bottom = blit.m_srcY + height;;
  4225. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4226. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{0,{DXGI_FORMAT_UNKNOWN,0,0,0,0}}} };
  4227. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{0,{DXGI_FORMAT_UNKNOWN,0,0,0,0}}} };
  4228. m_commandList->CopyTextureRegion(&dstLocation
  4229. , blit.m_dstX
  4230. , blit.m_dstY
  4231. , blit.m_dstZ
  4232. , &srcLocation
  4233. , &box
  4234. );
  4235. }
  4236. else
  4237. {
  4238. D3D12_BOX box;
  4239. box.left = blit.m_srcX;
  4240. box.top = blit.m_srcY;
  4241. box.front = 0;
  4242. box.right = blit.m_srcX + width;
  4243. box.bottom = blit.m_srcY + height;;
  4244. box.back = 1;
  4245. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4246. ? blit.m_srcZ
  4247. : 0
  4248. ;
  4249. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4250. ? blit.m_dstZ
  4251. : 0
  4252. ;
  4253. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4254. dstLocation.pResource = dst.m_ptr;
  4255. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4256. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4257. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4258. srcLocation.pResource = src.m_ptr;
  4259. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4260. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4261. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4262. m_commandList->CopyTextureRegion(&dstLocation
  4263. , blit.m_dstX
  4264. , blit.m_dstY
  4265. , 0
  4266. , &srcLocation
  4267. , depthStencil ? NULL : &box
  4268. );
  4269. }
  4270. }
  4271. }
  4272. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4273. {
  4274. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4275. if (m_lost
  4276. || updateResolution(_render->m_resolution) )
  4277. {
  4278. return;
  4279. }
  4280. int64_t timeBegin = bx::getHPCounter();
  4281. int64_t captureElapsed = 0;
  4282. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4283. if (0 < _render->m_iboffset)
  4284. {
  4285. TransientIndexBuffer* ib = _render->m_transientIb;
  4286. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4287. }
  4288. if (0 < _render->m_vboffset)
  4289. {
  4290. TransientVertexBuffer* vb = _render->m_transientVb;
  4291. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4292. }
  4293. _render->sort();
  4294. RenderDraw currentState;
  4295. currentState.clear();
  4296. currentState.m_stateFlags = BGFX_STATE_NONE;
  4297. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4298. RenderBind currentBind;
  4299. currentBind.clear();
  4300. _render->m_hmdInitialized = false;
  4301. const bool hmdEnabled = false;
  4302. static ViewState viewState;
  4303. viewState.reset(_render, hmdEnabled);
  4304. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4305. // setDebugWireframe(wireframe);
  4306. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4307. uint16_t currentProgramIdx = kInvalidHandle;
  4308. uint32_t currentBindHash = 0;
  4309. bool hasPredefined = false;
  4310. bool commandListChanged = false;
  4311. ID3D12PipelineState* currentPso = NULL;
  4312. SortKey key;
  4313. uint16_t view = UINT16_MAX;
  4314. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4315. BlitState bs(_render);
  4316. uint32_t blendFactor = 0;
  4317. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4318. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4319. PrimInfo prim = s_primInfo[primIndex];
  4320. bool wasCompute = false;
  4321. bool viewHasScissor = false;
  4322. bool restoreScissor = false;
  4323. Rect viewScissorRect;
  4324. viewScissorRect.clear();
  4325. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4326. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4327. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4328. uint32_t statsNumIndices = 0;
  4329. uint32_t statsKeyType[2] = {};
  4330. Profiler<TimerQueryD3D12> profiler(
  4331. _render
  4332. , m_gpuTimer
  4333. , s_viewName
  4334. );
  4335. #if BX_PLATFORM_WINDOWS
  4336. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4337. #endif // BX_PLATFORM_WINDOWS
  4338. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4339. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4340. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4341. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4342. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4343. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4344. scratchBuffer.reset(gpuHandle);
  4345. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4346. StateCacheLru<Bind, 64> bindLru;
  4347. setResourceBarrier(m_commandList
  4348. , m_backBufferColor[m_backBufferColorIdx]
  4349. , D3D12_RESOURCE_STATE_PRESENT
  4350. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4351. );
  4352. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4353. {
  4354. m_batch.begin();
  4355. // uint8_t eye = 0;
  4356. // uint8_t restartState = 0;
  4357. viewState.m_rect = _render->m_view[0].m_rect;
  4358. int32_t numItems = _render->m_numRenderItems;
  4359. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4360. {
  4361. const uint64_t encodedKey = _render->m_sortKeys[item];
  4362. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4363. statsKeyType[isCompute]++;
  4364. const bool viewChanged = 0
  4365. || key.m_view != view
  4366. || item == numItems
  4367. ;
  4368. const uint32_t itemIdx = _render->m_sortValues[item];
  4369. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4370. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4371. ++item;
  4372. if (viewChanged)
  4373. {
  4374. m_batch.flush(m_commandList, true);
  4375. kick();
  4376. view = key.m_view;
  4377. currentPso = NULL;
  4378. currentSamplerStateIdx = kInvalidHandle;
  4379. currentProgramIdx = kInvalidHandle;
  4380. hasPredefined = false;
  4381. fbh = _render->m_view[view].m_fbh;
  4382. setFrameBuffer(fbh);
  4383. if (item > 1)
  4384. {
  4385. profiler.end();
  4386. }
  4387. profiler.begin(view);
  4388. viewState.m_rect = _render->m_view[view].m_rect;
  4389. const Rect& rect = _render->m_view[view].m_rect;
  4390. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4391. viewHasScissor = !scissorRect.isZero();
  4392. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4393. D3D12_VIEWPORT vp;
  4394. vp.TopLeftX = rect.m_x;
  4395. vp.TopLeftY = rect.m_y;
  4396. vp.Width = rect.m_width;
  4397. vp.Height = rect.m_height;
  4398. vp.MinDepth = 0.0f;
  4399. vp.MaxDepth = 1.0f;
  4400. m_commandList->RSSetViewports(1, &vp);
  4401. D3D12_RECT rc;
  4402. rc.left = viewScissorRect.m_x;
  4403. rc.top = viewScissorRect.m_y;
  4404. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4405. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4406. m_commandList->RSSetScissorRects(1, &rc);
  4407. restoreScissor = false;
  4408. Clear& clr = _render->m_view[view].m_clear;
  4409. if (BGFX_CLEAR_NONE != clr.m_flags)
  4410. {
  4411. Rect clearRect = rect;
  4412. clearRect.setIntersect(rect, viewScissorRect);
  4413. clearQuad(clearRect, clr, _render->m_colorPalette);
  4414. }
  4415. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4416. submitBlit(bs, view);
  4417. }
  4418. if (isCompute)
  4419. {
  4420. if (!wasCompute)
  4421. {
  4422. wasCompute = true;
  4423. m_commandList->SetComputeRootSignature(m_rootSignature);
  4424. ID3D12DescriptorHeap* heaps[] = {
  4425. m_samplerAllocator.getHeap(),
  4426. scratchBuffer.getHeap(),
  4427. };
  4428. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4429. }
  4430. const RenderCompute& compute = renderItem.compute;
  4431. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4432. if (pso != currentPso)
  4433. {
  4434. currentPso = pso;
  4435. m_commandList->SetPipelineState(pso);
  4436. currentBindHash = 0;
  4437. }
  4438. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4439. if (currentBindHash != bindHash)
  4440. {
  4441. currentBindHash = bindHash;
  4442. Bind* bindCached = bindLru.find(bindHash);
  4443. if (NULL == bindCached)
  4444. {
  4445. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4446. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4447. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4448. {
  4449. const Binding& bind = renderBind.m_bind[ii];
  4450. if (kInvalidHandle != bind.m_idx)
  4451. {
  4452. switch (bind.m_type)
  4453. {
  4454. case Binding::Image:
  4455. case Binding::Texture:
  4456. {
  4457. TextureD3D12& texture = m_textures[bind.m_idx];
  4458. if (Access::Read != bind.m_un.m_compute.m_access)
  4459. {
  4460. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4461. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4462. }
  4463. else
  4464. {
  4465. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4466. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4467. samplerFlags[ii] = texture.m_flags;
  4468. }
  4469. }
  4470. break;
  4471. case Binding::IndexBuffer:
  4472. case Binding::VertexBuffer:
  4473. {
  4474. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4475. ? m_indexBuffers[bind.m_idx]
  4476. : m_vertexBuffers[bind.m_idx]
  4477. ;
  4478. if (Access::Read != bind.m_un.m_compute.m_access)
  4479. {
  4480. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4481. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4482. }
  4483. else
  4484. {
  4485. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4486. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4487. }
  4488. }
  4489. break;
  4490. }
  4491. }
  4492. }
  4493. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4494. if (samplerStateIdx != currentSamplerStateIdx)
  4495. {
  4496. currentSamplerStateIdx = samplerStateIdx;
  4497. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4498. }
  4499. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4500. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4501. Bind bind;
  4502. bind.m_srvHandle = srvHandle[0];
  4503. bind.m_samplerStateIdx = samplerStateIdx;
  4504. bindLru.add(bindHash, bind, 0);
  4505. }
  4506. else
  4507. {
  4508. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4509. if (samplerStateIdx != currentSamplerStateIdx)
  4510. {
  4511. currentSamplerStateIdx = samplerStateIdx;
  4512. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4513. }
  4514. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4515. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4516. }
  4517. }
  4518. bool constantsChanged = false;
  4519. if (compute.m_uniformBegin < compute.m_uniformEnd
  4520. || currentProgramIdx != key.m_program)
  4521. {
  4522. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4523. currentProgramIdx = key.m_program;
  4524. ProgramD3D12& program = m_program[currentProgramIdx];
  4525. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4526. if (NULL != vcb)
  4527. {
  4528. commit(*vcb);
  4529. }
  4530. hasPredefined = 0 < program.m_numPredefined;
  4531. constantsChanged = true;
  4532. }
  4533. if (constantsChanged
  4534. || hasPredefined)
  4535. {
  4536. ProgramD3D12& program = m_program[currentProgramIdx];
  4537. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4538. commitShaderConstants(key.m_program, gpuAddress);
  4539. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4540. }
  4541. if (isValid(compute.m_indirectBuffer) )
  4542. {
  4543. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4544. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4545. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4546. : compute.m_numIndirect
  4547. ;
  4548. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4549. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4550. {
  4551. // m_commandList->ExecuteIndirect(ptr, args);
  4552. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4553. }
  4554. }
  4555. else
  4556. {
  4557. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4558. }
  4559. continue;
  4560. }
  4561. const RenderDraw& draw = renderItem.draw;
  4562. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4563. if (isValid(draw.m_occlusionQuery)
  4564. && !hasOcclusionQuery
  4565. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4566. {
  4567. continue;
  4568. }
  4569. const uint64_t newFlags = draw.m_stateFlags;
  4570. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4571. currentState.m_stateFlags = newFlags;
  4572. const uint64_t newStencil = draw.m_stencil;
  4573. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4574. currentState.m_stencil = newStencil;
  4575. if (viewChanged
  4576. || wasCompute)
  4577. {
  4578. if (wasCompute)
  4579. {
  4580. wasCompute = false;
  4581. }
  4582. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4583. {
  4584. BX_UNUSED(s_viewNameW);
  4585. // wchar_t* viewNameW = s_viewNameW[view];
  4586. // viewNameW[3] = L' ';
  4587. // PIX_ENDEVENT();
  4588. // PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4589. }
  4590. commandListChanged = true;
  4591. }
  4592. if (commandListChanged)
  4593. {
  4594. commandListChanged = false;
  4595. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4596. ID3D12DescriptorHeap* heaps[] = {
  4597. m_samplerAllocator.getHeap(),
  4598. scratchBuffer.getHeap(),
  4599. };
  4600. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4601. currentPso = NULL;
  4602. currentBindHash = 0;
  4603. currentSamplerStateIdx = kInvalidHandle;
  4604. currentProgramIdx = kInvalidHandle;
  4605. currentState.clear();
  4606. currentState.m_scissor = !draw.m_scissor;
  4607. changedFlags = BGFX_STATE_MASK;
  4608. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4609. currentState.m_stateFlags = newFlags;
  4610. currentState.m_stencil = newStencil;
  4611. currentBind.clear();
  4612. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4613. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4614. }
  4615. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  4616. if (isValid(draw.m_stream[0].m_handle) )
  4617. {
  4618. const uint64_t state = draw.m_stateFlags;
  4619. bool hasFactor = 0
  4620. || f0 == (state & f0)
  4621. || f1 == (state & f1)
  4622. || f2 == (state & f2)
  4623. || f3 == (state & f3)
  4624. ;
  4625. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_stream[0].m_handle.idx];
  4626. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  4627. ID3D12PipelineState* pso =
  4628. getPipelineState(state
  4629. , draw.m_stencil
  4630. , declIdx
  4631. , key.m_program
  4632. , uint8_t(draw.m_instanceDataStride/16)
  4633. );
  4634. uint16_t scissor = draw.m_scissor;
  4635. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4636. if (currentBindHash != bindHash
  4637. || 0 != changedStencil
  4638. || (hasFactor && blendFactor != draw.m_rgba)
  4639. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4640. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4641. || currentState.m_scissor != scissor
  4642. || pso != currentPso
  4643. || hasOcclusionQuery)
  4644. {
  4645. m_batch.flush(m_commandList);
  4646. }
  4647. if (currentBindHash != bindHash)
  4648. {
  4649. currentBindHash = bindHash;
  4650. Bind* bindCached = bindLru.find(bindHash);
  4651. if (NULL == bindCached)
  4652. {
  4653. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4654. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4655. {
  4656. srvHandle[0].ptr = 0;
  4657. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4658. {
  4659. const Binding& bind = renderBind.m_bind[stage];
  4660. if (kInvalidHandle != bind.m_idx)
  4661. {
  4662. switch (bind.m_type)
  4663. {
  4664. case Binding::Texture:
  4665. {
  4666. TextureD3D12& texture = m_textures[bind.m_idx];
  4667. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4668. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4669. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4670. ? bind.m_un.m_draw.m_textureFlags
  4671. : texture.m_flags
  4672. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK)
  4673. ;
  4674. }
  4675. break;
  4676. case Binding::IndexBuffer:
  4677. case Binding::VertexBuffer:
  4678. {
  4679. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4680. ? m_indexBuffers[bind.m_idx]
  4681. : m_vertexBuffers[bind.m_idx]
  4682. ;
  4683. if (Access::Read != bind.m_un.m_compute.m_access)
  4684. {
  4685. // The api functions prevent binding with Access::Write,
  4686. // but might as well allow it in here for future-proofing
  4687. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4688. scratchBuffer.allocUav(srvHandle[stage], buffer);
  4689. }
  4690. else
  4691. {
  4692. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4693. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  4694. }
  4695. }
  4696. break;
  4697. }
  4698. }
  4699. else
  4700. {
  4701. bx::memCopy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4702. samplerFlags[stage] = 0;
  4703. }
  4704. }
  4705. }
  4706. if (srvHandle[0].ptr != 0)
  4707. {
  4708. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4709. if (samplerStateIdx != currentSamplerStateIdx)
  4710. {
  4711. currentSamplerStateIdx = samplerStateIdx;
  4712. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4713. }
  4714. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4715. Bind bind;
  4716. bind.m_srvHandle = srvHandle[0];
  4717. bind.m_samplerStateIdx = samplerStateIdx;
  4718. bindLru.add(bindHash, bind, 0);
  4719. }
  4720. }
  4721. else
  4722. {
  4723. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4724. if (samplerStateIdx != currentSamplerStateIdx)
  4725. {
  4726. currentSamplerStateIdx = samplerStateIdx;
  4727. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4728. }
  4729. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4730. }
  4731. }
  4732. if (0 != changedStencil)
  4733. {
  4734. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4735. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4736. m_commandList->OMSetStencilRef(ref);
  4737. }
  4738. if (hasFactor
  4739. && blendFactor != draw.m_rgba)
  4740. {
  4741. blendFactor = draw.m_rgba;
  4742. float bf[4];
  4743. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4744. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4745. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4746. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4747. m_commandList->OMSetBlendFactor(bf);
  4748. }
  4749. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4750. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4751. {
  4752. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4753. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4754. prim = s_primInfo[primIndex];
  4755. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4756. }
  4757. if (currentState.m_scissor != scissor)
  4758. {
  4759. currentState.m_scissor = scissor;
  4760. if (UINT16_MAX == scissor)
  4761. {
  4762. if (restoreScissor
  4763. || viewHasScissor)
  4764. {
  4765. restoreScissor = false;
  4766. D3D12_RECT rc;
  4767. rc.left = viewScissorRect.m_x;
  4768. rc.top = viewScissorRect.m_y;
  4769. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4770. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4771. m_commandList->RSSetScissorRects(1, &rc);
  4772. }
  4773. }
  4774. else
  4775. {
  4776. restoreScissor = true;
  4777. Rect scissorRect;
  4778. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  4779. if (scissorRect.isZeroArea() )
  4780. {
  4781. continue;
  4782. }
  4783. D3D12_RECT rc;
  4784. rc.left = scissorRect.m_x;
  4785. rc.top = scissorRect.m_y;
  4786. rc.right = scissorRect.m_x + scissorRect.m_width;
  4787. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4788. m_commandList->RSSetScissorRects(1, &rc);
  4789. }
  4790. }
  4791. if (pso != currentPso)
  4792. {
  4793. currentPso = pso;
  4794. m_commandList->SetPipelineState(pso);
  4795. }
  4796. bool constantsChanged = false;
  4797. if (draw.m_uniformBegin < draw.m_uniformEnd
  4798. || currentProgramIdx != key.m_program
  4799. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4800. {
  4801. currentProgramIdx = key.m_program;
  4802. ProgramD3D12& program = m_program[currentProgramIdx];
  4803. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4804. if (NULL != vcb)
  4805. {
  4806. commit(*vcb);
  4807. }
  4808. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4809. if (NULL != fcb)
  4810. {
  4811. commit(*fcb);
  4812. }
  4813. hasPredefined = 0 < program.m_numPredefined;
  4814. constantsChanged = true;
  4815. }
  4816. if (constantsChanged
  4817. || hasPredefined)
  4818. {
  4819. ProgramD3D12& program = m_program[currentProgramIdx];
  4820. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4821. viewState.m_alphaRef = ref/255.0f;
  4822. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4823. commitShaderConstants(key.m_program, gpuAddress);
  4824. }
  4825. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4826. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4827. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4828. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4829. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4830. statsNumInstances[primIndex] += draw.m_numInstances;
  4831. statsNumIndices += numIndices;
  4832. if (hasOcclusionQuery)
  4833. {
  4834. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  4835. m_batch.flush(m_commandList);
  4836. m_occlusionQuery.end(m_commandList);
  4837. }
  4838. }
  4839. }
  4840. m_batch.end(m_commandList);
  4841. kick();
  4842. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  4843. if (0 < _render->m_numRenderItems)
  4844. {
  4845. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  4846. {
  4847. // deviceCtx->Flush();
  4848. }
  4849. // captureElapsed = -bx::getHPCounter();
  4850. // capture();
  4851. // captureElapsed += bx::getHPCounter();
  4852. profiler.end();
  4853. }
  4854. }
  4855. int64_t timeEnd = bx::getHPCounter();
  4856. int64_t frameTime = timeEnd - timeBegin;
  4857. static int64_t min = frameTime;
  4858. static int64_t max = frameTime;
  4859. min = bx::int64_min(min, frameTime);
  4860. max = bx::int64_max(max, frameTime);
  4861. static uint32_t maxGpuLatency = 0;
  4862. static double maxGpuElapsed = 0.0f;
  4863. double elapsedGpuMs = 0.0;
  4864. static int64_t presentMin = m_presentElapsed;
  4865. static int64_t presentMax = m_presentElapsed;
  4866. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4867. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4868. if (UINT32_MAX != frameQueryIdx)
  4869. {
  4870. m_gpuTimer.end(frameQueryIdx);
  4871. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  4872. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4873. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  4874. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4875. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  4876. }
  4877. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4878. const int64_t timerFreq = bx::getHPFrequency();
  4879. Stats& perfStats = _render->m_perfStats;
  4880. perfStats.cpuTimeBegin = timeBegin;
  4881. perfStats.cpuTimeEnd = timeEnd;
  4882. perfStats.cpuTimerFreq = timerFreq;
  4883. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  4884. perfStats.gpuTimeBegin = result.m_begin;
  4885. perfStats.gpuTimeEnd = result.m_end;
  4886. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4887. perfStats.numDraw = statsKeyType[0];
  4888. perfStats.numCompute = statsKeyType[1];
  4889. perfStats.maxGpuLatency = maxGpuLatency;
  4890. perfStats.gpuMemoryMax = -INT64_MAX;
  4891. perfStats.gpuMemoryUsed = -INT64_MAX;
  4892. #if BX_PLATFORM_WINDOWS
  4893. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  4894. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  4895. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  4896. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  4897. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  4898. #endif // BX_PLATFORM_WINDOWS
  4899. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4900. {
  4901. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  4902. // m_needPresent = true;
  4903. TextVideoMem& tvm = m_textVideoMem;
  4904. static int64_t next = timeEnd;
  4905. if (timeEnd >= next)
  4906. {
  4907. next = timeEnd + timerFreq;
  4908. double freq = double(timerFreq);
  4909. double toMs = 1000.0 / freq;
  4910. tvm.clear();
  4911. uint16_t pos = 0;
  4912. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4913. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4914. , getRendererName()
  4915. , (m_featureLevel >> 12) & 0xf
  4916. , (m_featureLevel >> 8) & 0xf
  4917. );
  4918. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4919. char description[BX_COUNTOF(desc.Description)];
  4920. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4921. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4922. char dedicatedVideo[16];
  4923. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4924. char dedicatedSystem[16];
  4925. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4926. char sharedSystem[16];
  4927. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4928. char processMemoryUsed[16];
  4929. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4930. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4931. , dedicatedVideo
  4932. , dedicatedSystem
  4933. , sharedSystem
  4934. , processMemoryUsed
  4935. );
  4936. #if BX_PLATFORM_WINDOWS
  4937. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  4938. {
  4939. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  4940. char budget[16];
  4941. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4942. char currentUsage[16];
  4943. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4944. char availableForReservation[16];
  4945. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4946. char currentReservation[16];
  4947. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4948. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  4949. , 0 == ii ? "Local " : "Non-local"
  4950. , budget
  4951. , currentUsage
  4952. , availableForReservation
  4953. , currentReservation
  4954. );
  4955. }
  4956. #endif // BX_PLATFORM_WINDOWS
  4957. pos = 10;
  4958. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4959. , double(frameTime)*toMs
  4960. , double(min)*toMs
  4961. , double(max)*toMs
  4962. , freq/frameTime
  4963. );
  4964. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4965. , double(m_presentElapsed)*toMs
  4966. , double(presentMin)*toMs
  4967. , double(presentMax)*toMs
  4968. );
  4969. char hmd[16];
  4970. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4971. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4972. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4973. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4974. , 0 != msaa ? '\xfe' : ' '
  4975. , 1<<msaa
  4976. , ", no-HMD "
  4977. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4978. );
  4979. double elapsedCpuMs = double(frameTime)*toMs;
  4980. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4981. , _render->m_numRenderItems
  4982. , statsKeyType[0]
  4983. , statsKeyType[1]
  4984. , elapsedCpuMs
  4985. );
  4986. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4987. {
  4988. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4989. , s_primName[ii]
  4990. , statsNumPrimsRendered[ii]
  4991. , statsNumInstances[ii]
  4992. , statsNumPrimsSubmitted[ii]
  4993. );
  4994. }
  4995. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4996. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4997. , m_batch.m_maxDrawPerBatch
  4998. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4999. );
  5000. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  5001. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5002. , m_batch.m_maxDrawPerBatch
  5003. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5004. );
  5005. if (NULL != m_renderdocdll)
  5006. {
  5007. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5008. }
  5009. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5010. // tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5011. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5012. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5013. pos++;
  5014. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5015. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  5016. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  5017. , m_pipelineStateCache.getCount()
  5018. , m_samplerStateCache.getCount()
  5019. , bindLru.getCount()
  5020. , m_cmd.m_control.available()
  5021. );
  5022. pos++;
  5023. double captureMs = double(captureElapsed)*toMs;
  5024. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5025. uint8_t attr[2] = { 0x89, 0x8a };
  5026. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5027. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5028. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5029. min = frameTime;
  5030. max = frameTime;
  5031. presentMin = m_presentElapsed;
  5032. presentMax = m_presentElapsed;
  5033. }
  5034. blit(this, _textVideoMemBlitter, tvm);
  5035. // PIX_ENDEVENT();
  5036. }
  5037. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5038. {
  5039. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5040. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5041. // PIX_ENDEVENT();
  5042. }
  5043. setResourceBarrier(m_commandList
  5044. , m_backBufferColor[m_backBufferColorIdx]
  5045. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5046. , D3D12_RESOURCE_STATE_PRESENT
  5047. );
  5048. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5049. }
  5050. } /* namespace d3d12 */ } // namespace bgfx
  5051. #else
  5052. namespace bgfx { namespace d3d12
  5053. {
  5054. RendererContextI* rendererCreate(const Init& _init)
  5055. {
  5056. BX_UNUSED(_init);
  5057. return NULL;
  5058. }
  5059. void rendererDestroy()
  5060. {
  5061. }
  5062. } /* namespace d3d12 */ } // namespace bgfx
  5063. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12