renderer_d3d12.cpp 204 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. }
  756. }
  757. #endif // BX_PLATFORM_WINDOWS
  758. }
  759. }
  760. {
  761. D3D_FEATURE_LEVEL featureLevel[] =
  762. {
  763. D3D_FEATURE_LEVEL_12_1,
  764. D3D_FEATURE_LEVEL_12_0,
  765. D3D_FEATURE_LEVEL_11_1,
  766. D3D_FEATURE_LEVEL_11_0,
  767. };
  768. hr = E_FAIL;
  769. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  770. {
  771. hr = D3D12CreateDevice(m_adapter
  772. , featureLevel[ii]
  773. , IID_ID3D12Device
  774. , (void**)&m_device
  775. );
  776. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  777. , (featureLevel[ii] >> 12) & 0xf
  778. , (featureLevel[ii] >> 8) & 0xf
  779. );
  780. m_featureLevel = featureLevel[ii];
  781. }
  782. }
  783. if (FAILED(hr) )
  784. {
  785. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  786. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  787. {
  788. BX_TRACE("Hint: Change UWP app to game?");
  789. }
  790. goto error;
  791. }
  792. if (NULL != m_factory)
  793. {
  794. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  795. // NOTICE:
  796. // LUID STDMETHODCALLTYPE ID3D12Device::GetAdapterLuid() has a different behaviour in gcc ,
  797. // because gcc64 returns small struct in RAX, but the microsoft implemention of ID3D12Device::GetAdapterLuid() in d3d12.dll
  798. // pass the struct LUID's address as the second parameter.
  799. typedef void (STDMETHODCALLTYPE ID3D12Device::*ID3D12Device_GetAdapterLuid_f)(LUID *);
  800. (m_device->*(ID3D12Device_GetAdapterLuid_f)(&ID3D12Device::GetAdapterLuid))(&luid);
  801. #if BX_PLATFORM_WINDOWS
  802. IDXGIAdapter3* adapter;
  803. #else
  804. IDXGIAdapter* adapter;
  805. #endif // BX_PLATFORM_*
  806. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  807. {
  808. adapter->GetDesc(&m_adapterDesc);
  809. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  810. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  811. {
  812. if (NULL == m_adapter)
  813. {
  814. m_adapter = adapter;
  815. }
  816. else
  817. {
  818. DX_RELEASE(adapter, 0);
  819. }
  820. break;
  821. }
  822. DX_RELEASE(adapter, 0);
  823. }
  824. }
  825. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  826. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  827. {
  828. uint32_t numNodes = m_device->GetNodeCount();
  829. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  830. for (uint32_t ii = 0; ii < numNodes; ++ii)
  831. {
  832. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  833. architecture.NodeIndex = ii;
  834. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  835. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  836. , ii
  837. , architecture.TileBasedRenderer
  838. , architecture.UMA
  839. , architecture.CacheCoherentUMA
  840. );
  841. if (0 == ii)
  842. {
  843. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  844. }
  845. }
  846. }
  847. #if !BX_PLATFORM_WINDOWS
  848. if (NULL == m_factory)
  849. {
  850. IDXGIDevice1* dxgiDevice;
  851. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  852. if (FAILED(hr) )
  853. {
  854. BX_TRACE("Init error: Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  855. goto error;
  856. }
  857. hr = dxgiDevice->GetAdapter(&m_adapter);
  858. if (FAILED(hr) )
  859. {
  860. BX_TRACE("Init error: DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  861. goto error;
  862. }
  863. hr = m_adapter->GetParent(IID_IDXGIFactory4, (void**)&m_factory);
  864. if (FAILED(hr) )
  865. {
  866. BX_TRACE("Init error: IDXGIAdapter::GetParent failed 0x%08x.", hr);
  867. goto error;
  868. }
  869. }
  870. #endif // !BX_PLATFORM_WINDOWS
  871. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  872. BX_TRACE("D3D12 options:")
  873. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  874. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  875. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  876. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  877. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  878. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  879. initHeapProperties(m_device);
  880. m_cmd.init(m_device);
  881. errorState = ErrorState::CreatedCommandQueue;
  882. if (NULL == g_platformData.backBuffer)
  883. {
  884. #if !BX_PLATFORM_WINDOWS
  885. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  886. DX_RELEASE(m_adapter, 0);
  887. if (FAILED(hr) )
  888. {
  889. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  890. goto error;
  891. }
  892. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  893. m_scd.Width = _init.resolution.m_width;
  894. m_scd.Height = _init.resolution.m_height;
  895. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  896. m_scd.Stereo = false;
  897. m_scd.SampleDesc.Count = 1;
  898. m_scd.SampleDesc.Quality = 0;
  899. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  900. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  901. m_scd.Scaling = DXGI_SCALING_STRETCH;
  902. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  903. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  904. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  905. m_backBufferColorIdx = m_scd.BufferCount-1;
  906. if (NULL == g_platformData.ndt)
  907. {
  908. hr = m_factory->CreateSwapChainForCoreWindow(m_cmd.m_commandQueue
  909. , (::IUnknown*)g_platformData.nwh
  910. , &m_scd
  911. , NULL
  912. , &m_swapChain
  913. );
  914. if (FAILED(hr) )
  915. {
  916. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  917. goto error;
  918. }
  919. }
  920. else
  921. {
  922. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  923. hr = m_factory->CreateSwapChainForComposition(m_device
  924. , &m_scd
  925. , NULL
  926. , &m_swapChain
  927. );
  928. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  929. # if BX_PLATFORM_WINRT
  930. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  931. ISwapChainBackgroundPanelNative* panel = NULL;
  932. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  933. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  934. if (NULL != panel)
  935. {
  936. hr = panel->SetSwapChain(m_swapChain);
  937. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  938. panel->Release();
  939. }
  940. # endif // BX_PLATFORM_WINRT
  941. }
  942. #else
  943. m_scd.BufferDesc.Width = _init.resolution.m_width;
  944. m_scd.BufferDesc.Height = _init.resolution.m_height;
  945. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  946. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  947. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  948. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  949. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  950. m_scd.SampleDesc.Count = 1;
  951. m_scd.SampleDesc.Quality = 0;
  952. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  953. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  954. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  955. m_scd.Windowed = true;
  956. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  957. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  958. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  959. , m_scd.BufferCount
  960. , BX_COUNTOF(m_backBufferColor)
  961. );
  962. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  963. , &m_scd
  964. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  965. );
  966. #endif // BX_PLATFORM_*
  967. if (FAILED(hr) )
  968. {
  969. BX_TRACE("Init error: Failed to create swap chain.");
  970. goto error;
  971. }
  972. }
  973. {
  974. IDXGIOutput* output;
  975. hr = m_swapChain->GetContainingOutput(&output);
  976. if (SUCCEEDED(hr) )
  977. {
  978. #if BX_PLATFORM_WINDOWS
  979. IDXGIOutput6* output6;
  980. hr = output->QueryInterface(IID_IDXGIOutput6, (void**)&output6);
  981. if (SUCCEEDED(hr) )
  982. {
  983. DXGI_OUTPUT_DESC1 desc;
  984. hr = output6->GetDesc1(&desc);
  985. if (SUCCEEDED(hr) )
  986. {
  987. BX_TRACE("Display specs:")
  988. BX_TRACE("\t BitsPerColor: %d", desc.BitsPerColor);
  989. BX_TRACE("\t Color space: %s (colorspace, range, gamma, sitting, primaries, transform)"
  990. , s_colorSpace[bx::min<uint32_t>(desc.ColorSpace, kDxgiLastColorSpace+1)]
  991. );
  992. BX_TRACE("\t RedPrimary: %f, %f", desc.RedPrimary[0], desc.RedPrimary[1]);
  993. BX_TRACE("\t GreenPrimary: %f, %f", desc.GreenPrimary[0], desc.GreenPrimary[1]);
  994. BX_TRACE("\t BluePrimary: %f, %f", desc.BluePrimary[0], desc.BluePrimary[1]);
  995. BX_TRACE("\t WhitePoint: %f, %f", desc.WhitePoint[0], desc.WhitePoint[1]);
  996. BX_TRACE("\t MinLuminance: %f", desc.MinLuminance);
  997. BX_TRACE("\t MaxLuminance: %f", desc.MaxLuminance);
  998. BX_TRACE("\tMaxFullFrameLuminance: %f", desc.MaxFullFrameLuminance);
  999. }
  1000. DX_RELEASE(output6, 1);
  1001. }
  1002. #endif // BX_PLATFORM_WINDOWS
  1003. DX_RELEASE(output, 0);
  1004. }
  1005. }
  1006. m_presentElapsed = 0;
  1007. {
  1008. m_resolution.m_width = _init.resolution.m_width;
  1009. m_resolution.m_height = _init.resolution.m_height;
  1010. m_numWindows = 1;
  1011. #if BX_PLATFORM_WINDOWS
  1012. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  1013. , 0
  1014. | DXGI_MWA_NO_WINDOW_CHANGES
  1015. | DXGI_MWA_NO_ALT_ENTER
  1016. ) );
  1017. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1018. {
  1019. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  1020. if (SUCCEEDED(hr) )
  1021. {
  1022. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  1023. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  1024. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  1025. D3D12_INFO_QUEUE_FILTER filter;
  1026. bx::memSet(&filter, 0, sizeof(filter) );
  1027. D3D12_MESSAGE_CATEGORY catlist[] =
  1028. {
  1029. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  1030. D3D12_MESSAGE_CATEGORY_EXECUTION,
  1031. };
  1032. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1033. filter.DenyList.pCategoryList = catlist;
  1034. m_infoQueue->PushStorageFilter(&filter);
  1035. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  1036. }
  1037. }
  1038. #endif // BX_PLATFORM_WINDOWS
  1039. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  1040. rtvDescHeap.NumDescriptors = 0
  1041. + BX_COUNTOF(m_backBufferColor)
  1042. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1043. ;
  1044. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  1045. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1046. rtvDescHeap.NodeMask = 1;
  1047. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  1048. , IID_ID3D12DescriptorHeap
  1049. , (void**)&m_rtvDescriptorHeap
  1050. ) );
  1051. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  1052. dsvDescHeap.NumDescriptors = 0
  1053. + 1 // reserved for depth backbuffer.
  1054. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  1055. ;
  1056. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  1057. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1058. dsvDescHeap.NodeMask = 1;
  1059. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  1060. , IID_ID3D12DescriptorHeap
  1061. , (void**)&m_dsvDescriptorHeap
  1062. ) );
  1063. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1064. {
  1065. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  1066. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  1067. );
  1068. }
  1069. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  1070. , 1024
  1071. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  1072. );
  1073. D3D12_DESCRIPTOR_RANGE descRange[] =
  1074. {
  1075. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1076. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1077. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1078. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1079. };
  1080. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  1081. D3D12_ROOT_PARAMETER rootParameter[] =
  1082. {
  1083. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  1084. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1085. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  1086. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1087. };
  1088. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  1089. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  1090. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  1091. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  1092. descRootSignature.pParameters = rootParameter;
  1093. descRootSignature.NumStaticSamplers = 0;
  1094. descRootSignature.pStaticSamplers = NULL;
  1095. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  1096. ID3DBlob* outBlob;
  1097. ID3DBlob* errorBlob;
  1098. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  1099. , D3D_ROOT_SIGNATURE_VERSION_1
  1100. , &outBlob
  1101. , &errorBlob
  1102. ) );
  1103. DX_CHECK(m_device->CreateRootSignature(0
  1104. , outBlob->GetBufferPointer()
  1105. , outBlob->GetBufferSize()
  1106. , IID_ID3D12RootSignature
  1107. , (void**)&m_rootSignature
  1108. ) );
  1109. g_caps.supported |= ( 0
  1110. | BGFX_CAPS_TEXTURE_3D
  1111. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1112. | BGFX_CAPS_INSTANCING
  1113. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1114. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1115. | BGFX_CAPS_FRAGMENT_DEPTH
  1116. | BGFX_CAPS_BLEND_INDEPENDENT
  1117. | BGFX_CAPS_COMPUTE
  1118. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1119. // | (m_architecture.UMA ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1120. // | BGFX_CAPS_SWAP_CHAIN
  1121. | BGFX_CAPS_TEXTURE_BLIT
  1122. | BGFX_CAPS_TEXTURE_READ_BACK
  1123. | BGFX_CAPS_OCCLUSION_QUERY
  1124. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1125. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1126. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1127. );
  1128. g_caps.limits.maxTextureSize = 16384;
  1129. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1130. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1131. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1132. {
  1133. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1134. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1135. ? s_textureFormat[ii].m_fmtDsv
  1136. : s_textureFormat[ii].m_fmt
  1137. ;
  1138. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1139. if (DXGI_FORMAT_UNKNOWN != fmt)
  1140. {
  1141. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1142. data.Format = fmt;
  1143. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1144. if (SUCCEEDED(hr) )
  1145. {
  1146. support |= 0 != (data.Support1 & (0
  1147. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1148. ) )
  1149. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1150. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1151. ;
  1152. support |= 0 != (data.Support1 & (0
  1153. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1154. ) )
  1155. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1156. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1157. ;
  1158. support |= 0 != (data.Support1 & (0
  1159. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1160. ) )
  1161. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1162. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1163. ;
  1164. support |= 0 != (data.Support1 & (0
  1165. | D3D12_FORMAT_SUPPORT1_BUFFER
  1166. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1167. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1168. ) )
  1169. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1170. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1171. ;
  1172. support |= 0 != (data.Support1 & (0
  1173. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1174. ) )
  1175. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1176. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1177. ;
  1178. support |= 0 != (data.Support1 & (0
  1179. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1180. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1181. ) )
  1182. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1183. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1184. ;
  1185. support |= 0 != (data.Support1 & (0
  1186. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1187. ) )
  1188. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1189. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1190. ;
  1191. support |= 0 != (data.Support1 & (0
  1192. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1193. ) )
  1194. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1195. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1196. ;
  1197. }
  1198. else
  1199. {
  1200. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1201. }
  1202. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1203. {
  1204. // clear image flag for additional testing
  1205. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1206. data.Format = s_textureFormat[ii].m_fmt;
  1207. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1208. if (SUCCEEDED(hr) )
  1209. {
  1210. support |= 0 != (data.Support2 & (0
  1211. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1212. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1213. ) )
  1214. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1215. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1216. ;
  1217. }
  1218. }
  1219. }
  1220. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1221. {
  1222. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1223. {
  1224. DXGI_FORMAT InFormat;
  1225. UINT OutFormatSupport;
  1226. };
  1227. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1228. data.Format = fmtSrgb;
  1229. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1230. if (SUCCEEDED(hr) )
  1231. {
  1232. support |= 0 != (data.Support1 & (0
  1233. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1234. ) )
  1235. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1236. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1237. ;
  1238. support |= 0 != (data.Support1 & (0
  1239. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1240. ) )
  1241. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1242. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1243. ;
  1244. support |= 0 != (data.Support1 & (0
  1245. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1246. ) )
  1247. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1248. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1249. ;
  1250. }
  1251. else
  1252. {
  1253. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1254. }
  1255. }
  1256. g_caps.formats[ii] = support;
  1257. }
  1258. // Init reserved part of view name.
  1259. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1260. {
  1261. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1262. }
  1263. postReset();
  1264. m_batch.create(4<<10);
  1265. m_gpuTimer.init();
  1266. m_occlusionQuery.init();
  1267. }
  1268. g_internalData.context = m_device;
  1269. return true;
  1270. error:
  1271. switch (errorState)
  1272. {
  1273. case ErrorState::CreatedCommandQueue:
  1274. m_cmd.shutdown();
  1275. case ErrorState::CreatedDXGIFactory:
  1276. DX_RELEASE(m_device, 0);
  1277. DX_RELEASE(m_adapter, 0);
  1278. DX_RELEASE(m_factory, 0);
  1279. #if USE_D3D12_DYNAMIC_LIB
  1280. case ErrorState::LoadedDXGI:
  1281. bx::dlclose(m_dxgidll);
  1282. case ErrorState::LoadedD3D12:
  1283. bx::dlclose(m_d3d12dll);
  1284. case ErrorState::LoadedKernel32:
  1285. bx::dlclose(m_kernel32dll);
  1286. #endif // USE_D3D12_DYNAMIC_LIB
  1287. case ErrorState::Default:
  1288. default:
  1289. unloadRenderDoc(m_renderdocdll);
  1290. bx::dlclose(m_winPixEvent);
  1291. m_winPixEvent = NULL;
  1292. break;
  1293. }
  1294. return false;
  1295. }
  1296. void shutdown()
  1297. {
  1298. m_cmd.finish();
  1299. m_batch.destroy();
  1300. preReset();
  1301. m_gpuTimer.shutdown();
  1302. m_occlusionQuery.shutdown();
  1303. m_samplerAllocator.destroy();
  1304. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1305. {
  1306. m_scratchBuffer[ii].destroy();
  1307. }
  1308. m_pipelineStateCache.invalidate();
  1309. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1310. {
  1311. m_indexBuffers[ii].destroy();
  1312. }
  1313. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1314. {
  1315. m_vertexBuffers[ii].destroy();
  1316. }
  1317. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1318. {
  1319. m_shaders[ii].destroy();
  1320. }
  1321. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1322. {
  1323. m_textures[ii].destroy();
  1324. }
  1325. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1326. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1327. DX_RELEASE(m_rootSignature, 0);
  1328. DX_RELEASE(m_swapChain, 0);
  1329. m_cmd.shutdown();
  1330. DX_RELEASE(m_device, 0);
  1331. DX_RELEASE(m_adapter, 0);
  1332. DX_RELEASE(m_factory, 0);
  1333. unloadRenderDoc(m_renderdocdll);
  1334. bx::dlclose(m_winPixEvent);
  1335. m_winPixEvent = NULL;
  1336. #if USE_D3D12_DYNAMIC_LIB
  1337. bx::dlclose(m_dxgidll);
  1338. bx::dlclose(m_d3d12dll);
  1339. bx::dlclose(m_kernel32dll);
  1340. #endif // USE_D3D12_DYNAMIC_LIB
  1341. }
  1342. RendererType::Enum getRendererType() const override
  1343. {
  1344. return RendererType::Direct3D12;
  1345. }
  1346. const char* getRendererName() const override
  1347. {
  1348. return BGFX_RENDERER_DIRECT3D12_NAME;
  1349. }
  1350. bool isDeviceRemoved() override
  1351. {
  1352. return m_lost;
  1353. }
  1354. void flip(HMD& /*_hmd*/) override
  1355. {
  1356. if (NULL != m_swapChain
  1357. && !m_lost)
  1358. {
  1359. int64_t start = bx::getHPCounter();
  1360. HRESULT hr = S_OK;
  1361. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1362. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1363. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1364. {
  1365. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1366. }
  1367. if (SUCCEEDED(hr) )
  1368. {
  1369. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1370. hr = m_swapChain->Present(syncInterval, flags);
  1371. }
  1372. int64_t now = bx::getHPCounter();
  1373. m_presentElapsed = now - start;
  1374. m_lost = isLost(hr);
  1375. BGFX_FATAL(!m_lost
  1376. , bgfx::Fatal::DeviceLost
  1377. , "Device is lost. FAILED 0x%08x %s (%s)"
  1378. , hr
  1379. , getLostReason(hr)
  1380. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1381. );
  1382. }
  1383. }
  1384. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1385. {
  1386. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1387. }
  1388. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1389. {
  1390. m_indexBuffers[_handle.idx].destroy();
  1391. }
  1392. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1393. {
  1394. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1395. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1396. dump(decl);
  1397. }
  1398. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1399. {
  1400. }
  1401. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1402. {
  1403. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1404. }
  1405. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1406. {
  1407. m_vertexBuffers[_handle.idx].destroy();
  1408. }
  1409. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1410. {
  1411. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1412. }
  1413. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1414. {
  1415. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1416. }
  1417. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1418. {
  1419. m_indexBuffers[_handle.idx].destroy();
  1420. }
  1421. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1422. {
  1423. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1424. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1425. }
  1426. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1427. {
  1428. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1429. }
  1430. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1431. {
  1432. m_vertexBuffers[_handle.idx].destroy();
  1433. }
  1434. void createShader(ShaderHandle _handle, Memory* _mem) override
  1435. {
  1436. m_shaders[_handle.idx].create(_mem);
  1437. }
  1438. void destroyShader(ShaderHandle _handle) override
  1439. {
  1440. m_shaders[_handle.idx].destroy();
  1441. }
  1442. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1443. {
  1444. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1445. }
  1446. void destroyProgram(ProgramHandle _handle) override
  1447. {
  1448. m_program[_handle.idx].destroy();
  1449. }
  1450. void* createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1451. {
  1452. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1453. }
  1454. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1455. {
  1456. }
  1457. 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
  1458. {
  1459. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1460. }
  1461. void updateTextureEnd() override
  1462. {
  1463. }
  1464. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1465. {
  1466. const TextureD3D12& texture = m_textures[_handle.idx];
  1467. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1468. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1469. uint32_t numRows;
  1470. uint64_t total;
  1471. uint64_t srcPitch;
  1472. m_device->GetCopyableFootprints(&desc
  1473. , _mip
  1474. , 1
  1475. , 0
  1476. , &layout
  1477. , &numRows
  1478. , &srcPitch
  1479. , &total
  1480. );
  1481. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1482. D3D12_BOX box;
  1483. box.left = 0;
  1484. box.top = 0;
  1485. box.right = texture.m_width;
  1486. box.bottom = texture.m_height;
  1487. box.front = 0;
  1488. box.back = 1;
  1489. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1490. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1491. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1492. finish();
  1493. m_commandList = m_cmd.alloc();
  1494. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1495. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1496. uint8_t* src;
  1497. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1498. uint8_t* dst = (uint8_t*)_data;
  1499. uint32_t dstPitch = srcWidth*bpp/8;
  1500. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1501. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1502. readback->Map(0, &readRange, (void**)&src);
  1503. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1504. {
  1505. bx::memCopy(dst, src, pitch);
  1506. src += srcPitch;
  1507. dst += dstPitch;
  1508. }
  1509. D3D12_RANGE writeRange = { 0, 0 };
  1510. readback->Unmap(0, &writeRange);
  1511. DX_RELEASE(readback, 0);
  1512. }
  1513. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1514. {
  1515. TextureD3D12& texture = m_textures[_handle.idx];
  1516. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1517. const Memory* mem = alloc(size);
  1518. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1519. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1520. bx::write(&writer, magic);
  1521. TextureCreate tc;
  1522. tc.m_width = _width;
  1523. tc.m_height = _height;
  1524. tc.m_depth = 0;
  1525. tc.m_numLayers = 1;
  1526. tc.m_numMips = _numMips;
  1527. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1528. tc.m_cubeMap = false;
  1529. tc.m_mem = NULL;
  1530. bx::write(&writer, tc);
  1531. texture.destroy();
  1532. texture.create(mem, texture.m_flags, 0);
  1533. release(mem);
  1534. }
  1535. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1536. {
  1537. BX_UNUSED(_handle, _ptr);
  1538. }
  1539. uintptr_t getInternal(TextureHandle _handle) override
  1540. {
  1541. BX_UNUSED(_handle);
  1542. return 0;
  1543. }
  1544. void destroyTexture(TextureHandle _handle) override
  1545. {
  1546. m_textures[_handle.idx].destroy();
  1547. }
  1548. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1549. {
  1550. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1551. }
  1552. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1553. {
  1554. uint16_t denseIdx = m_numWindows++;
  1555. m_windows[denseIdx] = _handle;
  1556. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1557. }
  1558. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1559. {
  1560. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1561. if (UINT16_MAX != denseIdx)
  1562. {
  1563. --m_numWindows;
  1564. if (m_numWindows > 1)
  1565. {
  1566. FrameBufferHandle handle = m_windows[m_numWindows];
  1567. m_windows[denseIdx] = handle;
  1568. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1569. }
  1570. }
  1571. }
  1572. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1573. {
  1574. if (NULL != m_uniforms[_handle.idx])
  1575. {
  1576. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1577. }
  1578. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1579. void* data = BX_ALLOC(g_allocator, size);
  1580. bx::memSet(data, 0, size);
  1581. m_uniforms[_handle.idx] = data;
  1582. m_uniformReg.add(_handle, _name, data);
  1583. }
  1584. void destroyUniform(UniformHandle _handle) override
  1585. {
  1586. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1587. m_uniforms[_handle.idx] = NULL;
  1588. m_uniformReg.remove(_handle);
  1589. }
  1590. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1591. {
  1592. BX_UNUSED(_handle);
  1593. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1594. m_cmd.finish(m_backBufferColorFence[idx]);
  1595. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1596. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1597. const uint32_t width = (uint32_t)desc.Width;
  1598. const uint32_t height = (uint32_t)desc.Height;
  1599. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1600. uint32_t numRows;
  1601. uint64_t total;
  1602. uint64_t pitch;
  1603. m_device->GetCopyableFootprints(&desc
  1604. , 0
  1605. , 1
  1606. , 0
  1607. , &layout
  1608. , &numRows
  1609. , &pitch
  1610. , &total
  1611. );
  1612. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1613. D3D12_BOX box;
  1614. box.left = 0;
  1615. box.top = 0;
  1616. box.right = width;
  1617. box.bottom = height;
  1618. box.front = 0;
  1619. box.back = 1;
  1620. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1621. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1622. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1623. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1624. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1625. finish();
  1626. m_commandList = m_cmd.alloc();
  1627. void* data;
  1628. readback->Map(0, NULL, (void**)&data);
  1629. bimg::imageSwizzleBgra8(
  1630. data
  1631. , layout.Footprint.RowPitch
  1632. , width
  1633. , height
  1634. , data
  1635. , layout.Footprint.RowPitch
  1636. );
  1637. g_callback->screenShot(_filePath
  1638. , width
  1639. , height
  1640. , layout.Footprint.RowPitch
  1641. , data
  1642. , (uint32_t)total
  1643. , false
  1644. );
  1645. readback->Unmap(0, NULL);
  1646. DX_RELEASE(readback, 0);
  1647. }
  1648. void updateViewName(ViewId _id, const char* _name) override
  1649. {
  1650. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1651. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1652. , _name
  1653. );
  1654. }
  1655. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1656. {
  1657. bx::memCopy(m_uniforms[_loc], _data, _size);
  1658. }
  1659. void setMarker(const char* _marker, uint32_t /*_size*/) override
  1660. {
  1661. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX))
  1662. {
  1663. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1664. }
  1665. }
  1666. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1667. {
  1668. m_occlusionQuery.invalidate(_handle);
  1669. }
  1670. virtual void setName(Handle _handle, const char* _name) override
  1671. {
  1672. switch (_handle.type)
  1673. {
  1674. case Handle::Shader:
  1675. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1676. break;
  1677. case Handle::Texture:
  1678. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1679. break;
  1680. default:
  1681. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1682. break;
  1683. }
  1684. }
  1685. void submitBlit(BlitState& _bs, uint16_t _view);
  1686. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1687. void blitSetup(TextVideoMemBlitter& _blitter) override
  1688. {
  1689. const uint32_t width = getBufferWidth();
  1690. const uint32_t height = getBufferHeight();
  1691. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1692. setFrameBuffer(fbh, false);
  1693. D3D12_VIEWPORT vp;
  1694. vp.TopLeftX = 0;
  1695. vp.TopLeftY = 0;
  1696. vp.Width = (float)width;
  1697. vp.Height = (float)height;
  1698. vp.MinDepth = 0.0f;
  1699. vp.MaxDepth = 1.0f;
  1700. m_commandList->RSSetViewports(1, &vp);
  1701. D3D12_RECT rc;
  1702. rc.left = 0;
  1703. rc.top = 0;
  1704. rc.right = width;
  1705. rc.bottom = height;
  1706. m_commandList->RSSetScissorRects(1, &rc);
  1707. const uint64_t state = 0
  1708. | BGFX_STATE_RGB_WRITE
  1709. | BGFX_STATE_ALPHA_WRITE
  1710. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1711. ;
  1712. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1713. ID3D12PipelineState* pso = getPipelineState(state
  1714. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1715. , 1
  1716. , decls
  1717. , _blitter.m_program.idx
  1718. , 0
  1719. );
  1720. m_commandList->SetPipelineState(pso);
  1721. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1722. float proj[16];
  1723. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1724. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1725. uint8_t flags = predefined.m_type;
  1726. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1727. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1728. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1729. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1730. ID3D12DescriptorHeap* heaps[] =
  1731. {
  1732. m_samplerAllocator.getHeap(),
  1733. scratchBuffer.getHeap(),
  1734. };
  1735. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1736. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1737. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1738. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1739. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1740. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1741. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1742. scratchBuffer.allocSrv(srvHandle, texture);
  1743. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1744. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1745. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1746. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1747. viewDesc.BufferLocation = vb.m_gpuVA;
  1748. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1749. viewDesc.SizeInBytes = vb.m_size;
  1750. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1751. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1752. D3D12_INDEX_BUFFER_VIEW ibv;
  1753. ibv.Format = DXGI_FORMAT_R16_UINT;
  1754. ibv.BufferLocation = ib.m_gpuVA;
  1755. ibv.SizeInBytes = ib.m_size;
  1756. m_commandList->IASetIndexBuffer(&ibv);
  1757. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1758. }
  1759. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1760. {
  1761. const uint32_t numVertices = _numIndices*4/6;
  1762. if (0 < numVertices)
  1763. {
  1764. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1765. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1766. m_commandList->DrawIndexedInstanced(_numIndices
  1767. , 1
  1768. , 0
  1769. , 0
  1770. , 0
  1771. );
  1772. }
  1773. }
  1774. void preReset()
  1775. {
  1776. finishAll();
  1777. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1778. {
  1779. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1780. }
  1781. DX_RELEASE(m_backBufferDepthStencil, 0);
  1782. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1783. {
  1784. m_frameBuffers[ii].preReset();
  1785. }
  1786. invalidateCache();
  1787. // capturePreReset();
  1788. }
  1789. void postReset()
  1790. {
  1791. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1792. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1793. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1794. {
  1795. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1796. handle.ptr += ii * rtvDescriptorSize;
  1797. DX_CHECK(m_swapChain->GetBuffer(ii
  1798. , IID_ID3D12Resource
  1799. , (void**)&m_backBufferColor[ii]
  1800. ) );
  1801. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1802. }
  1803. D3D12_RESOURCE_DESC resourceDesc;
  1804. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1805. resourceDesc.Alignment = 0;
  1806. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1807. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1808. resourceDesc.DepthOrArraySize = 1;
  1809. resourceDesc.MipLevels = 0;
  1810. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1811. resourceDesc.SampleDesc.Count = 1;
  1812. resourceDesc.SampleDesc.Quality = 0;
  1813. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1814. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1815. D3D12_CLEAR_VALUE clearValue;
  1816. clearValue.Format = resourceDesc.Format;
  1817. clearValue.DepthStencil.Depth = 1.0f;
  1818. clearValue.DepthStencil.Stencil = 0;
  1819. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1820. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1821. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  1822. dsvDesc.Format = resourceDesc.Format;
  1823. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1824. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1825. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1826. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1827. ;
  1828. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1829. , &dsvDesc
  1830. , getCPUHandleHeapStart(m_dsvDescriptorHeap)
  1831. );
  1832. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1833. {
  1834. m_frameBuffers[ii].postReset();
  1835. }
  1836. m_commandList = m_cmd.alloc();
  1837. // capturePostReset();
  1838. }
  1839. void invalidateCache()
  1840. {
  1841. m_pipelineStateCache.invalidate();
  1842. m_samplerStateCache.invalidate();
  1843. m_samplerAllocator.reset();
  1844. }
  1845. void updateMsaa()
  1846. {
  1847. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1848. {
  1849. uint32_t msaa = s_checkMsaa[ii];
  1850. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1851. bx::memSet(&data, 0, sizeof(msaa) );
  1852. data.Format = getBufferFormat();
  1853. data.SampleCount = msaa;
  1854. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1855. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1856. data.NumQualityLevels = 0;
  1857. if (SUCCEEDED(hr)
  1858. && 0 < data.NumQualityLevels)
  1859. {
  1860. s_msaa[ii].Count = data.SampleCount;
  1861. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1862. last = ii;
  1863. }
  1864. else
  1865. {
  1866. s_msaa[ii] = s_msaa[last];
  1867. }
  1868. }
  1869. }
  1870. bool updateResolution(const Resolution& _resolution)
  1871. {
  1872. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1873. {
  1874. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1875. }
  1876. else
  1877. {
  1878. m_maxAnisotropy = 1;
  1879. }
  1880. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1881. if (m_depthClamp != depthClamp)
  1882. {
  1883. m_depthClamp = depthClamp;
  1884. m_pipelineStateCache.invalidate();
  1885. }
  1886. const uint32_t maskFlags = ~(0
  1887. | BGFX_RESET_HMD_RECENTER
  1888. | BGFX_RESET_MAXANISOTROPY
  1889. | BGFX_RESET_DEPTH_CLAMP
  1890. | BGFX_RESET_SUSPEND
  1891. );
  1892. if (m_resolution.m_width != _resolution.m_width
  1893. || m_resolution.m_height != _resolution.m_height
  1894. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1895. {
  1896. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1897. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1898. m_resolution = _resolution;
  1899. m_resolution.m_flags = flags;
  1900. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1901. m_textVideoMem.clear();
  1902. setBufferSize(_resolution.m_width, _resolution.m_height);
  1903. preReset();
  1904. BX_UNUSED(resize);
  1905. if (resize)
  1906. {
  1907. #if BX_PLATFORM_WINDOWS
  1908. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1909. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1910. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1911. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1912. DX_CHECK(m_swapChain->ResizeBuffers1(
  1913. m_scd.BufferCount
  1914. , m_scd.BufferDesc.Width
  1915. , m_scd.BufferDesc.Height
  1916. , m_scd.BufferDesc.Format
  1917. , m_scd.Flags
  1918. , nodeMask
  1919. , presentQueue
  1920. ) );
  1921. #else
  1922. DX_CHECK(m_swapChain->ResizeBuffers(
  1923. m_scd.BufferCount
  1924. , m_scd.Width
  1925. , m_scd.Height
  1926. , m_scd.Format
  1927. , m_scd.Flags
  1928. ) );
  1929. m_backBufferColorIdx = m_scd.BufferCount-1;
  1930. #endif // BX_PLATFORM_WINDOWS
  1931. }
  1932. else
  1933. {
  1934. updateMsaa();
  1935. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1936. DX_RELEASE(m_swapChain, 0);
  1937. #if BX_PLATFORM_WINDOWS
  1938. HRESULT hr;
  1939. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1940. , &m_scd
  1941. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1942. );
  1943. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1944. #endif // BX_PLATFORM_WINDOWS
  1945. }
  1946. postReset();
  1947. }
  1948. return false;
  1949. }
  1950. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1951. {
  1952. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1953. {
  1954. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1955. m_fsChanges += _numRegs;
  1956. }
  1957. else
  1958. {
  1959. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1960. m_vsChanges += _numRegs;
  1961. }
  1962. }
  1963. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1964. {
  1965. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1966. }
  1967. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1968. {
  1969. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1970. }
  1971. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1972. {
  1973. const ProgramD3D12& program = m_program[_programIdx];
  1974. uint32_t total = bx::strideAlign(0
  1975. + program.m_vsh->m_size
  1976. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1977. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1978. );
  1979. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1980. {
  1981. uint32_t size = program.m_vsh->m_size;
  1982. bx::memCopy(data, m_vsScratch, size);
  1983. data += size;
  1984. m_vsChanges = 0;
  1985. }
  1986. if (NULL != program.m_fsh)
  1987. {
  1988. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1989. m_fsChanges = 0;
  1990. }
  1991. }
  1992. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1993. {
  1994. if (isValid(m_fbh)
  1995. && m_fbh.idx != _fbh.idx)
  1996. {
  1997. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1998. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1999. {
  2000. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2001. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2002. }
  2003. if (isValid(frameBuffer.m_depth) )
  2004. {
  2005. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2006. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2007. if (!writeOnly)
  2008. {
  2009. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2010. }
  2011. }
  2012. }
  2013. if (!isValid(_fbh) )
  2014. {
  2015. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2016. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2017. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2018. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2019. m_currentColor = &m_rtvHandle;
  2020. m_currentDepthStencil = &m_dsvHandle;
  2021. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2022. }
  2023. else
  2024. {
  2025. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2026. if (0 < frameBuffer.m_num)
  2027. {
  2028. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2029. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2030. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  2031. m_currentColor = &m_rtvHandle;
  2032. }
  2033. else
  2034. {
  2035. m_currentColor = NULL;
  2036. }
  2037. if (isValid(frameBuffer.m_depth) )
  2038. {
  2039. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2040. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2041. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  2042. m_currentDepthStencil = &m_dsvHandle;
  2043. }
  2044. else
  2045. {
  2046. m_currentDepthStencil = NULL;
  2047. }
  2048. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2049. {
  2050. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2051. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2052. }
  2053. if (isValid(frameBuffer.m_depth) )
  2054. {
  2055. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2056. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2057. }
  2058. m_commandList->OMSetRenderTargets(
  2059. frameBuffer.m_num
  2060. , m_currentColor
  2061. , true
  2062. , m_currentDepthStencil
  2063. );
  2064. }
  2065. m_fbh = _fbh;
  2066. m_rtMsaa = _msaa;
  2067. }
  2068. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2069. {
  2070. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2071. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2072. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2073. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2074. drt->LogicOpEnable = false;
  2075. {
  2076. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2077. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2078. const uint32_t srcRGB = (blend ) & 0xf;
  2079. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2080. const uint32_t srcA = (blend >> 8) & 0xf;
  2081. const uint32_t dstA = (blend >> 12) & 0xf;
  2082. const uint32_t equRGB = (equation ) & 0x7;
  2083. const uint32_t equA = (equation >> 3) & 0x7;
  2084. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2085. drt->DestBlend = s_blendFactor[dstRGB][0];
  2086. drt->BlendOp = s_blendEquation[equRGB];
  2087. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2088. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2089. drt->BlendOpAlpha = s_blendEquation[equA];
  2090. }
  2091. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  2092. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  2093. : 0
  2094. ;
  2095. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  2096. ? D3D12_COLOR_WRITE_ENABLE_RED
  2097. | D3D12_COLOR_WRITE_ENABLE_GREEN
  2098. | D3D12_COLOR_WRITE_ENABLE_BLUE
  2099. : 0
  2100. ;
  2101. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2102. drt->RenderTargetWriteMask = writeMask;
  2103. if (_desc.IndependentBlendEnable)
  2104. {
  2105. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2106. {
  2107. drt = &_desc.RenderTarget[ii];
  2108. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2109. drt->LogicOpEnable = false;
  2110. const uint32_t src = (rgba ) & 0xf;
  2111. const uint32_t dst = (rgba >> 4) & 0xf;
  2112. const uint32_t equation = (rgba >> 8) & 0x7;
  2113. drt->SrcBlend = s_blendFactor[src][0];
  2114. drt->DestBlend = s_blendFactor[dst][0];
  2115. drt->BlendOp = s_blendEquation[equation];
  2116. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2117. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2118. drt->BlendOpAlpha = s_blendEquation[equation];
  2119. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2120. drt->RenderTargetWriteMask = writeMask;
  2121. }
  2122. }
  2123. else
  2124. {
  2125. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2126. {
  2127. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2128. }
  2129. }
  2130. }
  2131. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2132. {
  2133. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2134. _desc.FillMode = _wireframe
  2135. ? D3D12_FILL_MODE_WIREFRAME
  2136. : D3D12_FILL_MODE_SOLID
  2137. ;
  2138. _desc.CullMode = s_cullMode[cull];
  2139. _desc.FrontCounterClockwise = false;
  2140. _desc.DepthBias = 0;
  2141. _desc.DepthBiasClamp = 0.0f;
  2142. _desc.SlopeScaledDepthBias = 0.0f;
  2143. _desc.DepthClipEnable = !m_depthClamp;
  2144. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2145. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2146. _desc.ForcedSampleCount = 0;
  2147. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2148. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2149. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2150. ;
  2151. }
  2152. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2153. {
  2154. const uint32_t fstencil = unpackStencil(0, _stencil);
  2155. bx::memSet(&_desc, 0, sizeof(_desc) );
  2156. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2157. _desc.DepthEnable = 0 != func;
  2158. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  2159. ? D3D12_DEPTH_WRITE_MASK_ALL
  2160. : D3D12_DEPTH_WRITE_MASK_ZERO
  2161. ;
  2162. _desc.DepthFunc = s_cmpFunc[func];
  2163. uint32_t bstencil = unpackStencil(1, _stencil);
  2164. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2165. bstencil = frontAndBack ? bstencil : fstencil;
  2166. _desc.StencilEnable = 0 != _stencil;
  2167. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2168. _desc.StencilWriteMask = 0xff;
  2169. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2170. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2171. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2172. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2173. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2174. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2175. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2176. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2177. }
  2178. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2179. {
  2180. uint16_t attrMask[Attrib::Count];
  2181. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2182. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2183. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2184. {
  2185. VertexDecl decl;
  2186. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2187. const bool last = stream == _numStreams-1;
  2188. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2189. {
  2190. uint16_t mask = attrMask[ii];
  2191. uint16_t attr = (decl.m_attributes[ii] & mask);
  2192. if (0 == attr
  2193. || UINT16_MAX == attr)
  2194. {
  2195. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2196. }
  2197. else
  2198. {
  2199. attrMask[ii] = 0;
  2200. }
  2201. }
  2202. elem = fillVertexDecl(stream, elem, decl);
  2203. }
  2204. uint32_t num = uint32_t(elem-_vertexElements);
  2205. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2206. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2207. {
  2208. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2209. uint32_t jj;
  2210. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2211. for (jj = 0; jj < num; ++jj)
  2212. {
  2213. curr = &_vertexElements[jj];
  2214. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2215. && curr->SemanticIndex == index)
  2216. {
  2217. break;
  2218. }
  2219. }
  2220. if (jj == num)
  2221. {
  2222. curr = elem;
  2223. ++elem;
  2224. }
  2225. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2226. curr->InputSlot = 1;
  2227. curr->SemanticIndex = index;
  2228. curr->AlignedByteOffset = ii*16;
  2229. }
  2230. return uint32_t(elem-_vertexElements);
  2231. }
  2232. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2233. {
  2234. const VertexDecl* decls[1] = { &_vertexDecl };
  2235. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2236. }
  2237. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2238. {
  2239. union { void* ptr; uint32_t offset; } cast = { _userData };
  2240. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2241. {
  2242. DxbcOperand& operand = _instruction.operand[ii];
  2243. if (DxbcOperandType::ConstantBuffer == operand.type)
  2244. {
  2245. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2246. && 0 == operand.regIndex[0]
  2247. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  2248. {
  2249. operand.regIndex[1] += cast.offset;
  2250. }
  2251. else if (DxbcOperandAddrMode::RegImm32 == operand.addrMode[1])
  2252. {
  2253. operand.regIndex[1] += cast.offset;
  2254. }
  2255. }
  2256. }
  2257. }
  2258. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2259. {
  2260. ProgramD3D12& program = m_program[_programIdx];
  2261. const uint32_t hash = program.m_vsh->m_hash;
  2262. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2263. if (BX_LIKELY(NULL != pso) )
  2264. {
  2265. return pso;
  2266. }
  2267. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2268. bx::memSet(&desc, 0, sizeof(desc) );
  2269. desc.pRootSignature = m_rootSignature;
  2270. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2271. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2272. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2273. , IID_ID3D12PipelineState
  2274. , (void**)&pso
  2275. ) );
  2276. m_pipelineStateCache.add(hash, pso);
  2277. return pso;
  2278. }
  2279. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint8_t _numStreams, const VertexDecl** _vertexDecls, uint16_t _programIdx, uint8_t _numInstanceData)
  2280. {
  2281. ProgramD3D12& program = m_program[_programIdx];
  2282. _state &= 0
  2283. | BGFX_STATE_RGB_WRITE
  2284. | BGFX_STATE_ALPHA_WRITE
  2285. | BGFX_STATE_DEPTH_WRITE
  2286. | BGFX_STATE_DEPTH_TEST_MASK
  2287. | BGFX_STATE_BLEND_MASK
  2288. | BGFX_STATE_BLEND_EQUATION_MASK
  2289. | BGFX_STATE_BLEND_INDEPENDENT
  2290. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2291. | BGFX_STATE_CULL_MASK
  2292. | BGFX_STATE_MSAA
  2293. | BGFX_STATE_LINEAA
  2294. | BGFX_STATE_CONSERVATIVE_RASTER
  2295. | BGFX_STATE_PT_MASK
  2296. ;
  2297. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2298. VertexDecl decl;
  2299. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2300. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2301. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2302. {
  2303. uint16_t mask = attrMask[ii];
  2304. uint16_t attr = (decl.m_attributes[ii] & mask);
  2305. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2306. }
  2307. bx::HashMurmur2A murmur;
  2308. murmur.begin();
  2309. murmur.add(_state);
  2310. murmur.add(_stencil);
  2311. murmur.add(program.m_vsh->m_hash);
  2312. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2313. murmur.add(program.m_fsh->m_hash);
  2314. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2315. {
  2316. murmur.add(_vertexDecls[ii]->m_hash);
  2317. }
  2318. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2319. murmur.add(m_fbh.idx);
  2320. murmur.add(_numInstanceData);
  2321. const uint32_t hash = murmur.end();
  2322. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2323. if (NULL != pso)
  2324. {
  2325. return pso;
  2326. }
  2327. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2328. bx::memSet(&desc, 0, sizeof(desc) );
  2329. desc.pRootSignature = m_rootSignature;
  2330. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2331. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2332. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2333. bx::memSet(temp->data, 0, temp->size);
  2334. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2335. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2336. DxbcContext dxbc;
  2337. bx::Error err;
  2338. read(&rd, dxbc, &err);
  2339. bool patchShader = !dxbc.shader.aon9;
  2340. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2341. && patchShader)
  2342. {
  2343. union { uint32_t offset; void* ptr; } cast = { 0 };
  2344. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2345. write(&wr, dxbc, &err);
  2346. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2347. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2348. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2349. if (!patchShader)
  2350. {
  2351. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2352. {
  2353. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2354. {
  2355. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2356. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2357. break;
  2358. }
  2359. }
  2360. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2361. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2362. }
  2363. }
  2364. if (patchShader)
  2365. {
  2366. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2367. bx::seek(&wr, 0, bx::Whence::Begin);
  2368. union { uint32_t offset; void* ptr; } cast =
  2369. {
  2370. uint32_t(program.m_vsh->m_size)/16
  2371. };
  2372. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2373. write(&wr, dxbc, &err);
  2374. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2375. desc.PS.pShaderBytecode = temp->data;
  2376. desc.PS.BytecodeLength = temp->size;
  2377. }
  2378. else
  2379. {
  2380. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2381. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2382. }
  2383. desc.DS.pShaderBytecode = NULL;
  2384. desc.DS.BytecodeLength = 0;
  2385. desc.HS.pShaderBytecode = NULL;
  2386. desc.HS.BytecodeLength = 0;
  2387. desc.GS.pShaderBytecode = NULL;
  2388. desc.GS.BytecodeLength = 0;
  2389. desc.StreamOutput.pSODeclaration = NULL;
  2390. desc.StreamOutput.NumEntries = 0;
  2391. desc.StreamOutput.pBufferStrides = NULL;
  2392. desc.StreamOutput.NumStrides = 0;
  2393. desc.StreamOutput.RasterizedStream = 0;
  2394. setBlendState(desc.BlendState, _state);
  2395. desc.SampleMask = 1;
  2396. setRasterizerState(desc.RasterizerState, _state);
  2397. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2398. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2399. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2400. desc.InputLayout.pInputElementDescs = vertexElements;
  2401. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2402. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2403. if (isValid(m_fbh) )
  2404. {
  2405. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2406. desc.NumRenderTargets = frameBuffer.m_num;
  2407. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2408. {
  2409. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2410. }
  2411. if (isValid(frameBuffer.m_depth) )
  2412. {
  2413. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2414. }
  2415. else
  2416. {
  2417. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2418. }
  2419. }
  2420. else
  2421. {
  2422. desc.NumRenderTargets = 1;
  2423. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2424. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2425. }
  2426. desc.SampleDesc.Count = 1;
  2427. desc.SampleDesc.Quality = 0;
  2428. uint32_t length = g_callback->cacheReadSize(hash);
  2429. bool cached = length > 0;
  2430. void* cachedData = NULL;
  2431. if (cached)
  2432. {
  2433. cachedData = BX_ALLOC(g_allocator, length);
  2434. if (g_callback->cacheRead(hash, cachedData, length) )
  2435. {
  2436. BX_TRACE("Loading cached PSO (size %d).", length);
  2437. bx::MemoryReader reader(cachedData, length);
  2438. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2439. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2440. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2441. , IID_ID3D12PipelineState
  2442. , (void**)&pso
  2443. );
  2444. if (FAILED(hr) )
  2445. {
  2446. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2447. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2448. }
  2449. }
  2450. }
  2451. if (NULL == pso)
  2452. {
  2453. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2454. , IID_ID3D12PipelineState
  2455. , (void**)&pso
  2456. ) );
  2457. }
  2458. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2459. m_pipelineStateCache.add(hash, pso);
  2460. release(temp);
  2461. ID3DBlob* blob;
  2462. HRESULT hr = pso->GetCachedBlob(&blob);
  2463. if (SUCCEEDED(hr) )
  2464. {
  2465. void* data = blob->GetBufferPointer();
  2466. length = (uint32_t)blob->GetBufferSize();
  2467. g_callback->cacheWrite(hash, data, length);
  2468. DX_RELEASE(blob, 0);
  2469. }
  2470. if (NULL != cachedData)
  2471. {
  2472. BX_FREE(g_allocator, cachedData);
  2473. }
  2474. return pso;
  2475. }
  2476. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2477. {
  2478. bx::HashMurmur2A murmur;
  2479. murmur.begin();
  2480. murmur.add(_flags, _num * sizeof(uint32_t) );
  2481. uint32_t hash = murmur.end();
  2482. uint16_t sampler = m_samplerStateCache.find(hash);
  2483. if (UINT16_MAX == sampler)
  2484. {
  2485. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2486. m_samplerStateCache.add(hash, sampler);
  2487. }
  2488. return sampler;
  2489. }
  2490. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2491. {
  2492. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2493. }
  2494. DXGI_FORMAT getBufferFormat()
  2495. {
  2496. #if BX_PLATFORM_WINDOWS
  2497. return m_scd.BufferDesc.Format;
  2498. #else
  2499. return m_scd.Format;
  2500. #endif
  2501. }
  2502. uint32_t getBufferWidth()
  2503. {
  2504. #if BX_PLATFORM_WINDOWS
  2505. return m_scd.BufferDesc.Width;
  2506. #else
  2507. return m_scd.Width;
  2508. #endif
  2509. }
  2510. uint32_t getBufferHeight()
  2511. {
  2512. #if BX_PLATFORM_WINDOWS
  2513. return m_scd.BufferDesc.Height;
  2514. #else
  2515. return m_scd.Height;
  2516. #endif
  2517. }
  2518. void setBufferSize(uint32_t _width, uint32_t _height)
  2519. {
  2520. #if BX_PLATFORM_WINDOWS
  2521. m_scd.BufferDesc.Width = _width;
  2522. m_scd.BufferDesc.Height = _height;
  2523. #else
  2524. m_scd.Width = _width;
  2525. m_scd.Height = _height;
  2526. #endif
  2527. }
  2528. void commit(UniformBuffer& _uniformBuffer)
  2529. {
  2530. _uniformBuffer.reset();
  2531. for (;;)
  2532. {
  2533. uint32_t opcode = _uniformBuffer.read();
  2534. if (UniformType::End == opcode)
  2535. {
  2536. break;
  2537. }
  2538. UniformType::Enum type;
  2539. uint16_t loc;
  2540. uint16_t num;
  2541. uint16_t copy;
  2542. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2543. const char* data;
  2544. if (copy)
  2545. {
  2546. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2547. }
  2548. else
  2549. {
  2550. UniformHandle handle;
  2551. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2552. data = (const char*)m_uniforms[handle.idx];
  2553. }
  2554. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2555. case UniformType::_uniform: \
  2556. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2557. { \
  2558. setShaderUniform(uint8_t(type), loc, data, num); \
  2559. } \
  2560. break;
  2561. switch ( (uint32_t)type)
  2562. {
  2563. case UniformType::Mat3:
  2564. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2565. {
  2566. float* value = (float*)data;
  2567. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2568. {
  2569. Matrix4 mtx;
  2570. mtx.un.val[ 0] = value[0];
  2571. mtx.un.val[ 1] = value[1];
  2572. mtx.un.val[ 2] = value[2];
  2573. mtx.un.val[ 3] = 0.0f;
  2574. mtx.un.val[ 4] = value[3];
  2575. mtx.un.val[ 5] = value[4];
  2576. mtx.un.val[ 6] = value[5];
  2577. mtx.un.val[ 7] = 0.0f;
  2578. mtx.un.val[ 8] = value[6];
  2579. mtx.un.val[ 9] = value[7];
  2580. mtx.un.val[10] = value[8];
  2581. mtx.un.val[11] = 0.0f;
  2582. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2583. }
  2584. }
  2585. break;
  2586. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2587. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2588. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2589. case UniformType::End:
  2590. break;
  2591. default:
  2592. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2593. break;
  2594. }
  2595. #undef CASE_IMPLEMENT_UNIFORM
  2596. }
  2597. }
  2598. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2599. {
  2600. if (isValid(m_fbh) )
  2601. {
  2602. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2603. frameBuffer.clear(m_commandList, _clear, _palette);
  2604. }
  2605. else
  2606. {
  2607. if (NULL != m_currentColor
  2608. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2609. {
  2610. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2611. {
  2612. uint8_t index = _clear.m_index[0];
  2613. if (UINT8_MAX != index)
  2614. {
  2615. m_commandList->ClearRenderTargetView(*m_currentColor
  2616. , _palette[index]
  2617. , _num
  2618. , _rect
  2619. );
  2620. }
  2621. }
  2622. else
  2623. {
  2624. float frgba[4] =
  2625. {
  2626. _clear.m_index[0] * 1.0f / 255.0f,
  2627. _clear.m_index[1] * 1.0f / 255.0f,
  2628. _clear.m_index[2] * 1.0f / 255.0f,
  2629. _clear.m_index[3] * 1.0f / 255.0f,
  2630. };
  2631. m_commandList->ClearRenderTargetView(*m_currentColor
  2632. , frgba
  2633. , _num
  2634. , _rect
  2635. );
  2636. }
  2637. }
  2638. if (NULL != m_currentDepthStencil
  2639. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2640. {
  2641. uint32_t flags = 0;
  2642. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2643. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2644. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2645. , D3D12_CLEAR_FLAGS(flags)
  2646. , _clear.m_depth
  2647. , _clear.m_stencil
  2648. , _num
  2649. , _rect
  2650. );
  2651. }
  2652. }
  2653. }
  2654. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2655. {
  2656. uint32_t width;
  2657. uint32_t height;
  2658. if (isValid(m_fbh) )
  2659. {
  2660. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2661. width = fb.m_width;
  2662. height = fb.m_height;
  2663. }
  2664. else
  2665. {
  2666. width = getBufferWidth();
  2667. height = getBufferHeight();
  2668. }
  2669. if (0 == _rect.m_x
  2670. && 0 == _rect.m_y
  2671. && width == _rect.m_width
  2672. && height == _rect.m_height)
  2673. {
  2674. clear(_clear, _palette);
  2675. }
  2676. else
  2677. {
  2678. D3D12_RECT rect;
  2679. rect.left = _rect.m_x;
  2680. rect.top = _rect.m_y;
  2681. rect.right = _rect.m_x + _rect.m_width;
  2682. rect.bottom = _rect.m_y + _rect.m_height;
  2683. clear(_clear, _palette, &rect, 1);
  2684. }
  2685. }
  2686. uint64_t kick()
  2687. {
  2688. uint64_t fence = m_cmd.kick();
  2689. m_commandList = m_cmd.alloc();
  2690. return fence;
  2691. }
  2692. void finish()
  2693. {
  2694. m_cmd.kick();
  2695. m_cmd.finish();
  2696. m_commandList = NULL;
  2697. }
  2698. void finishAll()
  2699. {
  2700. uint64_t fence = m_cmd.kick();
  2701. m_cmd.finish(fence, true);
  2702. m_commandList = NULL;
  2703. }
  2704. void* m_kernel32dll;
  2705. void* m_d3d12dll;
  2706. void* m_dxgidll;
  2707. void* m_renderdocdll;
  2708. void* m_winPixEvent;
  2709. D3D_FEATURE_LEVEL m_featureLevel;
  2710. D3D_DRIVER_TYPE m_driverType;
  2711. DXGI_ADAPTER_DESC m_adapterDesc;
  2712. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2713. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2714. #if BX_PLATFORM_WINDOWS
  2715. IDXGIAdapter3* m_adapter;
  2716. IDXGIFactory4* m_factory;
  2717. IDXGISwapChain3* m_swapChain;
  2718. ID3D12InfoQueue* m_infoQueue;
  2719. #elif BX_PLATFORM_WINRT
  2720. IDXGIAdapter* m_adapter;
  2721. IDXGIFactory2* m_factory;
  2722. IDXGISwapChain1* m_swapChain;
  2723. #else
  2724. IDXGIAdapter* m_adapter;
  2725. IDXGIFactory2* m_factory;
  2726. IDXGISwapChain1* m_swapChain;
  2727. #endif // BX_PLATFORM_WINDOWS
  2728. int64_t m_presentElapsed;
  2729. uint16_t m_numWindows;
  2730. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2731. ID3D12Device* m_device;
  2732. TimerQueryD3D12 m_gpuTimer;
  2733. OcclusionQueryD3D12 m_occlusionQuery;
  2734. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2735. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2736. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2737. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2738. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2739. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2740. ID3D12Resource* m_backBufferColor[4];
  2741. uint64_t m_backBufferColorFence[4];
  2742. ID3D12Resource* m_backBufferDepthStencil;
  2743. ScratchBufferD3D12 m_scratchBuffer[4];
  2744. DescriptorAllocatorD3D12 m_samplerAllocator;
  2745. ID3D12RootSignature* m_rootSignature;
  2746. CommandQueueD3D12 m_cmd;
  2747. BatchD3D12 m_batch;
  2748. ID3D12GraphicsCommandList* m_commandList;
  2749. Resolution m_resolution;
  2750. bool m_wireframe;
  2751. bool m_lost;
  2752. DXGI_SWAP_CHAIN_DESC m_scd;
  2753. uint32_t m_maxAnisotropy;
  2754. bool m_depthClamp;
  2755. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2756. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2757. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2758. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2759. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2760. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2761. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2762. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2763. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2764. UniformRegistry m_uniformReg;
  2765. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2766. StateCache m_samplerStateCache;
  2767. TextVideoMem m_textVideoMem;
  2768. uint8_t m_fsScratch[64<<10];
  2769. uint8_t m_vsScratch[64<<10];
  2770. uint32_t m_fsChanges;
  2771. uint32_t m_vsChanges;
  2772. FrameBufferHandle m_fbh;
  2773. uint32_t m_backBufferColorIdx;
  2774. bool m_rtMsaa;
  2775. };
  2776. static RendererContextD3D12* s_renderD3D12;
  2777. RendererContextI* rendererCreate(const Init& _init)
  2778. {
  2779. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2780. if (!s_renderD3D12->init(_init) )
  2781. {
  2782. BX_DELETE(g_allocator, s_renderD3D12);
  2783. s_renderD3D12 = NULL;
  2784. }
  2785. return s_renderD3D12;
  2786. }
  2787. void rendererDestroy()
  2788. {
  2789. s_renderD3D12->shutdown();
  2790. BX_DELETE(g_allocator, s_renderD3D12);
  2791. s_renderD3D12 = NULL;
  2792. }
  2793. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2794. {
  2795. m_size = _size;
  2796. ID3D12Device* device = s_renderD3D12->m_device;
  2797. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2798. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2799. desc.NumDescriptors = _maxDescriptors;
  2800. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2801. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2802. desc.NodeMask = 1;
  2803. DX_CHECK(device->CreateDescriptorHeap(&desc
  2804. , IID_ID3D12DescriptorHeap
  2805. , (void**)&m_heap
  2806. ) );
  2807. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2808. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2809. D3D12_RANGE readRange = { 0, 0 };
  2810. m_upload->Map(0, &readRange, (void**)&m_data);
  2811. reset(m_gpuHandle);
  2812. }
  2813. void ScratchBufferD3D12::destroy()
  2814. {
  2815. D3D12_RANGE writeRange = { 0, 0 };
  2816. m_upload->Unmap(0, &writeRange);
  2817. DX_RELEASE(m_upload, 0);
  2818. DX_RELEASE(m_heap, 0);
  2819. }
  2820. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2821. {
  2822. m_pos = 0;
  2823. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2824. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2825. _gpuHandle = m_gpuHandle;
  2826. }
  2827. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2828. {
  2829. _gpuAddress = m_gpuVA + m_pos;
  2830. void* data = &m_data[m_pos];
  2831. m_pos += BX_ALIGN_256(_size);
  2832. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2833. // desc.BufferLocation = _gpuAddress;
  2834. // desc.SizeInBytes = _size;
  2835. // ID3D12Device* device = s_renderD3D12->m_device;
  2836. // device->CreateConstantBufferView(&desc
  2837. // , m_cpuHandle
  2838. // );
  2839. // m_cpuHandle.ptr += m_incrementSize;
  2840. // m_gpuHandle.ptr += m_incrementSize;
  2841. return data;
  2842. }
  2843. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2844. {
  2845. ID3D12Device* device = s_renderD3D12->m_device;
  2846. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2847. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2848. if (0 != _mip)
  2849. {
  2850. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2851. srvd = &tmpSrvd;
  2852. switch (_texture.m_srvd.ViewDimension)
  2853. {
  2854. default:
  2855. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2856. srvd->Texture2D.MostDetailedMip = _mip;
  2857. srvd->Texture2D.MipLevels = 1;
  2858. srvd->Texture2D.PlaneSlice = 0;
  2859. srvd->Texture2D.ResourceMinLODClamp = 0;
  2860. break;
  2861. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2862. srvd->TextureCube.MostDetailedMip = _mip;
  2863. srvd->TextureCube.MipLevels = 1;
  2864. srvd->TextureCube.ResourceMinLODClamp = 0;
  2865. break;
  2866. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2867. srvd->Texture3D.MostDetailedMip = _mip;
  2868. srvd->Texture3D.MipLevels = 1;
  2869. srvd->Texture3D.ResourceMinLODClamp = 0;
  2870. break;
  2871. }
  2872. }
  2873. device->CreateShaderResourceView(_texture.m_ptr
  2874. , srvd
  2875. , m_cpuHandle
  2876. );
  2877. m_cpuHandle.ptr += m_incrementSize;
  2878. _gpuHandle = m_gpuHandle;
  2879. m_gpuHandle.ptr += m_incrementSize;
  2880. }
  2881. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2882. {
  2883. ID3D12Device* device = s_renderD3D12->m_device;
  2884. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2885. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2886. if (0 != _mip)
  2887. {
  2888. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2889. uavd = &tmpUavd;
  2890. switch (_texture.m_uavd.ViewDimension)
  2891. {
  2892. default:
  2893. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2894. uavd->Texture2D.MipSlice = _mip;
  2895. uavd->Texture2D.PlaneSlice = 0;
  2896. break;
  2897. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2898. uavd->Texture2DArray.MipSlice = _mip;
  2899. uavd->Texture2DArray.PlaneSlice = 0;
  2900. break;
  2901. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2902. uavd->Texture3D.MipSlice = _mip;
  2903. break;
  2904. }
  2905. }
  2906. device->CreateUnorderedAccessView(_texture.m_ptr
  2907. , NULL
  2908. , uavd
  2909. , m_cpuHandle
  2910. );
  2911. m_cpuHandle.ptr += m_incrementSize;
  2912. _gpuHandle = m_gpuHandle;
  2913. m_gpuHandle.ptr += m_incrementSize;
  2914. }
  2915. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2916. {
  2917. ID3D12Device* device = s_renderD3D12->m_device;
  2918. device->CreateShaderResourceView(_buffer.m_ptr
  2919. , &_buffer.m_srvd
  2920. , m_cpuHandle
  2921. );
  2922. m_cpuHandle.ptr += m_incrementSize;
  2923. _gpuHandle = m_gpuHandle;
  2924. m_gpuHandle.ptr += m_incrementSize;
  2925. }
  2926. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2927. {
  2928. ID3D12Device* device = s_renderD3D12->m_device;
  2929. device->CreateUnorderedAccessView(_buffer.m_ptr
  2930. , NULL
  2931. , &_buffer.m_uavd
  2932. , m_cpuHandle
  2933. );
  2934. m_cpuHandle.ptr += m_incrementSize;
  2935. _gpuHandle = m_gpuHandle;
  2936. m_gpuHandle.ptr += m_incrementSize;
  2937. }
  2938. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2939. {
  2940. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2941. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2942. ID3D12Device* device = s_renderD3D12->m_device;
  2943. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2944. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2945. desc.NumDescriptors = _maxDescriptors;
  2946. desc.Type = _type;
  2947. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2948. desc.NodeMask = 1;
  2949. DX_CHECK(device->CreateDescriptorHeap(&desc
  2950. , IID_ID3D12DescriptorHeap
  2951. , (void**)&m_heap
  2952. ) );
  2953. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2954. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2955. }
  2956. void DescriptorAllocatorD3D12::destroy()
  2957. {
  2958. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2959. DX_RELEASE(m_heap, 0);
  2960. }
  2961. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2962. {
  2963. uint16_t idx = m_handleAlloc->alloc();
  2964. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2965. ID3D12Device* device = s_renderD3D12->m_device;
  2966. device->CreateShaderResourceView(_ptr
  2967. , _desc
  2968. , cpuHandle
  2969. );
  2970. return idx;
  2971. }
  2972. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2973. {
  2974. uint16_t idx = m_handleAlloc->alloc();
  2975. ID3D12Device* device = s_renderD3D12->m_device;
  2976. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2977. for (uint32_t ii = 0; ii < _num; ++ii)
  2978. {
  2979. uint32_t flags = _flags[ii];
  2980. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2981. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2982. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2983. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2984. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2985. D3D12_SAMPLER_DESC sd;
  2986. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2987. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2988. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2989. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2990. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2991. sd.MaxAnisotropy = maxAnisotropy;
  2992. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2993. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2994. if (NULL != _palette
  2995. && needBorderColor(flags) )
  2996. {
  2997. const float* rgba = _palette[index];
  2998. sd.BorderColor[0] = rgba[0];
  2999. sd.BorderColor[1] = rgba[1];
  3000. sd.BorderColor[2] = rgba[2];
  3001. sd.BorderColor[3] = rgba[3];
  3002. }
  3003. else
  3004. {
  3005. sd.BorderColor[0] = 0.0f;
  3006. sd.BorderColor[1] = 0.0f;
  3007. sd.BorderColor[2] = 0.0f;
  3008. sd.BorderColor[3] = 0.0f;
  3009. }
  3010. sd.MinLOD = 0;
  3011. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3012. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3013. {
  3014. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3015. };
  3016. device->CreateSampler(&sd, cpuHandle);
  3017. }
  3018. return idx;
  3019. }
  3020. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3021. {
  3022. m_handleAlloc->free(_idx);
  3023. }
  3024. void DescriptorAllocatorD3D12::reset()
  3025. {
  3026. uint16_t max = m_handleAlloc->getMaxHandles();
  3027. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3028. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3029. }
  3030. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3031. {
  3032. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3033. return gpuHandle;
  3034. }
  3035. void CommandQueueD3D12::init(ID3D12Device* _device)
  3036. {
  3037. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3038. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3039. queueDesc.Priority = 0;
  3040. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3041. queueDesc.NodeMask = 1;
  3042. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3043. , IID_ID3D12CommandQueue
  3044. , (void**)&m_commandQueue
  3045. ) );
  3046. m_completedFence = 0;
  3047. m_currentFence = 0;
  3048. DX_CHECK(_device->CreateFence(0
  3049. , D3D12_FENCE_FLAG_NONE
  3050. , IID_ID3D12Fence
  3051. , (void**)&m_fence
  3052. ) );
  3053. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3054. {
  3055. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3056. , IID_ID3D12CommandAllocator
  3057. , (void**)&m_commandList[ii].m_commandAllocator
  3058. ) );
  3059. DX_CHECK(_device->CreateCommandList(0
  3060. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3061. , m_commandList[ii].m_commandAllocator
  3062. , NULL
  3063. , IID_ID3D12GraphicsCommandList
  3064. , (void**)&m_commandList[ii].m_commandList
  3065. ) );
  3066. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3067. }
  3068. }
  3069. void CommandQueueD3D12::shutdown()
  3070. {
  3071. finish(UINT64_MAX, true);
  3072. DX_RELEASE(m_fence, 0);
  3073. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3074. {
  3075. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3076. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3077. }
  3078. DX_RELEASE(m_commandQueue, 0);
  3079. }
  3080. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3081. {
  3082. while (0 == m_control.reserve(1) )
  3083. {
  3084. consume();
  3085. }
  3086. CommandList& commandList = m_commandList[m_control.m_current];
  3087. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3088. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3089. return commandList.m_commandList;
  3090. }
  3091. uint64_t CommandQueueD3D12::kick()
  3092. {
  3093. CommandList& commandList = m_commandList[m_control.m_current];
  3094. DX_CHECK(commandList.m_commandList->Close() );
  3095. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3096. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3097. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3098. const uint64_t fence = m_currentFence++;
  3099. m_commandQueue->Signal(m_fence, fence);
  3100. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3101. m_control.commit(1);
  3102. return fence;
  3103. }
  3104. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3105. {
  3106. while (0 < m_control.available() )
  3107. {
  3108. consume();
  3109. if (!_finishAll
  3110. && _waitFence <= m_completedFence)
  3111. {
  3112. return;
  3113. }
  3114. }
  3115. BX_CHECK(0 == m_control.available(), "");
  3116. }
  3117. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3118. {
  3119. if (0 < m_control.available() )
  3120. {
  3121. if (consume(0)
  3122. && _waitFence <= m_completedFence)
  3123. {
  3124. return true;
  3125. }
  3126. }
  3127. return false;
  3128. }
  3129. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3130. {
  3131. m_release[m_control.m_current].push_back(_ptr);
  3132. }
  3133. bool CommandQueueD3D12::consume(uint32_t _ms)
  3134. {
  3135. CommandList& commandList = m_commandList[m_control.m_read];
  3136. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3137. {
  3138. CloseHandle(commandList.m_event);
  3139. commandList.m_event = NULL;
  3140. m_completedFence = m_fence->GetCompletedValue();
  3141. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3142. m_commandQueue->Wait(m_fence, m_completedFence);
  3143. ResourceArray& ra = m_release[m_control.m_read];
  3144. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3145. {
  3146. DX_RELEASE(*it, 0);
  3147. }
  3148. ra.clear();
  3149. m_control.consume(1);
  3150. return true;
  3151. }
  3152. return false;
  3153. }
  3154. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3155. {
  3156. m_maxDrawPerBatch = _maxDrawPerBatch;
  3157. setSeqMode(false);
  3158. setIndirectMode(false);
  3159. ID3D12Device* device = s_renderD3D12->m_device;
  3160. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3161. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3162. {
  3163. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3164. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3165. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3166. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3167. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3168. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3169. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3170. };
  3171. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3172. {
  3173. sizeof(DrawIndirectCommand),
  3174. BX_COUNTOF(drawArgDesc),
  3175. drawArgDesc,
  3176. 1,
  3177. };
  3178. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3179. , rootSignature
  3180. , IID_ID3D12CommandSignature
  3181. , (void**)&m_commandSignature[Draw]
  3182. ) );
  3183. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3184. {
  3185. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3186. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3187. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3188. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3189. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3190. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3191. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3192. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3193. };
  3194. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3195. {
  3196. sizeof(DrawIndexedIndirectCommand),
  3197. BX_COUNTOF(drawIndexedArgDesc),
  3198. drawIndexedArgDesc,
  3199. 1,
  3200. };
  3201. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3202. , rootSignature
  3203. , IID_ID3D12CommandSignature
  3204. , (void**)&m_commandSignature[DrawIndexed]
  3205. ) );
  3206. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3207. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3208. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3209. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3210. {
  3211. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3212. , NULL
  3213. , BGFX_BUFFER_DRAW_INDIRECT
  3214. , false
  3215. , cmdSize
  3216. );
  3217. }
  3218. }
  3219. void BatchD3D12::destroy()
  3220. {
  3221. BX_FREE(g_allocator, m_cmds[0]);
  3222. BX_FREE(g_allocator, m_cmds[1]);
  3223. DX_RELEASE(m_commandSignature[0], 0);
  3224. DX_RELEASE(m_commandSignature[1], 0);
  3225. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3226. {
  3227. m_indirect[ii].destroy();
  3228. }
  3229. }
  3230. template<typename Ty>
  3231. Ty& BatchD3D12::getCmd(Enum _type)
  3232. {
  3233. uint32_t index = m_num[_type];
  3234. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3235. m_num[_type]++;
  3236. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3237. return *cmd;
  3238. }
  3239. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3240. {
  3241. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3242. uint32_t numIndices = 0;
  3243. if (Draw == type)
  3244. {
  3245. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3246. cmd.cbv = _cbv;
  3247. uint32_t numVertices = _draw.m_numVertices;
  3248. uint8_t numStreams = 0;
  3249. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3250. ; 0 != streamMask
  3251. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3252. )
  3253. {
  3254. streamMask >>= ntz;
  3255. idx += ntz;
  3256. const Stream& stream = _draw.m_stream[idx];
  3257. uint16_t handle = stream.m_handle.idx;
  3258. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3259. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3260. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3261. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3262. uint32_t stride = vertexDecl.m_stride;
  3263. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3264. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3265. vbv.StrideInBytes = vertexDecl.m_stride;
  3266. vbv.SizeInBytes = vb.m_size;
  3267. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3268. ? vb.m_size/stride
  3269. : _draw.m_numVertices
  3270. , numVertices
  3271. );
  3272. }
  3273. if (isValid(_draw.m_instanceDataBuffer) )
  3274. {
  3275. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3276. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3277. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3278. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3279. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3280. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3281. }
  3282. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3283. {
  3284. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3285. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3286. }
  3287. cmd.draw.InstanceCount = _draw.m_numInstances;
  3288. cmd.draw.VertexCountPerInstance = numVertices;
  3289. cmd.draw.StartVertexLocation = 0;
  3290. cmd.draw.StartInstanceLocation = 0;
  3291. }
  3292. else
  3293. {
  3294. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3295. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3296. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3297. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3298. numIndices = UINT32_MAX == _draw.m_numIndices
  3299. ? ib.m_size / indexSize
  3300. : _draw.m_numIndices
  3301. ;
  3302. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3303. cmd.cbv = _cbv;
  3304. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3305. cmd.ibv.SizeInBytes = ib.m_size;
  3306. cmd.ibv.Format = hasIndex16
  3307. ? DXGI_FORMAT_R16_UINT
  3308. : DXGI_FORMAT_R32_UINT
  3309. ;
  3310. uint32_t numVertices = _draw.m_numVertices;
  3311. uint8_t numStreams = 0;
  3312. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3313. ; 0 != streamMask
  3314. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3315. )
  3316. {
  3317. streamMask >>= ntz;
  3318. idx += ntz;
  3319. const Stream& stream = _draw.m_stream[idx];
  3320. uint16_t handle = stream.m_handle.idx;
  3321. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3322. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3323. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3324. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3325. uint32_t stride = vertexDecl.m_stride;
  3326. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3327. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3328. vbv.StrideInBytes = stride;
  3329. vbv.SizeInBytes = vb.m_size;
  3330. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3331. ? vb.m_size/stride
  3332. : _draw.m_numVertices
  3333. , numVertices
  3334. );
  3335. }
  3336. if (isValid(_draw.m_instanceDataBuffer) )
  3337. {
  3338. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3339. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3340. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3341. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3342. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3343. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3344. }
  3345. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3346. {
  3347. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3348. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3349. }
  3350. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  3351. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  3352. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  3353. cmd.drawIndexed.BaseVertexLocation = 0;
  3354. cmd.drawIndexed.StartInstanceLocation = 0;
  3355. }
  3356. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3357. {
  3358. flush(_commandList, type);
  3359. }
  3360. return numIndices;
  3361. }
  3362. static const uint32_t s_indirectCommandSize[] =
  3363. {
  3364. sizeof(BatchD3D12::DrawIndirectCommand),
  3365. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3366. };
  3367. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3368. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3369. {
  3370. uint32_t num = m_num[_type];
  3371. if (0 != num)
  3372. {
  3373. m_num[_type] = 0;
  3374. if (m_minIndirect < num)
  3375. {
  3376. m_stats.m_numIndirect[_type]++;
  3377. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3378. m_currIndirect %= BX_COUNTOF(m_indirect);
  3379. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3380. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3381. , num
  3382. , indirect.m_ptr
  3383. , 0
  3384. , NULL
  3385. , 0
  3386. );
  3387. }
  3388. else
  3389. {
  3390. m_stats.m_numImmediate[_type]++;
  3391. if (Draw == _type)
  3392. {
  3393. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3394. for (uint32_t ii = 0; ii < num; ++ii)
  3395. {
  3396. const DrawIndirectCommand& cmd = cmds[ii];
  3397. if (m_current.cbv != cmd.cbv)
  3398. {
  3399. m_current.cbv = cmd.cbv;
  3400. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3401. }
  3402. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3403. {
  3404. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3405. _commandList->IASetVertexBuffers(0
  3406. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3407. , cmd.vbv
  3408. );
  3409. }
  3410. _commandList->DrawInstanced(
  3411. cmd.draw.VertexCountPerInstance
  3412. , cmd.draw.InstanceCount
  3413. , cmd.draw.StartVertexLocation
  3414. , cmd.draw.StartInstanceLocation
  3415. );
  3416. }
  3417. }
  3418. else
  3419. {
  3420. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3421. for (uint32_t ii = 0; ii < num; ++ii)
  3422. {
  3423. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3424. if (m_current.cbv != cmd.cbv)
  3425. {
  3426. m_current.cbv = cmd.cbv;
  3427. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3428. }
  3429. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3430. {
  3431. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3432. _commandList->IASetVertexBuffers(0
  3433. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3434. , cmd.vbv
  3435. );
  3436. }
  3437. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3438. {
  3439. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3440. _commandList->IASetIndexBuffer(&cmd.ibv);
  3441. }
  3442. _commandList->DrawIndexedInstanced(
  3443. cmd.drawIndexed.IndexCountPerInstance
  3444. , cmd.drawIndexed.InstanceCount
  3445. , cmd.drawIndexed.StartIndexLocation
  3446. , cmd.drawIndexed.BaseVertexLocation
  3447. , cmd.drawIndexed.StartInstanceLocation
  3448. );
  3449. }
  3450. }
  3451. }
  3452. }
  3453. }
  3454. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3455. {
  3456. flush(_commandList, Draw);
  3457. flush(_commandList, DrawIndexed);
  3458. if (_clean)
  3459. {
  3460. bx::memSet(&m_current, 0, sizeof(m_current) );
  3461. }
  3462. }
  3463. void BatchD3D12::begin()
  3464. {
  3465. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3466. bx::memSet(&m_current, 0, sizeof(m_current) );
  3467. }
  3468. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3469. {
  3470. flush(_commandList);
  3471. }
  3472. struct UavFormat
  3473. {
  3474. DXGI_FORMAT format[3];
  3475. uint32_t stride;
  3476. };
  3477. static const UavFormat s_uavFormat[] =
  3478. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3479. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3480. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3481. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3482. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3483. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3484. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3485. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3486. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3487. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3488. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3489. };
  3490. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3491. {
  3492. m_size = _size;
  3493. m_flags = _flags;
  3494. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3495. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3496. m_dynamic = NULL == _data || needUav;
  3497. DXGI_FORMAT format;
  3498. uint32_t stride;
  3499. uint32_t flags = needUav
  3500. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3501. : D3D12_RESOURCE_FLAG_NONE
  3502. ;
  3503. if (drawIndirect)
  3504. {
  3505. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3506. stride = 16;
  3507. }
  3508. else
  3509. {
  3510. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3511. if (0 == uavFormat)
  3512. {
  3513. if (_vertex)
  3514. {
  3515. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3516. stride = 16;
  3517. }
  3518. else
  3519. {
  3520. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3521. {
  3522. format = DXGI_FORMAT_R16_UINT;
  3523. stride = 2;
  3524. }
  3525. else
  3526. {
  3527. format = DXGI_FORMAT_R32_UINT;
  3528. stride = 4;
  3529. }
  3530. }
  3531. }
  3532. else
  3533. {
  3534. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3535. format = s_uavFormat[uavFormat].format[uavType];
  3536. stride = s_uavFormat[uavFormat].stride;
  3537. }
  3538. }
  3539. stride = 0 == _stride ? stride : _stride;
  3540. m_srvd.Format = format;
  3541. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3542. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3543. m_srvd.Buffer.FirstElement = 0;
  3544. m_srvd.Buffer.NumElements = m_size / stride;
  3545. m_srvd.Buffer.StructureByteStride = 0;
  3546. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3547. m_uavd.Format = format;
  3548. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3549. m_uavd.Buffer.FirstElement = 0;
  3550. m_uavd.Buffer.NumElements = m_size / stride;
  3551. m_uavd.Buffer.StructureByteStride = 0;
  3552. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3553. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3554. ID3D12Device* device = s_renderD3D12->m_device;
  3555. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3556. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3557. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3558. setState(commandList, drawIndirect
  3559. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3560. : D3D12_RESOURCE_STATE_GENERIC_READ
  3561. );
  3562. if (!m_dynamic)
  3563. {
  3564. update(commandList, 0, _size, _data);
  3565. }
  3566. }
  3567. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3568. {
  3569. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3570. uint8_t* data;
  3571. D3D12_RANGE readRange = { 0, 0 };
  3572. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3573. bx::memCopy(data, _data, _size);
  3574. D3D12_RANGE writeRange = { 0, _size };
  3575. staging->Unmap(0, &writeRange);
  3576. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3577. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3578. setState(_commandList, state);
  3579. s_renderD3D12->m_cmd.release(staging);
  3580. }
  3581. void BufferD3D12::destroy()
  3582. {
  3583. if (NULL != m_ptr)
  3584. {
  3585. s_renderD3D12->m_cmd.release(m_ptr);
  3586. m_dynamic = false;
  3587. }
  3588. }
  3589. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3590. {
  3591. if (m_state != _state)
  3592. {
  3593. setResourceBarrier(_commandList
  3594. , m_ptr
  3595. , m_state
  3596. , _state
  3597. );
  3598. bx::xchg(m_state, _state);
  3599. }
  3600. return _state;
  3601. }
  3602. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3603. {
  3604. BufferD3D12::create(_size, _data, _flags, true);
  3605. m_decl = _declHandle;
  3606. }
  3607. void ShaderD3D12::create(const Memory* _mem)
  3608. {
  3609. bx::MemoryReader reader(_mem->data, _mem->size);
  3610. uint32_t magic;
  3611. bx::read(&reader, magic);
  3612. switch (magic)
  3613. {
  3614. case BGFX_CHUNK_MAGIC_CSH:
  3615. case BGFX_CHUNK_MAGIC_FSH:
  3616. case BGFX_CHUNK_MAGIC_VSH:
  3617. break;
  3618. default:
  3619. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3620. break;
  3621. }
  3622. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3623. uint32_t iohash;
  3624. bx::read(&reader, iohash);
  3625. uint16_t count;
  3626. bx::read(&reader, count);
  3627. m_numPredefined = 0;
  3628. m_numUniforms = count;
  3629. BX_TRACE("%s Shader consts %d"
  3630. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3631. , count
  3632. );
  3633. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3634. if (0 < count)
  3635. {
  3636. for (uint32_t ii = 0; ii < count; ++ii)
  3637. {
  3638. uint8_t nameSize = 0;
  3639. bx::read(&reader, nameSize);
  3640. char name[256] = {};
  3641. bx::read(&reader, &name, nameSize);
  3642. name[nameSize] = '\0';
  3643. uint8_t type = 0;
  3644. bx::read(&reader, type);
  3645. uint8_t num = 0;
  3646. bx::read(&reader, num);
  3647. uint16_t regIndex = 0;
  3648. bx::read(&reader, regIndex);
  3649. uint16_t regCount = 0;
  3650. bx::read(&reader, regCount);
  3651. const char* kind = "invalid";
  3652. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3653. if (PredefinedUniform::Count != predefined)
  3654. {
  3655. kind = "predefined";
  3656. m_predefined[m_numPredefined].m_loc = regIndex;
  3657. m_predefined[m_numPredefined].m_count = regCount;
  3658. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3659. m_numPredefined++;
  3660. }
  3661. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3662. {
  3663. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3664. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3665. if (NULL != info)
  3666. {
  3667. if (NULL == m_constantBuffer)
  3668. {
  3669. m_constantBuffer = UniformBuffer::create(1024);
  3670. }
  3671. kind = "user";
  3672. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3673. }
  3674. }
  3675. else
  3676. {
  3677. kind = "sampler";
  3678. }
  3679. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3680. , kind
  3681. , name
  3682. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3683. , num
  3684. , regIndex
  3685. , regCount
  3686. );
  3687. BX_UNUSED(kind);
  3688. }
  3689. if (NULL != m_constantBuffer)
  3690. {
  3691. m_constantBuffer->finish();
  3692. }
  3693. }
  3694. uint32_t shaderSize;
  3695. bx::read(&reader, shaderSize);
  3696. const void* code = reader.getDataPtr();
  3697. bx::skip(&reader, shaderSize+1);
  3698. m_code = copy(code, shaderSize);
  3699. uint8_t numAttrs = 0;
  3700. bx::read(&reader, numAttrs);
  3701. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3702. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3703. {
  3704. uint16_t id;
  3705. bx::read(&reader, id);
  3706. Attrib::Enum attr = idToAttrib(id);
  3707. if (Attrib::Count != attr)
  3708. {
  3709. m_attrMask[attr] = UINT16_MAX;
  3710. }
  3711. }
  3712. bx::HashMurmur2A murmur;
  3713. murmur.begin();
  3714. murmur.add(iohash);
  3715. murmur.add(code, shaderSize);
  3716. murmur.add(numAttrs);
  3717. murmur.add(m_attrMask, numAttrs);
  3718. m_hash = murmur.end();
  3719. bx::read(&reader, m_size);
  3720. }
  3721. void* TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3722. {
  3723. bimg::ImageContainer imageContainer;
  3724. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3725. {
  3726. uint8_t numMips = imageContainer.m_numMips;
  3727. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3728. numMips -= startLod;
  3729. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3730. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3731. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3732. const uint16_t numLayers = imageContainer.m_numLayers;
  3733. m_flags = _flags;
  3734. m_width = textureWidth;
  3735. m_height = textureHeight;
  3736. m_depth = imageContainer.m_depth;
  3737. m_requestedFormat = uint8_t(imageContainer.m_format);
  3738. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3739. const bool convert = m_textureFormat != m_requestedFormat;
  3740. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3741. if (imageContainer.m_cubeMap)
  3742. {
  3743. m_type = TextureCube;
  3744. }
  3745. else if (imageContainer.m_depth > 1)
  3746. {
  3747. m_type = Texture3D;
  3748. }
  3749. else
  3750. {
  3751. m_type = Texture2D;
  3752. }
  3753. m_numMips = numMips;
  3754. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3755. const uint32_t numSrd = numSides * numMips;
  3756. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3757. uint32_t kk = 0;
  3758. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3759. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3760. uint32_t blockWidth = 1;
  3761. uint32_t blockHeight = 1;
  3762. if (convert && compressed)
  3763. {
  3764. blockWidth = blockInfo.blockWidth;
  3765. blockHeight = blockInfo.blockHeight;
  3766. }
  3767. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3768. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3769. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3770. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3771. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3772. , this - s_renderD3D12->m_textures
  3773. , getName( (TextureFormat::Enum)m_textureFormat)
  3774. , getName( (TextureFormat::Enum)m_requestedFormat)
  3775. , textureWidth
  3776. , textureHeight
  3777. , imageContainer.m_cubeMap ? "x6" : ""
  3778. , renderTarget ? 'x' : ' '
  3779. , writeOnly ? 'x' : ' '
  3780. , computeWrite ? 'x' : ' '
  3781. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3782. );
  3783. uint32_t totalSize = 0;
  3784. for (uint8_t side = 0; side < numSides; ++side)
  3785. {
  3786. uint32_t width = textureWidth;
  3787. uint32_t height = textureHeight;
  3788. uint32_t depth = imageContainer.m_depth;
  3789. for (uint8_t lod = 0; lod < numMips; ++lod)
  3790. {
  3791. width = bx::uint32_max(blockWidth, width);
  3792. height = bx::uint32_max(blockHeight, height);
  3793. depth = bx::uint32_max(1, depth);
  3794. bimg::ImageMip mip;
  3795. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3796. {
  3797. if (convert)
  3798. {
  3799. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3800. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3801. const uint32_t size = slice*depth;
  3802. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3803. bimg::imageDecodeToBgra8(temp
  3804. , mip.m_data
  3805. , mip.m_width
  3806. , mip.m_height
  3807. , pitch
  3808. , mip.m_format
  3809. );
  3810. srd[kk].pData = temp;
  3811. srd[kk].RowPitch = pitch;
  3812. srd[kk].SlicePitch = slice;
  3813. totalSize += size;
  3814. }
  3815. else if (compressed)
  3816. {
  3817. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3818. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3819. const uint32_t size = slice*depth;
  3820. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3821. bimg::imageCopy(temp
  3822. , mip.m_height/blockInfo.blockHeight
  3823. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3824. , depth
  3825. , mip.m_data
  3826. , pitch
  3827. );
  3828. srd[kk].pData = temp;
  3829. srd[kk].RowPitch = pitch;
  3830. srd[kk].SlicePitch = slice;
  3831. totalSize += size;
  3832. }
  3833. else
  3834. {
  3835. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3836. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3837. const uint32_t size = slice*depth;
  3838. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*depth);
  3839. bimg::imageCopy(temp
  3840. , mip.m_height
  3841. , mip.m_width*mip.m_bpp/8
  3842. , depth
  3843. , mip.m_data
  3844. , pitch
  3845. );
  3846. srd[kk].pData = temp;
  3847. srd[kk].RowPitch = pitch;
  3848. srd[kk].SlicePitch = slice;
  3849. totalSize += size;
  3850. }
  3851. ++kk;
  3852. }
  3853. else
  3854. {
  3855. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3856. const uint32_t slice = bx::strideAlign(height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3857. totalSize += slice;
  3858. }
  3859. width >>= 1;
  3860. height >>= 1;
  3861. depth >>= 1;
  3862. }
  3863. }
  3864. BX_TRACE("texture total size: %d", totalSize);
  3865. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3866. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3867. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3868. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3869. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3870. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3871. if (swizzle)
  3872. {
  3873. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3874. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3875. }
  3876. m_uavd.Format = m_srvd.Format;
  3877. ID3D12Device* device = s_renderD3D12->m_device;
  3878. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3879. D3D12_RESOURCE_DESC resourceDesc;
  3880. resourceDesc.Alignment = 0;
  3881. resourceDesc.Width = textureWidth;
  3882. resourceDesc.Height = textureHeight;
  3883. resourceDesc.MipLevels = numMips;
  3884. resourceDesc.Format = format;
  3885. resourceDesc.SampleDesc = msaa;
  3886. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3887. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3888. resourceDesc.DepthOrArraySize = numSides;
  3889. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3890. D3D12_CLEAR_VALUE* clearValue = NULL;
  3891. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3892. {
  3893. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3894. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3895. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3896. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3897. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3898. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3899. clearValue->DepthStencil.Depth = 1.0f;
  3900. clearValue->DepthStencil.Stencil = 0;
  3901. }
  3902. else if (renderTarget)
  3903. {
  3904. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3905. clearValue->Format = resourceDesc.Format;
  3906. clearValue->Color[0] = 0.0f;
  3907. clearValue->Color[1] = 0.0f;
  3908. clearValue->Color[2] = 0.0f;
  3909. clearValue->Color[3] = 0.0f;
  3910. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3911. }
  3912. if (writeOnly)
  3913. {
  3914. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3915. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3916. }
  3917. if (computeWrite)
  3918. {
  3919. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3920. }
  3921. if (blit)
  3922. {
  3923. state = D3D12_RESOURCE_STATE_COPY_DEST;
  3924. }
  3925. switch (m_type)
  3926. {
  3927. case Texture2D:
  3928. case TextureCube:
  3929. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3930. if (imageContainer.m_cubeMap)
  3931. {
  3932. if (1 < numLayers)
  3933. {
  3934. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3935. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3936. m_srvd.TextureCubeArray.MipLevels = numMips;
  3937. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3938. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3939. }
  3940. else
  3941. {
  3942. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3943. m_srvd.TextureCube.MostDetailedMip = 0;
  3944. m_srvd.TextureCube.MipLevels = numMips;
  3945. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3946. }
  3947. }
  3948. else
  3949. {
  3950. if (1 < numLayers)
  3951. {
  3952. m_srvd.ViewDimension = 1 < msaa.Count
  3953. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3954. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3955. ;
  3956. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3957. m_srvd.Texture2DArray.MipLevels = numMips;
  3958. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3959. m_srvd.Texture2DArray.ArraySize = numLayers;
  3960. }
  3961. else
  3962. {
  3963. m_srvd.ViewDimension = 1 < msaa.Count
  3964. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3965. : D3D12_SRV_DIMENSION_TEXTURE2D
  3966. ;
  3967. m_srvd.Texture2D.MostDetailedMip = 0;
  3968. m_srvd.Texture2D.MipLevels = numMips;
  3969. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3970. }
  3971. }
  3972. if (1 < numLayers)
  3973. {
  3974. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3975. m_uavd.Texture2DArray.MipSlice = 0;
  3976. m_uavd.Texture2DArray.PlaneSlice = 0;
  3977. }
  3978. else
  3979. {
  3980. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3981. m_uavd.Texture2D.MipSlice = 0;
  3982. m_uavd.Texture2D.PlaneSlice = 0;
  3983. }
  3984. if (TextureCube == m_type)
  3985. {
  3986. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3987. m_uavd.Texture2DArray.MipSlice = 0;
  3988. m_uavd.Texture2DArray.ArraySize = 6;
  3989. }
  3990. break;
  3991. case Texture3D:
  3992. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3993. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3994. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3995. m_srvd.Texture3D.MostDetailedMip = 0;
  3996. m_srvd.Texture3D.MipLevels = numMips;
  3997. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3998. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3999. m_uavd.Texture3D.MipSlice = 0;
  4000. m_uavd.Texture3D.FirstWSlice = 0;
  4001. m_uavd.Texture3D.WSize = 0;
  4002. break;
  4003. }
  4004. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue);
  4005. if (kk != 0)
  4006. {
  4007. // void* directAccessPtr;
  4008. // DX_CHECK(m_ptr->Map(0, NULL, &directAccessPtr) );
  4009. }
  4010. {
  4011. uint64_t uploadBufferSize;
  4012. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  4013. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  4014. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  4015. device->GetCopyableFootprints(&resourceDesc
  4016. , 0
  4017. , numSrd
  4018. , 0
  4019. , layouts
  4020. , numRows
  4021. , rowSizeInBytes
  4022. , &uploadBufferSize
  4023. );
  4024. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  4025. , uploadBufferSize
  4026. , totalSize
  4027. , numRows[0]
  4028. , rowSizeInBytes[0]
  4029. );
  4030. }
  4031. if (kk != 0)
  4032. {
  4033. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  4034. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4035. uint64_t result = UpdateSubresources(commandList
  4036. , m_ptr
  4037. , staging
  4038. , 0
  4039. , 0
  4040. , numSrd
  4041. , srd
  4042. );
  4043. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  4044. BX_TRACE("Update subresource %" PRId64, result);
  4045. setState(commandList, state);
  4046. s_renderD3D12->m_cmd.release(staging);
  4047. }
  4048. else
  4049. {
  4050. setState(commandList, state);
  4051. }
  4052. if (0 != kk)
  4053. {
  4054. kk = 0;
  4055. for (uint8_t side = 0; side < numSides; ++side)
  4056. {
  4057. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4058. {
  4059. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4060. ++kk;
  4061. }
  4062. }
  4063. }
  4064. }
  4065. return m_directAccessPtr;
  4066. }
  4067. void TextureD3D12::destroy()
  4068. {
  4069. if (NULL != m_ptr)
  4070. {
  4071. if (NULL != m_directAccessPtr)
  4072. {
  4073. D3D12_RANGE writeRange = { 0, 0 };
  4074. m_ptr->Unmap(0, &writeRange);
  4075. m_directAccessPtr = NULL;
  4076. }
  4077. s_renderD3D12->m_cmd.release(m_ptr);
  4078. m_ptr = NULL;
  4079. }
  4080. }
  4081. 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)
  4082. {
  4083. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4084. const uint32_t subres = _mip + (_side * m_numMips);
  4085. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4086. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4087. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4088. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4089. desc.Height = _rect.m_height;
  4090. uint32_t numRows;
  4091. uint64_t totalBytes;
  4092. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4093. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4094. , subres
  4095. , 1
  4096. , 0
  4097. , &layout
  4098. , &numRows
  4099. , NULL
  4100. , &totalBytes
  4101. );
  4102. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4103. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4104. uint8_t* data;
  4105. D3D12_RANGE readRange = { 0, 0 };
  4106. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4107. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4108. {
  4109. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4110. }
  4111. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4112. staging->Unmap(0, &writeRange);
  4113. D3D12_BOX box;
  4114. box.left = 0;
  4115. box.top = 0;
  4116. box.right = box.left + _rect.m_width;
  4117. box.bottom = box.top + _rect.m_height;
  4118. box.front = _z;
  4119. box.back = _z+_depth;
  4120. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4121. dst.SubresourceIndex = subres;
  4122. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4123. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4124. setState(_commandList, state);
  4125. s_renderD3D12->m_cmd.release(staging);
  4126. }
  4127. void TextureD3D12::resolve()
  4128. {
  4129. }
  4130. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4131. {
  4132. if (m_state != _state)
  4133. {
  4134. setResourceBarrier(_commandList
  4135. , m_ptr
  4136. , m_state
  4137. , _state
  4138. );
  4139. bx::xchg(m_state, _state);
  4140. }
  4141. return _state;
  4142. }
  4143. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4144. {
  4145. m_denseIdx = UINT16_MAX;
  4146. m_numTh = _num;
  4147. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4148. postReset();
  4149. }
  4150. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4151. {
  4152. DXGI_SWAP_CHAIN_DESC scd;
  4153. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4154. scd.BufferDesc.Width = _width;
  4155. scd.BufferDesc.Height = _height;
  4156. scd.OutputWindow = (HWND)_nwh;
  4157. HRESULT hr;
  4158. hr = s_renderD3D12->m_factory->CreateSwapChain(s_renderD3D12->m_cmd.m_commandQueue
  4159. , &scd
  4160. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  4161. );
  4162. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4163. m_denseIdx = _denseIdx;
  4164. m_num = 1;
  4165. }
  4166. uint16_t FrameBufferD3D12::destroy()
  4167. {
  4168. DX_RELEASE(m_swapChain, 0);
  4169. m_numTh = 0;
  4170. m_needPresent = false;
  4171. m_depth.idx = bgfx::kInvalidHandle;
  4172. uint16_t denseIdx = m_denseIdx;
  4173. m_denseIdx = UINT16_MAX;
  4174. return denseIdx;
  4175. }
  4176. void FrameBufferD3D12::preReset()
  4177. {
  4178. }
  4179. void FrameBufferD3D12::postReset()
  4180. {
  4181. if (m_numTh != 0)
  4182. {
  4183. ID3D12Device* device = s_renderD3D12->m_device;
  4184. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4185. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4186. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4187. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4188. m_width = 0;
  4189. m_height = 0;
  4190. m_depth.idx = bgfx::kInvalidHandle;
  4191. m_num = 0;
  4192. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4193. {
  4194. TextureHandle handle = m_attachment[ii].handle;
  4195. if (isValid(handle) )
  4196. {
  4197. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  4198. if (0 == m_width)
  4199. {
  4200. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4201. m_width = uint32_t(desc.Width);
  4202. m_height = uint32_t(desc.Height);
  4203. }
  4204. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4205. {
  4206. BX_CHECK(!isValid(m_depth), "");
  4207. m_depth = handle;
  4208. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4209. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4210. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4211. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4212. BX_UNUSED(blockInfo);
  4213. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4214. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4215. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4216. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4217. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4218. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4219. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4220. ;
  4221. device->CreateDepthStencilView(texture.m_ptr
  4222. , &dsvDesc
  4223. , dsvDescriptor
  4224. );
  4225. }
  4226. else
  4227. {
  4228. m_texture[m_num] = handle;
  4229. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4230. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4231. desc.Format = texture.m_srvd.Format;
  4232. switch (texture.m_type)
  4233. {
  4234. default:
  4235. case TextureD3D12::Texture2D:
  4236. // if (1 < msaa.Count)
  4237. // {
  4238. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4239. // }
  4240. // else
  4241. {
  4242. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4243. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4244. desc.Texture2D.PlaneSlice = 0;
  4245. }
  4246. break;
  4247. case TextureD3D12::TextureCube:
  4248. // if (1 < msaa.Count)
  4249. // {
  4250. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4251. // desc.Texture2DMSArray.ArraySize = 1;
  4252. // desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4253. // }
  4254. // else
  4255. {
  4256. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4257. desc.Texture2DArray.ArraySize = 1;
  4258. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4259. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4260. desc.Texture2DArray.PlaneSlice = 0;
  4261. }
  4262. break;
  4263. case TextureD3D12::Texture3D:
  4264. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4265. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4266. desc.Texture3D.WSize = 1;
  4267. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4268. break;
  4269. }
  4270. device->CreateRenderTargetView(texture.m_ptr
  4271. , &desc
  4272. , rtv
  4273. );
  4274. m_num++;
  4275. }
  4276. }
  4277. }
  4278. }
  4279. }
  4280. void FrameBufferD3D12::resolve()
  4281. {
  4282. }
  4283. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4284. {
  4285. ID3D12Device* device = s_renderD3D12->m_device;
  4286. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4287. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4288. && 0 != m_num)
  4289. {
  4290. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4291. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4292. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4293. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4294. {
  4295. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4296. {
  4297. uint8_t index = _clear.m_index[ii];
  4298. if (UINT8_MAX != index)
  4299. {
  4300. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  4301. _commandList->ClearRenderTargetView(rtv
  4302. , _palette[index]
  4303. , _num
  4304. , _rect
  4305. );
  4306. }
  4307. }
  4308. }
  4309. else
  4310. {
  4311. float frgba[4] =
  4312. {
  4313. _clear.m_index[0]*1.0f/255.0f,
  4314. _clear.m_index[1]*1.0f/255.0f,
  4315. _clear.m_index[2]*1.0f/255.0f,
  4316. _clear.m_index[3]*1.0f/255.0f,
  4317. };
  4318. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4319. {
  4320. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  4321. _commandList->ClearRenderTargetView(rtv
  4322. , frgba
  4323. , _num
  4324. , _rect
  4325. );
  4326. }
  4327. }
  4328. }
  4329. if (isValid(m_depth)
  4330. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4331. {
  4332. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4333. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4334. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4335. DWORD flags = 0;
  4336. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4337. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4338. _commandList->ClearDepthStencilView(dsvDescriptor
  4339. , D3D12_CLEAR_FLAGS(flags)
  4340. , _clear.m_depth
  4341. , _clear.m_stencil
  4342. , _num
  4343. , _rect
  4344. );
  4345. }
  4346. }
  4347. void TimerQueryD3D12::init()
  4348. {
  4349. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4350. queryHeapDesc.Count = m_control.m_size * 2;
  4351. queryHeapDesc.NodeMask = 1;
  4352. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4353. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4354. , IID_ID3D12QueryHeap
  4355. , (void**)&m_queryHeap
  4356. ) );
  4357. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4358. m_readback = createCommittedResource(s_renderD3D12->m_device
  4359. , HeapProperty::ReadBack
  4360. , size
  4361. );
  4362. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4363. D3D12_RANGE range = { 0, size };
  4364. m_readback->Map(0, &range, (void**)&m_queryResult);
  4365. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4366. {
  4367. Result& result = m_result[ii];
  4368. result.reset();
  4369. }
  4370. m_control.reset();
  4371. }
  4372. void TimerQueryD3D12::shutdown()
  4373. {
  4374. D3D12_RANGE range = { 0, 0 };
  4375. m_readback->Unmap(0, &range);
  4376. DX_RELEASE(m_queryHeap, 0);
  4377. DX_RELEASE(m_readback, 0);
  4378. }
  4379. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4380. {
  4381. while (0 == m_control.reserve(1) )
  4382. {
  4383. m_control.consume(1);
  4384. }
  4385. Result& result = m_result[_resultIdx];
  4386. ++result.m_pending;
  4387. const uint32_t idx = m_control.m_current;
  4388. Query& query = m_query[idx];
  4389. query.m_resultIdx = _resultIdx;
  4390. query.m_ready = false;
  4391. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4392. uint32_t offset = idx * 2 + 0;
  4393. commandList->EndQuery(m_queryHeap
  4394. , D3D12_QUERY_TYPE_TIMESTAMP
  4395. , offset
  4396. );
  4397. m_control.commit(1);
  4398. return idx;
  4399. }
  4400. void TimerQueryD3D12::end(uint32_t _idx)
  4401. {
  4402. Query& query = m_query[_idx];
  4403. query.m_ready = true;
  4404. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4405. uint32_t offset = _idx * 2;
  4406. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4407. commandList->EndQuery(m_queryHeap
  4408. , D3D12_QUERY_TYPE_TIMESTAMP
  4409. , offset + 1
  4410. );
  4411. commandList->ResolveQueryData(m_queryHeap
  4412. , D3D12_QUERY_TYPE_TIMESTAMP
  4413. , offset
  4414. , 2
  4415. , m_readback
  4416. , offset * sizeof(uint64_t)
  4417. );
  4418. while (update() )
  4419. {
  4420. }
  4421. }
  4422. bool TimerQueryD3D12::update()
  4423. {
  4424. if (0 != m_control.available() )
  4425. {
  4426. uint32_t idx = m_control.m_read;
  4427. Query& query = m_query[idx];
  4428. if (!query.m_ready)
  4429. {
  4430. return false;
  4431. }
  4432. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4433. {
  4434. return false;
  4435. }
  4436. m_control.consume(1);
  4437. Result& result = m_result[query.m_resultIdx];
  4438. --result.m_pending;
  4439. uint32_t offset = idx * 2;
  4440. result.m_begin = m_queryResult[offset+0];
  4441. result.m_end = m_queryResult[offset+1];
  4442. return true;
  4443. }
  4444. return false;
  4445. }
  4446. void OcclusionQueryD3D12::init()
  4447. {
  4448. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4449. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4450. queryHeapDesc.NodeMask = 1;
  4451. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4452. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4453. , IID_ID3D12QueryHeap
  4454. , (void**)&m_queryHeap
  4455. ) );
  4456. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4457. m_readback = createCommittedResource(s_renderD3D12->m_device
  4458. , HeapProperty::ReadBack
  4459. , size
  4460. );
  4461. D3D12_RANGE range = { 0, size };
  4462. m_readback->Map(0, &range, (void**)&m_result);
  4463. }
  4464. void OcclusionQueryD3D12::shutdown()
  4465. {
  4466. D3D12_RANGE range = { 0, 0 };
  4467. m_readback->Unmap(0, &range);
  4468. DX_RELEASE(m_queryHeap, 0);
  4469. DX_RELEASE(m_readback, 0);
  4470. }
  4471. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4472. {
  4473. while (0 == m_control.reserve(1) )
  4474. {
  4475. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4476. if (isValid(handle) )
  4477. {
  4478. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4479. }
  4480. m_control.consume(1);
  4481. }
  4482. m_handle[m_control.m_current] = _handle;
  4483. _commandList->BeginQuery(m_queryHeap
  4484. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4485. , _handle.idx
  4486. );
  4487. }
  4488. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4489. {
  4490. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4491. _commandList->EndQuery(m_queryHeap
  4492. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4493. , handle.idx
  4494. );
  4495. _commandList->ResolveQueryData(m_queryHeap
  4496. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4497. , handle.idx
  4498. , 1
  4499. , m_readback
  4500. , handle.idx * sizeof(uint64_t)
  4501. );
  4502. m_control.commit(1);
  4503. }
  4504. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4505. {
  4506. const uint32_t size = m_control.m_size;
  4507. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4508. {
  4509. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4510. if (handle.idx == _handle.idx)
  4511. {
  4512. handle.idx = bgfx::kInvalidHandle;
  4513. }
  4514. }
  4515. }
  4516. struct Bind
  4517. {
  4518. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4519. uint16_t m_samplerStateIdx;
  4520. };
  4521. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4522. {
  4523. TextureHandle currentSrc = { kInvalidHandle };
  4524. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4525. while (_bs.hasItem(_view) )
  4526. {
  4527. const BlitItem& blit = _bs.advance();
  4528. TextureD3D12& src = m_textures[blit.m_src.idx];
  4529. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4530. if (currentSrc.idx != blit.m_src.idx)
  4531. {
  4532. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4533. {
  4534. m_textures[currentSrc.idx].setState(m_commandList, state);
  4535. }
  4536. currentSrc = blit.m_src;
  4537. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4538. }
  4539. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4540. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4541. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4542. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4543. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4544. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4545. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4546. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4547. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4548. if (TextureD3D12::Texture3D == src.m_type)
  4549. {
  4550. D3D12_BOX box;
  4551. box.left = blit.m_srcX;
  4552. box.top = blit.m_srcY;
  4553. box.front = blit.m_srcZ;
  4554. box.right = blit.m_srcX + width;
  4555. box.bottom = blit.m_srcY + height;;
  4556. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4557. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4558. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4559. m_commandList->CopyTextureRegion(&dstLocation
  4560. , blit.m_dstX
  4561. , blit.m_dstY
  4562. , blit.m_dstZ
  4563. , &srcLocation
  4564. , &box
  4565. );
  4566. }
  4567. else
  4568. {
  4569. D3D12_BOX box;
  4570. box.left = blit.m_srcX;
  4571. box.top = blit.m_srcY;
  4572. box.front = 0;
  4573. box.right = blit.m_srcX + width;
  4574. box.bottom = blit.m_srcY + height;;
  4575. box.back = 1;
  4576. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4577. ? blit.m_srcZ
  4578. : 0
  4579. ;
  4580. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4581. ? blit.m_dstZ
  4582. : 0
  4583. ;
  4584. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4585. dstLocation.pResource = dst.m_ptr;
  4586. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4587. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4588. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4589. srcLocation.pResource = src.m_ptr;
  4590. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4591. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4592. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4593. m_commandList->CopyTextureRegion(&dstLocation
  4594. , blit.m_dstX
  4595. , blit.m_dstY
  4596. , 0
  4597. , &srcLocation
  4598. , depthStencil ? NULL : &box
  4599. );
  4600. }
  4601. }
  4602. if (isValid(currentSrc)
  4603. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4604. {
  4605. m_textures[currentSrc.idx].setState(m_commandList, state);
  4606. }
  4607. }
  4608. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4609. {
  4610. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4611. if (m_lost
  4612. || updateResolution(_render->m_resolution) )
  4613. {
  4614. return;
  4615. }
  4616. if (_render->m_capture)
  4617. {
  4618. renderDocTriggerCapture();
  4619. }
  4620. int64_t timeBegin = bx::getHPCounter();
  4621. int64_t captureElapsed = 0;
  4622. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4623. if (0 < _render->m_iboffset)
  4624. {
  4625. TransientIndexBuffer* ib = _render->m_transientIb;
  4626. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4627. }
  4628. if (0 < _render->m_vboffset)
  4629. {
  4630. TransientVertexBuffer* vb = _render->m_transientVb;
  4631. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4632. }
  4633. _render->sort();
  4634. RenderDraw currentState;
  4635. currentState.clear();
  4636. currentState.m_stateFlags = BGFX_STATE_NONE;
  4637. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4638. RenderBind currentBind;
  4639. currentBind.clear();
  4640. _render->m_hmdInitialized = false;
  4641. const bool hmdEnabled = false;
  4642. static ViewState viewState;
  4643. viewState.reset(_render, hmdEnabled);
  4644. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4645. // setDebugWireframe(wireframe);
  4646. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4647. uint16_t currentProgramIdx = kInvalidHandle;
  4648. uint32_t currentBindHash = 0;
  4649. bool hasPredefined = false;
  4650. bool commandListChanged = false;
  4651. ID3D12PipelineState* currentPso = NULL;
  4652. SortKey key;
  4653. uint16_t view = UINT16_MAX;
  4654. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4655. BlitState bs(_render);
  4656. uint32_t blendFactor = 0;
  4657. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4658. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4659. PrimInfo prim = s_primInfo[primIndex];
  4660. bool wasCompute = false;
  4661. bool viewHasScissor = false;
  4662. bool restoreScissor = false;
  4663. Rect viewScissorRect;
  4664. viewScissorRect.clear();
  4665. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4666. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4667. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4668. uint32_t statsNumIndices = 0;
  4669. uint32_t statsKeyType[2] = {};
  4670. Profiler<TimerQueryD3D12> profiler(
  4671. _render
  4672. , m_gpuTimer
  4673. , s_viewName
  4674. );
  4675. #if BX_PLATFORM_WINDOWS
  4676. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4677. #else
  4678. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.BufferCount;
  4679. #endif // BX_PLATFORM_WINDOWS
  4680. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4681. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4682. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4683. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4684. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4685. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4686. scratchBuffer.reset(gpuHandle);
  4687. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4688. StateCacheLru<Bind, 64> bindLru;
  4689. setResourceBarrier(m_commandList
  4690. , m_backBufferColor[m_backBufferColorIdx]
  4691. , D3D12_RESOURCE_STATE_PRESENT
  4692. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4693. );
  4694. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4695. {
  4696. m_batch.begin();
  4697. // uint8_t eye = 0;
  4698. // uint8_t restartState = 0;
  4699. viewState.m_rect = _render->m_view[0].m_rect;
  4700. int32_t numItems = _render->m_numRenderItems;
  4701. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4702. {
  4703. const uint64_t encodedKey = _render->m_sortKeys[item];
  4704. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4705. statsKeyType[isCompute]++;
  4706. const bool viewChanged = 0
  4707. || key.m_view != view
  4708. || item == numItems
  4709. ;
  4710. const uint32_t itemIdx = _render->m_sortValues[item];
  4711. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4712. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4713. ++item;
  4714. if (viewChanged)
  4715. {
  4716. m_batch.flush(m_commandList, true);
  4717. kick();
  4718. view = key.m_view;
  4719. currentPso = NULL;
  4720. currentSamplerStateIdx = kInvalidHandle;
  4721. currentProgramIdx = kInvalidHandle;
  4722. hasPredefined = false;
  4723. fbh = _render->m_view[view].m_fbh;
  4724. setFrameBuffer(fbh);
  4725. if (item > 1)
  4726. {
  4727. profiler.end();
  4728. }
  4729. profiler.begin(view);
  4730. viewState.m_rect = _render->m_view[view].m_rect;
  4731. const Rect& rect = _render->m_view[view].m_rect;
  4732. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4733. viewHasScissor = !scissorRect.isZero();
  4734. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4735. D3D12_VIEWPORT vp;
  4736. vp.TopLeftX = rect.m_x;
  4737. vp.TopLeftY = rect.m_y;
  4738. vp.Width = rect.m_width;
  4739. vp.Height = rect.m_height;
  4740. vp.MinDepth = 0.0f;
  4741. vp.MaxDepth = 1.0f;
  4742. m_commandList->RSSetViewports(1, &vp);
  4743. D3D12_RECT rc;
  4744. rc.left = viewScissorRect.m_x;
  4745. rc.top = viewScissorRect.m_y;
  4746. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4747. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4748. m_commandList->RSSetScissorRects(1, &rc);
  4749. restoreScissor = false;
  4750. Clear& clr = _render->m_view[view].m_clear;
  4751. if (BGFX_CLEAR_NONE != clr.m_flags)
  4752. {
  4753. Rect clearRect = rect;
  4754. clearRect.setIntersect(rect, viewScissorRect);
  4755. clearQuad(clearRect, clr, _render->m_colorPalette);
  4756. }
  4757. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4758. submitBlit(bs, view);
  4759. }
  4760. if (isCompute)
  4761. {
  4762. if (!wasCompute)
  4763. {
  4764. wasCompute = true;
  4765. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4766. {
  4767. char* viewName = s_viewName[view];
  4768. viewName[3] = L'C';
  4769. PIX3_ENDEVENT(m_commandList);
  4770. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4771. }
  4772. m_commandList->SetComputeRootSignature(m_rootSignature);
  4773. ID3D12DescriptorHeap* heaps[] = {
  4774. m_samplerAllocator.getHeap(),
  4775. scratchBuffer.getHeap(),
  4776. };
  4777. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4778. }
  4779. const RenderCompute& compute = renderItem.compute;
  4780. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4781. if (pso != currentPso)
  4782. {
  4783. currentPso = pso;
  4784. m_commandList->SetPipelineState(pso);
  4785. currentBindHash = 0;
  4786. }
  4787. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4788. if (currentBindHash != bindHash)
  4789. {
  4790. currentBindHash = bindHash;
  4791. Bind* bindCached = bindLru.find(bindHash);
  4792. if (NULL == bindCached)
  4793. {
  4794. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4795. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4796. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4797. {
  4798. const Binding& bind = renderBind.m_bind[ii];
  4799. if (kInvalidHandle != bind.m_idx)
  4800. {
  4801. switch (bind.m_type)
  4802. {
  4803. case Binding::Image:
  4804. case Binding::Texture:
  4805. {
  4806. TextureD3D12& texture = m_textures[bind.m_idx];
  4807. if (Access::Read != bind.m_un.m_compute.m_access)
  4808. {
  4809. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4810. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4811. }
  4812. else
  4813. {
  4814. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4815. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4816. samplerFlags[ii] = texture.m_flags;
  4817. }
  4818. }
  4819. break;
  4820. case Binding::IndexBuffer:
  4821. case Binding::VertexBuffer:
  4822. {
  4823. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4824. ? m_indexBuffers[bind.m_idx]
  4825. : m_vertexBuffers[bind.m_idx]
  4826. ;
  4827. if (Access::Read != bind.m_un.m_compute.m_access)
  4828. {
  4829. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4830. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4831. }
  4832. else
  4833. {
  4834. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4835. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4836. }
  4837. }
  4838. break;
  4839. }
  4840. }
  4841. }
  4842. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4843. if (samplerStateIdx != currentSamplerStateIdx)
  4844. {
  4845. currentSamplerStateIdx = samplerStateIdx;
  4846. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4847. }
  4848. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4849. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4850. Bind bind;
  4851. bind.m_srvHandle = srvHandle[0];
  4852. bind.m_samplerStateIdx = samplerStateIdx;
  4853. bindLru.add(bindHash, bind, 0);
  4854. }
  4855. else
  4856. {
  4857. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4858. if (samplerStateIdx != currentSamplerStateIdx)
  4859. {
  4860. currentSamplerStateIdx = samplerStateIdx;
  4861. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4862. }
  4863. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4864. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4865. }
  4866. }
  4867. bool constantsChanged = false;
  4868. if (compute.m_uniformBegin < compute.m_uniformEnd
  4869. || currentProgramIdx != key.m_program)
  4870. {
  4871. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4872. currentProgramIdx = key.m_program;
  4873. ProgramD3D12& program = m_program[currentProgramIdx];
  4874. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4875. if (NULL != vcb)
  4876. {
  4877. commit(*vcb);
  4878. }
  4879. hasPredefined = 0 < program.m_numPredefined;
  4880. constantsChanged = true;
  4881. }
  4882. if (constantsChanged
  4883. || hasPredefined)
  4884. {
  4885. ProgramD3D12& program = m_program[currentProgramIdx];
  4886. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4887. commitShaderConstants(key.m_program, gpuAddress);
  4888. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4889. }
  4890. if (isValid(compute.m_indirectBuffer) )
  4891. {
  4892. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4893. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4894. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4895. : compute.m_numIndirect
  4896. ;
  4897. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4898. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4899. {
  4900. // m_commandList->ExecuteIndirect(ptr, args);
  4901. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4902. }
  4903. }
  4904. else
  4905. {
  4906. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4907. }
  4908. continue;
  4909. }
  4910. const RenderDraw& draw = renderItem.draw;
  4911. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4912. if (isValid(draw.m_occlusionQuery)
  4913. && !hasOcclusionQuery
  4914. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4915. {
  4916. continue;
  4917. }
  4918. const uint64_t newFlags = draw.m_stateFlags;
  4919. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4920. currentState.m_stateFlags = newFlags;
  4921. const uint64_t newStencil = draw.m_stencil;
  4922. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4923. currentState.m_stencil = newStencil;
  4924. if (viewChanged
  4925. || wasCompute)
  4926. {
  4927. if (wasCompute)
  4928. {
  4929. wasCompute = false;
  4930. }
  4931. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4932. {
  4933. BX_UNUSED(s_viewName);
  4934. char* viewName = s_viewName[view];
  4935. viewName[3] = ' ';
  4936. PIX3_ENDEVENT(m_commandList);
  4937. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  4938. }
  4939. commandListChanged = true;
  4940. }
  4941. if (commandListChanged)
  4942. {
  4943. commandListChanged = false;
  4944. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4945. ID3D12DescriptorHeap* heaps[] = {
  4946. m_samplerAllocator.getHeap(),
  4947. scratchBuffer.getHeap(),
  4948. };
  4949. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4950. currentPso = NULL;
  4951. currentBindHash = 0;
  4952. currentSamplerStateIdx = kInvalidHandle;
  4953. currentProgramIdx = kInvalidHandle;
  4954. currentState.clear();
  4955. currentState.m_scissor = !draw.m_scissor;
  4956. changedFlags = BGFX_STATE_MASK;
  4957. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4958. currentState.m_stateFlags = newFlags;
  4959. currentState.m_stencil = newStencil;
  4960. currentBind.clear();
  4961. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4962. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4963. }
  4964. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  4965. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  4966. if (0 != draw.m_streamMask)
  4967. {
  4968. currentState.m_streamMask = draw.m_streamMask;
  4969. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4970. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4971. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4972. const uint64_t state = draw.m_stateFlags;
  4973. bool hasFactor = 0
  4974. || f0 == (state & f0)
  4975. || f1 == (state & f1)
  4976. || f2 == (state & f2)
  4977. || f3 == (state & f3)
  4978. ;
  4979. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  4980. uint8_t numStreams = 0;
  4981. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  4982. ; 0 != streamMask
  4983. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  4984. )
  4985. {
  4986. streamMask >>= ntz;
  4987. idx += ntz;
  4988. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  4989. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  4990. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  4991. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  4992. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  4993. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  4994. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4995. decls[numStreams] = &vertexDecl;
  4996. }
  4997. ID3D12PipelineState* pso =
  4998. getPipelineState(state
  4999. , draw.m_stencil
  5000. , numStreams
  5001. , decls
  5002. , key.m_program
  5003. , uint8_t(draw.m_instanceDataStride/16)
  5004. );
  5005. uint16_t scissor = draw.m_scissor;
  5006. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5007. if (currentBindHash != bindHash
  5008. || 0 != changedStencil
  5009. || (hasFactor && blendFactor != draw.m_rgba)
  5010. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5011. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5012. || currentState.m_scissor != scissor
  5013. || pso != currentPso
  5014. || hasOcclusionQuery)
  5015. {
  5016. m_batch.flush(m_commandList);
  5017. }
  5018. if (currentBindHash != bindHash)
  5019. {
  5020. currentBindHash = bindHash;
  5021. Bind* bindCached = bindLru.find(bindHash);
  5022. if (NULL == bindCached)
  5023. {
  5024. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5025. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5026. {
  5027. srvHandle[0].ptr = 0;
  5028. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5029. {
  5030. const Binding& bind = renderBind.m_bind[stage];
  5031. if (kInvalidHandle != bind.m_idx)
  5032. {
  5033. switch (bind.m_type)
  5034. {
  5035. case Binding::Texture:
  5036. {
  5037. TextureD3D12& texture = m_textures[bind.m_idx];
  5038. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5039. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5040. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  5041. ? bind.m_un.m_draw.m_textureFlags
  5042. : texture.m_flags
  5043. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK)
  5044. ;
  5045. }
  5046. break;
  5047. case Binding::IndexBuffer:
  5048. case Binding::VertexBuffer:
  5049. {
  5050. samplerFlags[stage] = 0;
  5051. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5052. ? m_indexBuffers[bind.m_idx]
  5053. : m_vertexBuffers[bind.m_idx]
  5054. ;
  5055. if (Access::Read != bind.m_un.m_compute.m_access)
  5056. {
  5057. // The api functions prevent binding with Access::Write,
  5058. // but might as well allow it in here for future-proofing
  5059. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5060. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5061. }
  5062. else
  5063. {
  5064. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5065. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5066. }
  5067. }
  5068. break;
  5069. }
  5070. }
  5071. else
  5072. {
  5073. bx::memCopy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  5074. samplerFlags[stage] = 0;
  5075. }
  5076. }
  5077. }
  5078. if (srvHandle[0].ptr != 0)
  5079. {
  5080. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5081. if (samplerStateIdx != currentSamplerStateIdx)
  5082. {
  5083. currentSamplerStateIdx = samplerStateIdx;
  5084. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5085. }
  5086. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  5087. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  5088. Bind bind;
  5089. bind.m_srvHandle = srvHandle[0];
  5090. bind.m_samplerStateIdx = samplerStateIdx;
  5091. bindLru.add(bindHash, bind, 0);
  5092. }
  5093. }
  5094. else
  5095. {
  5096. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5097. if (samplerStateIdx != currentSamplerStateIdx)
  5098. {
  5099. currentSamplerStateIdx = samplerStateIdx;
  5100. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5101. }
  5102. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5103. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5104. }
  5105. }
  5106. if (0 != changedStencil)
  5107. {
  5108. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5109. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5110. m_commandList->OMSetStencilRef(ref);
  5111. }
  5112. if (hasFactor
  5113. && blendFactor != draw.m_rgba)
  5114. {
  5115. blendFactor = draw.m_rgba;
  5116. float bf[4];
  5117. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5118. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5119. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5120. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5121. m_commandList->OMSetBlendFactor(bf);
  5122. }
  5123. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5124. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5125. {
  5126. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5127. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5128. prim = s_primInfo[primIndex];
  5129. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5130. }
  5131. if (currentState.m_scissor != scissor)
  5132. {
  5133. currentState.m_scissor = scissor;
  5134. if (UINT16_MAX == scissor)
  5135. {
  5136. if (restoreScissor
  5137. || viewHasScissor)
  5138. {
  5139. restoreScissor = false;
  5140. D3D12_RECT rc;
  5141. rc.left = viewScissorRect.m_x;
  5142. rc.top = viewScissorRect.m_y;
  5143. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5144. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5145. m_commandList->RSSetScissorRects(1, &rc);
  5146. }
  5147. }
  5148. else
  5149. {
  5150. restoreScissor = true;
  5151. Rect scissorRect;
  5152. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5153. if (scissorRect.isZeroArea() )
  5154. {
  5155. continue;
  5156. }
  5157. D3D12_RECT rc;
  5158. rc.left = scissorRect.m_x;
  5159. rc.top = scissorRect.m_y;
  5160. rc.right = scissorRect.m_x + scissorRect.m_width;
  5161. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5162. m_commandList->RSSetScissorRects(1, &rc);
  5163. }
  5164. }
  5165. if (pso != currentPso)
  5166. {
  5167. currentPso = pso;
  5168. m_commandList->SetPipelineState(pso);
  5169. }
  5170. if (constantsChanged
  5171. || currentProgramIdx != key.m_program
  5172. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5173. {
  5174. currentProgramIdx = key.m_program;
  5175. ProgramD3D12& program = m_program[currentProgramIdx];
  5176. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5177. if (NULL != vcb)
  5178. {
  5179. commit(*vcb);
  5180. }
  5181. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5182. if (NULL != fcb)
  5183. {
  5184. commit(*fcb);
  5185. }
  5186. hasPredefined = 0 < program.m_numPredefined;
  5187. constantsChanged = true;
  5188. }
  5189. if (constantsChanged
  5190. || hasPredefined)
  5191. {
  5192. ProgramD3D12& program = m_program[currentProgramIdx];
  5193. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5194. viewState.m_alphaRef = ref/255.0f;
  5195. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5196. commitShaderConstants(key.m_program, gpuAddress);
  5197. }
  5198. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5199. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5200. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5201. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5202. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5203. statsNumInstances[primIndex] += draw.m_numInstances;
  5204. statsNumIndices += numIndices;
  5205. if (hasOcclusionQuery)
  5206. {
  5207. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5208. m_batch.flush(m_commandList);
  5209. m_occlusionQuery.end(m_commandList);
  5210. }
  5211. }
  5212. }
  5213. m_batch.end(m_commandList);
  5214. kick();
  5215. if (wasCompute)
  5216. {
  5217. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5218. {
  5219. char* viewName = s_viewName[view];
  5220. viewName[3] = L'C';
  5221. PIX3_ENDEVENT(m_commandList);
  5222. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5223. }
  5224. }
  5225. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5226. if (0 < _render->m_numRenderItems)
  5227. {
  5228. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5229. {
  5230. // deviceCtx->Flush();
  5231. }
  5232. // captureElapsed = -bx::getHPCounter();
  5233. // capture();
  5234. // captureElapsed += bx::getHPCounter();
  5235. profiler.end();
  5236. }
  5237. }
  5238. PIX3_ENDEVENT(m_commandList);
  5239. int64_t timeEnd = bx::getHPCounter();
  5240. int64_t frameTime = timeEnd - timeBegin;
  5241. static int64_t min = frameTime;
  5242. static int64_t max = frameTime;
  5243. min = bx::int64_min(min, frameTime);
  5244. max = bx::int64_max(max, frameTime);
  5245. static uint32_t maxGpuLatency = 0;
  5246. static double maxGpuElapsed = 0.0f;
  5247. double elapsedGpuMs = 0.0;
  5248. static int64_t presentMin = m_presentElapsed;
  5249. static int64_t presentMax = m_presentElapsed;
  5250. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  5251. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  5252. if (UINT32_MAX != frameQueryIdx)
  5253. {
  5254. m_gpuTimer.end(frameQueryIdx);
  5255. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5256. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5257. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5258. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5259. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5260. }
  5261. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5262. const int64_t timerFreq = bx::getHPFrequency();
  5263. Stats& perfStats = _render->m_perfStats;
  5264. perfStats.cpuTimeBegin = timeBegin;
  5265. perfStats.cpuTimeEnd = timeEnd;
  5266. perfStats.cpuTimerFreq = timerFreq;
  5267. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5268. perfStats.gpuTimeBegin = result.m_begin;
  5269. perfStats.gpuTimeEnd = result.m_end;
  5270. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5271. perfStats.numDraw = statsKeyType[0];
  5272. perfStats.numCompute = statsKeyType[1];
  5273. perfStats.maxGpuLatency = maxGpuLatency;
  5274. perfStats.gpuMemoryMax = -INT64_MAX;
  5275. perfStats.gpuMemoryUsed = -INT64_MAX;
  5276. #if BX_PLATFORM_WINDOWS
  5277. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5278. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5279. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5280. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5281. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5282. #endif // BX_PLATFORM_WINDOWS
  5283. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5284. {
  5285. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5286. // m_needPresent = true;
  5287. TextVideoMem& tvm = m_textVideoMem;
  5288. static int64_t next = timeEnd;
  5289. if (timeEnd >= next)
  5290. {
  5291. next = timeEnd + timerFreq;
  5292. double freq = double(timerFreq);
  5293. double toMs = 1000.0 / freq;
  5294. tvm.clear();
  5295. uint16_t pos = 0;
  5296. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5297. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5298. , getRendererName()
  5299. , (m_featureLevel >> 12) & 0xf
  5300. , (m_featureLevel >> 8) & 0xf
  5301. );
  5302. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5303. char description[BX_COUNTOF(desc.Description)];
  5304. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5305. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5306. char dedicatedVideo[16];
  5307. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5308. char dedicatedSystem[16];
  5309. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5310. char sharedSystem[16];
  5311. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5312. char processMemoryUsed[16];
  5313. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5314. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5315. , dedicatedVideo
  5316. , dedicatedSystem
  5317. , sharedSystem
  5318. , processMemoryUsed
  5319. );
  5320. #if BX_PLATFORM_WINDOWS
  5321. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5322. {
  5323. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5324. char budget[16];
  5325. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5326. char currentUsage[16];
  5327. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5328. char availableForReservation[16];
  5329. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5330. char currentReservation[16];
  5331. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5332. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5333. , 0 == ii ? "Local " : "Non-local"
  5334. , budget
  5335. , currentUsage
  5336. , availableForReservation
  5337. , currentReservation
  5338. );
  5339. }
  5340. #endif // BX_PLATFORM_WINDOWS
  5341. pos = 10;
  5342. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5343. , double(frameTime)*toMs
  5344. , double(min)*toMs
  5345. , double(max)*toMs
  5346. , freq/frameTime
  5347. );
  5348. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5349. , double(m_presentElapsed)*toMs
  5350. , double(presentMin)*toMs
  5351. , double(presentMax)*toMs
  5352. );
  5353. char hmd[16];
  5354. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5355. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5356. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5357. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5358. , 0 != msaa ? '\xfe' : ' '
  5359. , 1<<msaa
  5360. , ", no-HMD "
  5361. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5362. );
  5363. double elapsedCpuMs = double(frameTime)*toMs;
  5364. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5365. , _render->m_numRenderItems
  5366. , statsKeyType[0]
  5367. , statsKeyType[1]
  5368. , elapsedCpuMs
  5369. );
  5370. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5371. {
  5372. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  5373. , s_primName[ii]
  5374. , statsNumPrimsRendered[ii]
  5375. , statsNumInstances[ii]
  5376. , statsNumPrimsSubmitted[ii]
  5377. );
  5378. }
  5379. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  5380. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5381. , m_batch.m_maxDrawPerBatch
  5382. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5383. );
  5384. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  5385. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5386. , m_batch.m_maxDrawPerBatch
  5387. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5388. );
  5389. if (NULL != m_renderdocdll)
  5390. {
  5391. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5392. }
  5393. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5394. // tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5395. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5396. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5397. pos++;
  5398. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5399. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  5400. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  5401. , m_pipelineStateCache.getCount()
  5402. , m_samplerStateCache.getCount()
  5403. , bindLru.getCount()
  5404. , m_cmd.m_control.available()
  5405. );
  5406. pos++;
  5407. double captureMs = double(captureElapsed)*toMs;
  5408. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5409. uint8_t attr[2] = { 0x89, 0x8a };
  5410. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5411. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5412. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5413. min = frameTime;
  5414. max = frameTime;
  5415. presentMin = m_presentElapsed;
  5416. presentMax = m_presentElapsed;
  5417. }
  5418. blit(this, _textVideoMemBlitter, tvm);
  5419. PIX3_ENDEVENT(m_commandList);
  5420. }
  5421. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5422. {
  5423. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5424. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5425. PIX3_ENDEVENT(m_commandList);
  5426. }
  5427. setResourceBarrier(m_commandList
  5428. , m_backBufferColor[m_backBufferColorIdx]
  5429. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5430. , D3D12_RESOURCE_STATE_PRESENT
  5431. );
  5432. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5433. }
  5434. } /* namespace d3d12 */ } // namespace bgfx
  5435. #else
  5436. namespace bgfx { namespace d3d12
  5437. {
  5438. RendererContextI* rendererCreate(const Init& _init)
  5439. {
  5440. BX_UNUSED(_init);
  5441. return NULL;
  5442. }
  5443. void rendererDestroy()
  5444. {
  5445. }
  5446. } /* namespace d3d12 */ } // namespace bgfx
  5447. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12