renderer_d3d12.cpp 185 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. namespace bgfx { namespace d3d12
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. struct PrimInfo
  13. {
  14. D3D_PRIMITIVE_TOPOLOGY m_topology;
  15. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  16. uint32_t m_min;
  17. uint32_t m_div;
  18. uint32_t m_sub;
  19. };
  20. static const PrimInfo s_primInfo[] =
  21. {
  22. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  23. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  24. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  26. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  27. };
  28. static const char* s_primName[] =
  29. {
  30. "TriList",
  31. "TriStrip",
  32. "Line",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. static const uint32_t s_checkMsaa[] =
  37. {
  38. 0,
  39. 2,
  40. 4,
  41. 8,
  42. 16,
  43. };
  44. static DXGI_SAMPLE_DESC s_msaa[] =
  45. {
  46. { 1, 0 },
  47. { 2, 0 },
  48. { 4, 0 },
  49. { 8, 0 },
  50. { 16, 0 },
  51. };
  52. static const D3D12_BLEND s_blendFactor[][2] =
  53. {
  54. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  55. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  56. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  57. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  58. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  59. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  60. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  61. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  62. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  63. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  64. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  65. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  66. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  67. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  68. };
  69. static const D3D12_BLEND_OP s_blendEquation[] =
  70. {
  71. D3D12_BLEND_OP_ADD,
  72. D3D12_BLEND_OP_SUBTRACT,
  73. D3D12_BLEND_OP_REV_SUBTRACT,
  74. D3D12_BLEND_OP_MIN,
  75. D3D12_BLEND_OP_MAX,
  76. };
  77. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  78. {
  79. D3D12_COMPARISON_FUNC(0), // ignored
  80. D3D12_COMPARISON_FUNC_LESS,
  81. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  82. D3D12_COMPARISON_FUNC_EQUAL,
  83. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  84. D3D12_COMPARISON_FUNC_GREATER,
  85. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  86. D3D12_COMPARISON_FUNC_NEVER,
  87. D3D12_COMPARISON_FUNC_ALWAYS,
  88. };
  89. static const D3D12_STENCIL_OP s_stencilOp[] =
  90. {
  91. D3D12_STENCIL_OP_ZERO,
  92. D3D12_STENCIL_OP_KEEP,
  93. D3D12_STENCIL_OP_REPLACE,
  94. D3D12_STENCIL_OP_INCR,
  95. D3D12_STENCIL_OP_INCR_SAT,
  96. D3D12_STENCIL_OP_DECR,
  97. D3D12_STENCIL_OP_DECR_SAT,
  98. D3D12_STENCIL_OP_INVERT,
  99. };
  100. static const D3D12_CULL_MODE s_cullMode[] =
  101. {
  102. D3D12_CULL_MODE_NONE,
  103. D3D12_CULL_MODE_FRONT,
  104. D3D12_CULL_MODE_BACK,
  105. };
  106. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  107. {
  108. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  109. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  110. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  111. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  112. };
  113. /*
  114. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  115. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  116. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  117. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  118. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  119. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  120. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  121. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  122. * D3D11_FILTER_ANISOTROPIC = 0x55,
  123. *
  124. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  125. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  126. *
  127. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  128. * 0x10 // MIN_LINEAR
  129. * 0x04 // MAG_LINEAR
  130. * 0x01 // MIP_LINEAR
  131. */
  132. static const uint8_t s_textureFilter[3][3] =
  133. {
  134. {
  135. 0x10, // min linear
  136. 0x00, // min point
  137. 0x55, // anisotropic
  138. },
  139. {
  140. 0x04, // mag linear
  141. 0x00, // mag point
  142. 0x55, // anisotropic
  143. },
  144. {
  145. 0x01, // mip linear
  146. 0x00, // mip point
  147. 0x55, // anisotropic
  148. },
  149. };
  150. struct TextureFormatInfo
  151. {
  152. DXGI_FORMAT m_fmt;
  153. DXGI_FORMAT m_fmtSrv;
  154. DXGI_FORMAT m_fmtDsv;
  155. DXGI_FORMAT m_fmtSrgb;
  156. };
  157. static const TextureFormatInfo s_textureFormat[] =
  158. {
  159. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  160. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  161. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  162. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  163. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  164. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  165. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  166. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  177. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  178. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  179. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  180. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  181. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  182. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  183. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  184. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  185. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  186. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  187. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  188. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  189. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  190. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  191. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  192. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  193. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  194. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  195. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  196. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  197. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  198. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  199. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  200. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  201. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  202. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  206. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  207. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  208. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  209. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  210. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  211. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  212. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  213. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  214. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  215. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  216. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  217. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  218. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  219. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  220. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  221. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  222. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  223. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  224. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  225. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  226. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  227. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  229. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  230. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  232. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  233. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  234. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  235. };
  236. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  237. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  238. {
  239. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. };
  258. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  259. static const DXGI_FORMAT s_attribType[][4][2] =
  260. {
  261. { // Uint8
  262. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  263. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  264. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  265. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  266. },
  267. { // Uint10
  268. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  269. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  270. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  271. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  272. },
  273. { // Int16
  274. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  275. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  276. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  277. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  278. },
  279. { // Half
  280. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  281. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  282. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  283. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  284. },
  285. { // Float
  286. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  287. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  288. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  289. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  290. },
  291. };
  292. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  293. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  294. {
  295. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  296. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  297. {
  298. if (UINT16_MAX != _decl.m_attributes[attr])
  299. {
  300. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  301. if (0 == _decl.m_attributes[attr])
  302. {
  303. elem->AlignedByteOffset = 0;
  304. }
  305. else
  306. {
  307. uint8_t num;
  308. AttribType::Enum type;
  309. bool normalized;
  310. bool asInt;
  311. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  312. elem->Format = s_attribType[type][num-1][normalized];
  313. elem->AlignedByteOffset = _decl.m_offset[attr];
  314. }
  315. ++elem;
  316. }
  317. }
  318. return elem;
  319. }
  320. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  321. {
  322. D3D12_RESOURCE_BARRIER barrier;
  323. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  324. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  325. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  326. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  327. barrier.Transition.StateBefore = _stateBefore;
  328. barrier.Transition.StateAfter = _stateAfter;
  329. _commandList->ResourceBarrier(1, &barrier);
  330. }
  331. #if USE_D3D12_DYNAMIC_LIB
  332. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  333. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  334. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  335. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  336. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  337. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  338. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  339. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  340. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  341. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  342. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  343. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  344. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  345. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  346. #else
  347. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  348. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  349. #endif // USE_D3D12_DYNAMIC_LIB
  350. struct HeapProperty
  351. {
  352. enum Enum
  353. {
  354. Default,
  355. Upload,
  356. ReadBack,
  357. Count
  358. };
  359. D3D12_HEAP_PROPERTIES m_properties;
  360. D3D12_RESOURCE_STATES m_state;
  361. };
  362. static const HeapProperty s_heapProperties[] =
  363. {
  364. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  365. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  366. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  367. };
  368. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  369. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  370. {
  371. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  372. ID3D12Resource* resource;
  373. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  374. , D3D12_HEAP_FLAG_NONE
  375. , _resourceDesc
  376. , heapProperty.m_state
  377. , _clearValue
  378. , IID_ID3D12Resource
  379. , (void**)&resource
  380. ) );
  381. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  382. , _resourceDesc->Width
  383. );
  384. return resource;
  385. }
  386. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  387. {
  388. D3D12_RESOURCE_DESC resourceDesc;
  389. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  390. resourceDesc.Alignment = 0;
  391. resourceDesc.Width = _size;
  392. resourceDesc.Height = 1;
  393. resourceDesc.DepthOrArraySize = 1;
  394. resourceDesc.MipLevels = 1;
  395. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  396. resourceDesc.SampleDesc.Count = 1;
  397. resourceDesc.SampleDesc.Quality = 0;
  398. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  399. resourceDesc.Flags = _flags;
  400. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  401. }
  402. inline bool isLost(HRESULT _hr)
  403. {
  404. return false
  405. || _hr == DXGI_ERROR_DEVICE_REMOVED
  406. || _hr == DXGI_ERROR_DEVICE_HUNG
  407. || _hr == DXGI_ERROR_DEVICE_RESET
  408. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  409. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  410. ;
  411. }
  412. static const char* getLostReason(HRESULT _hr)
  413. {
  414. switch (_hr)
  415. {
  416. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  417. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  418. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  419. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  420. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  421. // The calling application should re-create the device and continue.
  422. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  423. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  424. // suspect, and the application should not continue.
  425. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  426. // A resource is not available at the time of the call, but may become available later.
  427. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  428. case S_OK: return "S_OK";
  429. default: break;
  430. }
  431. return "Unknown HRESULT?";
  432. }
  433. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  434. {
  435. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  436. {
  437. char temp[2048];
  438. va_list argList;
  439. va_start(argList, _format);
  440. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  441. va_end(argList);
  442. temp[size] = '\0';
  443. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  444. mbstowcs(wtemp, temp, size+1);
  445. _object->SetName(wtemp);
  446. }
  447. }
  448. #if USE_D3D12_DYNAMIC_LIB
  449. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  450. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  451. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  452. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  453. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  454. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  455. #endif // USE_D3D12_DYNAMIC_LIB
  456. struct RendererContextD3D12 : public RendererContextI
  457. {
  458. RendererContextD3D12()
  459. : m_d3d12dll(NULL)
  460. , m_dxgidll(NULL)
  461. , m_renderdocdll(NULL)
  462. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  463. , m_wireframe(false)
  464. , m_lost(false)
  465. , m_maxAnisotropy(1)
  466. , m_depthClamp(false)
  467. , m_fsChanges(0)
  468. , m_vsChanges(0)
  469. , m_backBufferColorIdx(0)
  470. , m_rtMsaa(false)
  471. {
  472. }
  473. ~RendererContextD3D12()
  474. {
  475. }
  476. bool init()
  477. {
  478. struct ErrorState
  479. {
  480. enum Enum
  481. {
  482. Default,
  483. LoadedKernel32,
  484. LoadedD3D12,
  485. LoadedDXGI,
  486. CreatedDXGIFactory,
  487. CreatedCommandQueue,
  488. };
  489. };
  490. ErrorState::Enum errorState = ErrorState::Default;
  491. LUID luid;
  492. m_renderdocdll = loadRenderDoc();
  493. setGraphicsDebuggerPresent(NULL != m_renderdocdll);
  494. m_fbh.idx = kInvalidHandle;
  495. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  496. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  497. #if USE_D3D12_DYNAMIC_LIB
  498. m_kernel32dll = bx::dlopen("kernel32.dll");
  499. if (NULL == m_kernel32dll)
  500. {
  501. BX_TRACE("Init error: Failed to load kernel32.dll.");
  502. goto error;
  503. }
  504. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  505. if (NULL == CreateEventExA)
  506. {
  507. BX_TRACE("Init error: Function CreateEventExA not found.");
  508. goto error;
  509. }
  510. errorState = ErrorState::LoadedKernel32;
  511. m_d3d12dll = bx::dlopen("d3d12.dll");
  512. if (NULL == m_d3d12dll)
  513. {
  514. BX_TRACE("Init error: Failed to load d3d12.dll.");
  515. goto error;
  516. }
  517. errorState = ErrorState::LoadedD3D12;
  518. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  519. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  520. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  521. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  522. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  523. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  524. if (NULL == D3D12CreateDevice
  525. || NULL == D3D12GetDebugInterface
  526. || NULL == D3D12SerializeRootSignature)
  527. {
  528. BX_TRACE("Init error: Function not found.");
  529. goto error;
  530. }
  531. m_dxgidll = bx::dlopen("dxgi.dll");
  532. if (NULL == m_dxgidll)
  533. {
  534. BX_TRACE("Init error: Failed to load dxgi.dll.");
  535. goto error;
  536. }
  537. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  538. if (NULL == CreateDXGIFactory1)
  539. {
  540. BX_TRACE("Init error: Function CreateDXGIFactory1 not found.");
  541. goto error;
  542. }
  543. #endif // USE_D3D12_DYNAMIC_LIB
  544. errorState = ErrorState::LoadedDXGI;
  545. HRESULT hr;
  546. #if BX_PLATFORM_WINDOWS
  547. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  548. #else
  549. hr = S_OK;
  550. m_factory = NULL;
  551. #endif // BX_PLATFORM_*
  552. if (FAILED(hr) )
  553. {
  554. BX_TRACE("Init error: Unable to create DXGI factory.");
  555. goto error;
  556. }
  557. errorState = ErrorState::CreatedDXGIFactory;
  558. m_adapter = NULL;
  559. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  560. if (NULL != m_factory)
  561. {
  562. #if BX_PLATFORM_WINDOWS
  563. IDXGIAdapter3* adapter;
  564. #else
  565. IDXGIAdapter* adapter;
  566. #endif // BX_PLATFORM_*
  567. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  568. {
  569. DXGI_ADAPTER_DESC desc;
  570. hr = adapter->GetDesc(&desc);
  571. if (SUCCEEDED(hr) )
  572. {
  573. BX_TRACE("Adapter #%d", ii);
  574. char description[BX_COUNTOF(desc.Description)];
  575. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  576. BX_TRACE("\tDescription: %s", description);
  577. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  578. , desc.VendorId
  579. , desc.DeviceId
  580. , desc.SubSysId
  581. , desc.Revision
  582. );
  583. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  584. , desc.DedicatedVideoMemory
  585. , desc.DedicatedSystemMemory
  586. , desc.SharedSystemMemory
  587. );
  588. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  589. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  590. ++g_caps.numGPUs;
  591. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  592. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  593. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  594. {
  595. m_adapter = adapter;
  596. m_adapter->AddRef();
  597. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  598. }
  599. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  600. && 0 != bx::strFind(description, "PerfHUD") )
  601. {
  602. m_adapter = adapter;
  603. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  604. }
  605. }
  606. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  607. }
  608. }
  609. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  610. {
  611. ID3D12Debug* debug;
  612. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  613. if (SUCCEEDED(hr) )
  614. {
  615. debug->EnableDebugLayer();
  616. }
  617. }
  618. {
  619. D3D_FEATURE_LEVEL featureLevel[] =
  620. {
  621. D3D_FEATURE_LEVEL_12_1,
  622. D3D_FEATURE_LEVEL_12_0,
  623. D3D_FEATURE_LEVEL_11_1,
  624. D3D_FEATURE_LEVEL_11_0,
  625. };
  626. hr = E_FAIL;
  627. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  628. {
  629. hr = D3D12CreateDevice(m_adapter
  630. , featureLevel[ii]
  631. , IID_ID3D12Device
  632. , (void**)&m_device
  633. );
  634. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  635. , (featureLevel[ii] >> 12) & 0xf
  636. , (featureLevel[ii] >> 8) & 0xf
  637. );
  638. m_featureLevel = featureLevel[ii];
  639. }
  640. }
  641. if (FAILED(hr) )
  642. {
  643. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  644. goto error;
  645. }
  646. if (NULL != m_factory)
  647. {
  648. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  649. luid = m_device->GetAdapterLuid();
  650. #if BX_PLATFORM_WINDOWS
  651. IDXGIAdapter3* adapter;
  652. #else
  653. IDXGIAdapter* adapter;
  654. #endif // BX_PLATFORM_*
  655. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  656. {
  657. adapter->GetDesc(&m_adapterDesc);
  658. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  659. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  660. {
  661. if (NULL == m_adapter)
  662. {
  663. m_adapter = adapter;
  664. }
  665. else
  666. {
  667. DX_RELEASE(adapter, 0);
  668. }
  669. break;
  670. }
  671. DX_RELEASE(adapter, 0);
  672. }
  673. }
  674. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  675. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  676. {
  677. uint32_t numNodes = m_device->GetNodeCount();
  678. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  679. for (uint32_t ii = 0; ii < numNodes; ++ii)
  680. {
  681. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  682. architecture.NodeIndex = ii;
  683. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  684. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  685. , ii
  686. , architecture.TileBasedRenderer
  687. , architecture.UMA
  688. , architecture.CacheCoherentUMA
  689. );
  690. if (0 == ii)
  691. {
  692. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  693. }
  694. }
  695. }
  696. #if !BX_PLATFORM_WINDOWS
  697. if (NULL == m_factory)
  698. {
  699. IDXGIDevice1* dxgiDevice;
  700. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  701. if (FAILED(hr) )
  702. {
  703. BX_TRACE("Init error: Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  704. goto error;
  705. }
  706. hr = dxgiDevice->GetAdapter(&m_adapter);
  707. if (FAILED(hr) )
  708. {
  709. BX_TRACE("Init error: DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  710. goto error;
  711. }
  712. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  713. if (FAILED(hr) )
  714. {
  715. BX_TRACE("Init error: IDXGIAdapter::GetParent failed 0x%08x.", hr);
  716. goto error;
  717. }
  718. }
  719. #endif // !BX_PLATFORM_WINDOWS
  720. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  721. BX_TRACE("D3D12 options:")
  722. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  723. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  724. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  725. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  726. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  727. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  728. m_cmd.init(m_device);
  729. errorState = ErrorState::CreatedCommandQueue;
  730. if (NULL == g_platformData.backBuffer)
  731. {
  732. #if !BX_PLATFORM_WINDOWS
  733. hr = m_adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  734. DX_RELEASE(m_adapter, 1);
  735. if (FAILED(hr) )
  736. {
  737. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  738. goto error;
  739. }
  740. m_scd.Width = BGFX_DEFAULT_WIDTH;
  741. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  742. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  743. m_scd.Stereo = false;
  744. m_scd.SampleDesc.Count = 1;
  745. m_scd.SampleDesc.Quality = 0;
  746. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  747. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  748. m_scd.Scaling = DXGI_SCALING_STRETCH;
  749. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  750. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  751. if (NULL == g_platformData.ndt)
  752. {
  753. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  754. , (::IUnknown*)g_platformData.nwh
  755. , &m_scd
  756. , NULL
  757. , &m_swapChain
  758. );
  759. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  760. }
  761. else
  762. {
  763. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  764. hr = m_factory->CreateSwapChainForComposition(m_device
  765. , &m_scd
  766. , NULL
  767. , &m_swapChain
  768. );
  769. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  770. # if BX_PLATFORM_WINRT
  771. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  772. ISwapChainBackgroundPanelNative* panel = NULL;
  773. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  774. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  775. if (NULL != panel)
  776. {
  777. hr = panel->SetSwapChain(m_swapChain);
  778. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  779. panel->Release();
  780. }
  781. # endif // BX_PLATFORM_WINRT
  782. }
  783. #else
  784. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  785. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  786. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  787. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  788. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  789. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  790. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  791. m_scd.SampleDesc.Count = 1;
  792. m_scd.SampleDesc.Quality = 0;
  793. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  794. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  795. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  796. m_scd.Windowed = true;
  797. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  798. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  799. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  800. , m_scd.BufferCount
  801. , BX_COUNTOF(m_backBufferColor)
  802. );
  803. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  804. , &m_scd
  805. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  806. );
  807. #endif // BX_PLATFORM_*
  808. if (FAILED(hr) )
  809. {
  810. BX_TRACE("Init error: Failed to create swap chain.");
  811. goto error;
  812. }
  813. }
  814. m_presentElapsed = 0;
  815. {
  816. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  817. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  818. m_numWindows = 1;
  819. #if BX_PLATFORM_WINDOWS
  820. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  821. , 0
  822. | DXGI_MWA_NO_WINDOW_CHANGES
  823. | DXGI_MWA_NO_ALT_ENTER
  824. ) );
  825. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  826. {
  827. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  828. if (SUCCEEDED(hr) )
  829. {
  830. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  831. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  832. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  833. D3D12_INFO_QUEUE_FILTER filter;
  834. bx::memSet(&filter, 0, sizeof(filter) );
  835. D3D12_MESSAGE_CATEGORY catlist[] =
  836. {
  837. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  838. D3D12_MESSAGE_CATEGORY_EXECUTION,
  839. };
  840. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  841. filter.DenyList.pCategoryList = catlist;
  842. m_infoQueue->PushStorageFilter(&filter);
  843. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  844. }
  845. }
  846. #endif // BX_PLATFORM_WINDOWS
  847. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  848. rtvDescHeap.NumDescriptors = 0
  849. + BX_COUNTOF(m_backBufferColor)
  850. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  851. ;
  852. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  853. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  854. rtvDescHeap.NodeMask = 1;
  855. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  856. , IID_ID3D12DescriptorHeap
  857. , (void**)&m_rtvDescriptorHeap
  858. ) );
  859. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  860. dsvDescHeap.NumDescriptors = 0
  861. + 1 // reserved for depth backbuffer.
  862. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  863. ;
  864. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  865. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  866. dsvDescHeap.NodeMask = 1;
  867. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  868. , IID_ID3D12DescriptorHeap
  869. , (void**)&m_dsvDescriptorHeap
  870. ) );
  871. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  872. {
  873. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  874. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  875. );
  876. }
  877. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  878. , 1024
  879. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  880. );
  881. D3D12_DESCRIPTOR_RANGE descRange[] =
  882. {
  883. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  884. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  885. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  886. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  887. };
  888. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  889. D3D12_ROOT_PARAMETER rootParameter[] =
  890. {
  891. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  892. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  893. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  894. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  895. };
  896. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  897. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  898. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  899. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  900. descRootSignature.pParameters = rootParameter;
  901. descRootSignature.NumStaticSamplers = 0;
  902. descRootSignature.pStaticSamplers = NULL;
  903. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  904. ID3DBlob* outBlob;
  905. ID3DBlob* errorBlob;
  906. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  907. , D3D_ROOT_SIGNATURE_VERSION_1
  908. , &outBlob
  909. , &errorBlob
  910. ) );
  911. DX_CHECK(m_device->CreateRootSignature(0
  912. , outBlob->GetBufferPointer()
  913. , outBlob->GetBufferSize()
  914. , IID_ID3D12RootSignature
  915. , (void**)&m_rootSignature
  916. ) );
  917. g_caps.supported |= ( 0
  918. | BGFX_CAPS_TEXTURE_3D
  919. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  920. | BGFX_CAPS_INSTANCING
  921. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  922. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  923. | BGFX_CAPS_FRAGMENT_DEPTH
  924. | BGFX_CAPS_BLEND_INDEPENDENT
  925. | BGFX_CAPS_COMPUTE
  926. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  927. // | BGFX_CAPS_SWAP_CHAIN
  928. | BGFX_CAPS_TEXTURE_BLIT
  929. | BGFX_CAPS_TEXTURE_READ_BACK
  930. | BGFX_CAPS_OCCLUSION_QUERY
  931. | BGFX_CAPS_ALPHA_TO_COVERAGE
  932. | BGFX_CAPS_TEXTURE_2D_ARRAY
  933. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  934. );
  935. g_caps.limits.maxTextureSize = 16384;
  936. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  937. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  938. {
  939. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  940. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  941. ? s_textureFormat[ii].m_fmtDsv
  942. : s_textureFormat[ii].m_fmt
  943. ;
  944. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  945. if (DXGI_FORMAT_UNKNOWN != fmt)
  946. {
  947. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  948. data.Format = fmt;
  949. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  950. if (SUCCEEDED(hr) )
  951. {
  952. support |= 0 != (data.Support1 & (0
  953. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  954. ) )
  955. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  956. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  957. ;
  958. support |= 0 != (data.Support1 & (0
  959. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  960. ) )
  961. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  962. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  963. ;
  964. support |= 0 != (data.Support1 & (0
  965. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  966. ) )
  967. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  968. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  969. ;
  970. support |= 0 != (data.Support1 & (0
  971. | D3D12_FORMAT_SUPPORT1_BUFFER
  972. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  973. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  974. ) )
  975. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  976. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  977. ;
  978. support |= 0 != (data.Support1 & (0
  979. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  980. ) )
  981. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  982. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  983. ;
  984. support |= 0 != (data.Support1 & (0
  985. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  986. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  987. ) )
  988. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  989. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  990. ;
  991. support |= 0 != (data.Support1 & (0
  992. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  993. ) )
  994. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  995. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  996. ;
  997. support |= 0 != (data.Support1 & (0
  998. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  999. ) )
  1000. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1001. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1002. ;
  1003. }
  1004. else
  1005. {
  1006. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1007. }
  1008. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1009. {
  1010. // clear image flag for additional testing
  1011. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1012. data.Format = s_textureFormat[ii].m_fmt;
  1013. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1014. if (SUCCEEDED(hr) )
  1015. {
  1016. support |= 0 != (data.Support2 & (0
  1017. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1018. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1019. ) )
  1020. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1021. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1022. ;
  1023. }
  1024. }
  1025. }
  1026. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1027. {
  1028. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1029. {
  1030. DXGI_FORMAT InFormat;
  1031. UINT OutFormatSupport;
  1032. };
  1033. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1034. data.Format = fmtSrgb;
  1035. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1036. if (SUCCEEDED(hr) )
  1037. {
  1038. support |= 0 != (data.Support1 & (0
  1039. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1040. ) )
  1041. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1042. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1043. ;
  1044. support |= 0 != (data.Support1 & (0
  1045. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1046. ) )
  1047. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1048. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1049. ;
  1050. support |= 0 != (data.Support1 & (0
  1051. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1052. ) )
  1053. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1054. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1055. ;
  1056. }
  1057. else
  1058. {
  1059. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1060. }
  1061. }
  1062. g_caps.formats[ii] = support;
  1063. }
  1064. // Init reserved part of view name.
  1065. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1066. {
  1067. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1068. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1069. }
  1070. postReset();
  1071. m_batch.create(4<<10);
  1072. m_gpuTimer.init();
  1073. m_occlusionQuery.init();
  1074. }
  1075. g_internalData.context = m_device;
  1076. return true;
  1077. error:
  1078. switch (errorState)
  1079. {
  1080. case ErrorState::CreatedCommandQueue:
  1081. m_cmd.shutdown();
  1082. case ErrorState::CreatedDXGIFactory:
  1083. DX_RELEASE(m_device, 0);
  1084. DX_RELEASE(m_adapter, 0);
  1085. DX_RELEASE(m_factory, 0);
  1086. #if USE_D3D12_DYNAMIC_LIB
  1087. case ErrorState::LoadedDXGI:
  1088. bx::dlclose(m_dxgidll);
  1089. case ErrorState::LoadedD3D12:
  1090. bx::dlclose(m_d3d12dll);
  1091. case ErrorState::LoadedKernel32:
  1092. bx::dlclose(m_kernel32dll);
  1093. #endif // USE_D3D12_DYNAMIC_LIB
  1094. case ErrorState::Default:
  1095. default:
  1096. unloadRenderDoc(m_renderdocdll);
  1097. break;
  1098. }
  1099. return false;
  1100. }
  1101. void shutdown()
  1102. {
  1103. m_batch.destroy();
  1104. preReset();
  1105. m_gpuTimer.shutdown();
  1106. m_occlusionQuery.shutdown();
  1107. m_samplerAllocator.destroy();
  1108. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1109. {
  1110. m_scratchBuffer[ii].destroy();
  1111. }
  1112. m_pipelineStateCache.invalidate();
  1113. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1114. {
  1115. m_indexBuffers[ii].destroy();
  1116. }
  1117. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1118. {
  1119. m_vertexBuffers[ii].destroy();
  1120. }
  1121. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1122. {
  1123. m_shaders[ii].destroy();
  1124. }
  1125. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1126. {
  1127. m_textures[ii].destroy();
  1128. }
  1129. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1130. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1131. DX_RELEASE(m_rootSignature, 0);
  1132. DX_RELEASE(m_swapChain, 0);
  1133. m_cmd.shutdown();
  1134. DX_RELEASE(m_device, 0);
  1135. DX_RELEASE(m_adapter, 0);
  1136. DX_RELEASE(m_factory, 0);
  1137. unloadRenderDoc(m_renderdocdll);
  1138. #if USE_D3D12_DYNAMIC_LIB
  1139. bx::dlclose(m_dxgidll);
  1140. bx::dlclose(m_d3d12dll);
  1141. bx::dlclose(m_kernel32dll);
  1142. #endif // USE_D3D12_DYNAMIC_LIB
  1143. }
  1144. RendererType::Enum getRendererType() const override
  1145. {
  1146. return RendererType::Direct3D12;
  1147. }
  1148. const char* getRendererName() const override
  1149. {
  1150. return BGFX_RENDERER_DIRECT3D12_NAME;
  1151. }
  1152. bool isDeviceRemoved() override
  1153. {
  1154. return m_lost;
  1155. }
  1156. void flip(HMD& /*_hmd*/) override
  1157. {
  1158. if (NULL != m_swapChain
  1159. && !m_lost)
  1160. {
  1161. int64_t start = bx::getHPCounter();
  1162. HRESULT hr = 0;
  1163. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1164. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1165. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1166. {
  1167. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1168. }
  1169. if (SUCCEEDED(hr) )
  1170. {
  1171. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1172. hr = m_swapChain->Present(syncInterval, flags);
  1173. }
  1174. int64_t now = bx::getHPCounter();
  1175. m_presentElapsed = now - start;
  1176. m_lost = isLost(hr);
  1177. BGFX_FATAL(!m_lost
  1178. , bgfx::Fatal::DeviceLost
  1179. , "Device is lost. FAILED 0x%08x %s (%s)"
  1180. , hr
  1181. , getLostReason(hr)
  1182. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1183. );
  1184. }
  1185. }
  1186. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1187. {
  1188. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1189. }
  1190. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1191. {
  1192. m_indexBuffers[_handle.idx].destroy();
  1193. }
  1194. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1195. {
  1196. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1197. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1198. dump(decl);
  1199. }
  1200. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1201. {
  1202. }
  1203. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1204. {
  1205. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1206. }
  1207. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1208. {
  1209. m_vertexBuffers[_handle.idx].destroy();
  1210. }
  1211. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1212. {
  1213. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1214. }
  1215. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1216. {
  1217. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1218. }
  1219. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1220. {
  1221. m_indexBuffers[_handle.idx].destroy();
  1222. }
  1223. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1224. {
  1225. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1226. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1227. }
  1228. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1229. {
  1230. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1231. }
  1232. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1233. {
  1234. m_vertexBuffers[_handle.idx].destroy();
  1235. }
  1236. void createShader(ShaderHandle _handle, Memory* _mem) override
  1237. {
  1238. m_shaders[_handle.idx].create(_mem);
  1239. }
  1240. void destroyShader(ShaderHandle _handle) override
  1241. {
  1242. m_shaders[_handle.idx].destroy();
  1243. }
  1244. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1245. {
  1246. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1247. }
  1248. void destroyProgram(ProgramHandle _handle) override
  1249. {
  1250. m_program[_handle.idx].destroy();
  1251. }
  1252. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1253. {
  1254. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1255. }
  1256. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1257. {
  1258. }
  1259. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1260. {
  1261. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1262. }
  1263. void updateTextureEnd() override
  1264. {
  1265. }
  1266. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1267. {
  1268. const TextureD3D12& texture = m_textures[_handle.idx];
  1269. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  1270. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1271. uint32_t numRows;
  1272. uint64_t total;
  1273. uint64_t srcPitch;
  1274. m_device->GetCopyableFootprints(&desc
  1275. , _mip
  1276. , 1
  1277. , 0
  1278. , &layout
  1279. , &numRows
  1280. , &srcPitch
  1281. , &total
  1282. );
  1283. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1284. D3D12_BOX box;
  1285. box.left = 0;
  1286. box.top = 0;
  1287. box.right = texture.m_width;
  1288. box.bottom = texture.m_height;
  1289. box.front = 0;
  1290. box.back = 1;
  1291. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1292. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1293. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1294. finish();
  1295. m_commandList = m_cmd.alloc();
  1296. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1297. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1298. uint8_t* src;
  1299. readback->Map(0, NULL, (void**)&src);
  1300. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1301. uint8_t* dst = (uint8_t*)_data;
  1302. uint32_t dstPitch = srcWidth*bpp/8;
  1303. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1304. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1305. {
  1306. bx::memCopy(dst, src, pitch);
  1307. src += srcPitch;
  1308. dst += dstPitch;
  1309. }
  1310. readback->Unmap(0, NULL);
  1311. DX_RELEASE(readback, 0);
  1312. }
  1313. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1314. {
  1315. TextureD3D12& texture = m_textures[_handle.idx];
  1316. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1317. const Memory* mem = alloc(size);
  1318. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1319. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1320. bx::write(&writer, magic);
  1321. TextureCreate tc;
  1322. tc.m_width = _width;
  1323. tc.m_height = _height;
  1324. tc.m_depth = 0;
  1325. tc.m_numLayers = 1;
  1326. tc.m_numMips = _numMips;
  1327. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1328. tc.m_cubeMap = false;
  1329. tc.m_mem = NULL;
  1330. bx::write(&writer, tc);
  1331. texture.destroy();
  1332. texture.create(mem, texture.m_flags, 0);
  1333. release(mem);
  1334. }
  1335. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1336. {
  1337. BX_UNUSED(_handle, _ptr);
  1338. }
  1339. uintptr_t getInternal(TextureHandle _handle) override
  1340. {
  1341. BX_UNUSED(_handle);
  1342. return 0;
  1343. }
  1344. void destroyTexture(TextureHandle _handle) override
  1345. {
  1346. m_textures[_handle.idx].destroy();
  1347. }
  1348. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1349. {
  1350. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1351. }
  1352. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1353. {
  1354. uint16_t denseIdx = m_numWindows++;
  1355. m_windows[denseIdx] = _handle;
  1356. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1357. }
  1358. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1359. {
  1360. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1361. if (UINT16_MAX != denseIdx)
  1362. {
  1363. --m_numWindows;
  1364. if (m_numWindows > 1)
  1365. {
  1366. FrameBufferHandle handle = m_windows[m_numWindows];
  1367. m_windows[denseIdx] = handle;
  1368. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1369. }
  1370. }
  1371. }
  1372. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1373. {
  1374. if (NULL != m_uniforms[_handle.idx])
  1375. {
  1376. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1377. }
  1378. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1379. void* data = BX_ALLOC(g_allocator, size);
  1380. bx::memSet(data, 0, size);
  1381. m_uniforms[_handle.idx] = data;
  1382. m_uniformReg.add(_handle, _name, data);
  1383. }
  1384. void destroyUniform(UniformHandle _handle) override
  1385. {
  1386. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1387. m_uniforms[_handle.idx] = NULL;
  1388. m_uniformReg.remove(_handle);
  1389. }
  1390. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1391. {
  1392. BX_UNUSED(_handle);
  1393. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1394. m_cmd.finish(m_backBufferColorFence[idx]);
  1395. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1396. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1397. const uint32_t width = (uint32_t)desc.Width;
  1398. const uint32_t height = (uint32_t)desc.Height;
  1399. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1400. uint32_t numRows;
  1401. uint64_t total;
  1402. uint64_t pitch;
  1403. m_device->GetCopyableFootprints(&desc
  1404. , 0
  1405. , 1
  1406. , 0
  1407. , &layout
  1408. , &numRows
  1409. , &pitch
  1410. , &total
  1411. );
  1412. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1413. D3D12_BOX box;
  1414. box.left = 0;
  1415. box.top = 0;
  1416. box.right = width;
  1417. box.bottom = height;
  1418. box.front = 0;
  1419. box.back = 1;
  1420. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1421. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1422. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1423. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1424. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1425. finish();
  1426. m_commandList = m_cmd.alloc();
  1427. void* data;
  1428. readback->Map(0, NULL, (void**)&data);
  1429. bimg::imageSwizzleBgra8(
  1430. data
  1431. , width
  1432. , height
  1433. , (uint32_t)pitch
  1434. , data
  1435. );
  1436. g_callback->screenShot(_filePath
  1437. , width
  1438. , height
  1439. , (uint32_t)pitch
  1440. , data
  1441. , (uint32_t)total
  1442. , false
  1443. );
  1444. readback->Unmap(0, NULL);
  1445. DX_RELEASE(readback, 0);
  1446. }
  1447. void updateViewName(uint8_t _id, const char* _name) override
  1448. {
  1449. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1450. {
  1451. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1452. , _name
  1453. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1454. );
  1455. }
  1456. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1457. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1458. , _name
  1459. );
  1460. }
  1461. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1462. {
  1463. bx::memCopy(m_uniforms[_loc], _data, _size);
  1464. }
  1465. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) override
  1466. {
  1467. }
  1468. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1469. {
  1470. m_occlusionQuery.invalidate(_handle);
  1471. }
  1472. virtual void setName(Handle _handle, const char* _name) override
  1473. {
  1474. switch (_handle.type)
  1475. {
  1476. case Handle::Shader:
  1477. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1478. break;
  1479. case Handle::Texture:
  1480. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1481. break;
  1482. default:
  1483. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1484. break;
  1485. }
  1486. }
  1487. void submitBlit(BlitState& _bs, uint16_t _view);
  1488. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1489. void blitSetup(TextVideoMemBlitter& _blitter) override
  1490. {
  1491. const uint32_t width = getBufferWidth();
  1492. const uint32_t height = getBufferHeight();
  1493. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1494. setFrameBuffer(fbh, false);
  1495. D3D12_VIEWPORT vp;
  1496. vp.TopLeftX = 0;
  1497. vp.TopLeftY = 0;
  1498. vp.Width = (float)width;
  1499. vp.Height = (float)height;
  1500. vp.MinDepth = 0.0f;
  1501. vp.MaxDepth = 1.0f;
  1502. m_commandList->RSSetViewports(1, &vp);
  1503. D3D12_RECT rc;
  1504. rc.left = 0;
  1505. rc.top = 0;
  1506. rc.right = width;
  1507. rc.bottom = height;
  1508. m_commandList->RSSetScissorRects(1, &rc);
  1509. const uint64_t state = 0
  1510. | BGFX_STATE_RGB_WRITE
  1511. | BGFX_STATE_ALPHA_WRITE
  1512. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1513. ;
  1514. ID3D12PipelineState* pso = getPipelineState(state
  1515. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1516. , _blitter.m_vb->decl.idx
  1517. , _blitter.m_program.idx
  1518. , 0
  1519. );
  1520. m_commandList->SetPipelineState(pso);
  1521. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1522. float proj[16];
  1523. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1524. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1525. uint8_t flags = predefined.m_type;
  1526. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1527. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1528. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1529. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1530. ID3D12DescriptorHeap* heaps[] =
  1531. {
  1532. m_samplerAllocator.getHeap(),
  1533. scratchBuffer.getHeap(),
  1534. };
  1535. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1536. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1537. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1538. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1539. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1540. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1541. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1542. scratchBuffer.allocSrv(srvHandle, texture);
  1543. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1544. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1545. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1546. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1547. viewDesc.BufferLocation = vb.m_gpuVA;
  1548. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1549. viewDesc.SizeInBytes = vb.m_size;
  1550. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1551. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1552. D3D12_INDEX_BUFFER_VIEW ibv;
  1553. ibv.Format = DXGI_FORMAT_R16_UINT;
  1554. ibv.BufferLocation = ib.m_gpuVA;
  1555. ibv.SizeInBytes = ib.m_size;
  1556. m_commandList->IASetIndexBuffer(&ibv);
  1557. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1558. }
  1559. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1560. {
  1561. const uint32_t numVertices = _numIndices*4/6;
  1562. if (0 < numVertices)
  1563. {
  1564. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1565. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1566. m_commandList->DrawIndexedInstanced(_numIndices
  1567. , 1
  1568. , 0
  1569. , 0
  1570. , 0
  1571. );
  1572. }
  1573. }
  1574. void preReset()
  1575. {
  1576. finishAll();
  1577. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1578. {
  1579. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1580. }
  1581. DX_RELEASE(m_backBufferDepthStencil, 0);
  1582. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1583. {
  1584. m_frameBuffers[ii].preReset();
  1585. }
  1586. invalidateCache();
  1587. // capturePreReset();
  1588. }
  1589. void postReset()
  1590. {
  1591. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1592. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1593. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1594. {
  1595. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1596. handle.ptr += ii * rtvDescriptorSize;
  1597. DX_CHECK(m_swapChain->GetBuffer(ii
  1598. , IID_ID3D12Resource
  1599. , (void**)&m_backBufferColor[ii]
  1600. ) );
  1601. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1602. }
  1603. D3D12_RESOURCE_DESC resourceDesc;
  1604. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1605. resourceDesc.Alignment = 0;
  1606. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1607. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1608. resourceDesc.DepthOrArraySize = 1;
  1609. resourceDesc.MipLevels = 0;
  1610. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1611. resourceDesc.SampleDesc.Count = 1;
  1612. resourceDesc.SampleDesc.Quality = 0;
  1613. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1614. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1615. D3D12_CLEAR_VALUE clearValue;
  1616. clearValue.Format = resourceDesc.Format;
  1617. clearValue.DepthStencil.Depth = 1.0f;
  1618. clearValue.DepthStencil.Stencil = 0;
  1619. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1620. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1621. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1622. dsvDesc.Format = resourceDesc.Format;
  1623. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1624. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1625. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1626. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1627. ;
  1628. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1629. , &dsvDesc
  1630. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1631. );
  1632. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1633. {
  1634. m_frameBuffers[ii].postReset();
  1635. }
  1636. m_commandList = m_cmd.alloc();
  1637. // capturePostReset();
  1638. }
  1639. void invalidateCache()
  1640. {
  1641. m_pipelineStateCache.invalidate();
  1642. m_samplerStateCache.invalidate();
  1643. m_samplerAllocator.reset();
  1644. }
  1645. void updateMsaa()
  1646. {
  1647. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1648. {
  1649. uint32_t msaa = s_checkMsaa[ii];
  1650. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1651. bx::memSet(&data, 0, sizeof(msaa) );
  1652. data.Format = getBufferFormat();
  1653. data.SampleCount = msaa;
  1654. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1655. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1656. data.NumQualityLevels = 0;
  1657. if (SUCCEEDED(hr)
  1658. && 0 < data.NumQualityLevels)
  1659. {
  1660. s_msaa[ii].Count = data.SampleCount;
  1661. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1662. last = ii;
  1663. }
  1664. else
  1665. {
  1666. s_msaa[ii] = s_msaa[last];
  1667. }
  1668. }
  1669. }
  1670. bool updateResolution(const Resolution& _resolution)
  1671. {
  1672. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1673. {
  1674. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1675. }
  1676. else
  1677. {
  1678. m_maxAnisotropy = 1;
  1679. }
  1680. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1681. if (m_depthClamp != depthClamp)
  1682. {
  1683. m_depthClamp = depthClamp;
  1684. m_pipelineStateCache.invalidate();
  1685. }
  1686. const uint32_t maskFlags = ~(0
  1687. | BGFX_RESET_HMD_RECENTER
  1688. | BGFX_RESET_MAXANISOTROPY
  1689. | BGFX_RESET_DEPTH_CLAMP
  1690. | BGFX_RESET_SUSPEND
  1691. );
  1692. if (m_resolution.m_width != _resolution.m_width
  1693. || m_resolution.m_height != _resolution.m_height
  1694. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1695. {
  1696. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1697. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1698. m_resolution = _resolution;
  1699. m_resolution.m_flags = flags;
  1700. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1701. m_textVideoMem.clear();
  1702. setBufferSize(_resolution.m_width, _resolution.m_height);
  1703. preReset();
  1704. BX_UNUSED(resize);
  1705. #if BX_PLATFORM_WINDOWS
  1706. if (resize)
  1707. {
  1708. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1709. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1710. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1711. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1712. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1713. , m_scd.BufferDesc.Width
  1714. , m_scd.BufferDesc.Height
  1715. , m_scd.BufferDesc.Format
  1716. , m_scd.Flags
  1717. , nodeMask
  1718. , presentQueue
  1719. ) );
  1720. }
  1721. else
  1722. #endif // BX_PLATFORM_WINDOWS
  1723. {
  1724. updateMsaa();
  1725. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1726. DX_RELEASE(m_swapChain, 0);
  1727. #if BX_PLATFORM_WINDOWS
  1728. HRESULT hr;
  1729. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1730. , &m_scd
  1731. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1732. );
  1733. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1734. #endif // BX_PLATFORM_WINDOWS
  1735. }
  1736. postReset();
  1737. }
  1738. return false;
  1739. }
  1740. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1741. {
  1742. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1743. {
  1744. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1745. m_fsChanges += _numRegs;
  1746. }
  1747. else
  1748. {
  1749. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1750. m_vsChanges += _numRegs;
  1751. }
  1752. }
  1753. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1754. {
  1755. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1756. }
  1757. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1758. {
  1759. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1760. }
  1761. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1762. {
  1763. const ProgramD3D12& program = m_program[_programIdx];
  1764. uint32_t total = bx::strideAlign(0
  1765. + program.m_vsh->m_size
  1766. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1767. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1768. );
  1769. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1770. {
  1771. uint32_t size = program.m_vsh->m_size;
  1772. bx::memCopy(data, m_vsScratch, size);
  1773. data += size;
  1774. m_vsChanges = 0;
  1775. }
  1776. if (NULL != program.m_fsh)
  1777. {
  1778. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1779. m_fsChanges = 0;
  1780. }
  1781. }
  1782. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1783. {
  1784. if (isValid(m_fbh)
  1785. && m_fbh.idx != _fbh.idx)
  1786. {
  1787. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1788. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1789. {
  1790. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1791. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1792. }
  1793. if (isValid(frameBuffer.m_depth) )
  1794. {
  1795. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1796. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1797. if (!writeOnly)
  1798. {
  1799. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1800. }
  1801. }
  1802. }
  1803. if (!isValid(_fbh) )
  1804. {
  1805. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1806. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1807. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1808. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1809. m_currentColor = &m_rtvHandle;
  1810. m_currentDepthStencil = &m_dsvHandle;
  1811. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1812. }
  1813. else
  1814. {
  1815. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1816. if (0 < frameBuffer.m_num)
  1817. {
  1818. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1819. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1820. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1821. m_currentColor = &m_rtvHandle;
  1822. }
  1823. else
  1824. {
  1825. m_currentColor = NULL;
  1826. }
  1827. if (isValid(frameBuffer.m_depth) )
  1828. {
  1829. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1830. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1831. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1832. m_currentDepthStencil = &m_dsvHandle;
  1833. }
  1834. else
  1835. {
  1836. m_currentDepthStencil = NULL;
  1837. }
  1838. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1839. {
  1840. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1841. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1842. }
  1843. if (isValid(frameBuffer.m_depth) )
  1844. {
  1845. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1846. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1847. }
  1848. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1849. , m_currentColor
  1850. , true
  1851. , m_currentDepthStencil
  1852. );
  1853. }
  1854. m_fbh = _fbh;
  1855. m_rtMsaa = _msaa;
  1856. }
  1857. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1858. {
  1859. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  1860. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1861. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1862. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1863. drt->LogicOpEnable = false;
  1864. {
  1865. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1866. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1867. const uint32_t srcRGB = (blend ) & 0xf;
  1868. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1869. const uint32_t srcA = (blend >> 8) & 0xf;
  1870. const uint32_t dstA = (blend >> 12) & 0xf;
  1871. const uint32_t equRGB = (equation ) & 0x7;
  1872. const uint32_t equA = (equation >> 3) & 0x7;
  1873. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1874. drt->DestBlend = s_blendFactor[dstRGB][0];
  1875. drt->BlendOp = s_blendEquation[equRGB];
  1876. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1877. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1878. drt->BlendOpAlpha = s_blendEquation[equA];
  1879. }
  1880. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1881. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1882. : 0
  1883. ;
  1884. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1885. ? D3D12_COLOR_WRITE_ENABLE_RED
  1886. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1887. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1888. : 0
  1889. ;
  1890. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1891. drt->RenderTargetWriteMask = writeMask;
  1892. if (_desc.IndependentBlendEnable)
  1893. {
  1894. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1895. {
  1896. drt = &_desc.RenderTarget[ii];
  1897. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1898. drt->LogicOpEnable = false;
  1899. const uint32_t src = (rgba ) & 0xf;
  1900. const uint32_t dst = (rgba >> 4) & 0xf;
  1901. const uint32_t equation = (rgba >> 8) & 0x7;
  1902. drt->SrcBlend = s_blendFactor[src][0];
  1903. drt->DestBlend = s_blendFactor[dst][0];
  1904. drt->BlendOp = s_blendEquation[equation];
  1905. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1906. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1907. drt->BlendOpAlpha = s_blendEquation[equation];
  1908. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1909. drt->RenderTargetWriteMask = writeMask;
  1910. }
  1911. }
  1912. else
  1913. {
  1914. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1915. {
  1916. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1917. }
  1918. }
  1919. }
  1920. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  1921. {
  1922. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1923. _desc.FillMode = _wireframe
  1924. ? D3D12_FILL_MODE_WIREFRAME
  1925. : D3D12_FILL_MODE_SOLID
  1926. ;
  1927. _desc.CullMode = s_cullMode[cull];
  1928. _desc.FrontCounterClockwise = false;
  1929. _desc.DepthBias = 0;
  1930. _desc.DepthBiasClamp = 0.0f;
  1931. _desc.SlopeScaledDepthBias = 0.0f;
  1932. _desc.DepthClipEnable = !m_depthClamp;
  1933. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1934. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  1935. _desc.ForcedSampleCount = 0;
  1936. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  1937. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  1938. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  1939. ;
  1940. }
  1941. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  1942. {
  1943. const uint32_t fstencil = unpackStencil(0, _stencil);
  1944. bx::memSet(&_desc, 0, sizeof(_desc) );
  1945. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1946. _desc.DepthEnable = 0 != func;
  1947. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1948. ? D3D12_DEPTH_WRITE_MASK_ALL
  1949. : D3D12_DEPTH_WRITE_MASK_ZERO
  1950. ;
  1951. _desc.DepthFunc = s_cmpFunc[func];
  1952. uint32_t bstencil = unpackStencil(1, _stencil);
  1953. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1954. bstencil = frontAndBack ? bstencil : fstencil;
  1955. _desc.StencilEnable = 0 != _stencil;
  1956. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1957. _desc.StencilWriteMask = 0xff;
  1958. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1959. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1960. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1961. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1962. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1963. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1964. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1965. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1966. }
  1967. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1968. {
  1969. VertexDecl decl;
  1970. bx::memCopy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1971. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1972. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1973. {
  1974. uint16_t mask = attrMask[ii];
  1975. uint16_t attr = (decl.m_attributes[ii] & mask);
  1976. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1977. }
  1978. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1979. uint32_t num = uint32_t(elem-_vertexElements);
  1980. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1981. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1982. {
  1983. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1984. uint32_t jj;
  1985. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1986. for (jj = 0; jj < num; ++jj)
  1987. {
  1988. curr = &_vertexElements[jj];
  1989. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  1990. && curr->SemanticIndex == index)
  1991. {
  1992. break;
  1993. }
  1994. }
  1995. if (jj == num)
  1996. {
  1997. curr = elem;
  1998. ++elem;
  1999. }
  2000. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2001. curr->InputSlot = 1;
  2002. curr->SemanticIndex = index;
  2003. curr->AlignedByteOffset = ii*16;
  2004. }
  2005. return uint32_t(elem-_vertexElements);
  2006. }
  2007. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2008. {
  2009. union { void* ptr; uint32_t offset; } cast = { _userData };
  2010. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2011. {
  2012. DxbcOperand& operand = _instruction.operand[ii];
  2013. if (DxbcOperandType::ConstantBuffer == operand.type)
  2014. {
  2015. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2016. && 0 == operand.regIndex[0]
  2017. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  2018. {
  2019. operand.regIndex[1] += cast.offset;
  2020. }
  2021. }
  2022. }
  2023. }
  2024. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2025. {
  2026. ProgramD3D12& program = m_program[_programIdx];
  2027. const uint32_t hash = program.m_vsh->m_hash;
  2028. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2029. if (BX_LIKELY(NULL != pso) )
  2030. {
  2031. return pso;
  2032. }
  2033. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2034. bx::memSet(&desc, 0, sizeof(desc) );
  2035. desc.pRootSignature = m_rootSignature;
  2036. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2037. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2038. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2039. , IID_ID3D12PipelineState
  2040. , (void**)&pso
  2041. ) );
  2042. m_pipelineStateCache.add(hash, pso);
  2043. return pso;
  2044. }
  2045. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  2046. {
  2047. ProgramD3D12& program = m_program[_programIdx];
  2048. _state &= 0
  2049. | BGFX_STATE_RGB_WRITE
  2050. | BGFX_STATE_ALPHA_WRITE
  2051. | BGFX_STATE_DEPTH_WRITE
  2052. | BGFX_STATE_DEPTH_TEST_MASK
  2053. | BGFX_STATE_BLEND_MASK
  2054. | BGFX_STATE_BLEND_EQUATION_MASK
  2055. | BGFX_STATE_BLEND_INDEPENDENT
  2056. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2057. | BGFX_STATE_CULL_MASK
  2058. | BGFX_STATE_MSAA
  2059. | BGFX_STATE_LINEAA
  2060. | BGFX_STATE_CONSERVATIVE_RASTER
  2061. | BGFX_STATE_PT_MASK
  2062. ;
  2063. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2064. VertexDecl decl;
  2065. bx::memCopy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  2066. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2067. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2068. {
  2069. uint16_t mask = attrMask[ii];
  2070. uint16_t attr = (decl.m_attributes[ii] & mask);
  2071. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2072. }
  2073. bx::HashMurmur2A murmur;
  2074. murmur.begin();
  2075. murmur.add(_state);
  2076. murmur.add(_stencil);
  2077. murmur.add(program.m_vsh->m_hash);
  2078. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2079. murmur.add(program.m_fsh->m_hash);
  2080. murmur.add(m_vertexDecls[_declIdx].m_hash);
  2081. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2082. murmur.add(m_fbh.idx);
  2083. murmur.add(_numInstanceData);
  2084. const uint32_t hash = murmur.end();
  2085. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2086. if (NULL != pso)
  2087. {
  2088. return pso;
  2089. }
  2090. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2091. bx::memSet(&desc, 0, sizeof(desc) );
  2092. desc.pRootSignature = m_rootSignature;
  2093. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2094. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2095. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2096. bx::memSet(temp->data, 0, temp->size);
  2097. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2098. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2099. DxbcContext dxbc;
  2100. bx::Error err;
  2101. read(&rd, dxbc, &err);
  2102. bool patchShader = !dxbc.shader.aon9;
  2103. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2104. && patchShader)
  2105. {
  2106. union { uint32_t offset; void* ptr; } cast = { 0 };
  2107. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2108. write(&wr, dxbc, &err);
  2109. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2110. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2111. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2112. if (!patchShader)
  2113. {
  2114. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2115. {
  2116. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2117. {
  2118. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2119. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2120. break;
  2121. }
  2122. }
  2123. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2124. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2125. }
  2126. }
  2127. if (patchShader)
  2128. {
  2129. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2130. bx::seek(&wr, 0, bx::Whence::Begin);
  2131. union { uint32_t offset; void* ptr; } cast =
  2132. {
  2133. uint32_t(program.m_vsh->m_size)/16
  2134. };
  2135. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2136. write(&wr, dxbc, &err);
  2137. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2138. desc.PS.pShaderBytecode = temp->data;
  2139. desc.PS.BytecodeLength = temp->size;
  2140. }
  2141. else
  2142. {
  2143. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2144. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2145. }
  2146. desc.DS.pShaderBytecode = NULL;
  2147. desc.DS.BytecodeLength = 0;
  2148. desc.HS.pShaderBytecode = NULL;
  2149. desc.HS.BytecodeLength = 0;
  2150. desc.GS.pShaderBytecode = NULL;
  2151. desc.GS.BytecodeLength = 0;
  2152. desc.StreamOutput.pSODeclaration = NULL;
  2153. desc.StreamOutput.NumEntries = 0;
  2154. desc.StreamOutput.pBufferStrides = NULL;
  2155. desc.StreamOutput.NumStrides = 0;
  2156. desc.StreamOutput.RasterizedStream = 0;
  2157. setBlendState(desc.BlendState, _state);
  2158. desc.SampleMask = 1;
  2159. setRasterizerState(desc.RasterizerState, _state);
  2160. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2161. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2162. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  2163. desc.InputLayout.pInputElementDescs = vertexElements;
  2164. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2165. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2166. if (isValid(m_fbh) )
  2167. {
  2168. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2169. desc.NumRenderTargets = frameBuffer.m_num;
  2170. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2171. {
  2172. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2173. }
  2174. if (isValid(frameBuffer.m_depth) )
  2175. {
  2176. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2177. }
  2178. else
  2179. {
  2180. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2181. }
  2182. }
  2183. else
  2184. {
  2185. desc.NumRenderTargets = 1;
  2186. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2187. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2188. }
  2189. desc.SampleDesc.Count = 1;
  2190. desc.SampleDesc.Quality = 0;
  2191. uint32_t length = g_callback->cacheReadSize(hash);
  2192. bool cached = length > 0;
  2193. void* cachedData = NULL;
  2194. if (cached)
  2195. {
  2196. cachedData = BX_ALLOC(g_allocator, length);
  2197. if (g_callback->cacheRead(hash, cachedData, length) )
  2198. {
  2199. BX_TRACE("Loading cached PSO (size %d).", length);
  2200. bx::MemoryReader reader(cachedData, length);
  2201. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2202. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2203. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2204. , IID_ID3D12PipelineState
  2205. , (void**)&pso
  2206. );
  2207. if (FAILED(hr) )
  2208. {
  2209. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2210. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2211. }
  2212. }
  2213. }
  2214. if (NULL == pso)
  2215. {
  2216. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2217. , IID_ID3D12PipelineState
  2218. , (void**)&pso
  2219. ) );
  2220. }
  2221. m_pipelineStateCache.add(hash, pso);
  2222. release(temp);
  2223. ID3DBlob* blob;
  2224. HRESULT hr = pso->GetCachedBlob(&blob);
  2225. if (SUCCEEDED(hr) )
  2226. {
  2227. void* data = blob->GetBufferPointer();
  2228. length = (uint32_t)blob->GetBufferSize();
  2229. g_callback->cacheWrite(hash, data, length);
  2230. DX_RELEASE(blob, 0);
  2231. }
  2232. if (NULL != cachedData)
  2233. {
  2234. BX_FREE(g_allocator, cachedData);
  2235. }
  2236. return pso;
  2237. }
  2238. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2239. {
  2240. bx::HashMurmur2A murmur;
  2241. murmur.begin();
  2242. murmur.add(_flags, _num * sizeof(uint32_t) );
  2243. uint32_t hash = murmur.end();
  2244. uint16_t sampler = m_samplerStateCache.find(hash);
  2245. if (UINT16_MAX == sampler)
  2246. {
  2247. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2248. m_samplerStateCache.add(hash, sampler);
  2249. }
  2250. return sampler;
  2251. }
  2252. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2253. {
  2254. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2255. }
  2256. DXGI_FORMAT getBufferFormat()
  2257. {
  2258. #if BX_PLATFORM_WINDOWS
  2259. return m_scd.BufferDesc.Format;
  2260. #else
  2261. return m_scd.Format;
  2262. #endif
  2263. }
  2264. uint32_t getBufferWidth()
  2265. {
  2266. #if BX_PLATFORM_WINDOWS
  2267. return m_scd.BufferDesc.Width;
  2268. #else
  2269. return m_scd.Width;
  2270. #endif
  2271. }
  2272. uint32_t getBufferHeight()
  2273. {
  2274. #if BX_PLATFORM_WINDOWS
  2275. return m_scd.BufferDesc.Height;
  2276. #else
  2277. return m_scd.Height;
  2278. #endif
  2279. }
  2280. void setBufferSize(uint32_t _width, uint32_t _height)
  2281. {
  2282. #if BX_PLATFORM_WINDOWS
  2283. m_scd.BufferDesc.Width = _width;
  2284. m_scd.BufferDesc.Height = _height;
  2285. #else
  2286. m_scd.Width = _width;
  2287. m_scd.Height = _height;
  2288. #endif
  2289. }
  2290. void commit(UniformBuffer& _uniformBuffer)
  2291. {
  2292. _uniformBuffer.reset();
  2293. for (;;)
  2294. {
  2295. uint32_t opcode = _uniformBuffer.read();
  2296. if (UniformType::End == opcode)
  2297. {
  2298. break;
  2299. }
  2300. UniformType::Enum type;
  2301. uint16_t loc;
  2302. uint16_t num;
  2303. uint16_t copy;
  2304. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2305. const char* data;
  2306. if (copy)
  2307. {
  2308. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2309. }
  2310. else
  2311. {
  2312. UniformHandle handle;
  2313. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2314. data = (const char*)m_uniforms[handle.idx];
  2315. }
  2316. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2317. case UniformType::_uniform: \
  2318. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2319. { \
  2320. setShaderUniform(uint8_t(type), loc, data, num); \
  2321. } \
  2322. break;
  2323. switch ( (uint32_t)type)
  2324. {
  2325. case UniformType::Mat3:
  2326. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2327. {
  2328. float* value = (float*)data;
  2329. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2330. {
  2331. Matrix4 mtx;
  2332. mtx.un.val[ 0] = value[0];
  2333. mtx.un.val[ 1] = value[1];
  2334. mtx.un.val[ 2] = value[2];
  2335. mtx.un.val[ 3] = 0.0f;
  2336. mtx.un.val[ 4] = value[3];
  2337. mtx.un.val[ 5] = value[4];
  2338. mtx.un.val[ 6] = value[5];
  2339. mtx.un.val[ 7] = 0.0f;
  2340. mtx.un.val[ 8] = value[6];
  2341. mtx.un.val[ 9] = value[7];
  2342. mtx.un.val[10] = value[8];
  2343. mtx.un.val[11] = 0.0f;
  2344. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2345. }
  2346. }
  2347. break;
  2348. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2349. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2350. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2351. case UniformType::End:
  2352. break;
  2353. default:
  2354. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2355. break;
  2356. }
  2357. #undef CASE_IMPLEMENT_UNIFORM
  2358. }
  2359. }
  2360. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2361. {
  2362. if (isValid(m_fbh) )
  2363. {
  2364. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2365. frameBuffer.clear(m_commandList, _clear, _palette);
  2366. }
  2367. else
  2368. {
  2369. if (NULL != m_currentColor
  2370. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2371. {
  2372. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2373. {
  2374. uint8_t index = _clear.m_index[0];
  2375. if (UINT8_MAX != index)
  2376. {
  2377. m_commandList->ClearRenderTargetView(*m_currentColor
  2378. , _palette[index]
  2379. , _num
  2380. , _rect
  2381. );
  2382. }
  2383. }
  2384. else
  2385. {
  2386. float frgba[4] =
  2387. {
  2388. _clear.m_index[0] * 1.0f / 255.0f,
  2389. _clear.m_index[1] * 1.0f / 255.0f,
  2390. _clear.m_index[2] * 1.0f / 255.0f,
  2391. _clear.m_index[3] * 1.0f / 255.0f,
  2392. };
  2393. m_commandList->ClearRenderTargetView(*m_currentColor
  2394. , frgba
  2395. , _num
  2396. , _rect
  2397. );
  2398. }
  2399. }
  2400. if (NULL != m_currentDepthStencil
  2401. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2402. {
  2403. uint32_t flags = 0;
  2404. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2405. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2406. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2407. , D3D12_CLEAR_FLAGS(flags)
  2408. , _clear.m_depth
  2409. , _clear.m_stencil
  2410. , _num
  2411. , _rect
  2412. );
  2413. }
  2414. }
  2415. }
  2416. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2417. {
  2418. uint32_t width;
  2419. uint32_t height;
  2420. if (isValid(m_fbh) )
  2421. {
  2422. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2423. width = fb.m_width;
  2424. height = fb.m_height;
  2425. }
  2426. else
  2427. {
  2428. width = getBufferWidth();
  2429. height = getBufferHeight();
  2430. }
  2431. if (0 == _rect.m_x
  2432. && 0 == _rect.m_y
  2433. && width == _rect.m_width
  2434. && height == _rect.m_height)
  2435. {
  2436. clear(_clear, _palette);
  2437. }
  2438. else
  2439. {
  2440. D3D12_RECT rect;
  2441. rect.left = _rect.m_x;
  2442. rect.top = _rect.m_y;
  2443. rect.right = _rect.m_x + _rect.m_width;
  2444. rect.bottom = _rect.m_y + _rect.m_height;
  2445. clear(_clear, _palette, &rect, 1);
  2446. }
  2447. }
  2448. uint64_t kick()
  2449. {
  2450. uint64_t fence = m_cmd.kick();
  2451. m_commandList = m_cmd.alloc();
  2452. return fence;
  2453. }
  2454. void finish()
  2455. {
  2456. m_cmd.kick();
  2457. m_cmd.finish();
  2458. m_commandList = NULL;
  2459. }
  2460. void finishAll()
  2461. {
  2462. uint64_t fence = m_cmd.kick();
  2463. m_cmd.finish(fence, true);
  2464. m_commandList = NULL;
  2465. }
  2466. void* m_kernel32dll;
  2467. void* m_d3d12dll;
  2468. void* m_dxgidll;
  2469. void* m_renderdocdll;
  2470. D3D_FEATURE_LEVEL m_featureLevel;
  2471. D3D_DRIVER_TYPE m_driverType;
  2472. DXGI_ADAPTER_DESC m_adapterDesc;
  2473. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2474. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2475. #if BX_PLATFORM_WINDOWS
  2476. IDXGIAdapter3* m_adapter;
  2477. IDXGIFactory4* m_factory;
  2478. IDXGISwapChain3* m_swapChain;
  2479. ID3D12InfoQueue* m_infoQueue;
  2480. #else
  2481. IDXGIAdapter* m_adapter;
  2482. IDXGIFactory2* m_factory;
  2483. IDXGISwapChain1* m_swapChain;
  2484. #endif // BX_PLATFORM_WINDOWS
  2485. int64_t m_presentElapsed;
  2486. uint16_t m_numWindows;
  2487. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2488. ID3D12Device* m_device;
  2489. TimerQueryD3D12 m_gpuTimer;
  2490. OcclusionQueryD3D12 m_occlusionQuery;
  2491. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2492. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2493. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2494. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2495. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2496. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2497. ID3D12Resource* m_backBufferColor[4];
  2498. uint64_t m_backBufferColorFence[4];
  2499. ID3D12Resource* m_backBufferDepthStencil;
  2500. ScratchBufferD3D12 m_scratchBuffer[4];
  2501. DescriptorAllocatorD3D12 m_samplerAllocator;
  2502. ID3D12RootSignature* m_rootSignature;
  2503. CommandQueueD3D12 m_cmd;
  2504. BatchD3D12 m_batch;
  2505. ID3D12GraphicsCommandList* m_commandList;
  2506. Resolution m_resolution;
  2507. bool m_wireframe;
  2508. bool m_lost;
  2509. #if BX_PLATFORM_WINDOWS
  2510. DXGI_SWAP_CHAIN_DESC m_scd;
  2511. #else
  2512. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2513. #endif // BX_PLATFORM_WINDOWS
  2514. uint32_t m_maxAnisotropy;
  2515. bool m_depthClamp;
  2516. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2517. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2518. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2519. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2520. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2521. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2522. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2523. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2524. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2525. UniformRegistry m_uniformReg;
  2526. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2527. StateCache m_samplerStateCache;
  2528. TextVideoMem m_textVideoMem;
  2529. uint8_t m_fsScratch[64<<10];
  2530. uint8_t m_vsScratch[64<<10];
  2531. uint32_t m_fsChanges;
  2532. uint32_t m_vsChanges;
  2533. FrameBufferHandle m_fbh;
  2534. uint32_t m_backBufferColorIdx;
  2535. bool m_rtMsaa;
  2536. };
  2537. static RendererContextD3D12* s_renderD3D12;
  2538. RendererContextI* rendererCreate()
  2539. {
  2540. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2541. if (!s_renderD3D12->init() )
  2542. {
  2543. BX_DELETE(g_allocator, s_renderD3D12);
  2544. s_renderD3D12 = NULL;
  2545. }
  2546. return s_renderD3D12;
  2547. }
  2548. void rendererDestroy()
  2549. {
  2550. s_renderD3D12->shutdown();
  2551. BX_DELETE(g_allocator, s_renderD3D12);
  2552. s_renderD3D12 = NULL;
  2553. }
  2554. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2555. {
  2556. m_size = _size;
  2557. ID3D12Device* device = s_renderD3D12->m_device;
  2558. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2559. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2560. desc.NumDescriptors = _maxDescriptors;
  2561. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2562. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2563. desc.NodeMask = 1;
  2564. DX_CHECK(device->CreateDescriptorHeap(&desc
  2565. , IID_ID3D12DescriptorHeap
  2566. , (void**)&m_heap
  2567. ) );
  2568. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2569. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2570. m_upload->Map(0, NULL, (void**)&m_data);
  2571. reset(m_gpuHandle);
  2572. }
  2573. void ScratchBufferD3D12::destroy()
  2574. {
  2575. m_upload->Unmap(0, NULL);
  2576. DX_RELEASE(m_upload, 0);
  2577. DX_RELEASE(m_heap, 0);
  2578. }
  2579. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2580. {
  2581. m_pos = 0;
  2582. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2583. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2584. _gpuHandle = m_gpuHandle;
  2585. }
  2586. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2587. {
  2588. _gpuAddress = m_gpuVA + m_pos;
  2589. void* data = &m_data[m_pos];
  2590. m_pos += BX_ALIGN_256(_size);
  2591. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2592. // desc.BufferLocation = _gpuAddress;
  2593. // desc.SizeInBytes = _size;
  2594. // ID3D12Device* device = s_renderD3D12->m_device;
  2595. // device->CreateConstantBufferView(&desc
  2596. // , m_cpuHandle
  2597. // );
  2598. // m_cpuHandle.ptr += m_incrementSize;
  2599. // m_gpuHandle.ptr += m_incrementSize;
  2600. return data;
  2601. }
  2602. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2603. {
  2604. ID3D12Device* device = s_renderD3D12->m_device;
  2605. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2606. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2607. if (0 != _mip)
  2608. {
  2609. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2610. srvd = &tmpSrvd;
  2611. switch (_texture.m_srvd.ViewDimension)
  2612. {
  2613. default:
  2614. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2615. srvd->Texture2D.MostDetailedMip = _mip;
  2616. srvd->Texture2D.MipLevels = 1;
  2617. srvd->Texture2D.PlaneSlice = 0;
  2618. srvd->Texture2D.ResourceMinLODClamp = 0;
  2619. break;
  2620. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2621. srvd->TextureCube.MostDetailedMip = _mip;
  2622. srvd->TextureCube.MipLevels = 1;
  2623. srvd->TextureCube.ResourceMinLODClamp = 0;
  2624. break;
  2625. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2626. srvd->Texture3D.MostDetailedMip = _mip;
  2627. srvd->Texture3D.MipLevels = 1;
  2628. srvd->Texture3D.ResourceMinLODClamp = 0;
  2629. break;
  2630. }
  2631. }
  2632. device->CreateShaderResourceView(_texture.m_ptr
  2633. , srvd
  2634. , m_cpuHandle
  2635. );
  2636. m_cpuHandle.ptr += m_incrementSize;
  2637. _gpuHandle = m_gpuHandle;
  2638. m_gpuHandle.ptr += m_incrementSize;
  2639. }
  2640. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2641. {
  2642. ID3D12Device* device = s_renderD3D12->m_device;
  2643. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2644. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2645. if (0 != _mip)
  2646. {
  2647. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2648. uavd = &tmpUavd;
  2649. switch (_texture.m_uavd.ViewDimension)
  2650. {
  2651. default:
  2652. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2653. uavd->Texture2D.MipSlice = _mip;
  2654. uavd->Texture2D.PlaneSlice = 0;
  2655. break;
  2656. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2657. uavd->Texture2DArray.MipSlice = _mip;
  2658. uavd->Texture2DArray.PlaneSlice = 0;
  2659. break;
  2660. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2661. uavd->Texture3D.MipSlice = _mip;
  2662. break;
  2663. }
  2664. }
  2665. device->CreateUnorderedAccessView(_texture.m_ptr
  2666. , NULL
  2667. , uavd
  2668. , m_cpuHandle
  2669. );
  2670. m_cpuHandle.ptr += m_incrementSize;
  2671. _gpuHandle = m_gpuHandle;
  2672. m_gpuHandle.ptr += m_incrementSize;
  2673. }
  2674. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2675. {
  2676. ID3D12Device* device = s_renderD3D12->m_device;
  2677. device->CreateShaderResourceView(_buffer.m_ptr
  2678. , &_buffer.m_srvd
  2679. , m_cpuHandle
  2680. );
  2681. m_cpuHandle.ptr += m_incrementSize;
  2682. _gpuHandle = m_gpuHandle;
  2683. m_gpuHandle.ptr += m_incrementSize;
  2684. }
  2685. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2686. {
  2687. ID3D12Device* device = s_renderD3D12->m_device;
  2688. device->CreateUnorderedAccessView(_buffer.m_ptr
  2689. , NULL
  2690. , &_buffer.m_uavd
  2691. , m_cpuHandle
  2692. );
  2693. m_cpuHandle.ptr += m_incrementSize;
  2694. _gpuHandle = m_gpuHandle;
  2695. m_gpuHandle.ptr += m_incrementSize;
  2696. }
  2697. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2698. {
  2699. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2700. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2701. ID3D12Device* device = s_renderD3D12->m_device;
  2702. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2703. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2704. desc.NumDescriptors = _maxDescriptors;
  2705. desc.Type = _type;
  2706. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2707. desc.NodeMask = 1;
  2708. DX_CHECK(device->CreateDescriptorHeap(&desc
  2709. , IID_ID3D12DescriptorHeap
  2710. , (void**)&m_heap
  2711. ) );
  2712. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2713. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2714. }
  2715. void DescriptorAllocatorD3D12::destroy()
  2716. {
  2717. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2718. DX_RELEASE(m_heap, 0);
  2719. }
  2720. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2721. {
  2722. uint16_t idx = m_handleAlloc->alloc();
  2723. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2724. ID3D12Device* device = s_renderD3D12->m_device;
  2725. device->CreateShaderResourceView(_ptr
  2726. , _desc
  2727. , cpuHandle
  2728. );
  2729. return idx;
  2730. }
  2731. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2732. {
  2733. uint16_t idx = m_handleAlloc->alloc();
  2734. ID3D12Device* device = s_renderD3D12->m_device;
  2735. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2736. for (uint32_t ii = 0; ii < _num; ++ii)
  2737. {
  2738. uint32_t flags = _flags[ii];
  2739. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2740. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2741. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2742. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2743. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2744. D3D12_SAMPLER_DESC sd;
  2745. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2746. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2747. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2748. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2749. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2750. sd.MaxAnisotropy = maxAnisotropy;
  2751. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2752. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2753. if (NULL != _palette
  2754. && needBorderColor(flags) )
  2755. {
  2756. const float* rgba = _palette[index];
  2757. sd.BorderColor[0] = rgba[0];
  2758. sd.BorderColor[1] = rgba[1];
  2759. sd.BorderColor[2] = rgba[2];
  2760. sd.BorderColor[3] = rgba[3];
  2761. }
  2762. else
  2763. {
  2764. sd.BorderColor[0] = 0.0f;
  2765. sd.BorderColor[1] = 0.0f;
  2766. sd.BorderColor[2] = 0.0f;
  2767. sd.BorderColor[3] = 0.0f;
  2768. }
  2769. sd.MinLOD = 0;
  2770. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2771. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2772. {
  2773. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2774. };
  2775. device->CreateSampler(&sd, cpuHandle);
  2776. }
  2777. return idx;
  2778. }
  2779. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2780. {
  2781. m_handleAlloc->free(_idx);
  2782. }
  2783. void DescriptorAllocatorD3D12::reset()
  2784. {
  2785. uint16_t max = m_handleAlloc->getMaxHandles();
  2786. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2787. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2788. }
  2789. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2790. {
  2791. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2792. return gpuHandle;
  2793. }
  2794. void CommandQueueD3D12::init(ID3D12Device* _device)
  2795. {
  2796. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2797. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2798. queueDesc.Priority = 0;
  2799. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2800. queueDesc.NodeMask = 1;
  2801. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2802. , IID_ID3D12CommandQueue
  2803. , (void**)&m_commandQueue
  2804. ) );
  2805. m_completedFence = 0;
  2806. m_currentFence = 0;
  2807. DX_CHECK(_device->CreateFence(0
  2808. , D3D12_FENCE_FLAG_NONE
  2809. , IID_ID3D12Fence
  2810. , (void**)&m_fence
  2811. ) );
  2812. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2813. {
  2814. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2815. , IID_ID3D12CommandAllocator
  2816. , (void**)&m_commandList[ii].m_commandAllocator
  2817. ) );
  2818. DX_CHECK(_device->CreateCommandList(0
  2819. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2820. , m_commandList[ii].m_commandAllocator
  2821. , NULL
  2822. , IID_ID3D12GraphicsCommandList
  2823. , (void**)&m_commandList[ii].m_commandList
  2824. ) );
  2825. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2826. }
  2827. }
  2828. void CommandQueueD3D12::shutdown()
  2829. {
  2830. finish(UINT64_MAX, true);
  2831. DX_RELEASE(m_fence, 0);
  2832. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2833. {
  2834. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2835. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2836. }
  2837. DX_RELEASE(m_commandQueue, 0);
  2838. }
  2839. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2840. {
  2841. while (0 == m_control.reserve(1) )
  2842. {
  2843. consume();
  2844. }
  2845. CommandList& commandList = m_commandList[m_control.m_current];
  2846. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2847. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2848. return commandList.m_commandList;
  2849. }
  2850. uint64_t CommandQueueD3D12::kick()
  2851. {
  2852. CommandList& commandList = m_commandList[m_control.m_current];
  2853. DX_CHECK(commandList.m_commandList->Close() );
  2854. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2855. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2856. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2857. const uint64_t fence = m_currentFence++;
  2858. m_commandQueue->Signal(m_fence, fence);
  2859. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2860. m_control.commit(1);
  2861. return fence;
  2862. }
  2863. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2864. {
  2865. while (0 < m_control.available() )
  2866. {
  2867. consume();
  2868. if (!_finishAll
  2869. && _waitFence <= m_completedFence)
  2870. {
  2871. return;
  2872. }
  2873. }
  2874. BX_CHECK(0 == m_control.available(), "");
  2875. }
  2876. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2877. {
  2878. if (0 < m_control.available() )
  2879. {
  2880. if (consume(0)
  2881. && _waitFence <= m_completedFence)
  2882. {
  2883. return true;
  2884. }
  2885. }
  2886. return false;
  2887. }
  2888. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2889. {
  2890. m_release[m_control.m_current].push_back(_ptr);
  2891. }
  2892. bool CommandQueueD3D12::consume(uint32_t _ms)
  2893. {
  2894. CommandList& commandList = m_commandList[m_control.m_read];
  2895. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2896. {
  2897. CloseHandle(commandList.m_event);
  2898. commandList.m_event = NULL;
  2899. m_completedFence = m_fence->GetCompletedValue();
  2900. m_commandQueue->Wait(m_fence, m_completedFence);
  2901. ResourceArray& ra = m_release[m_control.m_read];
  2902. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2903. {
  2904. DX_RELEASE(*it, 0);
  2905. }
  2906. ra.clear();
  2907. m_control.consume(1);
  2908. return true;
  2909. }
  2910. return false;
  2911. }
  2912. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2913. {
  2914. m_maxDrawPerBatch = _maxDrawPerBatch;
  2915. setSeqMode(false);
  2916. setIndirectMode(true);
  2917. ID3D12Device* device = s_renderD3D12->m_device;
  2918. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2919. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2920. {
  2921. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2922. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2923. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2924. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2925. };
  2926. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2927. {
  2928. sizeof(DrawIndirectCommand),
  2929. BX_COUNTOF(drawArgDesc),
  2930. drawArgDesc,
  2931. 1,
  2932. };
  2933. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2934. , rootSignature
  2935. , IID_ID3D12CommandSignature
  2936. , (void**)&m_commandSignature[Draw]
  2937. ) );
  2938. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2939. {
  2940. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2941. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2942. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2943. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2944. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2945. };
  2946. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2947. {
  2948. sizeof(DrawIndexedIndirectCommand),
  2949. BX_COUNTOF(drawIndexedArgDesc),
  2950. drawIndexedArgDesc,
  2951. 1,
  2952. };
  2953. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2954. , rootSignature
  2955. , IID_ID3D12CommandSignature
  2956. , (void**)&m_commandSignature[DrawIndexed]
  2957. ) );
  2958. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2959. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2960. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2961. {
  2962. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2963. , NULL
  2964. , BGFX_BUFFER_DRAW_INDIRECT
  2965. , false
  2966. , sizeof(DrawIndexedIndirectCommand)
  2967. );
  2968. }
  2969. }
  2970. void BatchD3D12::destroy()
  2971. {
  2972. BX_FREE(g_allocator, m_cmds[0]);
  2973. BX_FREE(g_allocator, m_cmds[1]);
  2974. DX_RELEASE(m_commandSignature[0], 0);
  2975. DX_RELEASE(m_commandSignature[1], 0);
  2976. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2977. {
  2978. m_indirect[ii].destroy();
  2979. }
  2980. }
  2981. template<typename Ty>
  2982. Ty& BatchD3D12::getCmd(Enum _type)
  2983. {
  2984. uint32_t index = m_num[_type];
  2985. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2986. m_num[_type]++;
  2987. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2988. return *cmd;
  2989. }
  2990. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2991. {
  2992. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2993. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_stream[0].m_handle.idx];
  2994. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2995. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  2996. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2997. uint32_t numIndices = 0;
  2998. if (Draw == type)
  2999. {
  3000. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  3001. ? vb.m_size / vertexDecl.m_stride
  3002. : _draw.m_numVertices
  3003. ;
  3004. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3005. cmd.cbv = _cbv;
  3006. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  3007. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  3008. cmd.vbv[0].SizeInBytes = vb.m_size;
  3009. if (isValid(_draw.m_instanceDataBuffer) )
  3010. {
  3011. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3012. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3013. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3014. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  3015. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3016. }
  3017. else
  3018. {
  3019. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  3020. }
  3021. cmd.draw.InstanceCount = _draw.m_numInstances;
  3022. cmd.draw.VertexCountPerInstance = numVertices;
  3023. cmd.draw.StartVertexLocation = _draw.m_stream[0].m_startVertex;
  3024. cmd.draw.StartInstanceLocation = 0;
  3025. }
  3026. else
  3027. {
  3028. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3029. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3030. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3031. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3032. numIndices = UINT32_MAX == _draw.m_numIndices
  3033. ? ib.m_size / indexSize
  3034. : _draw.m_numIndices
  3035. ;
  3036. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3037. cmd.cbv = _cbv;
  3038. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3039. cmd.ibv.SizeInBytes = ib.m_size;
  3040. cmd.ibv.Format = hasIndex16
  3041. ? DXGI_FORMAT_R16_UINT
  3042. : DXGI_FORMAT_R32_UINT
  3043. ;
  3044. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  3045. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  3046. cmd.vbv[0].SizeInBytes = vb.m_size;
  3047. if (isValid(_draw.m_instanceDataBuffer) )
  3048. {
  3049. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3050. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3051. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3052. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  3053. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3054. }
  3055. else
  3056. {
  3057. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  3058. }
  3059. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  3060. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  3061. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  3062. cmd.drawIndexed.BaseVertexLocation = _draw.m_stream[0].m_startVertex;
  3063. cmd.drawIndexed.StartInstanceLocation = 0;
  3064. }
  3065. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3066. {
  3067. flush(_commandList, type);
  3068. }
  3069. return numIndices;
  3070. }
  3071. static const uint32_t s_indirectCommandSize[] =
  3072. {
  3073. sizeof(BatchD3D12::DrawIndirectCommand),
  3074. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3075. };
  3076. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3077. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3078. {
  3079. uint32_t num = m_num[_type];
  3080. if (0 != num)
  3081. {
  3082. m_num[_type] = 0;
  3083. if (m_minIndirect < num)
  3084. {
  3085. m_stats.m_numIndirect[_type]++;
  3086. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3087. m_currIndirect %= BX_COUNTOF(m_indirect);
  3088. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3089. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3090. , num
  3091. , indirect.m_ptr
  3092. , 0
  3093. , NULL
  3094. , 0
  3095. );
  3096. }
  3097. else
  3098. {
  3099. m_stats.m_numImmediate[_type]++;
  3100. if (Draw == _type)
  3101. {
  3102. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3103. for (uint32_t ii = 0; ii < num; ++ii)
  3104. {
  3105. const DrawIndirectCommand& cmd = cmds[ii];
  3106. if (m_current.cbv != cmd.cbv)
  3107. {
  3108. m_current.cbv = cmd.cbv;
  3109. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3110. }
  3111. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3112. {
  3113. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3114. _commandList->IASetVertexBuffers(0
  3115. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3116. , cmd.vbv
  3117. );
  3118. }
  3119. _commandList->DrawInstanced(
  3120. cmd.draw.VertexCountPerInstance
  3121. , cmd.draw.InstanceCount
  3122. , cmd.draw.StartVertexLocation
  3123. , cmd.draw.StartInstanceLocation
  3124. );
  3125. }
  3126. }
  3127. else
  3128. {
  3129. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3130. for (uint32_t ii = 0; ii < num; ++ii)
  3131. {
  3132. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3133. if (m_current.cbv != cmd.cbv)
  3134. {
  3135. m_current.cbv = cmd.cbv;
  3136. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3137. }
  3138. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3139. {
  3140. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3141. _commandList->IASetVertexBuffers(0
  3142. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3143. , cmd.vbv
  3144. );
  3145. }
  3146. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3147. {
  3148. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3149. _commandList->IASetIndexBuffer(&cmd.ibv);
  3150. }
  3151. _commandList->DrawIndexedInstanced(
  3152. cmd.drawIndexed.IndexCountPerInstance
  3153. , cmd.drawIndexed.InstanceCount
  3154. , cmd.drawIndexed.StartIndexLocation
  3155. , cmd.drawIndexed.BaseVertexLocation
  3156. , cmd.drawIndexed.StartInstanceLocation
  3157. );
  3158. }
  3159. }
  3160. }
  3161. }
  3162. }
  3163. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3164. {
  3165. flush(_commandList, Draw);
  3166. flush(_commandList, DrawIndexed);
  3167. if (_clean)
  3168. {
  3169. bx::memSet(&m_current, 0, sizeof(m_current) );
  3170. }
  3171. }
  3172. void BatchD3D12::begin()
  3173. {
  3174. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3175. bx::memSet(&m_current, 0, sizeof(m_current) );
  3176. }
  3177. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3178. {
  3179. flush(_commandList);
  3180. }
  3181. struct UavFormat
  3182. {
  3183. DXGI_FORMAT format[3];
  3184. uint32_t stride;
  3185. };
  3186. static const UavFormat s_uavFormat[] =
  3187. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3188. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3189. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3190. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3191. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3192. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3193. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3194. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3195. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3196. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3197. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3198. };
  3199. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3200. {
  3201. m_size = _size;
  3202. m_flags = _flags;
  3203. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3204. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3205. m_dynamic = NULL == _data || needUav;
  3206. DXGI_FORMAT format;
  3207. uint32_t stride;
  3208. uint32_t flags = needUav
  3209. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3210. : D3D12_RESOURCE_FLAG_NONE
  3211. ;
  3212. if (drawIndirect)
  3213. {
  3214. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3215. stride = 16;
  3216. }
  3217. else
  3218. {
  3219. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3220. if (0 == uavFormat)
  3221. {
  3222. if (_vertex)
  3223. {
  3224. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3225. stride = 16;
  3226. }
  3227. else
  3228. {
  3229. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3230. {
  3231. format = DXGI_FORMAT_R16_UINT;
  3232. stride = 2;
  3233. }
  3234. else
  3235. {
  3236. format = DXGI_FORMAT_R32_UINT;
  3237. stride = 4;
  3238. }
  3239. }
  3240. }
  3241. else
  3242. {
  3243. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3244. format = s_uavFormat[uavFormat].format[uavType];
  3245. stride = s_uavFormat[uavFormat].stride;
  3246. }
  3247. }
  3248. stride = 0 == _stride ? stride : _stride;
  3249. m_srvd.Format = format;
  3250. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3251. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3252. m_srvd.Buffer.FirstElement = 0;
  3253. m_srvd.Buffer.NumElements = m_size / stride;
  3254. m_srvd.Buffer.StructureByteStride = 0;
  3255. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3256. m_uavd.Format = format;
  3257. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3258. m_uavd.Buffer.FirstElement = 0;
  3259. m_uavd.Buffer.NumElements = m_size / stride;
  3260. m_uavd.Buffer.StructureByteStride = 0;
  3261. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3262. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3263. ID3D12Device* device = s_renderD3D12->m_device;
  3264. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3265. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3266. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3267. setState(commandList, drawIndirect
  3268. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3269. : D3D12_RESOURCE_STATE_GENERIC_READ
  3270. );
  3271. if (!m_dynamic)
  3272. {
  3273. update(commandList, 0, _size, _data);
  3274. }
  3275. }
  3276. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3277. {
  3278. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3279. uint8_t* data;
  3280. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3281. bx::memCopy(data, _data, _size);
  3282. staging->Unmap(0, NULL);
  3283. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3284. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3285. setState(_commandList, state);
  3286. s_renderD3D12->m_cmd.release(staging);
  3287. }
  3288. void BufferD3D12::destroy()
  3289. {
  3290. if (NULL != m_ptr)
  3291. {
  3292. s_renderD3D12->m_cmd.release(m_ptr);
  3293. m_dynamic = false;
  3294. }
  3295. }
  3296. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3297. {
  3298. if (m_state != _state)
  3299. {
  3300. setResourceBarrier(_commandList
  3301. , m_ptr
  3302. , m_state
  3303. , _state
  3304. );
  3305. bx::xchg(m_state, _state);
  3306. }
  3307. return _state;
  3308. }
  3309. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3310. {
  3311. BufferD3D12::create(_size, _data, _flags, true);
  3312. m_decl = _declHandle;
  3313. }
  3314. void ShaderD3D12::create(const Memory* _mem)
  3315. {
  3316. bx::MemoryReader reader(_mem->data, _mem->size);
  3317. uint32_t magic;
  3318. bx::read(&reader, magic);
  3319. switch (magic)
  3320. {
  3321. case BGFX_CHUNK_MAGIC_CSH:
  3322. case BGFX_CHUNK_MAGIC_FSH:
  3323. case BGFX_CHUNK_MAGIC_VSH:
  3324. break;
  3325. default:
  3326. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3327. break;
  3328. }
  3329. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3330. uint32_t iohash;
  3331. bx::read(&reader, iohash);
  3332. uint16_t count;
  3333. bx::read(&reader, count);
  3334. m_numPredefined = 0;
  3335. m_numUniforms = count;
  3336. BX_TRACE("%s Shader consts %d"
  3337. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3338. , count
  3339. );
  3340. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3341. if (0 < count)
  3342. {
  3343. for (uint32_t ii = 0; ii < count; ++ii)
  3344. {
  3345. uint8_t nameSize = 0;
  3346. bx::read(&reader, nameSize);
  3347. char name[256] = {};
  3348. bx::read(&reader, &name, nameSize);
  3349. name[nameSize] = '\0';
  3350. uint8_t type = 0;
  3351. bx::read(&reader, type);
  3352. uint8_t num = 0;
  3353. bx::read(&reader, num);
  3354. uint16_t regIndex = 0;
  3355. bx::read(&reader, regIndex);
  3356. uint16_t regCount = 0;
  3357. bx::read(&reader, regCount);
  3358. const char* kind = "invalid";
  3359. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3360. if (PredefinedUniform::Count != predefined)
  3361. {
  3362. kind = "predefined";
  3363. m_predefined[m_numPredefined].m_loc = regIndex;
  3364. m_predefined[m_numPredefined].m_count = regCount;
  3365. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3366. m_numPredefined++;
  3367. }
  3368. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3369. {
  3370. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3371. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3372. if (NULL != info)
  3373. {
  3374. if (NULL == m_constantBuffer)
  3375. {
  3376. m_constantBuffer = UniformBuffer::create(1024);
  3377. }
  3378. kind = "user";
  3379. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3380. }
  3381. }
  3382. else
  3383. {
  3384. kind = "sampler";
  3385. }
  3386. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3387. , kind
  3388. , name
  3389. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3390. , num
  3391. , regIndex
  3392. , regCount
  3393. );
  3394. BX_UNUSED(kind);
  3395. }
  3396. if (NULL != m_constantBuffer)
  3397. {
  3398. m_constantBuffer->finish();
  3399. }
  3400. }
  3401. uint32_t shaderSize;
  3402. bx::read(&reader, shaderSize);
  3403. const void* code = reader.getDataPtr();
  3404. bx::skip(&reader, shaderSize+1);
  3405. m_code = copy(code, shaderSize);
  3406. uint8_t numAttrs = 0;
  3407. bx::read(&reader, numAttrs);
  3408. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3409. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3410. {
  3411. uint16_t id;
  3412. bx::read(&reader, id);
  3413. Attrib::Enum attr = idToAttrib(id);
  3414. if (Attrib::Count != attr)
  3415. {
  3416. m_attrMask[attr] = UINT16_MAX;
  3417. }
  3418. }
  3419. bx::HashMurmur2A murmur;
  3420. murmur.begin();
  3421. murmur.add(iohash);
  3422. murmur.add(code, shaderSize);
  3423. murmur.add(numAttrs);
  3424. murmur.add(m_attrMask, numAttrs);
  3425. m_hash = murmur.end();
  3426. bx::read(&reader, m_size);
  3427. }
  3428. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3429. {
  3430. bimg::ImageContainer imageContainer;
  3431. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3432. {
  3433. uint8_t numMips = imageContainer.m_numMips;
  3434. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3435. numMips -= startLod;
  3436. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3437. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3438. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3439. const uint16_t numLayers = imageContainer.m_numLayers;
  3440. m_flags = _flags;
  3441. m_width = textureWidth;
  3442. m_height = textureHeight;
  3443. m_depth = imageContainer.m_depth;
  3444. m_requestedFormat = uint8_t(imageContainer.m_format);
  3445. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3446. const bool convert = m_textureFormat != m_requestedFormat;
  3447. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3448. if (imageContainer.m_cubeMap)
  3449. {
  3450. m_type = TextureCube;
  3451. }
  3452. else if (imageContainer.m_depth > 1)
  3453. {
  3454. m_type = Texture3D;
  3455. }
  3456. else
  3457. {
  3458. m_type = Texture2D;
  3459. }
  3460. m_numMips = numMips;
  3461. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3462. const uint32_t numSrd = numSides * numMips;
  3463. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3464. uint32_t kk = 0;
  3465. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3466. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3467. uint32_t blockWidth = 1;
  3468. uint32_t blockHeight = 1;
  3469. if (convert && compressed)
  3470. {
  3471. blockWidth = blockInfo.blockWidth;
  3472. blockHeight = blockInfo.blockHeight;
  3473. }
  3474. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3475. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3476. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3477. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3478. , this - s_renderD3D12->m_textures
  3479. , getName( (TextureFormat::Enum)m_textureFormat)
  3480. , getName( (TextureFormat::Enum)m_requestedFormat)
  3481. , textureWidth
  3482. , textureHeight
  3483. , imageContainer.m_cubeMap ? "x6" : ""
  3484. , renderTarget ? 'x' : ' '
  3485. , writeOnly ? 'x' : ' '
  3486. , computeWrite ? 'x' : ' '
  3487. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3488. );
  3489. uint32_t totalSize = 0;
  3490. for (uint8_t side = 0; side < numSides; ++side)
  3491. {
  3492. uint32_t width = textureWidth;
  3493. uint32_t height = textureHeight;
  3494. uint32_t depth = imageContainer.m_depth;
  3495. for (uint8_t lod = 0; lod < numMips; ++lod)
  3496. {
  3497. width = bx::uint32_max(blockWidth, width);
  3498. height = bx::uint32_max(blockHeight, height);
  3499. depth = bx::uint32_max(1, depth);
  3500. bimg::ImageMip mip;
  3501. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3502. {
  3503. if (convert)
  3504. {
  3505. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3506. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3507. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3508. bimg::imageDecodeToBgra8(temp
  3509. , mip.m_data
  3510. , mip.m_width
  3511. , mip.m_height
  3512. , pitch, mip.m_format
  3513. );
  3514. srd[kk].pData = temp;
  3515. srd[kk].RowPitch = pitch;
  3516. srd[kk].SlicePitch = slice;
  3517. totalSize += slice;
  3518. }
  3519. else if (compressed)
  3520. {
  3521. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3522. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3523. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3524. bimg::imageCopy(temp
  3525. , mip.m_height/blockInfo.blockHeight
  3526. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3527. , mip.m_data
  3528. , pitch
  3529. );
  3530. srd[kk].pData = temp;
  3531. srd[kk].RowPitch = pitch;
  3532. srd[kk].SlicePitch = slice;
  3533. totalSize += slice;
  3534. }
  3535. else
  3536. {
  3537. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3538. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3539. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3540. bimg::imageCopy(temp
  3541. , mip.m_height
  3542. , mip.m_width*mip.m_bpp / 8
  3543. , mip.m_data
  3544. , pitch
  3545. );
  3546. srd[kk].pData = temp;
  3547. srd[kk].RowPitch = pitch;
  3548. srd[kk].SlicePitch = slice;
  3549. totalSize += slice;
  3550. }
  3551. if (swizzle)
  3552. {
  3553. // imageSwizzleBgra8(temp, width, height, mip.m_width*4, data);
  3554. }
  3555. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3556. ++kk;
  3557. }
  3558. else
  3559. {
  3560. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3561. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3562. totalSize += slice;
  3563. }
  3564. width >>= 1;
  3565. height >>= 1;
  3566. depth >>= 1;
  3567. }
  3568. }
  3569. BX_TRACE("texture total size: %d", totalSize);
  3570. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3571. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3572. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3573. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3574. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3575. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3576. if (swizzle)
  3577. {
  3578. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3579. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3580. }
  3581. m_uavd.Format = m_srvd.Format;
  3582. ID3D12Device* device = s_renderD3D12->m_device;
  3583. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3584. D3D12_RESOURCE_DESC resourceDesc;
  3585. resourceDesc.Alignment = 0;
  3586. resourceDesc.Width = textureWidth;
  3587. resourceDesc.Height = textureHeight;
  3588. resourceDesc.MipLevels = numMips;
  3589. resourceDesc.Format = format;
  3590. resourceDesc.SampleDesc = msaa;
  3591. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3592. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3593. resourceDesc.DepthOrArraySize = numSides;
  3594. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3595. D3D12_CLEAR_VALUE* clearValue = NULL;
  3596. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3597. {
  3598. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3599. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3600. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3601. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3602. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3603. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3604. clearValue->DepthStencil.Depth = 1.0f;
  3605. clearValue->DepthStencil.Stencil = 0;
  3606. }
  3607. else if (renderTarget)
  3608. {
  3609. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3610. clearValue->Format = resourceDesc.Format;
  3611. clearValue->Color[0] = 0.0f;
  3612. clearValue->Color[1] = 0.0f;
  3613. clearValue->Color[2] = 0.0f;
  3614. clearValue->Color[3] = 0.0f;
  3615. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3616. }
  3617. if (writeOnly)
  3618. {
  3619. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3620. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3621. }
  3622. if (computeWrite)
  3623. {
  3624. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3625. }
  3626. switch (m_type)
  3627. {
  3628. case Texture2D:
  3629. case TextureCube:
  3630. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3631. if (imageContainer.m_cubeMap)
  3632. {
  3633. if (1 < numLayers)
  3634. {
  3635. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3636. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3637. m_srvd.TextureCubeArray.MipLevels = numMips;
  3638. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3639. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3640. }
  3641. else
  3642. {
  3643. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3644. m_srvd.TextureCube.MostDetailedMip = 0;
  3645. m_srvd.TextureCube.MipLevels = numMips;
  3646. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3647. }
  3648. }
  3649. else
  3650. {
  3651. if (1 < numLayers)
  3652. {
  3653. m_srvd.ViewDimension = 1 < msaa.Count
  3654. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3655. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3656. ;
  3657. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3658. m_srvd.Texture2DArray.MipLevels = numMips;
  3659. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3660. m_srvd.Texture2DArray.ArraySize = numLayers;
  3661. }
  3662. else
  3663. {
  3664. m_srvd.ViewDimension = 1 < msaa.Count
  3665. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3666. : D3D12_SRV_DIMENSION_TEXTURE2D
  3667. ;
  3668. m_srvd.Texture2D.MostDetailedMip = 0;
  3669. m_srvd.Texture2D.MipLevels = numMips;
  3670. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3671. }
  3672. }
  3673. if (1 < numLayers)
  3674. {
  3675. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3676. m_uavd.Texture2DArray.MipSlice = 0;
  3677. m_uavd.Texture2DArray.PlaneSlice = 0;
  3678. }
  3679. else
  3680. {
  3681. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3682. m_uavd.Texture2D.MipSlice = 0;
  3683. m_uavd.Texture2D.PlaneSlice = 0;
  3684. }
  3685. if (TextureCube == m_type)
  3686. {
  3687. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3688. m_uavd.Texture2DArray.MipSlice = 0;
  3689. m_uavd.Texture2DArray.ArraySize = 6;
  3690. }
  3691. break;
  3692. case Texture3D:
  3693. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3694. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3695. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3696. m_srvd.Texture3D.MostDetailedMip = 0;
  3697. m_srvd.Texture3D.MipLevels = numMips;
  3698. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3699. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3700. m_uavd.Texture3D.MipSlice = 0;
  3701. m_uavd.Texture3D.FirstWSlice = 0;
  3702. m_uavd.Texture3D.WSize = 0;
  3703. break;
  3704. }
  3705. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3706. {
  3707. uint64_t uploadBufferSize;
  3708. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3709. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3710. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3711. device->GetCopyableFootprints(&resourceDesc
  3712. , 0
  3713. , numSrd
  3714. , 0
  3715. , layouts
  3716. , numRows
  3717. , rowSizeInBytes
  3718. , &uploadBufferSize
  3719. );
  3720. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3721. , uploadBufferSize
  3722. , totalSize
  3723. , numRows[0]
  3724. , rowSizeInBytes[0]
  3725. );
  3726. }
  3727. if (kk != 0)
  3728. {
  3729. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3730. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3731. uint64_t result = UpdateSubresources(commandList
  3732. , m_ptr
  3733. , staging
  3734. , 0
  3735. , 0
  3736. , numSrd
  3737. , srd
  3738. );
  3739. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3740. BX_TRACE("Update subresource %" PRId64, result);
  3741. setState(commandList, state);
  3742. s_renderD3D12->m_cmd.release(staging);
  3743. }
  3744. else
  3745. {
  3746. setState(commandList, state);
  3747. }
  3748. if (0 != kk)
  3749. {
  3750. kk = 0;
  3751. for (uint8_t side = 0; side < numSides; ++side)
  3752. {
  3753. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3754. {
  3755. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3756. ++kk;
  3757. }
  3758. }
  3759. }
  3760. }
  3761. }
  3762. void TextureD3D12::destroy()
  3763. {
  3764. if (NULL != m_ptr)
  3765. {
  3766. s_renderD3D12->m_cmd.release(m_ptr);
  3767. m_ptr = NULL;
  3768. }
  3769. }
  3770. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3771. {
  3772. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3773. const uint32_t subres = _mip + (_side * m_numMips);
  3774. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3775. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3776. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3777. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3778. desc.Height = _rect.m_height;
  3779. uint32_t numRows;
  3780. uint64_t totalBytes;
  3781. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3782. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3783. , subres
  3784. , 1
  3785. , 0
  3786. , &layout
  3787. , &numRows
  3788. , NULL
  3789. , &totalBytes
  3790. );
  3791. const uint32_t rowPitch = layout.Footprint.RowPitch;
  3792. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3793. uint8_t* data;
  3794. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3795. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3796. {
  3797. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3798. }
  3799. staging->Unmap(0, NULL);
  3800. D3D12_BOX box;
  3801. box.left = 0;
  3802. box.top = 0;
  3803. box.right = box.left + _rect.m_width;
  3804. box.bottom = box.top + _rect.m_height;
  3805. box.front = _z;
  3806. box.back = _z+_depth;
  3807. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3808. dst.SubresourceIndex = subres;
  3809. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3810. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3811. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3812. s_renderD3D12->m_cmd.release(staging);
  3813. }
  3814. void TextureD3D12::resolve()
  3815. {
  3816. }
  3817. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3818. {
  3819. if (m_state != _state)
  3820. {
  3821. setResourceBarrier(_commandList
  3822. , m_ptr
  3823. , m_state
  3824. , _state
  3825. );
  3826. bx::xchg(m_state, _state);
  3827. }
  3828. return _state;
  3829. }
  3830. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  3831. {
  3832. m_denseIdx = UINT16_MAX;
  3833. m_numTh = _num;
  3834. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3835. postReset();
  3836. }
  3837. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3838. {
  3839. }
  3840. void FrameBufferD3D12::preReset()
  3841. {
  3842. }
  3843. void FrameBufferD3D12::postReset()
  3844. {
  3845. if (m_numTh != 0)
  3846. {
  3847. ID3D12Device* device = s_renderD3D12->m_device;
  3848. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3849. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3850. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3851. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3852. m_width = 0;
  3853. m_height = 0;
  3854. m_depth.idx = bgfx::kInvalidHandle;
  3855. m_num = 0;
  3856. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3857. {
  3858. TextureHandle handle = m_attachment[ii].handle;
  3859. if (isValid(handle) )
  3860. {
  3861. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3862. if (0 == m_width)
  3863. {
  3864. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  3865. m_width = uint32_t(desc.Width);
  3866. m_height = uint32_t(desc.Height);
  3867. }
  3868. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  3869. {
  3870. BX_CHECK(!isValid(m_depth), "");
  3871. m_depth = handle;
  3872. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3873. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3874. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3875. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  3876. BX_UNUSED(blockInfo);
  3877. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3878. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3879. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3880. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3881. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3882. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3883. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3884. ;
  3885. device->CreateDepthStencilView(texture.m_ptr
  3886. , &dsvDesc
  3887. , dsvDescriptor
  3888. );
  3889. }
  3890. else
  3891. {
  3892. m_texture[m_num] = handle;
  3893. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3894. device->CreateRenderTargetView(texture.m_ptr
  3895. , NULL
  3896. , rtv
  3897. );
  3898. m_num++;
  3899. }
  3900. }
  3901. }
  3902. }
  3903. }
  3904. uint16_t FrameBufferD3D12::destroy()
  3905. {
  3906. m_numTh = 0;
  3907. m_depth.idx = bgfx::kInvalidHandle;
  3908. uint16_t denseIdx = m_denseIdx;
  3909. m_denseIdx = UINT16_MAX;
  3910. return denseIdx;
  3911. }
  3912. void FrameBufferD3D12::resolve()
  3913. {
  3914. }
  3915. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3916. {
  3917. ID3D12Device* device = s_renderD3D12->m_device;
  3918. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3919. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3920. && 0 != m_num)
  3921. {
  3922. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3923. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3924. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3925. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3926. {
  3927. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3928. {
  3929. uint8_t index = _clear.m_index[ii];
  3930. if (UINT8_MAX != index)
  3931. {
  3932. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3933. _commandList->ClearRenderTargetView(rtv
  3934. , _palette[index]
  3935. , _num
  3936. , _rect
  3937. );
  3938. }
  3939. }
  3940. }
  3941. else
  3942. {
  3943. float frgba[4] =
  3944. {
  3945. _clear.m_index[0]*1.0f/255.0f,
  3946. _clear.m_index[1]*1.0f/255.0f,
  3947. _clear.m_index[2]*1.0f/255.0f,
  3948. _clear.m_index[3]*1.0f/255.0f,
  3949. };
  3950. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3951. {
  3952. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3953. _commandList->ClearRenderTargetView(rtv
  3954. , frgba
  3955. , _num
  3956. , _rect
  3957. );
  3958. }
  3959. }
  3960. }
  3961. if (isValid(m_depth)
  3962. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3963. {
  3964. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3965. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3966. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3967. DWORD flags = 0;
  3968. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3969. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3970. _commandList->ClearDepthStencilView(dsvDescriptor
  3971. , D3D12_CLEAR_FLAGS(flags)
  3972. , _clear.m_depth
  3973. , _clear.m_stencil
  3974. , _num
  3975. , _rect
  3976. );
  3977. }
  3978. }
  3979. void TimerQueryD3D12::init()
  3980. {
  3981. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3982. queryHeapDesc.Count = m_control.m_size * 2;
  3983. queryHeapDesc.NodeMask = 1;
  3984. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  3985. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3986. , IID_ID3D12QueryHeap
  3987. , (void**)&m_queryHeap
  3988. ) );
  3989. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  3990. m_readback = createCommittedResource(s_renderD3D12->m_device
  3991. , HeapProperty::ReadBack
  3992. , size
  3993. );
  3994. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  3995. D3D12_RANGE range = { 0, size };
  3996. m_readback->Map(0, &range, (void**)&m_queryResult);
  3997. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  3998. {
  3999. Result& result = m_result[ii];
  4000. result.reset();
  4001. }
  4002. m_control.reset();
  4003. }
  4004. void TimerQueryD3D12::shutdown()
  4005. {
  4006. D3D12_RANGE range = { 0, 0 };
  4007. m_readback->Unmap(0, &range);
  4008. DX_RELEASE(m_queryHeap, 0);
  4009. DX_RELEASE(m_readback, 0);
  4010. }
  4011. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4012. {
  4013. while (0 == m_control.reserve(1) )
  4014. {
  4015. m_control.consume(1);
  4016. }
  4017. Result& result = m_result[_resultIdx];
  4018. ++result.m_pending;
  4019. const uint32_t idx = m_control.m_current;
  4020. Query& query = m_query[idx];
  4021. query.m_resultIdx = _resultIdx;
  4022. query.m_ready = false;
  4023. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4024. uint32_t offset = idx * 2 + 0;
  4025. commandList->EndQuery(m_queryHeap
  4026. , D3D12_QUERY_TYPE_TIMESTAMP
  4027. , offset
  4028. );
  4029. m_control.commit(1);
  4030. return idx;
  4031. }
  4032. void TimerQueryD3D12::end(uint32_t _idx)
  4033. {
  4034. Query& query = m_query[_idx];
  4035. query.m_ready = true;
  4036. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4037. uint32_t offset = _idx * 2;
  4038. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4039. commandList->EndQuery(m_queryHeap
  4040. , D3D12_QUERY_TYPE_TIMESTAMP
  4041. , offset + 1
  4042. );
  4043. commandList->ResolveQueryData(m_queryHeap
  4044. , D3D12_QUERY_TYPE_TIMESTAMP
  4045. , offset
  4046. , 2
  4047. , m_readback
  4048. , offset * sizeof(uint64_t)
  4049. );
  4050. while (update() )
  4051. {
  4052. }
  4053. }
  4054. bool TimerQueryD3D12::update()
  4055. {
  4056. if (0 != m_control.available() )
  4057. {
  4058. uint32_t idx = m_control.m_read;
  4059. Query& query = m_query[idx];
  4060. if (!query.m_ready)
  4061. {
  4062. return false;
  4063. }
  4064. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4065. {
  4066. return false;
  4067. }
  4068. m_control.consume(1);
  4069. Result& result = m_result[query.m_resultIdx];
  4070. --result.m_pending;
  4071. uint32_t offset = idx * 2;
  4072. result.m_begin = m_queryResult[offset+0];
  4073. result.m_end = m_queryResult[offset+1];
  4074. return true;
  4075. }
  4076. return false;
  4077. }
  4078. void OcclusionQueryD3D12::init()
  4079. {
  4080. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4081. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4082. queryHeapDesc.NodeMask = 1;
  4083. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4084. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4085. , IID_ID3D12QueryHeap
  4086. , (void**)&m_queryHeap
  4087. ) );
  4088. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4089. m_readback = createCommittedResource(s_renderD3D12->m_device
  4090. , HeapProperty::ReadBack
  4091. , size
  4092. );
  4093. D3D12_RANGE range = { 0, size };
  4094. m_readback->Map(0, &range, (void**)&m_result);
  4095. }
  4096. void OcclusionQueryD3D12::shutdown()
  4097. {
  4098. D3D12_RANGE range = { 0, 0 };
  4099. m_readback->Unmap(0, &range);
  4100. DX_RELEASE(m_queryHeap, 0);
  4101. DX_RELEASE(m_readback, 0);
  4102. }
  4103. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4104. {
  4105. while (0 == m_control.reserve(1) )
  4106. {
  4107. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4108. if (isValid(handle) )
  4109. {
  4110. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4111. }
  4112. m_control.consume(1);
  4113. }
  4114. m_handle[m_control.m_current] = _handle;
  4115. _commandList->BeginQuery(m_queryHeap
  4116. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4117. , _handle.idx
  4118. );
  4119. }
  4120. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4121. {
  4122. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4123. _commandList->EndQuery(m_queryHeap
  4124. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4125. , handle.idx
  4126. );
  4127. _commandList->ResolveQueryData(m_queryHeap
  4128. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4129. , handle.idx
  4130. , 1
  4131. , m_readback
  4132. , handle.idx * sizeof(uint64_t)
  4133. );
  4134. m_control.commit(1);
  4135. }
  4136. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4137. {
  4138. const uint32_t size = m_control.m_size;
  4139. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4140. {
  4141. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4142. if (handle.idx == _handle.idx)
  4143. {
  4144. handle.idx = bgfx::kInvalidHandle;
  4145. }
  4146. }
  4147. }
  4148. struct Bind
  4149. {
  4150. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4151. uint16_t m_samplerStateIdx;
  4152. };
  4153. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4154. {
  4155. while (_bs.hasItem(_view) )
  4156. {
  4157. const BlitItem& blit = _bs.advance();
  4158. const TextureD3D12& src = m_textures[blit.m_src.idx];
  4159. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4160. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4161. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4162. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4163. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4164. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4165. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4166. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4167. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4168. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4169. if (TextureD3D12::Texture3D == src.m_type)
  4170. {
  4171. D3D12_BOX box;
  4172. box.left = blit.m_srcX;
  4173. box.top = blit.m_srcY;
  4174. box.front = blit.m_srcZ;
  4175. box.right = blit.m_srcX + width;
  4176. box.bottom = blit.m_srcY + height;;
  4177. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4178. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4179. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4180. m_commandList->CopyTextureRegion(&dstLocation
  4181. , blit.m_dstX
  4182. , blit.m_dstY
  4183. , blit.m_dstZ
  4184. , &srcLocation
  4185. , &box
  4186. );
  4187. }
  4188. else
  4189. {
  4190. D3D12_BOX box;
  4191. box.left = blit.m_srcX;
  4192. box.top = blit.m_srcY;
  4193. box.front = 0;
  4194. box.right = blit.m_srcX + width;
  4195. box.bottom = blit.m_srcY + height;;
  4196. box.back = 1;
  4197. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4198. ? blit.m_srcZ
  4199. : 0
  4200. ;
  4201. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4202. ? blit.m_dstZ
  4203. : 0
  4204. ;
  4205. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4206. dstLocation.pResource = dst.m_ptr;
  4207. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4208. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4209. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4210. srcLocation.pResource = src.m_ptr;
  4211. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4212. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4213. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4214. m_commandList->CopyTextureRegion(&dstLocation
  4215. , blit.m_dstX
  4216. , blit.m_dstY
  4217. , 0
  4218. , &srcLocation
  4219. , depthStencil ? NULL : &box
  4220. );
  4221. }
  4222. }
  4223. }
  4224. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4225. {
  4226. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4227. if (m_lost
  4228. || updateResolution(_render->m_resolution) )
  4229. {
  4230. return;
  4231. }
  4232. int64_t elapsed = -bx::getHPCounter();
  4233. int64_t captureElapsed = 0;
  4234. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4235. if (0 < _render->m_iboffset)
  4236. {
  4237. TransientIndexBuffer* ib = _render->m_transientIb;
  4238. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4239. }
  4240. if (0 < _render->m_vboffset)
  4241. {
  4242. TransientVertexBuffer* vb = _render->m_transientVb;
  4243. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4244. }
  4245. _render->sort();
  4246. RenderDraw currentState;
  4247. currentState.clear();
  4248. currentState.m_stateFlags = BGFX_STATE_NONE;
  4249. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4250. RenderBind currentBind;
  4251. currentBind.clear();
  4252. _render->m_hmdInitialized = false;
  4253. const bool hmdEnabled = false;
  4254. static ViewState viewState;
  4255. viewState.reset(_render, hmdEnabled);
  4256. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4257. // setDebugWireframe(wireframe);
  4258. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4259. uint16_t currentProgramIdx = kInvalidHandle;
  4260. uint32_t currentBindHash = 0;
  4261. bool hasPredefined = false;
  4262. bool commandListChanged = false;
  4263. ID3D12PipelineState* currentPso = NULL;
  4264. SortKey key;
  4265. uint16_t view = UINT16_MAX;
  4266. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4267. BlitState bs(_render);
  4268. uint32_t blendFactor = 0;
  4269. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4270. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4271. PrimInfo prim = s_primInfo[primIndex];
  4272. bool wasCompute = false;
  4273. bool viewHasScissor = false;
  4274. bool restoreScissor = false;
  4275. Rect viewScissorRect;
  4276. viewScissorRect.clear();
  4277. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4278. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4279. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4280. uint32_t statsNumIndices = 0;
  4281. uint32_t statsKeyType[2] = {};
  4282. Profiler<TimerQueryD3D12> profiler(
  4283. _render
  4284. , m_gpuTimer
  4285. , s_viewName
  4286. );
  4287. #if BX_PLATFORM_WINDOWS
  4288. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4289. #endif // BX_PLATFORM_WINDOWS
  4290. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4291. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4292. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4293. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4294. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4295. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4296. scratchBuffer.reset(gpuHandle);
  4297. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4298. StateCacheLru<Bind, 64> bindLru;
  4299. setResourceBarrier(m_commandList
  4300. , m_backBufferColor[m_backBufferColorIdx]
  4301. , D3D12_RESOURCE_STATE_PRESENT
  4302. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4303. );
  4304. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4305. {
  4306. m_batch.begin();
  4307. // uint8_t eye = 0;
  4308. // uint8_t restartState = 0;
  4309. viewState.m_rect = _render->m_rect[0];
  4310. int32_t numItems = _render->m_num;
  4311. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4312. {
  4313. const uint64_t encodedKey = _render->m_sortKeys[item];
  4314. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4315. statsKeyType[isCompute]++;
  4316. const bool viewChanged = 0
  4317. || key.m_view != view
  4318. || item == numItems
  4319. ;
  4320. const uint32_t itemIdx = _render->m_sortValues[item];
  4321. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4322. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4323. ++item;
  4324. if (viewChanged)
  4325. {
  4326. m_batch.flush(m_commandList, true);
  4327. kick();
  4328. view = key.m_view;
  4329. currentPso = NULL;
  4330. currentSamplerStateIdx = kInvalidHandle;
  4331. currentProgramIdx = kInvalidHandle;
  4332. hasPredefined = false;
  4333. fbh = _render->m_fb[view];
  4334. setFrameBuffer(fbh);
  4335. if (item > 1)
  4336. {
  4337. profiler.end();
  4338. }
  4339. profiler.begin(view);
  4340. viewState.m_rect = _render->m_rect[view];
  4341. const Rect& rect = _render->m_rect[view];
  4342. const Rect& scissorRect = _render->m_scissor[view];
  4343. viewHasScissor = !scissorRect.isZero();
  4344. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4345. D3D12_VIEWPORT vp;
  4346. vp.TopLeftX = rect.m_x;
  4347. vp.TopLeftY = rect.m_y;
  4348. vp.Width = rect.m_width;
  4349. vp.Height = rect.m_height;
  4350. vp.MinDepth = 0.0f;
  4351. vp.MaxDepth = 1.0f;
  4352. m_commandList->RSSetViewports(1, &vp);
  4353. D3D12_RECT rc;
  4354. rc.left = viewScissorRect.m_x;
  4355. rc.top = viewScissorRect.m_y;
  4356. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4357. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4358. m_commandList->RSSetScissorRects(1, &rc);
  4359. restoreScissor = false;
  4360. Clear& clr = _render->m_clear[view];
  4361. if (BGFX_CLEAR_NONE != clr.m_flags)
  4362. {
  4363. Rect clearRect = rect;
  4364. clearRect.setIntersect(rect, viewScissorRect);
  4365. clearQuad(clearRect, clr, _render->m_colorPalette);
  4366. }
  4367. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4368. submitBlit(bs, view);
  4369. }
  4370. if (isCompute)
  4371. {
  4372. if (!wasCompute)
  4373. {
  4374. wasCompute = true;
  4375. m_commandList->SetComputeRootSignature(m_rootSignature);
  4376. ID3D12DescriptorHeap* heaps[] = {
  4377. m_samplerAllocator.getHeap(),
  4378. scratchBuffer.getHeap(),
  4379. };
  4380. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4381. }
  4382. const RenderCompute& compute = renderItem.compute;
  4383. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4384. if (pso != currentPso)
  4385. {
  4386. currentPso = pso;
  4387. m_commandList->SetPipelineState(pso);
  4388. currentBindHash = 0;
  4389. }
  4390. uint32_t bindHash = bx::hashMurmur2A(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4391. if (currentBindHash != bindHash)
  4392. {
  4393. currentBindHash = bindHash;
  4394. Bind* bindCached = bindLru.find(bindHash);
  4395. if (NULL == bindCached)
  4396. {
  4397. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4398. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4399. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4400. {
  4401. const Binding& bind = renderBind.m_bind[ii];
  4402. if (kInvalidHandle != bind.m_idx)
  4403. {
  4404. switch (bind.m_type)
  4405. {
  4406. case Binding::Image:
  4407. case Binding::Texture:
  4408. {
  4409. TextureD3D12& texture = m_textures[bind.m_idx];
  4410. if (Access::Read != bind.m_un.m_compute.m_access)
  4411. {
  4412. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4413. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4414. }
  4415. else
  4416. {
  4417. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4418. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4419. samplerFlags[ii] = texture.m_flags;
  4420. }
  4421. }
  4422. break;
  4423. case Binding::IndexBuffer:
  4424. case Binding::VertexBuffer:
  4425. {
  4426. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4427. ? m_indexBuffers[bind.m_idx]
  4428. : m_vertexBuffers[bind.m_idx]
  4429. ;
  4430. if (Access::Read != bind.m_un.m_compute.m_access)
  4431. {
  4432. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4433. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4434. }
  4435. else
  4436. {
  4437. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4438. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4439. }
  4440. }
  4441. break;
  4442. }
  4443. }
  4444. }
  4445. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4446. if (samplerStateIdx != currentSamplerStateIdx)
  4447. {
  4448. currentSamplerStateIdx = samplerStateIdx;
  4449. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4450. }
  4451. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4452. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4453. Bind bind;
  4454. bind.m_srvHandle = srvHandle[0];
  4455. bind.m_samplerStateIdx = samplerStateIdx;
  4456. bindLru.add(bindHash, bind, 0);
  4457. }
  4458. else
  4459. {
  4460. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4461. if (samplerStateIdx != currentSamplerStateIdx)
  4462. {
  4463. currentSamplerStateIdx = samplerStateIdx;
  4464. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4465. }
  4466. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4467. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4468. }
  4469. }
  4470. bool constantsChanged = false;
  4471. if (compute.m_constBegin < compute.m_constEnd
  4472. || currentProgramIdx != key.m_program)
  4473. {
  4474. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4475. currentProgramIdx = key.m_program;
  4476. ProgramD3D12& program = m_program[currentProgramIdx];
  4477. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4478. if (NULL != vcb)
  4479. {
  4480. commit(*vcb);
  4481. }
  4482. hasPredefined = 0 < program.m_numPredefined;
  4483. constantsChanged = true;
  4484. }
  4485. if (constantsChanged
  4486. || hasPredefined)
  4487. {
  4488. ProgramD3D12& program = m_program[currentProgramIdx];
  4489. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4490. commitShaderConstants(key.m_program, gpuAddress);
  4491. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4492. }
  4493. if (isValid(compute.m_indirectBuffer) )
  4494. {
  4495. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4496. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4497. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4498. : compute.m_numIndirect
  4499. ;
  4500. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4501. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4502. {
  4503. // m_commandList->ExecuteIndirect(ptr, args);
  4504. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4505. }
  4506. }
  4507. else
  4508. {
  4509. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4510. }
  4511. continue;
  4512. }
  4513. const RenderDraw& draw = renderItem.draw;
  4514. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4515. if (isValid(draw.m_occlusionQuery)
  4516. && !hasOcclusionQuery
  4517. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4518. {
  4519. continue;
  4520. }
  4521. const uint64_t newFlags = draw.m_stateFlags;
  4522. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4523. currentState.m_stateFlags = newFlags;
  4524. const uint64_t newStencil = draw.m_stencil;
  4525. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4526. currentState.m_stencil = newStencil;
  4527. if (viewChanged
  4528. || wasCompute)
  4529. {
  4530. if (wasCompute)
  4531. {
  4532. wasCompute = false;
  4533. }
  4534. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4535. {
  4536. BX_UNUSED(s_viewNameW);
  4537. // wchar_t* viewNameW = s_viewNameW[view];
  4538. // viewNameW[3] = L' ';
  4539. // PIX_ENDEVENT();
  4540. // PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4541. }
  4542. commandListChanged = true;
  4543. }
  4544. if (commandListChanged)
  4545. {
  4546. commandListChanged = false;
  4547. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4548. ID3D12DescriptorHeap* heaps[] = {
  4549. m_samplerAllocator.getHeap(),
  4550. scratchBuffer.getHeap(),
  4551. };
  4552. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4553. currentPso = NULL;
  4554. currentBindHash = 0;
  4555. currentSamplerStateIdx = kInvalidHandle;
  4556. currentProgramIdx = kInvalidHandle;
  4557. currentState.clear();
  4558. currentState.m_scissor = !draw.m_scissor;
  4559. changedFlags = BGFX_STATE_MASK;
  4560. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4561. currentState.m_stateFlags = newFlags;
  4562. currentState.m_stencil = newStencil;
  4563. currentBind.clear();
  4564. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4565. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4566. }
  4567. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4568. if (isValid(draw.m_stream[0].m_handle) )
  4569. {
  4570. const uint64_t state = draw.m_stateFlags;
  4571. bool hasFactor = 0
  4572. || f0 == (state & f0)
  4573. || f1 == (state & f1)
  4574. || f2 == (state & f2)
  4575. || f3 == (state & f3)
  4576. ;
  4577. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_stream[0].m_handle.idx];
  4578. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  4579. ID3D12PipelineState* pso =
  4580. getPipelineState(state
  4581. , draw.m_stencil
  4582. , declIdx
  4583. , key.m_program
  4584. , uint8_t(draw.m_instanceDataStride/16)
  4585. );
  4586. uint16_t scissor = draw.m_scissor;
  4587. uint32_t bindHash = bx::hashMurmur2A(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4588. if (currentBindHash != bindHash
  4589. || 0 != changedStencil
  4590. || (hasFactor && blendFactor != draw.m_rgba)
  4591. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4592. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4593. || currentState.m_scissor != scissor
  4594. || pso != currentPso
  4595. || hasOcclusionQuery)
  4596. {
  4597. m_batch.flush(m_commandList);
  4598. }
  4599. if (currentBindHash != bindHash)
  4600. {
  4601. currentBindHash = bindHash;
  4602. Bind* bindCached = bindLru.find(bindHash);
  4603. if (NULL == bindCached)
  4604. {
  4605. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4606. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4607. {
  4608. srvHandle[0].ptr = 0;
  4609. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4610. {
  4611. const Binding& bind = renderBind.m_bind[stage];
  4612. if (kInvalidHandle != bind.m_idx)
  4613. {
  4614. switch (bind.m_type)
  4615. {
  4616. case Binding::Texture:
  4617. {
  4618. TextureD3D12& texture = m_textures[bind.m_idx];
  4619. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4620. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4621. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4622. ? bind.m_un.m_draw.m_textureFlags
  4623. : texture.m_flags
  4624. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK)
  4625. ;
  4626. }
  4627. break;
  4628. case Binding::IndexBuffer:
  4629. case Binding::VertexBuffer:
  4630. {
  4631. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4632. ? m_indexBuffers[bind.m_idx]
  4633. : m_vertexBuffers[bind.m_idx]
  4634. ;
  4635. if (Access::Read != bind.m_un.m_compute.m_access)
  4636. {
  4637. // The api functions prevent binding with Access::Write,
  4638. // but might as well allow it in here for future-proofing
  4639. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4640. scratchBuffer.allocUav(srvHandle[stage], buffer);
  4641. }
  4642. else
  4643. {
  4644. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4645. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  4646. }
  4647. }
  4648. break;
  4649. }
  4650. }
  4651. else
  4652. {
  4653. bx::memCopy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4654. samplerFlags[stage] = 0;
  4655. }
  4656. }
  4657. }
  4658. if (srvHandle[0].ptr != 0)
  4659. {
  4660. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4661. if (samplerStateIdx != currentSamplerStateIdx)
  4662. {
  4663. currentSamplerStateIdx = samplerStateIdx;
  4664. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4665. }
  4666. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4667. Bind bind;
  4668. bind.m_srvHandle = srvHandle[0];
  4669. bind.m_samplerStateIdx = samplerStateIdx;
  4670. bindLru.add(bindHash, bind, 0);
  4671. }
  4672. }
  4673. else
  4674. {
  4675. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4676. if (samplerStateIdx != currentSamplerStateIdx)
  4677. {
  4678. currentSamplerStateIdx = samplerStateIdx;
  4679. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4680. }
  4681. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4682. }
  4683. }
  4684. if (0 != changedStencil)
  4685. {
  4686. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4687. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4688. m_commandList->OMSetStencilRef(ref);
  4689. }
  4690. if (hasFactor
  4691. && blendFactor != draw.m_rgba)
  4692. {
  4693. blendFactor = draw.m_rgba;
  4694. float bf[4];
  4695. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4696. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4697. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4698. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4699. m_commandList->OMSetBlendFactor(bf);
  4700. }
  4701. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4702. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4703. {
  4704. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4705. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4706. prim = s_primInfo[primIndex];
  4707. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4708. }
  4709. if (currentState.m_scissor != scissor)
  4710. {
  4711. currentState.m_scissor = scissor;
  4712. if (UINT16_MAX == scissor)
  4713. {
  4714. if (restoreScissor
  4715. || viewHasScissor)
  4716. {
  4717. restoreScissor = false;
  4718. D3D12_RECT rc;
  4719. rc.left = viewScissorRect.m_x;
  4720. rc.top = viewScissorRect.m_y;
  4721. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4722. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4723. m_commandList->RSSetScissorRects(1, &rc);
  4724. }
  4725. }
  4726. else
  4727. {
  4728. restoreScissor = true;
  4729. Rect scissorRect;
  4730. scissorRect.setIntersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4731. if (scissorRect.isZeroArea() )
  4732. {
  4733. continue;
  4734. }
  4735. D3D12_RECT rc;
  4736. rc.left = scissorRect.m_x;
  4737. rc.top = scissorRect.m_y;
  4738. rc.right = scissorRect.m_x + scissorRect.m_width;
  4739. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4740. m_commandList->RSSetScissorRects(1, &rc);
  4741. }
  4742. }
  4743. if (pso != currentPso)
  4744. {
  4745. currentPso = pso;
  4746. m_commandList->SetPipelineState(pso);
  4747. }
  4748. bool constantsChanged = false;
  4749. if (draw.m_constBegin < draw.m_constEnd
  4750. || currentProgramIdx != key.m_program
  4751. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4752. {
  4753. currentProgramIdx = key.m_program;
  4754. ProgramD3D12& program = m_program[currentProgramIdx];
  4755. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4756. if (NULL != vcb)
  4757. {
  4758. commit(*vcb);
  4759. }
  4760. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4761. if (NULL != fcb)
  4762. {
  4763. commit(*fcb);
  4764. }
  4765. hasPredefined = 0 < program.m_numPredefined;
  4766. constantsChanged = true;
  4767. }
  4768. if (constantsChanged
  4769. || hasPredefined)
  4770. {
  4771. ProgramD3D12& program = m_program[currentProgramIdx];
  4772. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4773. viewState.m_alphaRef = ref/255.0f;
  4774. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4775. commitShaderConstants(key.m_program, gpuAddress);
  4776. }
  4777. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4778. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4779. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4780. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4781. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4782. statsNumInstances[primIndex] += draw.m_numInstances;
  4783. statsNumIndices += numIndices;
  4784. if (hasOcclusionQuery)
  4785. {
  4786. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  4787. m_batch.flush(m_commandList);
  4788. m_occlusionQuery.end(m_commandList);
  4789. }
  4790. }
  4791. }
  4792. m_batch.end(m_commandList);
  4793. kick();
  4794. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  4795. if (0 < _render->m_num)
  4796. {
  4797. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  4798. {
  4799. // deviceCtx->Flush();
  4800. }
  4801. // captureElapsed = -bx::getHPCounter();
  4802. // capture();
  4803. // captureElapsed += bx::getHPCounter();
  4804. profiler.end();
  4805. }
  4806. }
  4807. int64_t now = bx::getHPCounter();
  4808. elapsed += now;
  4809. static int64_t last = now;
  4810. Stats& perfStats = _render->m_perfStats;
  4811. perfStats.cpuTimeBegin = last;
  4812. int64_t frameTime = now - last;
  4813. last = now;
  4814. static int64_t min = frameTime;
  4815. static int64_t max = frameTime;
  4816. min = bx::int64_min(min, frameTime);
  4817. max = bx::int64_max(max, frameTime);
  4818. static uint32_t maxGpuLatency = 0;
  4819. static double maxGpuElapsed = 0.0f;
  4820. double elapsedGpuMs = 0.0;
  4821. static int64_t presentMin = m_presentElapsed;
  4822. static int64_t presentMax = m_presentElapsed;
  4823. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4824. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4825. if (UINT32_MAX != frameQueryIdx)
  4826. {
  4827. m_gpuTimer.end(frameQueryIdx);
  4828. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  4829. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4830. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  4831. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4832. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  4833. }
  4834. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4835. const int64_t timerFreq = bx::getHPFrequency();
  4836. perfStats.cpuTimeEnd = now;
  4837. perfStats.cpuTimerFreq = timerFreq;
  4838. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  4839. perfStats.gpuTimeBegin = result.m_begin;
  4840. perfStats.gpuTimeEnd = result.m_end;
  4841. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4842. perfStats.numDraw = statsKeyType[0];
  4843. perfStats.numCompute = statsKeyType[1];
  4844. perfStats.maxGpuLatency = maxGpuLatency;
  4845. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4846. {
  4847. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  4848. // m_needPresent = true;
  4849. TextVideoMem& tvm = m_textVideoMem;
  4850. static int64_t next = now;
  4851. if (now >= next)
  4852. {
  4853. next = now + bx::getHPFrequency();
  4854. double freq = double(bx::getHPFrequency() );
  4855. double toMs = 1000.0 / freq;
  4856. tvm.clear();
  4857. uint16_t pos = 0;
  4858. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4859. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4860. , getRendererName()
  4861. , (m_featureLevel >> 12) & 0xf
  4862. , (m_featureLevel >> 8) & 0xf
  4863. );
  4864. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4865. char description[BX_COUNTOF(desc.Description)];
  4866. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4867. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4868. char dedicatedVideo[16];
  4869. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4870. char dedicatedSystem[16];
  4871. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4872. char sharedSystem[16];
  4873. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4874. char processMemoryUsed[16];
  4875. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4876. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4877. , dedicatedVideo
  4878. , dedicatedSystem
  4879. , sharedSystem
  4880. , processMemoryUsed
  4881. );
  4882. #if BX_PLATFORM_WINDOWS
  4883. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  4884. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  4885. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  4886. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  4887. {
  4888. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  4889. char budget[16];
  4890. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4891. char currentUsage[16];
  4892. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4893. char availableForReservation[16];
  4894. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4895. char currentReservation[16];
  4896. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4897. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  4898. , 0 == ii ? "Local " : "Non-local"
  4899. , budget
  4900. , currentUsage
  4901. , availableForReservation
  4902. , currentReservation
  4903. );
  4904. }
  4905. #endif // BX_PLATFORM_WINDOWS
  4906. pos = 10;
  4907. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4908. , double(frameTime)*toMs
  4909. , double(min)*toMs
  4910. , double(max)*toMs
  4911. , freq/frameTime
  4912. );
  4913. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4914. , double(m_presentElapsed)*toMs
  4915. , double(presentMin)*toMs
  4916. , double(presentMax)*toMs
  4917. );
  4918. char hmd[16];
  4919. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4920. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4921. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4922. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4923. , 0 != msaa ? '\xfe' : ' '
  4924. , 1<<msaa
  4925. , ", no-HMD "
  4926. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4927. );
  4928. double elapsedCpuMs = double(elapsed)*toMs;
  4929. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4930. , _render->m_num
  4931. , statsKeyType[0]
  4932. , statsKeyType[1]
  4933. , elapsedCpuMs
  4934. );
  4935. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4936. {
  4937. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4938. , s_primName[ii]
  4939. , statsNumPrimsRendered[ii]
  4940. , statsNumInstances[ii]
  4941. , statsNumPrimsSubmitted[ii]
  4942. );
  4943. }
  4944. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4945. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4946. , m_batch.m_maxDrawPerBatch
  4947. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4948. );
  4949. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4950. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4951. , m_batch.m_maxDrawPerBatch
  4952. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4953. );
  4954. if (NULL != m_renderdocdll)
  4955. {
  4956. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4957. }
  4958. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4959. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4960. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4961. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4962. pos++;
  4963. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4964. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4965. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4966. , m_pipelineStateCache.getCount()
  4967. , m_samplerStateCache.getCount()
  4968. , bindLru.getCount()
  4969. , m_cmd.m_control.available()
  4970. );
  4971. pos++;
  4972. double captureMs = double(captureElapsed)*toMs;
  4973. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4974. uint8_t attr[2] = { 0x89, 0x8a };
  4975. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4976. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4977. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4978. min = frameTime;
  4979. max = frameTime;
  4980. presentMin = m_presentElapsed;
  4981. presentMax = m_presentElapsed;
  4982. }
  4983. blit(this, _textVideoMemBlitter, tvm);
  4984. // PIX_ENDEVENT();
  4985. }
  4986. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4987. {
  4988. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  4989. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4990. // PIX_ENDEVENT();
  4991. }
  4992. setResourceBarrier(m_commandList
  4993. , m_backBufferColor[m_backBufferColorIdx]
  4994. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4995. , D3D12_RESOURCE_STATE_PRESENT
  4996. );
  4997. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4998. }
  4999. } /* namespace d3d12 */ } // namespace bgfx
  5000. #else
  5001. namespace bgfx { namespace d3d12
  5002. {
  5003. RendererContextI* rendererCreate()
  5004. {
  5005. return NULL;
  5006. }
  5007. void rendererDestroy()
  5008. {
  5009. }
  5010. } /* namespace d3d12 */ } // namespace bgfx
  5011. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12