renderer_d3d12.cpp 207 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D_PRIMITIVE_TOPOLOGY m_topology;
  24. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  25. uint32_t m_min;
  26. uint32_t m_div;
  27. uint32_t m_sub;
  28. };
  29. static const PrimInfo s_primInfo[] =
  30. {
  31. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  33. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  34. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  35. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  36. };
  37. static const char* s_primName[] =
  38. {
  39. "TriList",
  40. "TriStrip",
  41. "Line",
  42. "Point",
  43. };
  44. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  45. static const uint32_t s_checkMsaa[] =
  46. {
  47. 0,
  48. 2,
  49. 4,
  50. 8,
  51. 16,
  52. };
  53. static DXGI_SAMPLE_DESC s_msaa[] =
  54. {
  55. { 1, 0 },
  56. { 2, 0 },
  57. { 4, 0 },
  58. { 8, 0 },
  59. { 16, 0 },
  60. };
  61. static const D3D12_BLEND s_blendFactor[][2] =
  62. {
  63. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  64. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  65. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  66. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D12_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D12_BLEND_OP_ADD,
  81. D3D12_BLEND_OP_SUBTRACT,
  82. D3D12_BLEND_OP_REV_SUBTRACT,
  83. D3D12_BLEND_OP_MIN,
  84. D3D12_BLEND_OP_MAX,
  85. };
  86. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D12_COMPARISON_FUNC(0), // ignored
  89. D3D12_COMPARISON_FUNC_LESS,
  90. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  91. D3D12_COMPARISON_FUNC_EQUAL,
  92. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER,
  94. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  95. D3D12_COMPARISON_FUNC_NEVER,
  96. D3D12_COMPARISON_FUNC_ALWAYS,
  97. };
  98. static const D3D12_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D12_STENCIL_OP_ZERO,
  101. D3D12_STENCIL_OP_KEEP,
  102. D3D12_STENCIL_OP_REPLACE,
  103. D3D12_STENCIL_OP_INCR,
  104. D3D12_STENCIL_OP_INCR_SAT,
  105. D3D12_STENCIL_OP_DECR,
  106. D3D12_STENCIL_OP_DECR_SAT,
  107. D3D12_STENCIL_OP_INVERT,
  108. };
  109. static const D3D12_CULL_MODE s_cullMode[] =
  110. {
  111. D3D12_CULL_MODE_NONE,
  112. D3D12_CULL_MODE_FRONT,
  113. D3D12_CULL_MODE_BACK,
  114. };
  115. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  118. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  119. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  120. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  121. };
  122. /*
  123. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  124. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  125. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  126. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  129. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  130. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  131. * D3D11_FILTER_ANISOTROPIC = 0x55,
  132. *
  133. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  134. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  135. *
  136. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  137. * 0x10 // MIN_LINEAR
  138. * 0x04 // MAG_LINEAR
  139. * 0x01 // MIP_LINEAR
  140. */
  141. static const uint8_t s_textureFilter[3][3] =
  142. {
  143. {
  144. 0x10, // min linear
  145. 0x00, // min point
  146. 0x55, // anisotropic
  147. },
  148. {
  149. 0x04, // mag linear
  150. 0x00, // mag point
  151. 0x55, // anisotropic
  152. },
  153. {
  154. 0x01, // mip linear
  155. 0x00, // mip point
  156. 0x55, // anisotropic
  157. },
  158. };
  159. struct TextureFormatInfo
  160. {
  161. DXGI_FORMAT m_fmt;
  162. DXGI_FORMAT m_fmtSrv;
  163. DXGI_FORMAT m_fmtDsv;
  164. DXGI_FORMAT m_fmtSrgb;
  165. };
  166. static const TextureFormatInfo s_textureFormat[] =
  167. {
  168. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  169. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  170. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  171. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  172. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  173. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  174. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  186. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  187. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  188. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  189. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  190. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  191. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  192. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  193. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  194. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  195. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  196. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  197. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  198. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  199. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  200. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  201. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  202. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  203. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  204. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  205. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  206. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  207. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  208. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  209. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  210. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  211. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  216. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  217. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  218. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  219. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  220. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  221. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  222. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  223. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  224. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  225. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  226. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  227. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  228. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  229. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  230. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  231. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  232. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  233. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  234. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  235. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  236. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  237. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  238. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  239. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  240. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  241. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  242. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  243. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  244. };
  245. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  246. static const char* s_colorSpace[] =
  247. {
  248. // https://msdn.microsoft.com/en-us/library/windows/desktop/dn903661(v=vs.85).aspx
  249. "RGB, 0-255, 2.2, Image, BT.709, n/a", // DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
  250. "RGB, 0-255, 1.0, Image, BT.709, n/a", // DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709
  251. "RGB, 16-235, 2.2, Image, BT.709, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P709
  252. "RGB, 16-235, 2.2, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P2020
  253. "Reserved", // DXGI_COLOR_SPACE_RESERVED
  254. "YCbCr, 0-255, 2.2, Image, BT.709, BT.601", // DXGI_COLOR_SPACE_YCBCR_FULL_G22_NONE_P709_X601
  255. "YCbCr, 16-235, 2.2, Video, BT.601, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601
  256. "YCbCr, 0-255, 2.2, Video, BT.601, n/a", // DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P601
  257. "YCbCr, 16-235, 2.2, Video, BT.709, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709
  258. "YCbCr, 0-255, 2.2, Video, BT.709, n/a", // DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P709
  259. "YCbCr, 16-235, 2.2, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P2020
  260. "YCbCr, 0-255, 2.2, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P2020
  261. "RGB, 0-255, 2084, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020
  262. "YCbCr, 16-235, 2084, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020
  263. "RGB, 0-255, 2084, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G2084_NONE_P2020
  264. "YCbCr, 16-235, 2.2, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_TOPLEFT_P2020
  265. "YCbCr, 16-235, 2084, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_TOPLEFT_P2020
  266. #if BX_PLATFORM_WINDOWS
  267. "RGB, 0-255, 2.2, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P2020
  268. "YCbCr, 16-235, HLG, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_GHLG_TOPLEFT_P2020
  269. "YCbCr, 0-255, HLG, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_FULL_GHLG_TOPLEFT_P2020
  270. // "RGB, 16-235, 2.4, Image, BT.709, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P709
  271. // "RGB, 16-235, 2.4, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P2020
  272. // "YCbCr, 16-235, 2.4, Video, BT.709, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P709
  273. // "YCbCr, 16-235, 2.4, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P2020
  274. // "YCbCr, 16-235, 2.4, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_TOPLEFT_P2020
  275. #endif // BX_PLATFORM_WINDOWS
  276. "Custom",
  277. };
  278. static const char kDxgiLastColorSpace =
  279. #if BX_PLATFORM_WINDOWS
  280. DXGI_COLOR_SPACE_YCBCR_FULL_GHLG_TOPLEFT_P2020
  281. #else
  282. DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_TOPLEFT_P2020
  283. #endif // BX_PLATFORM_WINDOWS
  284. ;
  285. BX_STATIC_ASSERT(BX_COUNTOF(s_colorSpace) == kDxgiLastColorSpace+2);
  286. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  287. {
  288. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  289. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  290. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  291. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  292. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  293. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  294. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  295. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  296. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  297. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  298. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  299. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  300. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  301. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  302. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  303. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  304. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  305. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  306. };
  307. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  308. static const DXGI_FORMAT s_attribType[][4][2] =
  309. {
  310. { // Uint8
  311. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  312. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  313. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  314. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  315. },
  316. { // Uint10
  317. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  318. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  319. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  320. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  321. },
  322. { // Int16
  323. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  324. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  325. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  326. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  327. },
  328. { // Half
  329. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  330. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  331. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  332. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  333. },
  334. { // Float
  335. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  336. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  337. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  338. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  339. },
  340. };
  341. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  342. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  343. {
  344. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  345. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  346. {
  347. if (UINT16_MAX != _decl.m_attributes[attr])
  348. {
  349. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  350. elem->InputSlot = _stream;
  351. if (0 == _decl.m_attributes[attr])
  352. {
  353. elem->AlignedByteOffset = 0;
  354. }
  355. else
  356. {
  357. uint8_t num;
  358. AttribType::Enum type;
  359. bool normalized;
  360. bool asInt;
  361. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  362. elem->Format = s_attribType[type][num-1][normalized];
  363. elem->AlignedByteOffset = _decl.m_offset[attr];
  364. }
  365. ++elem;
  366. }
  367. }
  368. return elem;
  369. }
  370. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  371. {
  372. D3D12_RESOURCE_BARRIER barrier;
  373. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  374. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  375. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  376. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  377. barrier.Transition.StateBefore = _stateBefore;
  378. barrier.Transition.StateAfter = _stateAfter;
  379. _commandList->ResourceBarrier(1, &barrier);
  380. }
  381. BX_PRAGMA_DIAGNOSTIC_PUSH();
  382. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  383. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  384. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  385. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  386. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  387. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  388. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  389. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  390. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  391. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  392. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  393. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  394. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  395. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  396. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  397. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  398. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  399. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  400. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  401. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  402. static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
  403. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  404. static const GUID IID_IDXGIOutput6 = { 0x068346e8, 0xaaec, 0x4b84, { 0xad, 0xd7, 0x13, 0x7f, 0x51, 0x3f, 0x77, 0xa1 } };
  405. BX_PRAGMA_DIAGNOSTIC_POP();
  406. struct HeapProperty
  407. {
  408. enum Enum
  409. {
  410. Default,
  411. Texture,
  412. Upload,
  413. ReadBack,
  414. Count
  415. };
  416. D3D12_HEAP_PROPERTIES m_properties;
  417. D3D12_RESOURCE_STATES m_state;
  418. };
  419. static HeapProperty s_heapProperties[] =
  420. {
  421. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  422. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  423. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  424. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  425. };
  426. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  427. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  428. {
  429. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  430. {
  431. _properties = _device->GetCustomHeapProperties(1, _properties.Type);
  432. }
  433. }
  434. static void initHeapProperties(ID3D12Device* _device)
  435. {
  436. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  437. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  438. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  439. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  440. }
  441. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  442. {
  443. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  444. ID3D12Resource* resource;
  445. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  446. , D3D12_HEAP_FLAG_NONE
  447. , _resourceDesc
  448. , heapProperty.m_state
  449. , _clearValue
  450. , IID_ID3D12Resource
  451. , (void**)&resource
  452. ) );
  453. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  454. , _resourceDesc->Width
  455. );
  456. return resource;
  457. }
  458. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  459. {
  460. D3D12_RESOURCE_DESC resourceDesc;
  461. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  462. resourceDesc.Alignment = 0;
  463. resourceDesc.Width = _size;
  464. resourceDesc.Height = 1;
  465. resourceDesc.DepthOrArraySize = 1;
  466. resourceDesc.MipLevels = 1;
  467. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  468. resourceDesc.SampleDesc.Count = 1;
  469. resourceDesc.SampleDesc.Quality = 0;
  470. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  471. resourceDesc.Flags = _flags;
  472. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  473. }
  474. inline bool isLost(HRESULT _hr)
  475. {
  476. return false
  477. || _hr == DXGI_ERROR_DEVICE_REMOVED
  478. || _hr == DXGI_ERROR_DEVICE_HUNG
  479. || _hr == DXGI_ERROR_DEVICE_RESET
  480. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  481. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  482. ;
  483. }
  484. static const char* getLostReason(HRESULT _hr)
  485. {
  486. switch (_hr)
  487. {
  488. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  489. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  490. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  491. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  492. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  493. // The calling application should re-create the device and continue.
  494. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  495. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  496. // suspect, and the application should not continue.
  497. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  498. // A resource is not available at the time of the call, but may become available later.
  499. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  500. case S_OK: return "S_OK";
  501. default: break;
  502. }
  503. return "Unknown HRESULT?";
  504. }
  505. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  506. {
  507. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  508. {
  509. char temp[2048];
  510. va_list argList;
  511. va_start(argList, _format);
  512. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  513. va_end(argList);
  514. temp[size] = '\0';
  515. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  516. mbstowcs(wtemp, temp, size+1);
  517. _object->SetName(wtemp);
  518. }
  519. }
  520. #if USE_D3D12_DYNAMIC_LIB
  521. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  522. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  523. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  524. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  525. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  526. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  527. #endif // USE_D3D12_DYNAMIC_LIB
  528. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  529. {
  530. #if BX_COMPILER_MSVC
  531. return _heap->GetCPUDescriptorHandleForHeapStart();
  532. #else
  533. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  534. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  535. (_heap->*(PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart) )(&handle);
  536. return handle;
  537. #endif // BX_COMPILER_MSVC
  538. }
  539. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  540. {
  541. #if BX_COMPILER_MSVC
  542. return _heap->GetGPUDescriptorHandleForHeapStart();
  543. #else
  544. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  545. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  546. (_heap->*(PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart) )(&handle);
  547. return handle;
  548. #endif // BX_COMPILER_MSVC
  549. }
  550. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  551. {
  552. #if BX_COMPILER_MSVC
  553. return _resource->GetDesc();
  554. #else
  555. typedef void (STDMETHODCALLTYPE ID3D12Resource::*PFN_GET_GET_DESC)(D3D12_RESOURCE_DESC*);
  556. D3D12_RESOURCE_DESC desc;
  557. (_resource->*(PFN_GET_GET_DESC)(&ID3D12Resource::GetDesc))(&desc);
  558. return desc;
  559. #endif // BX_COMPILER_MSVC
  560. }
  561. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  562. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  563. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  564. {
  565. return &s_pixEventsThreadInfo;
  566. }
  567. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  568. {
  569. BX_UNUSED(_getEarliestTime);
  570. return 0;
  571. }
  572. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  573. struct RendererContextD3D12 : public RendererContextI
  574. {
  575. RendererContextD3D12()
  576. : m_d3d12dll(NULL)
  577. , m_dxgidll(NULL)
  578. , m_renderdocdll(NULL)
  579. , m_winPixEvent(NULL)
  580. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  581. , m_wireframe(false)
  582. , m_lost(false)
  583. , m_maxAnisotropy(1)
  584. , m_depthClamp(false)
  585. , m_fsChanges(0)
  586. , m_vsChanges(0)
  587. , m_backBufferColorIdx(0)
  588. , m_rtMsaa(false)
  589. {
  590. }
  591. ~RendererContextD3D12()
  592. {
  593. }
  594. bool init(const Init& _init)
  595. {
  596. struct ErrorState
  597. {
  598. enum Enum
  599. {
  600. Default,
  601. LoadedKernel32,
  602. LoadedD3D12,
  603. LoadedDXGI,
  604. CreatedDXGIFactory,
  605. CreatedCommandQueue,
  606. };
  607. };
  608. ErrorState::Enum errorState = ErrorState::Default;
  609. LUID luid;
  610. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  611. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  612. if (NULL != m_winPixEvent)
  613. {
  614. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  615. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  616. }
  617. if (NULL == bgfx_PIXGetThreadInfo
  618. || NULL == bgfx_PIXEventsReplaceBlock)
  619. {
  620. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  621. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  622. }
  623. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  624. m_renderdocdll = loadRenderDoc();
  625. setGraphicsDebuggerPresent(NULL != m_renderdocdll || NULL != m_winPixEvent);
  626. m_fbh.idx = kInvalidHandle;
  627. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  628. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  629. #if USE_D3D12_DYNAMIC_LIB
  630. m_kernel32dll = bx::dlopen("kernel32.dll");
  631. if (NULL == m_kernel32dll)
  632. {
  633. BX_TRACE("Init error: Failed to load kernel32.dll.");
  634. goto error;
  635. }
  636. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  637. if (NULL == CreateEventExA)
  638. {
  639. BX_TRACE("Init error: Function CreateEventExA not found.");
  640. goto error;
  641. }
  642. errorState = ErrorState::LoadedKernel32;
  643. m_d3d12dll = bx::dlopen("d3d12.dll");
  644. if (NULL == m_d3d12dll)
  645. {
  646. BX_TRACE("Init error: Failed to load d3d12.dll.");
  647. goto error;
  648. }
  649. errorState = ErrorState::LoadedD3D12;
  650. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  651. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  652. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  653. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  654. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  655. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  656. if (NULL == D3D12CreateDevice
  657. || NULL == D3D12GetDebugInterface
  658. || NULL == D3D12SerializeRootSignature)
  659. {
  660. BX_TRACE("Init error: Function not found.");
  661. goto error;
  662. }
  663. m_dxgidll = bx::dlopen("dxgi.dll");
  664. if (NULL == m_dxgidll)
  665. {
  666. BX_TRACE("Init error: Failed to load dxgi.dll.");
  667. goto error;
  668. }
  669. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  670. if (NULL == CreateDXGIFactory1)
  671. {
  672. BX_TRACE("Init error: Function CreateDXGIFactory1 not found.");
  673. goto error;
  674. }
  675. #endif // USE_D3D12_DYNAMIC_LIB
  676. errorState = ErrorState::LoadedDXGI;
  677. HRESULT hr;
  678. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  679. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  680. #else
  681. hr = S_OK;
  682. m_factory = NULL;
  683. #endif // BX_PLATFORM_*
  684. if (FAILED(hr) )
  685. {
  686. BX_TRACE("Init error: Unable to create DXGI factory.");
  687. goto error;
  688. }
  689. errorState = ErrorState::CreatedDXGIFactory;
  690. m_adapter = NULL;
  691. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  692. if (NULL != m_factory)
  693. {
  694. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  695. IDXGIAdapter3* adapter;
  696. #else
  697. IDXGIAdapter* adapter;
  698. #endif // BX_PLATFORM_*
  699. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  700. {
  701. DXGI_ADAPTER_DESC desc;
  702. hr = adapter->GetDesc(&desc);
  703. if (SUCCEEDED(hr) )
  704. {
  705. BX_TRACE("Adapter #%d", ii);
  706. char description[BX_COUNTOF(desc.Description)];
  707. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  708. BX_TRACE("\tDescription: %s", description);
  709. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  710. , desc.VendorId
  711. , desc.DeviceId
  712. , desc.SubSysId
  713. , desc.Revision
  714. );
  715. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  716. , desc.DedicatedVideoMemory
  717. , desc.DedicatedSystemMemory
  718. , desc.SharedSystemMemory
  719. );
  720. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  721. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  722. ++g_caps.numGPUs;
  723. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  724. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  725. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  726. {
  727. m_adapter = adapter;
  728. m_adapter->AddRef();
  729. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  730. }
  731. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  732. && 0 != bx::strFind(description, "PerfHUD") )
  733. {
  734. m_adapter = adapter;
  735. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  736. }
  737. }
  738. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  739. }
  740. }
  741. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  742. {
  743. ID3D12Debug* debug0;
  744. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  745. if (SUCCEEDED(hr) )
  746. {
  747. debug0->EnableDebugLayer();
  748. #if BX_PLATFORM_WINDOWS
  749. {
  750. ID3D12Debug1* debug1;
  751. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  752. if (SUCCEEDED(hr) )
  753. {
  754. // debug1->SetEnableGPUBasedValidation(true);
  755. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  756. }
  757. }
  758. #endif // BX_PLATFORM_WINDOWS
  759. }
  760. }
  761. {
  762. D3D_FEATURE_LEVEL featureLevel[] =
  763. {
  764. D3D_FEATURE_LEVEL_12_1,
  765. D3D_FEATURE_LEVEL_12_0,
  766. D3D_FEATURE_LEVEL_11_1,
  767. D3D_FEATURE_LEVEL_11_0,
  768. };
  769. hr = E_FAIL;
  770. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  771. {
  772. hr = D3D12CreateDevice(m_adapter
  773. , featureLevel[ii]
  774. , IID_ID3D12Device
  775. , (void**)&m_device
  776. );
  777. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  778. , (featureLevel[ii] >> 12) & 0xf
  779. , (featureLevel[ii] >> 8) & 0xf
  780. );
  781. m_featureLevel = featureLevel[ii];
  782. }
  783. }
  784. if (FAILED(hr) )
  785. {
  786. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  787. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  788. {
  789. BX_TRACE("Hint: Change UWP app to game?");
  790. }
  791. goto error;
  792. }
  793. #if !BX_PLATFORM_WINDOWS
  794. if (NULL == m_factory)
  795. {
  796. IDXGIDevice1* dxgiDevice;
  797. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  798. if (FAILED(hr) )
  799. {
  800. BX_TRACE("Init error: Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  801. goto error;
  802. }
  803. hr = dxgiDevice->GetAdapter(&m_adapter);
  804. if (FAILED(hr) )
  805. {
  806. BX_TRACE("Init error: DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  807. goto error;
  808. }
  809. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  810. if (FAILED(hr) )
  811. {
  812. BX_TRACE("Init error: IDXGIAdapter::GetParent failed 0x%08x.", hr);
  813. goto error;
  814. }
  815. }
  816. #endif // !BX_PLATFORM_WINDOWS
  817. if (NULL != m_factory)
  818. {
  819. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  820. // NOTICE:
  821. // LUID STDMETHODCALLTYPE ID3D12Device::GetAdapterLuid() has a different behaviour in gcc ,
  822. // because gcc64 returns small struct in RAX, but the microsoft implemention of ID3D12Device::GetAdapterLuid() in d3d12.dll
  823. // pass the struct LUID's address as the second parameter.
  824. typedef void (STDMETHODCALLTYPE ID3D12Device::*ID3D12Device_GetAdapterLuid_f)(LUID *);
  825. (m_device->*(ID3D12Device_GetAdapterLuid_f)(&ID3D12Device::GetAdapterLuid))(&luid);
  826. #if BX_PLATFORM_WINDOWS
  827. IDXGIAdapter3* adapter;
  828. #else
  829. IDXGIAdapter* adapter;
  830. #endif // BX_PLATFORM_*
  831. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  832. {
  833. adapter->GetDesc(&m_adapterDesc);
  834. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  835. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  836. {
  837. if (NULL == m_adapter)
  838. {
  839. m_adapter = adapter;
  840. }
  841. else
  842. {
  843. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  844. DX_RELEASE(adapter, 0);
  845. #else
  846. DX_RELEASE(adapter, 2);
  847. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  848. }
  849. break;
  850. }
  851. DX_RELEASE(adapter, 0);
  852. }
  853. }
  854. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  855. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  856. {
  857. uint32_t numNodes = m_device->GetNodeCount();
  858. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  859. for (uint32_t ii = 0; ii < numNodes; ++ii)
  860. {
  861. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  862. architecture.NodeIndex = ii;
  863. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  864. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  865. , ii
  866. , architecture.TileBasedRenderer
  867. , architecture.UMA
  868. , architecture.CacheCoherentUMA
  869. );
  870. if (0 == ii)
  871. {
  872. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  873. }
  874. }
  875. }
  876. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  877. BX_TRACE("D3D12 options:")
  878. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  879. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  880. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  881. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  882. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  883. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  884. initHeapProperties(m_device);
  885. m_cmd.init(m_device);
  886. errorState = ErrorState::CreatedCommandQueue;
  887. if (NULL == g_platformData.backBuffer)
  888. {
  889. #if !BX_PLATFORM_WINDOWS
  890. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  891. m_scd.Width = _init.resolution.m_width;
  892. m_scd.Height = _init.resolution.m_height;
  893. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  894. m_scd.Stereo = false;
  895. m_scd.SampleDesc.Count = 1;
  896. m_scd.SampleDesc.Quality = 0;
  897. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  898. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  899. m_scd.Scaling = 0 == g_platformData.ndt
  900. ? DXGI_SCALING_NONE
  901. : DXGI_SCALING_STRETCH
  902. ;
  903. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  904. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  905. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  906. m_backBufferColorIdx = m_scd.BufferCount-1;
  907. if (NULL == g_platformData.ndt)
  908. {
  909. hr = m_factory->CreateSwapChainForCoreWindow(
  910. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  911. m_cmd.m_commandQueue
  912. #else
  913. m_device
  914. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  915. , (::IUnknown*)g_platformData.nwh
  916. , &m_scd
  917. , NULL
  918. , &m_swapChain
  919. );
  920. if (FAILED(hr) )
  921. {
  922. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  923. goto error;
  924. }
  925. }
  926. else
  927. {
  928. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  929. hr = m_factory->CreateSwapChainForComposition(m_device
  930. , &m_scd
  931. , NULL
  932. , &m_swapChain
  933. );
  934. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  935. # if BX_PLATFORM_WINRT
  936. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  937. ISwapChainBackgroundPanelNative* panel = NULL;
  938. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  939. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  940. if (NULL != panel)
  941. {
  942. hr = panel->SetSwapChain(m_swapChain);
  943. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  944. panel->Release();
  945. }
  946. # endif // BX_PLATFORM_WINRT
  947. }
  948. #else
  949. m_scd.BufferDesc.Width = _init.resolution.m_width;
  950. m_scd.BufferDesc.Height = _init.resolution.m_height;
  951. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  952. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  953. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  954. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  955. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  956. m_scd.SampleDesc.Count = 1;
  957. m_scd.SampleDesc.Quality = 0;
  958. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  959. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  960. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  961. m_scd.Windowed = true;
  962. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  963. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  964. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  965. , m_scd.BufferCount
  966. , BX_COUNTOF(m_backBufferColor)
  967. );
  968. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  969. , &m_scd
  970. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  971. );
  972. #endif // BX_PLATFORM_*
  973. if (FAILED(hr) )
  974. {
  975. BX_TRACE("Init error: Failed to create swap chain.");
  976. goto error;
  977. }
  978. }
  979. {
  980. IDXGIOutput* output;
  981. hr = m_swapChain->GetContainingOutput(&output);
  982. if (SUCCEEDED(hr) )
  983. {
  984. #if BX_PLATFORM_WINDOWS
  985. IDXGIOutput6* output6;
  986. hr = output->QueryInterface(IID_IDXGIOutput6, (void**)&output6);
  987. if (SUCCEEDED(hr) )
  988. {
  989. DXGI_OUTPUT_DESC1 desc;
  990. hr = output6->GetDesc1(&desc);
  991. if (SUCCEEDED(hr) )
  992. {
  993. BX_TRACE("Display specs:")
  994. BX_TRACE("\t BitsPerColor: %d", desc.BitsPerColor);
  995. BX_TRACE("\t Color space: %s (colorspace, range, gamma, sitting, primaries, transform)"
  996. , s_colorSpace[bx::min<uint32_t>(desc.ColorSpace, kDxgiLastColorSpace+1)]
  997. );
  998. BX_TRACE("\t RedPrimary: %f, %f", desc.RedPrimary[0], desc.RedPrimary[1]);
  999. BX_TRACE("\t GreenPrimary: %f, %f", desc.GreenPrimary[0], desc.GreenPrimary[1]);
  1000. BX_TRACE("\t BluePrimary: %f, %f", desc.BluePrimary[0], desc.BluePrimary[1]);
  1001. BX_TRACE("\t WhitePoint: %f, %f", desc.WhitePoint[0], desc.WhitePoint[1]);
  1002. BX_TRACE("\t MinLuminance: %f", desc.MinLuminance);
  1003. BX_TRACE("\t MaxLuminance: %f", desc.MaxLuminance);
  1004. BX_TRACE("\tMaxFullFrameLuminance: %f", desc.MaxFullFrameLuminance);
  1005. }
  1006. DX_RELEASE(output6, 1);
  1007. }
  1008. #endif // BX_PLATFORM_WINDOWS
  1009. DX_RELEASE(output, 0);
  1010. }
  1011. }
  1012. m_presentElapsed = 0;
  1013. {
  1014. m_resolution.m_width = _init.resolution.m_width;
  1015. m_resolution.m_height = _init.resolution.m_height;
  1016. m_numWindows = 1;
  1017. #if BX_PLATFORM_WINDOWS
  1018. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  1019. , 0
  1020. | DXGI_MWA_NO_WINDOW_CHANGES
  1021. | DXGI_MWA_NO_ALT_ENTER
  1022. ) );
  1023. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1024. {
  1025. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  1026. if (SUCCEEDED(hr) )
  1027. {
  1028. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  1029. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  1030. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  1031. D3D12_INFO_QUEUE_FILTER filter;
  1032. bx::memSet(&filter, 0, sizeof(filter) );
  1033. D3D12_MESSAGE_CATEGORY catlist[] =
  1034. {
  1035. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  1036. D3D12_MESSAGE_CATEGORY_EXECUTION,
  1037. };
  1038. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1039. filter.DenyList.pCategoryList = catlist;
  1040. m_infoQueue->PushStorageFilter(&filter);
  1041. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  1042. }
  1043. }
  1044. #endif // BX_PLATFORM_WINDOWS
  1045. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  1046. rtvDescHeap.NumDescriptors = 0
  1047. + BX_COUNTOF(m_backBufferColor)
  1048. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1049. ;
  1050. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  1051. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1052. rtvDescHeap.NodeMask = 1;
  1053. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  1054. , IID_ID3D12DescriptorHeap
  1055. , (void**)&m_rtvDescriptorHeap
  1056. ) );
  1057. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  1058. dsvDescHeap.NumDescriptors = 0
  1059. + 1 // reserved for depth backbuffer.
  1060. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  1061. ;
  1062. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  1063. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1064. dsvDescHeap.NodeMask = 1;
  1065. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  1066. , IID_ID3D12DescriptorHeap
  1067. , (void**)&m_dsvDescriptorHeap
  1068. ) );
  1069. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1070. {
  1071. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  1072. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  1073. );
  1074. }
  1075. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  1076. , 1024
  1077. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  1078. );
  1079. D3D12_DESCRIPTOR_RANGE descRange[] =
  1080. {
  1081. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1082. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1083. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1084. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1085. };
  1086. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  1087. D3D12_ROOT_PARAMETER rootParameter[] =
  1088. {
  1089. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  1090. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1091. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  1092. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1093. };
  1094. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  1095. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  1096. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  1097. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  1098. descRootSignature.pParameters = rootParameter;
  1099. descRootSignature.NumStaticSamplers = 0;
  1100. descRootSignature.pStaticSamplers = NULL;
  1101. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  1102. ID3DBlob* outBlob;
  1103. ID3DBlob* errorBlob;
  1104. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  1105. , D3D_ROOT_SIGNATURE_VERSION_1
  1106. , &outBlob
  1107. , &errorBlob
  1108. ) );
  1109. DX_CHECK(m_device->CreateRootSignature(0
  1110. , outBlob->GetBufferPointer()
  1111. , outBlob->GetBufferSize()
  1112. , IID_ID3D12RootSignature
  1113. , (void**)&m_rootSignature
  1114. ) );
  1115. g_caps.supported |= ( 0
  1116. | BGFX_CAPS_TEXTURE_3D
  1117. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1118. | BGFX_CAPS_INSTANCING
  1119. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1120. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1121. | BGFX_CAPS_FRAGMENT_DEPTH
  1122. | BGFX_CAPS_BLEND_INDEPENDENT
  1123. | BGFX_CAPS_COMPUTE
  1124. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1125. // | (m_architecture.UMA ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1126. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  1127. | BGFX_CAPS_TEXTURE_BLIT
  1128. | BGFX_CAPS_TEXTURE_READ_BACK
  1129. | BGFX_CAPS_OCCLUSION_QUERY
  1130. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1131. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1132. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1133. );
  1134. g_caps.limits.maxTextureSize = 16384;
  1135. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1136. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1137. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1138. {
  1139. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1140. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1141. ? s_textureFormat[ii].m_fmtDsv
  1142. : s_textureFormat[ii].m_fmt
  1143. ;
  1144. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1145. if (DXGI_FORMAT_UNKNOWN != fmt)
  1146. {
  1147. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1148. data.Format = fmt;
  1149. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1150. if (SUCCEEDED(hr) )
  1151. {
  1152. support |= 0 != (data.Support1 & (0
  1153. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1154. ) )
  1155. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1156. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1157. ;
  1158. support |= 0 != (data.Support1 & (0
  1159. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1160. ) )
  1161. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1162. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1163. ;
  1164. support |= 0 != (data.Support1 & (0
  1165. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1166. ) )
  1167. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1168. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1169. ;
  1170. support |= 0 != (data.Support1 & (0
  1171. | D3D12_FORMAT_SUPPORT1_BUFFER
  1172. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1173. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1174. ) )
  1175. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1176. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1177. ;
  1178. support |= 0 != (data.Support1 & (0
  1179. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1180. ) )
  1181. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1182. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1183. ;
  1184. support |= 0 != (data.Support1 & (0
  1185. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1186. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1187. ) )
  1188. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1189. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1190. ;
  1191. support |= 0 != (data.Support1 & (0
  1192. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1193. ) )
  1194. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1195. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1196. ;
  1197. support |= 0 != (data.Support1 & (0
  1198. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1199. ) )
  1200. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1201. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1202. ;
  1203. }
  1204. else
  1205. {
  1206. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1207. }
  1208. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1209. {
  1210. // clear image flag for additional testing
  1211. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1212. data.Format = s_textureFormat[ii].m_fmt;
  1213. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1214. if (SUCCEEDED(hr) )
  1215. {
  1216. support |= 0 != (data.Support2 & (0
  1217. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1218. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1219. ) )
  1220. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1221. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1222. ;
  1223. }
  1224. }
  1225. }
  1226. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1227. {
  1228. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1229. {
  1230. DXGI_FORMAT InFormat;
  1231. UINT OutFormatSupport;
  1232. };
  1233. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1234. data.Format = fmtSrgb;
  1235. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1236. if (SUCCEEDED(hr) )
  1237. {
  1238. support |= 0 != (data.Support1 & (0
  1239. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1240. ) )
  1241. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1242. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1243. ;
  1244. support |= 0 != (data.Support1 & (0
  1245. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1246. ) )
  1247. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1248. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1249. ;
  1250. support |= 0 != (data.Support1 & (0
  1251. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1252. ) )
  1253. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1254. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1255. ;
  1256. }
  1257. else
  1258. {
  1259. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1260. }
  1261. }
  1262. g_caps.formats[ii] = support;
  1263. }
  1264. // Init reserved part of view name.
  1265. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1266. {
  1267. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1268. }
  1269. postReset();
  1270. m_batch.create(4<<10);
  1271. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_adapterDesc.VendorId);
  1272. m_gpuTimer.init();
  1273. m_occlusionQuery.init();
  1274. }
  1275. g_internalData.context = m_device;
  1276. return true;
  1277. error:
  1278. switch (errorState)
  1279. {
  1280. case ErrorState::CreatedCommandQueue:
  1281. m_cmd.shutdown();
  1282. BX_FALLTHROUGH;
  1283. case ErrorState::CreatedDXGIFactory:
  1284. DX_RELEASE(m_device, 0);
  1285. DX_RELEASE(m_adapter, 0);
  1286. DX_RELEASE(m_factory, 0);
  1287. BX_FALLTHROUGH;
  1288. #if USE_D3D12_DYNAMIC_LIB
  1289. case ErrorState::LoadedDXGI:
  1290. bx::dlclose(m_dxgidll);
  1291. BX_FALLTHROUGH;
  1292. case ErrorState::LoadedD3D12:
  1293. bx::dlclose(m_d3d12dll);
  1294. BX_FALLTHROUGH;
  1295. case ErrorState::LoadedKernel32:
  1296. bx::dlclose(m_kernel32dll);
  1297. BX_FALLTHROUGH;
  1298. #endif // USE_D3D12_DYNAMIC_LIB
  1299. case ErrorState::Default:
  1300. default:
  1301. unloadRenderDoc(m_renderdocdll);
  1302. bx::dlclose(m_winPixEvent);
  1303. m_winPixEvent = NULL;
  1304. break;
  1305. }
  1306. return false;
  1307. }
  1308. void shutdown()
  1309. {
  1310. m_cmd.finish();
  1311. m_batch.destroy();
  1312. preReset();
  1313. m_gpuTimer.shutdown();
  1314. m_occlusionQuery.shutdown();
  1315. m_samplerAllocator.destroy();
  1316. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1317. {
  1318. m_scratchBuffer[ii].destroy();
  1319. }
  1320. m_pipelineStateCache.invalidate();
  1321. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1322. {
  1323. m_indexBuffers[ii].destroy();
  1324. }
  1325. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1326. {
  1327. m_vertexBuffers[ii].destroy();
  1328. }
  1329. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1330. {
  1331. m_shaders[ii].destroy();
  1332. }
  1333. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1334. {
  1335. m_textures[ii].destroy();
  1336. }
  1337. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1338. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1339. DX_RELEASE(m_rootSignature, 0);
  1340. DX_RELEASE(m_swapChain, 0);
  1341. m_cmd.shutdown();
  1342. DX_RELEASE(m_device, 0);
  1343. DX_RELEASE(m_adapter, 0);
  1344. DX_RELEASE(m_factory, 0);
  1345. unloadRenderDoc(m_renderdocdll);
  1346. bx::dlclose(m_winPixEvent);
  1347. m_winPixEvent = NULL;
  1348. #if USE_D3D12_DYNAMIC_LIB
  1349. bx::dlclose(m_dxgidll);
  1350. bx::dlclose(m_d3d12dll);
  1351. bx::dlclose(m_kernel32dll);
  1352. #endif // USE_D3D12_DYNAMIC_LIB
  1353. }
  1354. RendererType::Enum getRendererType() const override
  1355. {
  1356. return RendererType::Direct3D12;
  1357. }
  1358. const char* getRendererName() const override
  1359. {
  1360. return BGFX_RENDERER_DIRECT3D12_NAME;
  1361. }
  1362. bool isDeviceRemoved() override
  1363. {
  1364. return m_lost;
  1365. }
  1366. void flip(HMD& /*_hmd*/) override
  1367. {
  1368. if (NULL != m_swapChain
  1369. && !m_lost)
  1370. {
  1371. int64_t start = bx::getHPCounter();
  1372. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1373. HRESULT hr = S_OK;
  1374. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1375. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1376. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1377. {
  1378. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1379. hr = frameBuffer.present(syncInterval, flags);
  1380. }
  1381. if (SUCCEEDED(hr) )
  1382. {
  1383. hr = m_swapChain->Present(syncInterval, flags);
  1384. }
  1385. int64_t now = bx::getHPCounter();
  1386. m_presentElapsed = now - start;
  1387. m_lost = isLost(hr);
  1388. BGFX_FATAL(!m_lost
  1389. , bgfx::Fatal::DeviceLost
  1390. , "Device is lost. FAILED 0x%08x %s (%s)"
  1391. , hr
  1392. , getLostReason(hr)
  1393. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1394. );
  1395. }
  1396. }
  1397. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1398. {
  1399. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1400. }
  1401. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1402. {
  1403. m_indexBuffers[_handle.idx].destroy();
  1404. }
  1405. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1406. {
  1407. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1408. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1409. dump(decl);
  1410. }
  1411. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1412. {
  1413. }
  1414. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1415. {
  1416. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1417. }
  1418. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1419. {
  1420. m_vertexBuffers[_handle.idx].destroy();
  1421. }
  1422. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1423. {
  1424. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1425. }
  1426. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1427. {
  1428. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1429. }
  1430. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1431. {
  1432. m_indexBuffers[_handle.idx].destroy();
  1433. }
  1434. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1435. {
  1436. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1437. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1438. }
  1439. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1440. {
  1441. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1442. }
  1443. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1444. {
  1445. m_vertexBuffers[_handle.idx].destroy();
  1446. }
  1447. void createShader(ShaderHandle _handle, Memory* _mem) override
  1448. {
  1449. m_shaders[_handle.idx].create(_mem);
  1450. }
  1451. void destroyShader(ShaderHandle _handle) override
  1452. {
  1453. m_shaders[_handle.idx].destroy();
  1454. }
  1455. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1456. {
  1457. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1458. }
  1459. void destroyProgram(ProgramHandle _handle) override
  1460. {
  1461. m_program[_handle.idx].destroy();
  1462. }
  1463. void* createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1464. {
  1465. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1466. }
  1467. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1468. {
  1469. }
  1470. 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
  1471. {
  1472. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1473. }
  1474. void updateTextureEnd() override
  1475. {
  1476. }
  1477. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1478. {
  1479. const TextureD3D12& texture = m_textures[_handle.idx];
  1480. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1481. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1482. uint32_t numRows;
  1483. uint64_t total;
  1484. uint64_t srcPitch;
  1485. m_device->GetCopyableFootprints(&desc
  1486. , _mip
  1487. , 1
  1488. , 0
  1489. , &layout
  1490. , &numRows
  1491. , &srcPitch
  1492. , &total
  1493. );
  1494. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1495. D3D12_BOX box;
  1496. box.left = 0;
  1497. box.top = 0;
  1498. box.right = texture.m_width;
  1499. box.bottom = texture.m_height;
  1500. box.front = 0;
  1501. box.back = 1;
  1502. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1503. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1504. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1505. finish();
  1506. m_commandList = m_cmd.alloc();
  1507. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1508. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1509. uint8_t* src;
  1510. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1511. uint8_t* dst = (uint8_t*)_data;
  1512. uint32_t dstPitch = srcWidth*bpp/8;
  1513. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1514. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1515. readback->Map(0, &readRange, (void**)&src);
  1516. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1517. {
  1518. bx::memCopy(dst, src, pitch);
  1519. src += srcPitch;
  1520. dst += dstPitch;
  1521. }
  1522. D3D12_RANGE writeRange = { 0, 0 };
  1523. readback->Unmap(0, &writeRange);
  1524. DX_RELEASE(readback, 0);
  1525. }
  1526. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1527. {
  1528. TextureD3D12& texture = m_textures[_handle.idx];
  1529. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1530. const Memory* mem = alloc(size);
  1531. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1532. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1533. bx::write(&writer, magic);
  1534. TextureCreate tc;
  1535. tc.m_width = _width;
  1536. tc.m_height = _height;
  1537. tc.m_depth = 0;
  1538. tc.m_numLayers = 1;
  1539. tc.m_numMips = _numMips;
  1540. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1541. tc.m_cubeMap = false;
  1542. tc.m_mem = NULL;
  1543. bx::write(&writer, tc);
  1544. texture.destroy();
  1545. texture.create(mem, texture.m_flags, 0);
  1546. release(mem);
  1547. }
  1548. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1549. {
  1550. BX_UNUSED(_handle, _ptr);
  1551. }
  1552. uintptr_t getInternal(TextureHandle _handle) override
  1553. {
  1554. BX_UNUSED(_handle);
  1555. return 0;
  1556. }
  1557. void destroyTexture(TextureHandle _handle) override
  1558. {
  1559. m_textures[_handle.idx].destroy();
  1560. }
  1561. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1562. {
  1563. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1564. }
  1565. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1566. {
  1567. uint16_t denseIdx = m_numWindows++;
  1568. m_windows[denseIdx] = _handle;
  1569. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1570. }
  1571. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1572. {
  1573. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1574. if (UINT16_MAX != denseIdx)
  1575. {
  1576. --m_numWindows;
  1577. if (m_numWindows > 1)
  1578. {
  1579. FrameBufferHandle handle = m_windows[m_numWindows];
  1580. m_windows[denseIdx] = handle;
  1581. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1582. }
  1583. }
  1584. }
  1585. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1586. {
  1587. if (NULL != m_uniforms[_handle.idx])
  1588. {
  1589. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1590. }
  1591. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1592. void* data = BX_ALLOC(g_allocator, size);
  1593. bx::memSet(data, 0, size);
  1594. m_uniforms[_handle.idx] = data;
  1595. m_uniformReg.add(_handle, _name, data);
  1596. }
  1597. void destroyUniform(UniformHandle _handle) override
  1598. {
  1599. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1600. m_uniforms[_handle.idx] = NULL;
  1601. m_uniformReg.remove(_handle);
  1602. }
  1603. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1604. {
  1605. BX_UNUSED(_handle);
  1606. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1607. m_cmd.finish(m_backBufferColorFence[idx]);
  1608. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1609. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1610. const uint32_t width = (uint32_t)desc.Width;
  1611. const uint32_t height = (uint32_t)desc.Height;
  1612. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1613. uint32_t numRows;
  1614. uint64_t total;
  1615. uint64_t pitch;
  1616. m_device->GetCopyableFootprints(&desc
  1617. , 0
  1618. , 1
  1619. , 0
  1620. , &layout
  1621. , &numRows
  1622. , &pitch
  1623. , &total
  1624. );
  1625. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1626. D3D12_BOX box;
  1627. box.left = 0;
  1628. box.top = 0;
  1629. box.right = width;
  1630. box.bottom = height;
  1631. box.front = 0;
  1632. box.back = 1;
  1633. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1634. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1635. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1636. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1637. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1638. finish();
  1639. m_commandList = m_cmd.alloc();
  1640. void* data;
  1641. readback->Map(0, NULL, (void**)&data);
  1642. bimg::imageSwizzleBgra8(
  1643. data
  1644. , layout.Footprint.RowPitch
  1645. , width
  1646. , height
  1647. , data
  1648. , layout.Footprint.RowPitch
  1649. );
  1650. g_callback->screenShot(_filePath
  1651. , width
  1652. , height
  1653. , layout.Footprint.RowPitch
  1654. , data
  1655. , (uint32_t)total
  1656. , false
  1657. );
  1658. readback->Unmap(0, NULL);
  1659. DX_RELEASE(readback, 0);
  1660. }
  1661. void updateViewName(ViewId _id, const char* _name) override
  1662. {
  1663. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1664. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1665. , _name
  1666. );
  1667. }
  1668. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1669. {
  1670. bx::memCopy(m_uniforms[_loc], _data, _size);
  1671. }
  1672. void setMarker(const char* _marker, uint32_t /*_size*/) override
  1673. {
  1674. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX))
  1675. {
  1676. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1677. }
  1678. }
  1679. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1680. {
  1681. m_occlusionQuery.invalidate(_handle);
  1682. }
  1683. virtual void setName(Handle _handle, const char* _name) override
  1684. {
  1685. switch (_handle.type)
  1686. {
  1687. case Handle::Shader:
  1688. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1689. break;
  1690. case Handle::Texture:
  1691. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1692. break;
  1693. default:
  1694. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1695. break;
  1696. }
  1697. }
  1698. void submitBlit(BlitState& _bs, uint16_t _view);
  1699. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1700. void blitSetup(TextVideoMemBlitter& _blitter) override
  1701. {
  1702. const uint32_t width = getBufferWidth();
  1703. const uint32_t height = getBufferHeight();
  1704. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1705. D3D12_VIEWPORT vp;
  1706. vp.TopLeftX = 0;
  1707. vp.TopLeftY = 0;
  1708. vp.Width = (float)width;
  1709. vp.Height = (float)height;
  1710. vp.MinDepth = 0.0f;
  1711. vp.MaxDepth = 1.0f;
  1712. m_commandList->RSSetViewports(1, &vp);
  1713. D3D12_RECT rc;
  1714. rc.left = 0;
  1715. rc.top = 0;
  1716. rc.right = width;
  1717. rc.bottom = height;
  1718. m_commandList->RSSetScissorRects(1, &rc);
  1719. const uint64_t state = 0
  1720. | BGFX_STATE_RGB_WRITE
  1721. | BGFX_STATE_ALPHA_WRITE
  1722. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1723. ;
  1724. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1725. ID3D12PipelineState* pso = getPipelineState(state
  1726. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1727. , 1
  1728. , decls
  1729. , _blitter.m_program.idx
  1730. , 0
  1731. );
  1732. m_commandList->SetPipelineState(pso);
  1733. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1734. float proj[16];
  1735. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1736. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1737. uint8_t flags = predefined.m_type;
  1738. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1739. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1740. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1741. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1742. ID3D12DescriptorHeap* heaps[] =
  1743. {
  1744. m_samplerAllocator.getHeap(),
  1745. scratchBuffer.getHeap(),
  1746. };
  1747. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1748. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1749. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1750. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1751. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1752. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1753. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1754. scratchBuffer.allocSrv(srvHandle, texture);
  1755. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1756. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1757. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1758. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1759. viewDesc.BufferLocation = vb.m_gpuVA;
  1760. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1761. viewDesc.SizeInBytes = vb.m_size;
  1762. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1763. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1764. D3D12_INDEX_BUFFER_VIEW ibv;
  1765. ibv.Format = DXGI_FORMAT_R16_UINT;
  1766. ibv.BufferLocation = ib.m_gpuVA;
  1767. ibv.SizeInBytes = ib.m_size;
  1768. m_commandList->IASetIndexBuffer(&ibv);
  1769. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1770. }
  1771. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1772. {
  1773. const uint32_t numVertices = _numIndices*4/6;
  1774. if (0 < numVertices)
  1775. {
  1776. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1777. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1778. m_commandList->DrawIndexedInstanced(_numIndices
  1779. , 1
  1780. , 0
  1781. , 0
  1782. , 0
  1783. );
  1784. }
  1785. }
  1786. void preReset()
  1787. {
  1788. finishAll();
  1789. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1790. {
  1791. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1792. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1793. #else
  1794. DX_RELEASE(m_backBufferColor[ii], 1);
  1795. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1796. }
  1797. DX_RELEASE(m_backBufferDepthStencil, 0);
  1798. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1799. {
  1800. m_frameBuffers[ii].preReset();
  1801. }
  1802. invalidateCache();
  1803. // capturePreReset();
  1804. }
  1805. void postReset()
  1806. {
  1807. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1808. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1809. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1810. {
  1811. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1812. handle.ptr += ii * rtvDescriptorSize;
  1813. DX_CHECK(m_swapChain->GetBuffer(ii
  1814. , IID_ID3D12Resource
  1815. , (void**)&m_backBufferColor[ii]
  1816. ) );
  1817. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1818. }
  1819. D3D12_RESOURCE_DESC resourceDesc;
  1820. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1821. resourceDesc.Alignment = 0;
  1822. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1823. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1824. resourceDesc.DepthOrArraySize = 1;
  1825. resourceDesc.MipLevels = 0;
  1826. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1827. resourceDesc.SampleDesc.Count = 1;
  1828. resourceDesc.SampleDesc.Quality = 0;
  1829. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1830. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1831. D3D12_CLEAR_VALUE clearValue;
  1832. clearValue.Format = resourceDesc.Format;
  1833. clearValue.DepthStencil.Depth = 1.0f;
  1834. clearValue.DepthStencil.Stencil = 0;
  1835. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1836. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1837. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  1838. dsvDesc.Format = resourceDesc.Format;
  1839. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1840. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1841. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1842. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1843. ;
  1844. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1845. , &dsvDesc
  1846. , getCPUHandleHeapStart(m_dsvDescriptorHeap)
  1847. );
  1848. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1849. {
  1850. m_frameBuffers[ii].postReset();
  1851. }
  1852. m_commandList = m_cmd.alloc();
  1853. // capturePostReset();
  1854. }
  1855. void invalidateCache()
  1856. {
  1857. m_pipelineStateCache.invalidate();
  1858. m_samplerStateCache.invalidate();
  1859. m_samplerAllocator.reset();
  1860. }
  1861. void updateMsaa()
  1862. {
  1863. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1864. {
  1865. uint32_t msaa = s_checkMsaa[ii];
  1866. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1867. bx::memSet(&data, 0, sizeof(msaa) );
  1868. data.Format = getBufferFormat();
  1869. data.SampleCount = msaa;
  1870. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1871. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1872. data.NumQualityLevels = 0;
  1873. if (SUCCEEDED(hr)
  1874. && 0 < data.NumQualityLevels)
  1875. {
  1876. s_msaa[ii].Count = data.SampleCount;
  1877. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1878. last = ii;
  1879. }
  1880. else
  1881. {
  1882. s_msaa[ii] = s_msaa[last];
  1883. }
  1884. }
  1885. }
  1886. bool updateResolution(const Resolution& _resolution)
  1887. {
  1888. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1889. {
  1890. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1891. }
  1892. else
  1893. {
  1894. m_maxAnisotropy = 1;
  1895. }
  1896. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1897. if (m_depthClamp != depthClamp)
  1898. {
  1899. m_depthClamp = depthClamp;
  1900. m_pipelineStateCache.invalidate();
  1901. }
  1902. const uint32_t maskFlags = ~(0
  1903. | BGFX_RESET_HMD_RECENTER
  1904. | BGFX_RESET_MAXANISOTROPY
  1905. | BGFX_RESET_DEPTH_CLAMP
  1906. | BGFX_RESET_SUSPEND
  1907. );
  1908. if (m_resolution.m_width != _resolution.m_width
  1909. || m_resolution.m_height != _resolution.m_height
  1910. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1911. {
  1912. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1913. bool resize = true
  1914. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1915. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK)
  1916. ;
  1917. m_resolution = _resolution;
  1918. m_resolution.m_flags = flags;
  1919. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1920. m_textVideoMem.clear();
  1921. setBufferSize(_resolution.m_width, _resolution.m_height);
  1922. preReset();
  1923. BX_UNUSED(resize);
  1924. if (resize)
  1925. {
  1926. #if BX_PLATFORM_WINDOWS
  1927. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1928. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1929. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1930. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1931. DX_CHECK(m_swapChain->ResizeBuffers1(
  1932. m_scd.BufferCount
  1933. , m_scd.BufferDesc.Width
  1934. , m_scd.BufferDesc.Height
  1935. , m_scd.BufferDesc.Format
  1936. , m_scd.Flags
  1937. , nodeMask
  1938. , presentQueue
  1939. ) );
  1940. #elif BX_PLATFORM_WINRT
  1941. DX_CHECK(m_swapChain->ResizeBuffers(
  1942. m_scd.BufferCount
  1943. , m_scd.Width
  1944. , m_scd.Height
  1945. , m_scd.Format
  1946. , m_scd.Flags
  1947. ) );
  1948. m_backBufferColorIdx = m_scd.BufferCount-1;
  1949. #endif // BX_PLATFORM_WINDOWS
  1950. }
  1951. else
  1952. {
  1953. updateMsaa();
  1954. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1955. DX_RELEASE(m_swapChain, 0);
  1956. HRESULT hr;
  1957. #if BX_PLATFORM_WINDOWS
  1958. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1959. , &m_scd
  1960. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1961. );
  1962. #else
  1963. hr = m_factory->CreateSwapChainForCoreWindow(
  1964. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1965. m_cmd.m_commandQueue
  1966. # else
  1967. m_device
  1968. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1969. , (::IUnknown*)g_platformData.nwh
  1970. , &m_scd
  1971. , NULL
  1972. , &m_swapChain
  1973. );
  1974. #endif // BX_PLATFORM_WINDOWS
  1975. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1976. }
  1977. postReset();
  1978. }
  1979. return false;
  1980. }
  1981. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1982. {
  1983. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1984. {
  1985. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1986. m_fsChanges += _numRegs;
  1987. }
  1988. else
  1989. {
  1990. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1991. m_vsChanges += _numRegs;
  1992. }
  1993. }
  1994. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1995. {
  1996. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1997. }
  1998. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1999. {
  2000. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2001. }
  2002. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  2003. {
  2004. const ProgramD3D12& program = m_program[_programIdx];
  2005. uint32_t total = bx::strideAlign(0
  2006. + program.m_vsh->m_size
  2007. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  2008. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  2009. );
  2010. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  2011. {
  2012. uint32_t size = program.m_vsh->m_size;
  2013. bx::memCopy(data, m_vsScratch, size);
  2014. data += size;
  2015. m_vsChanges = 0;
  2016. }
  2017. if (NULL != program.m_fsh)
  2018. {
  2019. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  2020. m_fsChanges = 0;
  2021. }
  2022. }
  2023. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  2024. {
  2025. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2026. if (NULL != frameBuffer.m_swapChain)
  2027. {
  2028. #if BX_PLATFORM_WINDOWS
  2029. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  2030. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2031. return getRtv(_fbh, idx);
  2032. #endif // BX_PLATFORM_WINDOWS
  2033. }
  2034. return getRtv(_fbh, 0);
  2035. }
  2036. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  2037. {
  2038. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2039. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2040. D3D12_CPU_DESCRIPTOR_HANDLE result =
  2041. {
  2042. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  2043. };
  2044. return result;
  2045. }
  2046. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2047. {
  2048. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2049. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2050. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2051. return result;
  2052. }
  2053. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2054. {
  2055. if (isValid(m_fbh)
  2056. && m_fbh.idx != _fbh.idx)
  2057. {
  2058. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2059. if (NULL == frameBuffer.m_swapChain)
  2060. {
  2061. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2062. {
  2063. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2064. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2065. }
  2066. if (isValid(frameBuffer.m_depth) )
  2067. {
  2068. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2069. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2070. if (!writeOnly)
  2071. {
  2072. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2073. }
  2074. }
  2075. }
  2076. }
  2077. if (!isValid(_fbh) )
  2078. {
  2079. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2080. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2081. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2082. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2083. m_currentColor = &m_rtvHandle;
  2084. m_currentDepthStencil = &m_dsvHandle;
  2085. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2086. }
  2087. else
  2088. {
  2089. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2090. if (0 < frameBuffer.m_num)
  2091. {
  2092. m_rtvHandle = getRtv(_fbh);
  2093. m_currentColor = &m_rtvHandle;
  2094. }
  2095. else
  2096. {
  2097. m_currentColor = NULL;
  2098. }
  2099. if (isValid(frameBuffer.m_depth) )
  2100. {
  2101. m_dsvHandle = getDsv(_fbh);
  2102. m_currentDepthStencil = &m_dsvHandle;
  2103. }
  2104. else
  2105. {
  2106. m_currentDepthStencil = NULL;
  2107. }
  2108. if (NULL != frameBuffer.m_swapChain)
  2109. {
  2110. frameBuffer.m_needPresent = true;
  2111. }
  2112. else
  2113. {
  2114. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2115. {
  2116. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2117. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2118. }
  2119. if (isValid(frameBuffer.m_depth) )
  2120. {
  2121. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2122. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2123. }
  2124. }
  2125. m_commandList->OMSetRenderTargets(
  2126. frameBuffer.m_num
  2127. , m_currentColor
  2128. , true
  2129. , m_currentDepthStencil
  2130. );
  2131. }
  2132. m_fbh = _fbh;
  2133. m_rtMsaa = _msaa;
  2134. }
  2135. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2136. {
  2137. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2138. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2139. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2140. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2141. drt->LogicOpEnable = false;
  2142. {
  2143. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2144. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2145. const uint32_t srcRGB = (blend ) & 0xf;
  2146. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2147. const uint32_t srcA = (blend >> 8) & 0xf;
  2148. const uint32_t dstA = (blend >> 12) & 0xf;
  2149. const uint32_t equRGB = (equation ) & 0x7;
  2150. const uint32_t equA = (equation >> 3) & 0x7;
  2151. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2152. drt->DestBlend = s_blendFactor[dstRGB][0];
  2153. drt->BlendOp = s_blendEquation[equRGB];
  2154. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2155. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2156. drt->BlendOpAlpha = s_blendEquation[equA];
  2157. }
  2158. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  2159. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  2160. : 0
  2161. ;
  2162. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  2163. ? D3D12_COLOR_WRITE_ENABLE_RED
  2164. | D3D12_COLOR_WRITE_ENABLE_GREEN
  2165. | D3D12_COLOR_WRITE_ENABLE_BLUE
  2166. : 0
  2167. ;
  2168. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2169. drt->RenderTargetWriteMask = writeMask;
  2170. if (_desc.IndependentBlendEnable)
  2171. {
  2172. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2173. {
  2174. drt = &_desc.RenderTarget[ii];
  2175. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2176. drt->LogicOpEnable = false;
  2177. const uint32_t src = (rgba ) & 0xf;
  2178. const uint32_t dst = (rgba >> 4) & 0xf;
  2179. const uint32_t equation = (rgba >> 8) & 0x7;
  2180. drt->SrcBlend = s_blendFactor[src][0];
  2181. drt->DestBlend = s_blendFactor[dst][0];
  2182. drt->BlendOp = s_blendEquation[equation];
  2183. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2184. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2185. drt->BlendOpAlpha = s_blendEquation[equation];
  2186. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2187. drt->RenderTargetWriteMask = writeMask;
  2188. }
  2189. }
  2190. else
  2191. {
  2192. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2193. {
  2194. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2195. }
  2196. }
  2197. }
  2198. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2199. {
  2200. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2201. _desc.FillMode = _wireframe
  2202. ? D3D12_FILL_MODE_WIREFRAME
  2203. : D3D12_FILL_MODE_SOLID
  2204. ;
  2205. _desc.CullMode = s_cullMode[cull];
  2206. _desc.FrontCounterClockwise = false;
  2207. _desc.DepthBias = 0;
  2208. _desc.DepthBiasClamp = 0.0f;
  2209. _desc.SlopeScaledDepthBias = 0.0f;
  2210. _desc.DepthClipEnable = !m_depthClamp;
  2211. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2212. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2213. _desc.ForcedSampleCount = 0;
  2214. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2215. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2216. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2217. ;
  2218. }
  2219. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2220. {
  2221. const uint32_t fstencil = unpackStencil(0, _stencil);
  2222. bx::memSet(&_desc, 0, sizeof(_desc) );
  2223. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2224. _desc.DepthEnable = 0 != func;
  2225. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  2226. ? D3D12_DEPTH_WRITE_MASK_ALL
  2227. : D3D12_DEPTH_WRITE_MASK_ZERO
  2228. ;
  2229. _desc.DepthFunc = s_cmpFunc[func];
  2230. uint32_t bstencil = unpackStencil(1, _stencil);
  2231. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2232. bstencil = frontAndBack ? bstencil : fstencil;
  2233. _desc.StencilEnable = 0 != _stencil;
  2234. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2235. _desc.StencilWriteMask = 0xff;
  2236. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2237. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2238. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2239. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2240. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2241. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2242. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2243. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2244. }
  2245. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2246. {
  2247. uint16_t attrMask[Attrib::Count];
  2248. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2249. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2250. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2251. {
  2252. VertexDecl decl;
  2253. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2254. const bool last = stream == _numStreams-1;
  2255. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2256. {
  2257. uint16_t mask = attrMask[ii];
  2258. uint16_t attr = (decl.m_attributes[ii] & mask);
  2259. if (0 == attr
  2260. || UINT16_MAX == attr)
  2261. {
  2262. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2263. }
  2264. else
  2265. {
  2266. attrMask[ii] = 0;
  2267. }
  2268. }
  2269. elem = fillVertexDecl(stream, elem, decl);
  2270. }
  2271. uint32_t num = uint32_t(elem-_vertexElements);
  2272. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2273. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2274. {
  2275. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2276. uint32_t jj;
  2277. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2278. for (jj = 0; jj < num; ++jj)
  2279. {
  2280. curr = &_vertexElements[jj];
  2281. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2282. && curr->SemanticIndex == index)
  2283. {
  2284. break;
  2285. }
  2286. }
  2287. if (jj == num)
  2288. {
  2289. curr = elem;
  2290. ++elem;
  2291. }
  2292. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2293. curr->InputSlot = 1;
  2294. curr->SemanticIndex = index;
  2295. curr->AlignedByteOffset = ii*16;
  2296. }
  2297. return uint32_t(elem-_vertexElements);
  2298. }
  2299. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2300. {
  2301. const VertexDecl* decls[1] = { &_vertexDecl };
  2302. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2303. }
  2304. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2305. {
  2306. union { void* ptr; uint32_t offset; } cast = { _userData };
  2307. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2308. {
  2309. DxbcOperand& operand = _instruction.operand[ii];
  2310. if (DxbcOperandType::ConstantBuffer == operand.type)
  2311. {
  2312. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2313. && 0 == operand.regIndex[0]
  2314. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  2315. {
  2316. operand.regIndex[1] += cast.offset;
  2317. }
  2318. else if (DxbcOperandAddrMode::RegImm32 == operand.addrMode[1])
  2319. {
  2320. operand.regIndex[1] += cast.offset;
  2321. }
  2322. }
  2323. }
  2324. }
  2325. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2326. {
  2327. ProgramD3D12& program = m_program[_programIdx];
  2328. const uint32_t hash = program.m_vsh->m_hash;
  2329. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2330. if (BX_LIKELY(NULL != pso) )
  2331. {
  2332. return pso;
  2333. }
  2334. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2335. bx::memSet(&desc, 0, sizeof(desc) );
  2336. desc.pRootSignature = m_rootSignature;
  2337. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2338. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2339. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2340. , IID_ID3D12PipelineState
  2341. , (void**)&pso
  2342. ) );
  2343. m_pipelineStateCache.add(hash, pso);
  2344. return pso;
  2345. }
  2346. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint8_t _numStreams, const VertexDecl** _vertexDecls, uint16_t _programIdx, uint8_t _numInstanceData)
  2347. {
  2348. ProgramD3D12& program = m_program[_programIdx];
  2349. _state &= 0
  2350. | BGFX_STATE_RGB_WRITE
  2351. | BGFX_STATE_ALPHA_WRITE
  2352. | BGFX_STATE_DEPTH_WRITE
  2353. | BGFX_STATE_DEPTH_TEST_MASK
  2354. | BGFX_STATE_BLEND_MASK
  2355. | BGFX_STATE_BLEND_EQUATION_MASK
  2356. | BGFX_STATE_BLEND_INDEPENDENT
  2357. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2358. | BGFX_STATE_CULL_MASK
  2359. | BGFX_STATE_MSAA
  2360. | BGFX_STATE_LINEAA
  2361. | BGFX_STATE_CONSERVATIVE_RASTER
  2362. | BGFX_STATE_PT_MASK
  2363. ;
  2364. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2365. VertexDecl decl;
  2366. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2367. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2368. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2369. {
  2370. uint16_t mask = attrMask[ii];
  2371. uint16_t attr = (decl.m_attributes[ii] & mask);
  2372. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2373. }
  2374. bx::HashMurmur2A murmur;
  2375. murmur.begin();
  2376. murmur.add(_state);
  2377. murmur.add(_stencil);
  2378. murmur.add(program.m_vsh->m_hash);
  2379. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2380. murmur.add(program.m_fsh->m_hash);
  2381. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2382. {
  2383. murmur.add(_vertexDecls[ii]->m_hash);
  2384. }
  2385. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2386. murmur.add(m_fbh.idx);
  2387. murmur.add(_numInstanceData);
  2388. const uint32_t hash = murmur.end();
  2389. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2390. if (NULL != pso)
  2391. {
  2392. return pso;
  2393. }
  2394. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2395. bx::memSet(&desc, 0, sizeof(desc) );
  2396. desc.pRootSignature = m_rootSignature;
  2397. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2398. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2399. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2400. bx::memSet(temp->data, 0, temp->size);
  2401. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2402. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2403. DxbcContext dxbc;
  2404. bx::Error err;
  2405. read(&rd, dxbc, &err);
  2406. bool patchShader = !dxbc.shader.aon9;
  2407. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2408. && patchShader)
  2409. {
  2410. union { uint32_t offset; void* ptr; } cast = { 0 };
  2411. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2412. write(&wr, dxbc, &err);
  2413. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2414. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2415. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2416. if (!patchShader)
  2417. {
  2418. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2419. {
  2420. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2421. {
  2422. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2423. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2424. break;
  2425. }
  2426. }
  2427. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2428. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2429. }
  2430. }
  2431. if (patchShader)
  2432. {
  2433. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2434. bx::seek(&wr, 0, bx::Whence::Begin);
  2435. union { uint32_t offset; void* ptr; } cast =
  2436. {
  2437. uint32_t(program.m_vsh->m_size)/16
  2438. };
  2439. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2440. write(&wr, dxbc, &err);
  2441. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2442. desc.PS.pShaderBytecode = temp->data;
  2443. desc.PS.BytecodeLength = temp->size;
  2444. }
  2445. else
  2446. {
  2447. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2448. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2449. }
  2450. desc.DS.pShaderBytecode = NULL;
  2451. desc.DS.BytecodeLength = 0;
  2452. desc.HS.pShaderBytecode = NULL;
  2453. desc.HS.BytecodeLength = 0;
  2454. desc.GS.pShaderBytecode = NULL;
  2455. desc.GS.BytecodeLength = 0;
  2456. desc.StreamOutput.pSODeclaration = NULL;
  2457. desc.StreamOutput.NumEntries = 0;
  2458. desc.StreamOutput.pBufferStrides = NULL;
  2459. desc.StreamOutput.NumStrides = 0;
  2460. desc.StreamOutput.RasterizedStream = 0;
  2461. setBlendState(desc.BlendState, _state);
  2462. desc.SampleMask = 1;
  2463. setRasterizerState(desc.RasterizerState, _state);
  2464. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2465. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2466. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2467. desc.InputLayout.pInputElementDescs = vertexElements;
  2468. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2469. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2470. if (isValid(m_fbh) )
  2471. {
  2472. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2473. if (NULL == frameBuffer.m_swapChain)
  2474. {
  2475. desc.NumRenderTargets = frameBuffer.m_num;
  2476. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2477. {
  2478. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2479. }
  2480. if (isValid(frameBuffer.m_depth) )
  2481. {
  2482. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2483. }
  2484. else
  2485. {
  2486. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2487. }
  2488. }
  2489. else
  2490. {
  2491. desc.NumRenderTargets = 1;
  2492. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2493. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2494. }
  2495. }
  2496. else
  2497. {
  2498. desc.NumRenderTargets = 1;
  2499. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2500. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2501. }
  2502. desc.SampleDesc.Count = 1;
  2503. desc.SampleDesc.Quality = 0;
  2504. uint32_t length = g_callback->cacheReadSize(hash);
  2505. bool cached = length > 0;
  2506. void* cachedData = NULL;
  2507. if (cached)
  2508. {
  2509. cachedData = BX_ALLOC(g_allocator, length);
  2510. if (g_callback->cacheRead(hash, cachedData, length) )
  2511. {
  2512. BX_TRACE("Loading cached PSO (size %d).", length);
  2513. bx::MemoryReader reader(cachedData, length);
  2514. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2515. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2516. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2517. , IID_ID3D12PipelineState
  2518. , (void**)&pso
  2519. );
  2520. if (FAILED(hr) )
  2521. {
  2522. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2523. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2524. }
  2525. }
  2526. }
  2527. if (NULL == pso)
  2528. {
  2529. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2530. , IID_ID3D12PipelineState
  2531. , (void**)&pso
  2532. ) );
  2533. }
  2534. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2535. m_pipelineStateCache.add(hash, pso);
  2536. release(temp);
  2537. ID3DBlob* blob;
  2538. HRESULT hr = pso->GetCachedBlob(&blob);
  2539. if (SUCCEEDED(hr) )
  2540. {
  2541. void* data = blob->GetBufferPointer();
  2542. length = (uint32_t)blob->GetBufferSize();
  2543. g_callback->cacheWrite(hash, data, length);
  2544. DX_RELEASE(blob, 0);
  2545. }
  2546. if (NULL != cachedData)
  2547. {
  2548. BX_FREE(g_allocator, cachedData);
  2549. }
  2550. return pso;
  2551. }
  2552. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2553. {
  2554. bx::HashMurmur2A murmur;
  2555. murmur.begin();
  2556. murmur.add(_flags, _num * sizeof(uint32_t) );
  2557. uint32_t hash = murmur.end();
  2558. uint16_t sampler = m_samplerStateCache.find(hash);
  2559. if (UINT16_MAX == sampler)
  2560. {
  2561. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2562. m_samplerStateCache.add(hash, sampler);
  2563. }
  2564. return sampler;
  2565. }
  2566. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2567. {
  2568. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2569. }
  2570. DXGI_FORMAT getBufferFormat()
  2571. {
  2572. #if BX_PLATFORM_WINDOWS
  2573. return m_scd.BufferDesc.Format;
  2574. #else
  2575. return m_scd.Format;
  2576. #endif
  2577. }
  2578. uint32_t getBufferWidth()
  2579. {
  2580. #if BX_PLATFORM_WINDOWS
  2581. return m_scd.BufferDesc.Width;
  2582. #else
  2583. return m_scd.Width;
  2584. #endif
  2585. }
  2586. uint32_t getBufferHeight()
  2587. {
  2588. #if BX_PLATFORM_WINDOWS
  2589. return m_scd.BufferDesc.Height;
  2590. #else
  2591. return m_scd.Height;
  2592. #endif
  2593. }
  2594. void setBufferSize(uint32_t _width, uint32_t _height)
  2595. {
  2596. #if BX_PLATFORM_WINDOWS
  2597. m_scd.BufferDesc.Width = _width;
  2598. m_scd.BufferDesc.Height = _height;
  2599. #else
  2600. m_scd.Width = _width;
  2601. m_scd.Height = _height;
  2602. #endif
  2603. }
  2604. void commit(UniformBuffer& _uniformBuffer)
  2605. {
  2606. _uniformBuffer.reset();
  2607. for (;;)
  2608. {
  2609. uint32_t opcode = _uniformBuffer.read();
  2610. if (UniformType::End == opcode)
  2611. {
  2612. break;
  2613. }
  2614. UniformType::Enum type;
  2615. uint16_t loc;
  2616. uint16_t num;
  2617. uint16_t copy;
  2618. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2619. const char* data;
  2620. if (copy)
  2621. {
  2622. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2623. }
  2624. else
  2625. {
  2626. UniformHandle handle;
  2627. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2628. data = (const char*)m_uniforms[handle.idx];
  2629. }
  2630. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2631. case UniformType::_uniform: \
  2632. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2633. { \
  2634. setShaderUniform(uint8_t(type), loc, data, num); \
  2635. } \
  2636. break;
  2637. switch ( (uint32_t)type)
  2638. {
  2639. case UniformType::Mat3:
  2640. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2641. {
  2642. float* value = (float*)data;
  2643. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2644. {
  2645. Matrix4 mtx;
  2646. mtx.un.val[ 0] = value[0];
  2647. mtx.un.val[ 1] = value[1];
  2648. mtx.un.val[ 2] = value[2];
  2649. mtx.un.val[ 3] = 0.0f;
  2650. mtx.un.val[ 4] = value[3];
  2651. mtx.un.val[ 5] = value[4];
  2652. mtx.un.val[ 6] = value[5];
  2653. mtx.un.val[ 7] = 0.0f;
  2654. mtx.un.val[ 8] = value[6];
  2655. mtx.un.val[ 9] = value[7];
  2656. mtx.un.val[10] = value[8];
  2657. mtx.un.val[11] = 0.0f;
  2658. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2659. }
  2660. }
  2661. break;
  2662. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2663. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2664. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2665. case UniformType::End:
  2666. break;
  2667. default:
  2668. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2669. break;
  2670. }
  2671. #undef CASE_IMPLEMENT_UNIFORM
  2672. }
  2673. }
  2674. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2675. {
  2676. if (isValid(m_fbh) )
  2677. {
  2678. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2679. frameBuffer.clear(m_commandList, _clear, _palette);
  2680. }
  2681. else
  2682. {
  2683. if (NULL != m_currentColor
  2684. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2685. {
  2686. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2687. {
  2688. uint8_t index = _clear.m_index[0];
  2689. if (UINT8_MAX != index)
  2690. {
  2691. m_commandList->ClearRenderTargetView(*m_currentColor
  2692. , _palette[index]
  2693. , _num
  2694. , _rect
  2695. );
  2696. }
  2697. }
  2698. else
  2699. {
  2700. float frgba[4] =
  2701. {
  2702. _clear.m_index[0] * 1.0f / 255.0f,
  2703. _clear.m_index[1] * 1.0f / 255.0f,
  2704. _clear.m_index[2] * 1.0f / 255.0f,
  2705. _clear.m_index[3] * 1.0f / 255.0f,
  2706. };
  2707. m_commandList->ClearRenderTargetView(*m_currentColor
  2708. , frgba
  2709. , _num
  2710. , _rect
  2711. );
  2712. }
  2713. }
  2714. if (NULL != m_currentDepthStencil
  2715. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2716. {
  2717. uint32_t flags = 0;
  2718. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2719. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2720. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2721. , D3D12_CLEAR_FLAGS(flags)
  2722. , _clear.m_depth
  2723. , _clear.m_stencil
  2724. , _num
  2725. , _rect
  2726. );
  2727. }
  2728. }
  2729. }
  2730. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2731. {
  2732. uint32_t width;
  2733. uint32_t height;
  2734. if (isValid(m_fbh) )
  2735. {
  2736. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2737. width = fb.m_width;
  2738. height = fb.m_height;
  2739. }
  2740. else
  2741. {
  2742. width = getBufferWidth();
  2743. height = getBufferHeight();
  2744. }
  2745. if (0 == _rect.m_x
  2746. && 0 == _rect.m_y
  2747. && width == _rect.m_width
  2748. && height == _rect.m_height)
  2749. {
  2750. clear(_clear, _palette);
  2751. }
  2752. else
  2753. {
  2754. D3D12_RECT rect;
  2755. rect.left = _rect.m_x;
  2756. rect.top = _rect.m_y;
  2757. rect.right = _rect.m_x + _rect.m_width;
  2758. rect.bottom = _rect.m_y + _rect.m_height;
  2759. clear(_clear, _palette, &rect, 1);
  2760. }
  2761. }
  2762. uint64_t kick()
  2763. {
  2764. uint64_t fence = m_cmd.kick();
  2765. m_commandList = m_cmd.alloc();
  2766. return fence;
  2767. }
  2768. void finish()
  2769. {
  2770. m_cmd.kick();
  2771. m_cmd.finish();
  2772. m_commandList = NULL;
  2773. }
  2774. void finishAll()
  2775. {
  2776. uint64_t fence = m_cmd.kick();
  2777. m_cmd.finish(fence, true);
  2778. m_commandList = NULL;
  2779. }
  2780. void* m_kernel32dll;
  2781. void* m_d3d12dll;
  2782. void* m_dxgidll;
  2783. void* m_renderdocdll;
  2784. void* m_winPixEvent;
  2785. D3D_FEATURE_LEVEL m_featureLevel;
  2786. D3D_DRIVER_TYPE m_driverType;
  2787. DXGI_ADAPTER_DESC m_adapterDesc;
  2788. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2789. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2790. AdapterI* m_adapter;
  2791. FactoryI* m_factory;
  2792. SwapChainI* m_swapChain;
  2793. #if BX_PLATFORM_WINDOWS
  2794. ID3D12InfoQueue* m_infoQueue;
  2795. #endif // BX_PLATFORM_WINDOWS
  2796. int64_t m_presentElapsed;
  2797. uint16_t m_numWindows;
  2798. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2799. ID3D12Device* m_device;
  2800. TimerQueryD3D12 m_gpuTimer;
  2801. OcclusionQueryD3D12 m_occlusionQuery;
  2802. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2803. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2804. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2805. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2806. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2807. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2808. ID3D12Resource* m_backBufferColor[4];
  2809. uint64_t m_backBufferColorFence[4];
  2810. ID3D12Resource* m_backBufferDepthStencil;
  2811. ScratchBufferD3D12 m_scratchBuffer[4];
  2812. DescriptorAllocatorD3D12 m_samplerAllocator;
  2813. ID3D12RootSignature* m_rootSignature;
  2814. CommandQueueD3D12 m_cmd;
  2815. BatchD3D12 m_batch;
  2816. ID3D12GraphicsCommandList* m_commandList;
  2817. Resolution m_resolution;
  2818. bool m_wireframe;
  2819. bool m_lost;
  2820. DXGI_SWAP_CHAIN_DESC m_scd;
  2821. uint32_t m_maxAnisotropy;
  2822. bool m_depthClamp;
  2823. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2824. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2825. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2826. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2827. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2828. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2829. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2830. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2831. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2832. UniformRegistry m_uniformReg;
  2833. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2834. StateCache m_samplerStateCache;
  2835. TextVideoMem m_textVideoMem;
  2836. uint8_t m_fsScratch[64<<10];
  2837. uint8_t m_vsScratch[64<<10];
  2838. uint32_t m_fsChanges;
  2839. uint32_t m_vsChanges;
  2840. FrameBufferHandle m_fbh;
  2841. uint32_t m_backBufferColorIdx;
  2842. bool m_rtMsaa;
  2843. };
  2844. static RendererContextD3D12* s_renderD3D12;
  2845. RendererContextI* rendererCreate(const Init& _init)
  2846. {
  2847. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2848. if (!s_renderD3D12->init(_init) )
  2849. {
  2850. BX_DELETE(g_allocator, s_renderD3D12);
  2851. s_renderD3D12 = NULL;
  2852. }
  2853. return s_renderD3D12;
  2854. }
  2855. void rendererDestroy()
  2856. {
  2857. s_renderD3D12->shutdown();
  2858. BX_DELETE(g_allocator, s_renderD3D12);
  2859. s_renderD3D12 = NULL;
  2860. }
  2861. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2862. {
  2863. m_size = _size;
  2864. ID3D12Device* device = s_renderD3D12->m_device;
  2865. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2866. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2867. desc.NumDescriptors = _maxDescriptors;
  2868. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2869. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2870. desc.NodeMask = 1;
  2871. DX_CHECK(device->CreateDescriptorHeap(&desc
  2872. , IID_ID3D12DescriptorHeap
  2873. , (void**)&m_heap
  2874. ) );
  2875. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2876. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2877. D3D12_RANGE readRange = { 0, 0 };
  2878. m_upload->Map(0, &readRange, (void**)&m_data);
  2879. reset(m_gpuHandle);
  2880. }
  2881. void ScratchBufferD3D12::destroy()
  2882. {
  2883. D3D12_RANGE writeRange = { 0, 0 };
  2884. m_upload->Unmap(0, &writeRange);
  2885. DX_RELEASE(m_upload, 0);
  2886. DX_RELEASE(m_heap, 0);
  2887. }
  2888. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2889. {
  2890. m_pos = 0;
  2891. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2892. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2893. _gpuHandle = m_gpuHandle;
  2894. }
  2895. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2896. {
  2897. m_cpuHandle.ptr += m_incrementSize;
  2898. _gpuHandle = m_gpuHandle;
  2899. m_gpuHandle.ptr += m_incrementSize;
  2900. }
  2901. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2902. {
  2903. _gpuAddress = m_gpuVA + m_pos;
  2904. void* data = &m_data[m_pos];
  2905. m_pos += BX_ALIGN_256(_size);
  2906. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2907. // desc.BufferLocation = _gpuAddress;
  2908. // desc.SizeInBytes = _size;
  2909. // ID3D12Device* device = s_renderD3D12->m_device;
  2910. // device->CreateConstantBufferView(&desc
  2911. // , m_cpuHandle
  2912. // );
  2913. // m_cpuHandle.ptr += m_incrementSize;
  2914. // m_gpuHandle.ptr += m_incrementSize;
  2915. return data;
  2916. }
  2917. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2918. {
  2919. ID3D12Device* device = s_renderD3D12->m_device;
  2920. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2921. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2922. if (0 != _mip)
  2923. {
  2924. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2925. srvd = &tmpSrvd;
  2926. switch (_texture.m_srvd.ViewDimension)
  2927. {
  2928. default:
  2929. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2930. srvd->Texture2D.MostDetailedMip = _mip;
  2931. srvd->Texture2D.MipLevels = 1;
  2932. srvd->Texture2D.PlaneSlice = 0;
  2933. srvd->Texture2D.ResourceMinLODClamp = 0;
  2934. break;
  2935. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2936. srvd->TextureCube.MostDetailedMip = _mip;
  2937. srvd->TextureCube.MipLevels = 1;
  2938. srvd->TextureCube.ResourceMinLODClamp = 0;
  2939. break;
  2940. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2941. srvd->Texture3D.MostDetailedMip = _mip;
  2942. srvd->Texture3D.MipLevels = 1;
  2943. srvd->Texture3D.ResourceMinLODClamp = 0;
  2944. break;
  2945. }
  2946. }
  2947. device->CreateShaderResourceView(_texture.m_ptr
  2948. , srvd
  2949. , m_cpuHandle
  2950. );
  2951. m_cpuHandle.ptr += m_incrementSize;
  2952. _gpuHandle = m_gpuHandle;
  2953. m_gpuHandle.ptr += m_incrementSize;
  2954. }
  2955. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2956. {
  2957. ID3D12Device* device = s_renderD3D12->m_device;
  2958. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2959. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2960. if (0 != _mip)
  2961. {
  2962. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2963. uavd = &tmpUavd;
  2964. switch (_texture.m_uavd.ViewDimension)
  2965. {
  2966. default:
  2967. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2968. uavd->Texture2D.MipSlice = _mip;
  2969. uavd->Texture2D.PlaneSlice = 0;
  2970. break;
  2971. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2972. uavd->Texture2DArray.MipSlice = _mip;
  2973. uavd->Texture2DArray.PlaneSlice = 0;
  2974. break;
  2975. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2976. uavd->Texture3D.MipSlice = _mip;
  2977. break;
  2978. }
  2979. }
  2980. device->CreateUnorderedAccessView(_texture.m_ptr
  2981. , NULL
  2982. , uavd
  2983. , m_cpuHandle
  2984. );
  2985. m_cpuHandle.ptr += m_incrementSize;
  2986. _gpuHandle = m_gpuHandle;
  2987. m_gpuHandle.ptr += m_incrementSize;
  2988. }
  2989. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2990. {
  2991. ID3D12Device* device = s_renderD3D12->m_device;
  2992. device->CreateShaderResourceView(_buffer.m_ptr
  2993. , &_buffer.m_srvd
  2994. , m_cpuHandle
  2995. );
  2996. m_cpuHandle.ptr += m_incrementSize;
  2997. _gpuHandle = m_gpuHandle;
  2998. m_gpuHandle.ptr += m_incrementSize;
  2999. }
  3000. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3001. {
  3002. ID3D12Device* device = s_renderD3D12->m_device;
  3003. device->CreateUnorderedAccessView(_buffer.m_ptr
  3004. , NULL
  3005. , &_buffer.m_uavd
  3006. , m_cpuHandle
  3007. );
  3008. m_cpuHandle.ptr += m_incrementSize;
  3009. _gpuHandle = m_gpuHandle;
  3010. m_gpuHandle.ptr += m_incrementSize;
  3011. }
  3012. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  3013. {
  3014. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  3015. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  3016. ID3D12Device* device = s_renderD3D12->m_device;
  3017. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  3018. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3019. desc.NumDescriptors = _maxDescriptors;
  3020. desc.Type = _type;
  3021. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3022. desc.NodeMask = 1;
  3023. DX_CHECK(device->CreateDescriptorHeap(&desc
  3024. , IID_ID3D12DescriptorHeap
  3025. , (void**)&m_heap
  3026. ) );
  3027. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3028. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3029. }
  3030. void DescriptorAllocatorD3D12::destroy()
  3031. {
  3032. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3033. DX_RELEASE(m_heap, 0);
  3034. }
  3035. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  3036. {
  3037. uint16_t idx = m_handleAlloc->alloc();
  3038. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  3039. ID3D12Device* device = s_renderD3D12->m_device;
  3040. device->CreateShaderResourceView(_ptr
  3041. , _desc
  3042. , cpuHandle
  3043. );
  3044. return idx;
  3045. }
  3046. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3047. {
  3048. uint16_t idx = m_handleAlloc->alloc();
  3049. ID3D12Device* device = s_renderD3D12->m_device;
  3050. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3051. for (uint32_t ii = 0; ii < _num; ++ii)
  3052. {
  3053. uint32_t flags = _flags[ii];
  3054. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  3055. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  3056. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  3057. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  3058. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3059. D3D12_SAMPLER_DESC sd;
  3060. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3061. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  3062. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  3063. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  3064. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3065. sd.MaxAnisotropy = maxAnisotropy;
  3066. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3067. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  3068. if (NULL != _palette
  3069. && needBorderColor(flags) )
  3070. {
  3071. const float* rgba = _palette[index];
  3072. sd.BorderColor[0] = rgba[0];
  3073. sd.BorderColor[1] = rgba[1];
  3074. sd.BorderColor[2] = rgba[2];
  3075. sd.BorderColor[3] = rgba[3];
  3076. }
  3077. else
  3078. {
  3079. sd.BorderColor[0] = 0.0f;
  3080. sd.BorderColor[1] = 0.0f;
  3081. sd.BorderColor[2] = 0.0f;
  3082. sd.BorderColor[3] = 0.0f;
  3083. }
  3084. sd.MinLOD = 0;
  3085. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3086. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3087. {
  3088. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3089. };
  3090. device->CreateSampler(&sd, cpuHandle);
  3091. }
  3092. return idx;
  3093. }
  3094. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3095. {
  3096. m_handleAlloc->free(_idx);
  3097. }
  3098. void DescriptorAllocatorD3D12::reset()
  3099. {
  3100. uint16_t max = m_handleAlloc->getMaxHandles();
  3101. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3102. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3103. }
  3104. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3105. {
  3106. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3107. return gpuHandle;
  3108. }
  3109. void CommandQueueD3D12::init(ID3D12Device* _device)
  3110. {
  3111. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3112. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3113. queueDesc.Priority = 0;
  3114. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3115. queueDesc.NodeMask = 1;
  3116. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3117. , IID_ID3D12CommandQueue
  3118. , (void**)&m_commandQueue
  3119. ) );
  3120. m_completedFence = 0;
  3121. m_currentFence = 0;
  3122. DX_CHECK(_device->CreateFence(0
  3123. , D3D12_FENCE_FLAG_NONE
  3124. , IID_ID3D12Fence
  3125. , (void**)&m_fence
  3126. ) );
  3127. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3128. {
  3129. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3130. , IID_ID3D12CommandAllocator
  3131. , (void**)&m_commandList[ii].m_commandAllocator
  3132. ) );
  3133. DX_CHECK(_device->CreateCommandList(0
  3134. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3135. , m_commandList[ii].m_commandAllocator
  3136. , NULL
  3137. , IID_ID3D12GraphicsCommandList
  3138. , (void**)&m_commandList[ii].m_commandList
  3139. ) );
  3140. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3141. }
  3142. }
  3143. void CommandQueueD3D12::shutdown()
  3144. {
  3145. finish(UINT64_MAX, true);
  3146. DX_RELEASE(m_fence, 0);
  3147. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3148. {
  3149. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3150. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3151. }
  3152. DX_RELEASE(m_commandQueue, 0);
  3153. }
  3154. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3155. {
  3156. while (0 == m_control.reserve(1) )
  3157. {
  3158. consume();
  3159. }
  3160. CommandList& commandList = m_commandList[m_control.m_current];
  3161. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3162. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3163. return commandList.m_commandList;
  3164. }
  3165. uint64_t CommandQueueD3D12::kick()
  3166. {
  3167. CommandList& commandList = m_commandList[m_control.m_current];
  3168. DX_CHECK(commandList.m_commandList->Close() );
  3169. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3170. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3171. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3172. const uint64_t fence = m_currentFence++;
  3173. m_commandQueue->Signal(m_fence, fence);
  3174. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3175. m_control.commit(1);
  3176. return fence;
  3177. }
  3178. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3179. {
  3180. while (0 < m_control.available() )
  3181. {
  3182. consume();
  3183. if (!_finishAll
  3184. && _waitFence <= m_completedFence)
  3185. {
  3186. return;
  3187. }
  3188. }
  3189. BX_CHECK(0 == m_control.available(), "");
  3190. }
  3191. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3192. {
  3193. if (0 < m_control.available() )
  3194. {
  3195. if (consume(0)
  3196. && _waitFence <= m_completedFence)
  3197. {
  3198. return true;
  3199. }
  3200. }
  3201. return false;
  3202. }
  3203. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3204. {
  3205. m_release[m_control.m_current].push_back(_ptr);
  3206. }
  3207. bool CommandQueueD3D12::consume(uint32_t _ms)
  3208. {
  3209. CommandList& commandList = m_commandList[m_control.m_read];
  3210. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3211. {
  3212. CloseHandle(commandList.m_event);
  3213. commandList.m_event = NULL;
  3214. m_completedFence = m_fence->GetCompletedValue();
  3215. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3216. m_commandQueue->Wait(m_fence, m_completedFence);
  3217. ResourceArray& ra = m_release[m_control.m_read];
  3218. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3219. {
  3220. DX_RELEASE(*it, 0);
  3221. }
  3222. ra.clear();
  3223. m_control.consume(1);
  3224. return true;
  3225. }
  3226. return false;
  3227. }
  3228. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3229. {
  3230. m_maxDrawPerBatch = _maxDrawPerBatch;
  3231. setSeqMode(false);
  3232. setIndirectMode(true);
  3233. ID3D12Device* device = s_renderD3D12->m_device;
  3234. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3235. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3236. {
  3237. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3238. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3239. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3240. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3241. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3242. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3243. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3244. };
  3245. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3246. {
  3247. sizeof(DrawIndirectCommand),
  3248. BX_COUNTOF(drawArgDesc),
  3249. drawArgDesc,
  3250. 1,
  3251. };
  3252. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3253. , rootSignature
  3254. , IID_ID3D12CommandSignature
  3255. , (void**)&m_commandSignature[Draw]
  3256. ) );
  3257. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3258. {
  3259. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3260. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3261. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3262. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3263. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3264. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3265. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3266. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3267. };
  3268. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3269. {
  3270. sizeof(DrawIndexedIndirectCommand),
  3271. BX_COUNTOF(drawIndexedArgDesc),
  3272. drawIndexedArgDesc,
  3273. 1,
  3274. };
  3275. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3276. , rootSignature
  3277. , IID_ID3D12CommandSignature
  3278. , (void**)&m_commandSignature[DrawIndexed]
  3279. ) );
  3280. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3281. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3282. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3283. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3284. {
  3285. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3286. , NULL
  3287. , BGFX_BUFFER_DRAW_INDIRECT
  3288. , false
  3289. , cmdSize
  3290. );
  3291. }
  3292. }
  3293. void BatchD3D12::destroy()
  3294. {
  3295. BX_FREE(g_allocator, m_cmds[0]);
  3296. BX_FREE(g_allocator, m_cmds[1]);
  3297. DX_RELEASE(m_commandSignature[0], 0);
  3298. DX_RELEASE(m_commandSignature[1], 0);
  3299. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3300. {
  3301. m_indirect[ii].destroy();
  3302. }
  3303. }
  3304. template<typename Ty>
  3305. Ty& BatchD3D12::getCmd(Enum _type)
  3306. {
  3307. uint32_t index = m_num[_type];
  3308. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3309. m_num[_type]++;
  3310. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3311. return *cmd;
  3312. }
  3313. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3314. {
  3315. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3316. uint32_t numIndices = 0;
  3317. if (Draw == type)
  3318. {
  3319. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3320. cmd.cbv = _cbv;
  3321. uint32_t numVertices = _draw.m_numVertices;
  3322. uint8_t numStreams = 0;
  3323. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3324. ; 0 != streamMask
  3325. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3326. )
  3327. {
  3328. streamMask >>= ntz;
  3329. idx += ntz;
  3330. const Stream& stream = _draw.m_stream[idx];
  3331. uint16_t handle = stream.m_handle.idx;
  3332. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3333. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3334. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3335. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3336. uint32_t stride = vertexDecl.m_stride;
  3337. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3338. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3339. vbv.StrideInBytes = vertexDecl.m_stride;
  3340. vbv.SizeInBytes = vb.m_size;
  3341. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3342. ? vb.m_size/stride
  3343. : _draw.m_numVertices
  3344. , numVertices
  3345. );
  3346. }
  3347. if (isValid(_draw.m_instanceDataBuffer) )
  3348. {
  3349. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3350. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3351. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3352. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3353. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3354. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3355. }
  3356. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3357. {
  3358. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3359. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3360. }
  3361. cmd.draw.InstanceCount = _draw.m_numInstances;
  3362. cmd.draw.VertexCountPerInstance = numVertices;
  3363. cmd.draw.StartVertexLocation = 0;
  3364. cmd.draw.StartInstanceLocation = 0;
  3365. }
  3366. else
  3367. {
  3368. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3369. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3370. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3371. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3372. numIndices = UINT32_MAX == _draw.m_numIndices
  3373. ? ib.m_size / indexSize
  3374. : _draw.m_numIndices
  3375. ;
  3376. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3377. cmd.cbv = _cbv;
  3378. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3379. cmd.ibv.SizeInBytes = ib.m_size;
  3380. cmd.ibv.Format = hasIndex16
  3381. ? DXGI_FORMAT_R16_UINT
  3382. : DXGI_FORMAT_R32_UINT
  3383. ;
  3384. uint32_t numVertices = _draw.m_numVertices;
  3385. uint8_t numStreams = 0;
  3386. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3387. ; 0 != streamMask
  3388. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3389. )
  3390. {
  3391. streamMask >>= ntz;
  3392. idx += ntz;
  3393. const Stream& stream = _draw.m_stream[idx];
  3394. uint16_t handle = stream.m_handle.idx;
  3395. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3396. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3397. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3398. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3399. uint32_t stride = vertexDecl.m_stride;
  3400. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3401. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3402. vbv.StrideInBytes = stride;
  3403. vbv.SizeInBytes = vb.m_size;
  3404. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3405. ? vb.m_size/stride
  3406. : _draw.m_numVertices
  3407. , numVertices
  3408. );
  3409. }
  3410. if (isValid(_draw.m_instanceDataBuffer) )
  3411. {
  3412. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3413. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3414. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3415. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3416. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3417. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3418. }
  3419. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3420. {
  3421. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3422. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3423. }
  3424. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  3425. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  3426. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  3427. cmd.drawIndexed.BaseVertexLocation = 0;
  3428. cmd.drawIndexed.StartInstanceLocation = 0;
  3429. }
  3430. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3431. {
  3432. flush(_commandList, type);
  3433. }
  3434. return numIndices;
  3435. }
  3436. static const uint32_t s_indirectCommandSize[] =
  3437. {
  3438. sizeof(BatchD3D12::DrawIndirectCommand),
  3439. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3440. };
  3441. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3442. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3443. {
  3444. uint32_t num = m_num[_type];
  3445. if (0 != num)
  3446. {
  3447. m_num[_type] = 0;
  3448. if (m_minIndirect < num)
  3449. {
  3450. m_stats.m_numIndirect[_type]++;
  3451. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3452. m_currIndirect %= BX_COUNTOF(m_indirect);
  3453. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3454. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3455. , num
  3456. , indirect.m_ptr
  3457. , 0
  3458. , NULL
  3459. , 0
  3460. );
  3461. }
  3462. else
  3463. {
  3464. m_stats.m_numImmediate[_type]++;
  3465. if (Draw == _type)
  3466. {
  3467. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3468. for (uint32_t ii = 0; ii < num; ++ii)
  3469. {
  3470. const DrawIndirectCommand& cmd = cmds[ii];
  3471. if (m_current.cbv != cmd.cbv)
  3472. {
  3473. m_current.cbv = cmd.cbv;
  3474. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3475. }
  3476. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3477. {
  3478. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3479. _commandList->IASetVertexBuffers(0
  3480. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3481. , cmd.vbv
  3482. );
  3483. }
  3484. _commandList->DrawInstanced(
  3485. cmd.draw.VertexCountPerInstance
  3486. , cmd.draw.InstanceCount
  3487. , cmd.draw.StartVertexLocation
  3488. , cmd.draw.StartInstanceLocation
  3489. );
  3490. }
  3491. }
  3492. else
  3493. {
  3494. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3495. for (uint32_t ii = 0; ii < num; ++ii)
  3496. {
  3497. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3498. if (m_current.cbv != cmd.cbv)
  3499. {
  3500. m_current.cbv = cmd.cbv;
  3501. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3502. }
  3503. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3504. {
  3505. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3506. _commandList->IASetVertexBuffers(0
  3507. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3508. , cmd.vbv
  3509. );
  3510. }
  3511. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3512. {
  3513. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3514. _commandList->IASetIndexBuffer(&cmd.ibv);
  3515. }
  3516. _commandList->DrawIndexedInstanced(
  3517. cmd.drawIndexed.IndexCountPerInstance
  3518. , cmd.drawIndexed.InstanceCount
  3519. , cmd.drawIndexed.StartIndexLocation
  3520. , cmd.drawIndexed.BaseVertexLocation
  3521. , cmd.drawIndexed.StartInstanceLocation
  3522. );
  3523. }
  3524. }
  3525. }
  3526. }
  3527. }
  3528. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3529. {
  3530. flush(_commandList, Draw);
  3531. flush(_commandList, DrawIndexed);
  3532. if (_clean)
  3533. {
  3534. bx::memSet(&m_current, 0, sizeof(m_current) );
  3535. }
  3536. }
  3537. void BatchD3D12::begin()
  3538. {
  3539. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3540. bx::memSet(&m_current, 0, sizeof(m_current) );
  3541. }
  3542. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3543. {
  3544. flush(_commandList);
  3545. }
  3546. struct UavFormat
  3547. {
  3548. DXGI_FORMAT format[3];
  3549. uint32_t stride;
  3550. };
  3551. static const UavFormat s_uavFormat[] =
  3552. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3553. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3554. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3555. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3556. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3557. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3558. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3559. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3560. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3561. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3562. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3563. };
  3564. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3565. {
  3566. m_size = _size;
  3567. m_flags = _flags;
  3568. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3569. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3570. m_dynamic = NULL == _data || needUav;
  3571. DXGI_FORMAT format;
  3572. uint32_t stride;
  3573. uint32_t flags = needUav
  3574. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3575. : D3D12_RESOURCE_FLAG_NONE
  3576. ;
  3577. if (drawIndirect)
  3578. {
  3579. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3580. stride = 16;
  3581. }
  3582. else
  3583. {
  3584. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3585. if (0 == uavFormat)
  3586. {
  3587. if (_vertex)
  3588. {
  3589. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3590. stride = 16;
  3591. }
  3592. else
  3593. {
  3594. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3595. {
  3596. format = DXGI_FORMAT_R16_UINT;
  3597. stride = 2;
  3598. }
  3599. else
  3600. {
  3601. format = DXGI_FORMAT_R32_UINT;
  3602. stride = 4;
  3603. }
  3604. }
  3605. }
  3606. else
  3607. {
  3608. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3609. format = s_uavFormat[uavFormat].format[uavType];
  3610. stride = s_uavFormat[uavFormat].stride;
  3611. }
  3612. }
  3613. stride = 0 == _stride ? stride : _stride;
  3614. m_srvd.Format = format;
  3615. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3616. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3617. m_srvd.Buffer.FirstElement = 0;
  3618. m_srvd.Buffer.NumElements = m_size / stride;
  3619. m_srvd.Buffer.StructureByteStride = 0;
  3620. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3621. m_uavd.Format = format;
  3622. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3623. m_uavd.Buffer.FirstElement = 0;
  3624. m_uavd.Buffer.NumElements = m_size / stride;
  3625. m_uavd.Buffer.StructureByteStride = 0;
  3626. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3627. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3628. ID3D12Device* device = s_renderD3D12->m_device;
  3629. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3630. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3631. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3632. setState(commandList, drawIndirect
  3633. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3634. : D3D12_RESOURCE_STATE_GENERIC_READ
  3635. );
  3636. if (!m_dynamic)
  3637. {
  3638. update(commandList, 0, _size, _data);
  3639. }
  3640. }
  3641. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3642. {
  3643. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3644. uint8_t* data;
  3645. D3D12_RANGE readRange = { 0, 0 };
  3646. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3647. bx::memCopy(data, _data, _size);
  3648. D3D12_RANGE writeRange = { 0, _size };
  3649. staging->Unmap(0, &writeRange);
  3650. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3651. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3652. setState(_commandList, state);
  3653. s_renderD3D12->m_cmd.release(staging);
  3654. }
  3655. void BufferD3D12::destroy()
  3656. {
  3657. if (NULL != m_ptr)
  3658. {
  3659. s_renderD3D12->m_cmd.release(m_ptr);
  3660. m_dynamic = false;
  3661. m_state = D3D12_RESOURCE_STATE_COMMON;
  3662. }
  3663. }
  3664. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3665. {
  3666. if (m_state != _state)
  3667. {
  3668. setResourceBarrier(_commandList
  3669. , m_ptr
  3670. , m_state
  3671. , _state
  3672. );
  3673. bx::xchg(m_state, _state);
  3674. }
  3675. return _state;
  3676. }
  3677. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3678. {
  3679. BufferD3D12::create(_size, _data, _flags, true);
  3680. m_decl = _declHandle;
  3681. }
  3682. void ShaderD3D12::create(const Memory* _mem)
  3683. {
  3684. bx::MemoryReader reader(_mem->data, _mem->size);
  3685. uint32_t magic;
  3686. bx::read(&reader, magic);
  3687. switch (magic)
  3688. {
  3689. case BGFX_CHUNK_MAGIC_CSH:
  3690. case BGFX_CHUNK_MAGIC_FSH:
  3691. case BGFX_CHUNK_MAGIC_VSH:
  3692. break;
  3693. default:
  3694. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3695. break;
  3696. }
  3697. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3698. uint32_t iohash;
  3699. bx::read(&reader, iohash);
  3700. uint16_t count;
  3701. bx::read(&reader, count);
  3702. m_numPredefined = 0;
  3703. m_numUniforms = count;
  3704. BX_TRACE("%s Shader consts %d"
  3705. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3706. , count
  3707. );
  3708. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3709. if (0 < count)
  3710. {
  3711. for (uint32_t ii = 0; ii < count; ++ii)
  3712. {
  3713. uint8_t nameSize = 0;
  3714. bx::read(&reader, nameSize);
  3715. char name[256] = {};
  3716. bx::read(&reader, &name, nameSize);
  3717. name[nameSize] = '\0';
  3718. uint8_t type = 0;
  3719. bx::read(&reader, type);
  3720. uint8_t num = 0;
  3721. bx::read(&reader, num);
  3722. uint16_t regIndex = 0;
  3723. bx::read(&reader, regIndex);
  3724. uint16_t regCount = 0;
  3725. bx::read(&reader, regCount);
  3726. const char* kind = "invalid";
  3727. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3728. if (PredefinedUniform::Count != predefined)
  3729. {
  3730. kind = "predefined";
  3731. m_predefined[m_numPredefined].m_loc = regIndex;
  3732. m_predefined[m_numPredefined].m_count = regCount;
  3733. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3734. m_numPredefined++;
  3735. }
  3736. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3737. {
  3738. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3739. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3740. if (NULL != info)
  3741. {
  3742. if (NULL == m_constantBuffer)
  3743. {
  3744. m_constantBuffer = UniformBuffer::create(1024);
  3745. }
  3746. kind = "user";
  3747. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3748. }
  3749. }
  3750. else
  3751. {
  3752. kind = "sampler";
  3753. }
  3754. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3755. , kind
  3756. , name
  3757. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3758. , num
  3759. , regIndex
  3760. , regCount
  3761. );
  3762. BX_UNUSED(kind);
  3763. }
  3764. if (NULL != m_constantBuffer)
  3765. {
  3766. m_constantBuffer->finish();
  3767. }
  3768. }
  3769. uint32_t shaderSize;
  3770. bx::read(&reader, shaderSize);
  3771. const void* code = reader.getDataPtr();
  3772. bx::skip(&reader, shaderSize+1);
  3773. m_code = copy(code, shaderSize);
  3774. uint8_t numAttrs = 0;
  3775. bx::read(&reader, numAttrs);
  3776. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3777. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3778. {
  3779. uint16_t id;
  3780. bx::read(&reader, id);
  3781. Attrib::Enum attr = idToAttrib(id);
  3782. if (Attrib::Count != attr)
  3783. {
  3784. m_attrMask[attr] = UINT16_MAX;
  3785. }
  3786. }
  3787. bx::HashMurmur2A murmur;
  3788. murmur.begin();
  3789. murmur.add(iohash);
  3790. murmur.add(code, shaderSize);
  3791. murmur.add(numAttrs);
  3792. murmur.add(m_attrMask, numAttrs);
  3793. m_hash = murmur.end();
  3794. bx::read(&reader, m_size);
  3795. }
  3796. void* TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3797. {
  3798. bimg::ImageContainer imageContainer;
  3799. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3800. {
  3801. uint8_t numMips = imageContainer.m_numMips;
  3802. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3803. numMips -= startLod;
  3804. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3805. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3806. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3807. const uint16_t numLayers = imageContainer.m_numLayers;
  3808. m_flags = _flags;
  3809. m_width = textureWidth;
  3810. m_height = textureHeight;
  3811. m_depth = imageContainer.m_depth;
  3812. m_requestedFormat = uint8_t(imageContainer.m_format);
  3813. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3814. const bool convert = m_textureFormat != m_requestedFormat;
  3815. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3816. if (imageContainer.m_cubeMap)
  3817. {
  3818. m_type = TextureCube;
  3819. }
  3820. else if (imageContainer.m_depth > 1)
  3821. {
  3822. m_type = Texture3D;
  3823. }
  3824. else
  3825. {
  3826. m_type = Texture2D;
  3827. }
  3828. m_numMips = numMips;
  3829. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3830. const uint32_t numSrd = numSides * numMips;
  3831. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3832. uint32_t kk = 0;
  3833. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3834. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3835. uint32_t blockWidth = 1;
  3836. uint32_t blockHeight = 1;
  3837. if (convert && compressed)
  3838. {
  3839. blockWidth = blockInfo.blockWidth;
  3840. blockHeight = blockInfo.blockHeight;
  3841. }
  3842. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3843. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3844. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3845. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3846. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3847. , this - s_renderD3D12->m_textures
  3848. , getName( (TextureFormat::Enum)m_textureFormat)
  3849. , getName( (TextureFormat::Enum)m_requestedFormat)
  3850. , textureWidth
  3851. , textureHeight
  3852. , imageContainer.m_cubeMap ? "x6" : ""
  3853. , renderTarget ? 'x' : ' '
  3854. , writeOnly ? 'x' : ' '
  3855. , computeWrite ? 'x' : ' '
  3856. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3857. );
  3858. uint32_t totalSize = 0;
  3859. for (uint8_t side = 0; side < numSides; ++side)
  3860. {
  3861. uint32_t width = textureWidth;
  3862. uint32_t height = textureHeight;
  3863. uint32_t depth = imageContainer.m_depth;
  3864. for (uint8_t lod = 0; lod < numMips; ++lod)
  3865. {
  3866. width = bx::uint32_max(blockWidth, width);
  3867. height = bx::uint32_max(blockHeight, height);
  3868. depth = bx::uint32_max(1, depth);
  3869. bimg::ImageMip mip;
  3870. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3871. {
  3872. if (convert)
  3873. {
  3874. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3875. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3876. const uint32_t size = slice*depth;
  3877. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3878. bimg::imageDecodeToBgra8(temp
  3879. , mip.m_data
  3880. , mip.m_width
  3881. , mip.m_height
  3882. , pitch
  3883. , mip.m_format
  3884. );
  3885. srd[kk].pData = temp;
  3886. srd[kk].RowPitch = pitch;
  3887. srd[kk].SlicePitch = slice;
  3888. totalSize += size;
  3889. }
  3890. else if (compressed)
  3891. {
  3892. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3893. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3894. const uint32_t size = slice*depth;
  3895. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3896. bimg::imageCopy(temp
  3897. , mip.m_height/blockInfo.blockHeight
  3898. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3899. , depth
  3900. , mip.m_data
  3901. , pitch
  3902. );
  3903. srd[kk].pData = temp;
  3904. srd[kk].RowPitch = pitch;
  3905. srd[kk].SlicePitch = slice;
  3906. totalSize += size;
  3907. }
  3908. else
  3909. {
  3910. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3911. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3912. const uint32_t size = slice*depth;
  3913. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*depth);
  3914. bimg::imageCopy(temp
  3915. , mip.m_height
  3916. , mip.m_width*mip.m_bpp/8
  3917. , depth
  3918. , mip.m_data
  3919. , pitch
  3920. );
  3921. srd[kk].pData = temp;
  3922. srd[kk].RowPitch = pitch;
  3923. srd[kk].SlicePitch = slice;
  3924. totalSize += size;
  3925. }
  3926. ++kk;
  3927. }
  3928. else
  3929. {
  3930. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3931. const uint32_t slice = bx::strideAlign(height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3932. totalSize += slice;
  3933. }
  3934. width >>= 1;
  3935. height >>= 1;
  3936. depth >>= 1;
  3937. }
  3938. }
  3939. BX_TRACE("texture total size: %d", totalSize);
  3940. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3941. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3942. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3943. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3944. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3945. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3946. if (swizzle)
  3947. {
  3948. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3949. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3950. }
  3951. m_uavd.Format = m_srvd.Format;
  3952. ID3D12Device* device = s_renderD3D12->m_device;
  3953. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3954. D3D12_RESOURCE_DESC resourceDesc;
  3955. resourceDesc.Alignment = 0;
  3956. resourceDesc.Width = textureWidth;
  3957. resourceDesc.Height = textureHeight;
  3958. resourceDesc.MipLevels = numMips;
  3959. resourceDesc.Format = format;
  3960. resourceDesc.SampleDesc = msaa;
  3961. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3962. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3963. resourceDesc.DepthOrArraySize = numSides;
  3964. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3965. D3D12_CLEAR_VALUE* clearValue = NULL;
  3966. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3967. {
  3968. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3969. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3970. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3971. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3972. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3973. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3974. clearValue->DepthStencil.Depth = 1.0f;
  3975. clearValue->DepthStencil.Stencil = 0;
  3976. }
  3977. else if (renderTarget)
  3978. {
  3979. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3980. clearValue->Format = resourceDesc.Format;
  3981. clearValue->Color[0] = 0.0f;
  3982. clearValue->Color[1] = 0.0f;
  3983. clearValue->Color[2] = 0.0f;
  3984. clearValue->Color[3] = 0.0f;
  3985. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3986. }
  3987. if (writeOnly)
  3988. {
  3989. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3990. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3991. }
  3992. if (computeWrite)
  3993. {
  3994. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3995. }
  3996. if (blit)
  3997. {
  3998. state = D3D12_RESOURCE_STATE_COPY_DEST;
  3999. }
  4000. switch (m_type)
  4001. {
  4002. case Texture2D:
  4003. case TextureCube:
  4004. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4005. if (imageContainer.m_cubeMap)
  4006. {
  4007. if (1 < numLayers)
  4008. {
  4009. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  4010. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  4011. m_srvd.TextureCubeArray.MipLevels = numMips;
  4012. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4013. m_srvd.TextureCubeArray.NumCubes = numLayers;
  4014. }
  4015. else
  4016. {
  4017. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4018. m_srvd.TextureCube.MostDetailedMip = 0;
  4019. m_srvd.TextureCube.MipLevels = numMips;
  4020. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4021. }
  4022. }
  4023. else
  4024. {
  4025. if (1 < numLayers)
  4026. {
  4027. m_srvd.ViewDimension = 1 < msaa.Count
  4028. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  4029. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  4030. ;
  4031. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4032. m_srvd.Texture2DArray.MipLevels = numMips;
  4033. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4034. m_srvd.Texture2DArray.ArraySize = numLayers;
  4035. }
  4036. else
  4037. {
  4038. m_srvd.ViewDimension = 1 < msaa.Count
  4039. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  4040. : D3D12_SRV_DIMENSION_TEXTURE2D
  4041. ;
  4042. m_srvd.Texture2D.MostDetailedMip = 0;
  4043. m_srvd.Texture2D.MipLevels = numMips;
  4044. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4045. }
  4046. }
  4047. if (1 < numLayers)
  4048. {
  4049. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4050. m_uavd.Texture2DArray.MipSlice = 0;
  4051. m_uavd.Texture2DArray.PlaneSlice = 0;
  4052. }
  4053. else
  4054. {
  4055. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4056. m_uavd.Texture2D.MipSlice = 0;
  4057. m_uavd.Texture2D.PlaneSlice = 0;
  4058. }
  4059. if (TextureCube == m_type)
  4060. {
  4061. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4062. m_uavd.Texture2DArray.MipSlice = 0;
  4063. m_uavd.Texture2DArray.ArraySize = 6;
  4064. }
  4065. break;
  4066. case Texture3D:
  4067. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4068. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4069. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4070. m_srvd.Texture3D.MostDetailedMip = 0;
  4071. m_srvd.Texture3D.MipLevels = numMips;
  4072. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4073. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4074. m_uavd.Texture3D.MipSlice = 0;
  4075. m_uavd.Texture3D.FirstWSlice = 0;
  4076. m_uavd.Texture3D.WSize = 0;
  4077. break;
  4078. }
  4079. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue);
  4080. if (kk != 0)
  4081. {
  4082. // void* directAccessPtr;
  4083. // DX_CHECK(m_ptr->Map(0, NULL, &directAccessPtr) );
  4084. }
  4085. {
  4086. uint64_t uploadBufferSize;
  4087. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  4088. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  4089. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  4090. device->GetCopyableFootprints(&resourceDesc
  4091. , 0
  4092. , numSrd
  4093. , 0
  4094. , layouts
  4095. , numRows
  4096. , rowSizeInBytes
  4097. , &uploadBufferSize
  4098. );
  4099. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  4100. , uploadBufferSize
  4101. , totalSize
  4102. , numRows[0]
  4103. , rowSizeInBytes[0]
  4104. );
  4105. }
  4106. if (kk != 0)
  4107. {
  4108. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  4109. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4110. uint64_t result = UpdateSubresources(commandList
  4111. , m_ptr
  4112. , staging
  4113. , 0
  4114. , 0
  4115. , numSrd
  4116. , srd
  4117. );
  4118. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  4119. BX_TRACE("Update subresource %" PRId64, result);
  4120. setState(commandList, state);
  4121. s_renderD3D12->m_cmd.release(staging);
  4122. }
  4123. else
  4124. {
  4125. setState(commandList, state);
  4126. }
  4127. if (0 != kk)
  4128. {
  4129. kk = 0;
  4130. for (uint8_t side = 0; side < numSides; ++side)
  4131. {
  4132. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4133. {
  4134. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4135. ++kk;
  4136. }
  4137. }
  4138. }
  4139. }
  4140. return m_directAccessPtr;
  4141. }
  4142. void TextureD3D12::destroy()
  4143. {
  4144. if (NULL != m_ptr)
  4145. {
  4146. if (NULL != m_directAccessPtr)
  4147. {
  4148. D3D12_RANGE writeRange = { 0, 0 };
  4149. m_ptr->Unmap(0, &writeRange);
  4150. m_directAccessPtr = NULL;
  4151. }
  4152. s_renderD3D12->m_cmd.release(m_ptr);
  4153. m_ptr = NULL;
  4154. m_state = D3D12_RESOURCE_STATE_COMMON;
  4155. }
  4156. }
  4157. 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)
  4158. {
  4159. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4160. const uint32_t subres = _mip + (_side * m_numMips);
  4161. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4162. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4163. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4164. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4165. desc.Height = _rect.m_height;
  4166. uint32_t numRows;
  4167. uint64_t totalBytes;
  4168. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4169. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4170. , subres
  4171. , 1
  4172. , 0
  4173. , &layout
  4174. , &numRows
  4175. , NULL
  4176. , &totalBytes
  4177. );
  4178. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4179. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4180. uint8_t* data;
  4181. D3D12_RANGE readRange = { 0, 0 };
  4182. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4183. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4184. {
  4185. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4186. }
  4187. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4188. staging->Unmap(0, &writeRange);
  4189. D3D12_BOX box;
  4190. box.left = 0;
  4191. box.top = 0;
  4192. box.right = box.left + _rect.m_width;
  4193. box.bottom = box.top + _rect.m_height;
  4194. box.front = _z;
  4195. box.back = _z+_depth;
  4196. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4197. dst.SubresourceIndex = subres;
  4198. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4199. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4200. setState(_commandList, state);
  4201. s_renderD3D12->m_cmd.release(staging);
  4202. }
  4203. void TextureD3D12::resolve()
  4204. {
  4205. }
  4206. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4207. {
  4208. if (m_state != _state)
  4209. {
  4210. setResourceBarrier(_commandList
  4211. , m_ptr
  4212. , m_state
  4213. , _state
  4214. );
  4215. bx::xchg(m_state, _state);
  4216. }
  4217. return _state;
  4218. }
  4219. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4220. {
  4221. m_denseIdx = UINT16_MAX;
  4222. m_numTh = _num;
  4223. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4224. postReset();
  4225. }
  4226. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4227. {
  4228. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4229. #if BX_PLATFORM_WINDOWS
  4230. DXGI_SWAP_CHAIN_DESC scd;
  4231. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4232. scd.BufferDesc.Width = _width;
  4233. scd.BufferDesc.Height = _height;
  4234. scd.OutputWindow = (HWND)_nwh;
  4235. HRESULT hr;
  4236. hr = s_renderD3D12->m_factory->CreateSwapChain(s_renderD3D12->m_cmd.m_commandQueue
  4237. , &scd
  4238. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  4239. );
  4240. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4241. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4242. ID3D12Device* device = s_renderD3D12->m_device;
  4243. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4244. for (uint32_t ii = 0, num = scd.BufferCount; ii < num; ++ii)
  4245. {
  4246. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4247. ID3D12Resource* colorBuffer;
  4248. DX_CHECK(m_swapChain->GetBuffer(ii
  4249. , IID_ID3D12Resource
  4250. , (void**)&colorBuffer
  4251. ) );
  4252. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4253. DX_RELEASE(colorBuffer, 0);
  4254. }
  4255. #endif // BX_PLATFORM_WINDOWS
  4256. m_denseIdx = _denseIdx;
  4257. m_num = 1;
  4258. }
  4259. uint16_t FrameBufferD3D12::destroy()
  4260. {
  4261. DX_RELEASE(m_swapChain, 0);
  4262. m_numTh = 0;
  4263. m_needPresent = false;
  4264. m_depth.idx = bgfx::kInvalidHandle;
  4265. uint16_t denseIdx = m_denseIdx;
  4266. m_denseIdx = UINT16_MAX;
  4267. return denseIdx;
  4268. }
  4269. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4270. {
  4271. if (m_needPresent)
  4272. {
  4273. #if 1
  4274. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4275. hr = !isLost(hr) ? S_OK : hr;
  4276. m_needPresent = false;
  4277. return hr;
  4278. #else
  4279. m_needPresent = false;
  4280. return S_OK;
  4281. #endif // 0
  4282. }
  4283. return S_OK;
  4284. }
  4285. void FrameBufferD3D12::preReset()
  4286. {
  4287. }
  4288. void FrameBufferD3D12::postReset()
  4289. {
  4290. if (m_numTh != 0)
  4291. {
  4292. ID3D12Device* device = s_renderD3D12->m_device;
  4293. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4294. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4295. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4296. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4297. m_width = 0;
  4298. m_height = 0;
  4299. m_depth.idx = bgfx::kInvalidHandle;
  4300. m_num = 0;
  4301. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4302. {
  4303. TextureHandle handle = m_attachment[ii].handle;
  4304. if (isValid(handle) )
  4305. {
  4306. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  4307. if (0 == m_width)
  4308. {
  4309. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4310. m_width = uint32_t(desc.Width);
  4311. m_height = uint32_t(desc.Height);
  4312. }
  4313. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4314. {
  4315. BX_CHECK(!isValid(m_depth), "");
  4316. m_depth = handle;
  4317. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4318. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4319. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4320. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4321. BX_UNUSED(blockInfo);
  4322. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4323. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4324. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4325. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4326. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4327. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4328. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4329. ;
  4330. device->CreateDepthStencilView(texture.m_ptr
  4331. , &dsvDesc
  4332. , dsvDescriptor
  4333. );
  4334. }
  4335. else
  4336. {
  4337. m_texture[m_num] = handle;
  4338. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4339. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4340. desc.Format = texture.m_srvd.Format;
  4341. switch (texture.m_type)
  4342. {
  4343. default:
  4344. case TextureD3D12::Texture2D:
  4345. // if (1 < msaa.Count)
  4346. // {
  4347. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4348. // }
  4349. // else
  4350. {
  4351. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4352. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4353. desc.Texture2D.PlaneSlice = 0;
  4354. }
  4355. break;
  4356. case TextureD3D12::TextureCube:
  4357. // if (1 < msaa.Count)
  4358. // {
  4359. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4360. // desc.Texture2DMSArray.ArraySize = 1;
  4361. // desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4362. // }
  4363. // else
  4364. {
  4365. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4366. desc.Texture2DArray.ArraySize = 1;
  4367. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4368. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4369. desc.Texture2DArray.PlaneSlice = 0;
  4370. }
  4371. break;
  4372. case TextureD3D12::Texture3D:
  4373. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4374. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4375. desc.Texture3D.WSize = 1;
  4376. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4377. break;
  4378. }
  4379. device->CreateRenderTargetView(texture.m_ptr
  4380. , &desc
  4381. , rtv
  4382. );
  4383. m_num++;
  4384. }
  4385. }
  4386. }
  4387. }
  4388. }
  4389. void FrameBufferD3D12::resolve()
  4390. {
  4391. }
  4392. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4393. {
  4394. ID3D12Device* device = s_renderD3D12->m_device;
  4395. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4396. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4397. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4398. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4399. && 0 != m_num)
  4400. {
  4401. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4402. {
  4403. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4404. {
  4405. uint8_t index = _clear.m_index[ii];
  4406. if (UINT8_MAX != index)
  4407. {
  4408. _commandList->ClearRenderTargetView(rtv
  4409. , _palette[index]
  4410. , _num
  4411. , _rect
  4412. );
  4413. rtv.ptr += rtvDescriptorSize;
  4414. }
  4415. }
  4416. }
  4417. else
  4418. {
  4419. float frgba[4] =
  4420. {
  4421. _clear.m_index[0]*1.0f/255.0f,
  4422. _clear.m_index[1]*1.0f/255.0f,
  4423. _clear.m_index[2]*1.0f/255.0f,
  4424. _clear.m_index[3]*1.0f/255.0f,
  4425. };
  4426. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4427. {
  4428. _commandList->ClearRenderTargetView(rtv
  4429. , frgba
  4430. , _num
  4431. , _rect
  4432. );
  4433. rtv.ptr += rtvDescriptorSize;
  4434. }
  4435. }
  4436. }
  4437. if (isValid(m_depth)
  4438. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4439. {
  4440. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4441. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4442. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4443. DWORD flags = 0;
  4444. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4445. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4446. _commandList->ClearDepthStencilView(dsvDescriptor
  4447. , D3D12_CLEAR_FLAGS(flags)
  4448. , _clear.m_depth
  4449. , _clear.m_stencil
  4450. , _num
  4451. , _rect
  4452. );
  4453. }
  4454. }
  4455. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4456. {
  4457. if (m_state != _state)
  4458. {
  4459. ID3D12Resource* colorBuffer;
  4460. DX_CHECK(m_swapChain->GetBuffer(_idx
  4461. , IID_ID3D12Resource
  4462. , (void**)&colorBuffer
  4463. ) );
  4464. setResourceBarrier(_commandList
  4465. , colorBuffer
  4466. , m_state
  4467. , _state
  4468. );
  4469. DX_RELEASE(colorBuffer, 0);
  4470. bx::xchg(m_state, _state);
  4471. }
  4472. return _state;
  4473. }
  4474. void TimerQueryD3D12::init()
  4475. {
  4476. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4477. queryHeapDesc.Count = m_control.m_size * 2;
  4478. queryHeapDesc.NodeMask = 1;
  4479. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4480. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4481. , IID_ID3D12QueryHeap
  4482. , (void**)&m_queryHeap
  4483. ) );
  4484. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4485. m_readback = createCommittedResource(s_renderD3D12->m_device
  4486. , HeapProperty::ReadBack
  4487. , size
  4488. );
  4489. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4490. D3D12_RANGE range = { 0, size };
  4491. m_readback->Map(0, &range, (void**)&m_queryResult);
  4492. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4493. {
  4494. Result& result = m_result[ii];
  4495. result.reset();
  4496. }
  4497. m_control.reset();
  4498. }
  4499. void TimerQueryD3D12::shutdown()
  4500. {
  4501. D3D12_RANGE range = { 0, 0 };
  4502. m_readback->Unmap(0, &range);
  4503. DX_RELEASE(m_queryHeap, 0);
  4504. DX_RELEASE(m_readback, 0);
  4505. }
  4506. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4507. {
  4508. while (0 == m_control.reserve(1) )
  4509. {
  4510. m_control.consume(1);
  4511. }
  4512. Result& result = m_result[_resultIdx];
  4513. ++result.m_pending;
  4514. const uint32_t idx = m_control.m_current;
  4515. Query& query = m_query[idx];
  4516. query.m_resultIdx = _resultIdx;
  4517. query.m_ready = false;
  4518. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4519. uint32_t offset = idx * 2 + 0;
  4520. commandList->EndQuery(m_queryHeap
  4521. , D3D12_QUERY_TYPE_TIMESTAMP
  4522. , offset
  4523. );
  4524. m_control.commit(1);
  4525. return idx;
  4526. }
  4527. void TimerQueryD3D12::end(uint32_t _idx)
  4528. {
  4529. Query& query = m_query[_idx];
  4530. query.m_ready = true;
  4531. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4532. uint32_t offset = _idx * 2;
  4533. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4534. commandList->EndQuery(m_queryHeap
  4535. , D3D12_QUERY_TYPE_TIMESTAMP
  4536. , offset + 1
  4537. );
  4538. commandList->ResolveQueryData(m_queryHeap
  4539. , D3D12_QUERY_TYPE_TIMESTAMP
  4540. , offset
  4541. , 2
  4542. , m_readback
  4543. , offset * sizeof(uint64_t)
  4544. );
  4545. while (update() )
  4546. {
  4547. }
  4548. }
  4549. bool TimerQueryD3D12::update()
  4550. {
  4551. if (0 != m_control.available() )
  4552. {
  4553. uint32_t idx = m_control.m_read;
  4554. Query& query = m_query[idx];
  4555. if (!query.m_ready)
  4556. {
  4557. return false;
  4558. }
  4559. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4560. {
  4561. return false;
  4562. }
  4563. m_control.consume(1);
  4564. Result& result = m_result[query.m_resultIdx];
  4565. --result.m_pending;
  4566. uint32_t offset = idx * 2;
  4567. result.m_begin = m_queryResult[offset+0];
  4568. result.m_end = m_queryResult[offset+1];
  4569. return true;
  4570. }
  4571. return false;
  4572. }
  4573. void OcclusionQueryD3D12::init()
  4574. {
  4575. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4576. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4577. queryHeapDesc.NodeMask = 1;
  4578. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4579. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4580. , IID_ID3D12QueryHeap
  4581. , (void**)&m_queryHeap
  4582. ) );
  4583. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4584. m_readback = createCommittedResource(s_renderD3D12->m_device
  4585. , HeapProperty::ReadBack
  4586. , size
  4587. );
  4588. D3D12_RANGE range = { 0, size };
  4589. m_readback->Map(0, &range, (void**)&m_result);
  4590. }
  4591. void OcclusionQueryD3D12::shutdown()
  4592. {
  4593. D3D12_RANGE range = { 0, 0 };
  4594. m_readback->Unmap(0, &range);
  4595. DX_RELEASE(m_queryHeap, 0);
  4596. DX_RELEASE(m_readback, 0);
  4597. }
  4598. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4599. {
  4600. while (0 == m_control.reserve(1) )
  4601. {
  4602. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4603. if (isValid(handle) )
  4604. {
  4605. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4606. }
  4607. m_control.consume(1);
  4608. }
  4609. m_handle[m_control.m_current] = _handle;
  4610. _commandList->BeginQuery(m_queryHeap
  4611. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4612. , _handle.idx
  4613. );
  4614. }
  4615. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4616. {
  4617. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4618. _commandList->EndQuery(m_queryHeap
  4619. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4620. , handle.idx
  4621. );
  4622. _commandList->ResolveQueryData(m_queryHeap
  4623. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4624. , handle.idx
  4625. , 1
  4626. , m_readback
  4627. , handle.idx * sizeof(uint64_t)
  4628. );
  4629. m_control.commit(1);
  4630. }
  4631. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4632. {
  4633. const uint32_t size = m_control.m_size;
  4634. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4635. {
  4636. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4637. if (handle.idx == _handle.idx)
  4638. {
  4639. handle.idx = bgfx::kInvalidHandle;
  4640. }
  4641. }
  4642. }
  4643. struct Bind
  4644. {
  4645. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4646. uint16_t m_samplerStateIdx;
  4647. };
  4648. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4649. {
  4650. TextureHandle currentSrc = { kInvalidHandle };
  4651. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4652. while (_bs.hasItem(_view) )
  4653. {
  4654. const BlitItem& blit = _bs.advance();
  4655. TextureD3D12& src = m_textures[blit.m_src.idx];
  4656. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4657. if (currentSrc.idx != blit.m_src.idx)
  4658. {
  4659. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4660. {
  4661. m_textures[currentSrc.idx].setState(m_commandList, state);
  4662. }
  4663. currentSrc = blit.m_src;
  4664. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4665. }
  4666. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4667. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4668. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4669. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4670. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4671. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4672. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4673. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4674. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4675. if (TextureD3D12::Texture3D == src.m_type)
  4676. {
  4677. D3D12_BOX box;
  4678. box.left = blit.m_srcX;
  4679. box.top = blit.m_srcY;
  4680. box.front = blit.m_srcZ;
  4681. box.right = blit.m_srcX + width;
  4682. box.bottom = blit.m_srcY + height;;
  4683. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4684. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4685. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4686. m_commandList->CopyTextureRegion(&dstLocation
  4687. , blit.m_dstX
  4688. , blit.m_dstY
  4689. , blit.m_dstZ
  4690. , &srcLocation
  4691. , &box
  4692. );
  4693. }
  4694. else
  4695. {
  4696. D3D12_BOX box;
  4697. box.left = blit.m_srcX;
  4698. box.top = blit.m_srcY;
  4699. box.front = 0;
  4700. box.right = blit.m_srcX + width;
  4701. box.bottom = blit.m_srcY + height;;
  4702. box.back = 1;
  4703. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4704. ? blit.m_srcZ
  4705. : 0
  4706. ;
  4707. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4708. ? blit.m_dstZ
  4709. : 0
  4710. ;
  4711. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4712. dstLocation.pResource = dst.m_ptr;
  4713. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4714. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4715. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4716. srcLocation.pResource = src.m_ptr;
  4717. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4718. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4719. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4720. m_commandList->CopyTextureRegion(&dstLocation
  4721. , blit.m_dstX
  4722. , blit.m_dstY
  4723. , 0
  4724. , &srcLocation
  4725. , depthStencil ? NULL : &box
  4726. );
  4727. }
  4728. }
  4729. if (isValid(currentSrc)
  4730. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4731. {
  4732. m_textures[currentSrc.idx].setState(m_commandList, state);
  4733. }
  4734. }
  4735. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4736. {
  4737. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4738. if (m_lost
  4739. || updateResolution(_render->m_resolution) )
  4740. {
  4741. return;
  4742. }
  4743. if (_render->m_capture)
  4744. {
  4745. renderDocTriggerCapture();
  4746. }
  4747. int64_t timeBegin = bx::getHPCounter();
  4748. int64_t captureElapsed = 0;
  4749. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4750. if (0 < _render->m_iboffset)
  4751. {
  4752. TransientIndexBuffer* ib = _render->m_transientIb;
  4753. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4754. }
  4755. if (0 < _render->m_vboffset)
  4756. {
  4757. TransientVertexBuffer* vb = _render->m_transientVb;
  4758. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4759. }
  4760. _render->sort();
  4761. RenderDraw currentState;
  4762. currentState.clear();
  4763. currentState.m_stateFlags = BGFX_STATE_NONE;
  4764. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4765. RenderBind currentBind;
  4766. currentBind.clear();
  4767. _render->m_hmdInitialized = false;
  4768. const bool hmdEnabled = false;
  4769. static ViewState viewState;
  4770. viewState.reset(_render, hmdEnabled);
  4771. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4772. // setDebugWireframe(wireframe);
  4773. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4774. uint16_t currentProgramIdx = kInvalidHandle;
  4775. uint32_t currentBindHash = 0;
  4776. bool hasPredefined = false;
  4777. bool commandListChanged = false;
  4778. ID3D12PipelineState* currentPso = NULL;
  4779. SortKey key;
  4780. uint16_t view = UINT16_MAX;
  4781. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4782. BlitState bs(_render);
  4783. uint32_t blendFactor = 0;
  4784. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4785. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4786. PrimInfo prim = s_primInfo[primIndex];
  4787. bool wasCompute = false;
  4788. bool viewHasScissor = false;
  4789. bool restoreScissor = false;
  4790. Rect viewScissorRect;
  4791. viewScissorRect.clear();
  4792. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4793. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4794. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4795. uint32_t statsNumIndices = 0;
  4796. uint32_t statsKeyType[2] = {};
  4797. Profiler<TimerQueryD3D12> profiler(
  4798. _render
  4799. , m_gpuTimer
  4800. , s_viewName
  4801. );
  4802. #if BX_PLATFORM_WINDOWS
  4803. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4804. #else
  4805. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.BufferCount;
  4806. #endif // BX_PLATFORM_WINDOWS
  4807. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4808. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4809. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4810. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4811. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4812. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4813. scratchBuffer.reset(gpuHandle);
  4814. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4815. StateCacheLru<Bind, 64> bindLru;
  4816. setResourceBarrier(m_commandList
  4817. , m_backBufferColor[m_backBufferColorIdx]
  4818. , D3D12_RESOURCE_STATE_PRESENT
  4819. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4820. );
  4821. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4822. {
  4823. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  4824. m_batch.begin();
  4825. // uint8_t eye = 0;
  4826. // uint8_t restartState = 0;
  4827. viewState.m_rect = _render->m_view[0].m_rect;
  4828. int32_t numItems = _render->m_numRenderItems;
  4829. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4830. {
  4831. const uint64_t encodedKey = _render->m_sortKeys[item];
  4832. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4833. statsKeyType[isCompute]++;
  4834. const bool viewChanged = 0
  4835. || key.m_view != view
  4836. || item == numItems
  4837. ;
  4838. const uint32_t itemIdx = _render->m_sortValues[item];
  4839. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4840. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4841. ++item;
  4842. if (viewChanged)
  4843. {
  4844. m_batch.flush(m_commandList, true);
  4845. kick();
  4846. view = key.m_view;
  4847. currentPso = NULL;
  4848. currentSamplerStateIdx = kInvalidHandle;
  4849. currentProgramIdx = kInvalidHandle;
  4850. hasPredefined = false;
  4851. fbh = _render->m_view[view].m_fbh;
  4852. setFrameBuffer(fbh);
  4853. if (item > 1)
  4854. {
  4855. profiler.end();
  4856. }
  4857. profiler.begin(view);
  4858. viewState.m_rect = _render->m_view[view].m_rect;
  4859. const Rect& rect = _render->m_view[view].m_rect;
  4860. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4861. viewHasScissor = !scissorRect.isZero();
  4862. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4863. D3D12_VIEWPORT vp;
  4864. vp.TopLeftX = rect.m_x;
  4865. vp.TopLeftY = rect.m_y;
  4866. vp.Width = rect.m_width;
  4867. vp.Height = rect.m_height;
  4868. vp.MinDepth = 0.0f;
  4869. vp.MaxDepth = 1.0f;
  4870. m_commandList->RSSetViewports(1, &vp);
  4871. D3D12_RECT rc;
  4872. rc.left = viewScissorRect.m_x;
  4873. rc.top = viewScissorRect.m_y;
  4874. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4875. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4876. m_commandList->RSSetScissorRects(1, &rc);
  4877. restoreScissor = false;
  4878. Clear& clr = _render->m_view[view].m_clear;
  4879. if (BGFX_CLEAR_NONE != clr.m_flags)
  4880. {
  4881. Rect clearRect = rect;
  4882. clearRect.setIntersect(rect, viewScissorRect);
  4883. clearQuad(clearRect, clr, _render->m_colorPalette);
  4884. }
  4885. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4886. submitBlit(bs, view);
  4887. }
  4888. if (isCompute)
  4889. {
  4890. if (!wasCompute)
  4891. {
  4892. wasCompute = true;
  4893. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4894. {
  4895. char* viewName = s_viewName[view];
  4896. viewName[3] = L'C';
  4897. PIX3_ENDEVENT(m_commandList);
  4898. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4899. }
  4900. m_commandList->SetComputeRootSignature(m_rootSignature);
  4901. ID3D12DescriptorHeap* heaps[] = {
  4902. m_samplerAllocator.getHeap(),
  4903. scratchBuffer.getHeap(),
  4904. };
  4905. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4906. }
  4907. const RenderCompute& compute = renderItem.compute;
  4908. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4909. if (pso != currentPso)
  4910. {
  4911. currentPso = pso;
  4912. m_commandList->SetPipelineState(pso);
  4913. currentBindHash = 0;
  4914. }
  4915. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4916. if (currentBindHash != bindHash)
  4917. {
  4918. currentBindHash = bindHash;
  4919. Bind* bindCached = bindLru.find(bindHash);
  4920. if (NULL == bindCached)
  4921. {
  4922. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4923. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4924. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4925. {
  4926. const Binding& bind = renderBind.m_bind[ii];
  4927. if (kInvalidHandle != bind.m_idx)
  4928. {
  4929. switch (bind.m_type)
  4930. {
  4931. case Binding::Image:
  4932. case Binding::Texture:
  4933. {
  4934. TextureD3D12& texture = m_textures[bind.m_idx];
  4935. if (Access::Read != bind.m_un.m_compute.m_access)
  4936. {
  4937. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4938. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4939. }
  4940. else
  4941. {
  4942. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4943. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4944. samplerFlags[ii] = texture.m_flags;
  4945. }
  4946. }
  4947. break;
  4948. case Binding::IndexBuffer:
  4949. case Binding::VertexBuffer:
  4950. {
  4951. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4952. ? m_indexBuffers[bind.m_idx]
  4953. : m_vertexBuffers[bind.m_idx]
  4954. ;
  4955. if (Access::Read != bind.m_un.m_compute.m_access)
  4956. {
  4957. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4958. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4959. }
  4960. else
  4961. {
  4962. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4963. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4964. }
  4965. }
  4966. break;
  4967. }
  4968. }
  4969. }
  4970. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4971. if (samplerStateIdx != currentSamplerStateIdx)
  4972. {
  4973. currentSamplerStateIdx = samplerStateIdx;
  4974. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4975. }
  4976. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4977. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4978. Bind bind;
  4979. bind.m_srvHandle = srvHandle[0];
  4980. bind.m_samplerStateIdx = samplerStateIdx;
  4981. bindLru.add(bindHash, bind, 0);
  4982. }
  4983. else
  4984. {
  4985. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4986. if (samplerStateIdx != currentSamplerStateIdx)
  4987. {
  4988. currentSamplerStateIdx = samplerStateIdx;
  4989. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4990. }
  4991. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4992. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4993. }
  4994. }
  4995. bool constantsChanged = false;
  4996. if (compute.m_uniformBegin < compute.m_uniformEnd
  4997. || currentProgramIdx != key.m_program)
  4998. {
  4999. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5000. currentProgramIdx = key.m_program;
  5001. ProgramD3D12& program = m_program[currentProgramIdx];
  5002. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5003. if (NULL != vcb)
  5004. {
  5005. commit(*vcb);
  5006. }
  5007. hasPredefined = 0 < program.m_numPredefined;
  5008. constantsChanged = true;
  5009. }
  5010. if (constantsChanged
  5011. || hasPredefined)
  5012. {
  5013. ProgramD3D12& program = m_program[currentProgramIdx];
  5014. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  5015. commitShaderConstants(key.m_program, gpuAddress);
  5016. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5017. }
  5018. if (isValid(compute.m_indirectBuffer) )
  5019. {
  5020. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5021. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5022. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5023. : compute.m_numIndirect
  5024. ;
  5025. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5026. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  5027. {
  5028. // m_commandList->ExecuteIndirect(ptr, args);
  5029. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5030. }
  5031. }
  5032. else
  5033. {
  5034. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5035. }
  5036. continue;
  5037. }
  5038. const RenderDraw& draw = renderItem.draw;
  5039. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5040. if (isValid(draw.m_occlusionQuery)
  5041. && !hasOcclusionQuery
  5042. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  5043. {
  5044. continue;
  5045. }
  5046. const uint64_t newFlags = draw.m_stateFlags;
  5047. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5048. currentState.m_stateFlags = newFlags;
  5049. const uint64_t newStencil = draw.m_stencil;
  5050. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5051. currentState.m_stencil = newStencil;
  5052. if (viewChanged
  5053. || wasCompute)
  5054. {
  5055. if (wasCompute)
  5056. {
  5057. wasCompute = false;
  5058. }
  5059. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5060. {
  5061. BX_UNUSED(s_viewName);
  5062. char* viewName = s_viewName[view];
  5063. viewName[3] = ' ';
  5064. PIX3_ENDEVENT(m_commandList);
  5065. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5066. }
  5067. commandListChanged = true;
  5068. }
  5069. if (commandListChanged)
  5070. {
  5071. commandListChanged = false;
  5072. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5073. ID3D12DescriptorHeap* heaps[] = {
  5074. m_samplerAllocator.getHeap(),
  5075. scratchBuffer.getHeap(),
  5076. };
  5077. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5078. currentPso = NULL;
  5079. currentBindHash = 0;
  5080. currentSamplerStateIdx = kInvalidHandle;
  5081. currentProgramIdx = kInvalidHandle;
  5082. currentState.clear();
  5083. currentState.m_scissor = !draw.m_scissor;
  5084. changedFlags = BGFX_STATE_MASK;
  5085. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5086. currentState.m_stateFlags = newFlags;
  5087. currentState.m_stencil = newStencil;
  5088. currentBind.clear();
  5089. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5090. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5091. }
  5092. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5093. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5094. if (0 != draw.m_streamMask)
  5095. {
  5096. currentState.m_streamMask = draw.m_streamMask;
  5097. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5098. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5099. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5100. const uint64_t state = draw.m_stateFlags;
  5101. bool hasFactor = 0
  5102. || f0 == (state & f0)
  5103. || f1 == (state & f1)
  5104. || f2 == (state & f2)
  5105. || f3 == (state & f3)
  5106. ;
  5107. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5108. uint8_t numStreams = 0;
  5109. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5110. ; 0 != streamMask
  5111. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5112. )
  5113. {
  5114. streamMask >>= ntz;
  5115. idx += ntz;
  5116. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5117. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5118. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5119. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5120. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5121. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5122. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5123. decls[numStreams] = &vertexDecl;
  5124. }
  5125. ID3D12PipelineState* pso =
  5126. getPipelineState(state
  5127. , draw.m_stencil
  5128. , numStreams
  5129. , decls
  5130. , key.m_program
  5131. , uint8_t(draw.m_instanceDataStride/16)
  5132. );
  5133. uint16_t scissor = draw.m_scissor;
  5134. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5135. if (currentBindHash != bindHash
  5136. || 0 != changedStencil
  5137. || (hasFactor && blendFactor != draw.m_rgba)
  5138. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5139. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5140. || currentState.m_scissor != scissor
  5141. || pso != currentPso
  5142. || hasOcclusionQuery)
  5143. {
  5144. m_batch.flush(m_commandList);
  5145. }
  5146. if (currentBindHash != bindHash)
  5147. {
  5148. currentBindHash = bindHash;
  5149. Bind* bindCached = bindLru.find(bindHash);
  5150. if (NULL == bindCached)
  5151. {
  5152. uint32_t numSet = 0;
  5153. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5154. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5155. {
  5156. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5157. {
  5158. const Binding& bind = renderBind.m_bind[stage];
  5159. if (kInvalidHandle != bind.m_idx)
  5160. {
  5161. switch (bind.m_type)
  5162. {
  5163. case Binding::Texture:
  5164. {
  5165. TextureD3D12& texture = m_textures[bind.m_idx];
  5166. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5167. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5168. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  5169. ? bind.m_un.m_draw.m_textureFlags
  5170. : texture.m_flags
  5171. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK | BGFX_TEXTURE_COMPARE_MASK)
  5172. ;
  5173. ++numSet;
  5174. }
  5175. break;
  5176. case Binding::IndexBuffer:
  5177. case Binding::VertexBuffer:
  5178. {
  5179. samplerFlags[stage] = 0;
  5180. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5181. ? m_indexBuffers[bind.m_idx]
  5182. : m_vertexBuffers[bind.m_idx]
  5183. ;
  5184. if (Access::Read != bind.m_un.m_compute.m_access)
  5185. {
  5186. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5187. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5188. }
  5189. else
  5190. {
  5191. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5192. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5193. }
  5194. ++numSet;
  5195. }
  5196. break;
  5197. }
  5198. }
  5199. else
  5200. {
  5201. scratchBuffer.allocEmpty(srvHandle[stage]);
  5202. samplerFlags[stage] = 0;
  5203. }
  5204. }
  5205. }
  5206. if (0 != numSet)
  5207. {
  5208. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5209. if (samplerStateIdx != currentSamplerStateIdx)
  5210. {
  5211. currentSamplerStateIdx = samplerStateIdx;
  5212. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5213. }
  5214. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  5215. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  5216. Bind bind;
  5217. bind.m_srvHandle = srvHandle[0];
  5218. bind.m_samplerStateIdx = samplerStateIdx;
  5219. bindLru.add(bindHash, bind, 0);
  5220. }
  5221. }
  5222. else
  5223. {
  5224. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5225. if (samplerStateIdx != currentSamplerStateIdx)
  5226. {
  5227. currentSamplerStateIdx = samplerStateIdx;
  5228. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5229. }
  5230. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5231. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5232. }
  5233. }
  5234. if (0 != changedStencil)
  5235. {
  5236. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5237. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5238. m_commandList->OMSetStencilRef(ref);
  5239. }
  5240. if (hasFactor
  5241. && blendFactor != draw.m_rgba)
  5242. {
  5243. blendFactor = draw.m_rgba;
  5244. float bf[4];
  5245. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5246. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5247. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5248. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5249. m_commandList->OMSetBlendFactor(bf);
  5250. }
  5251. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5252. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5253. {
  5254. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5255. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5256. prim = s_primInfo[primIndex];
  5257. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5258. }
  5259. if (currentState.m_scissor != scissor)
  5260. {
  5261. currentState.m_scissor = scissor;
  5262. if (UINT16_MAX == scissor)
  5263. {
  5264. if (restoreScissor
  5265. || viewHasScissor)
  5266. {
  5267. restoreScissor = false;
  5268. D3D12_RECT rc;
  5269. rc.left = viewScissorRect.m_x;
  5270. rc.top = viewScissorRect.m_y;
  5271. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5272. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5273. m_commandList->RSSetScissorRects(1, &rc);
  5274. }
  5275. }
  5276. else
  5277. {
  5278. restoreScissor = true;
  5279. Rect scissorRect;
  5280. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5281. if (scissorRect.isZeroArea() )
  5282. {
  5283. continue;
  5284. }
  5285. D3D12_RECT rc;
  5286. rc.left = scissorRect.m_x;
  5287. rc.top = scissorRect.m_y;
  5288. rc.right = scissorRect.m_x + scissorRect.m_width;
  5289. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5290. m_commandList->RSSetScissorRects(1, &rc);
  5291. }
  5292. }
  5293. if (pso != currentPso)
  5294. {
  5295. currentPso = pso;
  5296. m_commandList->SetPipelineState(pso);
  5297. }
  5298. if (constantsChanged
  5299. || currentProgramIdx != key.m_program
  5300. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5301. {
  5302. currentProgramIdx = key.m_program;
  5303. ProgramD3D12& program = m_program[currentProgramIdx];
  5304. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5305. if (NULL != vcb)
  5306. {
  5307. commit(*vcb);
  5308. }
  5309. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5310. if (NULL != fcb)
  5311. {
  5312. commit(*fcb);
  5313. }
  5314. hasPredefined = 0 < program.m_numPredefined;
  5315. constantsChanged = true;
  5316. }
  5317. if (constantsChanged
  5318. || hasPredefined)
  5319. {
  5320. ProgramD3D12& program = m_program[currentProgramIdx];
  5321. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5322. viewState.m_alphaRef = ref/255.0f;
  5323. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5324. commitShaderConstants(key.m_program, gpuAddress);
  5325. }
  5326. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5327. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5328. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5329. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5330. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5331. statsNumInstances[primIndex] += draw.m_numInstances;
  5332. statsNumIndices += numIndices;
  5333. if (hasOcclusionQuery)
  5334. {
  5335. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5336. m_batch.flush(m_commandList);
  5337. m_occlusionQuery.end(m_commandList);
  5338. }
  5339. }
  5340. }
  5341. m_batch.end(m_commandList);
  5342. kick();
  5343. if (wasCompute)
  5344. {
  5345. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5346. {
  5347. char* viewName = s_viewName[view];
  5348. viewName[3] = L'C';
  5349. PIX3_ENDEVENT(m_commandList);
  5350. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5351. }
  5352. }
  5353. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5354. if (0 < _render->m_numRenderItems)
  5355. {
  5356. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5357. {
  5358. // deviceCtx->Flush();
  5359. }
  5360. // captureElapsed = -bx::getHPCounter();
  5361. // capture();
  5362. // captureElapsed += bx::getHPCounter();
  5363. profiler.end();
  5364. }
  5365. }
  5366. PIX3_ENDEVENT(m_commandList);
  5367. int64_t timeEnd = bx::getHPCounter();
  5368. int64_t frameTime = timeEnd - timeBegin;
  5369. static int64_t min = frameTime;
  5370. static int64_t max = frameTime;
  5371. min = bx::int64_min(min, frameTime);
  5372. max = bx::int64_max(max, frameTime);
  5373. static uint32_t maxGpuLatency = 0;
  5374. static double maxGpuElapsed = 0.0f;
  5375. double elapsedGpuMs = 0.0;
  5376. static int64_t presentMin = m_presentElapsed;
  5377. static int64_t presentMax = m_presentElapsed;
  5378. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  5379. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  5380. if (UINT32_MAX != frameQueryIdx)
  5381. {
  5382. m_gpuTimer.end(frameQueryIdx);
  5383. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5384. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5385. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5386. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5387. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5388. }
  5389. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5390. const int64_t timerFreq = bx::getHPFrequency();
  5391. Stats& perfStats = _render->m_perfStats;
  5392. perfStats.cpuTimeBegin = timeBegin;
  5393. perfStats.cpuTimeEnd = timeEnd;
  5394. perfStats.cpuTimerFreq = timerFreq;
  5395. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5396. perfStats.gpuTimeBegin = result.m_begin;
  5397. perfStats.gpuTimeEnd = result.m_end;
  5398. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5399. perfStats.numDraw = statsKeyType[0];
  5400. perfStats.numCompute = statsKeyType[1];
  5401. perfStats.maxGpuLatency = maxGpuLatency;
  5402. perfStats.gpuMemoryMax = -INT64_MAX;
  5403. perfStats.gpuMemoryUsed = -INT64_MAX;
  5404. #if BX_PLATFORM_WINDOWS
  5405. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5406. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5407. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5408. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5409. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5410. #endif // BX_PLATFORM_WINDOWS
  5411. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5412. {
  5413. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5414. // m_needPresent = true;
  5415. TextVideoMem& tvm = m_textVideoMem;
  5416. static int64_t next = timeEnd;
  5417. if (timeEnd >= next)
  5418. {
  5419. next = timeEnd + timerFreq;
  5420. double freq = double(timerFreq);
  5421. double toMs = 1000.0 / freq;
  5422. tvm.clear();
  5423. uint16_t pos = 0;
  5424. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5425. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5426. , getRendererName()
  5427. , (m_featureLevel >> 12) & 0xf
  5428. , (m_featureLevel >> 8) & 0xf
  5429. );
  5430. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5431. char description[BX_COUNTOF(desc.Description)];
  5432. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5433. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5434. char dedicatedVideo[16];
  5435. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5436. char dedicatedSystem[16];
  5437. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5438. char sharedSystem[16];
  5439. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5440. char processMemoryUsed[16];
  5441. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5442. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5443. , dedicatedVideo
  5444. , dedicatedSystem
  5445. , sharedSystem
  5446. , processMemoryUsed
  5447. );
  5448. #if BX_PLATFORM_WINDOWS
  5449. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5450. {
  5451. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5452. char budget[16];
  5453. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5454. char currentUsage[16];
  5455. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5456. char availableForReservation[16];
  5457. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5458. char currentReservation[16];
  5459. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5460. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5461. , 0 == ii ? "Local " : "Non-local"
  5462. , budget
  5463. , currentUsage
  5464. , availableForReservation
  5465. , currentReservation
  5466. );
  5467. }
  5468. #endif // BX_PLATFORM_WINDOWS
  5469. pos = 10;
  5470. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5471. , double(frameTime)*toMs
  5472. , double(min)*toMs
  5473. , double(max)*toMs
  5474. , freq/frameTime
  5475. );
  5476. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5477. , double(m_presentElapsed)*toMs
  5478. , double(presentMin)*toMs
  5479. , double(presentMax)*toMs
  5480. );
  5481. char hmd[16];
  5482. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5483. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5484. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5485. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5486. , 0 != msaa ? '\xfe' : ' '
  5487. , 1<<msaa
  5488. , ", no-HMD "
  5489. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5490. );
  5491. double elapsedCpuMs = double(frameTime)*toMs;
  5492. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5493. , _render->m_numRenderItems
  5494. , statsKeyType[0]
  5495. , statsKeyType[1]
  5496. , elapsedCpuMs
  5497. );
  5498. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5499. {
  5500. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5501. , s_primName[ii]
  5502. , statsNumPrimsRendered[ii]
  5503. , statsNumInstances[ii]
  5504. , statsNumPrimsSubmitted[ii]
  5505. );
  5506. }
  5507. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5508. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5509. , m_batch.m_maxDrawPerBatch
  5510. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5511. );
  5512. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5513. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5514. , m_batch.m_maxDrawPerBatch
  5515. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5516. );
  5517. if (NULL != m_renderdocdll)
  5518. {
  5519. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5520. }
  5521. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5522. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5523. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5524. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5525. pos++;
  5526. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5527. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5528. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5529. , m_pipelineStateCache.getCount()
  5530. , m_samplerStateCache.getCount()
  5531. , bindLru.getCount()
  5532. , m_cmd.m_control.available()
  5533. );
  5534. pos++;
  5535. double captureMs = double(captureElapsed)*toMs;
  5536. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5537. uint8_t attr[2] = { 0x8c, 0x8a };
  5538. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5539. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5540. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5541. min = frameTime;
  5542. max = frameTime;
  5543. presentMin = m_presentElapsed;
  5544. presentMax = m_presentElapsed;
  5545. }
  5546. blit(this, _textVideoMemBlitter, tvm);
  5547. PIX3_ENDEVENT(m_commandList);
  5548. }
  5549. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5550. {
  5551. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5552. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5553. PIX3_ENDEVENT(m_commandList);
  5554. }
  5555. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5556. setResourceBarrier(m_commandList
  5557. , m_backBufferColor[m_backBufferColorIdx]
  5558. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5559. , D3D12_RESOURCE_STATE_PRESENT
  5560. );
  5561. #if BX_PLATFORM_WINDOWS
  5562. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5563. {
  5564. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5565. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5566. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5567. }
  5568. #endif // BX_PLATFORM_WINDOWS
  5569. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5570. }
  5571. } /* namespace d3d12 */ } // namespace bgfx
  5572. #else
  5573. namespace bgfx { namespace d3d12
  5574. {
  5575. RendererContextI* rendererCreate(const Init& _init)
  5576. {
  5577. BX_UNUSED(_init);
  5578. return NULL;
  5579. }
  5580. void rendererDestroy()
  5581. {
  5582. }
  5583. } /* namespace d3d12 */ } // namespace bgfx
  5584. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12