renderer_d3d11.cpp 118 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. # if BGFX_CONFIG_DEBUG_PIX
  9. # include <psapi.h>
  10. # include <renderdoc/renderdoc_app.h>
  11. # endif // BGFX_CONFIG_DEBUG_PIX
  12. namespace bgfx
  13. {
  14. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  15. struct PrimInfo
  16. {
  17. D3D11_PRIMITIVE_TOPOLOGY m_type;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  26. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  27. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  28. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  29. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  30. };
  31. static const char* s_primName[] =
  32. {
  33. "TriList",
  34. "TriStrip",
  35. "Line",
  36. "LineStrip",
  37. "Point",
  38. };
  39. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  40. static const uint32_t s_checkMsaa[] =
  41. {
  42. 0,
  43. 2,
  44. 4,
  45. 8,
  46. 16,
  47. };
  48. static DXGI_SAMPLE_DESC s_msaa[] =
  49. {
  50. { 1, 0 },
  51. { 2, 0 },
  52. { 4, 0 },
  53. { 8, 0 },
  54. { 16, 0 },
  55. };
  56. static const D3D11_BLEND s_blendFactor[][2] =
  57. {
  58. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  59. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  60. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  61. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  62. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  63. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  64. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  65. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  66. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  67. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  68. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  69. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  70. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  71. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  72. };
  73. static const D3D11_BLEND_OP s_blendEquation[] =
  74. {
  75. D3D11_BLEND_OP_ADD,
  76. D3D11_BLEND_OP_SUBTRACT,
  77. D3D11_BLEND_OP_REV_SUBTRACT,
  78. D3D11_BLEND_OP_MIN,
  79. D3D11_BLEND_OP_MAX,
  80. };
  81. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  82. {
  83. D3D11_COMPARISON_FUNC(0), // ignored
  84. D3D11_COMPARISON_LESS,
  85. D3D11_COMPARISON_LESS_EQUAL,
  86. D3D11_COMPARISON_EQUAL,
  87. D3D11_COMPARISON_GREATER_EQUAL,
  88. D3D11_COMPARISON_GREATER,
  89. D3D11_COMPARISON_NOT_EQUAL,
  90. D3D11_COMPARISON_NEVER,
  91. D3D11_COMPARISON_ALWAYS,
  92. };
  93. static const D3D11_STENCIL_OP s_stencilOp[] =
  94. {
  95. D3D11_STENCIL_OP_ZERO,
  96. D3D11_STENCIL_OP_KEEP,
  97. D3D11_STENCIL_OP_REPLACE,
  98. D3D11_STENCIL_OP_INCR,
  99. D3D11_STENCIL_OP_INCR_SAT,
  100. D3D11_STENCIL_OP_DECR,
  101. D3D11_STENCIL_OP_DECR_SAT,
  102. D3D11_STENCIL_OP_INVERT,
  103. };
  104. static const D3D11_CULL_MODE s_cullMode[] =
  105. {
  106. D3D11_CULL_NONE,
  107. D3D11_CULL_FRONT,
  108. D3D11_CULL_BACK,
  109. };
  110. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  111. {
  112. D3D11_TEXTURE_ADDRESS_WRAP,
  113. D3D11_TEXTURE_ADDRESS_MIRROR,
  114. D3D11_TEXTURE_ADDRESS_CLAMP,
  115. };
  116. /*
  117. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  118. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  119. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  120. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  122. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  123. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  124. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  125. * D3D11_FILTER_ANISOTROPIC = 0x55,
  126. *
  127. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  128. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  129. *
  130. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  131. * 0x10 // MIN_LINEAR
  132. * 0x04 // MAG_LINEAR
  133. * 0x01 // MIP_LINEAR
  134. */
  135. static const uint32_t s_textureFilter[3][3] =
  136. {
  137. {
  138. 0x10, // min linear
  139. 0x00, // min point
  140. 0x55, // anisotopic
  141. },
  142. {
  143. 0x04, // mag linear
  144. 0x00, // mag point
  145. 0x55, // anisotopic
  146. },
  147. {
  148. 0x01, // mip linear
  149. 0x00, // mip point
  150. 0x55, // anisotopic
  151. },
  152. };
  153. struct TextureFormatInfo
  154. {
  155. DXGI_FORMAT m_fmt;
  156. DXGI_FORMAT m_fmtSrv;
  157. DXGI_FORMAT m_fmtDsv;
  158. };
  159. static const TextureFormatInfo s_textureFormat[] =
  160. {
  161. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  162. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  163. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  164. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  165. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  166. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H
  167. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  179. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN }, // R1
  180. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  181. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
  182. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  183. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
  184. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
  185. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
  186. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
  187. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
  188. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
  189. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
  190. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  191. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  192. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  193. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
  194. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  195. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  196. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  197. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  198. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  199. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  201. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  202. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  203. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  204. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  205. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  206. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  207. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  208. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  209. };
  210. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  211. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  212. {
  213. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  214. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  215. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  216. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  217. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  218. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  219. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  220. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. };
  230. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  231. static const DXGI_FORMAT s_attribType[][4][2] =
  232. {
  233. {
  234. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  235. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  236. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  237. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  238. },
  239. {
  240. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  241. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  242. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  243. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  244. },
  245. {
  246. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  247. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  248. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  249. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  250. },
  251. {
  252. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  253. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  254. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  255. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  256. },
  257. };
  258. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  259. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  260. {
  261. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  262. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  263. {
  264. if (0xff != _decl.m_attributes[attr])
  265. {
  266. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  267. if (0 == _decl.m_attributes[attr])
  268. {
  269. elem->AlignedByteOffset = 0;
  270. }
  271. else
  272. {
  273. uint8_t num;
  274. AttribType::Enum type;
  275. bool normalized;
  276. bool asInt;
  277. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  278. elem->Format = s_attribType[type][num-1][normalized];
  279. elem->AlignedByteOffset = _decl.m_offset[attr];
  280. }
  281. ++elem;
  282. }
  283. }
  284. return elem;
  285. }
  286. struct TextureStage
  287. {
  288. TextureStage()
  289. {
  290. clear();
  291. }
  292. void clear()
  293. {
  294. memset(m_srv, 0, sizeof(m_srv) );
  295. memset(m_sampler, 0, sizeof(m_sampler) );
  296. }
  297. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  298. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  299. };
  300. BX_PRAGMA_DIAGNOSTIC_PUSH();
  301. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  302. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  303. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  304. template <typename Ty>
  305. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  306. {
  307. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  308. {
  309. char temp[2048];
  310. va_list argList;
  311. va_start(argList, _format);
  312. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  313. va_end(argList);
  314. temp[size] = '\0';
  315. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  316. }
  317. }
  318. BX_PRAGMA_DIAGNOSTIC_POP();
  319. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  320. {
  321. uint8_t temp[28];
  322. D3D11_BUFFER_DESC desc;
  323. desc.ByteWidth = sizeof(temp);
  324. desc.Usage = D3D11_USAGE_STAGING;
  325. desc.BindFlags = 0;
  326. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  327. desc.MiscFlags = 0;
  328. desc.StructureByteStride = 0;
  329. D3D11_SUBRESOURCE_DATA initData;
  330. initData.pSysMem = &temp;
  331. initData.SysMemPitch = sizeof(temp);
  332. initData.SysMemSlicePitch = 0;
  333. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  334. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  335. bx::write(&writer, UINT32_C(0x00010000) );
  336. bx::write(&writer, UINT32_C(0) );
  337. bx::write(&writer, UINT32_C(0) );
  338. ID3D11Buffer* buffer;
  339. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  340. if (SUCCEEDED(hr) )
  341. {
  342. buffer->Release();
  343. bx::MemoryReader reader(&temp, sizeof(temp) );
  344. bx::skip(&reader, 16);
  345. uint32_t version;
  346. bx::read(&reader, version);
  347. uint32_t driverVersion;
  348. bx::read(&reader, driverVersion);
  349. return version <= driverVersion;
  350. }
  351. return false;
  352. };
  353. #if BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  354. bool findModule(const char* _name)
  355. {
  356. HANDLE process = GetCurrentProcess();
  357. DWORD size;
  358. BOOL result = EnumProcessModules(process
  359. , NULL
  360. , 0
  361. , &size
  362. );
  363. if (0 != result)
  364. {
  365. HMODULE* modules = (HMODULE*)alloca(size);
  366. result = EnumProcessModules(process
  367. , modules
  368. , size
  369. , &size
  370. );
  371. if (0 != result)
  372. {
  373. char moduleName[MAX_PATH];
  374. for (uint32_t ii = 0, num = uint32_t(size/sizeof(HMODULE) ); ii < num; ++ii)
  375. {
  376. result = GetModuleBaseNameA(process
  377. , modules[ii]
  378. , moduleName
  379. , BX_COUNTOF(moduleName)
  380. );
  381. if (0 != result
  382. && 0 == bx::stricmp(_name, moduleName) )
  383. {
  384. return true;
  385. }
  386. }
  387. }
  388. }
  389. return false;
  390. }
  391. #define RENDERDOC_IMPORT \
  392. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetLogFile); \
  393. RENDERDOC_IMPORT_FUNC(RENDERDOC_GetCapture); \
  394. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetCaptureOptions); \
  395. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetActiveWindow); \
  396. RENDERDOC_IMPORT_FUNC(RENDERDOC_TriggerCapture); \
  397. RENDERDOC_IMPORT_FUNC(RENDERDOC_StartFrameCapture); \
  398. RENDERDOC_IMPORT_FUNC(RENDERDOC_EndFrameCapture); \
  399. RENDERDOC_IMPORT_FUNC(RENDERDOC_GetOverlayBits); \
  400. RENDERDOC_IMPORT_FUNC(RENDERDOC_MaskOverlayBits); \
  401. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetFocusToggleKeys); \
  402. RENDERDOC_IMPORT_FUNC(RENDERDOC_SetCaptureKeys); \
  403. RENDERDOC_IMPORT_FUNC(RENDERDOC_InitRemoteAccess);
  404. #define RENDERDOC_IMPORT_FUNC(_func) p##_func _func
  405. RENDERDOC_IMPORT
  406. #undef RENDERDOC_IMPORT_FUNC
  407. pRENDERDOC_GetAPIVersion RENDERDOC_GetAPIVersion;
  408. void* loadRenderDoc()
  409. {
  410. // Skip loading RenderDoc when IntelGPA is present to avoid RenderDoc crash.
  411. if (findModule(BX_ARCH_32BIT ? "shimloader32.dll" : "shimloader64.dll") )
  412. {
  413. return NULL;
  414. }
  415. void* renderdocdll = bx::dlopen("renderdoc.dll");
  416. if (NULL != renderdocdll)
  417. {
  418. RENDERDOC_GetAPIVersion = (pRENDERDOC_GetAPIVersion)bx::dlsym(renderdocdll, "RENDERDOC_GetAPIVersion");
  419. if (NULL != RENDERDOC_GetAPIVersion
  420. && RENDERDOC_API_VERSION == RENDERDOC_GetAPIVersion() )
  421. {
  422. #define RENDERDOC_IMPORT_FUNC(_func) \
  423. _func = (p##_func)bx::dlsym(renderdocdll, #_func); \
  424. BX_TRACE("%p " #_func, _func);
  425. RENDERDOC_IMPORT
  426. #undef RENDERDOC_IMPORT_FUNC
  427. RENDERDOC_SetLogFile(L"temp/bgfx");
  428. RENDERDOC_SetFocusToggleKeys(NULL, 0);
  429. KeyButton captureKey = eKey_F11;
  430. RENDERDOC_SetCaptureKeys(&captureKey, 1);
  431. CaptureOptions opt;
  432. memset(&opt, 0, sizeof(opt) );
  433. opt.AllowVSync = 1;
  434. opt.SaveAllInitials = 1;
  435. RENDERDOC_SetCaptureOptions(&opt);
  436. uint32_t ident = 0;
  437. RENDERDOC_InitRemoteAccess(&ident);
  438. RENDERDOC_MaskOverlayBits(eOverlay_None, eOverlay_None);
  439. }
  440. else
  441. {
  442. bx::dlclose(renderdocdll);
  443. renderdocdll = NULL;
  444. }
  445. }
  446. return renderdocdll;
  447. }
  448. void unloadRenderDoc(void* _renderdocdll)
  449. {
  450. if (NULL != _renderdocdll)
  451. {
  452. bx::dlclose(_renderdocdll);
  453. }
  454. }
  455. #else
  456. void* loadRenderDoc()
  457. {
  458. return NULL;
  459. }
  460. void unloadRenderDoc(void*)
  461. {
  462. }
  463. #endif // BGFX_CONFIG_DEBUG_PIX
  464. #if USE_D3D11_DYNAMIC_LIB
  465. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  466. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  467. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  468. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  469. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  470. #endif // USE_D3D11_DYNAMIC_LIB
  471. struct RendererContextD3D11 : public RendererContextI
  472. {
  473. RendererContextD3D11()
  474. : m_renderdocdll(NULL)
  475. , m_lost(0)
  476. , m_backBufferColor(NULL)
  477. , m_backBufferDepthStencil(NULL)
  478. , m_captureTexture(NULL)
  479. , m_captureResolve(NULL)
  480. , m_wireframe(false)
  481. , m_flags(BGFX_RESET_NONE)
  482. , m_vsChanges(0)
  483. , m_fsChanges(0)
  484. , m_rtMsaa(false)
  485. , m_ovrRtv(NULL)
  486. , m_ovrDsv(NULL)
  487. {
  488. }
  489. ~RendererContextD3D11()
  490. {
  491. }
  492. void init()
  493. {
  494. // Must be before device creation, and before RenderDoc.
  495. m_ovr.init();
  496. if (!m_ovr.isInitialized() )
  497. {
  498. m_renderdocdll = loadRenderDoc();
  499. }
  500. m_fbh.idx = invalidHandle;
  501. memset(m_uniforms, 0, sizeof(m_uniforms) );
  502. memset(&m_resolution, 0, sizeof(m_resolution) );
  503. #if USE_D3D11_DYNAMIC_LIB
  504. m_d3d11dll = bx::dlopen("d3d11.dll");
  505. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  506. m_d3d9dll = NULL;
  507. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  508. {
  509. // D3D11_1.h has ID3DUserDefinedAnnotation
  510. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  511. m_d3d9dll = bx::dlopen("d3d9.dll");
  512. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  513. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  514. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  515. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  516. BX_CHECK(NULL != D3DPERF_SetMarker
  517. && NULL != D3DPERF_BeginEvent
  518. && NULL != D3DPERF_EndEvent
  519. , "Failed to initialize PIX events."
  520. );
  521. }
  522. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  523. BGFX_FATAL(NULL != D3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  524. m_dxgidll = bx::dlopen("dxgi.dll");
  525. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  526. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  527. BGFX_FATAL(NULL != CreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  528. #endif // USE_D3D11_DYNAMIC_LIB
  529. HRESULT hr;
  530. IDXGIFactory* factory;
  531. #if BX_PLATFORM_WINRT
  532. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  533. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  534. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  535. #else
  536. hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
  537. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  538. #endif // BX_PLATFORM_WINRT
  539. m_adapter = NULL;
  540. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  541. IDXGIAdapter* adapter;
  542. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  543. {
  544. DXGI_ADAPTER_DESC desc;
  545. hr = adapter->GetDesc(&desc);
  546. if (SUCCEEDED(hr) )
  547. {
  548. BX_TRACE("Adapter #%d", ii);
  549. char description[BX_COUNTOF(desc.Description)];
  550. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  551. BX_TRACE("\tDescription: %s", description);
  552. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  553. , desc.VendorId
  554. , desc.DeviceId
  555. , desc.SubSysId
  556. , desc.Revision
  557. );
  558. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  559. , desc.DedicatedVideoMemory
  560. , desc.DedicatedSystemMemory
  561. , desc.SharedSystemMemory
  562. );
  563. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  564. && 0 != strstr(description, "PerfHUD") )
  565. {
  566. m_adapter = adapter;
  567. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  568. }
  569. }
  570. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  571. }
  572. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  573. D3D_FEATURE_LEVEL features[] =
  574. {
  575. D3D_FEATURE_LEVEL_11_1,
  576. D3D_FEATURE_LEVEL_11_0,
  577. D3D_FEATURE_LEVEL_10_1,
  578. D3D_FEATURE_LEVEL_10_0,
  579. D3D_FEATURE_LEVEL_9_3,
  580. D3D_FEATURE_LEVEL_9_2,
  581. D3D_FEATURE_LEVEL_9_1
  582. };
  583. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  584. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  585. ;
  586. D3D_FEATURE_LEVEL featureLevel;
  587. hr = -1;
  588. for (uint32_t ii = 0; ii < 3 && FAILED(hr); ++ii)
  589. {
  590. hr = D3D11CreateDevice(m_adapter
  591. , m_driverType
  592. , NULL
  593. , flags
  594. , &features[ii]
  595. , BX_COUNTOF(features)-ii
  596. , D3D11_SDK_VERSION
  597. , &m_device
  598. , &featureLevel
  599. , &m_deviceCtx
  600. );
  601. }
  602. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  603. IDXGIDevice* device;
  604. hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
  605. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  606. hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
  607. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  608. // GPA increases device ref count.
  609. // RenderDoc makes device ref count 0 here.
  610. //
  611. // This causes assert in debug. When debugger is present refcount
  612. // checks are off.
  613. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  614. DX_RELEASE(device, 2);
  615. hr = adapter->GetDesc(&m_adapterDesc);
  616. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  617. #if BX_PLATFORM_WINRT
  618. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  619. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  620. DX_RELEASE(adapter, 2);
  621. memset(&m_scd, 0, sizeof(m_scd) );
  622. m_scd.Width = BGFX_DEFAULT_WIDTH;
  623. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  624. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  625. m_scd.Stereo = false;
  626. m_scd.SampleDesc.Count = 1;
  627. m_scd.SampleDesc.Quality = 0;
  628. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  629. m_scd.BufferCount = 2;
  630. m_scd.Scaling = DXGI_SCALING_NONE;
  631. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  632. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  633. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  634. , g_bgfxCoreWindow
  635. , &m_scd
  636. , NULL
  637. , &m_swapChain
  638. );
  639. #else
  640. hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
  641. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  642. DX_RELEASE(adapter, 2);
  643. memset(&m_scd, 0, sizeof(m_scd) );
  644. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  645. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  646. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  647. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  648. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  649. m_scd.SampleDesc.Count = 1;
  650. m_scd.SampleDesc.Quality = 0;
  651. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  652. m_scd.BufferCount = 1;
  653. m_scd.OutputWindow = g_bgfxHwnd;
  654. m_scd.Windowed = true;
  655. hr = m_factory->CreateSwapChain(m_device
  656. , &m_scd
  657. , &m_swapChain
  658. );
  659. #endif // BX_PLATFORM_WINRT
  660. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  661. m_numWindows = 1;
  662. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  663. {
  664. ID3D11InfoQueue* infoQueue;
  665. hr = m_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue);
  666. if (SUCCEEDED(hr) )
  667. {
  668. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  669. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  670. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  671. D3D11_INFO_QUEUE_FILTER filter;
  672. memset(&filter, 0, sizeof(filter) );
  673. D3D11_MESSAGE_CATEGORY categies[] =
  674. {
  675. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  676. D3D11_MESSAGE_CATEGORY_EXECUTION,
  677. };
  678. filter.DenyList.NumCategories = BX_COUNTOF(categies);
  679. filter.DenyList.pCategoryList = categies;
  680. infoQueue->PushStorageFilter(&filter);
  681. DX_RELEASE(infoQueue, 3);
  682. }
  683. else
  684. {
  685. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  686. setGraphicsDebuggerPresent(true);
  687. }
  688. }
  689. UniformHandle handle = BGFX_INVALID_HANDLE;
  690. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  691. {
  692. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  693. }
  694. g_caps.supported |= ( 0
  695. | BGFX_CAPS_TEXTURE_3D
  696. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  697. | BGFX_CAPS_INSTANCING
  698. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  699. | BGFX_CAPS_FRAGMENT_DEPTH
  700. | BGFX_CAPS_BLEND_INDEPENDENT
  701. | BGFX_CAPS_COMPUTE
  702. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  703. | BGFX_CAPS_SWAP_CHAIN
  704. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  705. );
  706. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  707. g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  708. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  709. {
  710. g_caps.formats[ii] = DXGI_FORMAT_UNKNOWN == s_textureFormat[ii].m_fmt ? 0 : 1;
  711. }
  712. // Init reserved part of view name.
  713. for (uint8_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  714. {
  715. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  716. bx::snprintf(name, sizeof(name), "%3d ", ii);
  717. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  718. }
  719. updateMsaa();
  720. postReset();
  721. }
  722. void shutdown()
  723. {
  724. preReset();
  725. m_ovr.shutdown();
  726. m_deviceCtx->ClearState();
  727. invalidateCache();
  728. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  729. {
  730. m_indexBuffers[ii].destroy();
  731. }
  732. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  733. {
  734. m_vertexBuffers[ii].destroy();
  735. }
  736. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  737. {
  738. m_shaders[ii].destroy();
  739. }
  740. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  741. {
  742. m_textures[ii].destroy();
  743. }
  744. DX_RELEASE(m_swapChain, 0);
  745. DX_RELEASE(m_deviceCtx, 0);
  746. DX_RELEASE(m_device, 0);
  747. DX_RELEASE(m_factory, 0);
  748. unloadRenderDoc(m_renderdocdll);
  749. #if USE_D3D11_DYNAMIC_LIB
  750. bx::dlclose(m_dxgidll);
  751. bx::dlclose(m_d3d9dll);
  752. bx::dlclose(m_d3d11dll);
  753. #endif // USE_D3D11_DYNAMIC_LIB
  754. }
  755. RendererType::Enum getRendererType() const BX_OVERRIDE
  756. {
  757. return RendererType::Direct3D11;
  758. }
  759. const char* getRendererName() const BX_OVERRIDE
  760. {
  761. return BGFX_RENDERER_DIRECT3D11_NAME;
  762. }
  763. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem) BX_OVERRIDE
  764. {
  765. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  766. }
  767. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  768. {
  769. m_indexBuffers[_handle.idx].destroy();
  770. }
  771. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  772. {
  773. VertexDecl& decl = m_vertexDecls[_handle.idx];
  774. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  775. dump(decl);
  776. }
  777. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  778. {
  779. }
  780. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint8_t _flags) BX_OVERRIDE
  781. {
  782. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  783. }
  784. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  785. {
  786. m_vertexBuffers[_handle.idx].destroy();
  787. }
  788. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  789. {
  790. m_indexBuffers[_handle.idx].create(_size, NULL);
  791. }
  792. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  793. {
  794. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  795. }
  796. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  797. {
  798. m_indexBuffers[_handle.idx].destroy();
  799. }
  800. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  801. {
  802. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  803. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  804. }
  805. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  806. {
  807. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  808. }
  809. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  810. {
  811. m_vertexBuffers[_handle.idx].destroy();
  812. }
  813. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  814. {
  815. m_shaders[_handle.idx].create(_mem);
  816. }
  817. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  818. {
  819. m_shaders[_handle.idx].destroy();
  820. }
  821. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  822. {
  823. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  824. }
  825. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  826. {
  827. m_program[_handle.idx].destroy();
  828. }
  829. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  830. {
  831. m_textures[_handle.idx].create(_mem, _flags, _skip);
  832. }
  833. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  834. {
  835. }
  836. 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
  837. {
  838. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  839. }
  840. void updateTextureEnd() BX_OVERRIDE
  841. {
  842. }
  843. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  844. {
  845. m_textures[_handle.idx].destroy();
  846. }
  847. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  848. {
  849. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  850. }
  851. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  852. {
  853. uint16_t denseIdx = m_numWindows++;
  854. m_windows[denseIdx] = _handle;
  855. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  856. }
  857. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  858. {
  859. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  860. if (UINT16_MAX != denseIdx)
  861. {
  862. --m_numWindows;
  863. if (m_numWindows > 1)
  864. {
  865. FrameBufferHandle handle = m_windows[m_numWindows];
  866. m_windows[denseIdx] = handle;
  867. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  868. }
  869. }
  870. }
  871. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  872. {
  873. if (NULL != m_uniforms[_handle.idx])
  874. {
  875. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  876. }
  877. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  878. void* data = BX_ALLOC(g_allocator, size);
  879. memset(data, 0, size);
  880. m_uniforms[_handle.idx] = data;
  881. m_uniformReg.add(_handle, _name, data);
  882. }
  883. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  884. {
  885. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  886. m_uniforms[_handle.idx] = NULL;
  887. }
  888. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  889. {
  890. ID3D11Texture2D* backBuffer;
  891. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  892. D3D11_TEXTURE2D_DESC backBufferDesc;
  893. backBuffer->GetDesc(&backBufferDesc);
  894. D3D11_TEXTURE2D_DESC desc;
  895. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  896. desc.SampleDesc.Count = 1;
  897. desc.SampleDesc.Quality = 0;
  898. desc.Usage = D3D11_USAGE_STAGING;
  899. desc.BindFlags = 0;
  900. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  901. ID3D11Texture2D* texture;
  902. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  903. if (SUCCEEDED(hr) )
  904. {
  905. if (backBufferDesc.SampleDesc.Count == 1)
  906. {
  907. m_deviceCtx->CopyResource(texture, backBuffer);
  908. }
  909. else
  910. {
  911. desc.Usage = D3D11_USAGE_DEFAULT;
  912. desc.CPUAccessFlags = 0;
  913. ID3D11Texture2D* resolve;
  914. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  915. if (SUCCEEDED(hr) )
  916. {
  917. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  918. m_deviceCtx->CopyResource(texture, resolve);
  919. DX_RELEASE(resolve, 0);
  920. }
  921. }
  922. D3D11_MAPPED_SUBRESOURCE mapped;
  923. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  924. imageSwizzleBgra8(backBufferDesc.Width
  925. , backBufferDesc.Height
  926. , mapped.RowPitch
  927. , mapped.pData
  928. , mapped.pData
  929. );
  930. g_callback->screenShot(_filePath
  931. , backBufferDesc.Width
  932. , backBufferDesc.Height
  933. , mapped.RowPitch
  934. , mapped.pData
  935. , backBufferDesc.Height*mapped.RowPitch
  936. , false
  937. );
  938. m_deviceCtx->Unmap(texture, 0);
  939. DX_RELEASE(texture, 0);
  940. }
  941. DX_RELEASE(backBuffer, 0);
  942. }
  943. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  944. {
  945. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  946. , _name
  947. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  948. );
  949. }
  950. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  951. {
  952. memcpy(m_uniforms[_loc], _data, _size);
  953. }
  954. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  955. {
  956. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  957. {
  958. uint32_t size = _size*sizeof(wchar_t);
  959. wchar_t* name = (wchar_t*)alloca(size);
  960. mbstowcs(name, _marker, size-2);
  961. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  962. }
  963. }
  964. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  965. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  966. {
  967. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  968. uint32_t width = getBufferWidth();
  969. uint32_t height = getBufferHeight();
  970. if (m_ovr.isEnabled() )
  971. {
  972. m_ovr.getSize(width, height);
  973. }
  974. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  975. setFrameBuffer(fbh, false);
  976. D3D11_VIEWPORT vp;
  977. vp.TopLeftX = 0;
  978. vp.TopLeftY = 0;
  979. vp.Width = (float)width;
  980. vp.Height = (float)height;
  981. vp.MinDepth = 0.0f;
  982. vp.MaxDepth = 1.0f;
  983. deviceCtx->RSSetViewports(1, &vp);
  984. uint64_t state = BGFX_STATE_RGB_WRITE
  985. | BGFX_STATE_ALPHA_WRITE
  986. | BGFX_STATE_DEPTH_TEST_ALWAYS
  987. ;
  988. setBlendState(state);
  989. setDepthStencilState(state);
  990. setRasterizerState(state);
  991. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  992. m_currentProgram = &program;
  993. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  994. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  995. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  996. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  997. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  998. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  999. uint32_t stride = vertexDecl.m_stride;
  1000. uint32_t offset = 0;
  1001. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1002. setInputLayout(vertexDecl, program, 0);
  1003. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1004. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1005. float proj[16];
  1006. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1007. PredefinedUniform& predefined = program.m_predefined[0];
  1008. uint8_t flags = predefined.m_type;
  1009. setShaderConstant(flags, predefined.m_loc, proj, 4);
  1010. commitShaderConstants();
  1011. m_textures[_blitter.m_texture.idx].commit(0);
  1012. commitTextureStage();
  1013. }
  1014. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1015. {
  1016. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1017. uint32_t numVertices = _numIndices*4/6;
  1018. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1019. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1020. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1021. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1022. }
  1023. void preReset()
  1024. {
  1025. ovrPreReset();
  1026. DX_RELEASE(m_backBufferDepthStencil, 0);
  1027. DX_RELEASE(m_backBufferColor, 0);
  1028. // invalidateCache();
  1029. capturePreReset();
  1030. }
  1031. void postReset()
  1032. {
  1033. ID3D11Texture2D* color;
  1034. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  1035. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  1036. DX_RELEASE(color, 0);
  1037. D3D11_TEXTURE2D_DESC dsd;
  1038. dsd.Width = getBufferWidth();
  1039. dsd.Height = getBufferHeight();
  1040. dsd.MipLevels = 1;
  1041. dsd.ArraySize = 1;
  1042. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1043. dsd.SampleDesc = m_scd.SampleDesc;
  1044. dsd.Usage = D3D11_USAGE_DEFAULT;
  1045. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1046. dsd.CPUAccessFlags = 0;
  1047. dsd.MiscFlags = 0;
  1048. ovrPostReset();
  1049. // If OVR doesn't create separate depth stencil view, create default one.
  1050. if (NULL == m_backBufferDepthStencil)
  1051. {
  1052. ID3D11Texture2D* depthStencil;
  1053. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1054. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1055. DX_RELEASE(depthStencil, 0);
  1056. }
  1057. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1058. m_currentColor = m_backBufferColor;
  1059. m_currentDepthStencil = m_backBufferDepthStencil;
  1060. capturePostReset();
  1061. }
  1062. static bool isLost(HRESULT _hr)
  1063. {
  1064. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1065. || DXGI_ERROR_DEVICE_HUNG == _hr
  1066. || DXGI_ERROR_DEVICE_RESET == _hr
  1067. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1068. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1069. ;
  1070. }
  1071. void flip() BX_OVERRIDE
  1072. {
  1073. if (NULL != m_swapChain)
  1074. {
  1075. HRESULT hr = S_OK;
  1076. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  1077. #if BX_PLATFORM_WINRT
  1078. syncInterval = 1; // sync interval of 0 is not supported on WinRT
  1079. #endif
  1080. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1081. {
  1082. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1083. }
  1084. if (SUCCEEDED(hr) )
  1085. {
  1086. if (!m_ovr.swap() )
  1087. {
  1088. hr = m_swapChain->Present(syncInterval, 0);
  1089. }
  1090. }
  1091. if (FAILED(hr)
  1092. && isLost(hr) )
  1093. {
  1094. ++m_lost;
  1095. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1096. }
  1097. else
  1098. {
  1099. m_lost = 0;
  1100. }
  1101. }
  1102. }
  1103. void invalidateCache()
  1104. {
  1105. m_inputLayoutCache.invalidate();
  1106. m_blendStateCache.invalidate();
  1107. m_depthStencilStateCache.invalidate();
  1108. m_rasterizerStateCache.invalidate();
  1109. m_samplerStateCache.invalidate();
  1110. }
  1111. void invalidateCompute()
  1112. {
  1113. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1114. ID3D11UnorderedAccessView* uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  1115. m_deviceCtx->CSSetUnorderedAccessViews(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, uav, NULL);
  1116. ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  1117. m_deviceCtx->CSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
  1118. ID3D11SamplerState* samplers[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  1119. m_deviceCtx->CSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, samplers);
  1120. }
  1121. void updateMsaa()
  1122. {
  1123. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1124. {
  1125. uint32_t msaa = s_checkMsaa[ii];
  1126. uint32_t quality = 0;
  1127. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1128. if (SUCCEEDED(hr)
  1129. && 0 < quality)
  1130. {
  1131. s_msaa[ii].Count = msaa;
  1132. s_msaa[ii].Quality = quality - 1;
  1133. last = ii;
  1134. }
  1135. else
  1136. {
  1137. s_msaa[ii] = s_msaa[last];
  1138. }
  1139. }
  1140. }
  1141. void updateResolution(const Resolution& _resolution)
  1142. {
  1143. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1144. uint32_t flags = _resolution.m_flags & ~BGFX_RESET_HMD_RECENTER;
  1145. if ( getBufferWidth() != _resolution.m_width
  1146. || getBufferHeight() != _resolution.m_height
  1147. || m_flags != flags)
  1148. {
  1149. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK);
  1150. #if BX_PLATFORM_WINRT
  1151. resize = false; // can't use ResizeBuffers on Windows Phone
  1152. #endif
  1153. m_flags = flags;
  1154. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1155. m_textVideoMem.clear();
  1156. m_resolution = _resolution;
  1157. m_resolution.m_flags = flags;
  1158. setBufferSize(_resolution.m_width, _resolution.m_height);
  1159. preReset();
  1160. if (resize)
  1161. {
  1162. DX_CHECK(m_swapChain->ResizeBuffers(2
  1163. , getBufferWidth()
  1164. , getBufferHeight()
  1165. , getBufferFormat()
  1166. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1167. ) );
  1168. }
  1169. else
  1170. {
  1171. updateMsaa();
  1172. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1173. DX_RELEASE(m_swapChain, 0);
  1174. #if BX_PLATFORM_WINRT
  1175. HRESULT hr;
  1176. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1177. , g_bgfxCoreWindow
  1178. , &m_scd
  1179. , NULL
  1180. , &m_swapChain
  1181. );
  1182. #else
  1183. HRESULT hr;
  1184. hr = m_factory->CreateSwapChain(m_device
  1185. , &m_scd
  1186. , &m_swapChain
  1187. );
  1188. #endif
  1189. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1190. }
  1191. postReset();
  1192. }
  1193. if (recenter)
  1194. {
  1195. m_ovr.recenter();
  1196. }
  1197. }
  1198. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1199. {
  1200. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1201. {
  1202. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1203. m_fsChanges += _numRegs;
  1204. }
  1205. else
  1206. {
  1207. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1208. m_vsChanges += _numRegs;
  1209. }
  1210. }
  1211. void commitShaderConstants()
  1212. {
  1213. if (0 < m_vsChanges)
  1214. {
  1215. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1216. {
  1217. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1218. }
  1219. m_vsChanges = 0;
  1220. }
  1221. if (0 < m_fsChanges)
  1222. {
  1223. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1224. {
  1225. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1226. }
  1227. m_fsChanges = 0;
  1228. }
  1229. }
  1230. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1231. {
  1232. BX_UNUSED(_msaa);
  1233. if (!isValid(_fbh) )
  1234. {
  1235. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1236. m_currentColor = m_backBufferColor;
  1237. m_currentDepthStencil = m_backBufferDepthStencil;
  1238. }
  1239. else
  1240. {
  1241. invalidateTextureStage();
  1242. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1243. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1244. m_currentColor = frameBuffer.m_rtv[0];
  1245. m_currentDepthStencil = frameBuffer.m_dsv;
  1246. }
  1247. if (isValid(m_fbh)
  1248. && m_fbh.idx != _fbh.idx
  1249. && m_rtMsaa)
  1250. {
  1251. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1252. frameBuffer.resolve();
  1253. }
  1254. m_fbh = _fbh;
  1255. m_rtMsaa = _msaa;
  1256. }
  1257. void clear(const Clear& _clear, const float _palette[][4])
  1258. {
  1259. if (isValid(m_fbh) )
  1260. {
  1261. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1262. frameBuffer.clear(_clear, _palette);
  1263. }
  1264. else
  1265. {
  1266. if (NULL != m_currentColor
  1267. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  1268. {
  1269. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  1270. {
  1271. uint8_t index = _clear.m_index[0];
  1272. if (UINT8_MAX != index)
  1273. {
  1274. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1275. }
  1276. }
  1277. else
  1278. {
  1279. float frgba[4] =
  1280. {
  1281. _clear.m_index[0]*1.0f/255.0f,
  1282. _clear.m_index[1]*1.0f/255.0f,
  1283. _clear.m_index[2]*1.0f/255.0f,
  1284. _clear.m_index[3]*1.0f/255.0f,
  1285. };
  1286. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1287. }
  1288. }
  1289. if (NULL != m_currentDepthStencil
  1290. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  1291. {
  1292. DWORD flags = 0;
  1293. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  1294. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  1295. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1296. }
  1297. }
  1298. }
  1299. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint8_t _numInstanceData)
  1300. {
  1301. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1302. layoutHash ^= _numInstanceData;
  1303. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1304. if (NULL == layout)
  1305. {
  1306. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1307. VertexDecl decl;
  1308. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1309. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1310. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1311. {
  1312. uint8_t mask = attrMask[ii];
  1313. uint8_t attr = (decl.m_attributes[ii] & mask);
  1314. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1315. }
  1316. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1317. uint32_t num = uint32_t(elem-vertexElements);
  1318. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1319. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1320. {
  1321. uint32_t index = 8-_numInstanceData+ii;
  1322. uint32_t jj;
  1323. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1324. for (jj = 0; jj < num; ++jj)
  1325. {
  1326. curr = &vertexElements[jj];
  1327. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1328. && curr->SemanticIndex == index)
  1329. {
  1330. break;
  1331. }
  1332. }
  1333. if (jj == num)
  1334. {
  1335. curr = elem;
  1336. ++elem;
  1337. }
  1338. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1339. curr->InputSlot = 1;
  1340. curr->SemanticIndex = index;
  1341. curr->AlignedByteOffset = ii*16;
  1342. }
  1343. num = uint32_t(elem-vertexElements);
  1344. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1345. , num
  1346. , _program.m_vsh->m_code->data
  1347. , _program.m_vsh->m_code->size
  1348. , &layout
  1349. ) );
  1350. m_inputLayoutCache.add(layoutHash, layout);
  1351. }
  1352. m_deviceCtx->IASetInputLayout(layout);
  1353. }
  1354. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1355. {
  1356. _state &= 0
  1357. | BGFX_STATE_BLEND_MASK
  1358. | BGFX_STATE_BLEND_EQUATION_MASK
  1359. | BGFX_STATE_BLEND_INDEPENDENT
  1360. | BGFX_STATE_ALPHA_WRITE
  1361. | BGFX_STATE_RGB_WRITE
  1362. ;
  1363. bx::HashMurmur2A murmur;
  1364. murmur.begin();
  1365. murmur.add(_state);
  1366. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1367. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1368. bool hasFactor = f0 == (_state & f0)
  1369. || f1 == (_state & f1)
  1370. ;
  1371. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1372. if (hasFactor)
  1373. {
  1374. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1375. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1376. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1377. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1378. }
  1379. else
  1380. {
  1381. murmur.add(_rgba);
  1382. }
  1383. uint32_t hash = murmur.end();
  1384. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1385. if (NULL == bs)
  1386. {
  1387. D3D11_BLEND_DESC desc;
  1388. memset(&desc, 0, sizeof(desc) );
  1389. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1390. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1391. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1392. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1393. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1394. const uint32_t srcRGB = (blend )&0xf;
  1395. const uint32_t dstRGB = (blend>> 4)&0xf;
  1396. const uint32_t srcA = (blend>> 8)&0xf;
  1397. const uint32_t dstA = (blend>>12)&0xf;
  1398. const uint32_t equRGB = (equation )&0x7;
  1399. const uint32_t equA = (equation>>3)&0x7;
  1400. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1401. drt->DestBlend = s_blendFactor[dstRGB][0];
  1402. drt->BlendOp = s_blendEquation[equRGB];
  1403. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1404. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1405. drt->BlendOpAlpha = s_blendEquation[equA];
  1406. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1407. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1408. drt->RenderTargetWriteMask = writeMask;
  1409. if (desc.IndependentBlendEnable)
  1410. {
  1411. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1412. {
  1413. drt = &desc.RenderTarget[ii];
  1414. drt->BlendEnable = 0 != (rgba&0x7ff);
  1415. const uint32_t src = (rgba )&0xf;
  1416. const uint32_t dst = (rgba>>4)&0xf;
  1417. const uint32_t equationIndex = (rgba>>8)&0x7;
  1418. drt->SrcBlend = s_blendFactor[src][0];
  1419. drt->DestBlend = s_blendFactor[dst][0];
  1420. drt->BlendOp = s_blendEquation[equationIndex];
  1421. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1422. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1423. drt->BlendOpAlpha = s_blendEquation[equationIndex];
  1424. drt->RenderTargetWriteMask = writeMask;
  1425. }
  1426. }
  1427. else
  1428. {
  1429. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1430. {
  1431. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1432. }
  1433. }
  1434. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1435. m_blendStateCache.add(hash, bs);
  1436. }
  1437. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1438. }
  1439. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1440. {
  1441. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1442. uint32_t fstencil = unpackStencil(0, _stencil);
  1443. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1444. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1445. bx::HashMurmur2A murmur;
  1446. murmur.begin();
  1447. murmur.add(_state);
  1448. murmur.add(_stencil);
  1449. uint32_t hash = murmur.end();
  1450. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1451. if (NULL == dss)
  1452. {
  1453. D3D11_DEPTH_STENCIL_DESC desc;
  1454. memset(&desc, 0, sizeof(desc) );
  1455. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1456. desc.DepthEnable = 0 != func;
  1457. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1458. desc.DepthFunc = s_cmpFunc[func];
  1459. uint32_t bstencil = unpackStencil(1, _stencil);
  1460. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1461. bstencil = frontAndBack ? bstencil : fstencil;
  1462. desc.StencilEnable = 0 != _stencil;
  1463. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1464. desc.StencilWriteMask = 0xff;
  1465. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1466. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1467. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1468. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1469. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1470. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1471. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1472. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1473. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1474. m_depthStencilStateCache.add(hash, dss);
  1475. }
  1476. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1477. }
  1478. void setDebugWireframe(bool _wireframe)
  1479. {
  1480. if (m_wireframe != _wireframe)
  1481. {
  1482. m_wireframe = _wireframe;
  1483. m_rasterizerStateCache.invalidate();
  1484. }
  1485. }
  1486. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1487. {
  1488. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1489. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1490. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1491. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1492. if (NULL == rs)
  1493. {
  1494. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1495. D3D11_RASTERIZER_DESC desc;
  1496. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1497. desc.CullMode = s_cullMode[cull];
  1498. desc.FrontCounterClockwise = false;
  1499. desc.DepthBias = 0;
  1500. desc.DepthBiasClamp = 0.0f;
  1501. desc.SlopeScaledDepthBias = 0.0f;
  1502. desc.DepthClipEnable = false;
  1503. desc.ScissorEnable = _scissor;
  1504. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1505. desc.AntialiasedLineEnable = false;
  1506. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1507. m_rasterizerStateCache.add(_state, rs);
  1508. }
  1509. m_deviceCtx->RSSetState(rs);
  1510. }
  1511. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1512. {
  1513. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1514. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1515. if (NULL == sampler)
  1516. {
  1517. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1518. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1519. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1520. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1521. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1522. D3D11_SAMPLER_DESC sd;
  1523. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1524. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1525. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1526. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1527. sd.MipLODBias = 0.0f;
  1528. sd.MaxAnisotropy = 1;
  1529. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1530. sd.BorderColor[0] = 0.0f;
  1531. sd.BorderColor[1] = 0.0f;
  1532. sd.BorderColor[2] = 0.0f;
  1533. sd.BorderColor[3] = 0.0f;
  1534. sd.MinLOD = 0;
  1535. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1536. m_device->CreateSamplerState(&sd, &sampler);
  1537. DX_CHECK_REFCOUNT(sampler, 1);
  1538. m_samplerStateCache.add(_flags, sampler);
  1539. }
  1540. return sampler;
  1541. }
  1542. DXGI_FORMAT getBufferFormat()
  1543. {
  1544. #if BX_PLATFORM_WINRT
  1545. return m_scd.Format;
  1546. #else
  1547. return m_scd.BufferDesc.Format;
  1548. #endif
  1549. }
  1550. uint32_t getBufferWidth()
  1551. {
  1552. #if BX_PLATFORM_WINRT
  1553. return m_scd.Width;
  1554. #else
  1555. return m_scd.BufferDesc.Width;
  1556. #endif
  1557. }
  1558. uint32_t getBufferHeight()
  1559. {
  1560. #if BX_PLATFORM_WINRT
  1561. return m_scd.Height;
  1562. #else
  1563. return m_scd.BufferDesc.Height;
  1564. #endif
  1565. }
  1566. void setBufferSize(uint32_t _width, uint32_t _height)
  1567. {
  1568. #if BX_PLATFORM_WINRT
  1569. m_scd.Width = _width;
  1570. m_scd.Height = _height;
  1571. #else
  1572. m_scd.BufferDesc.Width = _width;
  1573. m_scd.BufferDesc.Height = _height;
  1574. #endif
  1575. }
  1576. void commitTextureStage()
  1577. {
  1578. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1579. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1580. }
  1581. void invalidateTextureStage()
  1582. {
  1583. m_textureStage.clear();
  1584. commitTextureStage();
  1585. }
  1586. void ovrPostReset()
  1587. {
  1588. #if BGFX_CONFIG_USE_OVR
  1589. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1590. {
  1591. ovrD3D11Config config;
  1592. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  1593. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  1594. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  1595. config.D3D11.Header.Multisample = 0;
  1596. config.D3D11.pDevice = m_device;
  1597. config.D3D11.pDeviceContext = m_deviceCtx;
  1598. config.D3D11.pBackBufferRT = m_backBufferColor;
  1599. config.D3D11.pSwapChain = m_swapChain;
  1600. if (m_ovr.postReset(g_bgfxHwnd, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1601. {
  1602. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1603. const Memory* mem = alloc(size);
  1604. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1605. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1606. bx::write(&writer, magic);
  1607. TextureCreate tc;
  1608. tc.m_flags = BGFX_TEXTURE_RT;
  1609. tc.m_width = m_ovr.m_rtSize.w;
  1610. tc.m_height = m_ovr.m_rtSize.h;
  1611. tc.m_sides = 0;
  1612. tc.m_depth = 0;
  1613. tc.m_numMips = 1;
  1614. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1615. tc.m_cubeMap = false;
  1616. tc.m_mem = NULL;
  1617. bx::write(&writer, tc);
  1618. m_ovrRT.create(mem, tc.m_flags, 0);
  1619. release(mem);
  1620. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  1621. D3D11_TEXTURE2D_DESC dsd;
  1622. dsd.Width = m_ovr.m_rtSize.w;
  1623. dsd.Height = m_ovr.m_rtSize.h;
  1624. dsd.MipLevels = 1;
  1625. dsd.ArraySize = 1;
  1626. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1627. dsd.SampleDesc = m_scd.SampleDesc;
  1628. dsd.Usage = D3D11_USAGE_DEFAULT;
  1629. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1630. dsd.CPUAccessFlags = 0;
  1631. dsd.MiscFlags = 0;
  1632. ID3D11Texture2D* depthStencil;
  1633. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1634. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  1635. DX_RELEASE(depthStencil, 0);
  1636. ovrD3D11Texture texture;
  1637. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  1638. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  1639. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  1640. texture.D3D11.pSRView = m_ovrRT.m_srv;
  1641. m_ovr.postReset(texture.Texture);
  1642. std::swap(m_ovrRtv, m_backBufferColor);
  1643. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1644. std::swap(m_ovrDsv, m_backBufferDepthStencil);
  1645. }
  1646. }
  1647. #endif // BGFX_CONFIG_USE_OVR
  1648. }
  1649. void ovrPreReset()
  1650. {
  1651. #if BGFX_CONFIG_USE_OVR
  1652. m_ovr.preReset();
  1653. if (NULL != m_ovrRtv)
  1654. {
  1655. std::swap(m_ovrRtv, m_backBufferColor);
  1656. std::swap(m_ovrDsv, m_backBufferDepthStencil);
  1657. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1658. DX_RELEASE(m_ovrRtv, 0);
  1659. DX_RELEASE(m_ovrDsv, 0);
  1660. m_ovrRT.destroy();
  1661. }
  1662. #endif // BGFX_CONFIG_USE_OVR
  1663. }
  1664. void capturePostReset()
  1665. {
  1666. if (m_flags&BGFX_RESET_CAPTURE)
  1667. {
  1668. ID3D11Texture2D* backBuffer;
  1669. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  1670. D3D11_TEXTURE2D_DESC backBufferDesc;
  1671. backBuffer->GetDesc(&backBufferDesc);
  1672. D3D11_TEXTURE2D_DESC desc;
  1673. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1674. desc.SampleDesc.Count = 1;
  1675. desc.SampleDesc.Quality = 0;
  1676. desc.Usage = D3D11_USAGE_STAGING;
  1677. desc.BindFlags = 0;
  1678. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1679. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1680. if (SUCCEEDED(hr) )
  1681. {
  1682. if (backBufferDesc.SampleDesc.Count != 1)
  1683. {
  1684. desc.Usage = D3D11_USAGE_DEFAULT;
  1685. desc.CPUAccessFlags = 0;
  1686. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  1687. }
  1688. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  1689. }
  1690. DX_RELEASE(backBuffer, 0);
  1691. }
  1692. }
  1693. void capturePreReset()
  1694. {
  1695. if (NULL != m_captureTexture)
  1696. {
  1697. g_callback->captureEnd();
  1698. }
  1699. DX_RELEASE(m_captureResolve, 0);
  1700. DX_RELEASE(m_captureTexture, 0);
  1701. }
  1702. void capture()
  1703. {
  1704. if (NULL != m_captureTexture)
  1705. {
  1706. ID3D11Texture2D* backBuffer;
  1707. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  1708. if (NULL == m_captureResolve)
  1709. {
  1710. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  1711. }
  1712. else
  1713. {
  1714. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat());
  1715. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  1716. }
  1717. D3D11_MAPPED_SUBRESOURCE mapped;
  1718. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  1719. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  1720. m_deviceCtx->Unmap(m_captureTexture, 0);
  1721. DX_RELEASE(backBuffer, 0);
  1722. }
  1723. }
  1724. void commit(ConstantBuffer& _constantBuffer)
  1725. {
  1726. _constantBuffer.reset();
  1727. for (;;)
  1728. {
  1729. uint32_t opcode = _constantBuffer.read();
  1730. if (UniformType::End == opcode)
  1731. {
  1732. break;
  1733. }
  1734. UniformType::Enum type;
  1735. uint16_t loc;
  1736. uint16_t num;
  1737. uint16_t copy;
  1738. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1739. const char* data;
  1740. if (copy)
  1741. {
  1742. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1743. }
  1744. else
  1745. {
  1746. UniformHandle handle;
  1747. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1748. data = (const char*)m_uniforms[handle.idx];
  1749. }
  1750. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1751. case UniformType::_uniform: \
  1752. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1753. { \
  1754. setShaderConstant(type, loc, data, num); \
  1755. } \
  1756. break;
  1757. switch ( (int32_t)type)
  1758. {
  1759. case UniformType::Uniform3x3fv:
  1760. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  1761. {
  1762. float* value = (float*)data;
  1763. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1764. {
  1765. Matrix4 mtx;
  1766. mtx.un.val[ 0] = value[0];
  1767. mtx.un.val[ 1] = value[1];
  1768. mtx.un.val[ 2] = value[2];
  1769. mtx.un.val[ 3] = 0.0f;
  1770. mtx.un.val[ 4] = value[3];
  1771. mtx.un.val[ 5] = value[4];
  1772. mtx.un.val[ 6] = value[5];
  1773. mtx.un.val[ 7] = 0.0f;
  1774. mtx.un.val[ 8] = value[6];
  1775. mtx.un.val[ 9] = value[7];
  1776. mtx.un.val[10] = value[8];
  1777. mtx.un.val[11] = 0.0f;
  1778. setShaderConstant(type, loc, &mtx.un.val[0], 3);
  1779. }
  1780. }
  1781. break;
  1782. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  1783. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  1784. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  1785. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  1786. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  1787. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  1788. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  1789. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  1790. case UniformType::End:
  1791. break;
  1792. default:
  1793. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1794. break;
  1795. }
  1796. #undef CASE_IMPLEMENT_UNIFORM
  1797. }
  1798. }
  1799. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1800. {
  1801. uint32_t width = getBufferWidth();
  1802. uint32_t height = getBufferHeight();
  1803. if (0 == _rect.m_x
  1804. && 0 == _rect.m_y
  1805. && width == _rect.m_width
  1806. && height == _rect.m_height)
  1807. {
  1808. clear(_clear, _palette);
  1809. }
  1810. else
  1811. {
  1812. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1813. uint64_t state = 0;
  1814. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1815. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1816. uint64_t stencil = 0;
  1817. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
  1818. | BGFX_STENCIL_TEST_ALWAYS
  1819. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1820. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1821. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1822. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1823. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1824. : 0
  1825. ;
  1826. setBlendState(state);
  1827. setDepthStencilState(state, stencil);
  1828. setRasterizerState(state);
  1829. uint32_t numMrt = 1;
  1830. FrameBufferHandle fbh = m_fbh;
  1831. if (isValid(fbh) )
  1832. {
  1833. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  1834. numMrt = bx::uint32_max(1, fb.m_num);
  1835. }
  1836. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1837. m_currentProgram = &program;
  1838. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1839. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1840. if (NULL != m_currentColor)
  1841. {
  1842. const ShaderD3D11* fsh = program.m_fsh;
  1843. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  1844. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  1845. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  1846. {
  1847. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1848. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1849. {
  1850. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  1851. memcpy(mrtClear[ii], _palette[index], 16);
  1852. }
  1853. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  1854. }
  1855. else
  1856. {
  1857. float rgba[4] =
  1858. {
  1859. _clear.m_index[0]*1.0f/255.0f,
  1860. _clear.m_index[1]*1.0f/255.0f,
  1861. _clear.m_index[2]*1.0f/255.0f,
  1862. _clear.m_index[3]*1.0f/255.0f,
  1863. };
  1864. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  1865. }
  1866. }
  1867. else
  1868. {
  1869. deviceCtx->PSSetShader(NULL, NULL, 0);
  1870. }
  1871. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1872. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1873. const uint32_t stride = vertexDecl.m_stride;
  1874. const uint32_t offset = 0;
  1875. {
  1876. struct Vertex
  1877. {
  1878. float m_x;
  1879. float m_y;
  1880. float m_z;
  1881. };
  1882. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  1883. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1884. const float depth = _clear.m_depth;
  1885. vertex->m_x = -1.0f;
  1886. vertex->m_y = -1.0f;
  1887. vertex->m_z = depth;
  1888. vertex++;
  1889. vertex->m_x = 1.0f;
  1890. vertex->m_y = -1.0f;
  1891. vertex->m_z = depth;
  1892. vertex++;
  1893. vertex->m_x = -1.0f;
  1894. vertex->m_y = 1.0f;
  1895. vertex->m_z = depth;
  1896. vertex++;
  1897. vertex->m_x = 1.0f;
  1898. vertex->m_y = 1.0f;
  1899. vertex->m_z = depth;
  1900. }
  1901. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  1902. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1903. setInputLayout(vertexDecl, program, 0);
  1904. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  1905. deviceCtx->Draw(4, 0);
  1906. }
  1907. }
  1908. #if USE_D3D11_DYNAMIC_LIB
  1909. void* m_d3d9dll;
  1910. void* m_d3d11dll;
  1911. void* m_dxgidll;
  1912. #endif // USE_D3D11_DYNAMIC_LIB
  1913. void* m_renderdocdll;
  1914. D3D_DRIVER_TYPE m_driverType;
  1915. IDXGIAdapter* m_adapter;
  1916. DXGI_ADAPTER_DESC m_adapterDesc;
  1917. #if BX_PLATFORM_WINRT
  1918. IDXGIFactory2* m_factory;
  1919. IDXGISwapChain1* m_swapChain;
  1920. #else
  1921. IDXGIFactory* m_factory;
  1922. IDXGISwapChain* m_swapChain;
  1923. #endif
  1924. uint16_t m_lost;
  1925. uint16_t m_numWindows;
  1926. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1927. ID3D11Device* m_device;
  1928. ID3D11DeviceContext* m_deviceCtx;
  1929. ID3D11RenderTargetView* m_backBufferColor;
  1930. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1931. ID3D11RenderTargetView* m_currentColor;
  1932. ID3D11DepthStencilView* m_currentDepthStencil;
  1933. ID3D11Texture2D* m_captureTexture;
  1934. ID3D11Texture2D* m_captureResolve;
  1935. Resolution m_resolution;
  1936. bool m_wireframe;
  1937. #if BX_PLATFORM_WINRT
  1938. DXGI_SWAP_CHAIN_DESC1 m_scd;
  1939. #else
  1940. DXGI_SWAP_CHAIN_DESC m_scd;
  1941. #endif
  1942. uint32_t m_flags;
  1943. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1944. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1945. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1946. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1947. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1948. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1949. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1950. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1951. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  1952. UniformRegistry m_uniformReg;
  1953. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1954. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1955. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1956. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1957. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1958. TextVideoMem m_textVideoMem;
  1959. TextureStage m_textureStage;
  1960. ProgramD3D11* m_currentProgram;
  1961. uint8_t m_vsScratch[64<<10];
  1962. uint8_t m_fsScratch[64<<10];
  1963. uint32_t m_vsChanges;
  1964. uint32_t m_fsChanges;
  1965. FrameBufferHandle m_fbh;
  1966. bool m_rtMsaa;
  1967. OVR m_ovr;
  1968. TextureD3D11 m_ovrRT;
  1969. ID3D11RenderTargetView* m_ovrRtv;
  1970. ID3D11DepthStencilView* m_ovrDsv;
  1971. };
  1972. static RendererContextD3D11* s_renderD3D11;
  1973. RendererContextI* rendererCreateD3D11()
  1974. {
  1975. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  1976. s_renderD3D11->init();
  1977. return s_renderD3D11;
  1978. }
  1979. void rendererDestroyD3D11()
  1980. {
  1981. s_renderD3D11->shutdown();
  1982. BX_DELETE(g_allocator, s_renderD3D11);
  1983. s_renderD3D11 = NULL;
  1984. }
  1985. void IndexBufferD3D11::create(uint32_t _size, void* _data)
  1986. {
  1987. m_size = _size;
  1988. m_dynamic = NULL == _data;
  1989. D3D11_BUFFER_DESC desc;
  1990. desc.ByteWidth = _size;
  1991. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1992. desc.MiscFlags = 0;
  1993. desc.StructureByteStride = 0;
  1994. if (m_dynamic)
  1995. {
  1996. desc.Usage = D3D11_USAGE_DYNAMIC;
  1997. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1998. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1999. , NULL
  2000. , &m_ptr
  2001. ) );
  2002. }
  2003. else
  2004. {
  2005. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2006. desc.CPUAccessFlags = 0;
  2007. D3D11_SUBRESOURCE_DATA srd;
  2008. srd.pSysMem = _data;
  2009. srd.SysMemPitch = 0;
  2010. srd.SysMemSlicePitch = 0;
  2011. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  2012. , &srd
  2013. , &m_ptr
  2014. ) );
  2015. }
  2016. }
  2017. void IndexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data)
  2018. {
  2019. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2020. BX_CHECK(m_dynamic, "Must be dynamic!");
  2021. D3D11_MAPPED_SUBRESOURCE mapped;
  2022. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  2023. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  2024. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2025. deviceCtx->Unmap(m_ptr, 0);
  2026. }
  2027. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint8_t _flags)
  2028. {
  2029. m_uav = NULL;
  2030. m_size = _size;
  2031. m_decl = _declHandle;
  2032. const bool needUav = 0 != (_flags & BGFX_BUFFER_COMPUTE_WRITE);
  2033. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2034. m_dynamic = NULL == _data && !needUav;
  2035. D3D11_BUFFER_DESC desc;
  2036. desc.ByteWidth = _size;
  2037. desc.BindFlags = 0
  2038. | D3D11_BIND_VERTEX_BUFFER
  2039. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2040. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2041. ;
  2042. desc.MiscFlags = 0;
  2043. desc.StructureByteStride = 0;
  2044. ID3D11Device* device = s_renderD3D11->m_device;
  2045. if (needUav)
  2046. {
  2047. desc.Usage = D3D11_USAGE_DEFAULT;
  2048. desc.CPUAccessFlags = 0;
  2049. desc.StructureByteStride = isValid(_declHandle)
  2050. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2051. : 0
  2052. ;
  2053. DX_CHECK(device->CreateBuffer(&desc
  2054. , NULL
  2055. , &m_ptr
  2056. ) );
  2057. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2058. uavd.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2059. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2060. uavd.Buffer.FirstElement = 0;
  2061. uavd.Buffer.NumElements = m_size/16;
  2062. uavd.Buffer.Flags = 0;
  2063. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2064. , &uavd
  2065. , &m_uav
  2066. ) );
  2067. }
  2068. else if (m_dynamic)
  2069. {
  2070. desc.Usage = D3D11_USAGE_DYNAMIC;
  2071. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2072. DX_CHECK(device->CreateBuffer(&desc
  2073. , NULL
  2074. , &m_ptr
  2075. ) );
  2076. }
  2077. else
  2078. {
  2079. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2080. desc.CPUAccessFlags = 0;
  2081. D3D11_SUBRESOURCE_DATA srd;
  2082. srd.pSysMem = _data;
  2083. srd.SysMemPitch = 0;
  2084. srd.SysMemSlicePitch = 0;
  2085. DX_CHECK(device->CreateBuffer(&desc
  2086. , &srd
  2087. , &m_ptr
  2088. ) );
  2089. }
  2090. if (needSrv)
  2091. {
  2092. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2093. srvd.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2094. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2095. srvd.Buffer.FirstElement = 0;
  2096. srvd.Buffer.NumElements = m_size/16;
  2097. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2098. , &srvd
  2099. , &m_srv
  2100. ) );
  2101. }
  2102. }
  2103. void VertexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2104. {
  2105. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2106. BX_CHECK(m_dynamic, "Must be dynamic!");
  2107. D3D11_MAPPED_SUBRESOURCE mapped;
  2108. D3D11_MAP type = m_dynamic && ( (0 == _offset && m_size == _size) || _discard) ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  2109. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  2110. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2111. deviceCtx->Unmap(m_ptr, 0);
  2112. }
  2113. void ShaderD3D11::create(const Memory* _mem)
  2114. {
  2115. bx::MemoryReader reader(_mem->data, _mem->size);
  2116. uint32_t magic;
  2117. bx::read(&reader, magic);
  2118. switch (magic)
  2119. {
  2120. case BGFX_CHUNK_MAGIC_CSH:
  2121. case BGFX_CHUNK_MAGIC_FSH:
  2122. case BGFX_CHUNK_MAGIC_VSH:
  2123. break;
  2124. default:
  2125. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2126. break;
  2127. }
  2128. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2129. uint32_t iohash;
  2130. bx::read(&reader, iohash);
  2131. uint16_t count;
  2132. bx::read(&reader, count);
  2133. m_numPredefined = 0;
  2134. m_numUniforms = count;
  2135. BX_TRACE("%s Shader consts %d"
  2136. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2137. , count
  2138. );
  2139. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2140. if (0 < count)
  2141. {
  2142. for (uint32_t ii = 0; ii < count; ++ii)
  2143. {
  2144. uint8_t nameSize;
  2145. bx::read(&reader, nameSize);
  2146. char name[256];
  2147. bx::read(&reader, &name, nameSize);
  2148. name[nameSize] = '\0';
  2149. uint8_t type;
  2150. bx::read(&reader, type);
  2151. uint8_t num;
  2152. bx::read(&reader, num);
  2153. uint16_t regIndex;
  2154. bx::read(&reader, regIndex);
  2155. uint16_t regCount;
  2156. bx::read(&reader, regCount);
  2157. const char* kind = "invalid";
  2158. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2159. if (PredefinedUniform::Count != predefined)
  2160. {
  2161. kind = "predefined";
  2162. m_predefined[m_numPredefined].m_loc = regIndex;
  2163. m_predefined[m_numPredefined].m_count = regCount;
  2164. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  2165. m_numPredefined++;
  2166. }
  2167. else
  2168. {
  2169. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2170. if (NULL != info)
  2171. {
  2172. if (NULL == m_constantBuffer)
  2173. {
  2174. m_constantBuffer = ConstantBuffer::create(1024);
  2175. }
  2176. kind = "user";
  2177. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2178. }
  2179. }
  2180. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2181. , kind
  2182. , name
  2183. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2184. , num
  2185. , regIndex
  2186. , regCount
  2187. );
  2188. BX_UNUSED(kind);
  2189. }
  2190. if (NULL != m_constantBuffer)
  2191. {
  2192. m_constantBuffer->finish();
  2193. }
  2194. }
  2195. uint16_t shaderSize;
  2196. bx::read(&reader, shaderSize);
  2197. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2198. bx::skip(&reader, shaderSize+1);
  2199. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2200. {
  2201. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2202. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2203. }
  2204. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2205. {
  2206. m_hash = bx::hashMurmur2A(code, shaderSize);
  2207. m_code = copy(code, shaderSize);
  2208. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2209. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2210. }
  2211. else
  2212. {
  2213. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2214. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2215. }
  2216. uint8_t numAttrs;
  2217. bx::read(&reader, numAttrs);
  2218. memset(m_attrMask, 0, sizeof(m_attrMask));
  2219. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2220. {
  2221. uint16_t id;
  2222. bx::read(&reader, id);
  2223. Attrib::Enum attr = idToAttrib(id);
  2224. if (Attrib::Count != attr)
  2225. {
  2226. m_attrMask[attr] = 0xff;
  2227. }
  2228. }
  2229. uint16_t size;
  2230. bx::read(&reader, size);
  2231. if (0 < size)
  2232. {
  2233. D3D11_BUFFER_DESC desc;
  2234. desc.ByteWidth = size;
  2235. desc.Usage = D3D11_USAGE_DEFAULT;
  2236. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2237. desc.CPUAccessFlags = 0;
  2238. desc.MiscFlags = 0;
  2239. desc.StructureByteStride = 0;
  2240. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2241. }
  2242. }
  2243. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2244. {
  2245. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2246. ImageContainer imageContainer;
  2247. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2248. {
  2249. uint8_t numMips = imageContainer.m_numMips;
  2250. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2251. numMips -= startLod;
  2252. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2253. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2254. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2255. m_flags = _flags;
  2256. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2257. m_textureFormat = (uint8_t)imageContainer.m_format;
  2258. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2259. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2260. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2261. if (convert)
  2262. {
  2263. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2264. bpp = 32;
  2265. }
  2266. if (imageContainer.m_cubeMap)
  2267. {
  2268. m_type = TextureCube;
  2269. }
  2270. else if (imageContainer.m_depth > 1)
  2271. {
  2272. m_type = Texture3D;
  2273. }
  2274. else
  2275. {
  2276. m_type = Texture2D;
  2277. }
  2278. m_numMips = numMips;
  2279. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2280. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2281. uint32_t kk = 0;
  2282. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2283. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2284. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2285. , this - s_renderD3D11->m_textures
  2286. , getName( (TextureFormat::Enum)m_textureFormat)
  2287. , getName( (TextureFormat::Enum)m_requestedFormat)
  2288. , textureWidth
  2289. , textureHeight
  2290. , imageContainer.m_cubeMap ? "x6" : ""
  2291. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2292. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2293. );
  2294. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2295. {
  2296. uint32_t width = textureWidth;
  2297. uint32_t height = textureHeight;
  2298. uint32_t depth = imageContainer.m_depth;
  2299. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2300. {
  2301. width = bx::uint32_max(1, width);
  2302. height = bx::uint32_max(1, height);
  2303. depth = bx::uint32_max(1, depth);
  2304. ImageMip mip;
  2305. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2306. {
  2307. srd[kk].pSysMem = mip.m_data;
  2308. if (convert)
  2309. {
  2310. uint32_t srcpitch = mip.m_width*bpp/8;
  2311. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2312. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2313. srd[kk].pSysMem = temp;
  2314. srd[kk].SysMemPitch = srcpitch;
  2315. }
  2316. else if (compressed)
  2317. {
  2318. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2319. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2320. }
  2321. else
  2322. {
  2323. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2324. }
  2325. if (swizzle)
  2326. {
  2327. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2328. }
  2329. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2330. ++kk;
  2331. }
  2332. width >>= 1;
  2333. height >>= 1;
  2334. depth >>= 1;
  2335. }
  2336. }
  2337. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2338. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2339. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2340. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2341. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2342. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2343. memset(&srvd, 0, sizeof(srvd) );
  2344. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2345. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2346. if (swizzle)
  2347. {
  2348. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2349. srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2350. }
  2351. switch (m_type)
  2352. {
  2353. case Texture2D:
  2354. case TextureCube:
  2355. {
  2356. D3D11_TEXTURE2D_DESC desc;
  2357. desc.Width = textureWidth;
  2358. desc.Height = textureHeight;
  2359. desc.MipLevels = numMips;
  2360. desc.Format = format;
  2361. desc.SampleDesc = msaa;
  2362. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2363. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2364. desc.CPUAccessFlags = 0;
  2365. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2366. {
  2367. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2368. desc.Usage = D3D11_USAGE_DEFAULT;
  2369. }
  2370. else if (renderTarget)
  2371. {
  2372. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2373. desc.Usage = D3D11_USAGE_DEFAULT;
  2374. }
  2375. if (computeWrite)
  2376. {
  2377. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2378. desc.Usage = D3D11_USAGE_DEFAULT;
  2379. }
  2380. if (imageContainer.m_cubeMap)
  2381. {
  2382. desc.ArraySize = 6;
  2383. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2384. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2385. srvd.TextureCube.MipLevels = numMips;
  2386. }
  2387. else
  2388. {
  2389. desc.ArraySize = 1;
  2390. desc.MiscFlags = 0;
  2391. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2392. srvd.Texture2D.MipLevels = numMips;
  2393. }
  2394. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2395. }
  2396. break;
  2397. case Texture3D:
  2398. {
  2399. D3D11_TEXTURE3D_DESC desc;
  2400. desc.Width = textureWidth;
  2401. desc.Height = textureHeight;
  2402. desc.Depth = imageContainer.m_depth;
  2403. desc.MipLevels = imageContainer.m_numMips;
  2404. desc.Format = format;
  2405. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2406. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2407. desc.CPUAccessFlags = 0;
  2408. desc.MiscFlags = 0;
  2409. if (computeWrite)
  2410. {
  2411. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2412. desc.Usage = D3D11_USAGE_DEFAULT;
  2413. }
  2414. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2415. srvd.Texture3D.MipLevels = numMips;
  2416. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2417. }
  2418. break;
  2419. }
  2420. if (!bufferOnly)
  2421. {
  2422. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2423. }
  2424. if (computeWrite)
  2425. {
  2426. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2427. }
  2428. if (convert
  2429. && 0 != kk)
  2430. {
  2431. kk = 0;
  2432. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2433. {
  2434. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2435. {
  2436. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2437. ++kk;
  2438. }
  2439. }
  2440. }
  2441. }
  2442. }
  2443. void TextureD3D11::destroy()
  2444. {
  2445. DX_RELEASE(m_srv, 0);
  2446. DX_RELEASE(m_uav, 0);
  2447. DX_RELEASE(m_ptr, 0);
  2448. }
  2449. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2450. {
  2451. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2452. D3D11_BOX box;
  2453. box.left = _rect.m_x;
  2454. box.top = _rect.m_y;
  2455. box.right = box.left + _rect.m_width;
  2456. box.bottom = box.top + _rect.m_height;
  2457. box.front = _z;
  2458. box.back = box.front + _depth;
  2459. const uint32_t subres = _mip + (_side * m_numMips);
  2460. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2461. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2462. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2463. const bool convert = m_textureFormat != m_requestedFormat;
  2464. uint8_t* data = _mem->data;
  2465. uint8_t* temp = NULL;
  2466. if (convert)
  2467. {
  2468. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2469. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2470. data = temp;
  2471. }
  2472. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  2473. if (NULL != temp)
  2474. {
  2475. BX_FREE(g_allocator, temp);
  2476. }
  2477. }
  2478. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  2479. {
  2480. TextureStage& ts = s_renderD3D11->m_textureStage;
  2481. ts.m_srv[_stage] = m_srv;
  2482. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  2483. ? s_renderD3D11->getSamplerState(_flags)
  2484. : m_sampler
  2485. ;
  2486. }
  2487. void TextureD3D11::resolve()
  2488. {
  2489. }
  2490. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  2491. {
  2492. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  2493. {
  2494. m_rtv[ii] = NULL;
  2495. }
  2496. m_dsv = NULL;
  2497. m_swapChain = NULL;
  2498. m_num = 0;
  2499. for (uint32_t ii = 0; ii < _num; ++ii)
  2500. {
  2501. TextureHandle handle = _handles[ii];
  2502. if (isValid(handle) )
  2503. {
  2504. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  2505. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2506. {
  2507. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  2508. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2509. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2510. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2511. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2512. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  2513. dsvDesc.Flags = 0;
  2514. dsvDesc.Texture2D.MipSlice = 0;
  2515. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  2516. }
  2517. else
  2518. {
  2519. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  2520. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  2521. m_num++;
  2522. }
  2523. }
  2524. }
  2525. }
  2526. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2527. {
  2528. BX_UNUSED(_depthFormat);
  2529. DXGI_SWAP_CHAIN_DESC scd;
  2530. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  2531. scd.BufferDesc.Width = _width;
  2532. scd.BufferDesc.Height = _height;
  2533. scd.OutputWindow = (HWND)_nwh;
  2534. HRESULT hr;
  2535. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  2536. , &scd
  2537. , &m_swapChain
  2538. );
  2539. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  2540. ID3D11Resource* ptr;
  2541. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&ptr) );
  2542. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  2543. DX_RELEASE(ptr, 0);
  2544. m_srv[0] = NULL;
  2545. m_dsv = NULL;
  2546. m_denseIdx = _denseIdx;
  2547. m_num = 1;
  2548. }
  2549. uint16_t FrameBufferD3D11::destroy()
  2550. {
  2551. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2552. {
  2553. DX_RELEASE(m_srv[ii], 0);
  2554. DX_RELEASE(m_rtv[ii], 0);
  2555. }
  2556. DX_RELEASE(m_dsv, 0);
  2557. DX_RELEASE(m_swapChain, 0);
  2558. m_num = 0;
  2559. uint16_t denseIdx = m_denseIdx;
  2560. m_denseIdx = UINT16_MAX;
  2561. return denseIdx;
  2562. }
  2563. void FrameBufferD3D11::resolve()
  2564. {
  2565. }
  2566. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  2567. {
  2568. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2569. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  2570. {
  2571. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  2572. {
  2573. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2574. {
  2575. uint8_t index = _clear.m_index[ii];
  2576. if (NULL != m_rtv[ii]
  2577. && UINT8_MAX != index)
  2578. {
  2579. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  2580. }
  2581. }
  2582. }
  2583. else
  2584. {
  2585. float frgba[4] =
  2586. {
  2587. _clear.m_index[0]*1.0f/255.0f,
  2588. _clear.m_index[1]*1.0f/255.0f,
  2589. _clear.m_index[2]*1.0f/255.0f,
  2590. _clear.m_index[3]*1.0f/255.0f,
  2591. };
  2592. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2593. {
  2594. if (NULL != m_rtv[ii])
  2595. {
  2596. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2597. }
  2598. }
  2599. }
  2600. }
  2601. if (NULL != m_dsv
  2602. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  2603. {
  2604. DWORD flags = 0;
  2605. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  2606. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  2607. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2608. }
  2609. }
  2610. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2611. {
  2612. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2613. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2614. updateResolution(_render->m_resolution);
  2615. int64_t elapsed = -bx::getHPCounter();
  2616. int64_t captureElapsed = 0;
  2617. if (0 < _render->m_iboffset)
  2618. {
  2619. TransientIndexBuffer* ib = _render->m_transientIb;
  2620. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2621. }
  2622. if (0 < _render->m_vboffset)
  2623. {
  2624. TransientVertexBuffer* vb = _render->m_transientVb;
  2625. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2626. }
  2627. _render->sort();
  2628. RenderDraw currentState;
  2629. currentState.clear();
  2630. currentState.m_flags = BGFX_STATE_NONE;
  2631. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2632. Matrix4 mtxViewTmp[2][BGFX_CONFIG_MAX_VIEWS];
  2633. Matrix4* mtxView[2] = { _render->m_view, mtxViewTmp[1] };
  2634. Matrix4 mtxViewProj[2][BGFX_CONFIG_MAX_VIEWS];
  2635. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  2636. _render->m_hmdEnabled = hmdEnabled;
  2637. if (hmdEnabled)
  2638. {
  2639. HMD& hmd = _render->m_hmd;
  2640. m_ovr.getEyePose(hmd);
  2641. mtxView[0] = mtxViewTmp[0];
  2642. Matrix4 viewAdjust;
  2643. bx::mtxIdentity(viewAdjust.un.val);
  2644. for (uint32_t eye = 0; eye < 2; ++eye)
  2645. {
  2646. const HMD::Eye& hmdEye = hmd.eye[eye];
  2647. viewAdjust.un.val[12] = hmdEye.viewOffset[0];
  2648. viewAdjust.un.val[13] = hmdEye.viewOffset[1];
  2649. viewAdjust.un.val[14] = hmdEye.viewOffset[2];
  2650. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2651. {
  2652. if (BGFX_VIEW_STEREO == (_render->m_viewFlags[ii] & BGFX_VIEW_STEREO) )
  2653. {
  2654. bx::float4x4_mul(&mtxView[eye][ii].un.f4x4
  2655. , &_render->m_view[ii].un.f4x4
  2656. , &viewAdjust.un.f4x4
  2657. );
  2658. }
  2659. else
  2660. {
  2661. memcpy(&mtxView[0][ii].un.f4x4, &_render->m_view[ii].un.f4x4, sizeof(Matrix4) );
  2662. }
  2663. }
  2664. }
  2665. }
  2666. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2667. {
  2668. for (uint32_t eye = 0; eye < uint32_t(hmdEnabled)+1; ++eye)
  2669. {
  2670. bx::float4x4_mul(&mtxViewProj[eye][ii].un.f4x4
  2671. , &mtxView[eye][ii].un.f4x4
  2672. , &_render->m_proj[eye][ii].un.f4x4
  2673. );
  2674. }
  2675. }
  2676. Matrix4 invView;
  2677. Matrix4 invProj;
  2678. Matrix4 invViewProj;
  2679. uint16_t invViewCached = UINT16_MAX;
  2680. uint16_t invProjCached = UINT16_MAX;
  2681. uint16_t invViewProjCached = UINT16_MAX;
  2682. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2683. bool scissorEnabled = false;
  2684. setDebugWireframe(wireframe);
  2685. uint16_t programIdx = invalidHandle;
  2686. SortKey key;
  2687. uint8_t view = 0xff;
  2688. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2689. float alphaRef = 0.0f;
  2690. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2691. uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
  2692. PrimInfo prim = s_primInfo[primIndex];
  2693. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2694. bool wasCompute = false;
  2695. bool viewHasScissor = false;
  2696. Rect viewScissorRect;
  2697. viewScissorRect.clear();
  2698. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2699. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2700. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2701. uint32_t statsNumIndices = 0;
  2702. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2703. {
  2704. bool viewRestart = false;
  2705. uint8_t eye = 0;
  2706. uint8_t restartState = 0;
  2707. Rect rect = _render->m_rect[0];
  2708. int32_t numItems = _render->m_num;
  2709. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  2710. {
  2711. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  2712. const bool viewChanged = 0
  2713. || key.m_view != view
  2714. || item == numItems
  2715. ;
  2716. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2717. ++item;
  2718. if (viewChanged)
  2719. {
  2720. if (1 == restartState)
  2721. {
  2722. restartState = 2;
  2723. item = restartItem;
  2724. restartItem = numItems;
  2725. view = 0xff;
  2726. continue;
  2727. }
  2728. view = key.m_view;
  2729. programIdx = invalidHandle;
  2730. if (_render->m_fb[view].idx != fbh.idx)
  2731. {
  2732. fbh = _render->m_fb[view];
  2733. setFrameBuffer(fbh);
  2734. }
  2735. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  2736. viewRestart &= hmdEnabled;
  2737. if (viewRestart)
  2738. {
  2739. if (0 == restartState)
  2740. {
  2741. restartState = 1;
  2742. restartItem = item - 1;
  2743. }
  2744. eye = (restartState - 1) & 1;
  2745. restartState &= 1;
  2746. }
  2747. else
  2748. {
  2749. eye = 0;
  2750. }
  2751. PIX_ENDEVENT();
  2752. rect = _render->m_rect[view];
  2753. if (viewRestart)
  2754. {
  2755. wchar_t* viewNameW = s_viewNameW[view];
  2756. viewNameW[3] = eye ? L'R' : L'L';
  2757. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2758. rect.m_x = eye * (rect.m_width+1)/2;
  2759. rect.m_width /= 2;
  2760. }
  2761. else
  2762. {
  2763. wchar_t* viewNameW = s_viewNameW[view];
  2764. viewNameW[3] = L' ';
  2765. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2766. }
  2767. const Rect& scissorRect = _render->m_scissor[view];
  2768. viewHasScissor = !scissorRect.isZero();
  2769. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2770. D3D11_VIEWPORT vp;
  2771. vp.TopLeftX = rect.m_x;
  2772. vp.TopLeftY = rect.m_y;
  2773. vp.Width = rect.m_width;
  2774. vp.Height = rect.m_height;
  2775. vp.MinDepth = 0.0f;
  2776. vp.MaxDepth = 1.0f;
  2777. deviceCtx->RSSetViewports(1, &vp);
  2778. Clear& clear = _render->m_clear[view];
  2779. if (BGFX_CLEAR_NONE != clear.m_flags)
  2780. {
  2781. clearQuad(_clearQuad, rect, clear, _render->m_clearColor);
  2782. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  2783. }
  2784. }
  2785. if (isCompute)
  2786. {
  2787. if (!wasCompute)
  2788. {
  2789. wasCompute = true;
  2790. ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  2791. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
  2792. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
  2793. ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  2794. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
  2795. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
  2796. }
  2797. const RenderCompute& compute = renderItem.compute;
  2798. bool programChanged = false;
  2799. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  2800. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  2801. if (key.m_program != programIdx)
  2802. {
  2803. programIdx = key.m_program;
  2804. ProgramD3D11& program = m_program[key.m_program];
  2805. m_currentProgram = &program;
  2806. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  2807. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2808. programChanged =
  2809. constantsChanged = true;
  2810. }
  2811. if (invalidHandle != programIdx)
  2812. {
  2813. ProgramD3D11& program = m_program[programIdx];
  2814. if (constantsChanged)
  2815. {
  2816. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2817. if (NULL != vcb)
  2818. {
  2819. commit(*vcb);
  2820. }
  2821. }
  2822. if (constantsChanged
  2823. || program.m_numPredefined > 0)
  2824. {
  2825. commitShaderConstants();
  2826. }
  2827. }
  2828. BX_UNUSED(programChanged);
  2829. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2830. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2831. ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  2832. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  2833. {
  2834. const ComputeBinding& bind = compute.m_bind[ii];
  2835. if (invalidHandle != bind.m_idx)
  2836. {
  2837. switch (bind.m_type)
  2838. {
  2839. case ComputeBinding::Image:
  2840. {
  2841. const TextureD3D11& texture = m_textures[bind.m_idx];
  2842. if (Access::Read != bind.m_access)
  2843. {
  2844. uav[ii] = texture.m_uav;
  2845. }
  2846. else
  2847. {
  2848. srv[ii] = texture.m_srv;
  2849. sampler[ii] = texture.m_sampler;
  2850. }
  2851. }
  2852. break;
  2853. case ComputeBinding::Buffer:
  2854. {
  2855. const VertexBufferD3D11& vertexBuffer = m_vertexBuffers[bind.m_idx];
  2856. if (Access::Read != bind.m_access)
  2857. {
  2858. uav[ii] = vertexBuffer.m_uav;
  2859. }
  2860. else
  2861. {
  2862. srv[ii] = vertexBuffer.m_srv;
  2863. }
  2864. }
  2865. break;
  2866. }
  2867. }
  2868. }
  2869. deviceCtx->CSSetUnorderedAccessViews(0, BGFX_MAX_COMPUTE_BINDINGS, uav, NULL);
  2870. deviceCtx->CSSetShaderResources(0, BGFX_MAX_COMPUTE_BINDINGS, srv);
  2871. deviceCtx->CSSetSamplers(0, BGFX_MAX_COMPUTE_BINDINGS, sampler);
  2872. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  2873. continue;
  2874. }
  2875. if (wasCompute)
  2876. {
  2877. wasCompute = false;
  2878. programIdx = invalidHandle;
  2879. m_currentProgram = NULL;
  2880. invalidateCompute();
  2881. }
  2882. const RenderDraw& draw = renderItem.draw;
  2883. const uint64_t newFlags = draw.m_flags;
  2884. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  2885. currentState.m_flags = newFlags;
  2886. const uint64_t newStencil = draw.m_stencil;
  2887. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  2888. currentState.m_stencil = newStencil;
  2889. if (viewChanged)
  2890. {
  2891. currentState.clear();
  2892. currentState.m_scissor = !draw.m_scissor;
  2893. changedFlags = BGFX_STATE_MASK;
  2894. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2895. currentState.m_flags = newFlags;
  2896. currentState.m_stencil = newStencil;
  2897. setBlendState(newFlags);
  2898. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  2899. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2900. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2901. if (prim.m_type != s_primInfo[primIndex].m_type)
  2902. {
  2903. prim = s_primInfo[primIndex];
  2904. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2905. }
  2906. }
  2907. uint16_t scissor = draw.m_scissor;
  2908. if (currentState.m_scissor != scissor)
  2909. {
  2910. currentState.m_scissor = scissor;
  2911. if (UINT16_MAX == scissor)
  2912. {
  2913. scissorEnabled = viewHasScissor;
  2914. if (viewHasScissor)
  2915. {
  2916. D3D11_RECT rc;
  2917. rc.left = viewScissorRect.m_x;
  2918. rc.top = viewScissorRect.m_y;
  2919. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2920. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2921. deviceCtx->RSSetScissorRects(1, &rc);
  2922. }
  2923. }
  2924. else
  2925. {
  2926. Rect scissorRect;
  2927. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  2928. scissorEnabled = true;
  2929. D3D11_RECT rc;
  2930. rc.left = scissorRect.m_x;
  2931. rc.top = scissorRect.m_y;
  2932. rc.right = scissorRect.m_x + scissorRect.m_width;
  2933. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  2934. deviceCtx->RSSetScissorRects(1, &rc);
  2935. }
  2936. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2937. }
  2938. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  2939. || 0 != changedStencil)
  2940. {
  2941. setDepthStencilState(newFlags, newStencil);
  2942. }
  2943. if ( (0
  2944. | BGFX_STATE_CULL_MASK
  2945. | BGFX_STATE_RGB_WRITE
  2946. | BGFX_STATE_ALPHA_WRITE
  2947. | BGFX_STATE_BLEND_MASK
  2948. | BGFX_STATE_BLEND_EQUATION_MASK
  2949. | BGFX_STATE_ALPHA_REF_MASK
  2950. | BGFX_STATE_PT_MASK
  2951. | BGFX_STATE_POINT_SIZE_MASK
  2952. | BGFX_STATE_MSAA
  2953. ) & changedFlags)
  2954. {
  2955. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2956. {
  2957. setBlendState(newFlags, draw.m_rgba);
  2958. }
  2959. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  2960. {
  2961. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2962. }
  2963. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2964. {
  2965. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2966. alphaRef = ref/255.0f;
  2967. }
  2968. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2969. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2970. if (prim.m_type != s_primInfo[primIndex].m_type)
  2971. {
  2972. prim = s_primInfo[primIndex];
  2973. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2974. }
  2975. }
  2976. bool programChanged = false;
  2977. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  2978. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  2979. if (key.m_program != programIdx)
  2980. {
  2981. programIdx = key.m_program;
  2982. if (invalidHandle == programIdx)
  2983. {
  2984. m_currentProgram = NULL;
  2985. deviceCtx->VSSetShader(NULL, NULL, 0);
  2986. deviceCtx->PSSetShader(NULL, NULL, 0);
  2987. }
  2988. else
  2989. {
  2990. ProgramD3D11& program = m_program[programIdx];
  2991. m_currentProgram = &program;
  2992. const ShaderD3D11* vsh = program.m_vsh;
  2993. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2994. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2995. if (NULL != m_currentColor)
  2996. {
  2997. const ShaderD3D11* fsh = program.m_fsh;
  2998. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2999. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3000. }
  3001. else
  3002. {
  3003. deviceCtx->PSSetShader(NULL, NULL, 0);
  3004. }
  3005. }
  3006. programChanged =
  3007. constantsChanged = true;
  3008. }
  3009. if (invalidHandle != programIdx)
  3010. {
  3011. ProgramD3D11& program = m_program[programIdx];
  3012. if (constantsChanged)
  3013. {
  3014. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3015. if (NULL != vcb)
  3016. {
  3017. commit(*vcb);
  3018. }
  3019. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3020. if (NULL != fcb)
  3021. {
  3022. commit(*fcb);
  3023. }
  3024. }
  3025. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  3026. {
  3027. PredefinedUniform& predefined = program.m_predefined[ii];
  3028. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  3029. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  3030. {
  3031. case PredefinedUniform::ViewRect:
  3032. {
  3033. float frect[4];
  3034. frect[0] = rect.m_x;
  3035. frect[1] = rect.m_y;
  3036. frect[2] = rect.m_width;
  3037. frect[3] = rect.m_height;
  3038. setShaderConstant(flags, predefined.m_loc, &frect[0], 1);
  3039. }
  3040. break;
  3041. case PredefinedUniform::ViewTexel:
  3042. {
  3043. float frect[4];
  3044. frect[0] = 1.0f/float(rect.m_width);
  3045. frect[1] = 1.0f/float(rect.m_height);
  3046. setShaderConstant(flags, predefined.m_loc, &frect[0], 1);
  3047. }
  3048. break;
  3049. case PredefinedUniform::View:
  3050. {
  3051. setShaderConstant(flags
  3052. , predefined.m_loc
  3053. , mtxView[eye][view].un.val
  3054. , bx::uint32_min(4, predefined.m_count)
  3055. );
  3056. }
  3057. break;
  3058. case PredefinedUniform::InvView:
  3059. {
  3060. uint16_t viewEye = (view << 1) | eye;
  3061. if (viewEye != invViewCached)
  3062. {
  3063. invViewCached = viewEye;
  3064. bx::float4x4_inverse(&invView.un.f4x4, &mtxView[eye][view].un.f4x4);
  3065. }
  3066. setShaderConstant(flags, predefined.m_loc, invView.un.val, bx::uint32_min(4, predefined.m_count) );
  3067. }
  3068. break;
  3069. case PredefinedUniform::Proj:
  3070. {
  3071. setShaderConstant(flags, predefined.m_loc, _render->m_proj[eye][view].un.val, bx::uint32_min(4, predefined.m_count) );
  3072. }
  3073. break;
  3074. case PredefinedUniform::InvProj:
  3075. {
  3076. uint16_t viewEye = (view << 1) | eye;
  3077. if (viewEye != invProjCached)
  3078. {
  3079. invProjCached = viewEye;
  3080. bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[eye][view].un.f4x4);
  3081. }
  3082. setShaderConstant(flags, predefined.m_loc, invProj.un.val, bx::uint32_min(4, predefined.m_count) );
  3083. }
  3084. break;
  3085. case PredefinedUniform::ViewProj:
  3086. {
  3087. setShaderConstant(flags, predefined.m_loc, mtxViewProj[eye][view].un.val, bx::uint32_min(4, predefined.m_count) );
  3088. }
  3089. break;
  3090. case PredefinedUniform::InvViewProj:
  3091. {
  3092. uint16_t viewEye = (view << 1) | eye;
  3093. if (viewEye != invViewProjCached)
  3094. {
  3095. invViewProjCached = viewEye;
  3096. bx::float4x4_inverse(&invViewProj.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
  3097. }
  3098. setShaderConstant(flags, predefined.m_loc, invViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  3099. }
  3100. break;
  3101. case PredefinedUniform::Model:
  3102. {
  3103. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  3104. setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
  3105. }
  3106. break;
  3107. case PredefinedUniform::ModelView:
  3108. {
  3109. Matrix4 modelView;
  3110. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  3111. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &mtxView[eye][view].un.f4x4);
  3112. setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
  3113. }
  3114. break;
  3115. case PredefinedUniform::ModelViewProj:
  3116. {
  3117. Matrix4 modelViewProj;
  3118. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  3119. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
  3120. setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  3121. }
  3122. break;
  3123. case PredefinedUniform::AlphaRef:
  3124. {
  3125. setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  3126. }
  3127. break;
  3128. default:
  3129. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  3130. break;
  3131. }
  3132. }
  3133. if (constantsChanged
  3134. || program.m_numPredefined > 0)
  3135. {
  3136. commitShaderConstants();
  3137. }
  3138. }
  3139. {
  3140. uint32_t changes = 0;
  3141. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3142. {
  3143. const Sampler& sampler = draw.m_sampler[stage];
  3144. Sampler& current = currentState.m_sampler[stage];
  3145. if (current.m_idx != sampler.m_idx
  3146. || current.m_flags != sampler.m_flags
  3147. || programChanged)
  3148. {
  3149. if (invalidHandle != sampler.m_idx)
  3150. {
  3151. TextureD3D11& texture = m_textures[sampler.m_idx];
  3152. texture.commit(stage, sampler.m_flags);
  3153. }
  3154. else
  3155. {
  3156. m_textureStage.m_srv[stage] = NULL;
  3157. m_textureStage.m_sampler[stage] = NULL;
  3158. }
  3159. ++changes;
  3160. }
  3161. current = sampler;
  3162. }
  3163. if (0 < changes)
  3164. {
  3165. commitTextureStage();
  3166. }
  3167. }
  3168. if (programChanged
  3169. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3170. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3171. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3172. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3173. {
  3174. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3175. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3176. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3177. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3178. uint16_t handle = draw.m_vertexBuffer.idx;
  3179. if (invalidHandle != handle)
  3180. {
  3181. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  3182. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3183. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3184. uint32_t stride = vertexDecl.m_stride;
  3185. uint32_t offset = 0;
  3186. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3187. if (isValid(draw.m_instanceDataBuffer) )
  3188. {
  3189. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3190. uint32_t instStride = draw.m_instanceDataStride;
  3191. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  3192. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  3193. }
  3194. else
  3195. {
  3196. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  3197. setInputLayout(vertexDecl, m_program[programIdx], 0);
  3198. }
  3199. }
  3200. else
  3201. {
  3202. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  3203. }
  3204. }
  3205. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3206. {
  3207. currentState.m_indexBuffer = draw.m_indexBuffer;
  3208. uint16_t handle = draw.m_indexBuffer.idx;
  3209. if (invalidHandle != handle)
  3210. {
  3211. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  3212. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  3213. }
  3214. else
  3215. {
  3216. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3217. }
  3218. }
  3219. if (isValid(currentState.m_vertexBuffer) )
  3220. {
  3221. uint32_t numVertices = draw.m_numVertices;
  3222. if (UINT32_MAX == numVertices)
  3223. {
  3224. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3225. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3226. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3227. numVertices = vb.m_size/vertexDecl.m_stride;
  3228. }
  3229. uint32_t numIndices = 0;
  3230. uint32_t numPrimsSubmitted = 0;
  3231. uint32_t numInstances = 0;
  3232. uint32_t numPrimsRendered = 0;
  3233. if (isValid(draw.m_indexBuffer) )
  3234. {
  3235. if (UINT32_MAX == draw.m_numIndices)
  3236. {
  3237. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  3238. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3239. numInstances = draw.m_numInstances;
  3240. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3241. deviceCtx->DrawIndexedInstanced(numIndices
  3242. , draw.m_numInstances
  3243. , 0
  3244. , draw.m_startVertex
  3245. , 0
  3246. );
  3247. }
  3248. else if (prim.m_min <= draw.m_numIndices)
  3249. {
  3250. numIndices = draw.m_numIndices;
  3251. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3252. numInstances = draw.m_numInstances;
  3253. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3254. deviceCtx->DrawIndexedInstanced(numIndices
  3255. , draw.m_numInstances
  3256. , draw.m_startIndex
  3257. , draw.m_startVertex
  3258. , 0
  3259. );
  3260. }
  3261. }
  3262. else
  3263. {
  3264. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3265. numInstances = draw.m_numInstances;
  3266. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3267. deviceCtx->DrawInstanced(numVertices
  3268. , draw.m_numInstances
  3269. , draw.m_startVertex
  3270. , 0
  3271. );
  3272. }
  3273. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3274. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3275. statsNumInstances[primIndex] += numInstances;
  3276. statsNumIndices += numIndices;
  3277. }
  3278. }
  3279. if (wasCompute)
  3280. {
  3281. invalidateCompute();
  3282. }
  3283. if (0 < _render->m_num)
  3284. {
  3285. captureElapsed = -bx::getHPCounter();
  3286. capture();
  3287. captureElapsed += bx::getHPCounter();
  3288. }
  3289. }
  3290. PIX_ENDEVENT();
  3291. int64_t now = bx::getHPCounter();
  3292. elapsed += now;
  3293. static int64_t last = now;
  3294. int64_t frameTime = now - last;
  3295. last = now;
  3296. static int64_t min = frameTime;
  3297. static int64_t max = frameTime;
  3298. min = min > frameTime ? frameTime : min;
  3299. max = max < frameTime ? frameTime : max;
  3300. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3301. {
  3302. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3303. TextVideoMem& tvm = m_textVideoMem;
  3304. static int64_t next = now;
  3305. if (now >= next)
  3306. {
  3307. next = now + bx::getHPFrequency();
  3308. double freq = double(bx::getHPFrequency() );
  3309. double toMs = 1000.0/freq;
  3310. tvm.clear();
  3311. uint16_t pos = 0;
  3312. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3313. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3314. , getRendererName()
  3315. );
  3316. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3317. char description[BX_COUNTOF(desc.Description)];
  3318. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3319. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3320. char dedicatedVideo[16];
  3321. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3322. char dedicatedSystem[16];
  3323. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3324. char sharedSystem[16];
  3325. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3326. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3327. , dedicatedVideo
  3328. , dedicatedSystem
  3329. , sharedSystem
  3330. );
  3331. pos = 10;
  3332. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3333. , double(frameTime)*toMs
  3334. , double(min)*toMs
  3335. , double(max)*toMs
  3336. , freq/frameTime
  3337. );
  3338. char hmd[16];
  3339. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3340. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3341. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s"
  3342. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3343. , 0 != msaa ? '\xfe' : ' '
  3344. , 1<<msaa
  3345. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3346. );
  3347. double elapsedCpuMs = double(elapsed)*toMs;
  3348. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  3349. , _render->m_num
  3350. , elapsedCpuMs
  3351. );
  3352. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3353. {
  3354. tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
  3355. , s_primName[ii]
  3356. , statsNumPrimsRendered[ii]
  3357. , statsNumInstances[ii]
  3358. , statsNumPrimsSubmitted[ii]
  3359. );
  3360. }
  3361. if (NULL != m_renderdocdll)
  3362. {
  3363. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3364. }
  3365. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3366. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3367. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3368. pos++;
  3369. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3370. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  3371. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  3372. , m_blendStateCache.getCount()
  3373. , m_depthStencilStateCache.getCount()
  3374. , m_inputLayoutCache.getCount()
  3375. , m_rasterizerStateCache.getCount()
  3376. , m_samplerStateCache.getCount()
  3377. );
  3378. pos++;
  3379. double captureMs = double(captureElapsed)*toMs;
  3380. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3381. uint8_t attr[2] = { 0x89, 0x8a };
  3382. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3383. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3384. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3385. min = frameTime;
  3386. max = frameTime;
  3387. }
  3388. blit(this, _textVideoMemBlitter, tvm);
  3389. PIX_ENDEVENT();
  3390. }
  3391. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3392. {
  3393. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3394. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3395. PIX_ENDEVENT();
  3396. }
  3397. }
  3398. } // namespace bgfx
  3399. #else
  3400. namespace bgfx
  3401. {
  3402. RendererContextI* rendererCreateD3D11()
  3403. {
  3404. return NULL;
  3405. }
  3406. void rendererDestroyD3D11()
  3407. {
  3408. }
  3409. } // namespace bgfx
  3410. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11