renderer_d3d12.cpp 207 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D_PRIMITIVE_TOPOLOGY m_topology;
  24. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  25. uint32_t m_min;
  26. uint32_t m_div;
  27. uint32_t m_sub;
  28. };
  29. static const PrimInfo s_primInfo[] =
  30. {
  31. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  33. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  34. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  35. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  36. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  37. };
  38. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  39. static const uint32_t s_checkMsaa[] =
  40. {
  41. 0,
  42. 2,
  43. 4,
  44. 8,
  45. 16,
  46. };
  47. static DXGI_SAMPLE_DESC s_msaa[] =
  48. {
  49. { 1, 0 },
  50. { 2, 0 },
  51. { 4, 0 },
  52. { 8, 0 },
  53. { 16, 0 },
  54. };
  55. static const D3D12_BLEND s_blendFactor[][2] =
  56. {
  57. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  58. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  59. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  60. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  61. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  62. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  63. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  64. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  65. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  66. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  67. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  68. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  69. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  70. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  71. };
  72. static const D3D12_BLEND_OP s_blendEquation[] =
  73. {
  74. D3D12_BLEND_OP_ADD,
  75. D3D12_BLEND_OP_SUBTRACT,
  76. D3D12_BLEND_OP_REV_SUBTRACT,
  77. D3D12_BLEND_OP_MIN,
  78. D3D12_BLEND_OP_MAX,
  79. };
  80. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  81. {
  82. D3D12_COMPARISON_FUNC(0), // ignored
  83. D3D12_COMPARISON_FUNC_LESS,
  84. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  85. D3D12_COMPARISON_FUNC_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  87. D3D12_COMPARISON_FUNC_GREATER,
  88. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  89. D3D12_COMPARISON_FUNC_NEVER,
  90. D3D12_COMPARISON_FUNC_ALWAYS,
  91. };
  92. static const D3D12_STENCIL_OP s_stencilOp[] =
  93. {
  94. D3D12_STENCIL_OP_ZERO,
  95. D3D12_STENCIL_OP_KEEP,
  96. D3D12_STENCIL_OP_REPLACE,
  97. D3D12_STENCIL_OP_INCR,
  98. D3D12_STENCIL_OP_INCR_SAT,
  99. D3D12_STENCIL_OP_DECR,
  100. D3D12_STENCIL_OP_DECR_SAT,
  101. D3D12_STENCIL_OP_INVERT,
  102. };
  103. static const D3D12_CULL_MODE s_cullMode[] =
  104. {
  105. D3D12_CULL_MODE_NONE,
  106. D3D12_CULL_MODE_FRONT,
  107. D3D12_CULL_MODE_BACK,
  108. };
  109. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  110. {
  111. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  112. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  113. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  114. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  115. };
  116. /*
  117. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  118. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  119. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  120. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  122. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  123. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  124. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  125. * D3D11_FILTER_ANISOTROPIC = 0x55,
  126. *
  127. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  128. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  129. *
  130. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  131. * 0x10 // MIN_LINEAR
  132. * 0x04 // MAG_LINEAR
  133. * 0x01 // MIP_LINEAR
  134. */
  135. static const uint8_t s_textureFilter[3][3] =
  136. {
  137. {
  138. 0x10, // min linear
  139. 0x00, // min point
  140. 0x55, // anisotropic
  141. },
  142. {
  143. 0x04, // mag linear
  144. 0x00, // mag point
  145. 0x55, // anisotropic
  146. },
  147. {
  148. 0x01, // mip linear
  149. 0x00, // mip point
  150. 0x55, // anisotropic
  151. },
  152. };
  153. struct TextureFormatInfo
  154. {
  155. DXGI_FORMAT m_fmt;
  156. DXGI_FORMAT m_fmtSrv;
  157. DXGI_FORMAT m_fmtDsv;
  158. DXGI_FORMAT m_fmtSrgb;
  159. };
  160. static const TextureFormatInfo s_textureFormat[] =
  161. {
  162. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  163. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  164. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  165. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  166. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  167. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  168. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  182. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  183. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  184. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  185. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  186. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  187. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  189. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  190. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  191. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  192. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  193. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  194. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  195. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  196. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  197. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  198. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  199. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  200. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  201. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  202. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  203. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  204. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  205. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  206. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  207. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  208. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  209. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  210. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  211. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  212. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  213. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  214. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  216. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  217. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  218. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  219. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  220. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  221. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  222. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  223. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  224. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  225. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  226. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  227. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  228. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  229. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  230. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  231. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  232. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  233. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  234. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  235. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  236. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  237. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  238. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  239. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  240. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  241. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  242. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  243. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  244. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  245. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  246. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  247. };
  248. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  249. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  250. {
  251. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  258. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  267. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  268. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  269. };
  270. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  271. static const DXGI_FORMAT s_attribType[][4][2] =
  272. {
  273. { // Uint8
  274. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  275. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  276. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  277. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  278. },
  279. { // Uint10
  280. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  281. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  282. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  283. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  284. },
  285. { // Int16
  286. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  287. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  288. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  289. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  290. },
  291. { // Half
  292. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  293. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  294. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  295. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  296. },
  297. { // Float
  298. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  299. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  300. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  301. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  302. },
  303. };
  304. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  305. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  306. {
  307. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  308. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  309. {
  310. if (UINT16_MAX != _decl.m_attributes[attr])
  311. {
  312. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  313. elem->InputSlot = _stream;
  314. if (0 == _decl.m_attributes[attr])
  315. {
  316. elem->AlignedByteOffset = 0;
  317. }
  318. else
  319. {
  320. uint8_t num;
  321. AttribType::Enum type;
  322. bool normalized;
  323. bool asInt;
  324. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  325. elem->Format = s_attribType[type][num-1][normalized];
  326. elem->AlignedByteOffset = _decl.m_offset[attr];
  327. }
  328. ++elem;
  329. }
  330. }
  331. return elem;
  332. }
  333. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  334. {
  335. D3D12_RESOURCE_BARRIER barrier;
  336. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  337. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  338. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  339. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  340. barrier.Transition.StateBefore = _stateBefore;
  341. barrier.Transition.StateAfter = _stateAfter;
  342. _commandList->ResourceBarrier(1, &barrier);
  343. }
  344. BX_PRAGMA_DIAGNOSTIC_PUSH();
  345. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  346. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  347. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  348. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  349. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  350. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  351. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  352. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  353. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  354. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  355. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  356. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  357. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  358. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  359. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  360. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  361. BX_PRAGMA_DIAGNOSTIC_POP();
  362. struct HeapProperty
  363. {
  364. enum Enum
  365. {
  366. Default,
  367. Texture,
  368. Upload,
  369. ReadBack,
  370. Count
  371. };
  372. D3D12_HEAP_PROPERTIES m_properties;
  373. D3D12_RESOURCE_STATES m_state;
  374. };
  375. static HeapProperty s_heapProperties[] =
  376. {
  377. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  378. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  379. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  380. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  381. };
  382. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  383. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  384. {
  385. // NOTICE: gcc trick for return struct
  386. union {
  387. D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE ID3D12Device::*w)(UINT, D3D12_HEAP_TYPE);
  388. void (STDMETHODCALLTYPE ID3D12Device::*f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  389. } conversion = { &ID3D12Device::GetCustomHeapProperties };
  390. D3D12_HEAP_PROPERTIES ret;
  391. (device->*conversion.f)(&ret, nodeMask, heapType);
  392. return ret;
  393. }
  394. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  395. {
  396. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  397. {
  398. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  399. }
  400. }
  401. static void initHeapProperties(ID3D12Device* _device)
  402. {
  403. #if BX_PLATFORM_WINDOWS
  404. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  405. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  406. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  407. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  408. #endif // BX_PLATFORM_WINDOWS
  409. }
  410. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  411. {
  412. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  413. ID3D12Resource* resource;
  414. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  415. , D3D12_HEAP_FLAG_NONE
  416. , _resourceDesc
  417. , heapProperty.m_state
  418. , _clearValue
  419. , IID_ID3D12Resource
  420. , (void**)&resource
  421. ) );
  422. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  423. , _resourceDesc->Width
  424. );
  425. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  426. && _memSet)
  427. {
  428. void* ptr;
  429. DX_CHECK(resource->Map(0, NULL, &ptr) );
  430. D3D12_RESOURCE_ALLOCATION_INFO rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  431. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  432. resource->Unmap(0, NULL);
  433. }
  434. return resource;
  435. }
  436. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  437. {
  438. D3D12_RESOURCE_DESC resourceDesc;
  439. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  440. resourceDesc.Alignment = 0;
  441. resourceDesc.Width = _size;
  442. resourceDesc.Height = 1;
  443. resourceDesc.DepthOrArraySize = 1;
  444. resourceDesc.MipLevels = 1;
  445. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  446. resourceDesc.SampleDesc.Count = 1;
  447. resourceDesc.SampleDesc.Quality = 0;
  448. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  449. resourceDesc.Flags = _flags;
  450. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  451. }
  452. inline bool isLost(HRESULT _hr)
  453. {
  454. return false
  455. || _hr == DXGI_ERROR_DEVICE_REMOVED
  456. || _hr == DXGI_ERROR_DEVICE_HUNG
  457. || _hr == DXGI_ERROR_DEVICE_RESET
  458. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  459. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  460. ;
  461. }
  462. static const char* getLostReason(HRESULT _hr)
  463. {
  464. switch (_hr)
  465. {
  466. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  467. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  468. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  469. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  470. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  471. // The calling application should re-create the device and continue.
  472. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  473. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  474. // suspect, and the application should not continue.
  475. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  476. // A resource is not available at the time of the call, but may become available later.
  477. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  478. case S_OK: return "S_OK";
  479. default: break;
  480. }
  481. return "Unknown HRESULT?";
  482. }
  483. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  484. {
  485. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  486. {
  487. char temp[2048];
  488. va_list argList;
  489. va_start(argList, _format);
  490. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  491. va_end(argList);
  492. temp[size] = '\0';
  493. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  494. mbstowcs(wtemp, temp, size+1);
  495. _object->SetName(wtemp);
  496. }
  497. }
  498. #if USE_D3D12_DYNAMIC_LIB
  499. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  500. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  501. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  502. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  503. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  504. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  505. #endif // USE_D3D12_DYNAMIC_LIB
  506. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  507. {
  508. #if BX_COMPILER_MSVC
  509. return _heap->GetCPUDescriptorHandleForHeapStart();
  510. #else
  511. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  512. union {
  513. D3D12_CPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  514. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  515. } conversion = { &ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart };
  516. (_heap->*conversion.f)(&handle);
  517. return handle;
  518. #endif // BX_COMPILER_MSVC
  519. }
  520. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  521. {
  522. #if BX_COMPILER_MSVC
  523. return _heap->GetGPUDescriptorHandleForHeapStart();
  524. #else
  525. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  526. union {
  527. D3D12_GPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  528. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  529. } conversion = { &ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart };
  530. (_heap->*conversion.f)(&handle);
  531. return handle;
  532. #endif // BX_COMPILER_MSVC
  533. }
  534. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  535. {
  536. #if BX_COMPILER_MSVC
  537. return _resource->GetDesc();
  538. #else
  539. D3D12_RESOURCE_DESC desc;
  540. union {
  541. D3D12_RESOURCE_DESC (STDMETHODCALLTYPE ID3D12Resource::*w)();
  542. void (STDMETHODCALLTYPE ID3D12Resource::*f)(D3D12_RESOURCE_DESC *);
  543. } conversion = { &ID3D12Resource::GetDesc };
  544. (_resource->*conversion.f)(&desc);
  545. return desc;
  546. #endif // BX_COMPILER_MSVC
  547. }
  548. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  549. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  550. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  551. {
  552. return &s_pixEventsThreadInfo;
  553. }
  554. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  555. {
  556. BX_UNUSED(_getEarliestTime);
  557. return 0;
  558. }
  559. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  560. struct RendererContextD3D12 : public RendererContextI
  561. {
  562. RendererContextD3D12()
  563. : m_d3d12Dll(NULL)
  564. , m_renderDocDll(NULL)
  565. , m_winPixEvent(NULL)
  566. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  567. , m_swapChain(NULL)
  568. , m_wireframe(false)
  569. , m_lost(false)
  570. , m_maxAnisotropy(1)
  571. , m_depthClamp(false)
  572. , m_fsChanges(0)
  573. , m_vsChanges(0)
  574. , m_backBufferColorIdx(0)
  575. , m_rtMsaa(false)
  576. , m_directAccessSupport(false)
  577. {
  578. }
  579. ~RendererContextD3D12()
  580. {
  581. }
  582. bool init(const Init& _init)
  583. {
  584. struct ErrorState
  585. {
  586. enum Enum
  587. {
  588. Default,
  589. LoadedKernel32,
  590. LoadedD3D12,
  591. LoadedDXGI,
  592. CreatedDXGIFactory,
  593. CreatedCommandQueue,
  594. };
  595. };
  596. ErrorState::Enum errorState = ErrorState::Default;
  597. // LUID luid;
  598. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  599. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  600. if (NULL != m_winPixEvent)
  601. {
  602. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  603. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  604. }
  605. if (NULL == bgfx_PIXGetThreadInfo
  606. || NULL == bgfx_PIXEventsReplaceBlock)
  607. {
  608. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  609. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  610. }
  611. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  612. if (_init.debug
  613. || _init.profile)
  614. {
  615. m_renderDocDll = loadRenderDoc();
  616. }
  617. setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
  618. m_fbh.idx = kInvalidHandle;
  619. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  620. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  621. #if USE_D3D12_DYNAMIC_LIB
  622. m_kernel32Dll = bx::dlopen("kernel32.dll");
  623. if (NULL == m_kernel32Dll)
  624. {
  625. BX_TRACE("Init error: Failed to load kernel32.dll.");
  626. goto error;
  627. }
  628. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
  629. if (NULL == CreateEventExA)
  630. {
  631. BX_TRACE("Init error: Function CreateEventExA not found.");
  632. goto error;
  633. }
  634. errorState = ErrorState::LoadedKernel32;
  635. m_nvapi.init();
  636. m_d3d12Dll = bx::dlopen("d3d12.dll");
  637. if (NULL == m_d3d12Dll)
  638. {
  639. BX_TRACE("Init error: Failed to load d3d12.dll.");
  640. goto error;
  641. }
  642. errorState = ErrorState::LoadedD3D12;
  643. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
  644. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  645. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12Dll, "D3D12CreateDevice");
  646. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  647. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12Dll, "D3D12GetDebugInterface");
  648. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  649. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12Dll, "D3D12SerializeRootSignature");
  650. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  651. if (NULL == D3D12CreateDevice
  652. || NULL == D3D12GetDebugInterface
  653. || NULL == D3D12SerializeRootSignature)
  654. {
  655. BX_TRACE("Init error: Function not found.");
  656. goto error;
  657. }
  658. #endif // USE_D3D12_DYNAMIC_LIB
  659. if (!m_dxgi.init(g_caps) )
  660. {
  661. goto error;
  662. }
  663. errorState = ErrorState::LoadedDXGI;
  664. HRESULT hr;
  665. if (_init.debug
  666. || _init.profile)
  667. {
  668. ID3D12Debug* debug0;
  669. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  670. if (SUCCEEDED(hr) )
  671. {
  672. uint32_t debugFlags = 0;
  673. if (_init.debug)
  674. {
  675. #if BX_PLATFORM_WINDOWS
  676. debug0->EnableDebugLayer();
  677. {
  678. ID3D12Debug1* debug1;
  679. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  680. if (SUCCEEDED(hr) )
  681. {
  682. // debug1->SetEnableGPUBasedValidation(true);
  683. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  684. }
  685. DX_RELEASE(debug1, 1);
  686. }
  687. #elif BX_PLATFORM_XBOXONE
  688. debugFlags |= D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED;
  689. #endif // BX_PLATFORM_WINDOWS
  690. }
  691. #if BX_PLATFORM_XBOXONE
  692. // https://github.com/Microsoft/Xbox-ATG-Samples/blob/76d236e3bd372aceec18b2ad0556a7879dbd9628/XDKSamples/IntroGraphics/SimpleTriangle12/DeviceResources.cpp#L67
  693. debugFlags |= _init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0;
  694. if (0 != debugFlags)
  695. {
  696. debug0->SetProcessDebugFlags(D3D12XBOX_PROCESS_DEBUG_FLAGS(debugFlags) );
  697. }
  698. #endif // BX_PLATFORM_XBOXONE
  699. BX_UNUSED(debugFlags);
  700. DX_RELEASE(debug0, 0);
  701. }
  702. }
  703. {
  704. D3D_FEATURE_LEVEL featureLevel[] =
  705. {
  706. D3D_FEATURE_LEVEL_12_1,
  707. D3D_FEATURE_LEVEL_12_0,
  708. D3D_FEATURE_LEVEL_11_1,
  709. D3D_FEATURE_LEVEL_11_0,
  710. };
  711. hr = E_FAIL;
  712. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  713. {
  714. hr = D3D12CreateDevice(m_dxgi.m_adapter
  715. , featureLevel[ii]
  716. , IID_ID3D12Device
  717. , (void**)&m_device
  718. );
  719. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  720. , (featureLevel[ii] >> 12) & 0xf
  721. , (featureLevel[ii] >> 8) & 0xf
  722. );
  723. m_featureLevel = featureLevel[ii];
  724. }
  725. }
  726. if (FAILED(hr) )
  727. {
  728. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  729. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  730. {
  731. BX_TRACE("Hint: Change UWP app to game?");
  732. }
  733. goto error;
  734. }
  735. m_dxgi.update(m_device);
  736. #if BX_PLATFORM_XBOXONE
  737. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  738. m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
  739. #endif // BX_PLATFORM_XBOXONE
  740. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  741. {
  742. m_nvapi.shutdown();
  743. }
  744. {
  745. uint32_t numNodes = m_device->GetNodeCount();
  746. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  747. for (uint32_t ii = 0; ii < numNodes; ++ii)
  748. {
  749. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  750. architecture.NodeIndex = ii;
  751. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  752. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  753. , ii
  754. , architecture.TileBasedRenderer
  755. , architecture.UMA
  756. , architecture.CacheCoherentUMA
  757. );
  758. if (0 == ii)
  759. {
  760. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  761. }
  762. }
  763. }
  764. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  765. BX_TRACE("D3D12 options:")
  766. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  767. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  768. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  769. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  770. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  771. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  772. initHeapProperties(m_device);
  773. m_cmd.init(m_device);
  774. errorState = ErrorState::CreatedCommandQueue;
  775. if (NULL == g_platformData.backBuffer)
  776. {
  777. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  778. m_scd.width = _init.resolution.width;
  779. m_scd.height = _init.resolution.height;
  780. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  781. m_scd.stereo = false;
  782. updateMsaa(m_scd.format);
  783. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  784. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  785. m_scd.bufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  786. m_scd.scaling = 0 == g_platformData.ndt
  787. ? DXGI_SCALING_NONE
  788. : DXGI_SCALING_STRETCH
  789. ;
  790. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  791. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  792. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  793. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, 3);
  794. m_scd.nwh = g_platformData.nwh;
  795. m_scd.ndt = g_platformData.ndt;
  796. m_scd.windowed = true;
  797. m_backBufferColorIdx = m_scd.bufferCount-1;
  798. m_msaaRt = NULL;
  799. if (NULL != m_scd.nwh)
  800. {
  801. hr = m_dxgi.createSwapChain(
  802. getDeviceForSwapChain()
  803. , m_scd
  804. , &m_swapChain
  805. );
  806. if (FAILED(hr) )
  807. {
  808. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  809. goto error;
  810. }
  811. else
  812. {
  813. m_resolution = _init.resolution;
  814. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  815. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  816. m_textVideoMem.clear();
  817. }
  818. if (1 < m_scd.sampleDesc.Count)
  819. {
  820. D3D12_RESOURCE_DESC resourceDesc;
  821. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  822. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  823. resourceDesc.Width = m_scd.width;
  824. resourceDesc.Height = m_scd.height;
  825. resourceDesc.MipLevels = 1;
  826. resourceDesc.Format = m_scd.format;
  827. resourceDesc.SampleDesc = m_scd.sampleDesc;
  828. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  829. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  830. resourceDesc.DepthOrArraySize = 1;
  831. D3D12_CLEAR_VALUE clearValue;
  832. clearValue.Format = resourceDesc.Format;
  833. clearValue.Color[0] = 0.0f;
  834. clearValue.Color[1] = 0.0f;
  835. clearValue.Color[2] = 0.0f;
  836. clearValue.Color[3] = 0.0f;
  837. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  838. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  839. }
  840. }
  841. }
  842. m_presentElapsed = 0;
  843. {
  844. m_resolution.width = _init.resolution.width;
  845. m_resolution.height = _init.resolution.height;
  846. m_numWindows = 1;
  847. #if BX_PLATFORM_WINDOWS
  848. m_infoQueue = NULL;
  849. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  850. , 0
  851. | DXGI_MWA_NO_WINDOW_CHANGES
  852. | DXGI_MWA_NO_ALT_ENTER
  853. ) );
  854. if (_init.debug)
  855. {
  856. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  857. if (SUCCEEDED(hr) )
  858. {
  859. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  860. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  861. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  862. D3D12_INFO_QUEUE_FILTER filter;
  863. bx::memSet(&filter, 0, sizeof(filter) );
  864. D3D12_MESSAGE_CATEGORY catlist[] =
  865. {
  866. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  867. D3D12_MESSAGE_CATEGORY_EXECUTION,
  868. };
  869. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  870. filter.DenyList.pCategoryList = catlist;
  871. m_infoQueue->PushStorageFilter(&filter);
  872. }
  873. }
  874. #endif // BX_PLATFORM_WINDOWS
  875. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  876. rtvDescHeap.NumDescriptors = 0
  877. + BX_COUNTOF(m_backBufferColor)
  878. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  879. ;
  880. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  881. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  882. rtvDescHeap.NodeMask = 1;
  883. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  884. , IID_ID3D12DescriptorHeap
  885. , (void**)&m_rtvDescriptorHeap
  886. ) );
  887. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  888. dsvDescHeap.NumDescriptors = 0
  889. + 1 // reserved for depth backbuffer.
  890. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  891. ;
  892. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  893. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  894. dsvDescHeap.NodeMask = 1;
  895. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  896. , IID_ID3D12DescriptorHeap
  897. , (void**)&m_dsvDescriptorHeap
  898. ) );
  899. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  900. {
  901. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  902. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  903. );
  904. }
  905. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  906. , 1024
  907. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  908. );
  909. D3D12_DESCRIPTOR_RANGE descRange[] =
  910. {
  911. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  912. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  913. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  914. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  915. };
  916. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  917. D3D12_ROOT_PARAMETER rootParameter[] =
  918. {
  919. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  920. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  921. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  922. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  923. };
  924. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  925. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  926. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  927. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  928. descRootSignature.pParameters = rootParameter;
  929. descRootSignature.NumStaticSamplers = 0;
  930. descRootSignature.pStaticSamplers = NULL;
  931. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  932. ID3DBlob* outBlob;
  933. ID3DBlob* errorBlob;
  934. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  935. , D3D_ROOT_SIGNATURE_VERSION_1
  936. , &outBlob
  937. , &errorBlob
  938. ) );
  939. DX_CHECK(m_device->CreateRootSignature(0
  940. , outBlob->GetBufferPointer()
  941. , outBlob->GetBufferSize()
  942. , IID_ID3D12RootSignature
  943. , (void**)&m_rootSignature
  944. ) );
  945. ///
  946. m_directAccessSupport = true
  947. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  948. && m_architecture.UMA
  949. ;
  950. g_caps.supported |= ( 0
  951. | BGFX_CAPS_TEXTURE_3D
  952. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  953. | BGFX_CAPS_INSTANCING
  954. | BGFX_CAPS_DRAW_INDIRECT
  955. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  956. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  957. | BGFX_CAPS_VERTEX_ID
  958. | BGFX_CAPS_FRAGMENT_DEPTH
  959. | BGFX_CAPS_BLEND_INDEPENDENT
  960. | BGFX_CAPS_COMPUTE
  961. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  962. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  963. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  964. | BGFX_CAPS_TEXTURE_BLIT
  965. | BGFX_CAPS_TEXTURE_READ_BACK
  966. | BGFX_CAPS_OCCLUSION_QUERY
  967. | BGFX_CAPS_ALPHA_TO_COVERAGE
  968. | BGFX_CAPS_TEXTURE_2D_ARRAY
  969. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  970. );
  971. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  972. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  973. g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  974. g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
  975. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  976. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  977. {
  978. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  979. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  980. ? s_textureFormat[ii].m_fmtDsv
  981. : s_textureFormat[ii].m_fmt
  982. ;
  983. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  984. if (DXGI_FORMAT_UNKNOWN != fmt)
  985. {
  986. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  987. data.Format = fmt;
  988. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  989. if (SUCCEEDED(hr) )
  990. {
  991. support |= 0 != (data.Support1 & (0
  992. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  993. ) )
  994. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  995. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  996. ;
  997. support |= 0 != (data.Support1 & (0
  998. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  999. ) )
  1000. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1001. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1002. ;
  1003. support |= 0 != (data.Support1 & (0
  1004. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1005. ) )
  1006. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1007. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1008. ;
  1009. support |= 0 != (data.Support1 & (0
  1010. | D3D12_FORMAT_SUPPORT1_BUFFER
  1011. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1012. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1013. ) )
  1014. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1015. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1016. ;
  1017. support |= 0 != (data.Support1 & (0
  1018. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1019. ) )
  1020. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1021. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1022. ;
  1023. support |= 0 != (data.Support1 & (0
  1024. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1025. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1026. ) )
  1027. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1028. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1029. ;
  1030. support |= 0 != (data.Support1 & (0
  1031. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1032. ) )
  1033. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1034. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1035. ;
  1036. support |= 0 != (data.Support1 & (0
  1037. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1038. ) )
  1039. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1040. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1041. ;
  1042. }
  1043. else
  1044. {
  1045. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1046. }
  1047. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1048. {
  1049. // clear image flag for additional testing
  1050. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1051. data.Format = s_textureFormat[ii].m_fmt;
  1052. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1053. if (SUCCEEDED(hr) )
  1054. {
  1055. support |= 0 != (data.Support2 & (0
  1056. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1057. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1058. ) )
  1059. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1060. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1061. ;
  1062. }
  1063. }
  1064. }
  1065. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1066. {
  1067. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1068. {
  1069. DXGI_FORMAT InFormat;
  1070. UINT OutFormatSupport;
  1071. };
  1072. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1073. data.Format = fmtSrgb;
  1074. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1075. if (SUCCEEDED(hr) )
  1076. {
  1077. support |= 0 != (data.Support1 & (0
  1078. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1079. ) )
  1080. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1081. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1082. ;
  1083. support |= 0 != (data.Support1 & (0
  1084. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1085. ) )
  1086. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1087. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1088. ;
  1089. support |= 0 != (data.Support1 & (0
  1090. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1091. ) )
  1092. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1093. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1094. ;
  1095. }
  1096. else
  1097. {
  1098. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1099. }
  1100. }
  1101. g_caps.formats[ii] = support;
  1102. }
  1103. // Init reserved part of view name.
  1104. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1105. {
  1106. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1107. }
  1108. postReset();
  1109. m_batch.create(4<<10);
  1110. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId);
  1111. m_gpuTimer.init();
  1112. m_occlusionQuery.init();
  1113. {
  1114. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1115. {
  1116. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1117. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1118. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1119. };
  1120. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1121. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1122. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1123. {
  1124. argDesc.Type = argType[ii];
  1125. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1126. m_commandSignature[ii] = NULL;
  1127. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1128. , NULL
  1129. , IID_ID3D12CommandSignature
  1130. , (void**)&m_commandSignature[ii]
  1131. ) );
  1132. }
  1133. }
  1134. }
  1135. if (m_nvapi.isInitialized() )
  1136. {
  1137. finish();
  1138. m_commandList = m_cmd.alloc();
  1139. m_nvapi.initAftermath(m_device, m_commandList);
  1140. }
  1141. g_internalData.context = m_device;
  1142. return true;
  1143. error:
  1144. switch (errorState)
  1145. {
  1146. case ErrorState::CreatedCommandQueue:
  1147. m_cmd.shutdown();
  1148. BX_FALLTHROUGH;
  1149. case ErrorState::CreatedDXGIFactory:
  1150. DX_RELEASE(m_device, 0);
  1151. m_dxgi.shutdown();
  1152. BX_FALLTHROUGH;
  1153. #if USE_D3D12_DYNAMIC_LIB
  1154. case ErrorState::LoadedDXGI:
  1155. case ErrorState::LoadedD3D12:
  1156. bx::dlclose(m_d3d12Dll);
  1157. BX_FALLTHROUGH;
  1158. case ErrorState::LoadedKernel32:
  1159. bx::dlclose(m_kernel32Dll);
  1160. BX_FALLTHROUGH;
  1161. #endif // USE_D3D12_DYNAMIC_LIB
  1162. case ErrorState::Default:
  1163. default:
  1164. m_nvapi.shutdown();
  1165. unloadRenderDoc(m_renderDocDll);
  1166. bx::dlclose(m_winPixEvent);
  1167. m_winPixEvent = NULL;
  1168. break;
  1169. }
  1170. return false;
  1171. }
  1172. void shutdown()
  1173. {
  1174. m_cmd.finish();
  1175. m_batch.destroy();
  1176. preReset();
  1177. m_gpuTimer.shutdown();
  1178. m_occlusionQuery.shutdown();
  1179. m_samplerAllocator.destroy();
  1180. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1181. {
  1182. m_scratchBuffer[ii].destroy();
  1183. }
  1184. m_pipelineStateCache.invalidate();
  1185. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1186. {
  1187. m_indexBuffers[ii].destroy();
  1188. }
  1189. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1190. {
  1191. m_vertexBuffers[ii].destroy();
  1192. }
  1193. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1194. {
  1195. m_shaders[ii].destroy();
  1196. }
  1197. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1198. {
  1199. m_textures[ii].destroy();
  1200. }
  1201. #if BX_PLATFORM_WINDOWS
  1202. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  1203. #endif // BX_PLATFORM_WINDOWS
  1204. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1205. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1206. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1207. {
  1208. DX_RELEASE(m_commandSignature[ii], 0);
  1209. }
  1210. DX_RELEASE(m_rootSignature, 0);
  1211. DX_RELEASE(m_msaaRt, 0);
  1212. DX_RELEASE(m_swapChain, 0);
  1213. m_cmd.shutdown();
  1214. DX_RELEASE(m_device, 0);
  1215. m_nvapi.shutdown();
  1216. m_dxgi.shutdown();
  1217. unloadRenderDoc(m_renderDocDll);
  1218. bx::dlclose(m_winPixEvent);
  1219. m_winPixEvent = NULL;
  1220. #if USE_D3D12_DYNAMIC_LIB
  1221. bx::dlclose(m_d3d12Dll);
  1222. bx::dlclose(m_kernel32Dll);
  1223. #endif // USE_D3D12_DYNAMIC_LIB
  1224. }
  1225. RendererType::Enum getRendererType() const override
  1226. {
  1227. return RendererType::Direct3D12;
  1228. }
  1229. const char* getRendererName() const override
  1230. {
  1231. return BGFX_RENDERER_DIRECT3D12_NAME;
  1232. }
  1233. bool isDeviceRemoved() override
  1234. {
  1235. return m_lost;
  1236. }
  1237. void flip() override
  1238. {
  1239. if (!m_lost)
  1240. {
  1241. int64_t start = bx::getHPCounter();
  1242. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1243. HRESULT hr = S_OK;
  1244. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1245. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1246. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1247. {
  1248. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1249. hr = frameBuffer.present(syncInterval, flags);
  1250. }
  1251. if (SUCCEEDED(hr)
  1252. && NULL != m_swapChain)
  1253. {
  1254. hr = m_swapChain->Present(syncInterval, flags);
  1255. }
  1256. int64_t now = bx::getHPCounter();
  1257. m_presentElapsed = now - start;
  1258. m_lost = isLost(hr);
  1259. BGFX_FATAL(!m_lost
  1260. , bgfx::Fatal::DeviceLost
  1261. , "Device is lost. FAILED 0x%08x %s (%s)"
  1262. , hr
  1263. , getLostReason(hr)
  1264. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1265. );
  1266. }
  1267. }
  1268. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1269. {
  1270. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1271. }
  1272. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1273. {
  1274. m_indexBuffers[_handle.idx].destroy();
  1275. }
  1276. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1277. {
  1278. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1279. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1280. dump(decl);
  1281. }
  1282. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1283. {
  1284. }
  1285. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1286. {
  1287. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1288. }
  1289. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1290. {
  1291. m_vertexBuffers[_handle.idx].destroy();
  1292. }
  1293. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1294. {
  1295. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1296. }
  1297. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1298. {
  1299. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1300. }
  1301. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1302. {
  1303. m_indexBuffers[_handle.idx].destroy();
  1304. }
  1305. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1306. {
  1307. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1308. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1309. }
  1310. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1311. {
  1312. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1313. }
  1314. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1315. {
  1316. m_vertexBuffers[_handle.idx].destroy();
  1317. }
  1318. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1319. {
  1320. m_shaders[_handle.idx].create(_mem);
  1321. }
  1322. void destroyShader(ShaderHandle _handle) override
  1323. {
  1324. m_shaders[_handle.idx].destroy();
  1325. }
  1326. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1327. {
  1328. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1329. }
  1330. void destroyProgram(ProgramHandle _handle) override
  1331. {
  1332. m_program[_handle.idx].destroy();
  1333. }
  1334. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1335. {
  1336. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1337. }
  1338. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1339. {
  1340. }
  1341. 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
  1342. {
  1343. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1344. }
  1345. void updateTextureEnd() override
  1346. {
  1347. }
  1348. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1349. {
  1350. const TextureD3D12& texture = m_textures[_handle.idx];
  1351. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1352. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1353. uint32_t numRows;
  1354. uint64_t total;
  1355. uint64_t srcPitch;
  1356. m_device->GetCopyableFootprints(&desc
  1357. , _mip
  1358. , 1
  1359. , 0
  1360. , &layout
  1361. , &numRows
  1362. , &srcPitch
  1363. , &total
  1364. );
  1365. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1366. D3D12_BOX box;
  1367. box.left = 0;
  1368. box.top = 0;
  1369. box.right = texture.m_width;
  1370. box.bottom = texture.m_height;
  1371. box.front = 0;
  1372. box.back = 1;
  1373. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1374. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1375. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1376. finish();
  1377. m_commandList = m_cmd.alloc();
  1378. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1379. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1380. uint8_t* src;
  1381. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1382. uint8_t* dst = (uint8_t*)_data;
  1383. uint32_t dstPitch = srcWidth*bpp/8;
  1384. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1385. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1386. readback->Map(0, &readRange, (void**)&src);
  1387. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1388. {
  1389. bx::memCopy(dst, src, pitch);
  1390. src += srcPitch;
  1391. dst += dstPitch;
  1392. }
  1393. D3D12_RANGE writeRange = { 0, 0 };
  1394. readback->Unmap(0, &writeRange);
  1395. DX_RELEASE(readback, 0);
  1396. }
  1397. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1398. {
  1399. TextureD3D12& texture = m_textures[_handle.idx];
  1400. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1401. const Memory* mem = alloc(size);
  1402. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1403. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1404. bx::write(&writer, magic);
  1405. TextureCreate tc;
  1406. tc.m_width = _width;
  1407. tc.m_height = _height;
  1408. tc.m_depth = 0;
  1409. tc.m_numLayers = _numLayers;
  1410. tc.m_numMips = _numMips;
  1411. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1412. tc.m_cubeMap = false;
  1413. tc.m_mem = NULL;
  1414. bx::write(&writer, tc);
  1415. texture.destroy();
  1416. texture.create(mem, texture.m_flags, 0);
  1417. release(mem);
  1418. }
  1419. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1420. {
  1421. BX_UNUSED(_handle, _ptr);
  1422. }
  1423. uintptr_t getInternal(TextureHandle _handle) override
  1424. {
  1425. BX_UNUSED(_handle);
  1426. return 0;
  1427. }
  1428. void destroyTexture(TextureHandle _handle) override
  1429. {
  1430. m_textures[_handle.idx].destroy();
  1431. }
  1432. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1433. {
  1434. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1435. }
  1436. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1437. {
  1438. finishAll(true);
  1439. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1440. {
  1441. FrameBufferHandle handle = m_windows[ii];
  1442. if (isValid(handle)
  1443. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1444. {
  1445. destroyFrameBuffer(handle);
  1446. }
  1447. }
  1448. uint16_t denseIdx = m_numWindows++;
  1449. m_windows[denseIdx] = _handle;
  1450. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1451. }
  1452. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1453. {
  1454. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1455. if (NULL != frameBuffer.m_swapChain)
  1456. {
  1457. finishAll(true);
  1458. }
  1459. uint16_t denseIdx = frameBuffer.destroy();
  1460. if (UINT16_MAX != denseIdx)
  1461. {
  1462. --m_numWindows;
  1463. if (m_numWindows > 1)
  1464. {
  1465. FrameBufferHandle handle = m_windows[m_numWindows];
  1466. m_windows[m_numWindows] = {kInvalidHandle};
  1467. if (m_numWindows != denseIdx)
  1468. {
  1469. m_windows[denseIdx] = handle;
  1470. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1471. }
  1472. }
  1473. }
  1474. }
  1475. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1476. {
  1477. if (NULL != m_uniforms[_handle.idx])
  1478. {
  1479. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1480. }
  1481. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1482. void* data = BX_ALLOC(g_allocator, size);
  1483. bx::memSet(data, 0, size);
  1484. m_uniforms[_handle.idx] = data;
  1485. m_uniformReg.add(_handle, _name);
  1486. }
  1487. void destroyUniform(UniformHandle _handle) override
  1488. {
  1489. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1490. m_uniforms[_handle.idx] = NULL;
  1491. m_uniformReg.remove(_handle);
  1492. }
  1493. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1494. {
  1495. BX_UNUSED(_handle);
  1496. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1497. m_cmd.finish(m_backBufferColorFence[idx]);
  1498. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1499. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1500. const uint32_t width = (uint32_t)desc.Width;
  1501. const uint32_t height = (uint32_t)desc.Height;
  1502. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1503. uint32_t numRows;
  1504. uint64_t total;
  1505. uint64_t pitch;
  1506. m_device->GetCopyableFootprints(&desc
  1507. , 0
  1508. , 1
  1509. , 0
  1510. , &layout
  1511. , &numRows
  1512. , &pitch
  1513. , &total
  1514. );
  1515. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1516. D3D12_BOX box;
  1517. box.left = 0;
  1518. box.top = 0;
  1519. box.right = width;
  1520. box.bottom = height;
  1521. box.front = 0;
  1522. box.back = 1;
  1523. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1524. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1525. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1526. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1527. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1528. finish();
  1529. m_commandList = m_cmd.alloc();
  1530. void* data;
  1531. readback->Map(0, NULL, (void**)&data);
  1532. bimg::imageSwizzleBgra8(
  1533. data
  1534. , layout.Footprint.RowPitch
  1535. , width
  1536. , height
  1537. , data
  1538. , layout.Footprint.RowPitch
  1539. );
  1540. g_callback->screenShot(_filePath
  1541. , width
  1542. , height
  1543. , layout.Footprint.RowPitch
  1544. , data
  1545. , (uint32_t)total
  1546. , false
  1547. );
  1548. readback->Unmap(0, NULL);
  1549. DX_RELEASE(readback, 0);
  1550. }
  1551. void updateViewName(ViewId _id, const char* _name) override
  1552. {
  1553. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1554. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1555. , _name
  1556. );
  1557. }
  1558. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1559. {
  1560. bx::memCopy(m_uniforms[_loc], _data, _size);
  1561. }
  1562. void setMarker(const char* _marker, uint32_t /*_size*/) override
  1563. {
  1564. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1565. {
  1566. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1567. }
  1568. }
  1569. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1570. {
  1571. m_occlusionQuery.invalidate(_handle);
  1572. }
  1573. virtual void setName(Handle _handle, const char* _name) override
  1574. {
  1575. switch (_handle.type)
  1576. {
  1577. case Handle::Shader:
  1578. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%s", _name);
  1579. break;
  1580. case Handle::Texture:
  1581. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%s", _name);
  1582. break;
  1583. default:
  1584. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1585. break;
  1586. }
  1587. }
  1588. void submitBlit(BlitState& _bs, uint16_t _view);
  1589. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1590. void blitSetup(TextVideoMemBlitter& _blitter) override
  1591. {
  1592. const uint32_t width = m_scd.width;
  1593. const uint32_t height = m_scd.height;
  1594. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1595. D3D12_VIEWPORT vp;
  1596. vp.TopLeftX = 0;
  1597. vp.TopLeftY = 0;
  1598. vp.Width = (float)width;
  1599. vp.Height = (float)height;
  1600. vp.MinDepth = 0.0f;
  1601. vp.MaxDepth = 1.0f;
  1602. m_commandList->RSSetViewports(1, &vp);
  1603. D3D12_RECT rc;
  1604. rc.left = 0;
  1605. rc.top = 0;
  1606. rc.right = width;
  1607. rc.bottom = height;
  1608. m_commandList->RSSetScissorRects(1, &rc);
  1609. const uint64_t state = 0
  1610. | BGFX_STATE_WRITE_RGB
  1611. | BGFX_STATE_WRITE_A
  1612. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1613. ;
  1614. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1615. ID3D12PipelineState* pso = getPipelineState(state
  1616. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1617. , 1
  1618. , decls
  1619. , _blitter.m_program.idx
  1620. , 0
  1621. );
  1622. m_commandList->SetPipelineState(pso);
  1623. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1624. float proj[16];
  1625. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1626. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1627. uint8_t flags = predefined.m_type;
  1628. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1629. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1630. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1631. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1632. ID3D12DescriptorHeap* heaps[] =
  1633. {
  1634. m_samplerAllocator.getHeap(),
  1635. scratchBuffer.getHeap(),
  1636. };
  1637. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1638. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1639. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1640. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
  1641. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1642. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1643. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1644. scratchBuffer.allocSrv(srvHandle, texture);
  1645. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1646. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1647. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1648. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1649. viewDesc.BufferLocation = vb.m_gpuVA;
  1650. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1651. viewDesc.SizeInBytes = vb.m_size;
  1652. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1653. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1654. D3D12_INDEX_BUFFER_VIEW ibv;
  1655. ibv.Format = DXGI_FORMAT_R16_UINT;
  1656. ibv.BufferLocation = ib.m_gpuVA;
  1657. ibv.SizeInBytes = ib.m_size;
  1658. m_commandList->IASetIndexBuffer(&ibv);
  1659. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1660. }
  1661. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1662. {
  1663. const uint32_t numVertices = _numIndices*4/6;
  1664. if (0 < numVertices)
  1665. {
  1666. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1667. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1668. m_commandList->DrawIndexedInstanced(_numIndices
  1669. , 1
  1670. , 0
  1671. , 0
  1672. , 0
  1673. );
  1674. }
  1675. }
  1676. void preReset()
  1677. {
  1678. finishAll();
  1679. if (NULL != m_swapChain)
  1680. {
  1681. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1682. {
  1683. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1684. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1685. #else
  1686. DX_RELEASE(m_backBufferColor[ii], 1);
  1687. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1688. }
  1689. DX_RELEASE(m_backBufferDepthStencil, 0);
  1690. }
  1691. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1692. {
  1693. m_frameBuffers[ii].preReset();
  1694. }
  1695. invalidateCache();
  1696. // capturePreReset();
  1697. }
  1698. void postReset()
  1699. {
  1700. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1701. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1702. if (NULL != m_swapChain)
  1703. {
  1704. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1705. {
  1706. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1707. handle.ptr += ii * rtvDescriptorSize;
  1708. DX_CHECK(m_swapChain->GetBuffer(ii
  1709. , IID_ID3D12Resource
  1710. , (void**)&m_backBufferColor[ii]
  1711. ) );
  1712. m_device->CreateRenderTargetView(
  1713. NULL == m_msaaRt
  1714. ? m_backBufferColor[ii]
  1715. : m_msaaRt
  1716. , NULL
  1717. , handle
  1718. );
  1719. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  1720. {
  1721. ID3D12Resource* resource = m_backBufferColor[ii];
  1722. BX_CHECK(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  1723. const uint32_t size = m_scd.width*m_scd.height*4;
  1724. void* ptr;
  1725. DX_CHECK(resource->Map(0, NULL, &ptr) );
  1726. bx::memSet(ptr, 0, size);
  1727. resource->Unmap(0, NULL);
  1728. }
  1729. }
  1730. }
  1731. D3D12_RESOURCE_DESC resourceDesc;
  1732. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1733. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  1734. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  1735. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  1736. resourceDesc.DepthOrArraySize = 1;
  1737. resourceDesc.MipLevels = 1;
  1738. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1739. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1740. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1741. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1742. D3D12_CLEAR_VALUE clearValue;
  1743. clearValue.Format = resourceDesc.Format;
  1744. clearValue.DepthStencil.Depth = 1.0f;
  1745. clearValue.DepthStencil.Stencil = 0;
  1746. m_commandList = m_cmd.alloc();
  1747. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1748. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  1749. setResourceBarrier(m_commandList
  1750. , m_backBufferDepthStencil
  1751. , D3D12_RESOURCE_STATE_COMMON
  1752. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  1753. );
  1754. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1755. {
  1756. m_frameBuffers[ii].postReset();
  1757. }
  1758. if (NULL != m_msaaRt)
  1759. {
  1760. setResourceBarrier(m_commandList
  1761. , m_msaaRt
  1762. , D3D12_RESOURCE_STATE_COMMON
  1763. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  1764. );
  1765. }
  1766. // capturePostReset();
  1767. }
  1768. void invalidateCache()
  1769. {
  1770. m_pipelineStateCache.invalidate();
  1771. m_samplerStateCache.invalidate();
  1772. m_samplerAllocator.reset();
  1773. }
  1774. void updateMsaa(DXGI_FORMAT _format) const
  1775. {
  1776. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1777. {
  1778. uint32_t msaa = s_checkMsaa[ii];
  1779. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1780. bx::memSet(&data, 0, sizeof(msaa) );
  1781. data.Format = _format;
  1782. data.SampleCount = msaa;
  1783. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1784. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1785. if (SUCCEEDED(hr)
  1786. && 0 < data.NumQualityLevels)
  1787. {
  1788. s_msaa[ii].Count = data.SampleCount;
  1789. s_msaa[ii].Quality = data.NumQualityLevels-1;
  1790. last = ii;
  1791. }
  1792. else
  1793. {
  1794. s_msaa[ii] = s_msaa[last];
  1795. }
  1796. }
  1797. }
  1798. IUnknown* getDeviceForSwapChain() const
  1799. {
  1800. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1801. return m_cmd.m_commandQueue;
  1802. # else
  1803. return m_device;
  1804. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1805. }
  1806. bool updateResolution(const Resolution& _resolution)
  1807. {
  1808. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1809. {
  1810. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1811. }
  1812. else
  1813. {
  1814. m_maxAnisotropy = 1;
  1815. }
  1816. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  1817. if (m_depthClamp != depthClamp)
  1818. {
  1819. m_depthClamp = depthClamp;
  1820. m_pipelineStateCache.invalidate();
  1821. }
  1822. const uint32_t maskFlags = ~(0
  1823. | BGFX_RESET_MAXANISOTROPY
  1824. | BGFX_RESET_DEPTH_CLAMP
  1825. | BGFX_RESET_SUSPEND
  1826. );
  1827. if (m_resolution.width != _resolution.width
  1828. || m_resolution.height != _resolution.height
  1829. || m_resolution.format != _resolution.format
  1830. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1831. {
  1832. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1833. bool resize = true
  1834. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1835. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  1836. ;
  1837. m_resolution = _resolution;
  1838. m_resolution.reset = flags;
  1839. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1840. m_textVideoMem.clear();
  1841. m_scd.width = _resolution.width;
  1842. m_scd.height = _resolution.height;
  1843. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  1844. preReset();
  1845. DX_RELEASE(m_msaaRt, 0);
  1846. if (NULL == m_swapChain)
  1847. {
  1848. }
  1849. else
  1850. {
  1851. if (resize)
  1852. {
  1853. #if BX_PLATFORM_WINDOWS
  1854. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1855. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1856. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1857. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1858. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
  1859. #elif BX_PLATFORM_WINRT
  1860. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd);
  1861. m_backBufferColorIdx = m_scd.bufferCount-1;
  1862. #endif // BX_PLATFORM_WINDOWS
  1863. }
  1864. else
  1865. {
  1866. updateMsaa(m_scd.format);
  1867. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1868. DX_RELEASE(m_swapChain, 0);
  1869. HRESULT hr;
  1870. hr = m_dxgi.createSwapChain(
  1871. getDeviceForSwapChain()
  1872. , m_scd
  1873. , &m_swapChain
  1874. );
  1875. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1876. }
  1877. if (1 < m_scd.sampleDesc.Count)
  1878. {
  1879. D3D12_RESOURCE_DESC resourceDesc;
  1880. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1881. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1882. resourceDesc.Width = m_scd.width;
  1883. resourceDesc.Height = m_scd.height;
  1884. resourceDesc.MipLevels = 1;
  1885. resourceDesc.Format = m_scd.format;
  1886. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1887. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1888. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1889. resourceDesc.DepthOrArraySize = 1;
  1890. D3D12_CLEAR_VALUE clearValue;
  1891. clearValue.Format = resourceDesc.Format;
  1892. clearValue.Color[0] = 0.0f;
  1893. clearValue.Color[1] = 0.0f;
  1894. clearValue.Color[2] = 0.0f;
  1895. clearValue.Color[3] = 0.0f;
  1896. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1897. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1898. }
  1899. }
  1900. postReset();
  1901. }
  1902. return false;
  1903. }
  1904. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1905. {
  1906. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1907. {
  1908. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1909. m_fsChanges += _numRegs;
  1910. }
  1911. else
  1912. {
  1913. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1914. m_vsChanges += _numRegs;
  1915. }
  1916. }
  1917. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1918. {
  1919. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1920. }
  1921. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1922. {
  1923. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1924. }
  1925. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1926. {
  1927. const ProgramD3D12& program = m_program[_programIdx];
  1928. uint32_t total = bx::strideAlign(0
  1929. + program.m_vsh->m_size
  1930. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1931. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1932. );
  1933. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1934. {
  1935. uint32_t size = program.m_vsh->m_size;
  1936. bx::memCopy(data, m_vsScratch, size);
  1937. data += size;
  1938. m_vsChanges = 0;
  1939. }
  1940. if (NULL != program.m_fsh)
  1941. {
  1942. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1943. m_fsChanges = 0;
  1944. }
  1945. }
  1946. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  1947. {
  1948. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1949. if (NULL != frameBuffer.m_swapChain)
  1950. {
  1951. #if BX_PLATFORM_WINDOWS
  1952. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  1953. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1954. return getRtv(_fbh, idx);
  1955. #endif // BX_PLATFORM_WINDOWS
  1956. }
  1957. return getRtv(_fbh, 0);
  1958. }
  1959. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  1960. {
  1961. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1962. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1963. D3D12_CPU_DESCRIPTOR_HANDLE result =
  1964. {
  1965. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  1966. };
  1967. return result;
  1968. }
  1969. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  1970. {
  1971. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1972. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1973. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  1974. return result;
  1975. }
  1976. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1977. {
  1978. if (isValid(m_fbh)
  1979. && m_fbh.idx != _fbh.idx)
  1980. {
  1981. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1982. if (NULL == frameBuffer.m_swapChain)
  1983. {
  1984. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1985. {
  1986. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1987. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1988. }
  1989. if (isValid(frameBuffer.m_depth) )
  1990. {
  1991. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1992. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1993. if (!writeOnly)
  1994. {
  1995. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1996. }
  1997. }
  1998. }
  1999. }
  2000. if (!isValid(_fbh) )
  2001. {
  2002. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2003. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2004. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2005. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2006. m_currentColor = &m_rtvHandle;
  2007. m_currentDepthStencil = &m_dsvHandle;
  2008. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2009. }
  2010. else
  2011. {
  2012. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2013. if (0 < frameBuffer.m_num)
  2014. {
  2015. m_rtvHandle = getRtv(_fbh);
  2016. m_currentColor = &m_rtvHandle;
  2017. }
  2018. else
  2019. {
  2020. m_currentColor = NULL;
  2021. }
  2022. if (isValid(frameBuffer.m_depth) )
  2023. {
  2024. m_dsvHandle = getDsv(_fbh);
  2025. m_currentDepthStencil = &m_dsvHandle;
  2026. }
  2027. else
  2028. {
  2029. m_currentDepthStencil = NULL;
  2030. }
  2031. if (NULL != frameBuffer.m_swapChain)
  2032. {
  2033. frameBuffer.m_needPresent = true;
  2034. }
  2035. else
  2036. {
  2037. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2038. {
  2039. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2040. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2041. }
  2042. if (isValid(frameBuffer.m_depth) )
  2043. {
  2044. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2045. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2046. }
  2047. }
  2048. m_commandList->OMSetRenderTargets(
  2049. frameBuffer.m_num
  2050. , m_currentColor
  2051. , true
  2052. , m_currentDepthStencil
  2053. );
  2054. }
  2055. m_fbh = _fbh;
  2056. m_rtMsaa = _msaa;
  2057. }
  2058. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2059. {
  2060. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2061. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2062. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2063. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2064. drt->LogicOpEnable = false;
  2065. {
  2066. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2067. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2068. const uint32_t srcRGB = (blend ) & 0xf;
  2069. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2070. const uint32_t srcA = (blend >> 8) & 0xf;
  2071. const uint32_t dstA = (blend >> 12) & 0xf;
  2072. const uint32_t equRGB = (equation ) & 0x7;
  2073. const uint32_t equA = (equation >> 3) & 0x7;
  2074. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2075. drt->DestBlend = s_blendFactor[dstRGB][0];
  2076. drt->BlendOp = s_blendEquation[equRGB];
  2077. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2078. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2079. drt->BlendOpAlpha = s_blendEquation[equA];
  2080. }
  2081. uint8_t writeMask = 0;
  2082. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2083. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2084. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2085. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2086. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2087. drt->RenderTargetWriteMask = writeMask;
  2088. if (_desc.IndependentBlendEnable)
  2089. {
  2090. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2091. {
  2092. drt = &_desc.RenderTarget[ii];
  2093. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2094. drt->LogicOpEnable = false;
  2095. const uint32_t src = (rgba ) & 0xf;
  2096. const uint32_t dst = (rgba >> 4) & 0xf;
  2097. const uint32_t equation = (rgba >> 8) & 0x7;
  2098. drt->SrcBlend = s_blendFactor[src][0];
  2099. drt->DestBlend = s_blendFactor[dst][0];
  2100. drt->BlendOp = s_blendEquation[equation];
  2101. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2102. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2103. drt->BlendOpAlpha = s_blendEquation[equation];
  2104. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2105. drt->RenderTargetWriteMask = writeMask;
  2106. }
  2107. }
  2108. else
  2109. {
  2110. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2111. {
  2112. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2113. }
  2114. }
  2115. }
  2116. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2117. {
  2118. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2119. _desc.FillMode = _wireframe
  2120. ? D3D12_FILL_MODE_WIREFRAME
  2121. : D3D12_FILL_MODE_SOLID
  2122. ;
  2123. _desc.CullMode = s_cullMode[cull];
  2124. _desc.FrontCounterClockwise = false;
  2125. _desc.DepthBias = 0;
  2126. _desc.DepthBiasClamp = 0.0f;
  2127. _desc.SlopeScaledDepthBias = 0.0f;
  2128. _desc.DepthClipEnable = !m_depthClamp;
  2129. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2130. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2131. _desc.ForcedSampleCount = 0;
  2132. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2133. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2134. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2135. ;
  2136. }
  2137. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2138. {
  2139. const uint32_t fstencil = unpackStencil(0, _stencil);
  2140. bx::memSet(&_desc, 0, sizeof(_desc) );
  2141. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2142. _desc.DepthEnable = 0 != func;
  2143. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2144. ? D3D12_DEPTH_WRITE_MASK_ALL
  2145. : D3D12_DEPTH_WRITE_MASK_ZERO
  2146. ;
  2147. _desc.DepthFunc = s_cmpFunc[func];
  2148. uint32_t bstencil = unpackStencil(1, _stencil);
  2149. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2150. bstencil = frontAndBack ? bstencil : fstencil;
  2151. _desc.StencilEnable = 0 != _stencil;
  2152. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2153. _desc.StencilWriteMask = 0xff;
  2154. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2155. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2156. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2157. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2158. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2159. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2160. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2161. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2162. }
  2163. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2164. {
  2165. uint16_t attrMask[Attrib::Count];
  2166. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2167. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2168. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2169. {
  2170. VertexDecl decl;
  2171. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2172. const bool last = stream == _numStreams-1;
  2173. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2174. {
  2175. uint16_t mask = attrMask[ii];
  2176. uint16_t attr = (decl.m_attributes[ii] & mask);
  2177. if (0 == attr
  2178. || UINT16_MAX == attr)
  2179. {
  2180. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2181. }
  2182. else
  2183. {
  2184. attrMask[ii] = 0;
  2185. }
  2186. }
  2187. elem = fillVertexDecl(stream, elem, decl);
  2188. }
  2189. uint32_t num = uint32_t(elem-_vertexElements);
  2190. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2191. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2192. {
  2193. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2194. uint32_t jj;
  2195. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2196. for (jj = 0; jj < num; ++jj)
  2197. {
  2198. curr = &_vertexElements[jj];
  2199. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2200. && curr->SemanticIndex == index)
  2201. {
  2202. break;
  2203. }
  2204. }
  2205. if (jj == num)
  2206. {
  2207. curr = elem;
  2208. ++elem;
  2209. }
  2210. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2211. curr->InputSlot = 1;
  2212. curr->SemanticIndex = index;
  2213. curr->AlignedByteOffset = ii*16;
  2214. }
  2215. return uint32_t(elem-_vertexElements);
  2216. }
  2217. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2218. {
  2219. const VertexDecl* decls[1] = { &_vertexDecl };
  2220. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2221. }
  2222. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2223. {
  2224. union { void* ptr; uint32_t offset; } cast = { _userData };
  2225. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2226. {
  2227. DxbcOperand& operand = _instruction.operand[ii];
  2228. if (DxbcOperandType::ConstantBuffer == operand.type)
  2229. {
  2230. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2231. && 0 == operand.regIndex[0])
  2232. {
  2233. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2234. {
  2235. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2236. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2237. {
  2238. operand.regIndex[jj] += cast.offset;
  2239. }
  2240. else if (0 != cast.offset)
  2241. {
  2242. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2243. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2244. operand.regIndex[jj] = cast.offset;
  2245. }
  2246. }
  2247. }
  2248. }
  2249. }
  2250. }
  2251. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2252. {
  2253. ProgramD3D12& program = m_program[_programIdx];
  2254. const uint32_t hash = program.m_vsh->m_hash;
  2255. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2256. if (BX_LIKELY(NULL != pso) )
  2257. {
  2258. return pso;
  2259. }
  2260. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2261. bx::memSet(&desc, 0, sizeof(desc) );
  2262. desc.pRootSignature = m_rootSignature;
  2263. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2264. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2265. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2266. , IID_ID3D12PipelineState
  2267. , (void**)&pso
  2268. ) );
  2269. m_pipelineStateCache.add(hash, pso);
  2270. return pso;
  2271. }
  2272. ID3D12PipelineState* getPipelineState(
  2273. uint64_t _state
  2274. , uint64_t _stencil
  2275. , uint8_t _numStreams
  2276. , const VertexDecl** _vertexDecls
  2277. , uint16_t _programIdx
  2278. , uint8_t _numInstanceData
  2279. )
  2280. {
  2281. ProgramD3D12& program = m_program[_programIdx];
  2282. _state &= 0
  2283. | BGFX_STATE_WRITE_RGB
  2284. | BGFX_STATE_WRITE_A
  2285. | BGFX_STATE_WRITE_Z
  2286. | BGFX_STATE_DEPTH_TEST_MASK
  2287. | BGFX_STATE_BLEND_MASK
  2288. | BGFX_STATE_BLEND_EQUATION_MASK
  2289. | BGFX_STATE_BLEND_INDEPENDENT
  2290. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2291. | BGFX_STATE_CULL_MASK
  2292. | BGFX_STATE_MSAA
  2293. | BGFX_STATE_LINEAA
  2294. | BGFX_STATE_CONSERVATIVE_RASTER
  2295. | BGFX_STATE_PT_MASK
  2296. ;
  2297. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2298. VertexDecl decl;
  2299. if (0 < _numStreams)
  2300. {
  2301. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2302. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2303. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2304. {
  2305. uint16_t mask = attrMask[ii];
  2306. uint16_t attr = (decl.m_attributes[ii] & mask);
  2307. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2308. }
  2309. }
  2310. bx::HashMurmur2A murmur;
  2311. murmur.begin();
  2312. murmur.add(_state);
  2313. murmur.add(_stencil);
  2314. murmur.add(program.m_vsh->m_hash);
  2315. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2316. if (NULL != program.m_fsh)
  2317. {
  2318. murmur.add(program.m_fsh->m_hash);
  2319. }
  2320. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2321. {
  2322. murmur.add(_vertexDecls[ii]->m_hash);
  2323. }
  2324. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2325. murmur.add(m_fbh.idx);
  2326. murmur.add(_numInstanceData);
  2327. const uint32_t hash = murmur.end();
  2328. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2329. if (NULL != pso)
  2330. {
  2331. return pso;
  2332. }
  2333. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2334. bx::memSet(&desc, 0, sizeof(desc) );
  2335. desc.pRootSignature = m_rootSignature;
  2336. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2337. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2338. const Memory* temp = NULL;
  2339. if (NULL != program.m_fsh)
  2340. {
  2341. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2342. DxbcContext dxbc;
  2343. bx::Error err;
  2344. read(&rd, dxbc, &err);
  2345. bool patchShader = !dxbc.shader.aon9;
  2346. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2347. && patchShader)
  2348. {
  2349. union { uint32_t offset; void* ptr; } cast = { 0 };
  2350. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2351. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2352. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2353. int32_t size = write(&wr, dxbc, &err);
  2354. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2355. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2356. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2357. if (!patchShader)
  2358. {
  2359. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2360. {
  2361. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2362. {
  2363. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2364. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2365. break;
  2366. }
  2367. }
  2368. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2369. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2370. }
  2371. release(temp);
  2372. temp = NULL;
  2373. }
  2374. if (patchShader)
  2375. {
  2376. union { uint32_t offset; void* ptr; } cast =
  2377. {
  2378. uint32_t(program.m_vsh->m_size)/16
  2379. };
  2380. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2381. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2382. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2383. int32_t size = write(&wr, dxbc, &err);
  2384. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2385. desc.PS.pShaderBytecode = temp->data;
  2386. desc.PS.BytecodeLength = size;
  2387. }
  2388. else
  2389. {
  2390. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2391. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2392. }
  2393. }
  2394. else
  2395. {
  2396. desc.PS.pShaderBytecode = NULL;
  2397. desc.PS.BytecodeLength = 0;
  2398. }
  2399. desc.DS.pShaderBytecode = NULL;
  2400. desc.DS.BytecodeLength = 0;
  2401. desc.HS.pShaderBytecode = NULL;
  2402. desc.HS.BytecodeLength = 0;
  2403. desc.GS.pShaderBytecode = NULL;
  2404. desc.GS.BytecodeLength = 0;
  2405. desc.StreamOutput.pSODeclaration = NULL;
  2406. desc.StreamOutput.NumEntries = 0;
  2407. desc.StreamOutput.pBufferStrides = NULL;
  2408. desc.StreamOutput.NumStrides = 0;
  2409. desc.StreamOutput.RasterizedStream = 0;
  2410. setBlendState(desc.BlendState, _state);
  2411. desc.SampleMask = UINT32_MAX;
  2412. setRasterizerState(desc.RasterizerState, _state);
  2413. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2414. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2415. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2416. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2417. ? NULL
  2418. : vertexElements
  2419. ;
  2420. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2421. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2422. if (isValid(m_fbh) )
  2423. {
  2424. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2425. if (NULL == frameBuffer.m_swapChain)
  2426. {
  2427. desc.NumRenderTargets = frameBuffer.m_num;
  2428. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2429. {
  2430. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2431. }
  2432. if (isValid(frameBuffer.m_depth) )
  2433. {
  2434. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2435. }
  2436. else
  2437. {
  2438. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2439. }
  2440. }
  2441. else
  2442. {
  2443. desc.NumRenderTargets = 1;
  2444. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2445. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2446. }
  2447. }
  2448. else
  2449. {
  2450. desc.NumRenderTargets = 1;
  2451. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2452. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2453. }
  2454. desc.SampleDesc = m_scd.sampleDesc;
  2455. uint32_t length = g_callback->cacheReadSize(hash);
  2456. bool cached = length > 0;
  2457. void* cachedData = NULL;
  2458. if (cached)
  2459. {
  2460. cachedData = BX_ALLOC(g_allocator, length);
  2461. if (g_callback->cacheRead(hash, cachedData, length) )
  2462. {
  2463. BX_TRACE("Loading cached PSO (size %d).", length);
  2464. bx::MemoryReader reader(cachedData, length);
  2465. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2466. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2467. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2468. , IID_ID3D12PipelineState
  2469. , (void**)&pso
  2470. );
  2471. if (FAILED(hr) )
  2472. {
  2473. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2474. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2475. }
  2476. }
  2477. }
  2478. if (NULL == pso)
  2479. {
  2480. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2481. , IID_ID3D12PipelineState
  2482. , (void**)&pso
  2483. ) );
  2484. }
  2485. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2486. m_pipelineStateCache.add(hash, pso);
  2487. if (NULL != temp)
  2488. {
  2489. release(temp);
  2490. }
  2491. ID3DBlob* blob;
  2492. HRESULT hr = pso->GetCachedBlob(&blob);
  2493. if (SUCCEEDED(hr) )
  2494. {
  2495. void* data = blob->GetBufferPointer();
  2496. length = (uint32_t)blob->GetBufferSize();
  2497. g_callback->cacheWrite(hash, data, length);
  2498. DX_RELEASE(blob, 0);
  2499. }
  2500. if (NULL != cachedData)
  2501. {
  2502. BX_FREE(g_allocator, cachedData);
  2503. }
  2504. return pso;
  2505. }
  2506. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2507. {
  2508. bx::HashMurmur2A murmur;
  2509. murmur.begin();
  2510. murmur.add(_flags, _num * sizeof(uint32_t) );
  2511. uint32_t hash = murmur.end();
  2512. uint16_t sampler = m_samplerStateCache.find(hash);
  2513. if (UINT16_MAX == sampler)
  2514. {
  2515. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2516. m_samplerStateCache.add(hash, sampler);
  2517. }
  2518. return sampler;
  2519. }
  2520. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2521. {
  2522. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2523. }
  2524. void commit(UniformBuffer& _uniformBuffer)
  2525. {
  2526. _uniformBuffer.reset();
  2527. for (;;)
  2528. {
  2529. uint32_t opcode = _uniformBuffer.read();
  2530. if (UniformType::End == opcode)
  2531. {
  2532. break;
  2533. }
  2534. UniformType::Enum type;
  2535. uint16_t loc;
  2536. uint16_t num;
  2537. uint16_t copy;
  2538. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2539. const char* data;
  2540. if (copy)
  2541. {
  2542. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2543. }
  2544. else
  2545. {
  2546. UniformHandle handle;
  2547. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2548. data = (const char*)m_uniforms[handle.idx];
  2549. }
  2550. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2551. case UniformType::_uniform: \
  2552. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2553. { \
  2554. setShaderUniform(uint8_t(type), loc, data, num); \
  2555. } \
  2556. break;
  2557. switch ( (uint32_t)type)
  2558. {
  2559. case UniformType::Mat3:
  2560. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2561. {
  2562. float* value = (float*)data;
  2563. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2564. {
  2565. Matrix4 mtx;
  2566. mtx.un.val[ 0] = value[0];
  2567. mtx.un.val[ 1] = value[1];
  2568. mtx.un.val[ 2] = value[2];
  2569. mtx.un.val[ 3] = 0.0f;
  2570. mtx.un.val[ 4] = value[3];
  2571. mtx.un.val[ 5] = value[4];
  2572. mtx.un.val[ 6] = value[5];
  2573. mtx.un.val[ 7] = 0.0f;
  2574. mtx.un.val[ 8] = value[6];
  2575. mtx.un.val[ 9] = value[7];
  2576. mtx.un.val[10] = value[8];
  2577. mtx.un.val[11] = 0.0f;
  2578. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2579. }
  2580. }
  2581. break;
  2582. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2583. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2584. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2585. case UniformType::End:
  2586. break;
  2587. default:
  2588. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2589. break;
  2590. }
  2591. #undef CASE_IMPLEMENT_UNIFORM
  2592. }
  2593. }
  2594. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2595. {
  2596. if (isValid(m_fbh) )
  2597. {
  2598. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2599. frameBuffer.clear(m_commandList, _clear, _palette);
  2600. }
  2601. else
  2602. {
  2603. if (NULL != m_currentColor
  2604. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2605. {
  2606. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2607. {
  2608. uint8_t index = _clear.m_index[0];
  2609. if (UINT8_MAX != index)
  2610. {
  2611. m_commandList->ClearRenderTargetView(*m_currentColor
  2612. , _palette[index]
  2613. , _num
  2614. , _rect
  2615. );
  2616. }
  2617. }
  2618. else
  2619. {
  2620. float frgba[4] =
  2621. {
  2622. _clear.m_index[0] * 1.0f / 255.0f,
  2623. _clear.m_index[1] * 1.0f / 255.0f,
  2624. _clear.m_index[2] * 1.0f / 255.0f,
  2625. _clear.m_index[3] * 1.0f / 255.0f,
  2626. };
  2627. m_commandList->ClearRenderTargetView(*m_currentColor
  2628. , frgba
  2629. , _num
  2630. , _rect
  2631. );
  2632. }
  2633. }
  2634. if (NULL != m_currentDepthStencil
  2635. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2636. {
  2637. uint32_t flags = 0;
  2638. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2639. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2640. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2641. , D3D12_CLEAR_FLAGS(flags)
  2642. , _clear.m_depth
  2643. , _clear.m_stencil
  2644. , _num
  2645. , _rect
  2646. );
  2647. }
  2648. }
  2649. }
  2650. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2651. {
  2652. uint32_t width;
  2653. uint32_t height;
  2654. if (isValid(m_fbh) )
  2655. {
  2656. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2657. width = fb.m_width;
  2658. height = fb.m_height;
  2659. }
  2660. else
  2661. {
  2662. width = m_scd.width;
  2663. height = m_scd.height;
  2664. }
  2665. if (0 == _rect.m_x
  2666. && 0 == _rect.m_y
  2667. && width == _rect.m_width
  2668. && height == _rect.m_height)
  2669. {
  2670. clear(_clear, _palette);
  2671. }
  2672. else
  2673. {
  2674. D3D12_RECT rect;
  2675. rect.left = _rect.m_x;
  2676. rect.top = _rect.m_y;
  2677. rect.right = _rect.m_x + _rect.m_width;
  2678. rect.bottom = _rect.m_y + _rect.m_height;
  2679. clear(_clear, _palette, &rect, 1);
  2680. }
  2681. }
  2682. uint64_t kick()
  2683. {
  2684. uint64_t fence = m_cmd.kick();
  2685. m_commandList = m_cmd.alloc();
  2686. return fence;
  2687. }
  2688. void finish()
  2689. {
  2690. m_cmd.kick();
  2691. m_cmd.finish();
  2692. m_commandList = NULL;
  2693. }
  2694. void finishAll(bool _alloc = false)
  2695. {
  2696. uint64_t fence = m_cmd.kick();
  2697. m_cmd.finish(fence, true);
  2698. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  2699. }
  2700. Dxgi m_dxgi;
  2701. NvApi m_nvapi;
  2702. void* m_kernel32Dll;
  2703. void* m_d3d12Dll;
  2704. void* m_renderDocDll;
  2705. void* m_winPixEvent;
  2706. D3D_FEATURE_LEVEL m_featureLevel;
  2707. D3D_DRIVER_TYPE m_driverType;
  2708. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2709. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2710. Dxgi::SwapChainI* m_swapChain;
  2711. ID3D12Resource* m_msaaRt;
  2712. #if BX_PLATFORM_WINDOWS
  2713. ID3D12InfoQueue* m_infoQueue;
  2714. #endif // BX_PLATFORM_WINDOWS
  2715. int64_t m_presentElapsed;
  2716. uint16_t m_numWindows;
  2717. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2718. ID3D12Device* m_device;
  2719. TimerQueryD3D12 m_gpuTimer;
  2720. OcclusionQueryD3D12 m_occlusionQuery;
  2721. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2722. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2723. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2724. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2725. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2726. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2727. ID3D12Resource* m_backBufferColor[4];
  2728. uint64_t m_backBufferColorFence[4];
  2729. ID3D12Resource* m_backBufferDepthStencil;
  2730. ScratchBufferD3D12 m_scratchBuffer[4];
  2731. DescriptorAllocatorD3D12 m_samplerAllocator;
  2732. ID3D12RootSignature* m_rootSignature;
  2733. ID3D12CommandSignature* m_commandSignature[3];
  2734. CommandQueueD3D12 m_cmd;
  2735. BatchD3D12 m_batch;
  2736. ID3D12GraphicsCommandList* m_commandList;
  2737. Resolution m_resolution;
  2738. bool m_wireframe;
  2739. bool m_lost;
  2740. SwapChainDesc m_scd;
  2741. uint32_t m_maxAnisotropy;
  2742. bool m_depthClamp;
  2743. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2744. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2745. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2746. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2747. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2748. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2749. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2750. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2751. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2752. UniformRegistry m_uniformReg;
  2753. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2754. StateCache m_samplerStateCache;
  2755. TextVideoMem m_textVideoMem;
  2756. uint8_t m_fsScratch[64<<10];
  2757. uint8_t m_vsScratch[64<<10];
  2758. uint32_t m_fsChanges;
  2759. uint32_t m_vsChanges;
  2760. FrameBufferHandle m_fbh;
  2761. uint32_t m_backBufferColorIdx;
  2762. bool m_rtMsaa;
  2763. bool m_directAccessSupport;
  2764. };
  2765. static RendererContextD3D12* s_renderD3D12;
  2766. RendererContextI* rendererCreate(const Init& _init)
  2767. {
  2768. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2769. if (!s_renderD3D12->init(_init) )
  2770. {
  2771. BX_DELETE(g_allocator, s_renderD3D12);
  2772. s_renderD3D12 = NULL;
  2773. }
  2774. return s_renderD3D12;
  2775. }
  2776. void rendererDestroy()
  2777. {
  2778. s_renderD3D12->shutdown();
  2779. BX_DELETE(g_allocator, s_renderD3D12);
  2780. s_renderD3D12 = NULL;
  2781. }
  2782. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2783. {
  2784. m_size = _size;
  2785. ID3D12Device* device = s_renderD3D12->m_device;
  2786. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2787. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2788. desc.NumDescriptors = _maxDescriptors;
  2789. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2790. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2791. desc.NodeMask = 1;
  2792. DX_CHECK(device->CreateDescriptorHeap(&desc
  2793. , IID_ID3D12DescriptorHeap
  2794. , (void**)&m_heap
  2795. ) );
  2796. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2797. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2798. D3D12_RANGE readRange = { 0, 0 };
  2799. m_upload->Map(0, &readRange, (void**)&m_data);
  2800. reset(m_gpuHandle);
  2801. }
  2802. void ScratchBufferD3D12::destroy()
  2803. {
  2804. D3D12_RANGE writeRange = { 0, 0 };
  2805. m_upload->Unmap(0, &writeRange);
  2806. DX_RELEASE(m_upload, 0);
  2807. DX_RELEASE(m_heap, 0);
  2808. }
  2809. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2810. {
  2811. m_pos = 0;
  2812. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2813. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2814. _gpuHandle = m_gpuHandle;
  2815. }
  2816. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2817. {
  2818. m_cpuHandle.ptr += m_incrementSize;
  2819. _gpuHandle = m_gpuHandle;
  2820. m_gpuHandle.ptr += m_incrementSize;
  2821. }
  2822. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2823. {
  2824. _gpuAddress = m_gpuVA + m_pos;
  2825. void* data = &m_data[m_pos];
  2826. m_pos += BX_ALIGN_256(_size);
  2827. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2828. // desc.BufferLocation = _gpuAddress;
  2829. // desc.SizeInBytes = _size;
  2830. // ID3D12Device* device = s_renderD3D12->m_device;
  2831. // device->CreateConstantBufferView(&desc
  2832. // , m_cpuHandle
  2833. // );
  2834. // m_cpuHandle.ptr += m_incrementSize;
  2835. // m_gpuHandle.ptr += m_incrementSize;
  2836. return data;
  2837. }
  2838. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2839. {
  2840. ID3D12Device* device = s_renderD3D12->m_device;
  2841. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2842. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2843. if (0 != _mip)
  2844. {
  2845. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2846. srvd = &tmpSrvd;
  2847. switch (_texture.m_srvd.ViewDimension)
  2848. {
  2849. default:
  2850. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2851. srvd->Texture2D.MostDetailedMip = _mip;
  2852. srvd->Texture2D.MipLevels = 1;
  2853. srvd->Texture2D.PlaneSlice = 0;
  2854. srvd->Texture2D.ResourceMinLODClamp = 0;
  2855. break;
  2856. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2857. srvd->TextureCube.MostDetailedMip = _mip;
  2858. srvd->TextureCube.MipLevels = 1;
  2859. srvd->TextureCube.ResourceMinLODClamp = 0;
  2860. break;
  2861. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2862. srvd->Texture3D.MostDetailedMip = _mip;
  2863. srvd->Texture3D.MipLevels = 1;
  2864. srvd->Texture3D.ResourceMinLODClamp = 0;
  2865. break;
  2866. }
  2867. }
  2868. device->CreateShaderResourceView(_texture.m_ptr
  2869. , srvd
  2870. , m_cpuHandle
  2871. );
  2872. m_cpuHandle.ptr += m_incrementSize;
  2873. _gpuHandle = m_gpuHandle;
  2874. m_gpuHandle.ptr += m_incrementSize;
  2875. }
  2876. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2877. {
  2878. ID3D12Device* device = s_renderD3D12->m_device;
  2879. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2880. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2881. if (0 != _mip)
  2882. {
  2883. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2884. uavd = &tmpUavd;
  2885. switch (_texture.m_uavd.ViewDimension)
  2886. {
  2887. default:
  2888. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2889. uavd->Texture2D.MipSlice = _mip;
  2890. uavd->Texture2D.PlaneSlice = 0;
  2891. break;
  2892. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2893. uavd->Texture2DArray.MipSlice = _mip;
  2894. uavd->Texture2DArray.PlaneSlice = 0;
  2895. break;
  2896. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2897. uavd->Texture3D.MipSlice = _mip;
  2898. break;
  2899. }
  2900. }
  2901. device->CreateUnorderedAccessView(_texture.m_ptr
  2902. , NULL
  2903. , uavd
  2904. , m_cpuHandle
  2905. );
  2906. m_cpuHandle.ptr += m_incrementSize;
  2907. _gpuHandle = m_gpuHandle;
  2908. m_gpuHandle.ptr += m_incrementSize;
  2909. }
  2910. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2911. {
  2912. ID3D12Device* device = s_renderD3D12->m_device;
  2913. device->CreateShaderResourceView(_buffer.m_ptr
  2914. , &_buffer.m_srvd
  2915. , m_cpuHandle
  2916. );
  2917. m_cpuHandle.ptr += m_incrementSize;
  2918. _gpuHandle = m_gpuHandle;
  2919. m_gpuHandle.ptr += m_incrementSize;
  2920. }
  2921. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2922. {
  2923. ID3D12Device* device = s_renderD3D12->m_device;
  2924. device->CreateUnorderedAccessView(_buffer.m_ptr
  2925. , NULL
  2926. , &_buffer.m_uavd
  2927. , m_cpuHandle
  2928. );
  2929. m_cpuHandle.ptr += m_incrementSize;
  2930. _gpuHandle = m_gpuHandle;
  2931. m_gpuHandle.ptr += m_incrementSize;
  2932. }
  2933. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2934. {
  2935. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2936. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2937. ID3D12Device* device = s_renderD3D12->m_device;
  2938. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2939. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2940. desc.NumDescriptors = _maxDescriptors;
  2941. desc.Type = _type;
  2942. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2943. desc.NodeMask = 1;
  2944. DX_CHECK(device->CreateDescriptorHeap(&desc
  2945. , IID_ID3D12DescriptorHeap
  2946. , (void**)&m_heap
  2947. ) );
  2948. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2949. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2950. }
  2951. void DescriptorAllocatorD3D12::destroy()
  2952. {
  2953. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2954. DX_RELEASE(m_heap, 0);
  2955. }
  2956. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2957. {
  2958. uint16_t idx = m_handleAlloc->alloc();
  2959. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2960. ID3D12Device* device = s_renderD3D12->m_device;
  2961. device->CreateShaderResourceView(_ptr
  2962. , _desc
  2963. , cpuHandle
  2964. );
  2965. return idx;
  2966. }
  2967. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2968. {
  2969. uint16_t idx = m_handleAlloc->alloc();
  2970. ID3D12Device* device = s_renderD3D12->m_device;
  2971. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2972. for (uint32_t ii = 0; ii < _num; ++ii)
  2973. {
  2974. uint32_t flags = _flags[ii];
  2975. const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  2976. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  2977. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  2978. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  2979. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2980. D3D12_SAMPLER_DESC sd;
  2981. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2982. sd.AddressU = s_textureAddress[(flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  2983. sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  2984. sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  2985. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2986. sd.MaxAnisotropy = maxAnisotropy;
  2987. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2988. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2989. if (NULL != _palette
  2990. && needBorderColor(flags) )
  2991. {
  2992. const float* rgba = _palette[index];
  2993. sd.BorderColor[0] = rgba[0];
  2994. sd.BorderColor[1] = rgba[1];
  2995. sd.BorderColor[2] = rgba[2];
  2996. sd.BorderColor[3] = rgba[3];
  2997. }
  2998. else
  2999. {
  3000. sd.BorderColor[0] = 0.0f;
  3001. sd.BorderColor[1] = 0.0f;
  3002. sd.BorderColor[2] = 0.0f;
  3003. sd.BorderColor[3] = 0.0f;
  3004. }
  3005. sd.MinLOD = 0;
  3006. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3007. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3008. {
  3009. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3010. };
  3011. device->CreateSampler(&sd, cpuHandle);
  3012. }
  3013. return idx;
  3014. }
  3015. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3016. {
  3017. m_handleAlloc->free(_idx);
  3018. }
  3019. void DescriptorAllocatorD3D12::reset()
  3020. {
  3021. uint16_t max = m_handleAlloc->getMaxHandles();
  3022. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3023. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3024. }
  3025. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3026. {
  3027. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3028. return gpuHandle;
  3029. }
  3030. void CommandQueueD3D12::init(ID3D12Device* _device)
  3031. {
  3032. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3033. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3034. queueDesc.Priority = 0;
  3035. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3036. queueDesc.NodeMask = 1;
  3037. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3038. , IID_ID3D12CommandQueue
  3039. , (void**)&m_commandQueue
  3040. ) );
  3041. m_completedFence = 0;
  3042. m_currentFence = 0;
  3043. DX_CHECK(_device->CreateFence(0
  3044. , D3D12_FENCE_FLAG_NONE
  3045. , IID_ID3D12Fence
  3046. , (void**)&m_fence
  3047. ) );
  3048. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3049. {
  3050. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3051. , IID_ID3D12CommandAllocator
  3052. , (void**)&m_commandList[ii].m_commandAllocator
  3053. ) );
  3054. DX_CHECK(_device->CreateCommandList(0
  3055. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3056. , m_commandList[ii].m_commandAllocator
  3057. , NULL
  3058. , IID_ID3D12GraphicsCommandList
  3059. , (void**)&m_commandList[ii].m_commandList
  3060. ) );
  3061. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3062. }
  3063. }
  3064. void CommandQueueD3D12::shutdown()
  3065. {
  3066. finish(UINT64_MAX, true);
  3067. DX_RELEASE(m_fence, 0);
  3068. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3069. {
  3070. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3071. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3072. }
  3073. DX_RELEASE(m_commandQueue, 0);
  3074. }
  3075. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3076. {
  3077. while (0 == m_control.reserve(1) )
  3078. {
  3079. consume();
  3080. }
  3081. CommandList& commandList = m_commandList[m_control.m_current];
  3082. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3083. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3084. return commandList.m_commandList;
  3085. }
  3086. uint64_t CommandQueueD3D12::kick()
  3087. {
  3088. CommandList& commandList = m_commandList[m_control.m_current];
  3089. DX_CHECK(commandList.m_commandList->Close() );
  3090. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3091. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3092. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3093. const uint64_t fence = m_currentFence++;
  3094. m_commandQueue->Signal(m_fence, fence);
  3095. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3096. m_control.commit(1);
  3097. return fence;
  3098. }
  3099. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3100. {
  3101. while (0 < m_control.available() )
  3102. {
  3103. consume();
  3104. if (!_finishAll
  3105. && _waitFence <= m_completedFence)
  3106. {
  3107. return;
  3108. }
  3109. }
  3110. BX_CHECK(0 == m_control.available(), "");
  3111. }
  3112. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3113. {
  3114. if (0 < m_control.available() )
  3115. {
  3116. if (consume(0)
  3117. && _waitFence <= m_completedFence)
  3118. {
  3119. return true;
  3120. }
  3121. }
  3122. return false;
  3123. }
  3124. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3125. {
  3126. m_release[m_control.m_current].push_back(_ptr);
  3127. }
  3128. bool CommandQueueD3D12::consume(uint32_t _ms)
  3129. {
  3130. CommandList& commandList = m_commandList[m_control.m_read];
  3131. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3132. {
  3133. CloseHandle(commandList.m_event);
  3134. commandList.m_event = NULL;
  3135. m_completedFence = m_fence->GetCompletedValue();
  3136. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3137. m_commandQueue->Wait(m_fence, m_completedFence);
  3138. ResourceArray& ra = m_release[m_control.m_read];
  3139. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3140. {
  3141. DX_RELEASE(*it, 0);
  3142. }
  3143. ra.clear();
  3144. m_control.consume(1);
  3145. return true;
  3146. }
  3147. return false;
  3148. }
  3149. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3150. {
  3151. m_maxDrawPerBatch = _maxDrawPerBatch;
  3152. setSeqMode(false);
  3153. setIndirectMode(true);
  3154. ID3D12Device* device = s_renderD3D12->m_device;
  3155. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3156. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3157. {
  3158. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3159. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3160. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3161. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3162. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3163. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3164. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3165. };
  3166. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3167. {
  3168. sizeof(DrawIndirectCommand),
  3169. BX_COUNTOF(drawArgDesc),
  3170. drawArgDesc,
  3171. 1,
  3172. };
  3173. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3174. , rootSignature
  3175. , IID_ID3D12CommandSignature
  3176. , (void**)&m_commandSignature[Draw]
  3177. ) );
  3178. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3179. {
  3180. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3181. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3182. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3183. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3184. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3185. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3186. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3187. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3188. };
  3189. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3190. {
  3191. sizeof(DrawIndexedIndirectCommand),
  3192. BX_COUNTOF(drawIndexedArgDesc),
  3193. drawIndexedArgDesc,
  3194. 1,
  3195. };
  3196. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3197. , rootSignature
  3198. , IID_ID3D12CommandSignature
  3199. , (void**)&m_commandSignature[DrawIndexed]
  3200. ) );
  3201. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3202. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3203. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3204. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3205. {
  3206. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3207. , NULL
  3208. , BGFX_BUFFER_DRAW_INDIRECT
  3209. , false
  3210. , cmdSize
  3211. );
  3212. }
  3213. }
  3214. void BatchD3D12::destroy()
  3215. {
  3216. BX_FREE(g_allocator, m_cmds[0]);
  3217. BX_FREE(g_allocator, m_cmds[1]);
  3218. DX_RELEASE(m_commandSignature[0], 0);
  3219. DX_RELEASE(m_commandSignature[1], 0);
  3220. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3221. {
  3222. m_indirect[ii].destroy();
  3223. }
  3224. }
  3225. template<typename Ty>
  3226. Ty& BatchD3D12::getCmd(Enum _type)
  3227. {
  3228. uint32_t index = m_num[_type];
  3229. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3230. m_num[_type]++;
  3231. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3232. return *cmd;
  3233. }
  3234. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3235. {
  3236. uint8_t numStreams = 0;
  3237. _outNumVertices = _draw.m_numVertices;
  3238. if (UINT8_MAX != _draw.m_streamMask)
  3239. {
  3240. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3241. ; 0 != streamMask
  3242. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3243. )
  3244. {
  3245. streamMask >>= ntz;
  3246. idx += ntz;
  3247. const Stream& stream = _draw.m_stream[idx];
  3248. uint16_t handle = stream.m_handle.idx;
  3249. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3250. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3251. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3252. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3253. uint32_t stride = vertexDecl.m_stride;
  3254. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3255. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3256. vbv.StrideInBytes = vertexDecl.m_stride;
  3257. vbv.SizeInBytes = vb.m_size;
  3258. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3259. ? vb.m_size/stride
  3260. : _draw.m_numVertices
  3261. , _outNumVertices
  3262. );
  3263. }
  3264. }
  3265. return numStreams;
  3266. }
  3267. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3268. {
  3269. if (isValid(_draw.m_indirectBuffer) )
  3270. {
  3271. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3272. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3273. uint32_t numVertices;
  3274. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3275. if (isValid(_draw.m_instanceDataBuffer) )
  3276. {
  3277. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3278. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3279. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3280. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3281. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3282. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3283. }
  3284. _commandList->IASetVertexBuffers(0
  3285. , numStreams
  3286. , vbvs
  3287. );
  3288. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3289. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3290. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3291. : _draw.m_numIndirect
  3292. ;
  3293. uint32_t numIndices = 0;
  3294. if (isValid(_draw.m_indexBuffer) )
  3295. {
  3296. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3297. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3298. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3299. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3300. numIndices = UINT32_MAX == _draw.m_numIndices
  3301. ? ib.m_size / indexSize
  3302. : _draw.m_numIndices
  3303. ;
  3304. D3D12_INDEX_BUFFER_VIEW ibv;
  3305. ibv.BufferLocation = ib.m_gpuVA;
  3306. ibv.SizeInBytes = ib.m_size;
  3307. ibv.Format = hasIndex16
  3308. ? DXGI_FORMAT_R16_UINT
  3309. : DXGI_FORMAT_R32_UINT
  3310. ;
  3311. _commandList->IASetIndexBuffer(&ibv);
  3312. _commandList->ExecuteIndirect(
  3313. s_renderD3D12->m_commandSignature[2]
  3314. , numDrawIndirect
  3315. , indirect.m_ptr
  3316. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3317. , NULL
  3318. , 0
  3319. );
  3320. }
  3321. else
  3322. {
  3323. _commandList->ExecuteIndirect(
  3324. s_renderD3D12->m_commandSignature[1]
  3325. , numDrawIndirect
  3326. , indirect.m_ptr
  3327. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3328. , NULL
  3329. , 0
  3330. );
  3331. }
  3332. return numIndices;
  3333. }
  3334. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3335. uint32_t numIndices = 0;
  3336. if (Draw == type)
  3337. {
  3338. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3339. cmd.cbv = _cbv;
  3340. uint32_t numVertices;
  3341. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3342. if (isValid(_draw.m_instanceDataBuffer) )
  3343. {
  3344. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3345. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3346. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3347. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3348. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3349. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3350. }
  3351. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3352. {
  3353. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3354. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3355. }
  3356. cmd.args.InstanceCount = _draw.m_numInstances;
  3357. cmd.args.VertexCountPerInstance = numVertices;
  3358. cmd.args.StartVertexLocation = 0;
  3359. cmd.args.StartInstanceLocation = 0;
  3360. }
  3361. else
  3362. {
  3363. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3364. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3365. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3366. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3367. numIndices = UINT32_MAX == _draw.m_numIndices
  3368. ? ib.m_size / indexSize
  3369. : _draw.m_numIndices
  3370. ;
  3371. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3372. cmd.cbv = _cbv;
  3373. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3374. cmd.ibv.SizeInBytes = ib.m_size;
  3375. cmd.ibv.Format = hasIndex16
  3376. ? DXGI_FORMAT_R16_UINT
  3377. : DXGI_FORMAT_R32_UINT
  3378. ;
  3379. uint32_t numVertices;
  3380. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3381. if (isValid(_draw.m_instanceDataBuffer) )
  3382. {
  3383. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3384. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3385. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3386. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3387. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3388. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3389. }
  3390. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3391. {
  3392. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3393. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3394. }
  3395. cmd.args.IndexCountPerInstance = numIndices;
  3396. cmd.args.InstanceCount = _draw.m_numInstances;
  3397. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3398. cmd.args.BaseVertexLocation = 0;
  3399. cmd.args.StartInstanceLocation = 0;
  3400. }
  3401. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3402. {
  3403. flush(_commandList, type);
  3404. }
  3405. return numIndices;
  3406. }
  3407. static const uint32_t s_indirectCommandSize[] =
  3408. {
  3409. sizeof(BatchD3D12::DrawIndirectCommand),
  3410. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3411. };
  3412. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3413. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3414. {
  3415. uint32_t num = m_num[_type];
  3416. if (0 != num)
  3417. {
  3418. m_num[_type] = 0;
  3419. if (m_minIndirect < num)
  3420. {
  3421. m_stats.m_numIndirect[_type]++;
  3422. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3423. m_currIndirect %= BX_COUNTOF(m_indirect);
  3424. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3425. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3426. , num
  3427. , indirect.m_ptr
  3428. , 0
  3429. , NULL
  3430. , 0
  3431. );
  3432. }
  3433. else
  3434. {
  3435. m_stats.m_numImmediate[_type]++;
  3436. if (Draw == _type)
  3437. {
  3438. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3439. for (uint32_t ii = 0; ii < num; ++ii)
  3440. {
  3441. const DrawIndirectCommand& cmd = cmds[ii];
  3442. if (m_current.cbv != cmd.cbv)
  3443. {
  3444. m_current.cbv = cmd.cbv;
  3445. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3446. }
  3447. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3448. {
  3449. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3450. _commandList->IASetVertexBuffers(0
  3451. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3452. , cmd.vbv
  3453. );
  3454. }
  3455. _commandList->DrawInstanced(
  3456. cmd.args.VertexCountPerInstance
  3457. , cmd.args.InstanceCount
  3458. , cmd.args.StartVertexLocation
  3459. , cmd.args.StartInstanceLocation
  3460. );
  3461. }
  3462. }
  3463. else
  3464. {
  3465. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3466. for (uint32_t ii = 0; ii < num; ++ii)
  3467. {
  3468. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3469. if (m_current.cbv != cmd.cbv)
  3470. {
  3471. m_current.cbv = cmd.cbv;
  3472. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3473. }
  3474. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3475. {
  3476. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3477. _commandList->IASetVertexBuffers(0
  3478. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3479. , cmd.vbv
  3480. );
  3481. }
  3482. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3483. {
  3484. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3485. _commandList->IASetIndexBuffer(&cmd.ibv);
  3486. }
  3487. _commandList->DrawIndexedInstanced(
  3488. cmd.args.IndexCountPerInstance
  3489. , cmd.args.InstanceCount
  3490. , cmd.args.StartIndexLocation
  3491. , cmd.args.BaseVertexLocation
  3492. , cmd.args.StartInstanceLocation
  3493. );
  3494. }
  3495. }
  3496. }
  3497. }
  3498. }
  3499. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3500. {
  3501. flush(_commandList, Draw);
  3502. flush(_commandList, DrawIndexed);
  3503. if (_clean)
  3504. {
  3505. bx::memSet(&m_current, 0, sizeof(m_current) );
  3506. }
  3507. }
  3508. void BatchD3D12::begin()
  3509. {
  3510. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3511. bx::memSet(&m_current, 0, sizeof(m_current) );
  3512. }
  3513. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3514. {
  3515. flush(_commandList);
  3516. }
  3517. struct UavFormat
  3518. {
  3519. DXGI_FORMAT format[3];
  3520. uint32_t stride;
  3521. };
  3522. static const UavFormat s_uavFormat[] =
  3523. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3524. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3525. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3526. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3527. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3528. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3529. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3530. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3531. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3532. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3533. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3534. };
  3535. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3536. {
  3537. m_size = _size;
  3538. m_flags = _flags;
  3539. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3540. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3541. m_dynamic = NULL == _data || needUav;
  3542. DXGI_FORMAT format;
  3543. uint32_t stride;
  3544. uint32_t flags = needUav
  3545. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3546. : D3D12_RESOURCE_FLAG_NONE
  3547. ;
  3548. if (drawIndirect)
  3549. {
  3550. #if BX_PLATFORM_XBOXONE
  3551. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3552. #endif // BX_PLATFORM_XBOXONE
  3553. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3554. stride = 16;
  3555. }
  3556. else
  3557. {
  3558. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3559. if (0 == uavFormat)
  3560. {
  3561. if (_vertex)
  3562. {
  3563. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3564. stride = 16;
  3565. }
  3566. else
  3567. {
  3568. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3569. {
  3570. format = DXGI_FORMAT_R16_UINT;
  3571. stride = 2;
  3572. }
  3573. else
  3574. {
  3575. format = DXGI_FORMAT_R32_UINT;
  3576. stride = 4;
  3577. }
  3578. }
  3579. }
  3580. else
  3581. {
  3582. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3583. format = s_uavFormat[uavFormat].format[uavType];
  3584. stride = s_uavFormat[uavFormat].stride;
  3585. }
  3586. }
  3587. stride = 0 == _stride ? stride : _stride;
  3588. m_srvd.Format = format;
  3589. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3590. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3591. m_srvd.Buffer.FirstElement = 0;
  3592. m_srvd.Buffer.NumElements = m_size / stride;
  3593. m_srvd.Buffer.StructureByteStride = 0;
  3594. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3595. m_uavd.Format = format;
  3596. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3597. m_uavd.Buffer.FirstElement = 0;
  3598. m_uavd.Buffer.NumElements = m_size / stride;
  3599. m_uavd.Buffer.StructureByteStride = 0;
  3600. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3601. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3602. ID3D12Device* device = s_renderD3D12->m_device;
  3603. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3604. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3605. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3606. setState(commandList, drawIndirect
  3607. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3608. : D3D12_RESOURCE_STATE_GENERIC_READ
  3609. );
  3610. if (!m_dynamic)
  3611. {
  3612. update(commandList, 0, _size, _data);
  3613. }
  3614. }
  3615. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3616. {
  3617. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3618. uint8_t* data;
  3619. D3D12_RANGE readRange = { 0, 0 };
  3620. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3621. bx::memCopy(data, _data, _size);
  3622. D3D12_RANGE writeRange = { 0, _size };
  3623. staging->Unmap(0, &writeRange);
  3624. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3625. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3626. setState(_commandList, state);
  3627. s_renderD3D12->m_cmd.release(staging);
  3628. }
  3629. void BufferD3D12::destroy()
  3630. {
  3631. if (NULL != m_ptr)
  3632. {
  3633. s_renderD3D12->m_cmd.release(m_ptr);
  3634. m_dynamic = false;
  3635. m_state = D3D12_RESOURCE_STATE_COMMON;
  3636. }
  3637. }
  3638. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3639. {
  3640. if (m_state != _state)
  3641. {
  3642. setResourceBarrier(_commandList
  3643. , m_ptr
  3644. , m_state
  3645. , _state
  3646. );
  3647. bx::xchg(m_state, _state);
  3648. }
  3649. return _state;
  3650. }
  3651. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3652. {
  3653. BufferD3D12::create(_size, _data, _flags, true);
  3654. m_decl = _declHandle;
  3655. }
  3656. void ShaderD3D12::create(const Memory* _mem)
  3657. {
  3658. bx::MemoryReader reader(_mem->data, _mem->size);
  3659. uint32_t magic;
  3660. bx::read(&reader, magic);
  3661. switch (magic)
  3662. {
  3663. case BGFX_CHUNK_MAGIC_CSH:
  3664. case BGFX_CHUNK_MAGIC_FSH:
  3665. case BGFX_CHUNK_MAGIC_VSH:
  3666. break;
  3667. default:
  3668. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3669. break;
  3670. }
  3671. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3672. uint32_t iohash;
  3673. bx::read(&reader, iohash);
  3674. uint16_t count;
  3675. bx::read(&reader, count);
  3676. m_numPredefined = 0;
  3677. m_numUniforms = count;
  3678. BX_TRACE("%s Shader consts %d"
  3679. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3680. , count
  3681. );
  3682. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3683. if (0 < count)
  3684. {
  3685. for (uint32_t ii = 0; ii < count; ++ii)
  3686. {
  3687. uint8_t nameSize = 0;
  3688. bx::read(&reader, nameSize);
  3689. char name[256] = {};
  3690. bx::read(&reader, &name, nameSize);
  3691. name[nameSize] = '\0';
  3692. uint8_t type = 0;
  3693. bx::read(&reader, type);
  3694. uint8_t num = 0;
  3695. bx::read(&reader, num);
  3696. uint16_t regIndex = 0;
  3697. bx::read(&reader, regIndex);
  3698. uint16_t regCount = 0;
  3699. bx::read(&reader, regCount);
  3700. const char* kind = "invalid";
  3701. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3702. if (PredefinedUniform::Count != predefined)
  3703. {
  3704. kind = "predefined";
  3705. m_predefined[m_numPredefined].m_loc = regIndex;
  3706. m_predefined[m_numPredefined].m_count = regCount;
  3707. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3708. m_numPredefined++;
  3709. }
  3710. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3711. {
  3712. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3713. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3714. if (NULL != info)
  3715. {
  3716. if (NULL == m_constantBuffer)
  3717. {
  3718. m_constantBuffer = UniformBuffer::create(1024);
  3719. }
  3720. kind = "user";
  3721. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3722. }
  3723. }
  3724. else
  3725. {
  3726. kind = "sampler";
  3727. }
  3728. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3729. , kind
  3730. , name
  3731. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3732. , num
  3733. , regIndex
  3734. , regCount
  3735. );
  3736. BX_UNUSED(kind);
  3737. }
  3738. if (NULL != m_constantBuffer)
  3739. {
  3740. m_constantBuffer->finish();
  3741. }
  3742. }
  3743. uint32_t shaderSize;
  3744. bx::read(&reader, shaderSize);
  3745. const void* code = reader.getDataPtr();
  3746. bx::skip(&reader, shaderSize+1);
  3747. m_code = copy(code, shaderSize);
  3748. uint8_t numAttrs = 0;
  3749. bx::read(&reader, numAttrs);
  3750. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3751. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3752. {
  3753. uint16_t id;
  3754. bx::read(&reader, id);
  3755. Attrib::Enum attr = idToAttrib(id);
  3756. if (Attrib::Count != attr)
  3757. {
  3758. m_attrMask[attr] = UINT16_MAX;
  3759. }
  3760. }
  3761. bx::HashMurmur2A murmur;
  3762. murmur.begin();
  3763. murmur.add(iohash);
  3764. murmur.add(code, shaderSize);
  3765. murmur.add(numAttrs);
  3766. murmur.add(m_attrMask, numAttrs);
  3767. m_hash = murmur.end();
  3768. bx::read(&reader, m_size);
  3769. }
  3770. void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3771. {
  3772. bimg::ImageContainer imageContainer;
  3773. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3774. {
  3775. uint8_t numMips = imageContainer.m_numMips;
  3776. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3777. numMips -= startLod;
  3778. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3779. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3780. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3781. const uint16_t numLayers = imageContainer.m_numLayers;
  3782. m_flags = _flags;
  3783. m_width = textureWidth;
  3784. m_height = textureHeight;
  3785. m_depth = imageContainer.m_depth;
  3786. m_requestedFormat = uint8_t(imageContainer.m_format);
  3787. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3788. const bool convert = m_textureFormat != m_requestedFormat;
  3789. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3790. if (imageContainer.m_cubeMap)
  3791. {
  3792. m_type = TextureCube;
  3793. }
  3794. else if (imageContainer.m_depth > 1)
  3795. {
  3796. m_type = Texture3D;
  3797. }
  3798. else
  3799. {
  3800. m_type = Texture2D;
  3801. }
  3802. m_numMips = numMips;
  3803. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3804. const uint32_t numSrd = numSides * numMips;
  3805. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3806. uint32_t kk = 0;
  3807. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3808. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3809. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3810. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3811. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3812. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3813. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3814. , this - s_renderD3D12->m_textures
  3815. , getName( (TextureFormat::Enum)m_textureFormat)
  3816. , getName( (TextureFormat::Enum)m_requestedFormat)
  3817. , textureWidth
  3818. , textureHeight
  3819. , imageContainer.m_cubeMap ? "x6" : ""
  3820. , renderTarget ? 'x' : ' '
  3821. , writeOnly ? 'x' : ' '
  3822. , computeWrite ? 'x' : ' '
  3823. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3824. );
  3825. for (uint8_t side = 0; side < numSides; ++side)
  3826. {
  3827. for (uint8_t lod = 0; lod < numMips; ++lod)
  3828. {
  3829. bimg::ImageMip mip;
  3830. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3831. {
  3832. if (convert)
  3833. {
  3834. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3835. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3836. const uint32_t size = slice*mip.m_depth;
  3837. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3838. bimg::imageDecodeToBgra8(
  3839. g_allocator
  3840. , temp
  3841. , mip.m_data
  3842. , mip.m_width
  3843. , mip.m_height
  3844. , pitch
  3845. , mip.m_format
  3846. );
  3847. srd[kk].pData = temp;
  3848. srd[kk].RowPitch = pitch;
  3849. srd[kk].SlicePitch = slice;
  3850. }
  3851. else if (compressed)
  3852. {
  3853. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3854. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3855. const uint32_t size = slice*mip.m_depth;
  3856. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3857. bimg::imageCopy(temp
  3858. , mip.m_height/blockInfo.blockHeight
  3859. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3860. , mip.m_depth
  3861. , mip.m_data
  3862. , pitch
  3863. );
  3864. srd[kk].pData = temp;
  3865. srd[kk].RowPitch = pitch;
  3866. srd[kk].SlicePitch = slice;
  3867. }
  3868. else
  3869. {
  3870. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3871. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3872. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
  3873. bimg::imageCopy(temp
  3874. , mip.m_height
  3875. , mip.m_width*mip.m_bpp/8
  3876. , mip.m_depth
  3877. , mip.m_data
  3878. , pitch
  3879. );
  3880. srd[kk].pData = temp;
  3881. srd[kk].RowPitch = pitch;
  3882. srd[kk].SlicePitch = slice;
  3883. }
  3884. ++kk;
  3885. }
  3886. }
  3887. }
  3888. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3889. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3890. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3891. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3892. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3893. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3894. if (swizzle)
  3895. {
  3896. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3897. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3898. }
  3899. m_uavd.Format = m_srvd.Format;
  3900. ID3D12Device* device = s_renderD3D12->m_device;
  3901. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3902. D3D12_RESOURCE_DESC resourceDesc;
  3903. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  3904. resourceDesc.Width = textureWidth;
  3905. resourceDesc.Height = textureHeight;
  3906. resourceDesc.MipLevels = numMips;
  3907. resourceDesc.Format = format;
  3908. resourceDesc.SampleDesc = msaa;
  3909. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3910. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3911. resourceDesc.DepthOrArraySize = numSides;
  3912. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3913. D3D12_CLEAR_VALUE* clearValue = NULL;
  3914. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3915. {
  3916. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3917. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3918. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3919. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3920. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3921. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3922. clearValue->DepthStencil.Depth = 1.0f;
  3923. clearValue->DepthStencil.Stencil = 0;
  3924. }
  3925. else if (renderTarget)
  3926. {
  3927. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3928. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  3929. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3930. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3931. clearValue->Format = resourceDesc.Format;
  3932. clearValue->Color[0] = 0.0f;
  3933. clearValue->Color[1] = 0.0f;
  3934. clearValue->Color[2] = 0.0f;
  3935. clearValue->Color[3] = 0.0f;
  3936. }
  3937. if (writeOnly)
  3938. {
  3939. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3940. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3941. }
  3942. if (computeWrite)
  3943. {
  3944. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3945. }
  3946. if (blit)
  3947. {
  3948. state = D3D12_RESOURCE_STATE_COPY_DEST;
  3949. }
  3950. const bool directAccess = s_renderD3D12->m_directAccessSupport
  3951. && !renderTarget
  3952. // && !readBack
  3953. && !blit
  3954. && !writeOnly
  3955. ;
  3956. switch (m_type)
  3957. {
  3958. case Texture2D:
  3959. case TextureCube:
  3960. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3961. if (imageContainer.m_cubeMap)
  3962. {
  3963. if (1 < numLayers)
  3964. {
  3965. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3966. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3967. m_srvd.TextureCubeArray.MipLevels = numMips;
  3968. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3969. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3970. }
  3971. else
  3972. {
  3973. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3974. m_srvd.TextureCube.MostDetailedMip = 0;
  3975. m_srvd.TextureCube.MipLevels = numMips;
  3976. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3977. }
  3978. }
  3979. else
  3980. {
  3981. if (1 < numLayers)
  3982. {
  3983. m_srvd.ViewDimension = 1 < msaa.Count
  3984. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3985. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3986. ;
  3987. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3988. m_srvd.Texture2DArray.MipLevels = numMips;
  3989. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3990. m_srvd.Texture2DArray.ArraySize = numLayers;
  3991. }
  3992. else
  3993. {
  3994. m_srvd.ViewDimension = 1 < msaa.Count
  3995. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3996. : D3D12_SRV_DIMENSION_TEXTURE2D
  3997. ;
  3998. m_srvd.Texture2D.MostDetailedMip = 0;
  3999. m_srvd.Texture2D.MipLevels = numMips;
  4000. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4001. }
  4002. }
  4003. if (1 < numLayers)
  4004. {
  4005. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4006. m_uavd.Texture2DArray.MipSlice = 0;
  4007. m_uavd.Texture2DArray.PlaneSlice = 0;
  4008. }
  4009. else
  4010. {
  4011. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4012. m_uavd.Texture2D.MipSlice = 0;
  4013. m_uavd.Texture2D.PlaneSlice = 0;
  4014. }
  4015. if (TextureCube == m_type)
  4016. {
  4017. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4018. m_uavd.Texture2DArray.MipSlice = 0;
  4019. m_uavd.Texture2DArray.ArraySize = 6;
  4020. }
  4021. break;
  4022. case Texture3D:
  4023. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4024. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4025. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4026. m_srvd.Texture3D.MostDetailedMip = 0;
  4027. m_srvd.Texture3D.MipLevels = numMips;
  4028. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4029. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4030. m_uavd.Texture3D.MipSlice = 0;
  4031. m_uavd.Texture3D.FirstWSlice = 0;
  4032. m_uavd.Texture3D.WSize = 0;
  4033. break;
  4034. }
  4035. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4036. if (directAccess)
  4037. {
  4038. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4039. }
  4040. if (kk != 0)
  4041. {
  4042. uint64_t uploadBufferSize;
  4043. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4044. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4045. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4046. uint64_t result = UpdateSubresources(commandList
  4047. , m_ptr
  4048. , staging
  4049. , 0
  4050. , 0
  4051. , numSrd
  4052. , srd
  4053. );
  4054. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  4055. BX_TRACE("Update subresource %" PRId64, result);
  4056. setState(commandList, state);
  4057. s_renderD3D12->m_cmd.release(staging);
  4058. }
  4059. else
  4060. {
  4061. setState(commandList, state);
  4062. }
  4063. if (0 != kk)
  4064. {
  4065. kk = 0;
  4066. for (uint8_t side = 0; side < numSides; ++side)
  4067. {
  4068. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4069. {
  4070. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4071. ++kk;
  4072. }
  4073. }
  4074. }
  4075. }
  4076. return m_directAccessPtr;
  4077. }
  4078. void TextureD3D12::destroy()
  4079. {
  4080. if (NULL != m_ptr)
  4081. {
  4082. if (NULL != m_directAccessPtr)
  4083. {
  4084. D3D12_RANGE writeRange = { 0, 0 };
  4085. m_ptr->Unmap(0, &writeRange);
  4086. m_directAccessPtr = NULL;
  4087. }
  4088. s_renderD3D12->m_cmd.release(m_ptr);
  4089. m_ptr = NULL;
  4090. m_state = D3D12_RESOURCE_STATE_COMMON;
  4091. }
  4092. }
  4093. 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)
  4094. {
  4095. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4096. const uint32_t subres = _mip + (_side * m_numMips);
  4097. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4098. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4099. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4100. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4101. desc.Height = _rect.m_height;
  4102. uint32_t numRows;
  4103. uint64_t totalBytes;
  4104. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4105. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4106. , subres
  4107. , 1
  4108. , 0
  4109. , &layout
  4110. , &numRows
  4111. , NULL
  4112. , &totalBytes
  4113. );
  4114. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4115. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4116. uint8_t* data;
  4117. D3D12_RANGE readRange = { 0, 0 };
  4118. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4119. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4120. {
  4121. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4122. }
  4123. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4124. staging->Unmap(0, &writeRange);
  4125. D3D12_BOX box;
  4126. box.left = 0;
  4127. box.top = 0;
  4128. box.right = box.left + _rect.m_width;
  4129. box.bottom = box.top + _rect.m_height;
  4130. box.front = _z;
  4131. box.back = _z+_depth;
  4132. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4133. dst.SubresourceIndex = subres;
  4134. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4135. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4136. setState(_commandList, state);
  4137. s_renderD3D12->m_cmd.release(staging);
  4138. }
  4139. void TextureD3D12::resolve()
  4140. {
  4141. }
  4142. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4143. {
  4144. if (m_state != _state)
  4145. {
  4146. setResourceBarrier(_commandList
  4147. , m_ptr
  4148. , m_state
  4149. , _state
  4150. );
  4151. bx::xchg(m_state, _state);
  4152. }
  4153. return _state;
  4154. }
  4155. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4156. {
  4157. m_denseIdx = UINT16_MAX;
  4158. m_numTh = _num;
  4159. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4160. postReset();
  4161. }
  4162. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4163. {
  4164. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4165. #if BX_PLATFORM_WINDOWS
  4166. SwapChainDesc scd;
  4167. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4168. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4169. scd.width = _width;
  4170. scd.height = _height;
  4171. scd.nwh = _nwh;
  4172. HRESULT hr;
  4173. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4174. s_renderD3D12->getDeviceForSwapChain()
  4175. , scd
  4176. , &m_swapChain
  4177. );
  4178. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4179. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4180. ID3D12Device* device = s_renderD3D12->m_device;
  4181. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4182. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4183. {
  4184. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4185. ID3D12Resource* colorBuffer;
  4186. DX_CHECK(m_swapChain->GetBuffer(ii
  4187. , IID_ID3D12Resource
  4188. , (void**)&colorBuffer
  4189. ) );
  4190. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4191. DX_RELEASE(colorBuffer, 0);
  4192. }
  4193. #endif // BX_PLATFORM_WINDOWS
  4194. m_nwh = _nwh;
  4195. m_denseIdx = _denseIdx;
  4196. m_num = 1;
  4197. }
  4198. uint16_t FrameBufferD3D12::destroy()
  4199. {
  4200. DX_RELEASE(m_swapChain, 0);
  4201. m_nwh = NULL;
  4202. m_numTh = 0;
  4203. m_needPresent = false;
  4204. m_depth.idx = bgfx::kInvalidHandle;
  4205. uint16_t denseIdx = m_denseIdx;
  4206. m_denseIdx = UINT16_MAX;
  4207. return denseIdx;
  4208. }
  4209. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4210. {
  4211. if (m_needPresent)
  4212. {
  4213. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4214. hr = !isLost(hr) ? S_OK : hr;
  4215. m_needPresent = false;
  4216. return hr;
  4217. }
  4218. return S_OK;
  4219. }
  4220. void FrameBufferD3D12::preReset()
  4221. {
  4222. }
  4223. void FrameBufferD3D12::postReset()
  4224. {
  4225. if (m_numTh != 0)
  4226. {
  4227. ID3D12Device* device = s_renderD3D12->m_device;
  4228. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4229. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4230. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4231. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4232. m_width = 0;
  4233. m_height = 0;
  4234. m_depth.idx = bgfx::kInvalidHandle;
  4235. m_num = 0;
  4236. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4237. {
  4238. TextureHandle handle = m_attachment[ii].handle;
  4239. if (isValid(handle) )
  4240. {
  4241. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  4242. if (0 == m_width)
  4243. {
  4244. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4245. m_width = uint32_t(desc.Width);
  4246. m_height = uint32_t(desc.Height);
  4247. }
  4248. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4249. {
  4250. BX_CHECK(!isValid(m_depth), "");
  4251. m_depth = handle;
  4252. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4253. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4254. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4255. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4256. BX_UNUSED(blockInfo);
  4257. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4258. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4259. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4260. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4261. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4262. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4263. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4264. ;
  4265. device->CreateDepthStencilView(texture.m_ptr
  4266. , &dsvDesc
  4267. , dsvDescriptor
  4268. );
  4269. s_renderD3D12->m_commandList->ClearDepthStencilView(
  4270. dsvDescriptor
  4271. , D3D12_CLEAR_FLAG_DEPTH|D3D12_CLEAR_FLAG_STENCIL
  4272. , 0.0f
  4273. , 0
  4274. , 0
  4275. , NULL
  4276. );
  4277. }
  4278. else
  4279. {
  4280. m_texture[m_num] = handle;
  4281. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4282. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4283. desc.Format = texture.m_srvd.Format;
  4284. switch (texture.m_type)
  4285. {
  4286. default:
  4287. case TextureD3D12::Texture2D:
  4288. // if (1 < msaa.Count)
  4289. // {
  4290. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4291. // }
  4292. // else
  4293. {
  4294. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4295. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4296. desc.Texture2D.PlaneSlice = 0;
  4297. }
  4298. break;
  4299. case TextureD3D12::TextureCube:
  4300. // if (1 < msaa.Count)
  4301. // {
  4302. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4303. // desc.Texture2DMSArray.ArraySize = 1;
  4304. // desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4305. // }
  4306. // else
  4307. {
  4308. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4309. desc.Texture2DArray.ArraySize = 1;
  4310. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4311. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4312. desc.Texture2DArray.PlaneSlice = 0;
  4313. }
  4314. break;
  4315. case TextureD3D12::Texture3D:
  4316. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4317. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4318. desc.Texture3D.WSize = 1;
  4319. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4320. break;
  4321. }
  4322. device->CreateRenderTargetView(texture.m_ptr
  4323. , &desc
  4324. , rtv
  4325. );
  4326. float rgba[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  4327. s_renderD3D12->m_commandList->ClearRenderTargetView(
  4328. rtv
  4329. , rgba
  4330. , 0
  4331. , NULL
  4332. );
  4333. m_num++;
  4334. }
  4335. }
  4336. }
  4337. }
  4338. }
  4339. void FrameBufferD3D12::resolve()
  4340. {
  4341. }
  4342. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4343. {
  4344. ID3D12Device* device = s_renderD3D12->m_device;
  4345. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4346. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4347. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4348. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4349. && 0 != m_num)
  4350. {
  4351. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4352. {
  4353. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4354. {
  4355. uint8_t index = _clear.m_index[ii];
  4356. if (UINT8_MAX != index)
  4357. {
  4358. _commandList->ClearRenderTargetView(rtv
  4359. , _palette[index]
  4360. , _num
  4361. , _rect
  4362. );
  4363. rtv.ptr += rtvDescriptorSize;
  4364. }
  4365. }
  4366. }
  4367. else
  4368. {
  4369. float frgba[4] =
  4370. {
  4371. _clear.m_index[0]*1.0f/255.0f,
  4372. _clear.m_index[1]*1.0f/255.0f,
  4373. _clear.m_index[2]*1.0f/255.0f,
  4374. _clear.m_index[3]*1.0f/255.0f,
  4375. };
  4376. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4377. {
  4378. _commandList->ClearRenderTargetView(rtv
  4379. , frgba
  4380. , _num
  4381. , _rect
  4382. );
  4383. rtv.ptr += rtvDescriptorSize;
  4384. }
  4385. }
  4386. }
  4387. if (isValid(m_depth)
  4388. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4389. {
  4390. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4391. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4392. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4393. DWORD flags = 0;
  4394. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4395. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4396. _commandList->ClearDepthStencilView(dsvDescriptor
  4397. , D3D12_CLEAR_FLAGS(flags)
  4398. , _clear.m_depth
  4399. , _clear.m_stencil
  4400. , _num
  4401. , _rect
  4402. );
  4403. }
  4404. }
  4405. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4406. {
  4407. if (m_state != _state)
  4408. {
  4409. ID3D12Resource* colorBuffer;
  4410. DX_CHECK(m_swapChain->GetBuffer(_idx
  4411. , IID_ID3D12Resource
  4412. , (void**)&colorBuffer
  4413. ) );
  4414. setResourceBarrier(_commandList
  4415. , colorBuffer
  4416. , m_state
  4417. , _state
  4418. );
  4419. DX_RELEASE(colorBuffer, 0);
  4420. bx::xchg(m_state, _state);
  4421. }
  4422. return _state;
  4423. }
  4424. void TimerQueryD3D12::init()
  4425. {
  4426. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4427. queryHeapDesc.Count = m_control.m_size * 2;
  4428. queryHeapDesc.NodeMask = 1;
  4429. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4430. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4431. , IID_ID3D12QueryHeap
  4432. , (void**)&m_queryHeap
  4433. ) );
  4434. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4435. m_readback = createCommittedResource(s_renderD3D12->m_device
  4436. , HeapProperty::ReadBack
  4437. , size
  4438. );
  4439. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4440. D3D12_RANGE range = { 0, size };
  4441. m_readback->Map(0, &range, (void**)&m_queryResult);
  4442. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4443. {
  4444. Result& result = m_result[ii];
  4445. result.reset();
  4446. }
  4447. m_control.reset();
  4448. }
  4449. void TimerQueryD3D12::shutdown()
  4450. {
  4451. D3D12_RANGE range = { 0, 0 };
  4452. m_readback->Unmap(0, &range);
  4453. DX_RELEASE(m_queryHeap, 0);
  4454. DX_RELEASE(m_readback, 0);
  4455. }
  4456. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4457. {
  4458. while (0 == m_control.reserve(1) )
  4459. {
  4460. m_control.consume(1);
  4461. }
  4462. Result& result = m_result[_resultIdx];
  4463. ++result.m_pending;
  4464. const uint32_t idx = m_control.m_current;
  4465. Query& query = m_query[idx];
  4466. query.m_resultIdx = _resultIdx;
  4467. query.m_ready = false;
  4468. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4469. uint32_t offset = idx * 2 + 0;
  4470. commandList->EndQuery(m_queryHeap
  4471. , D3D12_QUERY_TYPE_TIMESTAMP
  4472. , offset
  4473. );
  4474. m_control.commit(1);
  4475. return idx;
  4476. }
  4477. void TimerQueryD3D12::end(uint32_t _idx)
  4478. {
  4479. Query& query = m_query[_idx];
  4480. query.m_ready = true;
  4481. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4482. uint32_t offset = _idx * 2;
  4483. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4484. commandList->EndQuery(m_queryHeap
  4485. , D3D12_QUERY_TYPE_TIMESTAMP
  4486. , offset + 1
  4487. );
  4488. commandList->ResolveQueryData(m_queryHeap
  4489. , D3D12_QUERY_TYPE_TIMESTAMP
  4490. , offset
  4491. , 2
  4492. , m_readback
  4493. , offset * sizeof(uint64_t)
  4494. );
  4495. while (update() )
  4496. {
  4497. }
  4498. }
  4499. bool TimerQueryD3D12::update()
  4500. {
  4501. if (0 != m_control.available() )
  4502. {
  4503. uint32_t idx = m_control.m_read;
  4504. Query& query = m_query[idx];
  4505. if (!query.m_ready)
  4506. {
  4507. return false;
  4508. }
  4509. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4510. {
  4511. return false;
  4512. }
  4513. m_control.consume(1);
  4514. Result& result = m_result[query.m_resultIdx];
  4515. --result.m_pending;
  4516. uint32_t offset = idx * 2;
  4517. result.m_begin = m_queryResult[offset+0];
  4518. result.m_end = m_queryResult[offset+1];
  4519. return true;
  4520. }
  4521. return false;
  4522. }
  4523. void OcclusionQueryD3D12::init()
  4524. {
  4525. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4526. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4527. queryHeapDesc.NodeMask = 1;
  4528. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4529. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4530. , IID_ID3D12QueryHeap
  4531. , (void**)&m_queryHeap
  4532. ) );
  4533. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4534. m_readback = createCommittedResource(s_renderD3D12->m_device
  4535. , HeapProperty::ReadBack
  4536. , size
  4537. );
  4538. D3D12_RANGE range = { 0, size };
  4539. m_readback->Map(0, &range, (void**)&m_result);
  4540. }
  4541. void OcclusionQueryD3D12::shutdown()
  4542. {
  4543. D3D12_RANGE range = { 0, 0 };
  4544. m_readback->Unmap(0, &range);
  4545. DX_RELEASE(m_queryHeap, 0);
  4546. DX_RELEASE(m_readback, 0);
  4547. }
  4548. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4549. {
  4550. while (0 == m_control.reserve(1) )
  4551. {
  4552. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4553. if (isValid(handle) )
  4554. {
  4555. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4556. }
  4557. m_control.consume(1);
  4558. }
  4559. m_handle[m_control.m_current] = _handle;
  4560. _commandList->BeginQuery(m_queryHeap
  4561. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4562. , _handle.idx
  4563. );
  4564. }
  4565. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4566. {
  4567. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4568. _commandList->EndQuery(m_queryHeap
  4569. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4570. , handle.idx
  4571. );
  4572. _commandList->ResolveQueryData(m_queryHeap
  4573. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4574. , handle.idx
  4575. , 1
  4576. , m_readback
  4577. , handle.idx * sizeof(uint64_t)
  4578. );
  4579. m_control.commit(1);
  4580. }
  4581. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4582. {
  4583. const uint32_t size = m_control.m_size;
  4584. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4585. {
  4586. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4587. if (handle.idx == _handle.idx)
  4588. {
  4589. handle.idx = bgfx::kInvalidHandle;
  4590. }
  4591. }
  4592. }
  4593. struct Bind
  4594. {
  4595. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4596. uint16_t m_samplerStateIdx;
  4597. };
  4598. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4599. {
  4600. TextureHandle currentSrc = { kInvalidHandle };
  4601. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4602. while (_bs.hasItem(_view) )
  4603. {
  4604. const BlitItem& blit = _bs.advance();
  4605. TextureD3D12& src = m_textures[blit.m_src.idx];
  4606. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4607. if (currentSrc.idx != blit.m_src.idx)
  4608. {
  4609. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4610. {
  4611. m_textures[currentSrc.idx].setState(m_commandList, state);
  4612. }
  4613. currentSrc = blit.m_src;
  4614. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4615. }
  4616. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4617. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4618. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4619. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4620. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4621. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4622. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4623. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4624. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4625. if (TextureD3D12::Texture3D == src.m_type)
  4626. {
  4627. D3D12_BOX box;
  4628. box.left = blit.m_srcX;
  4629. box.top = blit.m_srcY;
  4630. box.front = blit.m_srcZ;
  4631. box.right = blit.m_srcX + width;
  4632. box.bottom = blit.m_srcY + height;;
  4633. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4634. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4635. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4636. m_commandList->CopyTextureRegion(&dstLocation
  4637. , blit.m_dstX
  4638. , blit.m_dstY
  4639. , blit.m_dstZ
  4640. , &srcLocation
  4641. , &box
  4642. );
  4643. }
  4644. else
  4645. {
  4646. D3D12_BOX box;
  4647. box.left = blit.m_srcX;
  4648. box.top = blit.m_srcY;
  4649. box.front = 0;
  4650. box.right = blit.m_srcX + width;
  4651. box.bottom = blit.m_srcY + height;;
  4652. box.back = 1;
  4653. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4654. ? blit.m_srcZ
  4655. : 0
  4656. ;
  4657. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4658. ? blit.m_dstZ
  4659. : 0
  4660. ;
  4661. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4662. dstLocation.pResource = dst.m_ptr;
  4663. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4664. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4665. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4666. srcLocation.pResource = src.m_ptr;
  4667. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4668. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4669. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4670. m_commandList->CopyTextureRegion(&dstLocation
  4671. , blit.m_dstX
  4672. , blit.m_dstY
  4673. , 0
  4674. , &srcLocation
  4675. , depthStencil ? NULL : &box
  4676. );
  4677. }
  4678. }
  4679. if (isValid(currentSrc)
  4680. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4681. {
  4682. m_textures[currentSrc.idx].setState(m_commandList, state);
  4683. }
  4684. }
  4685. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4686. {
  4687. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4688. if (m_lost
  4689. || updateResolution(_render->m_resolution) )
  4690. {
  4691. return;
  4692. }
  4693. if (_render->m_capture)
  4694. {
  4695. renderDocTriggerCapture();
  4696. }
  4697. int64_t timeBegin = bx::getHPCounter();
  4698. int64_t captureElapsed = 0;
  4699. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4700. if (0 < _render->m_iboffset)
  4701. {
  4702. TransientIndexBuffer* ib = _render->m_transientIb;
  4703. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4704. }
  4705. if (0 < _render->m_vboffset)
  4706. {
  4707. TransientVertexBuffer* vb = _render->m_transientVb;
  4708. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4709. }
  4710. _render->sort();
  4711. RenderDraw currentState;
  4712. currentState.clear();
  4713. currentState.m_stateFlags = BGFX_STATE_NONE;
  4714. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4715. RenderBind currentBind;
  4716. currentBind.clear();
  4717. const bool hmdEnabled = false;
  4718. static ViewState viewState;
  4719. viewState.reset(_render, hmdEnabled);
  4720. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4721. // setDebugWireframe(wireframe);
  4722. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4723. uint16_t currentProgramIdx = kInvalidHandle;
  4724. uint32_t currentBindHash = 0;
  4725. bool hasPredefined = false;
  4726. bool commandListChanged = false;
  4727. ID3D12PipelineState* currentPso = NULL;
  4728. SortKey key;
  4729. uint16_t view = UINT16_MAX;
  4730. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4731. BlitState bs(_render);
  4732. uint32_t blendFactor = 0;
  4733. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4734. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4735. PrimInfo prim = s_primInfo[primIndex];
  4736. bool wasCompute = false;
  4737. bool viewHasScissor = false;
  4738. bool restoreScissor = false;
  4739. Rect viewScissorRect;
  4740. viewScissorRect.clear();
  4741. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4742. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4743. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4744. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4745. uint32_t statsNumIndices = 0;
  4746. uint32_t statsKeyType[2] = {};
  4747. Profiler<TimerQueryD3D12> profiler(
  4748. _render
  4749. , m_gpuTimer
  4750. , s_viewName
  4751. );
  4752. #if BX_PLATFORM_WINDOWS
  4753. if (NULL != m_swapChain)
  4754. {
  4755. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4756. }
  4757. else
  4758. {
  4759. m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
  4760. }
  4761. #else
  4762. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  4763. #endif // BX_PLATFORM_WINDOWS
  4764. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4765. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4766. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4767. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4768. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4769. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4770. scratchBuffer.reset(gpuHandle);
  4771. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4772. StateCacheLru<Bind, 64> bindLru;
  4773. if (NULL != m_msaaRt)
  4774. {
  4775. setResourceBarrier(m_commandList
  4776. , m_msaaRt
  4777. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  4778. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4779. );
  4780. setResourceBarrier(m_commandList
  4781. , m_backBufferColor[m_backBufferColorIdx]
  4782. , D3D12_RESOURCE_STATE_PRESENT
  4783. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4784. );
  4785. }
  4786. else if (NULL != m_swapChain)
  4787. {
  4788. setResourceBarrier(m_commandList
  4789. , m_backBufferColor[m_backBufferColorIdx]
  4790. , D3D12_RESOURCE_STATE_PRESENT
  4791. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4792. );
  4793. }
  4794. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4795. {
  4796. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  4797. m_batch.begin();
  4798. // uint8_t eye = 0;
  4799. // uint8_t restartState = 0;
  4800. viewState.m_rect = _render->m_view[0].m_rect;
  4801. int32_t numItems = _render->m_numRenderItems;
  4802. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4803. {
  4804. const uint64_t encodedKey = _render->m_sortKeys[item];
  4805. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4806. statsKeyType[isCompute]++;
  4807. const bool viewChanged = 0
  4808. || key.m_view != view
  4809. || item == numItems
  4810. ;
  4811. const uint32_t itemIdx = _render->m_sortValues[item];
  4812. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4813. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4814. ++item;
  4815. if (viewChanged)
  4816. {
  4817. m_batch.flush(m_commandList, true);
  4818. kick();
  4819. commandListChanged = true;
  4820. view = key.m_view;
  4821. currentPso = NULL;
  4822. currentSamplerStateIdx = kInvalidHandle;
  4823. currentProgramIdx = kInvalidHandle;
  4824. hasPredefined = false;
  4825. fbh = _render->m_view[view].m_fbh;
  4826. setFrameBuffer(fbh);
  4827. if (item > 1)
  4828. {
  4829. profiler.end();
  4830. }
  4831. profiler.begin(view);
  4832. viewState.m_rect = _render->m_view[view].m_rect;
  4833. const Rect& rect = _render->m_view[view].m_rect;
  4834. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4835. viewHasScissor = !scissorRect.isZero();
  4836. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4837. D3D12_VIEWPORT vp;
  4838. vp.TopLeftX = rect.m_x;
  4839. vp.TopLeftY = rect.m_y;
  4840. vp.Width = rect.m_width;
  4841. vp.Height = rect.m_height;
  4842. vp.MinDepth = 0.0f;
  4843. vp.MaxDepth = 1.0f;
  4844. m_commandList->RSSetViewports(1, &vp);
  4845. D3D12_RECT rc;
  4846. rc.left = viewScissorRect.m_x;
  4847. rc.top = viewScissorRect.m_y;
  4848. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4849. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4850. m_commandList->RSSetScissorRects(1, &rc);
  4851. restoreScissor = false;
  4852. Clear& clr = _render->m_view[view].m_clear;
  4853. if (BGFX_CLEAR_NONE != clr.m_flags)
  4854. {
  4855. Rect clearRect = rect;
  4856. clearRect.setIntersect(rect, viewScissorRect);
  4857. clearQuad(clearRect, clr, _render->m_colorPalette);
  4858. }
  4859. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  4860. submitBlit(bs, view);
  4861. }
  4862. if (isCompute)
  4863. {
  4864. if (!wasCompute)
  4865. {
  4866. wasCompute = true;
  4867. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4868. {
  4869. char* viewName = s_viewName[view];
  4870. viewName[3] = L'C';
  4871. PIX3_ENDEVENT(m_commandList);
  4872. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4873. }
  4874. commandListChanged = true;
  4875. }
  4876. if (commandListChanged)
  4877. {
  4878. commandListChanged = false;
  4879. m_commandList->SetComputeRootSignature(m_rootSignature);
  4880. ID3D12DescriptorHeap* heaps[] = {
  4881. m_samplerAllocator.getHeap(),
  4882. scratchBuffer.getHeap(),
  4883. };
  4884. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4885. }
  4886. const RenderCompute& compute = renderItem.compute;
  4887. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4888. if (pso != currentPso)
  4889. {
  4890. currentPso = pso;
  4891. m_commandList->SetPipelineState(pso);
  4892. currentBindHash = 0;
  4893. }
  4894. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4895. if (currentBindHash != bindHash)
  4896. {
  4897. currentBindHash = bindHash;
  4898. Bind* bindCached = bindLru.find(bindHash);
  4899. if (NULL == bindCached)
  4900. {
  4901. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4902. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4903. for (uint32_t ii = 0; ii < maxComputeBindings; ++ii)
  4904. {
  4905. const Binding& bind = renderBind.m_bind[ii];
  4906. if (kInvalidHandle != bind.m_idx)
  4907. {
  4908. switch (bind.m_type)
  4909. {
  4910. case Binding::Image:
  4911. case Binding::Texture:
  4912. {
  4913. TextureD3D12& texture = m_textures[bind.m_idx];
  4914. if (Access::Read != bind.m_un.m_compute.m_access)
  4915. {
  4916. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4917. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4918. }
  4919. else
  4920. {
  4921. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4922. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4923. samplerFlags[ii] = uint32_t(texture.m_flags);
  4924. }
  4925. }
  4926. break;
  4927. case Binding::IndexBuffer:
  4928. case Binding::VertexBuffer:
  4929. {
  4930. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4931. ? m_indexBuffers[bind.m_idx]
  4932. : m_vertexBuffers[bind.m_idx]
  4933. ;
  4934. if (Access::Read != bind.m_un.m_compute.m_access)
  4935. {
  4936. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4937. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4938. }
  4939. else
  4940. {
  4941. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4942. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4943. }
  4944. }
  4945. break;
  4946. }
  4947. }
  4948. else
  4949. {
  4950. samplerFlags[ii] = 0;
  4951. scratchBuffer.allocEmpty(srvHandle[ii]);
  4952. }
  4953. }
  4954. uint16_t samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
  4955. if (samplerStateIdx != currentSamplerStateIdx)
  4956. {
  4957. currentSamplerStateIdx = samplerStateIdx;
  4958. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4959. }
  4960. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4961. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4962. Bind bind;
  4963. bind.m_srvHandle = srvHandle[0];
  4964. bind.m_samplerStateIdx = samplerStateIdx;
  4965. bindLru.add(bindHash, bind, 0);
  4966. }
  4967. else
  4968. {
  4969. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4970. if (samplerStateIdx != currentSamplerStateIdx)
  4971. {
  4972. currentSamplerStateIdx = samplerStateIdx;
  4973. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4974. }
  4975. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4976. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4977. }
  4978. }
  4979. bool constantsChanged = false;
  4980. if (compute.m_uniformBegin < compute.m_uniformEnd
  4981. || currentProgramIdx != key.m_program)
  4982. {
  4983. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4984. currentProgramIdx = key.m_program;
  4985. ProgramD3D12& program = m_program[currentProgramIdx];
  4986. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4987. if (NULL != vcb)
  4988. {
  4989. commit(*vcb);
  4990. }
  4991. hasPredefined = 0 < program.m_numPredefined;
  4992. constantsChanged = true;
  4993. }
  4994. if (constantsChanged
  4995. || hasPredefined)
  4996. {
  4997. ProgramD3D12& program = m_program[currentProgramIdx];
  4998. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4999. commitShaderConstants(key.m_program, gpuAddress);
  5000. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5001. }
  5002. if (isValid(compute.m_indirectBuffer) )
  5003. {
  5004. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5005. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5006. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5007. : compute.m_numIndirect
  5008. ;
  5009. m_commandList->ExecuteIndirect(
  5010. s_renderD3D12->m_commandSignature[0]
  5011. , numDrawIndirect
  5012. , indirect.m_ptr
  5013. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5014. , NULL
  5015. , 0
  5016. );
  5017. }
  5018. else
  5019. {
  5020. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5021. }
  5022. continue;
  5023. }
  5024. bool resetState = viewChanged || wasCompute;
  5025. if (wasCompute)
  5026. {
  5027. wasCompute = false;
  5028. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5029. {
  5030. BX_UNUSED(s_viewName);
  5031. char* viewName = s_viewName[view];
  5032. viewName[3] = ' ';
  5033. PIX3_ENDEVENT(m_commandList);
  5034. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5035. }
  5036. commandListChanged = true;
  5037. }
  5038. const RenderDraw& draw = renderItem.draw;
  5039. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5040. {
  5041. const bool occluded = true
  5042. && isValid(draw.m_occlusionQuery)
  5043. && !hasOcclusionQuery
  5044. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5045. ;
  5046. if (occluded
  5047. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5048. {
  5049. if (resetState)
  5050. {
  5051. currentState.clear();
  5052. currentState.m_scissor = !draw.m_scissor;
  5053. currentBind.clear();
  5054. commandListChanged = true;
  5055. }
  5056. continue;
  5057. }
  5058. }
  5059. const uint64_t newFlags = draw.m_stateFlags;
  5060. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5061. currentState.m_stateFlags = newFlags;
  5062. const uint64_t newStencil = draw.m_stencil;
  5063. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5064. currentState.m_stencil = newStencil;
  5065. if (resetState)
  5066. {
  5067. wasCompute = false;
  5068. currentState.clear();
  5069. currentState.m_scissor = !draw.m_scissor;
  5070. changedFlags = BGFX_STATE_MASK;
  5071. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5072. currentState.m_stateFlags = newFlags;
  5073. currentState.m_stencil = newStencil;
  5074. currentBind.clear();
  5075. commandListChanged = true;
  5076. }
  5077. if (commandListChanged)
  5078. {
  5079. commandListChanged = false;
  5080. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5081. ID3D12DescriptorHeap* heaps[] = {
  5082. m_samplerAllocator.getHeap(),
  5083. scratchBuffer.getHeap(),
  5084. };
  5085. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5086. currentPso = NULL;
  5087. currentBindHash = 0;
  5088. currentSamplerStateIdx = kInvalidHandle;
  5089. currentProgramIdx = kInvalidHandle;
  5090. currentState.clear();
  5091. currentState.m_scissor = !draw.m_scissor;
  5092. changedFlags = BGFX_STATE_MASK;
  5093. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5094. currentState.m_stateFlags = newFlags;
  5095. currentState.m_stencil = newStencil;
  5096. currentBind.clear();
  5097. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5098. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5099. }
  5100. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5101. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5102. if (0 != draw.m_streamMask)
  5103. {
  5104. currentState.m_streamMask = draw.m_streamMask;
  5105. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5106. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5107. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5108. const uint64_t state = draw.m_stateFlags;
  5109. bool hasFactor = 0
  5110. || f0 == (state & f0)
  5111. || f1 == (state & f1)
  5112. || f2 == (state & f2)
  5113. || f3 == (state & f3)
  5114. ;
  5115. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5116. uint8_t numStreams = 0;
  5117. if (UINT8_MAX != draw.m_streamMask)
  5118. {
  5119. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5120. ; 0 != streamMask
  5121. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5122. )
  5123. {
  5124. streamMask >>= ntz;
  5125. idx += ntz;
  5126. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5127. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5128. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5129. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5130. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5131. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5132. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5133. decls[numStreams] = &vertexDecl;
  5134. }
  5135. }
  5136. ID3D12PipelineState* pso =
  5137. getPipelineState(state
  5138. , draw.m_stencil
  5139. , numStreams
  5140. , decls
  5141. , key.m_program
  5142. , uint8_t(draw.m_instanceDataStride/16)
  5143. );
  5144. uint16_t scissor = draw.m_scissor;
  5145. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5146. if (currentBindHash != bindHash
  5147. || 0 != changedStencil
  5148. || (hasFactor && blendFactor != draw.m_rgba)
  5149. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5150. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5151. || currentState.m_scissor != scissor
  5152. || pso != currentPso
  5153. || hasOcclusionQuery)
  5154. {
  5155. m_batch.flush(m_commandList);
  5156. }
  5157. if (currentBindHash != bindHash)
  5158. {
  5159. currentBindHash = bindHash;
  5160. Bind* bindCached = bindLru.find(bindHash);
  5161. if (NULL == bindCached)
  5162. {
  5163. uint32_t numSet = 0;
  5164. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5165. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5166. {
  5167. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5168. {
  5169. const Binding& bind = renderBind.m_bind[stage];
  5170. if (kInvalidHandle != bind.m_idx)
  5171. {
  5172. switch (bind.m_type)
  5173. {
  5174. case Binding::Texture:
  5175. {
  5176. TextureD3D12& texture = m_textures[bind.m_idx];
  5177. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5178. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5179. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_un.m_draw.m_textureFlags)
  5180. ? bind.m_un.m_draw.m_textureFlags
  5181. : texture.m_flags
  5182. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5183. ;
  5184. ++numSet;
  5185. }
  5186. break;
  5187. case Binding::IndexBuffer:
  5188. case Binding::VertexBuffer:
  5189. {
  5190. samplerFlags[stage] = 0;
  5191. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5192. ? m_indexBuffers[bind.m_idx]
  5193. : m_vertexBuffers[bind.m_idx]
  5194. ;
  5195. if (Access::Read != bind.m_un.m_compute.m_access)
  5196. {
  5197. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5198. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5199. }
  5200. else
  5201. {
  5202. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5203. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5204. }
  5205. ++numSet;
  5206. }
  5207. break;
  5208. }
  5209. }
  5210. else
  5211. {
  5212. scratchBuffer.allocEmpty(srvHandle[stage]);
  5213. samplerFlags[stage] = 0;
  5214. }
  5215. }
  5216. }
  5217. if (0 != numSet)
  5218. {
  5219. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5220. if (samplerStateIdx != currentSamplerStateIdx)
  5221. {
  5222. currentSamplerStateIdx = samplerStateIdx;
  5223. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5224. }
  5225. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  5226. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  5227. Bind bind;
  5228. bind.m_srvHandle = srvHandle[0];
  5229. bind.m_samplerStateIdx = samplerStateIdx;
  5230. bindLru.add(bindHash, bind, 0);
  5231. }
  5232. }
  5233. else
  5234. {
  5235. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5236. if (samplerStateIdx != currentSamplerStateIdx)
  5237. {
  5238. currentSamplerStateIdx = samplerStateIdx;
  5239. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5240. }
  5241. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5242. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5243. }
  5244. }
  5245. if (0 != changedStencil)
  5246. {
  5247. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5248. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5249. m_commandList->OMSetStencilRef(ref);
  5250. }
  5251. if (hasFactor
  5252. && blendFactor != draw.m_rgba)
  5253. {
  5254. blendFactor = draw.m_rgba;
  5255. float bf[4];
  5256. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5257. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5258. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5259. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5260. m_commandList->OMSetBlendFactor(bf);
  5261. }
  5262. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5263. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5264. {
  5265. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5266. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5267. prim = s_primInfo[primIndex];
  5268. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5269. }
  5270. if (currentState.m_scissor != scissor)
  5271. {
  5272. currentState.m_scissor = scissor;
  5273. if (UINT16_MAX == scissor)
  5274. {
  5275. if (restoreScissor
  5276. || viewHasScissor)
  5277. {
  5278. restoreScissor = false;
  5279. D3D12_RECT rc;
  5280. rc.left = viewScissorRect.m_x;
  5281. rc.top = viewScissorRect.m_y;
  5282. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5283. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5284. m_commandList->RSSetScissorRects(1, &rc);
  5285. }
  5286. }
  5287. else
  5288. {
  5289. restoreScissor = true;
  5290. Rect scissorRect;
  5291. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5292. if (scissorRect.isZeroArea() )
  5293. {
  5294. continue;
  5295. }
  5296. D3D12_RECT rc;
  5297. rc.left = scissorRect.m_x;
  5298. rc.top = scissorRect.m_y;
  5299. rc.right = scissorRect.m_x + scissorRect.m_width;
  5300. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5301. m_commandList->RSSetScissorRects(1, &rc);
  5302. }
  5303. }
  5304. if (pso != currentPso)
  5305. {
  5306. currentPso = pso;
  5307. m_commandList->SetPipelineState(pso);
  5308. }
  5309. if (constantsChanged
  5310. || currentProgramIdx != key.m_program
  5311. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5312. {
  5313. currentProgramIdx = key.m_program;
  5314. ProgramD3D12& program = m_program[currentProgramIdx];
  5315. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5316. if (NULL != vcb)
  5317. {
  5318. commit(*vcb);
  5319. }
  5320. if (NULL != program.m_fsh)
  5321. {
  5322. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5323. if (NULL != fcb)
  5324. {
  5325. commit(*fcb);
  5326. }
  5327. }
  5328. hasPredefined = 0 < program.m_numPredefined;
  5329. constantsChanged = true;
  5330. }
  5331. if (constantsChanged
  5332. || hasPredefined)
  5333. {
  5334. ProgramD3D12& program = m_program[currentProgramIdx];
  5335. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5336. viewState.m_alphaRef = ref/255.0f;
  5337. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5338. commitShaderConstants(key.m_program, gpuAddress);
  5339. }
  5340. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5341. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5342. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5343. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5344. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5345. statsNumInstances[primIndex] += draw.m_numInstances;
  5346. statsNumIndices += numIndices;
  5347. if (hasOcclusionQuery)
  5348. {
  5349. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5350. m_batch.flush(m_commandList);
  5351. m_occlusionQuery.end(m_commandList);
  5352. }
  5353. }
  5354. }
  5355. m_batch.end(m_commandList);
  5356. kick();
  5357. if (wasCompute)
  5358. {
  5359. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5360. {
  5361. char* viewName = s_viewName[view];
  5362. viewName[3] = L'C';
  5363. PIX3_ENDEVENT(m_commandList);
  5364. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5365. }
  5366. }
  5367. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5368. if (0 < _render->m_numRenderItems)
  5369. {
  5370. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5371. {
  5372. // deviceCtx->Flush();
  5373. }
  5374. // captureElapsed = -bx::getHPCounter();
  5375. // capture();
  5376. // captureElapsed += bx::getHPCounter();
  5377. profiler.end();
  5378. }
  5379. }
  5380. PIX3_ENDEVENT(m_commandList);
  5381. int64_t timeEnd = bx::getHPCounter();
  5382. int64_t frameTime = timeEnd - timeBegin;
  5383. static int64_t min = frameTime;
  5384. static int64_t max = frameTime;
  5385. min = bx::min<int64_t>(min, frameTime);
  5386. max = bx::max<int64_t>(max, frameTime);
  5387. static uint32_t maxGpuLatency = 0;
  5388. static double maxGpuElapsed = 0.0f;
  5389. double elapsedGpuMs = 0.0;
  5390. static int64_t presentMin = m_presentElapsed;
  5391. static int64_t presentMax = m_presentElapsed;
  5392. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  5393. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  5394. if (UINT32_MAX != frameQueryIdx)
  5395. {
  5396. m_gpuTimer.end(frameQueryIdx);
  5397. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5398. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5399. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5400. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5401. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5402. }
  5403. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5404. const int64_t timerFreq = bx::getHPFrequency();
  5405. Stats& perfStats = _render->m_perfStats;
  5406. perfStats.cpuTimeBegin = timeBegin;
  5407. perfStats.cpuTimeEnd = timeEnd;
  5408. perfStats.cpuTimerFreq = timerFreq;
  5409. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5410. perfStats.gpuTimeBegin = result.m_begin;
  5411. perfStats.gpuTimeEnd = result.m_end;
  5412. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5413. perfStats.numDraw = statsKeyType[0];
  5414. perfStats.numCompute = statsKeyType[1];
  5415. perfStats.maxGpuLatency = maxGpuLatency;
  5416. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5417. perfStats.gpuMemoryMax = -INT64_MAX;
  5418. perfStats.gpuMemoryUsed = -INT64_MAX;
  5419. #if BX_PLATFORM_WINDOWS
  5420. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5421. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5422. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5423. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5424. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5425. #endif // BX_PLATFORM_WINDOWS
  5426. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5427. {
  5428. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5429. // m_needPresent = true;
  5430. TextVideoMem& tvm = m_textVideoMem;
  5431. static int64_t next = timeEnd;
  5432. if (timeEnd >= next)
  5433. {
  5434. next = timeEnd + timerFreq;
  5435. double freq = double(timerFreq);
  5436. double toMs = 1000.0 / freq;
  5437. tvm.clear();
  5438. uint16_t pos = 0;
  5439. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5440. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5441. , getRendererName()
  5442. , (m_featureLevel >> 12) & 0xf
  5443. , (m_featureLevel >> 8) & 0xf
  5444. );
  5445. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5446. char description[BX_COUNTOF(desc.Description)];
  5447. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5448. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5449. char dedicatedVideo[16];
  5450. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5451. char dedicatedSystem[16];
  5452. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5453. char sharedSystem[16];
  5454. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5455. char processMemoryUsed[16];
  5456. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5457. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5458. , dedicatedVideo
  5459. , dedicatedSystem
  5460. , sharedSystem
  5461. , processMemoryUsed
  5462. );
  5463. #if BX_PLATFORM_WINDOWS
  5464. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5465. {
  5466. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5467. char budget[16];
  5468. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5469. char currentUsage[16];
  5470. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5471. char availableForReservation[16];
  5472. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5473. char currentReservation[16];
  5474. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5475. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5476. , 0 == ii ? "Local " : "Non-local"
  5477. , budget
  5478. , currentUsage
  5479. , availableForReservation
  5480. , currentReservation
  5481. );
  5482. }
  5483. #endif // BX_PLATFORM_WINDOWS
  5484. pos = 10;
  5485. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5486. , double(frameTime)*toMs
  5487. , double(min)*toMs
  5488. , double(max)*toMs
  5489. , freq/frameTime
  5490. );
  5491. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5492. , double(m_presentElapsed)*toMs
  5493. , double(presentMin)*toMs
  5494. , double(presentMax)*toMs
  5495. );
  5496. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5497. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5498. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5499. , 0 != msaa ? '\xfe' : ' '
  5500. , 1<<msaa
  5501. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5502. );
  5503. double elapsedCpuMs = double(frameTime)*toMs;
  5504. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5505. , _render->m_numRenderItems
  5506. , statsKeyType[0]
  5507. , statsKeyType[1]
  5508. , elapsedCpuMs
  5509. );
  5510. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5511. {
  5512. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5513. , getName(Topology::Enum(ii) )
  5514. , statsNumPrimsRendered[ii]
  5515. , statsNumInstances[ii]
  5516. , statsNumPrimsSubmitted[ii]
  5517. );
  5518. }
  5519. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5520. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5521. , m_batch.m_maxDrawPerBatch
  5522. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5523. );
  5524. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5525. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5526. , m_batch.m_maxDrawPerBatch
  5527. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5528. );
  5529. if (NULL != m_renderDocDll)
  5530. {
  5531. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5532. }
  5533. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5534. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5535. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5536. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5537. pos++;
  5538. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5539. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5540. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5541. , m_pipelineStateCache.getCount()
  5542. , m_samplerStateCache.getCount()
  5543. , bindLru.getCount()
  5544. , m_cmd.m_control.available()
  5545. );
  5546. pos++;
  5547. double captureMs = double(captureElapsed)*toMs;
  5548. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5549. uint8_t attr[2] = { 0x8c, 0x8a };
  5550. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5551. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5552. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5553. min = frameTime;
  5554. max = frameTime;
  5555. presentMin = m_presentElapsed;
  5556. presentMax = m_presentElapsed;
  5557. }
  5558. blit(this, _textVideoMemBlitter, tvm);
  5559. PIX3_ENDEVENT(m_commandList);
  5560. }
  5561. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5562. {
  5563. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5564. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5565. PIX3_ENDEVENT(m_commandList);
  5566. }
  5567. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5568. if (NULL != m_msaaRt)
  5569. {
  5570. setResourceBarrier(m_commandList
  5571. , m_msaaRt
  5572. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5573. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5574. );
  5575. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  5576. setResourceBarrier(m_commandList
  5577. , m_backBufferColor[m_backBufferColorIdx]
  5578. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5579. , D3D12_RESOURCE_STATE_PRESENT
  5580. );
  5581. }
  5582. else if (NULL != m_swapChain)
  5583. {
  5584. setResourceBarrier(m_commandList
  5585. , m_backBufferColor[m_backBufferColorIdx]
  5586. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5587. , D3D12_RESOURCE_STATE_PRESENT
  5588. );
  5589. }
  5590. #if BX_PLATFORM_WINDOWS
  5591. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5592. {
  5593. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5594. if (NULL != frameBuffer.m_swapChain)
  5595. {
  5596. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5597. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5598. }
  5599. }
  5600. #endif // BX_PLATFORM_WINDOWS
  5601. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5602. }
  5603. } /* namespace d3d12 */ } // namespace bgfx
  5604. #else
  5605. namespace bgfx { namespace d3d12
  5606. {
  5607. RendererContextI* rendererCreate(const Init& _init)
  5608. {
  5609. BX_UNUSED(_init);
  5610. return NULL;
  5611. }
  5612. void rendererDestroy()
  5613. {
  5614. }
  5615. } /* namespace d3d12 */ } // namespace bgfx
  5616. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12