renderer_d3d11.cpp 98 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  11. struct PrimInfo
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  24. };
  25. static const char* s_primName[] =
  26. {
  27. "TriList",
  28. "TriStrip",
  29. "Line",
  30. "Point",
  31. };
  32. static const uint32_t s_checkMsaa[] =
  33. {
  34. 0,
  35. 2,
  36. 4,
  37. 8,
  38. 16,
  39. };
  40. static DXGI_SAMPLE_DESC s_msaa[] =
  41. {
  42. { 1, 0 },
  43. { 2, 0 },
  44. { 4, 0 },
  45. { 8, 0 },
  46. { 16, 0 },
  47. };
  48. static const D3D11_BLEND s_blendFactor[][2] =
  49. {
  50. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  51. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  52. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  53. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  54. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  55. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  56. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  57. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  58. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  59. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  60. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  61. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  62. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  63. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  64. };
  65. static const D3D11_BLEND_OP s_blendEquation[] =
  66. {
  67. D3D11_BLEND_OP_ADD,
  68. D3D11_BLEND_OP_SUBTRACT,
  69. D3D11_BLEND_OP_REV_SUBTRACT,
  70. D3D11_BLEND_OP_MIN,
  71. D3D11_BLEND_OP_MAX,
  72. };
  73. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  74. {
  75. D3D11_COMPARISON_FUNC(0), // ignored
  76. D3D11_COMPARISON_LESS,
  77. D3D11_COMPARISON_LESS_EQUAL,
  78. D3D11_COMPARISON_EQUAL,
  79. D3D11_COMPARISON_GREATER_EQUAL,
  80. D3D11_COMPARISON_GREATER,
  81. D3D11_COMPARISON_NOT_EQUAL,
  82. D3D11_COMPARISON_NEVER,
  83. D3D11_COMPARISON_ALWAYS,
  84. };
  85. static const D3D11_STENCIL_OP s_stencilOp[] =
  86. {
  87. D3D11_STENCIL_OP_ZERO,
  88. D3D11_STENCIL_OP_KEEP,
  89. D3D11_STENCIL_OP_REPLACE,
  90. D3D11_STENCIL_OP_INCR,
  91. D3D11_STENCIL_OP_INCR_SAT,
  92. D3D11_STENCIL_OP_DECR,
  93. D3D11_STENCIL_OP_DECR_SAT,
  94. D3D11_STENCIL_OP_INVERT,
  95. };
  96. static const D3D11_CULL_MODE s_cullMode[] =
  97. {
  98. D3D11_CULL_NONE,
  99. D3D11_CULL_FRONT,
  100. D3D11_CULL_BACK,
  101. };
  102. static DXGI_FORMAT s_colorFormat[] =
  103. {
  104. DXGI_FORMAT_UNKNOWN, // ignored
  105. DXGI_FORMAT_R8G8B8A8_UNORM,
  106. DXGI_FORMAT_R10G10B10A2_UNORM,
  107. DXGI_FORMAT_R16G16B16A16_UNORM,
  108. DXGI_FORMAT_R16G16B16A16_FLOAT,
  109. DXGI_FORMAT_R16_FLOAT,
  110. DXGI_FORMAT_R32_FLOAT,
  111. };
  112. static const DXGI_FORMAT s_depthFormat[] =
  113. {
  114. DXGI_FORMAT_UNKNOWN, // ignored
  115. DXGI_FORMAT_D16_UNORM, // D16
  116. DXGI_FORMAT_D24_UNORM_S8_UINT, // D24
  117. DXGI_FORMAT_D24_UNORM_S8_UINT, // D24S8
  118. DXGI_FORMAT_D24_UNORM_S8_UINT, // D32
  119. DXGI_FORMAT_D32_FLOAT, // D16F
  120. DXGI_FORMAT_D32_FLOAT, // D24F
  121. DXGI_FORMAT_D32_FLOAT, // D32F
  122. DXGI_FORMAT_D24_UNORM_S8_UINT, // D0S8
  123. };
  124. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  125. {
  126. D3D11_TEXTURE_ADDRESS_WRAP,
  127. D3D11_TEXTURE_ADDRESS_MIRROR,
  128. D3D11_TEXTURE_ADDRESS_CLAMP,
  129. };
  130. /*
  131. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  132. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  133. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  134. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  135. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  136. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  137. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  138. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  139. * D3D11_FILTER_ANISOTROPIC = 0x55,
  140. *
  141. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  142. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  143. *
  144. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  145. * 0x10 // MIN_LINEAR
  146. * 0x04 // MAG_LINEAR
  147. * 0x01 // MIP_LINEAR
  148. */
  149. static const uint32_t s_textureFilter[3][3] =
  150. {
  151. {
  152. 0x10, // min linear
  153. 0x00, // min point
  154. 0x55, // anisotopic
  155. },
  156. {
  157. 0x04, // mag linear
  158. 0x00, // mag point
  159. 0x55, // anisotopic
  160. },
  161. {
  162. 0x01, // mip linear
  163. 0x00, // mip point
  164. 0x55, // anisotopic
  165. },
  166. };
  167. struct TextureFormatInfo
  168. {
  169. DXGI_FORMAT m_fmt;
  170. DXGI_FORMAT m_fmtSrv;
  171. DXGI_FORMAT m_fmtDsv;
  172. };
  173. #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
  174. // Win8 only BS
  175. // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
  176. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
  177. # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
  178. #endif // DXGI_FORMAT_B4G4R4A4_UNORM
  179. static const TextureFormatInfo s_textureFormat[] =
  180. {
  181. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  182. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  183. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  184. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  185. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  197. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  198. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
  199. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  200. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
  201. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
  202. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
  203. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
  204. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
  205. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
  206. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
  207. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  208. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  209. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  210. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
  211. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  212. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  213. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  214. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  215. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  216. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  217. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  218. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  219. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  220. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  221. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  222. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  223. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  224. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  225. };
  226. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  227. static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
  228. {
  229. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  235. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  236. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  237. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  238. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  239. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  240. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  241. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  242. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  243. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  244. };
  245. static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
  246. {
  247. {
  248. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  249. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  250. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  251. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  252. },
  253. {
  254. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  255. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  256. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  257. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  258. },
  259. {
  260. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  261. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  262. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  263. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  264. },
  265. {
  266. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  267. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  268. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  269. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  270. },
  271. };
  272. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  273. {
  274. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  275. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  276. {
  277. if (0xff != _decl.m_attributes[attr])
  278. {
  279. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  280. if (0 == _decl.m_attributes[attr])
  281. {
  282. elem->AlignedByteOffset = 0;
  283. }
  284. else
  285. {
  286. uint8_t num;
  287. AttribType::Enum type;
  288. bool normalized;
  289. bool asInt;
  290. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  291. elem->Format = s_attribType[type][num-1][normalized];
  292. elem->AlignedByteOffset = _decl.m_offset[attr];
  293. }
  294. ++elem;
  295. }
  296. }
  297. return elem;
  298. }
  299. struct TextureStage
  300. {
  301. TextureStage()
  302. {
  303. clear();
  304. }
  305. void clear()
  306. {
  307. memset(m_srv, 0, sizeof(m_srv) );
  308. memset(m_sampler, 0, sizeof(m_sampler) );
  309. }
  310. ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
  311. ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
  312. };
  313. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  314. template <typename Ty>
  315. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  316. {
  317. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  318. {
  319. char temp[2048];
  320. va_list argList;
  321. va_start(argList, _format);
  322. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  323. va_end(argList);
  324. temp[size] = '\0';
  325. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  326. }
  327. }
  328. struct RendererContextD3D11 : public RendererContextI
  329. {
  330. RendererContextD3D11()
  331. : m_captureTexture(NULL)
  332. , m_captureResolve(NULL)
  333. , m_wireframe(false)
  334. , m_flags(BGFX_RESET_NONE)
  335. , m_vsChanges(0)
  336. , m_fsChanges(0)
  337. , m_rtMsaa(false)
  338. {
  339. m_fbh.idx = invalidHandle;
  340. memset(m_uniforms, 0, sizeof(m_uniforms) );
  341. memset(&m_resolution, 0, sizeof(m_resolution) );
  342. m_d3d11dll = bx::dlopen("d3d11.dll");
  343. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  344. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  345. {
  346. // D3D11_1.h has ID3DUserDefinedAnnotation
  347. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  348. m_d3d9dll = bx::dlopen("d3d9.dll");
  349. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  350. m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc)bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker");
  351. m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  352. m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent");
  353. BX_CHECK(NULL != m_D3DPERF_SetMarker
  354. && NULL != m_D3DPERF_BeginEvent
  355. && NULL != m_D3DPERF_EndEvent
  356. , "Failed to initialize PIX events."
  357. );
  358. }
  359. PFN_D3D11_CREATE_DEVICE d3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  360. BGFX_FATAL(NULL != d3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  361. m_dxgidll = bx::dlopen("dxgi.dll");
  362. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  363. PFN_CREATEDXGIFACTORY dxgiCreateDXGIFactory = (PFN_CREATEDXGIFACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  364. BGFX_FATAL(NULL != dxgiCreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  365. HRESULT hr;
  366. IDXGIFactory* factory;
  367. hr = dxgiCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
  368. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  369. m_adapter = NULL;
  370. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  371. IDXGIAdapter* adapter;
  372. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  373. {
  374. DXGI_ADAPTER_DESC desc;
  375. hr = adapter->GetDesc(&desc);
  376. if (SUCCEEDED(hr) )
  377. {
  378. BX_TRACE("Adapter #%d", ii);
  379. char description[BX_COUNTOF(desc.Description)];
  380. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  381. BX_TRACE("\tDescription: %s", description);
  382. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  383. , desc.VendorId
  384. , desc.DeviceId
  385. , desc.SubSysId
  386. , desc.Revision
  387. );
  388. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  389. , desc.DedicatedVideoMemory
  390. , desc.DedicatedSystemMemory
  391. , desc.SharedSystemMemory
  392. );
  393. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  394. && 0 != strstr(description, "PerfHUD") )
  395. {
  396. m_adapter = adapter;
  397. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  398. }
  399. }
  400. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  401. }
  402. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  403. D3D_FEATURE_LEVEL features[] =
  404. {
  405. D3D_FEATURE_LEVEL_11_0,
  406. D3D_FEATURE_LEVEL_10_1,
  407. D3D_FEATURE_LEVEL_10_0,
  408. };
  409. memset(&m_scd, 0, sizeof(m_scd) );
  410. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  411. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  412. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  413. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  414. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  415. m_scd.SampleDesc.Count = 1;
  416. m_scd.SampleDesc.Quality = 0;
  417. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  418. m_scd.BufferCount = 1;
  419. m_scd.OutputWindow = g_bgfxHwnd;
  420. m_scd.Windowed = true;
  421. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  422. #if BGFX_CONFIG_DEBUG
  423. | D3D11_CREATE_DEVICE_DEBUG
  424. #endif // BGFX_CONFIG_DEBUG
  425. ;
  426. D3D_FEATURE_LEVEL featureLevel;
  427. hr = d3D11CreateDevice(m_adapter
  428. , m_driverType
  429. , NULL
  430. , flags
  431. , features
  432. , 1
  433. , D3D11_SDK_VERSION
  434. , &m_device
  435. , &featureLevel
  436. , &m_deviceCtx
  437. );
  438. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  439. IDXGIDevice* device;
  440. hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
  441. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  442. hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
  443. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  444. // GPA increases device ref count and triggers assert in debug
  445. // build. Set flag to disable reference count checks.
  446. setGraphicsDebuggerPresent(3 < getRefCount(device) );
  447. DX_RELEASE(device, 2);
  448. hr = adapter->GetDesc(&m_adapterDesc);
  449. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  450. hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
  451. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  452. DX_RELEASE(adapter, 2);
  453. hr = m_factory->CreateSwapChain(m_device
  454. , &m_scd
  455. , &m_swapChain
  456. );
  457. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  458. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  459. {
  460. ID3D11InfoQueue* infoQueue;
  461. hr = m_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue);
  462. if (SUCCEEDED(hr) )
  463. {
  464. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  465. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  466. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  467. D3D11_INFO_QUEUE_FILTER filter;
  468. memset(&filter, 0, sizeof(filter) );
  469. D3D11_MESSAGE_CATEGORY categies[] =
  470. {
  471. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  472. D3D11_MESSAGE_CATEGORY_EXECUTION,
  473. };
  474. filter.DenyList.NumCategories = BX_COUNTOF(categies);
  475. filter.DenyList.pCategoryList = categies;
  476. infoQueue->PushStorageFilter(&filter);
  477. DX_RELEASE(infoQueue, 3);
  478. }
  479. else
  480. {
  481. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  482. setGraphicsDebuggerPresent(true);
  483. }
  484. }
  485. UniformHandle handle = BGFX_INVALID_HANDLE;
  486. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  487. {
  488. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  489. }
  490. g_caps.supported |= ( 0
  491. | BGFX_CAPS_TEXTURE_3D
  492. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  493. | BGFX_CAPS_INSTANCING
  494. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  495. | BGFX_CAPS_FRAGMENT_DEPTH
  496. | BGFX_CAPS_BLEND_INDEPENDENT
  497. | BGFX_CAPS_COMPUTE
  498. );
  499. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  500. g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  501. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  502. {
  503. g_caps.formats[ii] = DXGI_FORMAT_UNKNOWN == s_textureFormat[ii].m_fmt ? 0 : 1;
  504. }
  505. updateMsaa();
  506. postReset();
  507. }
  508. ~RendererContextD3D11()
  509. {
  510. preReset();
  511. m_deviceCtx->ClearState();
  512. invalidateCache();
  513. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  514. {
  515. m_indexBuffers[ii].destroy();
  516. }
  517. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  518. {
  519. m_vertexBuffers[ii].destroy();
  520. }
  521. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  522. {
  523. m_shaders[ii].destroy();
  524. }
  525. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  526. {
  527. m_textures[ii].destroy();
  528. }
  529. DX_RELEASE(m_swapChain, 0);
  530. DX_RELEASE(m_deviceCtx, 0);
  531. DX_RELEASE(m_device, 0);
  532. DX_RELEASE(m_factory, 0);
  533. bx::dlclose(m_dxgidll);
  534. bx::dlclose(m_d3d11dll);
  535. }
  536. RendererType::Enum getRendererType() const BX_OVERRIDE
  537. {
  538. return RendererType::Direct3D11;
  539. }
  540. const char* getRendererName() const BX_OVERRIDE
  541. {
  542. return BGFX_RENDERER_DIRECT3D11_NAME;
  543. }
  544. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem) BX_OVERRIDE
  545. {
  546. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  547. }
  548. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  549. {
  550. m_indexBuffers[_handle.idx].destroy();
  551. }
  552. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  553. {
  554. VertexDecl& decl = m_vertexDecls[_handle.idx];
  555. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  556. dump(decl);
  557. }
  558. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  559. {
  560. }
  561. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle) BX_OVERRIDE
  562. {
  563. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  564. }
  565. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  566. {
  567. m_vertexBuffers[_handle.idx].destroy();
  568. }
  569. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  570. {
  571. m_indexBuffers[_handle.idx].create(_size, NULL);
  572. }
  573. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  574. {
  575. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  576. }
  577. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  578. {
  579. m_indexBuffers[_handle.idx].destroy();
  580. }
  581. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  582. {
  583. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  584. m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  585. }
  586. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  587. {
  588. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  589. }
  590. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  591. {
  592. m_vertexBuffers[_handle.idx].destroy();
  593. }
  594. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  595. {
  596. m_shaders[_handle.idx].create(_mem);
  597. }
  598. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  599. {
  600. m_shaders[_handle.idx].destroy();
  601. }
  602. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  603. {
  604. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  605. }
  606. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  607. {
  608. m_program[_handle.idx].destroy();
  609. }
  610. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  611. {
  612. m_textures[_handle.idx].create(_mem, _flags, _skip);
  613. }
  614. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  615. {
  616. }
  617. 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) BX_OVERRIDE
  618. {
  619. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  620. }
  621. void updateTextureEnd() BX_OVERRIDE
  622. {
  623. }
  624. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  625. {
  626. m_textures[_handle.idx].destroy();
  627. }
  628. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  629. {
  630. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  631. }
  632. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  633. {
  634. m_frameBuffers[_handle.idx].destroy();
  635. }
  636. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  637. {
  638. if (NULL != m_uniforms[_handle.idx])
  639. {
  640. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  641. }
  642. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  643. void* data = BX_ALLOC(g_allocator, size);
  644. memset(data, 0, size);
  645. m_uniforms[_handle.idx] = data;
  646. m_uniformReg.add(_handle, _name, data);
  647. }
  648. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  649. {
  650. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  651. m_uniforms[_handle.idx] = NULL;
  652. }
  653. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  654. {
  655. ID3D11Texture2D* backBuffer;
  656. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  657. D3D11_TEXTURE2D_DESC backBufferDesc;
  658. backBuffer->GetDesc(&backBufferDesc);
  659. D3D11_TEXTURE2D_DESC desc;
  660. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  661. desc.SampleDesc.Count = 1;
  662. desc.SampleDesc.Quality = 0;
  663. desc.Usage = D3D11_USAGE_STAGING;
  664. desc.BindFlags = 0;
  665. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  666. ID3D11Texture2D* texture;
  667. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  668. if (SUCCEEDED(hr) )
  669. {
  670. if (backBufferDesc.SampleDesc.Count == 1)
  671. {
  672. m_deviceCtx->CopyResource(texture, backBuffer);
  673. }
  674. else
  675. {
  676. desc.Usage = D3D11_USAGE_DEFAULT;
  677. desc.CPUAccessFlags = 0;
  678. ID3D11Texture2D* resolve;
  679. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  680. if (SUCCEEDED(hr) )
  681. {
  682. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  683. m_deviceCtx->CopyResource(texture, resolve);
  684. DX_RELEASE(resolve, 0);
  685. }
  686. }
  687. D3D11_MAPPED_SUBRESOURCE mapped;
  688. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  689. g_callback->screenShot(_filePath
  690. , backBufferDesc.Width
  691. , backBufferDesc.Height
  692. , mapped.RowPitch
  693. , mapped.pData
  694. , backBufferDesc.Height*mapped.RowPitch
  695. , false
  696. );
  697. m_deviceCtx->Unmap(texture, 0);
  698. DX_RELEASE(texture, 0);
  699. }
  700. DX_RELEASE(backBuffer, 0);
  701. }
  702. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  703. {
  704. mbstowcs(&s_viewNameW[_id][0], _name, BX_COUNTOF(s_viewNameW[0]) );
  705. }
  706. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  707. {
  708. memcpy(m_uniforms[_loc], _data, _size);
  709. }
  710. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  711. {
  712. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  713. {
  714. uint32_t size = _size*sizeof(wchar_t);
  715. wchar_t* name = (wchar_t*)alloca(size);
  716. mbstowcs(name, _marker, size-2);
  717. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  718. }
  719. }
  720. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  721. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  722. {
  723. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  724. uint32_t width = m_scd.BufferDesc.Width;
  725. uint32_t height = m_scd.BufferDesc.Height;
  726. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  727. setFrameBuffer(fbh, false);
  728. D3D11_VIEWPORT vp;
  729. vp.TopLeftX = 0;
  730. vp.TopLeftY = 0;
  731. vp.Width = (float)width;
  732. vp.Height = (float)height;
  733. vp.MinDepth = 0.0f;
  734. vp.MaxDepth = 1.0f;
  735. deviceCtx->RSSetViewports(1, &vp);
  736. uint64_t state = BGFX_STATE_RGB_WRITE
  737. | BGFX_STATE_ALPHA_WRITE
  738. | BGFX_STATE_DEPTH_TEST_ALWAYS
  739. ;
  740. setBlendState(state);
  741. setDepthStencilState(state);
  742. setRasterizerState(state);
  743. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  744. m_currentProgram = &program;
  745. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  746. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  747. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  748. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  749. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  750. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  751. uint32_t stride = vertexDecl.m_stride;
  752. uint32_t offset = 0;
  753. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  754. setInputLayout(vertexDecl, program, 0);
  755. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  756. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  757. float proj[16];
  758. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  759. PredefinedUniform& predefined = program.m_predefined[0];
  760. uint8_t flags = predefined.m_type;
  761. setShaderConstant(flags, predefined.m_loc, proj, 4);
  762. commitShaderConstants();
  763. m_textures[_blitter.m_texture.idx].commit(0);
  764. commitTextureStage();
  765. }
  766. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  767. {
  768. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  769. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  770. ib.update(0, _numIndices*2, _blitter.m_ib->data);
  771. uint32_t numVertices = _numIndices*4/6;
  772. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data);
  773. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  774. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  775. }
  776. void preReset()
  777. {
  778. DX_RELEASE(m_backBufferDepthStencil, 0);
  779. DX_RELEASE(m_backBufferColor, 0);
  780. // invalidateCache();
  781. capturePreReset();
  782. }
  783. void postReset()
  784. {
  785. ID3D11Texture2D* color;
  786. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  787. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  788. DX_RELEASE(color, 0);
  789. D3D11_TEXTURE2D_DESC dsd;
  790. dsd.Width = m_scd.BufferDesc.Width;
  791. dsd.Height = m_scd.BufferDesc.Height;
  792. dsd.MipLevels = 1;
  793. dsd.ArraySize = 1;
  794. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  795. dsd.SampleDesc = m_scd.SampleDesc;
  796. dsd.Usage = D3D11_USAGE_DEFAULT;
  797. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  798. dsd.CPUAccessFlags = 0;
  799. dsd.MiscFlags = 0;
  800. ID3D11Texture2D* depthStencil;
  801. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  802. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  803. DX_RELEASE(depthStencil, 0);
  804. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  805. m_currentColor = m_backBufferColor;
  806. m_currentDepthStencil = m_backBufferDepthStencil;
  807. capturePostReset();
  808. }
  809. void flip() BX_OVERRIDE
  810. {
  811. if (NULL != m_swapChain)
  812. {
  813. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  814. DX_CHECK(m_swapChain->Present(syncInterval, 0) );
  815. }
  816. }
  817. void invalidateCache()
  818. {
  819. m_inputLayoutCache.invalidate();
  820. m_blendStateCache.invalidate();
  821. m_depthStencilStateCache.invalidate();
  822. m_rasterizerStateCache.invalidate();
  823. m_samplerStateCache.invalidate();
  824. }
  825. void updateMsaa()
  826. {
  827. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  828. {
  829. uint32_t msaa = s_checkMsaa[ii];
  830. uint32_t quality = 0;
  831. HRESULT hr = m_device->CheckMultisampleQualityLevels(m_scd.BufferDesc.Format, msaa, &quality);
  832. if (SUCCEEDED(hr)
  833. && 0 < quality)
  834. {
  835. s_msaa[ii].Count = msaa;
  836. s_msaa[ii].Quality = quality - 1;
  837. last = ii;
  838. }
  839. else
  840. {
  841. s_msaa[ii] = s_msaa[last];
  842. }
  843. }
  844. }
  845. void updateResolution(const Resolution& _resolution)
  846. {
  847. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  848. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  849. || m_flags != _resolution.m_flags)
  850. {
  851. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  852. m_flags = _resolution.m_flags;
  853. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  854. m_textVideoMem.clear();
  855. m_resolution = _resolution;
  856. m_scd.BufferDesc.Width = _resolution.m_width;
  857. m_scd.BufferDesc.Height = _resolution.m_height;
  858. preReset();
  859. if (resize)
  860. {
  861. DX_CHECK(m_swapChain->ResizeBuffers(2
  862. , m_scd.BufferDesc.Width
  863. , m_scd.BufferDesc.Height
  864. , m_scd.BufferDesc.Format
  865. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  866. ) );
  867. }
  868. else
  869. {
  870. updateMsaa();
  871. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  872. DX_RELEASE(m_swapChain, 0);
  873. HRESULT hr;
  874. hr = m_factory->CreateSwapChain(m_device
  875. , &m_scd
  876. , &m_swapChain
  877. );
  878. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  879. }
  880. postReset();
  881. }
  882. }
  883. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  884. {
  885. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  886. {
  887. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  888. m_fsChanges += _numRegs;
  889. }
  890. else
  891. {
  892. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  893. m_vsChanges += _numRegs;
  894. }
  895. }
  896. void commitShaderConstants()
  897. {
  898. if (0 < m_vsChanges)
  899. {
  900. if (NULL != m_currentProgram->m_vsh->m_buffer)
  901. {
  902. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  903. }
  904. m_vsChanges = 0;
  905. }
  906. if (0 < m_fsChanges)
  907. {
  908. if (NULL != m_currentProgram->m_fsh->m_buffer)
  909. {
  910. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  911. }
  912. m_fsChanges = 0;
  913. }
  914. }
  915. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  916. {
  917. BX_UNUSED(_msaa);
  918. if (!isValid(_fbh) )
  919. {
  920. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  921. m_currentColor = m_backBufferColor;
  922. m_currentDepthStencil = m_backBufferDepthStencil;
  923. }
  924. else
  925. {
  926. invalidateTextureStage();
  927. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  928. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  929. m_currentColor = frameBuffer.m_rtv[0];
  930. m_currentDepthStencil = frameBuffer.m_dsv;
  931. }
  932. if (isValid(m_fbh)
  933. && m_fbh.idx != _fbh.idx
  934. && m_rtMsaa)
  935. {
  936. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  937. frameBuffer.resolve();
  938. }
  939. m_fbh = _fbh;
  940. m_rtMsaa = _msaa;
  941. }
  942. void clear(const Clear& _clear)
  943. {
  944. if (isValid(m_fbh) )
  945. {
  946. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  947. frameBuffer.clear(_clear);
  948. }
  949. else
  950. {
  951. if (NULL != m_currentColor
  952. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  953. {
  954. uint32_t rgba = _clear.m_rgba;
  955. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  956. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  957. }
  958. if (NULL != m_currentDepthStencil
  959. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  960. {
  961. DWORD flags = 0;
  962. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  963. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  964. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  965. }
  966. }
  967. }
  968. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint8_t _numInstanceData)
  969. {
  970. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  971. layoutHash ^= _numInstanceData;
  972. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  973. if (NULL == layout)
  974. {
  975. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  976. VertexDecl decl;
  977. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  978. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  979. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  980. {
  981. uint8_t mask = attrMask[ii];
  982. uint8_t attr = (decl.m_attributes[ii] & mask);
  983. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  984. }
  985. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  986. uint32_t num = uint32_t(elem-vertexElements);
  987. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  988. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  989. {
  990. uint32_t index = 8-_numInstanceData+ii;
  991. uint32_t jj;
  992. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  993. for (jj = 0; jj < num; ++jj)
  994. {
  995. curr = &vertexElements[jj];
  996. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  997. && curr->SemanticIndex == index)
  998. {
  999. break;
  1000. }
  1001. }
  1002. if (jj == num)
  1003. {
  1004. curr = elem;
  1005. ++elem;
  1006. }
  1007. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1008. curr->InputSlot = 1;
  1009. curr->SemanticIndex = index;
  1010. curr->AlignedByteOffset = ii*16;
  1011. }
  1012. num = uint32_t(elem-vertexElements);
  1013. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1014. , num
  1015. , _program.m_vsh->m_code->data
  1016. , _program.m_vsh->m_code->size
  1017. , &layout
  1018. ) );
  1019. m_inputLayoutCache.add(layoutHash, layout);
  1020. }
  1021. m_deviceCtx->IASetInputLayout(layout);
  1022. }
  1023. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1024. {
  1025. _state &= 0
  1026. | BGFX_STATE_BLEND_MASK
  1027. | BGFX_STATE_BLEND_EQUATION_MASK
  1028. | BGFX_STATE_BLEND_INDEPENDENT
  1029. | BGFX_STATE_ALPHA_WRITE
  1030. | BGFX_STATE_RGB_WRITE
  1031. ;
  1032. bx::HashMurmur2A murmur;
  1033. murmur.begin();
  1034. murmur.add(_state);
  1035. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1036. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1037. bool hasFactor = f0 == (_state & f0)
  1038. || f1 == (_state & f1)
  1039. ;
  1040. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1041. if (hasFactor)
  1042. {
  1043. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1044. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1045. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1046. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1047. }
  1048. else
  1049. {
  1050. murmur.add(_rgba);
  1051. }
  1052. uint32_t hash = murmur.end();
  1053. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1054. if (NULL == bs)
  1055. {
  1056. D3D11_BLEND_DESC desc;
  1057. memset(&desc, 0, sizeof(desc) );
  1058. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1059. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1060. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1061. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1062. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1063. const uint32_t srcRGB = (blend )&0xf;
  1064. const uint32_t dstRGB = (blend>> 4)&0xf;
  1065. const uint32_t srcA = (blend>> 8)&0xf;
  1066. const uint32_t dstA = (blend>>12)&0xf;
  1067. const uint32_t equRGB = (equation )&0x7;
  1068. const uint32_t equA = (equation>>3)&0x7;
  1069. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1070. drt->DestBlend = s_blendFactor[dstRGB][0];
  1071. drt->BlendOp = s_blendEquation[equRGB];
  1072. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1073. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1074. drt->BlendOpAlpha = s_blendEquation[equA];
  1075. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1076. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1077. drt->RenderTargetWriteMask = writeMask;
  1078. if (desc.IndependentBlendEnable)
  1079. {
  1080. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1081. {
  1082. drt = &desc.RenderTarget[ii];
  1083. drt->BlendEnable = 0 != (rgba&0x7ff);
  1084. const uint32_t src = (rgba )&0xf;
  1085. const uint32_t dst = (rgba>>4)&0xf;
  1086. const uint32_t equation = (rgba>>8)&0x7;
  1087. drt->SrcBlend = s_blendFactor[src][0];
  1088. drt->DestBlend = s_blendFactor[dst][0];
  1089. drt->BlendOp = s_blendEquation[equation];
  1090. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1091. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1092. drt->BlendOpAlpha = s_blendEquation[equation];
  1093. drt->RenderTargetWriteMask = writeMask;
  1094. }
  1095. }
  1096. else
  1097. {
  1098. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1099. {
  1100. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1101. }
  1102. }
  1103. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1104. m_blendStateCache.add(hash, bs);
  1105. }
  1106. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1107. }
  1108. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1109. {
  1110. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1111. uint32_t fstencil = unpackStencil(0, _stencil);
  1112. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1113. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1114. bx::HashMurmur2A murmur;
  1115. murmur.begin();
  1116. murmur.add(_state);
  1117. murmur.add(_stencil);
  1118. uint32_t hash = murmur.end();
  1119. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1120. if (NULL == dss)
  1121. {
  1122. D3D11_DEPTH_STENCIL_DESC desc;
  1123. memset(&desc, 0, sizeof(desc) );
  1124. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1125. desc.DepthEnable = 0 != func;
  1126. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1127. desc.DepthFunc = s_cmpFunc[func];
  1128. uint32_t bstencil = unpackStencil(1, _stencil);
  1129. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1130. bstencil = frontAndBack ? bstencil : fstencil;
  1131. desc.StencilEnable = 0 != _stencil;
  1132. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1133. desc.StencilWriteMask = 0xff;
  1134. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1135. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1136. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1137. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1138. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1139. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1140. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1141. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1142. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1143. m_depthStencilStateCache.add(hash, dss);
  1144. }
  1145. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1146. }
  1147. void setDebugWireframe(bool _wireframe)
  1148. {
  1149. if (m_wireframe != _wireframe)
  1150. {
  1151. m_wireframe = _wireframe;
  1152. m_rasterizerStateCache.invalidate();
  1153. }
  1154. }
  1155. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1156. {
  1157. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1158. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1159. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1160. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1161. if (NULL == rs)
  1162. {
  1163. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1164. D3D11_RASTERIZER_DESC desc;
  1165. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1166. desc.CullMode = s_cullMode[cull];
  1167. desc.FrontCounterClockwise = false;
  1168. desc.DepthBias = 0;
  1169. desc.DepthBiasClamp = 0.0f;
  1170. desc.SlopeScaledDepthBias = 0.0f;
  1171. desc.DepthClipEnable = false;
  1172. desc.ScissorEnable = _scissor;
  1173. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1174. desc.AntialiasedLineEnable = false;
  1175. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1176. m_rasterizerStateCache.add(_state, rs);
  1177. }
  1178. m_deviceCtx->RSSetState(rs);
  1179. }
  1180. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1181. {
  1182. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1183. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1184. if (NULL == sampler)
  1185. {
  1186. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1187. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1188. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1189. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1190. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1191. D3D11_SAMPLER_DESC sd;
  1192. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1193. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1194. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1195. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1196. sd.MipLODBias = 0.0f;
  1197. sd.MaxAnisotropy = 1;
  1198. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1199. sd.BorderColor[0] = 0.0f;
  1200. sd.BorderColor[1] = 0.0f;
  1201. sd.BorderColor[2] = 0.0f;
  1202. sd.BorderColor[3] = 0.0f;
  1203. sd.MinLOD = 0;
  1204. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1205. m_device->CreateSamplerState(&sd, &sampler);
  1206. DX_CHECK_REFCOUNT(sampler, 1);
  1207. m_samplerStateCache.add(_flags, sampler);
  1208. }
  1209. return sampler;
  1210. }
  1211. void commitTextureStage()
  1212. {
  1213. m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
  1214. m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
  1215. }
  1216. void invalidateTextureStage()
  1217. {
  1218. m_textureStage.clear();
  1219. commitTextureStage();
  1220. }
  1221. void capturePostReset()
  1222. {
  1223. if (m_flags&BGFX_RESET_CAPTURE)
  1224. {
  1225. ID3D11Texture2D* backBuffer;
  1226. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  1227. D3D11_TEXTURE2D_DESC backBufferDesc;
  1228. backBuffer->GetDesc(&backBufferDesc);
  1229. D3D11_TEXTURE2D_DESC desc;
  1230. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1231. desc.SampleDesc.Count = 1;
  1232. desc.SampleDesc.Quality = 0;
  1233. desc.Usage = D3D11_USAGE_STAGING;
  1234. desc.BindFlags = 0;
  1235. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1236. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1237. if (SUCCEEDED(hr) )
  1238. {
  1239. if (backBufferDesc.SampleDesc.Count != 1)
  1240. {
  1241. desc.Usage = D3D11_USAGE_DEFAULT;
  1242. desc.CPUAccessFlags = 0;
  1243. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  1244. }
  1245. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  1246. }
  1247. DX_RELEASE(backBuffer, 0);
  1248. }
  1249. }
  1250. void capturePreReset()
  1251. {
  1252. if (NULL != m_captureTexture)
  1253. {
  1254. g_callback->captureEnd();
  1255. }
  1256. DX_RELEASE(m_captureResolve, 0);
  1257. DX_RELEASE(m_captureTexture, 0);
  1258. }
  1259. void capture()
  1260. {
  1261. if (NULL != m_captureTexture)
  1262. {
  1263. ID3D11Texture2D* backBuffer;
  1264. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  1265. DXGI_MODE_DESC& desc = m_scd.BufferDesc;
  1266. if (NULL == m_captureResolve)
  1267. {
  1268. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  1269. }
  1270. else
  1271. {
  1272. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
  1273. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  1274. }
  1275. D3D11_MAPPED_SUBRESOURCE mapped;
  1276. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  1277. g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
  1278. m_deviceCtx->Unmap(m_captureTexture, 0);
  1279. DX_RELEASE(backBuffer, 0);
  1280. }
  1281. }
  1282. void commit(ConstantBuffer& _constantBuffer)
  1283. {
  1284. _constantBuffer.reset();
  1285. do
  1286. {
  1287. uint32_t opcode = _constantBuffer.read();
  1288. if (UniformType::End == opcode)
  1289. {
  1290. break;
  1291. }
  1292. UniformType::Enum type;
  1293. uint16_t loc;
  1294. uint16_t num;
  1295. uint16_t copy;
  1296. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1297. const char* data;
  1298. if (copy)
  1299. {
  1300. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1301. }
  1302. else
  1303. {
  1304. UniformHandle handle;
  1305. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1306. data = (const char*)m_uniforms[handle.idx];
  1307. }
  1308. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1309. case UniformType::_uniform: \
  1310. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1311. { \
  1312. setShaderConstant(type, loc, data, num); \
  1313. } \
  1314. break;
  1315. switch ( (int32_t)type)
  1316. {
  1317. case UniformType::Uniform3x3fv:
  1318. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  1319. {
  1320. float* value = (float*)data;
  1321. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1322. {
  1323. Matrix4 mtx;
  1324. mtx.un.val[ 0] = value[0];
  1325. mtx.un.val[ 1] = value[1];
  1326. mtx.un.val[ 2] = value[2];
  1327. mtx.un.val[ 3] = 0.0f;
  1328. mtx.un.val[ 4] = value[3];
  1329. mtx.un.val[ 5] = value[4];
  1330. mtx.un.val[ 6] = value[5];
  1331. mtx.un.val[ 7] = 0.0f;
  1332. mtx.un.val[ 8] = value[6];
  1333. mtx.un.val[ 9] = value[7];
  1334. mtx.un.val[10] = value[8];
  1335. mtx.un.val[11] = 0.0f;
  1336. setShaderConstant(type, loc, &mtx.un.val[0], 3);
  1337. }
  1338. }
  1339. break;
  1340. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  1341. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  1342. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  1343. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  1344. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  1345. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  1346. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  1347. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  1348. case UniformType::End:
  1349. break;
  1350. default:
  1351. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1352. break;
  1353. }
  1354. #undef CASE_IMPLEMENT_UNIFORM
  1355. } while (true);
  1356. }
  1357. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, uint32_t _height = 0)
  1358. {
  1359. BX_UNUSED(_height);
  1360. uint32_t width = m_scd.BufferDesc.Width;
  1361. uint32_t height = m_scd.BufferDesc.Height;
  1362. if (0 == _rect.m_x
  1363. && 0 == _rect.m_y
  1364. && width == _rect.m_width
  1365. && height == _rect.m_height)
  1366. {
  1367. clear(_clear);
  1368. }
  1369. else
  1370. {
  1371. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1372. uint64_t state = 0;
  1373. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1374. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1375. uint64_t stencil = 0;
  1376. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
  1377. | BGFX_STENCIL_TEST_ALWAYS
  1378. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1379. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1380. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1381. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1382. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1383. : 0
  1384. ;
  1385. setBlendState(state);
  1386. setDepthStencilState(state, stencil);
  1387. setRasterizerState(state);
  1388. uint32_t numMrt = 0;
  1389. FrameBufferHandle fbh = m_fbh;
  1390. if (isValid(fbh) )
  1391. {
  1392. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  1393. numMrt = bx::uint32_max(1, fb.m_num)-1;
  1394. }
  1395. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt].idx];
  1396. m_currentProgram = &program;
  1397. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1398. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1399. if (NULL != m_currentColor)
  1400. {
  1401. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1402. deviceCtx->PSSetConstantBuffers(0, 0, NULL);
  1403. }
  1404. else
  1405. {
  1406. deviceCtx->PSSetShader(NULL, NULL, 0);
  1407. }
  1408. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1409. VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1410. uint32_t stride = vertexDecl.m_stride;
  1411. uint32_t offset = 0;
  1412. {
  1413. struct Vertex
  1414. {
  1415. float m_x;
  1416. float m_y;
  1417. float m_z;
  1418. uint32_t m_abgr;
  1419. } * vertex = (Vertex*)_clearQuad.m_vb->data;
  1420. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1421. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1422. const float depth = _clear.m_depth;
  1423. vertex->m_x = -1.0f;
  1424. vertex->m_y = -1.0f;
  1425. vertex->m_z = depth;
  1426. vertex->m_abgr = abgr;
  1427. vertex++;
  1428. vertex->m_x = 1.0f;
  1429. vertex->m_y = -1.0f;
  1430. vertex->m_z = depth;
  1431. vertex->m_abgr = abgr;
  1432. vertex++;
  1433. vertex->m_x = 1.0f;
  1434. vertex->m_y = 1.0f;
  1435. vertex->m_z = depth;
  1436. vertex->m_abgr = abgr;
  1437. vertex++;
  1438. vertex->m_x = -1.0f;
  1439. vertex->m_y = 1.0f;
  1440. vertex->m_z = depth;
  1441. vertex->m_abgr = abgr;
  1442. }
  1443. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  1444. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1445. setInputLayout(vertexDecl, program, 0);
  1446. IndexBufferD3D11& ib = m_indexBuffers[_clearQuad.m_ib.idx];
  1447. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1448. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1449. deviceCtx->DrawIndexed(6, 0, 0);
  1450. }
  1451. }
  1452. void* m_d3d9dll;
  1453. D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker;
  1454. D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent;
  1455. D3DPERF_EndEventFunc m_D3DPERF_EndEvent;
  1456. void* m_d3d11dll;
  1457. void* m_dxgidll;
  1458. D3D_DRIVER_TYPE m_driverType;
  1459. IDXGIAdapter* m_adapter;
  1460. DXGI_ADAPTER_DESC m_adapterDesc;
  1461. IDXGIFactory* m_factory;
  1462. IDXGISwapChain* m_swapChain;
  1463. ID3D11Device* m_device;
  1464. ID3D11DeviceContext* m_deviceCtx;
  1465. ID3D11RenderTargetView* m_backBufferColor;
  1466. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1467. ID3D11RenderTargetView* m_currentColor;
  1468. ID3D11DepthStencilView* m_currentDepthStencil;
  1469. ID3D11Texture2D* m_captureTexture;
  1470. ID3D11Texture2D* m_captureResolve;
  1471. Resolution m_resolution;
  1472. bool m_wireframe;
  1473. DXGI_SWAP_CHAIN_DESC m_scd;
  1474. uint32_t m_flags;
  1475. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1476. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1477. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1478. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1479. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1480. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1481. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1482. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1483. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  1484. UniformRegistry m_uniformReg;
  1485. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1486. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1487. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1488. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1489. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1490. TextVideoMem m_textVideoMem;
  1491. TextureStage m_textureStage;
  1492. ProgramD3D11* m_currentProgram;
  1493. uint8_t m_vsScratch[64<<10];
  1494. uint8_t m_fsScratch[64<<10];
  1495. uint32_t m_vsChanges;
  1496. uint32_t m_fsChanges;
  1497. FrameBufferHandle m_fbh;
  1498. bool m_rtMsaa;
  1499. };
  1500. static RendererContextD3D11* s_renderD3D11;
  1501. RendererContextI* rendererCreateD3D11()
  1502. {
  1503. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  1504. return s_renderD3D11;
  1505. }
  1506. void rendererDestroyD3D11()
  1507. {
  1508. BX_DELETE(g_allocator, s_renderD3D11);
  1509. s_renderD3D11 = NULL;
  1510. }
  1511. void IndexBufferD3D11::create(uint32_t _size, void* _data)
  1512. {
  1513. m_size = _size;
  1514. m_dynamic = NULL == _data;
  1515. D3D11_BUFFER_DESC desc;
  1516. desc.ByteWidth = _size;
  1517. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1518. desc.MiscFlags = 0;
  1519. desc.StructureByteStride = 0;
  1520. if (m_dynamic)
  1521. {
  1522. desc.Usage = D3D11_USAGE_DYNAMIC;
  1523. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1524. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1525. , NULL
  1526. , &m_ptr
  1527. ) );
  1528. }
  1529. else
  1530. {
  1531. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1532. desc.CPUAccessFlags = 0;
  1533. D3D11_SUBRESOURCE_DATA srd;
  1534. srd.pSysMem = _data;
  1535. srd.SysMemPitch = 0;
  1536. srd.SysMemSlicePitch = 0;
  1537. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1538. , &srd
  1539. , &m_ptr
  1540. ) );
  1541. }
  1542. }
  1543. void IndexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data)
  1544. {
  1545. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  1546. BX_CHECK(m_dynamic, "Must be dynamic!");
  1547. D3D11_MAPPED_SUBRESOURCE mapped;
  1548. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1549. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1550. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1551. deviceCtx->Unmap(m_ptr, 0);
  1552. }
  1553. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  1554. {
  1555. m_size = _size;
  1556. m_decl = _declHandle;
  1557. m_dynamic = NULL == _data;
  1558. D3D11_BUFFER_DESC desc;
  1559. desc.ByteWidth = _size;
  1560. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1561. desc.MiscFlags = 0;
  1562. if (m_dynamic)
  1563. {
  1564. desc.Usage = D3D11_USAGE_DYNAMIC;
  1565. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1566. desc.StructureByteStride = 0;
  1567. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1568. , NULL
  1569. , &m_ptr
  1570. ) );
  1571. }
  1572. else
  1573. {
  1574. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1575. desc.CPUAccessFlags = 0;
  1576. desc.StructureByteStride = 0;
  1577. D3D11_SUBRESOURCE_DATA srd;
  1578. srd.pSysMem = _data;
  1579. srd.SysMemPitch = 0;
  1580. srd.SysMemSlicePitch = 0;
  1581. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1582. , &srd
  1583. , &m_ptr
  1584. ) );
  1585. }
  1586. }
  1587. void VertexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data)
  1588. {
  1589. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  1590. BX_CHECK(m_dynamic, "Must be dynamic!");
  1591. D3D11_MAPPED_SUBRESOURCE mapped;
  1592. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1593. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1594. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1595. deviceCtx->Unmap(m_ptr, 0);
  1596. }
  1597. void ShaderD3D11::create(const Memory* _mem)
  1598. {
  1599. bx::MemoryReader reader(_mem->data, _mem->size);
  1600. uint32_t magic;
  1601. bx::read(&reader, magic);
  1602. switch (magic)
  1603. {
  1604. case BGFX_CHUNK_MAGIC_CSH:
  1605. case BGFX_CHUNK_MAGIC_FSH:
  1606. case BGFX_CHUNK_MAGIC_VSH:
  1607. break;
  1608. default:
  1609. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  1610. break;
  1611. }
  1612. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  1613. uint32_t iohash;
  1614. bx::read(&reader, iohash);
  1615. uint16_t count;
  1616. bx::read(&reader, count);
  1617. m_numPredefined = 0;
  1618. m_numUniforms = count;
  1619. BX_TRACE("%s Shader consts %d"
  1620. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  1621. , count
  1622. );
  1623. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1624. if (0 < count)
  1625. {
  1626. m_constantBuffer = ConstantBuffer::create(1024);
  1627. for (uint32_t ii = 0; ii < count; ++ii)
  1628. {
  1629. uint8_t nameSize;
  1630. bx::read(&reader, nameSize);
  1631. char name[256];
  1632. bx::read(&reader, &name, nameSize);
  1633. name[nameSize] = '\0';
  1634. uint8_t type;
  1635. bx::read(&reader, type);
  1636. uint8_t num;
  1637. bx::read(&reader, num);
  1638. uint16_t regIndex;
  1639. bx::read(&reader, regIndex);
  1640. uint16_t regCount;
  1641. bx::read(&reader, regCount);
  1642. const char* kind = "invalid";
  1643. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1644. if (PredefinedUniform::Count != predefined)
  1645. {
  1646. kind = "predefined";
  1647. m_predefined[m_numPredefined].m_loc = regIndex;
  1648. m_predefined[m_numPredefined].m_count = regCount;
  1649. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1650. m_numPredefined++;
  1651. }
  1652. else
  1653. {
  1654. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  1655. if (NULL != info)
  1656. {
  1657. kind = "user";
  1658. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  1659. }
  1660. }
  1661. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  1662. , kind
  1663. , name
  1664. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  1665. , num
  1666. , regIndex
  1667. , regCount
  1668. );
  1669. }
  1670. m_constantBuffer->finish();
  1671. }
  1672. uint16_t shaderSize;
  1673. bx::read(&reader, shaderSize);
  1674. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1675. bx::skip(&reader, shaderSize+1);
  1676. if (BGFX_CHUNK_MAGIC_FSH == magic)
  1677. {
  1678. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  1679. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1680. }
  1681. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  1682. {
  1683. m_hash = bx::hashMurmur2A(code, shaderSize);
  1684. m_code = alloc(shaderSize);
  1685. memcpy(m_code->data, code, shaderSize);
  1686. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  1687. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1688. }
  1689. else
  1690. {
  1691. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  1692. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  1693. }
  1694. bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
  1695. uint16_t size;
  1696. bx::read(&reader, size);
  1697. if (0 < size)
  1698. {
  1699. D3D11_BUFFER_DESC desc;
  1700. desc.ByteWidth = size;
  1701. desc.Usage = D3D11_USAGE_DEFAULT;
  1702. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1703. desc.CPUAccessFlags = 0;
  1704. desc.MiscFlags = 0;
  1705. desc.StructureByteStride = 0;
  1706. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  1707. }
  1708. }
  1709. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  1710. {
  1711. m_sampler = s_renderD3D11->getSamplerState(_flags);
  1712. ImageContainer imageContainer;
  1713. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1714. {
  1715. uint8_t numMips = imageContainer.m_numMips;
  1716. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  1717. numMips -= startLod;
  1718. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  1719. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  1720. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  1721. m_flags = _flags;
  1722. m_requestedFormat = (uint8_t)imageContainer.m_format;
  1723. m_textureFormat = (uint8_t)imageContainer.m_format;
  1724. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  1725. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  1726. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1727. if (convert)
  1728. {
  1729. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1730. bpp = 32;
  1731. }
  1732. if (imageContainer.m_cubeMap)
  1733. {
  1734. m_type = TextureCube;
  1735. }
  1736. else if (imageContainer.m_depth > 1)
  1737. {
  1738. m_type = Texture3D;
  1739. }
  1740. else
  1741. {
  1742. m_type = Texture2D;
  1743. }
  1744. m_numMips = numMips;
  1745. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  1746. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  1747. uint32_t kk = 0;
  1748. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  1749. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  1750. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  1751. , this - s_renderD3D11->m_textures
  1752. , getName( (TextureFormat::Enum)m_textureFormat)
  1753. , getName( (TextureFormat::Enum)m_requestedFormat)
  1754. , textureWidth
  1755. , textureHeight
  1756. , imageContainer.m_cubeMap ? "x6" : ""
  1757. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  1758. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  1759. );
  1760. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1761. {
  1762. uint32_t width = textureWidth;
  1763. uint32_t height = textureHeight;
  1764. uint32_t depth = imageContainer.m_depth;
  1765. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1766. {
  1767. width = bx::uint32_max(1, width);
  1768. height = bx::uint32_max(1, height);
  1769. depth = bx::uint32_max(1, depth);
  1770. ImageMip mip;
  1771. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  1772. {
  1773. srd[kk].pSysMem = mip.m_data;
  1774. if (convert)
  1775. {
  1776. uint32_t srcpitch = mip.m_width*bpp/8;
  1777. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  1778. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  1779. srd[kk].pSysMem = temp;
  1780. srd[kk].SysMemPitch = srcpitch;
  1781. }
  1782. else if (compressed)
  1783. {
  1784. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  1785. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  1786. }
  1787. else
  1788. {
  1789. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1790. }
  1791. if (swizzle)
  1792. {
  1793. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  1794. }
  1795. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1796. ++kk;
  1797. }
  1798. width >>= 1;
  1799. height >>= 1;
  1800. depth >>= 1;
  1801. }
  1802. }
  1803. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1804. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  1805. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  1806. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  1807. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  1808. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1809. memset(&srvd, 0, sizeof(srvd) );
  1810. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  1811. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  1812. if (swizzle)
  1813. {
  1814. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1815. srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1816. }
  1817. switch (m_type)
  1818. {
  1819. case Texture2D:
  1820. case TextureCube:
  1821. {
  1822. D3D11_TEXTURE2D_DESC desc;
  1823. desc.Width = textureWidth;
  1824. desc.Height = textureHeight;
  1825. desc.MipLevels = numMips;
  1826. desc.Format = format;
  1827. desc.SampleDesc = msaa;
  1828. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1829. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  1830. desc.CPUAccessFlags = 0;
  1831. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  1832. {
  1833. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  1834. desc.Usage = D3D11_USAGE_DEFAULT;
  1835. }
  1836. else if (renderTarget)
  1837. {
  1838. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  1839. desc.Usage = D3D11_USAGE_DEFAULT;
  1840. }
  1841. if (computeWrite)
  1842. {
  1843. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  1844. desc.Usage = D3D11_USAGE_DEFAULT;
  1845. }
  1846. if (imageContainer.m_cubeMap)
  1847. {
  1848. desc.ArraySize = 6;
  1849. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1850. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1851. srvd.TextureCube.MipLevels = numMips;
  1852. }
  1853. else
  1854. {
  1855. desc.ArraySize = 1;
  1856. desc.MiscFlags = 0;
  1857. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  1858. srvd.Texture2D.MipLevels = numMips;
  1859. }
  1860. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  1861. }
  1862. break;
  1863. case Texture3D:
  1864. {
  1865. D3D11_TEXTURE3D_DESC desc;
  1866. desc.Width = textureWidth;
  1867. desc.Height = textureHeight;
  1868. desc.Depth = imageContainer.m_depth;
  1869. desc.MipLevels = imageContainer.m_numMips;
  1870. desc.Format = format;
  1871. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1872. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1873. desc.CPUAccessFlags = 0;
  1874. desc.MiscFlags = 0;
  1875. if (computeWrite)
  1876. {
  1877. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  1878. desc.Usage = D3D11_USAGE_DEFAULT;
  1879. }
  1880. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1881. srvd.Texture3D.MipLevels = numMips;
  1882. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  1883. }
  1884. break;
  1885. }
  1886. if (!bufferOnly)
  1887. {
  1888. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1889. }
  1890. if (computeWrite)
  1891. {
  1892. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  1893. }
  1894. if (convert
  1895. && 0 != kk)
  1896. {
  1897. kk = 0;
  1898. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1899. {
  1900. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1901. {
  1902. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  1903. ++kk;
  1904. }
  1905. }
  1906. }
  1907. }
  1908. }
  1909. void TextureD3D11::destroy()
  1910. {
  1911. DX_RELEASE(m_srv, 0);
  1912. DX_RELEASE(m_uav, 0);
  1913. DX_RELEASE(m_ptr, 0);
  1914. }
  1915. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1916. {
  1917. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  1918. D3D11_BOX box;
  1919. box.left = _rect.m_x;
  1920. box.top = _rect.m_y;
  1921. box.right = box.left + _rect.m_width;
  1922. box.bottom = box.top + _rect.m_height;
  1923. box.front = _z;
  1924. box.back = box.front + _depth;
  1925. const uint32_t subres = _mip + (_side * m_numMips);
  1926. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1927. const uint32_t rectpitch = _rect.m_width*bpp/8;
  1928. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  1929. const bool convert = m_textureFormat != m_requestedFormat;
  1930. uint8_t* data = _mem->data;
  1931. uint8_t* temp = NULL;
  1932. if (convert)
  1933. {
  1934. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  1935. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  1936. data = temp;
  1937. }
  1938. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  1939. if (NULL != temp)
  1940. {
  1941. BX_FREE(g_allocator, temp);
  1942. }
  1943. }
  1944. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  1945. {
  1946. TextureStage& ts = s_renderD3D11->m_textureStage;
  1947. ts.m_srv[_stage] = m_srv;
  1948. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  1949. ? s_renderD3D11->getSamplerState(_flags)
  1950. : m_sampler
  1951. ;
  1952. }
  1953. void TextureD3D11::resolve()
  1954. {
  1955. }
  1956. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  1957. {
  1958. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  1959. {
  1960. m_rtv[ii] = NULL;
  1961. }
  1962. m_dsv = NULL;
  1963. m_num = 0;
  1964. for (uint32_t ii = 0; ii < _num; ++ii)
  1965. {
  1966. TextureHandle handle = _handles[ii];
  1967. if (isValid(handle) )
  1968. {
  1969. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  1970. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  1971. {
  1972. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  1973. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  1974. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  1975. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1976. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  1977. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  1978. dsvDesc.Flags = 0;
  1979. dsvDesc.Texture2D.MipSlice = 0;
  1980. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  1981. }
  1982. else
  1983. {
  1984. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  1985. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  1986. m_num++;
  1987. }
  1988. }
  1989. }
  1990. }
  1991. void FrameBufferD3D11::destroy()
  1992. {
  1993. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  1994. {
  1995. DX_RELEASE(m_srv[ii], 0);
  1996. DX_RELEASE(m_rtv[ii], 0);
  1997. }
  1998. DX_RELEASE(m_dsv, 0);
  1999. m_num = 0;
  2000. }
  2001. void FrameBufferD3D11::resolve()
  2002. {
  2003. }
  2004. void FrameBufferD3D11::clear(const Clear& _clear)
  2005. {
  2006. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2007. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  2008. {
  2009. uint32_t rgba = _clear.m_rgba;
  2010. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  2011. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2012. {
  2013. if (NULL != m_rtv[ii])
  2014. {
  2015. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2016. }
  2017. }
  2018. }
  2019. if (NULL != m_dsv
  2020. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  2021. {
  2022. DWORD flags = 0;
  2023. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  2024. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  2025. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2026. }
  2027. }
  2028. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2029. {
  2030. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2031. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2032. updateResolution(_render->m_resolution);
  2033. int64_t elapsed = -bx::getHPCounter();
  2034. int64_t captureElapsed = 0;
  2035. if (0 < _render->m_iboffset)
  2036. {
  2037. TransientIndexBuffer* ib = _render->m_transientIb;
  2038. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2039. }
  2040. if (0 < _render->m_vboffset)
  2041. {
  2042. TransientVertexBuffer* vb = _render->m_transientVb;
  2043. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2044. }
  2045. _render->sort();
  2046. RenderDraw currentState;
  2047. currentState.clear();
  2048. currentState.m_flags = BGFX_STATE_NONE;
  2049. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2050. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  2051. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2052. {
  2053. bx::float4x4_mul(&viewProj[ii].un.f4x4, &_render->m_view[ii].un.f4x4, &_render->m_proj[ii].un.f4x4);
  2054. }
  2055. Matrix4 invView;
  2056. Matrix4 invProj;
  2057. Matrix4 invViewProj;
  2058. uint8_t invViewCached = 0xff;
  2059. uint8_t invProjCached = 0xff;
  2060. uint8_t invViewProjCached = 0xff;
  2061. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2062. bool scissorEnabled = false;
  2063. setDebugWireframe(wireframe);
  2064. uint16_t programIdx = invalidHandle;
  2065. SortKey key;
  2066. uint8_t view = 0xff;
  2067. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2068. float alphaRef = 0.0f;
  2069. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2070. uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2071. PrimInfo prim = s_primInfo[primIndex];
  2072. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2073. bool wasCompute = false;
  2074. bool viewHasScissor = false;
  2075. Rect viewScissorRect;
  2076. viewScissorRect.clear();
  2077. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2078. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2079. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2080. uint32_t statsNumIndices = 0;
  2081. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2082. {
  2083. for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
  2084. {
  2085. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  2086. const bool viewChanged = key.m_view != view;
  2087. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2088. if (viewChanged)
  2089. {
  2090. PIX_ENDEVENT();
  2091. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
  2092. view = key.m_view;
  2093. programIdx = invalidHandle;
  2094. if (_render->m_fb[view].idx != fbh.idx)
  2095. {
  2096. fbh = _render->m_fb[view];
  2097. setFrameBuffer(fbh);
  2098. }
  2099. const Rect& rect = _render->m_rect[view];
  2100. const Rect& scissorRect = _render->m_scissor[view];
  2101. viewHasScissor = !scissorRect.isZero();
  2102. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2103. D3D11_VIEWPORT vp;
  2104. vp.TopLeftX = rect.m_x;
  2105. vp.TopLeftY = rect.m_y;
  2106. vp.Width = rect.m_width;
  2107. vp.Height = rect.m_height;
  2108. vp.MinDepth = 0.0f;
  2109. vp.MaxDepth = 1.0f;
  2110. deviceCtx->RSSetViewports(1, &vp);
  2111. Clear& clear = _render->m_clear[view];
  2112. if (BGFX_CLEAR_NONE != clear.m_flags)
  2113. {
  2114. clearQuad(_clearQuad, rect, clear);
  2115. }
  2116. }
  2117. if (isCompute)
  2118. {
  2119. if (!wasCompute)
  2120. {
  2121. wasCompute = true;
  2122. ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
  2123. deviceCtx->VSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
  2124. deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
  2125. ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
  2126. deviceCtx->VSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
  2127. deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
  2128. }
  2129. const RenderCompute& compute = renderItem.compute;
  2130. bool programChanged = false;
  2131. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  2132. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  2133. if (key.m_program != programIdx)
  2134. {
  2135. programIdx = key.m_program;
  2136. ProgramD3D11& program = m_program[key.m_program];
  2137. m_currentProgram = &program;
  2138. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  2139. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2140. programChanged =
  2141. constantsChanged = true;
  2142. }
  2143. if (invalidHandle != programIdx)
  2144. {
  2145. ProgramD3D11& program = m_program[programIdx];
  2146. if (constantsChanged)
  2147. {
  2148. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2149. if (NULL != vcb)
  2150. {
  2151. commit(*vcb);
  2152. }
  2153. }
  2154. if (constantsChanged
  2155. || program.m_numPredefined > 0)
  2156. {
  2157. commitShaderConstants();
  2158. }
  2159. }
  2160. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2161. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2162. ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
  2163. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  2164. {
  2165. const ComputeBinding& bind = compute.m_bind[ii];
  2166. if (invalidHandle != bind.m_idx)
  2167. {
  2168. switch (bind.m_type)
  2169. {
  2170. case ComputeBinding::Image:
  2171. {
  2172. const TextureD3D11& texture = m_textures[bind.m_idx];
  2173. if (Access::Read != bind.m_access)
  2174. {
  2175. uav[ii] = texture.m_uav;
  2176. }
  2177. else
  2178. {
  2179. srv[ii] = texture.m_srv;
  2180. sampler[ii] = texture.m_sampler;
  2181. }
  2182. }
  2183. break;
  2184. case ComputeBinding::Buffer:
  2185. {
  2186. const VertexBufferD3D11& vertexBuffer = m_vertexBuffers[bind.m_idx];
  2187. BX_UNUSED(vertexBuffer);
  2188. }
  2189. break;
  2190. }
  2191. }
  2192. }
  2193. deviceCtx->CSSetUnorderedAccessViews(0, BGFX_MAX_COMPUTE_BINDINGS, uav, NULL);
  2194. deviceCtx->CSSetShaderResources(0, BGFX_MAX_COMPUTE_BINDINGS, srv);
  2195. deviceCtx->CSSetSamplers(0, BGFX_MAX_COMPUTE_BINDINGS, sampler);
  2196. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  2197. continue;
  2198. }
  2199. if (wasCompute)
  2200. {
  2201. wasCompute = false;
  2202. programIdx = invalidHandle;
  2203. m_currentProgram = NULL;
  2204. deviceCtx->CSSetShader(NULL, NULL, 0);
  2205. ID3D11UnorderedAccessView* uav[BGFX_STATE_TEX_COUNT] = {};
  2206. deviceCtx->CSSetUnorderedAccessViews(0, BGFX_STATE_TEX_COUNT, uav, NULL);
  2207. ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
  2208. deviceCtx->CSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
  2209. ID3D11SamplerState* samplers[BGFX_STATE_TEX_COUNT] = {};
  2210. m_deviceCtx->CSSetSamplers(0, BGFX_STATE_TEX_COUNT, samplers);
  2211. }
  2212. const RenderDraw& draw = renderItem.draw;
  2213. const uint64_t newFlags = draw.m_flags;
  2214. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  2215. currentState.m_flags = newFlags;
  2216. const uint64_t newStencil = draw.m_stencil;
  2217. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  2218. currentState.m_stencil = newStencil;
  2219. if (viewChanged)
  2220. {
  2221. currentState.clear();
  2222. currentState.m_scissor = !draw.m_scissor;
  2223. changedFlags = BGFX_STATE_MASK;
  2224. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2225. currentState.m_flags = newFlags;
  2226. currentState.m_stencil = newStencil;
  2227. uint64_t newFlags = renderItem.draw.m_flags;
  2228. setBlendState(newFlags);
  2229. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  2230. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2231. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2232. if (prim.m_type != s_primInfo[primIndex].m_type)
  2233. {
  2234. prim = s_primInfo[primIndex];
  2235. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2236. }
  2237. }
  2238. uint16_t scissor = draw.m_scissor;
  2239. if (currentState.m_scissor != scissor)
  2240. {
  2241. currentState.m_scissor = scissor;
  2242. if (UINT16_MAX == scissor)
  2243. {
  2244. scissorEnabled = viewHasScissor;
  2245. if (viewHasScissor)
  2246. {
  2247. D3D11_RECT rc;
  2248. rc.left = viewScissorRect.m_x;
  2249. rc.top = viewScissorRect.m_y;
  2250. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2251. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2252. deviceCtx->RSSetScissorRects(1, &rc);
  2253. }
  2254. }
  2255. else
  2256. {
  2257. Rect scissorRect;
  2258. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  2259. scissorEnabled = true;
  2260. D3D11_RECT rc;
  2261. rc.left = scissorRect.m_x;
  2262. rc.top = scissorRect.m_y;
  2263. rc.right = scissorRect.m_x + scissorRect.m_width;
  2264. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  2265. deviceCtx->RSSetScissorRects(1, &rc);
  2266. }
  2267. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2268. }
  2269. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  2270. || 0 != changedStencil)
  2271. {
  2272. setDepthStencilState(newFlags, newStencil);
  2273. }
  2274. if ( (0
  2275. | BGFX_STATE_CULL_MASK
  2276. | BGFX_STATE_RGB_WRITE
  2277. | BGFX_STATE_ALPHA_WRITE
  2278. | BGFX_STATE_BLEND_MASK
  2279. | BGFX_STATE_BLEND_EQUATION_MASK
  2280. | BGFX_STATE_ALPHA_REF_MASK
  2281. | BGFX_STATE_PT_MASK
  2282. | BGFX_STATE_POINT_SIZE_MASK
  2283. | BGFX_STATE_MSAA
  2284. ) & changedFlags)
  2285. {
  2286. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2287. {
  2288. setBlendState(newFlags, draw.m_rgba);
  2289. }
  2290. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  2291. {
  2292. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2293. }
  2294. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2295. {
  2296. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2297. alphaRef = ref/255.0f;
  2298. }
  2299. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2300. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2301. if (prim.m_type != s_primInfo[primIndex].m_type)
  2302. {
  2303. prim = s_primInfo[primIndex];
  2304. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2305. }
  2306. }
  2307. bool programChanged = false;
  2308. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  2309. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  2310. if (key.m_program != programIdx)
  2311. {
  2312. programIdx = key.m_program;
  2313. if (invalidHandle == programIdx)
  2314. {
  2315. m_currentProgram = NULL;
  2316. deviceCtx->VSSetShader(NULL, NULL, 0);
  2317. deviceCtx->PSSetShader(NULL, NULL, 0);
  2318. }
  2319. else
  2320. {
  2321. ProgramD3D11& program = m_program[programIdx];
  2322. m_currentProgram = &program;
  2323. const ShaderD3D11* vsh = program.m_vsh;
  2324. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2325. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2326. if (NULL != m_currentColor)
  2327. {
  2328. const ShaderD3D11* fsh = program.m_fsh;
  2329. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2330. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2331. }
  2332. else
  2333. {
  2334. deviceCtx->PSSetShader(NULL, NULL, 0);
  2335. }
  2336. }
  2337. programChanged =
  2338. constantsChanged = true;
  2339. }
  2340. if (invalidHandle != programIdx)
  2341. {
  2342. ProgramD3D11& program = m_program[programIdx];
  2343. if (constantsChanged)
  2344. {
  2345. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2346. if (NULL != vcb)
  2347. {
  2348. commit(*vcb);
  2349. }
  2350. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  2351. if (NULL != fcb)
  2352. {
  2353. commit(*fcb);
  2354. }
  2355. }
  2356. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2357. {
  2358. PredefinedUniform& predefined = program.m_predefined[ii];
  2359. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  2360. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  2361. {
  2362. case PredefinedUniform::ViewRect:
  2363. {
  2364. float rect[4];
  2365. rect[0] = _render->m_rect[view].m_x;
  2366. rect[1] = _render->m_rect[view].m_y;
  2367. rect[2] = _render->m_rect[view].m_width;
  2368. rect[3] = _render->m_rect[view].m_height;
  2369. setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2370. }
  2371. break;
  2372. case PredefinedUniform::ViewTexel:
  2373. {
  2374. float rect[4];
  2375. rect[0] = 1.0f/float(_render->m_rect[view].m_width);
  2376. rect[1] = 1.0f/float(_render->m_rect[view].m_height);
  2377. setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2378. }
  2379. break;
  2380. case PredefinedUniform::View:
  2381. {
  2382. setShaderConstant(flags, predefined.m_loc, _render->m_view[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2383. }
  2384. break;
  2385. case PredefinedUniform::InvView:
  2386. {
  2387. if (view != invViewCached)
  2388. {
  2389. invViewCached = view;
  2390. bx::float4x4_inverse(&invView.un.f4x4, &_render->m_view[view].un.f4x4);
  2391. }
  2392. setShaderConstant(flags, predefined.m_loc, invView.un.val, bx::uint32_min(4, predefined.m_count) );
  2393. }
  2394. break;
  2395. case PredefinedUniform::Proj:
  2396. {
  2397. setShaderConstant(flags, predefined.m_loc, _render->m_proj[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2398. }
  2399. break;
  2400. case PredefinedUniform::InvProj:
  2401. {
  2402. if (view != invProjCached)
  2403. {
  2404. invProjCached = view;
  2405. bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[view].un.f4x4);
  2406. }
  2407. setShaderConstant(flags, predefined.m_loc, invProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2408. }
  2409. break;
  2410. case PredefinedUniform::ViewProj:
  2411. {
  2412. setShaderConstant(flags, predefined.m_loc, viewProj[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2413. }
  2414. break;
  2415. case PredefinedUniform::InvViewProj:
  2416. {
  2417. if (view != invViewProjCached)
  2418. {
  2419. invViewProjCached = view;
  2420. bx::float4x4_inverse(&invViewProj.un.f4x4, &viewProj[view].un.f4x4);
  2421. }
  2422. setShaderConstant(flags, predefined.m_loc, invViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2423. }
  2424. break;
  2425. case PredefinedUniform::Model:
  2426. {
  2427. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  2428. setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
  2429. }
  2430. break;
  2431. case PredefinedUniform::ModelView:
  2432. {
  2433. Matrix4 modelView;
  2434. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  2435. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &_render->m_view[view].un.f4x4);
  2436. setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
  2437. }
  2438. break;
  2439. case PredefinedUniform::ModelViewProj:
  2440. {
  2441. Matrix4 modelViewProj;
  2442. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  2443. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  2444. setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2445. }
  2446. break;
  2447. case PredefinedUniform::AlphaRef:
  2448. {
  2449. setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  2450. }
  2451. break;
  2452. default:
  2453. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  2454. break;
  2455. }
  2456. }
  2457. if (constantsChanged
  2458. || program.m_numPredefined > 0)
  2459. {
  2460. commitShaderConstants();
  2461. }
  2462. }
  2463. // if (BGFX_STATE_TEX_MASK & changedFlags)
  2464. {
  2465. uint32_t changes = 0;
  2466. uint64_t flag = BGFX_STATE_TEX0;
  2467. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  2468. {
  2469. const Sampler& sampler = draw.m_sampler[stage];
  2470. Sampler& current = currentState.m_sampler[stage];
  2471. if (current.m_idx != sampler.m_idx
  2472. || current.m_flags != sampler.m_flags
  2473. || programChanged)
  2474. {
  2475. if (invalidHandle != sampler.m_idx)
  2476. {
  2477. TextureD3D11& texture = m_textures[sampler.m_idx];
  2478. texture.commit(stage, sampler.m_flags);
  2479. }
  2480. else
  2481. {
  2482. m_textureStage.m_srv[stage] = NULL;
  2483. m_textureStage.m_sampler[stage] = NULL;
  2484. }
  2485. ++changes;
  2486. }
  2487. current = sampler;
  2488. flag <<= 1;
  2489. }
  2490. if (0 < changes)
  2491. {
  2492. commitTextureStage();
  2493. }
  2494. }
  2495. if (programChanged
  2496. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  2497. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  2498. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  2499. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  2500. {
  2501. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  2502. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  2503. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  2504. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  2505. uint16_t handle = draw.m_vertexBuffer.idx;
  2506. if (invalidHandle != handle)
  2507. {
  2508. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  2509. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  2510. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  2511. uint32_t stride = vertexDecl.m_stride;
  2512. uint32_t offset = 0;
  2513. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2514. if (isValid(draw.m_instanceDataBuffer) )
  2515. {
  2516. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  2517. uint32_t instStride = draw.m_instanceDataStride;
  2518. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  2519. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  2520. }
  2521. else
  2522. {
  2523. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2524. setInputLayout(vertexDecl, m_program[programIdx], 0);
  2525. }
  2526. }
  2527. else
  2528. {
  2529. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2530. }
  2531. }
  2532. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  2533. {
  2534. currentState.m_indexBuffer = draw.m_indexBuffer;
  2535. uint16_t handle = draw.m_indexBuffer.idx;
  2536. if (invalidHandle != handle)
  2537. {
  2538. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  2539. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2540. }
  2541. else
  2542. {
  2543. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2544. }
  2545. }
  2546. if (isValid(currentState.m_vertexBuffer) )
  2547. {
  2548. uint32_t numVertices = draw.m_numVertices;
  2549. if (UINT32_MAX == numVertices)
  2550. {
  2551. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2552. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  2553. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  2554. numVertices = vb.m_size/vertexDecl.m_stride;
  2555. }
  2556. uint32_t numIndices = 0;
  2557. uint32_t numPrimsSubmitted = 0;
  2558. uint32_t numInstances = 0;
  2559. uint32_t numPrimsRendered = 0;
  2560. if (isValid(draw.m_indexBuffer) )
  2561. {
  2562. if (UINT32_MAX == draw.m_numIndices)
  2563. {
  2564. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  2565. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  2566. numInstances = draw.m_numInstances;
  2567. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  2568. deviceCtx->DrawIndexedInstanced(numIndices
  2569. , draw.m_numInstances
  2570. , 0
  2571. , draw.m_startVertex
  2572. , 0
  2573. );
  2574. }
  2575. else if (prim.m_min <= draw.m_numIndices)
  2576. {
  2577. numIndices = draw.m_numIndices;
  2578. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  2579. numInstances = draw.m_numInstances;
  2580. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  2581. deviceCtx->DrawIndexedInstanced(numIndices
  2582. , draw.m_numInstances
  2583. , draw.m_startIndex
  2584. , draw.m_startVertex
  2585. , 0
  2586. );
  2587. }
  2588. }
  2589. else
  2590. {
  2591. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  2592. numInstances = draw.m_numInstances;
  2593. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  2594. deviceCtx->DrawInstanced(numVertices
  2595. , draw.m_numInstances
  2596. , draw.m_startVertex
  2597. , 0
  2598. );
  2599. }
  2600. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  2601. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  2602. statsNumInstances[primIndex] += numInstances;
  2603. statsNumIndices += numIndices;
  2604. }
  2605. }
  2606. if (0 < _render->m_num)
  2607. {
  2608. captureElapsed = -bx::getHPCounter();
  2609. capture();
  2610. captureElapsed += bx::getHPCounter();
  2611. }
  2612. }
  2613. int64_t now = bx::getHPCounter();
  2614. elapsed += now;
  2615. static int64_t last = now;
  2616. int64_t frameTime = now - last;
  2617. last = now;
  2618. static int64_t min = frameTime;
  2619. static int64_t max = frameTime;
  2620. min = min > frameTime ? frameTime : min;
  2621. max = max < frameTime ? frameTime : max;
  2622. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2623. {
  2624. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  2625. TextVideoMem& tvm = m_textVideoMem;
  2626. static int64_t next = now;
  2627. if (now >= next)
  2628. {
  2629. next = now + bx::getHPFrequency();
  2630. double freq = double(bx::getHPFrequency() );
  2631. double toMs = 1000.0/freq;
  2632. tvm.clear();
  2633. uint16_t pos = 0;
  2634. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  2635. , getRendererName()
  2636. );
  2637. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  2638. char description[BX_COUNTOF(desc.Description)];
  2639. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  2640. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  2641. tvm.printf(0, pos++, 0x0f, " Memory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  2642. , desc.DedicatedVideoMemory
  2643. , desc.DedicatedSystemMemory
  2644. , desc.SharedSystemMemory
  2645. );
  2646. pos = 10;
  2647. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  2648. , double(frameTime)*toMs
  2649. , double(min)*toMs
  2650. , double(max)*toMs
  2651. , freq/frameTime
  2652. );
  2653. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  2654. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
  2655. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  2656. , 0 != msaa ? '\xfe' : ' '
  2657. , 1<<msaa
  2658. );
  2659. double elapsedCpuMs = double(elapsed)*toMs;
  2660. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2661. , _render->m_num
  2662. , elapsedCpuMs
  2663. );
  2664. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primInfo); ++ii)
  2665. {
  2666. tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
  2667. , s_primName[ii]
  2668. , statsNumPrimsRendered[ii]
  2669. , statsNumInstances[ii]
  2670. , statsNumPrimsSubmitted[ii]
  2671. );
  2672. }
  2673. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2674. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  2675. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  2676. double captureMs = double(captureElapsed)*toMs;
  2677. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  2678. uint8_t attr[2] = { 0x89, 0x8a };
  2679. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  2680. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  2681. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  2682. min = frameTime;
  2683. max = frameTime;
  2684. }
  2685. blit(this, _textVideoMemBlitter, tvm);
  2686. PIX_ENDEVENT();
  2687. }
  2688. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  2689. {
  2690. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  2691. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  2692. PIX_ENDEVENT();
  2693. }
  2694. }
  2695. } // namespace bgfx
  2696. #else
  2697. namespace bgfx
  2698. {
  2699. RendererContextI* rendererCreateD3D11()
  2700. {
  2701. return NULL;
  2702. }
  2703. void rendererDestroyD3D11()
  2704. {
  2705. }
  2706. } // namespace bgfx
  2707. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11