renderer_d3d11.cpp 204 KB

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  1. /*
  2. * Copyright 2011-2022 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. # include <bx/pixelformat.h>
  9. namespace bgfx { namespace d3d11
  10. {
  11. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. static char s_viewName [BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  13. inline void setViewType(ViewId _view, const bx::StringView _str)
  14. {
  15. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION | BGFX_CONFIG_PROFILER) )
  16. {
  17. const uint32_t len = _str.getLength();
  18. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), len);
  19. wchar_t tmpW[16];
  20. mbstowcs(tmpW, _str.getPtr(), len);
  21. bx::memCopy(&s_viewNameW[_view][3], tmpW, len*2);
  22. }
  23. }
  24. struct PrimInfo
  25. {
  26. D3D11_PRIMITIVE_TOPOLOGY m_type;
  27. uint32_t m_min;
  28. uint32_t m_div;
  29. uint32_t m_sub;
  30. };
  31. static const PrimInfo s_primInfo[] =
  32. {
  33. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  34. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  35. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  36. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  37. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  38. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  39. };
  40. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  41. union Zero
  42. {
  43. Zero()
  44. {
  45. bx::memSet(this, 0, sizeof(Zero) );
  46. }
  47. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  48. ID3D11UnorderedAccessView* m_uav[D3D11_1_UAV_SLOT_COUNT];
  49. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  50. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  51. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  52. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  54. };
  55. BX_PRAGMA_DIAGNOSTIC_PUSH();
  56. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  57. static const Zero s_zero;
  58. BX_PRAGMA_DIAGNOSTIC_POP();
  59. static const uint32_t s_checkMsaa[] =
  60. {
  61. 0,
  62. 2,
  63. 4,
  64. 8,
  65. 16,
  66. };
  67. static DXGI_SAMPLE_DESC s_msaa[] =
  68. {
  69. { 1, 0 },
  70. { 2, 0 },
  71. { 4, 0 },
  72. { 8, 0 },
  73. { 16, 0 },
  74. };
  75. static const D3D11_BLEND s_blendFactor[][2] =
  76. {
  77. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  78. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  79. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  80. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  81. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  82. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  83. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  84. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  85. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  86. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  87. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  88. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  89. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  90. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  91. };
  92. static const D3D11_BLEND_OP s_blendEquation[] =
  93. {
  94. D3D11_BLEND_OP_ADD,
  95. D3D11_BLEND_OP_SUBTRACT,
  96. D3D11_BLEND_OP_REV_SUBTRACT,
  97. D3D11_BLEND_OP_MIN,
  98. D3D11_BLEND_OP_MAX,
  99. };
  100. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  101. {
  102. D3D11_COMPARISON_FUNC(0), // ignored
  103. D3D11_COMPARISON_LESS,
  104. D3D11_COMPARISON_LESS_EQUAL,
  105. D3D11_COMPARISON_EQUAL,
  106. D3D11_COMPARISON_GREATER_EQUAL,
  107. D3D11_COMPARISON_GREATER,
  108. D3D11_COMPARISON_NOT_EQUAL,
  109. D3D11_COMPARISON_NEVER,
  110. D3D11_COMPARISON_ALWAYS,
  111. };
  112. static const D3D11_STENCIL_OP s_stencilOp[] =
  113. {
  114. D3D11_STENCIL_OP_ZERO,
  115. D3D11_STENCIL_OP_KEEP,
  116. D3D11_STENCIL_OP_REPLACE,
  117. D3D11_STENCIL_OP_INCR,
  118. D3D11_STENCIL_OP_INCR_SAT,
  119. D3D11_STENCIL_OP_DECR,
  120. D3D11_STENCIL_OP_DECR_SAT,
  121. D3D11_STENCIL_OP_INVERT,
  122. };
  123. static const D3D11_CULL_MODE s_cullMode[] =
  124. {
  125. D3D11_CULL_NONE,
  126. D3D11_CULL_FRONT,
  127. D3D11_CULL_BACK,
  128. };
  129. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  130. {
  131. D3D11_TEXTURE_ADDRESS_WRAP,
  132. D3D11_TEXTURE_ADDRESS_MIRROR,
  133. D3D11_TEXTURE_ADDRESS_CLAMP,
  134. D3D11_TEXTURE_ADDRESS_BORDER,
  135. };
  136. /*
  137. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  138. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  139. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  140. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  141. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  142. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  143. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  144. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  145. * D3D11_FILTER_ANISOTROPIC = 0x55,
  146. *
  147. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  148. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  149. *
  150. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  151. * 0x10 // MIN_LINEAR
  152. * 0x04 // MAG_LINEAR
  153. * 0x01 // MIP_LINEAR
  154. */
  155. static const uint8_t s_textureFilter[3][3] =
  156. {
  157. {
  158. 0x10, // min linear
  159. 0x00, // min point
  160. 0x55, // anisotropic
  161. },
  162. {
  163. 0x04, // mag linear
  164. 0x00, // mag point
  165. 0x55, // anisotropic
  166. },
  167. {
  168. 0x01, // mip linear
  169. 0x00, // mip point
  170. 0x55, // anisotropic
  171. },
  172. };
  173. struct TextureFormatInfo
  174. {
  175. DXGI_FORMAT m_fmt;
  176. DXGI_FORMAT m_fmtSrv;
  177. DXGI_FORMAT m_fmtDsv;
  178. DXGI_FORMAT m_fmtSrgb;
  179. };
  180. static const TextureFormatInfo s_textureFormat[] =
  181. {
  182. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  183. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  184. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  185. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  186. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  187. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  188. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  201. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  202. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  203. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  204. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  205. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  206. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  207. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  208. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  209. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  210. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  211. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  212. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  213. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  214. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  215. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  216. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  217. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  218. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  219. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  220. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  221. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  222. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  223. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  224. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  225. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  226. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  227. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  228. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  229. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  230. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  231. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  232. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  233. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  234. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  235. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  236. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  237. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  238. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  239. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  240. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  241. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  242. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  243. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  244. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  245. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  246. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  247. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  248. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  249. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  250. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  251. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  252. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  253. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // B5G6R5
  254. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  255. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BGRA4
  256. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  257. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BGR5A1
  258. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  259. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  260. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  261. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  262. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  263. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  264. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  265. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  266. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  267. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  268. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  269. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  270. };
  271. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  272. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  273. {
  274. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  289. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  290. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  291. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  292. };
  293. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  294. static const DXGI_FORMAT s_attribType[][4][2] =
  295. {
  296. { // Uint8
  297. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  298. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  299. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  300. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  301. },
  302. { // Uint10
  303. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  304. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  305. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  306. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  307. },
  308. { // Int16
  309. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  310. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  311. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  312. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  313. },
  314. { // Half
  315. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  316. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  317. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  318. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  319. },
  320. { // Float
  321. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  322. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  323. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  324. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  325. },
  326. };
  327. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  328. static D3D11_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  329. {
  330. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  331. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  332. {
  333. if (UINT16_MAX != _layout.m_attributes[attr])
  334. {
  335. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  336. elem->InputSlot = _stream;
  337. if (0 == _layout.m_attributes[attr])
  338. {
  339. elem->AlignedByteOffset = 0;
  340. }
  341. else
  342. {
  343. uint8_t num;
  344. AttribType::Enum type;
  345. bool normalized;
  346. bool asInt;
  347. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  348. elem->Format = s_attribType[type][num-1][normalized];
  349. elem->AlignedByteOffset = _layout.m_offset[attr];
  350. }
  351. ++elem;
  352. }
  353. }
  354. return elem;
  355. }
  356. struct TextureStage
  357. {
  358. TextureStage()
  359. {
  360. clear();
  361. }
  362. void clear()
  363. {
  364. bx::memSet(m_uav, 0, sizeof(m_uav) );
  365. bx::memSet(m_srv, 0, sizeof(m_srv) );
  366. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  367. }
  368. ID3D11UnorderedAccessView* m_uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  369. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  370. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  371. };
  372. BX_PRAGMA_DIAGNOSTIC_PUSH();
  373. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  374. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  375. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  376. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  377. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  378. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  379. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  380. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  381. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  382. static const GUID IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } };
  383. enum D3D11_FORMAT_SUPPORT2
  384. {
  385. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  386. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  387. };
  388. static const GUID s_d3dDeviceIIDs[] =
  389. {
  390. IID_ID3D11Device3,
  391. IID_ID3D11Device2,
  392. IID_ID3D11Device1,
  393. };
  394. inline bool isLost(HRESULT _hr)
  395. {
  396. return false
  397. || _hr == DXGI_ERROR_DEVICE_REMOVED
  398. || _hr == DXGI_ERROR_DEVICE_HUNG
  399. || _hr == DXGI_ERROR_DEVICE_RESET
  400. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  401. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  402. ;
  403. }
  404. static const char* getLostReason(HRESULT _hr)
  405. {
  406. switch (_hr)
  407. {
  408. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  409. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  410. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  411. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  412. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  413. // The calling application should re-create the device and continue.
  414. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  415. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  416. // suspect, and the application should not continue.
  417. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  418. // A resource is not available at the time of the call, but may become available later.
  419. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  420. case S_OK: return "S_OK";
  421. default: break;
  422. }
  423. return "Unknown HRESULT?";
  424. }
  425. template <typename Ty>
  426. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  427. {
  428. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  429. {
  430. char temp[2048];
  431. va_list argList;
  432. va_start(argList, _format);
  433. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  434. va_end(argList);
  435. temp[size] = '\0';
  436. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  437. }
  438. }
  439. BX_PRAGMA_DIAGNOSTIC_POP();
  440. static HRESULT setIntelExtension(ID3D11Device* _device, const void* _data, uint32_t _size)
  441. {
  442. D3D11_BUFFER_DESC desc;
  443. desc.ByteWidth = _size;
  444. desc.Usage = D3D11_USAGE_STAGING;
  445. desc.BindFlags = 0;
  446. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  447. desc.MiscFlags = 0;
  448. desc.StructureByteStride = 0;
  449. D3D11_SUBRESOURCE_DATA initData;
  450. initData.pSysMem = _data;
  451. initData.SysMemPitch = _size;
  452. initData.SysMemSlicePitch = 0;
  453. ID3D11Buffer* buffer;
  454. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  455. if (SUCCEEDED(hr) )
  456. {
  457. buffer->Release();
  458. }
  459. return hr;
  460. };
  461. static const uint32_t kIntelExtensionInterfaceVersion = UINT32_C(0x10000);
  462. struct IntelExtension
  463. {
  464. char key[16];
  465. uint32_t version;
  466. uint32_t type;
  467. uint32_t data[16];
  468. };
  469. static const IntelExtension s_intelDirectAccessResource =
  470. {
  471. { 'I', 'N', 'T', 'C', 'E', 'X', 'T', 'N', 'R', 'E', 'S', 'O', 'U', 'R', 'C', 'E' },
  472. kIntelExtensionInterfaceVersion,
  473. 1,
  474. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
  475. };
  476. static HRESULT setIntelDirectAccessResource(ID3D11Device* _device)
  477. {
  478. return setIntelExtension(_device, &s_intelDirectAccessResource, sizeof(s_intelDirectAccessResource) );
  479. }
  480. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  481. {
  482. if (windowsVersionIs(Condition::GreaterEqual, 0x0604) )
  483. {
  484. uint8_t temp[28];
  485. bx::ErrorAssert err;
  486. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  487. bx::write(&writer, "INTCEXTNCAPSFUNC", 16, &err);
  488. bx::write(&writer, kIntelExtensionInterfaceVersion, &err);
  489. bx::write(&writer, uint32_t(0), &err);
  490. bx::write(&writer, uint32_t(0), &err);
  491. if (SUCCEEDED(setIntelExtension(_device, temp, sizeof(temp) ) ) )
  492. {
  493. bx::MemoryReader reader(&temp, sizeof(temp) );
  494. bx::skip(&reader, 16);
  495. uint32_t version;
  496. bx::read(&reader, version, &err);
  497. uint32_t driverVersion;
  498. bx::read(&reader, driverVersion, &err);
  499. return version <= driverVersion;
  500. }
  501. }
  502. return false;
  503. }
  504. void resume(ID3D11Device* _device)
  505. {
  506. BX_UNUSED(_device);
  507. }
  508. void suspend(ID3D11Device* _device)
  509. {
  510. BX_UNUSED(_device);
  511. }
  512. /*
  513. * AMD GPU Services (AGS) library
  514. *
  515. * Reference(s):
  516. * - https://web.archive.org/web/20181126035805/https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  517. */
  518. enum AGS_RETURN_CODE
  519. {
  520. AGS_SUCCESS,
  521. AGS_INVALID_ARGS,
  522. AGS_OUT_OF_MEMORY,
  523. AGS_ERROR_MISSING_DLL,
  524. AGS_ERROR_LEGACY_DRIVER,
  525. AGS_EXTENSION_NOT_SUPPORTED,
  526. AGS_ADL_FAILURE,
  527. };
  528. enum AGS_DRIVER_EXTENSION
  529. {
  530. AGS_EXTENSION_QUADLIST = 1 << 0,
  531. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  532. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  533. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  534. };
  535. struct AGSDriverVersionInfo
  536. {
  537. char strDriverVersion[256];
  538. char strCatalystVersion[256];
  539. char strCatalystWebLink[256];
  540. };
  541. struct AGSContext;
  542. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  543. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  544. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  545. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  546. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  547. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  548. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  549. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  550. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  551. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  552. static PFN_AGS_INIT agsInit;
  553. static PFN_AGS_DEINIT agsDeInit;
  554. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  555. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  556. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  557. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  558. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  559. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  560. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  561. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  562. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  563. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  564. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  565. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  566. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  567. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  568. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  569. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  570. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  571. #if USE_D3D11_DYNAMIC_LIB
  572. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  573. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  574. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  575. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  576. #endif // USE_D3D11_DYNAMIC_LIB
  577. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name);
  578. int WINAPI d3d11Annotation_EndEvent();
  579. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name);
  580. struct RendererContextD3D11 : public RendererContextI
  581. {
  582. RendererContextD3D11()
  583. : m_d3d9Dll(NULL)
  584. , m_d3d11Dll(NULL)
  585. , m_renderDocDll(NULL)
  586. , m_agsDll(NULL)
  587. , m_ags(NULL)
  588. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  589. , m_swapChain(NULL)
  590. , m_msaaRt(NULL)
  591. , m_needPresent(false)
  592. , m_lost(false)
  593. , m_numWindows(0)
  594. , m_device(NULL)
  595. , m_deviceCtx(NULL)
  596. , m_annotation(NULL)
  597. , m_infoQueue(NULL)
  598. , m_backBufferColor(NULL)
  599. , m_backBufferDepthStencil(NULL)
  600. , m_currentColor(NULL)
  601. , m_currentDepthStencil(NULL)
  602. , m_captureTexture(NULL)
  603. , m_captureResolve(NULL)
  604. , m_maxAnisotropy(1)
  605. , m_depthClamp(false)
  606. , m_wireframe(false)
  607. , m_currentProgram(NULL)
  608. , m_vsChanges(0)
  609. , m_fsChanges(0)
  610. , m_rtMsaa(false)
  611. , m_timerQuerySupport(false)
  612. , m_directAccessSupport(false)
  613. {
  614. m_fbh.idx = kInvalidHandle;
  615. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  616. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  617. }
  618. ~RendererContextD3D11()
  619. {
  620. }
  621. bool init(const Init& _init)
  622. {
  623. struct ErrorState
  624. {
  625. enum Enum
  626. {
  627. Default,
  628. LoadedD3D11,
  629. LoadedDXGI,
  630. };
  631. };
  632. ErrorState::Enum errorState = ErrorState::Default;
  633. if (_init.debug
  634. || _init.profile)
  635. {
  636. m_renderDocDll = loadRenderDoc();
  637. }
  638. m_fbh.idx = kInvalidHandle;
  639. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  640. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  641. m_ags = NULL;
  642. m_agsDll = bx::dlopen(
  643. #if BX_ARCH_32BIT
  644. "amd_ags_x86.dll"
  645. #else
  646. "amd_ags_x64.dll"
  647. #endif // BX_ARCH_32BIT
  648. );
  649. if (NULL != m_agsDll)
  650. {
  651. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsDll, "agsInit");
  652. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsDll, "agsDeInit");
  653. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetCrossfireGPUCount");
  654. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetTotalGPUCount");
  655. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsDll, "agsGetGPUMemorySize");
  656. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsDll, "agsGetDriverVersionInfo");
  657. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsDll, "agsDriverExtensions_Init");
  658. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsDll, "agsDriverExtensions_DeInit");
  659. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  660. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  661. bool agsSupported = true
  662. && NULL != agsInit
  663. && NULL != agsDeInit
  664. && NULL != agsGetCrossfireGPUCount
  665. && NULL != agsGetTotalGPUCount
  666. && NULL != agsGetGPUMemorySize
  667. && NULL != agsGetDriverVersionInfo
  668. && NULL != agsDriverExtensions_Init
  669. && NULL != agsDriverExtensions_DeInit
  670. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  671. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  672. ;
  673. if (agsSupported)
  674. {
  675. AGS_RETURN_CODE result = agsInit(&m_ags);
  676. agsSupported = AGS_SUCCESS == result;
  677. if (agsSupported)
  678. {
  679. AGSDriverVersionInfo vi;
  680. result = agsGetDriverVersionInfo(m_ags, &vi);
  681. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  682. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  683. int32_t numCrossfireGPUs = 0;
  684. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  685. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  686. int32_t numGPUs = 0;
  687. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  688. BX_TRACE(" Num GPUs: %d", numGPUs);
  689. for (int32_t ii = 0; ii < numGPUs; ++ii)
  690. {
  691. int64_t memSize;
  692. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  693. if (AGS_SUCCESS == result)
  694. {
  695. char memSizeStr[16];
  696. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  697. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  698. }
  699. }
  700. }
  701. }
  702. BX_WARN(!agsSupported, "AMD/AGS supported.");
  703. if (!agsSupported)
  704. {
  705. if (NULL != m_ags)
  706. {
  707. agsDeInit(m_ags);
  708. m_ags = NULL;
  709. }
  710. bx::dlclose(m_agsDll);
  711. m_agsDll = NULL;
  712. }
  713. }
  714. m_nvapi.init();
  715. #if USE_D3D11_DYNAMIC_LIB
  716. const char* d3d11DllName =
  717. #if BX_PLATFORM_LINUX
  718. "d3d11.so"
  719. #else
  720. "d3d11.dll"
  721. #endif // BX_PLATFORM_LINUX
  722. ;
  723. m_d3d11Dll = bx::dlopen(d3d11DllName);
  724. if (NULL == m_d3d11Dll)
  725. {
  726. BX_TRACE("Init error: Failed to load %s.", d3d11DllName);
  727. goto error;
  728. }
  729. errorState = ErrorState::LoadedD3D11;
  730. m_d3d9Dll = NULL;
  731. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  732. {
  733. // D3D11_1.h has ID3DUserDefinedAnnotation
  734. // https://web.archive.org/web/20190207230424/https://docs.microsoft.com/en-us/windows/desktop/api/d3d11_1/nn-d3d11_1-id3duserdefinedannotation
  735. m_d3d9Dll = bx::dlopen("d3d9.dll");
  736. if (NULL != m_d3d9Dll)
  737. {
  738. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9Dll, "D3DPERF_SetMarker" );
  739. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9Dll, "D3DPERF_BeginEvent");
  740. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9Dll, "D3DPERF_EndEvent" );
  741. if (NULL == D3DPERF_SetMarker
  742. || NULL == D3DPERF_BeginEvent
  743. || NULL == D3DPERF_EndEvent)
  744. {
  745. BX_TRACE("Failed to initialize PIX events.");
  746. D3DPERF_SetMarker = NULL;
  747. D3DPERF_BeginEvent = NULL;
  748. D3DPERF_EndEvent = NULL;
  749. bx::dlclose(m_d3d9Dll);
  750. m_d3d9Dll = NULL;
  751. }
  752. }
  753. }
  754. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11Dll, "D3D11CreateDevice");
  755. if (NULL == D3D11CreateDevice)
  756. {
  757. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  758. goto error;
  759. }
  760. #endif // USE_D3D11_DYNAMIC_LIB
  761. m_device = (ID3D11Device*)g_platformData.context;
  762. if (!m_dxgi.init(g_caps) )
  763. {
  764. goto error;
  765. }
  766. errorState = ErrorState::LoadedDXGI;
  767. if (NULL == m_device)
  768. {
  769. if (NULL != m_renderDocDll)
  770. {
  771. setGraphicsDebuggerPresent(true);
  772. }
  773. D3D_FEATURE_LEVEL featureLevel[] =
  774. {
  775. D3D_FEATURE_LEVEL_12_1,
  776. D3D_FEATURE_LEVEL_12_0,
  777. D3D_FEATURE_LEVEL_11_1,
  778. D3D_FEATURE_LEVEL_11_0,
  779. D3D_FEATURE_LEVEL_10_1,
  780. D3D_FEATURE_LEVEL_10_0,
  781. #if BX_PLATFORM_WINRT
  782. D3D_FEATURE_LEVEL_9_3,
  783. D3D_FEATURE_LEVEL_9_2,
  784. #endif // BX_PLATFORM_WINRT
  785. };
  786. HRESULT hr = S_OK;
  787. for (;;)
  788. {
  789. uint32_t flags = 0
  790. | D3D11_CREATE_DEVICE_SINGLETHREADED
  791. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  792. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  793. | (_init.debug ? D3D11_CREATE_DEVICE_DEBUG : 0)
  794. ;
  795. hr = E_FAIL;
  796. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  797. {
  798. hr = D3D11CreateDevice(m_dxgi.m_adapter
  799. , m_dxgi.m_driverType
  800. , NULL
  801. , flags
  802. , &featureLevel[ii]
  803. , BX_COUNTOF(featureLevel)-ii
  804. , D3D11_SDK_VERSION
  805. , &m_device
  806. , &m_featureLevel
  807. , &m_deviceCtx
  808. );
  809. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  810. , (m_featureLevel >> 12) & 0xf
  811. , (m_featureLevel >> 8) & 0xf
  812. );
  813. if (FAILED(hr)
  814. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  815. {
  816. // Try without debug in case D3D11 SDK Layers
  817. // is not present?
  818. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  819. continue;
  820. }
  821. // Enable debug flags.
  822. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  823. ++ii;
  824. }
  825. if (FAILED(hr)
  826. && D3D_DRIVER_TYPE_WARP != m_dxgi.m_driverType)
  827. {
  828. // Try with WARP
  829. m_dxgi.m_driverType = D3D_DRIVER_TYPE_WARP;
  830. continue;
  831. }
  832. break;
  833. }
  834. if (FAILED(hr) )
  835. {
  836. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  837. goto error;
  838. }
  839. }
  840. else
  841. {
  842. m_device->GetImmediateContext(&m_deviceCtx);
  843. if (NULL == m_deviceCtx)
  844. {
  845. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  846. goto error;
  847. }
  848. m_featureLevel = m_device->GetFeatureLevel();
  849. }
  850. m_dxgi.update(m_device);
  851. {
  852. m_deviceInterfaceVersion = 0;
  853. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  854. {
  855. ID3D11Device* device;
  856. HRESULT hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  857. if (SUCCEEDED(hr) )
  858. {
  859. device->Release(); // BK - ignore ref count.
  860. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  861. break;
  862. }
  863. }
  864. { ///
  865. IDXGIDevice* renderdoc;
  866. HRESULT hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  867. if (SUCCEEDED(hr) )
  868. {
  869. setGraphicsDebuggerPresent(true);
  870. DX_RELEASE(renderdoc, 2);
  871. }
  872. else
  873. {
  874. IUnknown* device = m_device;
  875. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  876. }
  877. }
  878. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  879. {
  880. m_nvapi.shutdown();
  881. }
  882. m_msaaRt = NULL;
  883. if (NULL == g_platformData.backBuffer)
  884. {
  885. HRESULT hr = S_OK;
  886. m_swapEffect =
  887. #if BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS
  888. DXGI_SWAP_EFFECT_FLIP_DISCARD
  889. #else
  890. DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL
  891. #endif // BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS
  892. ;
  893. m_swapBufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BGFX_CONFIG_MAX_BACK_BUFFERS);
  894. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  895. m_scd.width = _init.resolution.width;
  896. m_scd.height = _init.resolution.height;
  897. /*
  898. * According to https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/converting-data-color-space ,
  899. * it is OK to create the backbuffer with m_fmt (a non- _SRGB format), and then create the render target view into it
  900. * with m_fmtSrgb (the _SRGB format of same), and it will work identically as if you had created the swapchain with
  901. * m_fmtSrgb as the backbuffer format.
  902. *
  903. * Moreover, it is actually not desirable to create the backbuffer with an _SRGB format, because that
  904. * is incompatible with the flip presentation model, which is desirable for various reasons including
  905. * player embedding.
  906. */
  907. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  908. updateMsaa(m_scd.format);
  909. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  910. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  911. m_scd.bufferCount = m_swapBufferCount;
  912. m_scd.scaling = 0 == g_platformData.ndt
  913. ? DXGI_SCALING_NONE
  914. : DXGI_SCALING_STRETCH
  915. ;
  916. m_scd.swapEffect = m_swapEffect;
  917. m_scd.alphaMode = (_init.resolution.reset & BGFX_RESET_TRANSPARENT_BACKBUFFER)
  918. ? DXGI_ALPHA_MODE_PREMULTIPLIED
  919. : DXGI_ALPHA_MODE_IGNORE
  920. ;
  921. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  922. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, BGFX_CONFIG_MAX_FRAME_LATENCY);
  923. m_scd.nwh = g_platformData.nwh;
  924. m_scd.ndt = g_platformData.ndt;
  925. m_scd.windowed = true;
  926. if (NULL != m_scd.nwh)
  927. {
  928. hr = m_dxgi.createSwapChain(m_device
  929. , m_scd
  930. , &m_swapChain
  931. );
  932. if (FAILED(hr) )
  933. {
  934. BX_TRACE(
  935. "CreateSwapChain with DXGI_SWAP_EFFECT(%d) failed with HRESULT(%x)"
  936. , m_scd.swapEffect
  937. , hr
  938. );
  939. // DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL is not available on win7
  940. // Try again with DXGI_SWAP_EFFECT_DISCARD
  941. m_swapEffect = DXGI_SWAP_EFFECT_DISCARD;
  942. m_swapBufferCount = 1;
  943. m_scd.bufferCount = m_swapBufferCount;
  944. m_scd.swapEffect = m_swapEffect;
  945. hr = m_dxgi.createSwapChain(m_device
  946. , m_scd
  947. , &m_swapChain
  948. );
  949. if (FAILED(hr) )
  950. {
  951. BX_TRACE("Init error: Failed to create swap chain.");
  952. goto error;
  953. }
  954. }
  955. m_resolution = _init.resolution;
  956. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  957. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  958. m_textVideoMem.clear();
  959. if (1 < m_scd.sampleDesc.Count)
  960. {
  961. D3D11_TEXTURE2D_DESC desc;
  962. desc.Width = m_scd.width;
  963. desc.Height = m_scd.height;
  964. desc.MipLevels = 1;
  965. desc.ArraySize = 1;
  966. /*
  967. * According to https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/converting-data-color-space ,
  968. * ONLY the backbuffer from swapchain can be created without *_SRGB format, custom backbuffer should be created the same
  969. * format as well as render target view.
  970. */
  971. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ? s_textureFormat[m_resolution.format].m_fmtSrgb : s_textureFormat[m_resolution.format].m_fmt;
  972. desc.SampleDesc = m_scd.sampleDesc;
  973. desc.Usage = D3D11_USAGE_DEFAULT;
  974. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  975. desc.CPUAccessFlags = 0;
  976. desc.MiscFlags = 0;
  977. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  978. }
  979. }
  980. #if BX_PLATFORM_WINDOWS
  981. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  982. | DXGI_MWA_NO_WINDOW_CHANGES
  983. | DXGI_MWA_NO_ALT_ENTER
  984. ) );
  985. #endif // BX_PLATFORM_WINDOWS
  986. if (FAILED(hr) )
  987. {
  988. BX_TRACE("Init error: Failed to create swap chain.");
  989. goto error;
  990. }
  991. }
  992. else
  993. {
  994. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  995. m_scd.sampleDesc.Count = 1;
  996. m_scd.sampleDesc.Quality = 0;
  997. m_scd.width = _init.resolution.width;
  998. m_scd.height = _init.resolution.height;
  999. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1000. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1001. }
  1002. }
  1003. m_numWindows = 1;
  1004. #if USE_D3D11_DYNAMIC_LIB
  1005. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1006. {
  1007. HRESULT hr = m_deviceCtx->QueryInterface(IID_ID3DUserDefinedAnnotation, (void**)&m_annotation);
  1008. if (SUCCEEDED(hr) )
  1009. {
  1010. D3DPERF_BeginEvent = d3d11Annotation_BeginEvent;
  1011. D3DPERF_EndEvent = d3d11Annotation_EndEvent;
  1012. D3DPERF_SetMarker = d3d11Annotation_SetMarker;
  1013. }
  1014. }
  1015. #endif // USE_D3D11_DYNAMIC_LIB
  1016. if (_init.debug)
  1017. {
  1018. HRESULT hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1019. if (SUCCEEDED(hr) )
  1020. {
  1021. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1022. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1023. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1024. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_INFO, false);
  1025. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_MESSAGE, false);
  1026. D3D11_INFO_QUEUE_FILTER filter;
  1027. bx::memSet(&filter, 0, sizeof(filter) );
  1028. D3D11_MESSAGE_CATEGORY catlist[] =
  1029. {
  1030. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1031. };
  1032. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1033. filter.DenyList.pCategoryList = catlist;
  1034. D3D11_MESSAGE_ID idlist[] =
  1035. {
  1036. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1037. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1038. };
  1039. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1040. filter.DenyList.pIDList = idlist;
  1041. m_infoQueue->PushStorageFilter(&filter);
  1042. }
  1043. }
  1044. {
  1045. g_caps.supported |= (0
  1046. | BGFX_CAPS_TEXTURE_3D
  1047. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1048. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1049. | BGFX_CAPS_VERTEX_ID
  1050. | BGFX_CAPS_FRAGMENT_DEPTH
  1051. | (getIntelExtensions(m_device)
  1052. ? BGFX_CAPS_FRAGMENT_ORDERING
  1053. | BGFX_CAPS_TEXTURE_DIRECT_ACCESS
  1054. : 0)
  1055. | BGFX_CAPS_SWAP_CHAIN
  1056. | BGFX_CAPS_DRAW_INDIRECT
  1057. | BGFX_CAPS_TEXTURE_BLIT
  1058. | BGFX_CAPS_TEXTURE_READ_BACK
  1059. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1060. ? BGFX_CAPS_OCCLUSION_QUERY
  1061. : 0)
  1062. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1063. | ( (m_deviceInterfaceVersion >= 3)
  1064. ? BGFX_CAPS_CONSERVATIVE_RASTER
  1065. : 0)
  1066. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1067. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1068. | ((m_featureLevel >= D3D_FEATURE_LEVEL_11_1)
  1069. ? BGFX_CAPS_IMAGE_RW
  1070. : 0)
  1071. );
  1072. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1073. m_directAccessSupport = 0 != (g_caps.supported & BGFX_CAPS_TEXTURE_DIRECT_ACCESS);
  1074. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1075. {
  1076. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1077. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1078. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1079. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1080. ) );
  1081. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1082. 16
  1083. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1084. ) );
  1085. }
  1086. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1087. {
  1088. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1089. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1090. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1091. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1092. ) );
  1093. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1094. 16
  1095. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1096. ) );
  1097. }
  1098. else
  1099. {
  1100. g_caps.limits.maxComputeBindings = bx::min(BGFX_MAX_COMPUTE_BINDINGS
  1101. , D3D_FEATURE_LEVEL_11_1 <= m_featureLevel
  1102. ? D3D11_1_UAV_SLOT_COUNT
  1103. : D3D11_PS_CS_UAV_REGISTER_COUNT
  1104. );
  1105. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1106. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1107. g_caps.limits.maxTextureLayers = D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1108. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1109. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1110. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1111. ) );
  1112. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1113. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1114. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1115. ) );
  1116. }
  1117. // 32-bit indices only supported on 9_2+.
  1118. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1119. {
  1120. g_caps.supported |= BGFX_CAPS_INDEX32;
  1121. }
  1122. // Independent blend only supported on 10_1+.
  1123. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1124. {
  1125. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1126. }
  1127. // Compute support is optional on 10_0 and 10_1 targets.
  1128. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1129. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1130. {
  1131. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1132. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1133. if (SUCCEEDED(hr)
  1134. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1135. {
  1136. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1137. }
  1138. }
  1139. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1140. {
  1141. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1142. }
  1143. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1144. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1145. {
  1146. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1147. }
  1148. else
  1149. {
  1150. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1151. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT, &data, sizeof(data) );
  1152. if (SUCCEEDED(hr)
  1153. && data.SimpleInstancingSupported)
  1154. {
  1155. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1156. }
  1157. }
  1158. // shadow compare is optional on 9_1 through 9_3 targets
  1159. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1160. {
  1161. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1162. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D9_SHADOW_SUPPORT, &data, sizeof(data) );
  1163. if (SUCCEEDED(hr)
  1164. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1165. {
  1166. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1167. }
  1168. }
  1169. // support for SV_ViewportArrayIndex and SV_RenderTargetArrayIndex in the vertex shader is optional
  1170. {
  1171. D3D11_FEATURE_DATA_D3D11_OPTIONS3 data;
  1172. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS3, &data, sizeof(data) );
  1173. if (SUCCEEDED(hr)
  1174. && data.VPAndRTArrayIndexFromAnyShaderFeedingRasterizer)
  1175. {
  1176. g_caps.supported |= BGFX_CAPS_VIEWPORT_LAYER_ARRAY;
  1177. }
  1178. }
  1179. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1180. {
  1181. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1182. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1183. ? s_textureFormat[ii].m_fmtDsv
  1184. : s_textureFormat[ii].m_fmt
  1185. ;
  1186. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1187. if (DXGI_FORMAT_UNKNOWN != fmt)
  1188. {
  1189. if (BX_ENABLED(BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1190. {
  1191. D3D11_FEATURE_DATA_FORMAT_SUPPORT data;
  1192. data.InFormat = fmt;
  1193. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1194. if (SUCCEEDED(hr) )
  1195. {
  1196. support |= 0 != (data.OutFormatSupport & (0
  1197. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1198. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1199. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1200. ) )
  1201. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1202. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1203. ;
  1204. support |= 0 != (data.OutFormatSupport & (0
  1205. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1206. ) )
  1207. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1208. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1209. ;
  1210. support |= 0 != (data.OutFormatSupport & (0
  1211. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1212. ) )
  1213. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1214. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1215. ;
  1216. support |= 0 != (data.OutFormatSupport & (0
  1217. | D3D11_FORMAT_SUPPORT_BUFFER
  1218. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1219. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1220. ) )
  1221. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1222. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1223. ;
  1224. support |= 0 != (data.OutFormatSupport & (0
  1225. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1226. ) )
  1227. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1228. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1229. ;
  1230. support |= 0 != (data.OutFormatSupport & (0
  1231. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1232. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1233. ) )
  1234. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1235. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1236. ;
  1237. support |= 0 != (data.OutFormatSupport & (0
  1238. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1239. ) )
  1240. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1241. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1242. ;
  1243. support |= 0 != (data.OutFormatSupport & (0
  1244. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1245. ) )
  1246. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1247. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1248. ;
  1249. support |= 0 != (data.OutFormatSupport & (0
  1250. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1251. ) )
  1252. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1253. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1254. ;
  1255. }
  1256. else
  1257. {
  1258. BX_TRACE(
  1259. "CheckFeatureSupport failed with HRESULT(%x) for format %s."
  1260. , hr
  1261. , getName(TextureFormat::Enum(ii) )
  1262. );
  1263. }
  1264. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ) )
  1265. {
  1266. D3D11_FEATURE_DATA_FORMAT_SUPPORT2 data2;
  1267. // clear image flag for additional testing
  1268. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ;
  1269. data2.InFormat = s_textureFormat[ii].m_fmt;
  1270. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data2, sizeof(data2) );
  1271. if (SUCCEEDED(hr) )
  1272. {
  1273. support |= 0 != (data2.OutFormatSupport2 & (0
  1274. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1275. ) )
  1276. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1277. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1278. ;
  1279. support |= 0 != (data2.OutFormatSupport2 & (0
  1280. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1281. ) )
  1282. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1283. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1284. ;
  1285. }
  1286. }
  1287. }
  1288. else
  1289. {
  1290. support |= 0
  1291. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1292. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1293. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1294. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1295. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1296. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1297. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1298. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1299. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1300. ;
  1301. }
  1302. }
  1303. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1304. {
  1305. if (BX_ENABLED(BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1306. {
  1307. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1308. {
  1309. DXGI_FORMAT InFormat;
  1310. UINT OutFormatSupport;
  1311. };
  1312. D3D11_FEATURE_DATA_FORMAT_SUPPORT data;
  1313. data.InFormat = fmtSrgb;
  1314. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1315. if (SUCCEEDED(hr) )
  1316. {
  1317. support |= 0 != (data.OutFormatSupport & (0
  1318. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1319. ) )
  1320. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1321. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1322. ;
  1323. support |= 0 != (data.OutFormatSupport & (0
  1324. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1325. ) )
  1326. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1327. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1328. ;
  1329. support |= 0 != (data.OutFormatSupport & (0
  1330. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1331. ) )
  1332. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1333. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1334. ;
  1335. }
  1336. else
  1337. {
  1338. BX_TRACE(
  1339. "CheckFeatureSupport failed with HRESULT(%x) for sRGB format %s."
  1340. , hr
  1341. , getName(TextureFormat::Enum(ii) )
  1342. );
  1343. }
  1344. }
  1345. else
  1346. {
  1347. support |= 0
  1348. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1349. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1350. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1351. ;
  1352. }
  1353. }
  1354. g_caps.formats[ii] = support;
  1355. }
  1356. // Init reserved part of view name.
  1357. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1358. {
  1359. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1360. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1361. }
  1362. if (_init.debug
  1363. && NULL != m_infoQueue)
  1364. {
  1365. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1366. }
  1367. { //
  1368. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1369. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1370. if (NULL != m_ags)
  1371. {
  1372. uint32_t flags;
  1373. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1374. bool hasExtensions = AGS_SUCCESS == result;
  1375. if (hasExtensions
  1376. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1377. {
  1378. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1379. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1380. }
  1381. else
  1382. {
  1383. if (hasExtensions)
  1384. {
  1385. agsDriverExtensions_DeInit(m_ags);
  1386. }
  1387. agsDeInit(m_ags);
  1388. m_ags = NULL;
  1389. }
  1390. }
  1391. else if (m_nvapi.isInitialized()
  1392. && NULL != m_nvapi.nvApiD3D11MultiDrawInstancedIndirect
  1393. && NULL != m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect)
  1394. {
  1395. multiDrawInstancedIndirect = nvapiMultiDrawInstancedIndirect;
  1396. multiDrawIndexedInstancedIndirect = nvapiMultiDrawIndexedInstancedIndirect;
  1397. }
  1398. }
  1399. //
  1400. updateMsaa(m_scd.format);
  1401. postReset();
  1402. }
  1403. m_nvapi.initAftermath(m_device, m_deviceCtx);
  1404. g_internalData.context = m_device;
  1405. return true;
  1406. error:
  1407. switch (errorState)
  1408. {
  1409. case ErrorState::LoadedDXGI:
  1410. DX_RELEASE(m_annotation, 1);
  1411. DX_RELEASE_W(m_infoQueue, 0);
  1412. DX_RELEASE(m_msaaRt, 0);
  1413. #if BX_PLATFORM_WINRT
  1414. // Remove swap chain from SwapChainPanel (nwh) if applicable
  1415. m_dxgi.removeSwapChain(m_scd, &m_swapChain);
  1416. #endif
  1417. DX_RELEASE(m_swapChain, 0);
  1418. DX_RELEASE(m_deviceCtx, 0);
  1419. DX_RELEASE(m_device, 0);
  1420. #if USE_D3D11_DYNAMIC_LIB
  1421. if (NULL != m_d3d9Dll)
  1422. {
  1423. bx::dlclose(m_d3d9Dll);
  1424. m_d3d9Dll = NULL;
  1425. }
  1426. #endif // USE_D3D11_DYNAMIC_LIB
  1427. m_dxgi.shutdown();
  1428. BX_FALLTHROUGH;
  1429. #if USE_D3D11_DYNAMIC_LIB
  1430. case ErrorState::LoadedD3D11:
  1431. bx::dlclose(m_d3d11Dll);
  1432. m_d3d11Dll = NULL;
  1433. BX_FALLTHROUGH;
  1434. #endif // USE_D3D11_DYNAMIC_LIB
  1435. case ErrorState::Default:
  1436. default:
  1437. m_nvapi.shutdown();
  1438. if (NULL != m_ags)
  1439. {
  1440. agsDeInit(m_ags);
  1441. m_ags = NULL;
  1442. }
  1443. bx::dlclose(m_agsDll);
  1444. m_agsDll = NULL;
  1445. unloadRenderDoc(m_renderDocDll);
  1446. break;
  1447. }
  1448. return false;
  1449. }
  1450. void shutdown()
  1451. {
  1452. preReset();
  1453. if (NULL != m_ags)
  1454. {
  1455. agsDeInit(m_ags);
  1456. m_ags = NULL;
  1457. }
  1458. bx::dlclose(m_agsDll);
  1459. m_agsDll = NULL;
  1460. m_deviceCtx->ClearState();
  1461. invalidateCache();
  1462. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1463. {
  1464. m_frameBuffers[ii].destroy();
  1465. }
  1466. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1467. {
  1468. m_indexBuffers[ii].destroy();
  1469. }
  1470. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1471. {
  1472. m_vertexBuffers[ii].destroy();
  1473. }
  1474. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1475. {
  1476. m_shaders[ii].destroy();
  1477. }
  1478. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1479. {
  1480. m_textures[ii].destroy();
  1481. }
  1482. DX_RELEASE(m_annotation, 1);
  1483. DX_RELEASE_W(m_infoQueue, 0);
  1484. DX_RELEASE(m_msaaRt, 0);
  1485. #if BX_PLATFORM_WINRT
  1486. // Remove swap chain from SwapChainPanel (nwh) if applicable
  1487. m_dxgi.removeSwapChain(m_scd, &m_swapChain);
  1488. #endif
  1489. DX_RELEASE(m_swapChain, 0);
  1490. DX_RELEASE(m_deviceCtx, 0);
  1491. DX_RELEASE(m_device, 0);
  1492. m_nvapi.shutdown();
  1493. m_dxgi.shutdown();
  1494. unloadRenderDoc(m_renderDocDll);
  1495. #if USE_D3D11_DYNAMIC_LIB
  1496. if (NULL != m_d3d9Dll)
  1497. {
  1498. bx::dlclose(m_d3d9Dll);
  1499. m_d3d9Dll = NULL;
  1500. }
  1501. bx::dlclose(m_d3d11Dll);
  1502. m_d3d11Dll = NULL;
  1503. #endif // USE_D3D11_DYNAMIC_LIB
  1504. }
  1505. RendererType::Enum getRendererType() const override
  1506. {
  1507. return RendererType::Direct3D11;
  1508. }
  1509. const char* getRendererName() const override
  1510. {
  1511. return BGFX_RENDERER_DIRECT3D11_NAME;
  1512. }
  1513. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1514. {
  1515. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1516. }
  1517. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1518. {
  1519. m_indexBuffers[_handle.idx].destroy();
  1520. }
  1521. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1522. {
  1523. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1524. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1525. dump(layout);
  1526. }
  1527. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1528. {
  1529. }
  1530. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1531. {
  1532. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1533. }
  1534. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1535. {
  1536. m_vertexBuffers[_handle.idx].destroy();
  1537. }
  1538. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1539. {
  1540. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1541. }
  1542. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1543. {
  1544. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1545. }
  1546. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1547. {
  1548. m_indexBuffers[_handle.idx].destroy();
  1549. }
  1550. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1551. {
  1552. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1553. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1554. }
  1555. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1556. {
  1557. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1558. }
  1559. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1560. {
  1561. m_vertexBuffers[_handle.idx].destroy();
  1562. }
  1563. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1564. {
  1565. m_shaders[_handle.idx].create(_mem);
  1566. }
  1567. void destroyShader(ShaderHandle _handle) override
  1568. {
  1569. m_shaders[_handle.idx].destroy();
  1570. }
  1571. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1572. {
  1573. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1574. }
  1575. void destroyProgram(ProgramHandle _handle) override
  1576. {
  1577. m_program[_handle.idx].destroy();
  1578. }
  1579. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1580. {
  1581. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1582. }
  1583. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1584. {
  1585. }
  1586. 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
  1587. {
  1588. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1589. }
  1590. void updateTextureEnd() override
  1591. {
  1592. }
  1593. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1594. {
  1595. const TextureD3D11& texture = m_textures[_handle.idx];
  1596. D3D11_MAPPED_SUBRESOURCE mapped;
  1597. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1598. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1599. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1600. uint8_t* src = (uint8_t*)mapped.pData;
  1601. uint32_t srcPitch = mapped.RowPitch;
  1602. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1603. uint8_t* dst = (uint8_t*)_data;
  1604. uint32_t dstPitch = srcWidth*bpp/8;
  1605. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1606. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1607. {
  1608. bx::memCopy(dst, src, pitch);
  1609. src += srcPitch;
  1610. dst += dstPitch;
  1611. }
  1612. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1613. }
  1614. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1615. {
  1616. TextureD3D11& texture = m_textures[_handle.idx];
  1617. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1618. const Memory* mem = alloc(size);
  1619. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1620. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1621. bx::write(&writer, magic, bx::ErrorAssert{});
  1622. TextureCreate tc;
  1623. tc.m_width = _width;
  1624. tc.m_height = _height;
  1625. tc.m_depth = 0;
  1626. tc.m_numLayers = _numLayers;
  1627. tc.m_numMips = _numMips;
  1628. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1629. tc.m_cubeMap = false;
  1630. tc.m_mem = NULL;
  1631. bx::write(&writer, tc, bx::ErrorAssert{});
  1632. texture.destroy();
  1633. texture.create(mem, texture.m_flags, 0);
  1634. release(mem);
  1635. }
  1636. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1637. {
  1638. // Resource ref. counts might be messed up outside of bgfx.
  1639. // Disabling ref. count check once texture is overridden.
  1640. setGraphicsDebuggerPresent(true);
  1641. m_textures[_handle.idx].overrideInternal(_ptr);
  1642. }
  1643. uintptr_t getInternal(TextureHandle _handle) override
  1644. {
  1645. // Resource ref. counts might be messed up outside of bgfx.
  1646. // Disabling ref. count check once texture is overridden.
  1647. setGraphicsDebuggerPresent(true);
  1648. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1649. }
  1650. void destroyTexture(TextureHandle _handle) override
  1651. {
  1652. m_textures[_handle.idx].destroy();
  1653. }
  1654. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1655. {
  1656. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1657. }
  1658. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1659. {
  1660. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1661. {
  1662. FrameBufferHandle handle = m_windows[ii];
  1663. if (isValid(handle)
  1664. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1665. {
  1666. destroyFrameBuffer(handle);
  1667. }
  1668. }
  1669. uint16_t denseIdx = m_numWindows++;
  1670. m_windows[denseIdx] = _handle;
  1671. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1672. }
  1673. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1674. {
  1675. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1676. if (UINT16_MAX != denseIdx)
  1677. {
  1678. --m_numWindows;
  1679. if (m_numWindows > 1)
  1680. {
  1681. FrameBufferHandle handle = m_windows[m_numWindows];
  1682. m_windows[m_numWindows] = {kInvalidHandle};
  1683. if (m_numWindows != denseIdx)
  1684. {
  1685. m_windows[denseIdx] = handle;
  1686. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1687. }
  1688. }
  1689. }
  1690. }
  1691. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1692. {
  1693. if (NULL != m_uniforms[_handle.idx])
  1694. {
  1695. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1696. }
  1697. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type]*_num, 16);
  1698. void* data = BX_ALLOC(g_allocator, size);
  1699. bx::memSet(data, 0, size);
  1700. m_uniforms[_handle.idx] = data;
  1701. m_uniformReg.add(_handle, _name);
  1702. }
  1703. void destroyUniform(UniformHandle _handle) override
  1704. {
  1705. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1706. m_uniforms[_handle.idx] = NULL;
  1707. m_uniformReg.remove(_handle);
  1708. }
  1709. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1710. {
  1711. IDXGISwapChain* swapChain = isValid(_handle)
  1712. ? m_frameBuffers[_handle.idx].m_swapChain
  1713. : m_swapChain
  1714. ;
  1715. if (NULL == swapChain)
  1716. {
  1717. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1718. return;
  1719. }
  1720. ID3D11Texture2D* backBuffer;
  1721. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1722. D3D11_TEXTURE2D_DESC backBufferDesc;
  1723. backBuffer->GetDesc(&backBufferDesc);
  1724. D3D11_TEXTURE2D_DESC desc;
  1725. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1726. desc.SampleDesc.Count = 1;
  1727. desc.SampleDesc.Quality = 0;
  1728. desc.Usage = D3D11_USAGE_STAGING;
  1729. desc.BindFlags = 0;
  1730. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1731. ID3D11Texture2D* texture;
  1732. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1733. if (SUCCEEDED(hr) )
  1734. {
  1735. if (backBufferDesc.SampleDesc.Count == 1)
  1736. {
  1737. m_deviceCtx->CopyResource(texture, backBuffer);
  1738. }
  1739. else
  1740. {
  1741. desc.Usage = D3D11_USAGE_DEFAULT;
  1742. desc.CPUAccessFlags = 0;
  1743. ID3D11Texture2D* resolve;
  1744. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1745. if (SUCCEEDED(hr) )
  1746. {
  1747. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1748. m_deviceCtx->CopyResource(texture, resolve);
  1749. DX_RELEASE(resolve, 0);
  1750. }
  1751. }
  1752. D3D11_MAPPED_SUBRESOURCE mapped;
  1753. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1754. bimg::imageSwizzleBgra8(
  1755. mapped.pData
  1756. , mapped.RowPitch
  1757. , backBufferDesc.Width
  1758. , backBufferDesc.Height
  1759. , mapped.pData
  1760. , mapped.RowPitch
  1761. );
  1762. g_callback->screenShot(_filePath
  1763. , backBufferDesc.Width
  1764. , backBufferDesc.Height
  1765. , mapped.RowPitch
  1766. , mapped.pData
  1767. , backBufferDesc.Height*mapped.RowPitch
  1768. , false
  1769. );
  1770. m_deviceCtx->Unmap(texture, 0);
  1771. DX_RELEASE(texture, 0);
  1772. }
  1773. DX_RELEASE(backBuffer, 0);
  1774. }
  1775. void updateViewName(ViewId _id, const char* _name) override
  1776. {
  1777. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1778. {
  1779. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1780. , _name
  1781. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1782. );
  1783. }
  1784. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1785. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1786. , _name
  1787. );
  1788. }
  1789. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1790. {
  1791. bx::memCopy(m_uniforms[_loc], _data, _size);
  1792. }
  1793. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1794. {
  1795. m_occlusionQuery.invalidate(_handle);
  1796. }
  1797. void setMarker(const char* _marker, uint16_t _len) override
  1798. {
  1799. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1800. {
  1801. uint32_t size = _len*sizeof(wchar_t);
  1802. wchar_t* name = (wchar_t*)alloca(size+2);
  1803. name[_len] = L'\0';
  1804. mbstowcs(name, _marker, _len);
  1805. PIX_SETMARKER(kColorMarker, name);
  1806. }
  1807. }
  1808. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1809. {
  1810. switch (_handle.type)
  1811. {
  1812. case Handle::IndexBuffer:
  1813. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1814. break;
  1815. case Handle::Shader:
  1816. setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1817. break;
  1818. case Handle::Texture:
  1819. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1820. break;
  1821. case Handle::VertexBuffer:
  1822. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1823. break;
  1824. default:
  1825. BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
  1826. break;
  1827. }
  1828. }
  1829. void submitBlit(BlitState& _bs, uint16_t _view);
  1830. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1831. void blitSetup(TextVideoMemBlitter& _blitter) override
  1832. {
  1833. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1834. const uint32_t width = m_scd.width;
  1835. const uint32_t height = m_scd.height;
  1836. setFrameBuffer(BGFX_INVALID_HANDLE, false, false);
  1837. D3D11_VIEWPORT vp;
  1838. vp.TopLeftX = 0;
  1839. vp.TopLeftY = 0;
  1840. vp.Width = (float)width;
  1841. vp.Height = (float)height;
  1842. vp.MinDepth = 0.0f;
  1843. vp.MaxDepth = 1.0f;
  1844. deviceCtx->RSSetViewports(1, &vp);
  1845. uint64_t state = BGFX_STATE_WRITE_RGB
  1846. | BGFX_STATE_WRITE_A
  1847. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1848. ;
  1849. setBlendState(state);
  1850. setDepthStencilState(state);
  1851. setRasterizerState(state);
  1852. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1853. m_currentProgram = &program;
  1854. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1855. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1856. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1857. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1858. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1859. VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1860. uint32_t stride = layout.m_stride;
  1861. uint32_t offset = 0;
  1862. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1863. setInputLayout(layout, program, 0);
  1864. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1865. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1866. float proj[16];
  1867. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1868. PredefinedUniform& predefined = program.m_predefined[0];
  1869. uint8_t flags = predefined.m_type;
  1870. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1871. commitShaderConstants();
  1872. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
  1873. commitTextureStage();
  1874. }
  1875. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1876. {
  1877. const uint32_t numVertices = _numIndices*4/6;
  1878. if (0 < numVertices)
  1879. {
  1880. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1881. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1882. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1883. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1884. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1885. }
  1886. }
  1887. void preReset()
  1888. {
  1889. m_needPresent = false;
  1890. if (m_timerQuerySupport)
  1891. {
  1892. m_gpuTimer.preReset();
  1893. }
  1894. m_occlusionQuery.preReset();
  1895. if (NULL == g_platformData.backBufferDS)
  1896. {
  1897. DX_RELEASE(m_backBufferDepthStencil, 0);
  1898. }
  1899. if (NULL != m_swapChain)
  1900. {
  1901. DX_RELEASE(m_backBufferColor, 0);
  1902. }
  1903. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1904. {
  1905. m_frameBuffers[ii].preReset();
  1906. }
  1907. // invalidateCache();
  1908. capturePreReset();
  1909. }
  1910. void postReset()
  1911. {
  1912. if (NULL != m_swapChain)
  1913. {
  1914. ID3D11Texture2D* backBufferColor = NULL;
  1915. if (NULL == m_msaaRt)
  1916. {
  1917. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  1918. }
  1919. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1920. desc.ViewDimension = (m_resolution.reset & BGFX_RESET_MSAA_MASK)
  1921. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1922. : D3D11_RTV_DIMENSION_TEXTURE2D
  1923. ;
  1924. desc.Texture2D.MipSlice = 0;
  1925. /* go find the srgb version of this format to make a render target view
  1926. * with the srgb version. this is OK because of this:
  1927. * https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/converting-data-color-space
  1928. */
  1929. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ? s_textureFormat[m_resolution.format].m_fmtSrgb : s_textureFormat[m_resolution.format].m_fmt;
  1930. DX_CHECK(m_device->CreateRenderTargetView(NULL == m_msaaRt ? backBufferColor : m_msaaRt, &desc, &m_backBufferColor) );
  1931. DX_RELEASE(backBufferColor, 0);
  1932. }
  1933. if (m_timerQuerySupport)
  1934. {
  1935. m_gpuTimer.postReset();
  1936. }
  1937. m_occlusionQuery.postReset();
  1938. if (NULL == m_backBufferDepthStencil)
  1939. {
  1940. D3D11_TEXTURE2D_DESC dsd;
  1941. dsd.Width = m_scd.width;
  1942. dsd.Height = m_scd.height;
  1943. dsd.MipLevels = 1;
  1944. dsd.ArraySize = 1;
  1945. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1946. dsd.SampleDesc = m_scd.sampleDesc;
  1947. dsd.Usage = D3D11_USAGE_DEFAULT;
  1948. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1949. dsd.CPUAccessFlags = 0;
  1950. dsd.MiscFlags = 0;
  1951. ID3D11Texture2D* depthStencil;
  1952. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1953. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1954. DX_RELEASE(depthStencil, 0);
  1955. }
  1956. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1957. m_currentColor = m_backBufferColor;
  1958. m_currentDepthStencil = m_backBufferDepthStencil;
  1959. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1960. {
  1961. m_frameBuffers[ii].postReset();
  1962. }
  1963. capturePostReset();
  1964. }
  1965. bool isDeviceRemoved() override
  1966. {
  1967. return m_lost;
  1968. }
  1969. void flip() override
  1970. {
  1971. if (!m_lost)
  1972. {
  1973. HRESULT hr = S_OK;
  1974. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  1975. ? 1 // sync interval of 0 is not supported on WinRT
  1976. : !!(m_resolution.reset & BGFX_RESET_VSYNC)
  1977. ;
  1978. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1979. {
  1980. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  1981. }
  1982. if (SUCCEEDED(hr) )
  1983. {
  1984. if (NULL != m_swapChain
  1985. && m_needPresent)
  1986. {
  1987. uint32_t presentFlags = 0;
  1988. if (!syncInterval
  1989. && m_dxgi.tearingSupported() )
  1990. {
  1991. presentFlags |= DXGI_PRESENT_ALLOW_TEARING;
  1992. }
  1993. hr = m_swapChain->Present(syncInterval, presentFlags);
  1994. m_needPresent = false;
  1995. }
  1996. else
  1997. {
  1998. m_deviceCtx->Flush();
  1999. }
  2000. }
  2001. m_lost = isLost(hr);
  2002. BGFX_FATAL(
  2003. !m_lost
  2004. , bgfx::Fatal::DeviceLost
  2005. , "Device is lost. FAILED HRESULT(%x) %s (%s)"
  2006. , hr
  2007. , getLostReason(hr)
  2008. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  2009. );
  2010. }
  2011. }
  2012. void invalidateCache()
  2013. {
  2014. m_inputLayoutCache.invalidate();
  2015. m_blendStateCache.invalidate();
  2016. m_depthStencilStateCache.invalidate();
  2017. m_rasterizerStateCache.invalidate();
  2018. m_samplerStateCache.invalidate();
  2019. m_srvUavLru.invalidate();
  2020. }
  2021. void invalidateCompute()
  2022. {
  2023. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  2024. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2025. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2026. m_deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, s_zero.m_uav, NULL);
  2027. m_deviceCtx->CSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  2028. m_deviceCtx->CSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  2029. }
  2030. void updateMsaa(DXGI_FORMAT _format) const
  2031. {
  2032. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2033. {
  2034. uint32_t msaa = s_checkMsaa[ii];
  2035. uint32_t quality = 0;
  2036. HRESULT hr = m_device->CheckMultisampleQualityLevels(_format, msaa, &quality);
  2037. if (SUCCEEDED(hr)
  2038. && 0 < quality)
  2039. {
  2040. s_msaa[ii].Count = msaa;
  2041. s_msaa[ii].Quality = quality - 1;
  2042. last = ii;
  2043. }
  2044. else
  2045. {
  2046. s_msaa[ii] = s_msaa[last];
  2047. }
  2048. }
  2049. }
  2050. void updateNativeWindow()
  2051. {
  2052. #if BX_PLATFORM_WINRT
  2053. // SwapChainPanels can be dynamically updated
  2054. if (m_scd.ndt == reinterpret_cast<void*>(2)
  2055. && (m_scd.nwh != g_platformData.nwh || m_scd.ndt != g_platformData.ndt))
  2056. {
  2057. // Remove swap chain from SwapChainPanel (nwh) if applicable
  2058. m_dxgi.removeSwapChain(m_scd, &m_swapChain);
  2059. // Update nwh after removing swap chain
  2060. m_scd.nwh = g_platformData.nwh;
  2061. m_scd.ndt = g_platformData.ndt;
  2062. }
  2063. #endif
  2064. }
  2065. bool updateResolution(const Resolution& _resolution)
  2066. {
  2067. const bool suspended = !!( _resolution.reset & BGFX_RESET_SUSPEND);
  2068. const bool wasSuspended = !!(m_resolution.reset & BGFX_RESET_SUSPEND);
  2069. if (suspended && wasSuspended)
  2070. {
  2071. return true;
  2072. }
  2073. else if (suspended)
  2074. {
  2075. m_deviceCtx->Flush();
  2076. m_deviceCtx->ClearState();
  2077. m_dxgi.trim();
  2078. suspend(m_device);
  2079. m_resolution.reset |= BGFX_RESET_SUSPEND;
  2080. return true;
  2081. }
  2082. else if (wasSuspended)
  2083. {
  2084. resume(m_device);
  2085. m_resolution.reset &= ~BGFX_RESET_SUSPEND;
  2086. }
  2087. uint32_t maxAnisotropy = 1;
  2088. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  2089. {
  2090. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2091. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2092. : D3D11_REQ_MAXANISOTROPY
  2093. ;
  2094. }
  2095. if (m_maxAnisotropy != maxAnisotropy)
  2096. {
  2097. m_maxAnisotropy = maxAnisotropy;
  2098. m_samplerStateCache.invalidate();
  2099. }
  2100. bool depthClamp = true
  2101. && !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP)
  2102. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2103. ;
  2104. if (m_depthClamp != depthClamp)
  2105. {
  2106. m_depthClamp = depthClamp;
  2107. m_rasterizerStateCache.invalidate();
  2108. }
  2109. const uint32_t maskFlags = ~(0
  2110. | BGFX_RESET_MAXANISOTROPY
  2111. | BGFX_RESET_DEPTH_CLAMP
  2112. | BGFX_RESET_SUSPEND
  2113. );
  2114. if (m_resolution.width != _resolution.width
  2115. || m_resolution.height != _resolution.height
  2116. || m_resolution.format != _resolution.format
  2117. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  2118. {
  2119. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  2120. bool resize = true
  2121. && !BX_ENABLED(BX_PLATFORM_XBOXONE)
  2122. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2123. ;
  2124. m_resolution = _resolution;
  2125. m_resolution.reset = flags;
  2126. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  2127. m_textVideoMem.clear();
  2128. m_scd.width = _resolution.width;
  2129. m_scd.height = _resolution.height;
  2130. // see comment in init() about why we don't worry about BGFX_RESET_SRGB_BACKBUFFER here
  2131. m_scd.format = s_textureFormat[_resolution.format].m_fmt
  2132. ;
  2133. preReset();
  2134. m_deviceCtx->Flush();
  2135. m_deviceCtx->ClearState();
  2136. if (NULL == m_swapChain)
  2137. {
  2138. // Updated backbuffer if it changed in PlatformData.
  2139. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2140. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2141. }
  2142. else
  2143. {
  2144. DX_RELEASE(m_msaaRt, 0);
  2145. if (resize)
  2146. {
  2147. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2148. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd) );
  2149. }
  2150. else
  2151. {
  2152. updateMsaa(m_scd.format);
  2153. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2154. #if BX_PLATFORM_WINRT
  2155. // Remove swap chain from SwapChainPanel (nwh) if applicable
  2156. m_dxgi.removeSwapChain(m_scd, &m_swapChain);
  2157. #endif
  2158. DX_RELEASE(m_swapChain, 0);
  2159. HRESULT hr = m_dxgi.createSwapChain(m_device
  2160. , m_scd
  2161. , &m_swapChain
  2162. );
  2163. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2164. }
  2165. if (1 < m_scd.sampleDesc.Count)
  2166. {
  2167. D3D11_TEXTURE2D_DESC desc;
  2168. desc.Width = m_scd.width;
  2169. desc.Height = m_scd.height;
  2170. desc.MipLevels = 1;
  2171. desc.ArraySize = 1;
  2172. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ? s_textureFormat[m_resolution.format].m_fmtSrgb : s_textureFormat[m_resolution.format].m_fmt;
  2173. desc.SampleDesc = m_scd.sampleDesc;
  2174. desc.Usage = D3D11_USAGE_DEFAULT;
  2175. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  2176. desc.CPUAccessFlags = 0;
  2177. desc.MiscFlags = 0;
  2178. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  2179. }
  2180. }
  2181. postReset();
  2182. }
  2183. return false;
  2184. }
  2185. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2186. {
  2187. if (_flags&kUniformFragmentBit)
  2188. {
  2189. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2190. m_fsChanges += _numRegs;
  2191. }
  2192. else
  2193. {
  2194. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2195. m_vsChanges += _numRegs;
  2196. }
  2197. }
  2198. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2199. {
  2200. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2201. }
  2202. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2203. {
  2204. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2205. }
  2206. void commitShaderConstants()
  2207. {
  2208. if (0 < m_vsChanges)
  2209. {
  2210. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2211. {
  2212. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2213. }
  2214. m_vsChanges = 0;
  2215. }
  2216. if (0 < m_fsChanges)
  2217. {
  2218. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2219. {
  2220. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2221. }
  2222. m_fsChanges = 0;
  2223. }
  2224. }
  2225. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2226. {
  2227. if (isValid(m_fbh)
  2228. && m_fbh.idx != _fbh.idx
  2229. && m_rtMsaa)
  2230. {
  2231. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2232. frameBuffer.resolve();
  2233. }
  2234. if (!isValid(_fbh) )
  2235. {
  2236. m_currentColor = m_backBufferColor;
  2237. m_currentDepthStencil = m_backBufferDepthStencil;
  2238. m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2239. 1
  2240. , &m_currentColor
  2241. , m_currentDepthStencil
  2242. , 1
  2243. , 0
  2244. , NULL
  2245. , NULL
  2246. );
  2247. m_needPresent |= _needPresent;
  2248. }
  2249. else
  2250. {
  2251. invalidateTextureStage();
  2252. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2253. frameBuffer.set();
  2254. }
  2255. m_fbh = _fbh;
  2256. m_rtMsaa = _msaa;
  2257. }
  2258. void clear(const Clear& _clear, const float _palette[][4])
  2259. {
  2260. if (isValid(m_fbh) )
  2261. {
  2262. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2263. frameBuffer.clear(_clear, _palette);
  2264. }
  2265. else
  2266. {
  2267. if (NULL != m_currentColor
  2268. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2269. {
  2270. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2271. {
  2272. uint8_t index = _clear.m_index[0];
  2273. if (UINT8_MAX != index)
  2274. {
  2275. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2276. }
  2277. }
  2278. else
  2279. {
  2280. float frgba[4] =
  2281. {
  2282. _clear.m_index[0]*1.0f/255.0f,
  2283. _clear.m_index[1]*1.0f/255.0f,
  2284. _clear.m_index[2]*1.0f/255.0f,
  2285. _clear.m_index[3]*1.0f/255.0f,
  2286. };
  2287. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2288. }
  2289. }
  2290. if (NULL != m_currentDepthStencil
  2291. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2292. {
  2293. DWORD flags = 0;
  2294. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2295. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2296. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2297. }
  2298. }
  2299. }
  2300. void setInputLayout(uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2301. {
  2302. bx::HashMurmur2A murmur;
  2303. murmur.begin();
  2304. murmur.add(_numInstanceData);
  2305. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2306. {
  2307. murmur.add(_layouts[stream]->m_hash);
  2308. }
  2309. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2310. ID3D11InputLayout* inputLayout = m_inputLayoutCache.find(layoutHash);
  2311. if (NULL == inputLayout)
  2312. {
  2313. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2314. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2315. uint16_t attrMask[Attrib::Count];
  2316. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2317. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2318. {
  2319. VertexLayout layout;
  2320. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout) );
  2321. const bool last = stream == _numStreams-1;
  2322. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2323. {
  2324. uint16_t mask = attrMask[ii];
  2325. uint16_t attr = (layout.m_attributes[ii] & mask);
  2326. if (0 == attr
  2327. || UINT16_MAX == attr)
  2328. {
  2329. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2330. }
  2331. else
  2332. {
  2333. attrMask[ii] = 0;
  2334. }
  2335. }
  2336. elem = fillVertexLayout(stream, elem, layout);
  2337. }
  2338. uint32_t num = uint32_t(elem-vertexElements);
  2339. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2340. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2341. {
  2342. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2343. uint32_t jj;
  2344. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2345. for (jj = 0; jj < num; ++jj)
  2346. {
  2347. curr = &vertexElements[jj];
  2348. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2349. && curr->SemanticIndex == index)
  2350. {
  2351. break;
  2352. }
  2353. }
  2354. if (jj == num)
  2355. {
  2356. curr = elem;
  2357. ++elem;
  2358. }
  2359. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2360. curr->InputSlot = _numStreams;
  2361. curr->SemanticIndex = index;
  2362. curr->AlignedByteOffset = ii*16;
  2363. }
  2364. num = uint32_t(elem-vertexElements);
  2365. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2366. , num
  2367. , _program.m_vsh->m_code->data
  2368. , _program.m_vsh->m_code->size
  2369. , &inputLayout
  2370. ) );
  2371. m_inputLayoutCache.add(layoutHash, inputLayout);
  2372. }
  2373. m_deviceCtx->IASetInputLayout(inputLayout);
  2374. }
  2375. void setInputLayout(const VertexLayout& _layout, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2376. {
  2377. const VertexLayout* layouts[1] = { &_layout };
  2378. setInputLayout(BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2379. }
  2380. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2381. {
  2382. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2383. bx::HashMurmur2A murmur;
  2384. murmur.begin();
  2385. murmur.add(_state);
  2386. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2387. ? _rgba
  2388. : -1
  2389. );
  2390. const uint32_t hash = murmur.end();
  2391. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2392. if (NULL == bs)
  2393. {
  2394. D3D11_BLEND_DESC desc;
  2395. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2396. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2397. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2398. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2399. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2400. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2401. const uint32_t srcRGB = (blend ) & 0xf;
  2402. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2403. const uint32_t srcA = (blend >> 8) & 0xf;
  2404. const uint32_t dstA = (blend >> 12) & 0xf;
  2405. const uint32_t equRGB = (equation ) & 0x7;
  2406. const uint32_t equA = (equation >> 3) & 0x7;
  2407. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2408. drt->DestBlend = s_blendFactor[dstRGB][0];
  2409. drt->BlendOp = s_blendEquation[equRGB];
  2410. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2411. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2412. drt->BlendOpAlpha = s_blendEquation[equA];
  2413. uint8_t writeMask = 0;
  2414. writeMask |= (_state&BGFX_STATE_WRITE_R) ? D3D11_COLOR_WRITE_ENABLE_RED : 0;
  2415. writeMask |= (_state&BGFX_STATE_WRITE_G) ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0;
  2416. writeMask |= (_state&BGFX_STATE_WRITE_B) ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  2417. writeMask |= (_state&BGFX_STATE_WRITE_A) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  2418. drt->RenderTargetWriteMask = writeMask;
  2419. if (desc.IndependentBlendEnable)
  2420. {
  2421. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2422. {
  2423. drt = &desc.RenderTarget[ii];
  2424. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2425. const uint32_t src = (rgba ) & 0xf;
  2426. const uint32_t dst = (rgba >> 4) & 0xf;
  2427. const uint32_t equ = (rgba >> 8) & 0x7;
  2428. drt->SrcBlend = s_blendFactor[src][0];
  2429. drt->DestBlend = s_blendFactor[dst][0];
  2430. drt->BlendOp = s_blendEquation[equ];
  2431. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2432. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2433. drt->BlendOpAlpha = s_blendEquation[equ];
  2434. drt->RenderTargetWriteMask = writeMask;
  2435. }
  2436. }
  2437. else
  2438. {
  2439. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2440. {
  2441. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2442. }
  2443. }
  2444. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2445. m_blendStateCache.add(hash, bs);
  2446. }
  2447. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2448. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2449. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2450. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2451. bool hasFactor = 0
  2452. || f0 == (_state & f0)
  2453. || f1 == (_state & f1)
  2454. || f2 == (_state & f2)
  2455. || f3 == (_state & f3)
  2456. ;
  2457. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2458. if (hasFactor)
  2459. {
  2460. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2461. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2462. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2463. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2464. }
  2465. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2466. }
  2467. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2468. {
  2469. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2470. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2471. uint32_t fstencil = unpackStencil(0, _stencil);
  2472. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2473. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2474. bx::HashMurmur2A murmur;
  2475. murmur.begin();
  2476. murmur.add(_state);
  2477. murmur.add(_stencil);
  2478. uint32_t hash = murmur.end();
  2479. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2480. if (NULL == dss)
  2481. {
  2482. D3D11_DEPTH_STENCIL_DESC desc;
  2483. bx::memSet(&desc, 0, sizeof(desc) );
  2484. desc.DepthEnable = 0 != func;
  2485. desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2486. desc.DepthFunc = s_cmpFunc[func];
  2487. uint32_t bstencil = unpackStencil(1, _stencil);
  2488. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2489. bstencil = frontAndBack ? bstencil : fstencil;
  2490. desc.StencilEnable = 0 != _stencil;
  2491. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2492. desc.StencilWriteMask = 0xff;
  2493. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2494. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2495. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2496. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2497. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2498. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2499. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2500. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2501. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2502. m_depthStencilStateCache.add(hash, dss);
  2503. }
  2504. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2505. }
  2506. void setDebugWireframe(bool _wireframe)
  2507. {
  2508. if (m_wireframe != _wireframe)
  2509. {
  2510. m_wireframe = _wireframe;
  2511. m_rasterizerStateCache.invalidate();
  2512. }
  2513. }
  2514. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2515. {
  2516. _state &= 0
  2517. | BGFX_STATE_CULL_MASK
  2518. | BGFX_STATE_MSAA
  2519. | BGFX_STATE_LINEAA
  2520. | BGFX_STATE_CONSERVATIVE_RASTER
  2521. | BGFX_STATE_FRONT_CCW
  2522. ;
  2523. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2524. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2525. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2526. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2527. if (NULL == rs)
  2528. {
  2529. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2530. #if BX_PLATFORM_WINDOWS
  2531. if (m_deviceInterfaceVersion >= 3)
  2532. {
  2533. D3D11_RASTERIZER_DESC2 desc;
  2534. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2535. desc.CullMode = s_cullMode[cull];
  2536. desc.FrontCounterClockwise = !!(_state&BGFX_STATE_FRONT_CCW);
  2537. desc.DepthBias = 0;
  2538. desc.DepthBiasClamp = 0.0f;
  2539. desc.SlopeScaledDepthBias = 0.0f;
  2540. desc.DepthClipEnable = !m_depthClamp;
  2541. desc.ScissorEnable = _scissor;
  2542. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2543. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2544. desc.ForcedSampleCount = 0;
  2545. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2546. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2547. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2548. ;
  2549. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2550. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2551. }
  2552. else
  2553. #endif // BX_PLATFORM_WINDOWS
  2554. {
  2555. D3D11_RASTERIZER_DESC desc;
  2556. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2557. desc.CullMode = s_cullMode[cull];
  2558. desc.FrontCounterClockwise = false;
  2559. desc.DepthBias = 0;
  2560. desc.DepthBiasClamp = 0.0f;
  2561. desc.SlopeScaledDepthBias = 0.0f;
  2562. desc.DepthClipEnable = !m_depthClamp;
  2563. desc.ScissorEnable = _scissor;
  2564. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2565. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2566. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2567. }
  2568. m_rasterizerStateCache.add(_state, rs);
  2569. }
  2570. m_deviceCtx->RSSetState(rs);
  2571. }
  2572. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2573. {
  2574. const uint32_t index = (_flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2575. _flags &= BGFX_SAMPLER_BITS_MASK;
  2576. // Force min+mag anisotropic (can't be set individually) and remove mip (not supported).
  2577. if (0 != (_flags & (BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC)))
  2578. {
  2579. _flags |= BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC;
  2580. _flags &= ~BGFX_SAMPLER_MIP_MASK;
  2581. }
  2582. uint32_t hash;
  2583. ID3D11SamplerState* sampler;
  2584. if (!needBorderColor(_flags) )
  2585. {
  2586. bx::HashMurmur2A murmur;
  2587. murmur.begin();
  2588. murmur.add(_flags);
  2589. murmur.add(-1);
  2590. hash = murmur.end();
  2591. _rgba = s_zero.m_zerof;
  2592. sampler = m_samplerStateCache.find(hash);
  2593. }
  2594. else
  2595. {
  2596. bx::HashMurmur2A murmur;
  2597. murmur.begin();
  2598. murmur.add(_flags);
  2599. murmur.add(index);
  2600. hash = murmur.end();
  2601. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2602. sampler = m_samplerStateCache.find(hash);
  2603. if (NULL != sampler)
  2604. {
  2605. D3D11_SAMPLER_DESC sd;
  2606. sampler->GetDesc(&sd);
  2607. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2608. {
  2609. // Sampler will be released when updated sampler
  2610. // is added to cache.
  2611. sampler = NULL;
  2612. }
  2613. }
  2614. }
  2615. if (NULL == sampler)
  2616. {
  2617. const uint32_t cmpFunc = (_flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  2618. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  2619. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  2620. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  2621. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2622. D3D11_SAMPLER_DESC sd;
  2623. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2624. sd.AddressU = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  2625. sd.AddressV = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  2626. sd.AddressW = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  2627. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2628. sd.MaxAnisotropy = m_maxAnisotropy;
  2629. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2630. sd.BorderColor[0] = _rgba[0];
  2631. sd.BorderColor[1] = _rgba[1];
  2632. sd.BorderColor[2] = _rgba[2];
  2633. sd.BorderColor[3] = _rgba[3];
  2634. sd.MinLOD = 0;
  2635. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2636. DX_CHECK(m_device->CreateSamplerState(&sd, &sampler));
  2637. DX_CHECK_REFCOUNT(sampler, 1);
  2638. m_samplerStateCache.add(hash, sampler);
  2639. }
  2640. return sampler;
  2641. }
  2642. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2643. {
  2644. m_occlusionQuery.resolve(_render);
  2645. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2646. }
  2647. void quietValidation()
  2648. {
  2649. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2650. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2651. // vertex texture fetch not supported on 9_1 through 9_3
  2652. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2653. {
  2654. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  2655. deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  2656. }
  2657. if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
  2658. {
  2659. deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2660. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
  2661. , NULL
  2662. , NULL
  2663. , 16
  2664. , maxTextureSamplers
  2665. , s_zero.m_uav
  2666. , NULL
  2667. );
  2668. }
  2669. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  2670. deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  2671. }
  2672. void commitTextureStage()
  2673. {
  2674. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  2675. {
  2676. quietValidation();
  2677. }
  2678. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2679. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2680. // vertex texture fetch not supported on 9_1 through 9_3
  2681. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2682. {
  2683. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2684. deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2685. }
  2686. if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
  2687. {
  2688. deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2689. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
  2690. , NULL
  2691. , NULL
  2692. , 16
  2693. , maxTextureSamplers
  2694. , m_textureStage.m_uav
  2695. , NULL
  2696. );
  2697. }
  2698. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2699. deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2700. }
  2701. void invalidateTextureStage()
  2702. {
  2703. m_textureStage.clear();
  2704. commitTextureStage();
  2705. }
  2706. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2707. {
  2708. bx::HashMurmur2A murmur;
  2709. murmur.begin();
  2710. murmur.add(_handle);
  2711. murmur.add(_mip);
  2712. murmur.add(1);
  2713. uint32_t hash = murmur.end();
  2714. IUnknown** ptr = m_srvUavLru.find(hash);
  2715. ID3D11UnorderedAccessView* uav;
  2716. if (NULL == ptr)
  2717. {
  2718. TextureD3D11& texture = m_textures[_handle.idx];
  2719. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2720. desc.Format = texture.getSrvFormat();
  2721. switch (texture.m_type)
  2722. {
  2723. case TextureD3D11::Texture2D:
  2724. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2725. desc.Texture2D.MipSlice = _mip;
  2726. break;
  2727. case TextureD3D11::TextureCube:
  2728. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2729. desc.Texture2DArray.ArraySize = 6;
  2730. desc.Texture2DArray.FirstArraySlice = 0;
  2731. desc.Texture2DArray.MipSlice = _mip;
  2732. break;
  2733. case TextureD3D11::Texture3D:
  2734. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2735. desc.Texture3D.MipSlice = _mip;
  2736. desc.Texture3D.FirstWSlice = 0;
  2737. desc.Texture3D.WSize = UINT32_MAX;
  2738. break;
  2739. }
  2740. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2741. m_srvUavLru.add(hash, uav, _handle.idx);
  2742. }
  2743. else
  2744. {
  2745. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2746. }
  2747. return uav;
  2748. }
  2749. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false, bool _stencil = false)
  2750. {
  2751. bx::HashMurmur2A murmur;
  2752. murmur.begin();
  2753. murmur.add(_handle);
  2754. murmur.add(_mip);
  2755. murmur.add(0);
  2756. murmur.add(_compute);
  2757. murmur.add(_stencil);
  2758. uint32_t hash = murmur.end();
  2759. IUnknown** ptr = m_srvUavLru.find(hash);
  2760. ID3D11ShaderResourceView* srv;
  2761. if (NULL == ptr)
  2762. {
  2763. const TextureD3D11& texture = m_textures[_handle.idx];
  2764. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2765. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2766. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2767. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2768. desc.Format = _stencil ? DXGI_FORMAT_X24_TYPELESS_G8_UINT : texture.getSrvFormat();
  2769. switch (texture.m_type)
  2770. {
  2771. case TextureD3D11::Texture2D:
  2772. if (1 < texture.m_numLayers)
  2773. {
  2774. desc.ViewDimension = msaaSample
  2775. ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY
  2776. : D3D11_SRV_DIMENSION_TEXTURE2DARRAY
  2777. ;
  2778. desc.Texture2DArray.MostDetailedMip = _mip;
  2779. desc.Texture2DArray.MipLevels = 1;
  2780. desc.Texture2DArray.FirstArraySlice = 0;
  2781. desc.Texture2DArray.ArraySize = texture.m_numLayers;
  2782. }
  2783. else
  2784. {
  2785. desc.ViewDimension = msaaSample
  2786. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2787. : D3D11_SRV_DIMENSION_TEXTURE2D
  2788. ;
  2789. desc.Texture2D.MostDetailedMip = _mip;
  2790. desc.Texture2D.MipLevels = 1;
  2791. }
  2792. break;
  2793. case TextureD3D11::TextureCube:
  2794. if (_compute)
  2795. {
  2796. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  2797. desc.Texture2DArray.MostDetailedMip = _mip;
  2798. desc.Texture2DArray.MipLevels = 1;
  2799. desc.Texture2DArray.FirstArraySlice = 0;
  2800. desc.Texture2DArray.ArraySize = 6;
  2801. }
  2802. else
  2803. {
  2804. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2805. desc.TextureCube.MostDetailedMip = _mip;
  2806. desc.TextureCube.MipLevels = 1;
  2807. }
  2808. break;
  2809. case TextureD3D11::Texture3D:
  2810. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2811. desc.Texture3D.MostDetailedMip = _mip;
  2812. desc.Texture3D.MipLevels = 1;
  2813. break;
  2814. }
  2815. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2816. m_srvUavLru.add(hash, srv, _handle.idx);
  2817. }
  2818. else
  2819. {
  2820. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2821. }
  2822. return srv;
  2823. }
  2824. void capturePostReset()
  2825. {
  2826. if (m_resolution.reset&BGFX_RESET_CAPTURE)
  2827. {
  2828. ID3D11Texture2D* backBuffer;
  2829. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2830. D3D11_TEXTURE2D_DESC backBufferDesc;
  2831. backBuffer->GetDesc(&backBufferDesc);
  2832. D3D11_TEXTURE2D_DESC desc;
  2833. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2834. desc.SampleDesc.Count = 1;
  2835. desc.SampleDesc.Quality = 0;
  2836. desc.Usage = D3D11_USAGE_STAGING;
  2837. desc.BindFlags = 0;
  2838. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2839. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2840. if (SUCCEEDED(hr) )
  2841. {
  2842. if (backBufferDesc.SampleDesc.Count != 1)
  2843. {
  2844. desc.Usage = D3D11_USAGE_DEFAULT;
  2845. desc.CPUAccessFlags = 0;
  2846. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2847. }
  2848. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2849. }
  2850. DX_RELEASE(backBuffer, 0);
  2851. }
  2852. }
  2853. void capturePreReset()
  2854. {
  2855. if (NULL != m_captureTexture)
  2856. {
  2857. g_callback->captureEnd();
  2858. }
  2859. DX_RELEASE(m_captureResolve, 0);
  2860. DX_RELEASE(m_captureTexture, 0);
  2861. }
  2862. void capture()
  2863. {
  2864. if (NULL != m_captureTexture)
  2865. {
  2866. ID3D11Texture2D* backBuffer;
  2867. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2868. if (NULL == m_captureResolve)
  2869. {
  2870. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2871. }
  2872. else
  2873. {
  2874. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, m_scd.format);
  2875. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2876. }
  2877. D3D11_MAPPED_SUBRESOURCE mapped;
  2878. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2879. bimg::imageSwizzleBgra8(
  2880. mapped.pData
  2881. , mapped.RowPitch
  2882. , m_scd.width
  2883. , m_scd.height
  2884. , mapped.pData
  2885. , mapped.RowPitch
  2886. );
  2887. g_callback->captureFrame(mapped.pData, m_scd.height*mapped.RowPitch);
  2888. m_deviceCtx->Unmap(m_captureTexture, 0);
  2889. DX_RELEASE(backBuffer, 0);
  2890. }
  2891. }
  2892. void commit(UniformBuffer& _uniformBuffer)
  2893. {
  2894. _uniformBuffer.reset();
  2895. for (;;)
  2896. {
  2897. uint32_t opcode = _uniformBuffer.read();
  2898. if (UniformType::End == opcode)
  2899. {
  2900. break;
  2901. }
  2902. UniformType::Enum type;
  2903. uint16_t loc;
  2904. uint16_t num;
  2905. uint16_t copy;
  2906. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2907. const char* data;
  2908. if (copy)
  2909. {
  2910. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2911. }
  2912. else
  2913. {
  2914. UniformHandle handle;
  2915. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2916. data = (const char*)m_uniforms[handle.idx];
  2917. }
  2918. switch ( (uint32_t)type)
  2919. {
  2920. case UniformType::Mat3:
  2921. case UniformType::Mat3|kUniformFragmentBit:
  2922. {
  2923. float* value = (float*)data;
  2924. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2925. {
  2926. Matrix4 mtx;
  2927. mtx.un.val[ 0] = value[0];
  2928. mtx.un.val[ 1] = value[1];
  2929. mtx.un.val[ 2] = value[2];
  2930. mtx.un.val[ 3] = 0.0f;
  2931. mtx.un.val[ 4] = value[3];
  2932. mtx.un.val[ 5] = value[4];
  2933. mtx.un.val[ 6] = value[5];
  2934. mtx.un.val[ 7] = 0.0f;
  2935. mtx.un.val[ 8] = value[6];
  2936. mtx.un.val[ 9] = value[7];
  2937. mtx.un.val[10] = value[8];
  2938. mtx.un.val[11] = 0.0f;
  2939. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2940. }
  2941. }
  2942. break;
  2943. case UniformType::Sampler:
  2944. case UniformType::Sampler | kUniformFragmentBit:
  2945. case UniformType::Vec4:
  2946. case UniformType::Vec4 | kUniformFragmentBit:
  2947. case UniformType::Mat4:
  2948. case UniformType::Mat4 | kUniformFragmentBit:
  2949. {
  2950. setShaderUniform(uint8_t(type), loc, data, num);
  2951. }
  2952. break;
  2953. case UniformType::End:
  2954. break;
  2955. default:
  2956. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2957. break;
  2958. }
  2959. }
  2960. }
  2961. void premultiplyBackBuffer(const ClearQuad& _clearQuad)
  2962. {
  2963. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2964. uint64_t state = 0;
  2965. state |= BGFX_STATE_WRITE_RGB;
  2966. state |= BGFX_STATE_DEPTH_TEST_ALWAYS;
  2967. state |= BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_DST_ALPHA, BGFX_STATE_BLEND_DST_ALPHA, BGFX_STATE_BLEND_ZERO);
  2968. uint64_t stencil = 0;
  2969. setBlendState(state);
  2970. setDepthStencilState(state, stencil);
  2971. setRasterizerState(state);
  2972. uint32_t numMrt = 1;
  2973. if (isValid(_clearQuad.m_program[numMrt-1]))
  2974. {
  2975. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2976. m_currentProgram = &program;
  2977. const ShaderD3D11* vsh = program.m_vsh;
  2978. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2979. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2980. const ShaderD3D11* fsh = program.m_fsh;
  2981. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2982. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
  2983. const VertexLayout& layout = _clearQuad.m_layout;
  2984. const uint32_t stride = layout.m_stride;
  2985. const uint32_t offset = 0;
  2986. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2987. setInputLayout(layout, program, 0);
  2988. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2989. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2990. deviceCtx->Draw(4, 0);
  2991. }
  2992. }
  2993. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2994. {
  2995. uint32_t width;
  2996. uint32_t height;
  2997. if (isValid(m_fbh) )
  2998. {
  2999. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  3000. width = fb.m_width;
  3001. height = fb.m_height;
  3002. }
  3003. else
  3004. {
  3005. width = m_scd.width;
  3006. height = m_scd.height;
  3007. }
  3008. if (0 == _rect.m_x
  3009. && 0 == _rect.m_y
  3010. && width == _rect.m_width
  3011. && height == _rect.m_height)
  3012. {
  3013. clear(_clear, _palette);
  3014. }
  3015. else
  3016. {
  3017. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3018. uint64_t state = 0;
  3019. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A : 0;
  3020. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_WRITE_Z : 0;
  3021. uint64_t stencil = 0;
  3022. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  3023. | BGFX_STENCIL_TEST_ALWAYS
  3024. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  3025. | BGFX_STENCIL_FUNC_RMASK(0xff)
  3026. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  3027. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  3028. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  3029. : 0
  3030. ;
  3031. setBlendState(state);
  3032. setDepthStencilState(state, stencil);
  3033. setRasterizerState(state);
  3034. uint32_t numMrt = 1;
  3035. FrameBufferHandle fbh = m_fbh;
  3036. if (isValid(fbh) )
  3037. {
  3038. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  3039. numMrt = bx::uint32_max(1, fb.m_num);
  3040. }
  3041. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  3042. m_currentProgram = &program;
  3043. const ShaderD3D11* vsh = program.m_vsh;
  3044. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  3045. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  3046. float mrtClearDepth[4] = { _clear.m_depth };
  3047. deviceCtx->UpdateSubresource(vsh->m_buffer, 0, 0, mrtClearDepth, 0, 0);
  3048. if (NULL != m_currentColor)
  3049. {
  3050. const ShaderD3D11* fsh = program.m_fsh;
  3051. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3052. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3053. float mrtClearColor[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  3054. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3055. {
  3056. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3057. {
  3058. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  3059. bx::memCopy(mrtClearColor[ii], _palette[index], 16);
  3060. }
  3061. }
  3062. else
  3063. {
  3064. float rgba[4] =
  3065. {
  3066. _clear.m_index[0]*1.0f/255.0f,
  3067. _clear.m_index[1]*1.0f/255.0f,
  3068. _clear.m_index[2]*1.0f/255.0f,
  3069. _clear.m_index[3]*1.0f/255.0f,
  3070. };
  3071. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3072. {
  3073. bx::memCopy(mrtClearColor[ii], rgba, 16);
  3074. }
  3075. }
  3076. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClearColor, 0, 0);
  3077. }
  3078. else
  3079. {
  3080. deviceCtx->PSSetShader(NULL, NULL, 0);
  3081. }
  3082. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
  3083. const VertexLayout& layout = _clearQuad.m_layout;
  3084. const uint32_t stride = layout.m_stride;
  3085. const uint32_t offset = 0;
  3086. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3087. setInputLayout(layout, program, 0);
  3088. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3089. deviceCtx->Draw(4, 0);
  3090. }
  3091. }
  3092. void* m_d3d9Dll;
  3093. void* m_d3d11Dll;
  3094. void* m_renderDocDll;
  3095. void* m_agsDll;
  3096. Dxgi m_dxgi;
  3097. AGSContext* m_ags;
  3098. NvApi m_nvapi;
  3099. D3D_FEATURE_LEVEL m_featureLevel;
  3100. Dxgi::SwapChainI* m_swapChain;
  3101. ID3D11Texture2D* m_msaaRt;
  3102. bool m_needPresent;
  3103. bool m_lost;
  3104. uint16_t m_numWindows;
  3105. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3106. ID3D11Device* m_device;
  3107. ID3D11DeviceContext* m_deviceCtx;
  3108. ID3DUserDefinedAnnotation* m_annotation;
  3109. ID3D11InfoQueue* m_infoQueue;
  3110. TimerQueryD3D11 m_gpuTimer;
  3111. OcclusionQueryD3D11 m_occlusionQuery;
  3112. uint32_t m_deviceInterfaceVersion;
  3113. ID3D11RenderTargetView* m_backBufferColor;
  3114. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3115. ID3D11RenderTargetView* m_currentColor;
  3116. ID3D11DepthStencilView* m_currentDepthStencil;
  3117. ID3D11Texture2D* m_captureTexture;
  3118. ID3D11Texture2D* m_captureResolve;
  3119. Resolution m_resolution;
  3120. SwapChainDesc m_scd;
  3121. DXGI_SWAP_EFFECT m_swapEffect;
  3122. uint32_t m_swapBufferCount;
  3123. uint32_t m_maxAnisotropy;
  3124. bool m_depthClamp;
  3125. bool m_wireframe;
  3126. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3127. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3128. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3129. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3130. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3131. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  3132. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3133. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3134. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3135. UniformRegistry m_uniformReg;
  3136. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3137. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3138. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3139. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3140. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3141. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3142. TextVideoMem m_textVideoMem;
  3143. TextureStage m_textureStage;
  3144. ProgramD3D11* m_currentProgram;
  3145. uint8_t m_vsScratch[64<<10];
  3146. uint8_t m_fsScratch[64<<10];
  3147. uint32_t m_vsChanges;
  3148. uint32_t m_fsChanges;
  3149. FrameBufferHandle m_fbh;
  3150. bool m_rtMsaa;
  3151. bool m_timerQuerySupport;
  3152. bool m_directAccessSupport;
  3153. };
  3154. static RendererContextD3D11* s_renderD3D11;
  3155. RendererContextI* rendererCreate(const Init& _init)
  3156. {
  3157. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3158. if (!s_renderD3D11->init(_init) )
  3159. {
  3160. BX_DELETE(g_allocator, s_renderD3D11);
  3161. s_renderD3D11 = NULL;
  3162. }
  3163. return s_renderD3D11;
  3164. }
  3165. void rendererDestroy()
  3166. {
  3167. s_renderD3D11->shutdown();
  3168. BX_DELETE(g_allocator, s_renderD3D11);
  3169. s_renderD3D11 = NULL;
  3170. }
  3171. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3172. {
  3173. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3174. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3175. {
  3176. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3177. _offset += _stride;
  3178. }
  3179. }
  3180. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3181. {
  3182. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3183. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3184. {
  3185. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3186. _offset += _stride;
  3187. }
  3188. }
  3189. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3190. {
  3191. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3192. }
  3193. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3194. {
  3195. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3196. }
  3197. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3198. {
  3199. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3200. }
  3201. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3202. {
  3203. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3204. }
  3205. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name)
  3206. {
  3207. BX_UNUSED(_color);
  3208. return s_renderD3D11->m_annotation->BeginEvent(_name);
  3209. }
  3210. int WINAPI d3d11Annotation_EndEvent()
  3211. {
  3212. return s_renderD3D11->m_annotation->EndEvent();
  3213. }
  3214. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name)
  3215. {
  3216. BX_UNUSED(_color);
  3217. s_renderD3D11->m_annotation->SetMarker(_name);
  3218. }
  3219. struct UavFormat
  3220. {
  3221. DXGI_FORMAT format[3];
  3222. uint32_t stride;
  3223. };
  3224. static const UavFormat s_uavFormat[] =
  3225. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3226. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3227. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3228. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3229. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3230. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3231. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3232. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3233. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3234. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3235. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3236. };
  3237. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3238. {
  3239. m_uav = NULL;
  3240. m_size = _size;
  3241. m_flags = _flags;
  3242. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3243. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3244. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3245. m_dynamic = NULL == _data && !needUav;
  3246. D3D11_BUFFER_DESC desc;
  3247. desc.ByteWidth = _size;
  3248. desc.BindFlags = 0
  3249. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3250. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3251. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3252. ;
  3253. desc.MiscFlags = 0
  3254. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3255. ;
  3256. desc.StructureByteStride = 0;
  3257. DXGI_FORMAT format;
  3258. uint32_t stride;
  3259. if (drawIndirect)
  3260. {
  3261. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3262. stride = 16;
  3263. }
  3264. else
  3265. {
  3266. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3267. if (0 == uavFormat)
  3268. {
  3269. if (_vertex)
  3270. {
  3271. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3272. stride = 16;
  3273. }
  3274. else
  3275. {
  3276. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3277. {
  3278. format = DXGI_FORMAT_R16_UINT;
  3279. stride = 2;
  3280. }
  3281. else
  3282. {
  3283. format = DXGI_FORMAT_R32_UINT;
  3284. stride = 4;
  3285. }
  3286. }
  3287. }
  3288. else
  3289. {
  3290. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3291. format = s_uavFormat[uavFormat].format[uavType];
  3292. stride = s_uavFormat[uavFormat].stride;
  3293. }
  3294. }
  3295. ID3D11Device* device = s_renderD3D11->m_device;
  3296. D3D11_SUBRESOURCE_DATA srd;
  3297. srd.pSysMem = _data;
  3298. srd.SysMemPitch = 0;
  3299. srd.SysMemSlicePitch = 0;
  3300. if (needUav)
  3301. {
  3302. desc.Usage = D3D11_USAGE_DEFAULT;
  3303. desc.CPUAccessFlags = 0;
  3304. desc.StructureByteStride = _stride;
  3305. DX_CHECK(device->CreateBuffer(&desc
  3306. , NULL == _data ? NULL : &srd
  3307. , &m_ptr
  3308. ) );
  3309. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3310. uavd.Format = format;
  3311. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3312. uavd.Buffer.FirstElement = 0;
  3313. uavd.Buffer.NumElements = m_size / stride;
  3314. uavd.Buffer.Flags = 0;
  3315. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3316. , &uavd
  3317. , &m_uav
  3318. ) );
  3319. }
  3320. else if (m_dynamic)
  3321. {
  3322. #if USE_D3D11_STAGING_BUFFER
  3323. desc.Usage = D3D11_USAGE_DEFAULT;
  3324. desc.CPUAccessFlags = 0;
  3325. DX_CHECK(device->CreateBuffer(&desc
  3326. , NULL
  3327. , &m_ptr
  3328. ) );
  3329. desc.BindFlags = 0;
  3330. desc.Usage = D3D11_USAGE_STAGING;
  3331. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3332. DX_CHECK(device->CreateBuffer(&desc
  3333. , NULL
  3334. , &m_staging
  3335. ) );
  3336. #else
  3337. desc.Usage = D3D11_USAGE_DYNAMIC;
  3338. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3339. DX_CHECK(device->CreateBuffer(&desc
  3340. , NULL
  3341. , &m_ptr
  3342. ) );
  3343. #endif // USE_D3D11_STAGING_BUFFER
  3344. }
  3345. else
  3346. {
  3347. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3348. desc.CPUAccessFlags = 0;
  3349. DX_CHECK(device->CreateBuffer(&desc
  3350. , &srd
  3351. , &m_ptr
  3352. ) );
  3353. }
  3354. if (needSrv)
  3355. {
  3356. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3357. srvd.Format = format;
  3358. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3359. srvd.Buffer.FirstElement = 0;
  3360. srvd.Buffer.NumElements = m_size / stride;
  3361. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3362. , &srvd
  3363. , &m_srv
  3364. ) );
  3365. }
  3366. }
  3367. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3368. {
  3369. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3370. BX_ASSERT(m_dynamic, "Must be dynamic!");
  3371. #if USE_D3D11_STAGING_BUFFER
  3372. BX_UNUSED(_discard);
  3373. D3D11_MAPPED_SUBRESOURCE mapped;
  3374. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3375. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3376. deviceCtx->Unmap(m_staging, 0);
  3377. D3D11_BOX box;
  3378. box.left = _offset;
  3379. box.top = 0;
  3380. box.front = 0;
  3381. box.right = _offset + _size;
  3382. box.bottom = 1;
  3383. box.back = 1;
  3384. deviceCtx->CopySubresourceRegion(m_ptr
  3385. , 0
  3386. , _offset
  3387. , 0
  3388. , 0
  3389. , m_staging
  3390. , 0
  3391. , &box
  3392. );
  3393. #else
  3394. if (_discard)
  3395. {
  3396. D3D11_MAPPED_SUBRESOURCE mapped;
  3397. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3398. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3399. deviceCtx->Unmap(m_ptr, 0);
  3400. }
  3401. else
  3402. {
  3403. D3D11_BUFFER_DESC desc;
  3404. desc.ByteWidth = _size;
  3405. desc.Usage = D3D11_USAGE_STAGING;
  3406. desc.BindFlags = 0;
  3407. desc.MiscFlags = 0;
  3408. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3409. desc.StructureByteStride = 0;
  3410. D3D11_SUBRESOURCE_DATA srd;
  3411. srd.pSysMem = _data;
  3412. srd.SysMemPitch = 0;
  3413. srd.SysMemSlicePitch = 0;
  3414. D3D11_BOX srcBox;
  3415. srcBox.left = 0;
  3416. srcBox.top = 0;
  3417. srcBox.front = 0;
  3418. srcBox.right = _size;
  3419. srcBox.bottom = 1;
  3420. srcBox.back = 1;
  3421. ID3D11Device* device = s_renderD3D11->m_device;
  3422. ID3D11Buffer* ptr;
  3423. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3424. deviceCtx->CopySubresourceRegion(m_ptr
  3425. , 0
  3426. , _offset
  3427. , 0
  3428. , 0
  3429. , ptr
  3430. , 0
  3431. , &srcBox
  3432. );
  3433. DX_RELEASE(ptr, 0);
  3434. }
  3435. #endif // 0
  3436. }
  3437. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  3438. {
  3439. m_layoutHandle = _layoutHandle;
  3440. uint16_t stride = isValid(_layoutHandle)
  3441. ? s_renderD3D11->m_vertexLayouts[_layoutHandle.idx].m_stride
  3442. : 0
  3443. ;
  3444. BufferD3D11::create(_size, _data, _flags, stride, true);
  3445. }
  3446. static bool hasDepthOp(const void* _code, uint32_t _size)
  3447. {
  3448. bx::MemoryReader rd(_code, _size);
  3449. bx::Error err;
  3450. DxbcContext dxbc;
  3451. read(&rd, dxbc, &err);
  3452. struct FindDepthOp
  3453. {
  3454. FindDepthOp()
  3455. : m_found(false)
  3456. {
  3457. }
  3458. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3459. {
  3460. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3461. if (_instruction.opcode == DxbcOpcode::DISCARD
  3462. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3463. {
  3464. out.m_found = true;
  3465. return false;
  3466. }
  3467. return true;
  3468. }
  3469. bool m_found;
  3470. } find;
  3471. parse(dxbc.shader, FindDepthOp::find, &find);
  3472. return find.m_found;
  3473. }
  3474. static void patchUAVRegisterByteCode(DxbcInstruction& _instruction, void* _userData)
  3475. {
  3476. BX_UNUSED(_userData);
  3477. switch (_instruction.opcode)
  3478. {
  3479. case DxbcOpcode::DCL_UNORDERED_ACCESS_VIEW_TYPED:
  3480. {
  3481. DxbcOperand& operand = _instruction.operand[0];
  3482. operand.regIndex[0] += 16;
  3483. BX_ASSERT(operand.regIndex[1] == 0 && operand.regIndex[2] == 0, "Unexpected values");
  3484. }
  3485. break;
  3486. case DxbcOpcode::DCL_UNORDERED_ACCESS_VIEW_RAW:
  3487. BX_ASSERT(false, "Unsupported UAV access");
  3488. break;
  3489. case DxbcOpcode::DCL_UNORDERED_ACCESS_VIEW_STRUCTURED:
  3490. BX_ASSERT(false, "Unsupported UAV access");
  3491. break;
  3492. case DxbcOpcode::LD_UAV_TYPED:
  3493. {
  3494. DxbcOperand& operand = _instruction.operand[2];
  3495. operand.regIndex[0] += 16;
  3496. BX_ASSERT(operand.regIndex[1] == 0 && operand.regIndex[2] == 0, "Unexpected values");
  3497. }
  3498. break;
  3499. case DxbcOpcode::STORE_UAV_TYPED:
  3500. {
  3501. DxbcOperand& operand = _instruction.operand[0];
  3502. operand.regIndex[0] += 16;
  3503. BX_ASSERT(operand.regIndex[1] == 0 && operand.regIndex[2] == 0, "Unexpected values");
  3504. }
  3505. break;
  3506. default:
  3507. break;
  3508. }
  3509. }
  3510. static void patchUAVRegisterDebugInfo(DxbcSPDB& _spdb)
  3511. {
  3512. if (!_spdb.debugCode.empty())
  3513. {
  3514. // 'register( u[xx] )'
  3515. char* ptr = (char*)_spdb.debugCode.data();
  3516. while (ptr < (char*)_spdb.debugCode.data() + _spdb.debugCode.size() - 3)
  3517. {
  3518. if (*(ptr+1) == ' '
  3519. && *(ptr+2) == 'u'
  3520. && *(ptr+3) == '[')
  3521. {
  3522. char* startPtr = ptr+4;
  3523. char* endPtr = ptr+4;
  3524. while (*endPtr != ']')
  3525. {
  3526. endPtr++;
  3527. }
  3528. uint32_t regNum = 0;
  3529. uint32_t regLen = uint32_t(endPtr - startPtr);
  3530. bx::fromString(&regNum, bx::StringView(startPtr, regLen));
  3531. regNum += 16;
  3532. uint32_t len = bx::toString(startPtr, regLen+2, regNum);
  3533. *(startPtr + len) = ']';
  3534. break;
  3535. }
  3536. ++ptr;
  3537. }
  3538. }
  3539. }
  3540. void ShaderD3D11::create(const Memory* _mem)
  3541. {
  3542. bx::MemoryReader reader(_mem->data, _mem->size);
  3543. bx::ErrorAssert err;
  3544. uint32_t magic;
  3545. bx::read(&reader, magic, &err);
  3546. const bool fragment = isShaderType(magic, 'F');
  3547. uint32_t hashIn;
  3548. bx::read(&reader, hashIn, &err);
  3549. uint32_t hashOut;
  3550. if (isShaderVerLess(magic, 6) )
  3551. {
  3552. hashOut = hashIn;
  3553. }
  3554. else
  3555. {
  3556. bx::read(&reader, hashOut, &err);
  3557. }
  3558. uint16_t count;
  3559. bx::read(&reader, count, &err);
  3560. m_numPredefined = 0;
  3561. m_numUniforms = count;
  3562. BX_TRACE("%s Shader consts %d"
  3563. , getShaderTypeName(magic)
  3564. , count
  3565. );
  3566. const uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  3567. if (0 < count)
  3568. {
  3569. for (uint32_t ii = 0; ii < count; ++ii)
  3570. {
  3571. uint8_t nameSize = 0;
  3572. bx::read(&reader, nameSize, &err);
  3573. char name[256] = { '\0' };
  3574. bx::read(&reader, &name, nameSize, &err);
  3575. name[nameSize] = '\0';
  3576. uint8_t type = 0;
  3577. bx::read(&reader, type, &err);
  3578. uint8_t num = 0;
  3579. bx::read(&reader, num, &err);
  3580. uint16_t regIndex = 0;
  3581. bx::read(&reader, regIndex, &err);
  3582. uint16_t regCount = 0;
  3583. bx::read(&reader, regCount, &err);
  3584. if (!isShaderVerLess(magic, 8) )
  3585. {
  3586. uint16_t texInfo = 0;
  3587. bx::read(&reader, texInfo, &err);
  3588. }
  3589. if (!isShaderVerLess(magic, 10) )
  3590. {
  3591. uint16_t texFormat = 0;
  3592. bx::read(&reader, texFormat, &err);
  3593. }
  3594. const char* kind = "invalid";
  3595. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3596. if (PredefinedUniform::Count != predefined)
  3597. {
  3598. kind = "predefined";
  3599. m_predefined[m_numPredefined].m_loc = regIndex;
  3600. m_predefined[m_numPredefined].m_count = regCount;
  3601. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3602. m_numPredefined++;
  3603. }
  3604. else if (0 == (kUniformSamplerBit & type) )
  3605. {
  3606. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3607. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3608. if (NULL != info)
  3609. {
  3610. if (NULL == m_constantBuffer)
  3611. {
  3612. m_constantBuffer = UniformBuffer::create(1024);
  3613. }
  3614. kind = "user";
  3615. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3616. }
  3617. }
  3618. else
  3619. {
  3620. kind = "sampler";
  3621. }
  3622. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3623. , kind
  3624. , name
  3625. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  3626. , num
  3627. , regIndex
  3628. , regCount
  3629. );
  3630. BX_UNUSED(kind);
  3631. }
  3632. if (NULL != m_constantBuffer)
  3633. {
  3634. m_constantBuffer->finish();
  3635. }
  3636. }
  3637. uint32_t shaderSize;
  3638. bx::read(&reader, shaderSize, &err);
  3639. const void* code = reader.getDataPtr();
  3640. bx::skip(&reader, shaderSize+1);
  3641. const Memory* temp = NULL;
  3642. if (!isShaderType(magic, 'C'))
  3643. {
  3644. bx::MemoryReader rd(code, shaderSize);
  3645. DxbcContext dxbc;
  3646. read(&rd, dxbc, bx::ErrorAssert{});
  3647. bool patchShader = !dxbc.shader.aon9;
  3648. if (patchShader)
  3649. {
  3650. union { uint32_t offset; void* ptr; } cast = { 0 };
  3651. filter(dxbc.shader, dxbc.shader, patchUAVRegisterByteCode, cast.ptr);
  3652. patchUAVRegisterDebugInfo(dxbc.spdb);
  3653. temp = alloc(shaderSize);
  3654. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  3655. int32_t size = write(&wr, dxbc, &err);
  3656. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  3657. code = temp->data;
  3658. }
  3659. }
  3660. if (isShaderType(magic, 'F') )
  3661. {
  3662. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3663. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3664. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3665. }
  3666. else if (isShaderType(magic, 'V') )
  3667. {
  3668. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3669. m_code = copy(code, shaderSize);
  3670. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3671. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3672. }
  3673. else if (isShaderType(magic, 'C') )
  3674. {
  3675. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3676. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3677. }
  3678. uint8_t numAttrs = 0;
  3679. bx::read(&reader, numAttrs, bx::ErrorAssert{});
  3680. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3681. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3682. {
  3683. uint16_t id;
  3684. bx::read(&reader, id, bx::ErrorAssert{});
  3685. Attrib::Enum attr = idToAttrib(id);
  3686. if (Attrib::Count != attr)
  3687. {
  3688. m_attrMask[attr] = UINT16_MAX;
  3689. }
  3690. }
  3691. uint16_t size;
  3692. bx::read(&reader, size, bx::ErrorAssert{});
  3693. if (0 < size)
  3694. {
  3695. D3D11_BUFFER_DESC desc;
  3696. desc.ByteWidth = (size + 0xf) & ~0xf;
  3697. desc.Usage = D3D11_USAGE_DEFAULT;
  3698. desc.CPUAccessFlags = 0;
  3699. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3700. desc.MiscFlags = 0;
  3701. desc.StructureByteStride = 0;
  3702. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3703. BX_TRACE("\tCB size: %d", desc.ByteWidth);
  3704. }
  3705. if (NULL != temp)
  3706. {
  3707. release(temp);
  3708. }
  3709. }
  3710. void* DirectAccessResourceD3D11::createTexture2D(const D3D11_TEXTURE2D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture2D** _gpuTexture2d)
  3711. {
  3712. ID3D11Device* device = s_renderD3D11->m_device;
  3713. DX_CHECK(setIntelDirectAccessResource(device) );
  3714. DX_CHECK(device->CreateTexture2D(_gpuDesc, _srd, _gpuTexture2d) );
  3715. D3D11_TEXTURE2D_DESC cpuDesc;
  3716. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3717. cpuDesc.BindFlags = 0;
  3718. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3719. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3720. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3721. DX_CHECK(device->CreateTexture2D(&cpuDesc, NULL, &m_texture2d) );
  3722. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3723. deviceCtx->CopyResource(m_texture2d, *_gpuTexture2d);
  3724. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3725. deviceCtx->Map(m_texture2d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3726. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3727. return m_descriptor->ptr;
  3728. }
  3729. void* DirectAccessResourceD3D11::createTexture3D(const D3D11_TEXTURE3D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture3D** _gpuTexture3d)
  3730. {
  3731. ID3D11Device* device = s_renderD3D11->m_device;
  3732. DX_CHECK(setIntelDirectAccessResource(device) );
  3733. DX_CHECK(device->CreateTexture3D(_gpuDesc, _srd, _gpuTexture3d) );
  3734. D3D11_TEXTURE3D_DESC cpuDesc;
  3735. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3736. cpuDesc.BindFlags = 0;
  3737. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3738. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3739. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3740. DX_CHECK(device->CreateTexture3D(&cpuDesc, NULL, &m_texture3d) );
  3741. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3742. deviceCtx->CopyResource(m_texture3d, *_gpuTexture3d);
  3743. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3744. deviceCtx->Map(m_texture3d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3745. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3746. return m_descriptor->ptr;
  3747. }
  3748. void DirectAccessResourceD3D11::destroy()
  3749. {
  3750. if (NULL != m_descriptor)
  3751. {
  3752. s_renderD3D11->m_deviceCtx->Unmap(m_ptr, 0);
  3753. m_descriptor = NULL;
  3754. DX_RELEASE(m_ptr, 0);
  3755. }
  3756. }
  3757. void* TextureD3D11::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3758. {
  3759. void* directAccessPtr = NULL;
  3760. bimg::ImageContainer imageContainer;
  3761. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3762. {
  3763. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3764. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3765. bimg::TextureInfo ti;
  3766. bimg::imageGetSize(
  3767. &ti
  3768. , uint16_t(imageContainer.m_width >>startLod)
  3769. , uint16_t(imageContainer.m_height>>startLod)
  3770. , uint16_t(imageContainer.m_depth >>startLod)
  3771. , imageContainer.m_cubeMap
  3772. , 1 < imageContainer.m_numMips
  3773. , imageContainer.m_numLayers
  3774. , imageContainer.m_format
  3775. );
  3776. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3777. m_flags = _flags;
  3778. m_width = ti.width;
  3779. m_height = ti.height;
  3780. m_depth = ti.depth;
  3781. m_numLayers = ti.numLayers;
  3782. m_requestedFormat = uint8_t(imageContainer.m_format);
  3783. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3784. const bool convert = m_textureFormat != m_requestedFormat;
  3785. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3786. if (imageContainer.m_cubeMap)
  3787. {
  3788. m_type = TextureCube;
  3789. }
  3790. else if (imageContainer.m_depth > 1)
  3791. {
  3792. m_type = Texture3D;
  3793. }
  3794. else
  3795. {
  3796. m_type = Texture2D;
  3797. }
  3798. m_numMips = ti.numMips;
  3799. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3800. const uint32_t numSrd = numSides * ti.numMips;
  3801. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3802. uint32_t kk = 0;
  3803. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3804. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3805. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3806. , getHandle()
  3807. , getName( (TextureFormat::Enum)m_textureFormat)
  3808. , getName( (TextureFormat::Enum)m_requestedFormat)
  3809. , ti.numLayers
  3810. , ti.width
  3811. , ti.height
  3812. , imageContainer.m_cubeMap ? "x6" : ""
  3813. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3814. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3815. );
  3816. uint8_t* temp = NULL;
  3817. for (uint16_t side = 0; side < numSides; ++side)
  3818. {
  3819. for (uint8_t lod = 0, num = ti.numMips; lod < num; ++lod)
  3820. {
  3821. bimg::ImageMip mip;
  3822. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3823. {
  3824. srd[kk].pSysMem = mip.m_data;
  3825. if (convert)
  3826. {
  3827. uint32_t srcpitch = mip.m_width*bpp/8;
  3828. temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mip.m_height);
  3829. bimg::imageDecodeToBgra8(g_allocator, temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3830. srd[kk].pSysMem = temp;
  3831. srd[kk].SysMemPitch = srcpitch;
  3832. }
  3833. else if (compressed)
  3834. {
  3835. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3836. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3837. }
  3838. else
  3839. {
  3840. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3841. switch (m_textureFormat)
  3842. {
  3843. case TextureFormat::R5G6B5:
  3844. temp = (uint8_t*)BX_ALLOC(g_allocator, srd[kk].SysMemPitch*mip.m_height);
  3845. bimg::imageConvert(temp, 16, bx::packB5G6R5, mip.m_data, bx::unpackR5G6B5, srd[kk].SysMemPitch*mip.m_height);
  3846. srd[kk].pSysMem = temp;
  3847. break;
  3848. case TextureFormat::RGBA4:
  3849. temp = (uint8_t*)BX_ALLOC(g_allocator, srd[kk].SysMemPitch*mip.m_height);
  3850. bimg::imageConvert(temp, 16, bx::packBgra4, mip.m_data, bx::unpackRgba4, srd[kk].SysMemPitch*mip.m_height);
  3851. srd[kk].pSysMem = temp;
  3852. break;
  3853. case TextureFormat::RGB5A1:
  3854. temp = (uint8_t*)BX_ALLOC(g_allocator, srd[kk].SysMemPitch*mip.m_height);
  3855. bimg::imageConvert(temp, 16, bx::packBgr5a1, mip.m_data, bx::unpackRgb5a1, srd[kk].SysMemPitch*mip.m_height);
  3856. srd[kk].pSysMem = temp;
  3857. break;
  3858. }
  3859. }
  3860. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3861. ++kk;
  3862. }
  3863. }
  3864. }
  3865. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3866. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3867. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3868. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  3869. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3870. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3871. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3872. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3873. const bool msaaSample = true
  3874. && 1 < msaa.Count
  3875. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3876. && !writeOnly
  3877. ;
  3878. const bool needResolve = true
  3879. && 1 < msaa.Count
  3880. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3881. && !writeOnly
  3882. ;
  3883. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3884. bx::memSet(&srvd, 0, sizeof(srvd) );
  3885. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3886. if (swizzle)
  3887. {
  3888. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3889. srvd.Format = format;
  3890. }
  3891. else if (srgb)
  3892. {
  3893. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3894. srvd.Format = format;
  3895. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3896. }
  3897. if (format == DXGI_FORMAT_UNKNOWN)
  3898. {
  3899. // not swizzled and not sRGB, or sRGB unsupported
  3900. format = s_textureFormat[m_textureFormat].m_fmt;
  3901. srvd.Format = getSrvFormat();
  3902. }
  3903. const bool directAccess = s_renderD3D11->m_directAccessSupport
  3904. && !renderTarget
  3905. && !readBack
  3906. && !blit
  3907. && !writeOnly
  3908. ;
  3909. switch (m_type)
  3910. {
  3911. case Texture2D:
  3912. case TextureCube:
  3913. {
  3914. D3D11_TEXTURE2D_DESC desc = {};
  3915. desc.Width = ti.width;
  3916. desc.Height = ti.height;
  3917. desc.MipLevels = ti.numMips;
  3918. desc.ArraySize = numSides;
  3919. desc.Format = format;
  3920. desc.SampleDesc = msaa;
  3921. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3922. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3923. desc.CPUAccessFlags = 0;
  3924. desc.MiscFlags = 0;
  3925. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3926. {
  3927. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3928. desc.Usage = D3D11_USAGE_DEFAULT;
  3929. }
  3930. else if (renderTarget)
  3931. {
  3932. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3933. desc.Usage = D3D11_USAGE_DEFAULT;
  3934. desc.MiscFlags |= 0
  3935. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3936. ;
  3937. }
  3938. if (computeWrite)
  3939. {
  3940. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3941. desc.Usage = D3D11_USAGE_DEFAULT;
  3942. }
  3943. if (readBack)
  3944. {
  3945. desc.BindFlags = 0;
  3946. desc.Usage = D3D11_USAGE_STAGING;
  3947. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3948. }
  3949. if (imageContainer.m_cubeMap)
  3950. {
  3951. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3952. if (1 < ti.numLayers)
  3953. {
  3954. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3955. srvd.TextureCubeArray.MipLevels = ti.numMips;
  3956. srvd.TextureCubeArray.NumCubes = ti.numLayers;
  3957. }
  3958. else
  3959. {
  3960. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3961. srvd.TextureCube.MipLevels = ti.numMips;
  3962. }
  3963. }
  3964. else
  3965. {
  3966. if (msaaSample)
  3967. {
  3968. if (1 < ti.numLayers)
  3969. {
  3970. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3971. srvd.Texture2DMSArray.ArraySize = ti.numLayers;
  3972. }
  3973. else
  3974. {
  3975. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3976. }
  3977. }
  3978. else
  3979. {
  3980. if (1 < ti.numLayers)
  3981. {
  3982. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  3983. srvd.Texture2DArray.MipLevels = ti.numMips;
  3984. srvd.Texture2DArray.ArraySize = ti.numLayers;
  3985. }
  3986. else
  3987. {
  3988. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  3989. srvd.Texture2D.MipLevels = ti.numMips;
  3990. }
  3991. }
  3992. }
  3993. if (needResolve)
  3994. {
  3995. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  3996. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  3997. desc.SampleDesc = s_msaa[0];
  3998. }
  3999. if (directAccess)
  4000. {
  4001. directAccessPtr = m_dar.createTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d);
  4002. }
  4003. else
  4004. {
  4005. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  4006. }
  4007. }
  4008. break;
  4009. case Texture3D:
  4010. {
  4011. D3D11_TEXTURE3D_DESC desc = {};
  4012. desc.Width = ti.width;
  4013. desc.Height = ti.height;
  4014. desc.Depth = ti.depth;
  4015. desc.MipLevels = ti.numMips;
  4016. desc.Format = format;
  4017. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4018. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  4019. desc.CPUAccessFlags = 0;
  4020. desc.MiscFlags = 0;
  4021. if (renderTarget)
  4022. {
  4023. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4024. desc.Usage = D3D11_USAGE_DEFAULT;
  4025. desc.MiscFlags |= 0
  4026. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4027. ;
  4028. }
  4029. if (computeWrite)
  4030. {
  4031. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4032. desc.Usage = D3D11_USAGE_DEFAULT;
  4033. }
  4034. if (readBack)
  4035. {
  4036. desc.BindFlags = 0;
  4037. desc.Usage = D3D11_USAGE_STAGING;
  4038. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4039. }
  4040. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  4041. srvd.Texture3D.MipLevels = ti.numMips;
  4042. if (directAccess)
  4043. {
  4044. directAccessPtr = m_dar.createTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d);
  4045. }
  4046. else
  4047. {
  4048. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  4049. }
  4050. }
  4051. break;
  4052. }
  4053. if (!writeOnly)
  4054. {
  4055. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  4056. }
  4057. if (computeWrite)
  4058. {
  4059. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  4060. }
  4061. if (temp != NULL)
  4062. {
  4063. kk = 0;
  4064. for (uint16_t side = 0; side < numSides; ++side)
  4065. {
  4066. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  4067. {
  4068. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  4069. ++kk;
  4070. }
  4071. }
  4072. }
  4073. }
  4074. return directAccessPtr;
  4075. }
  4076. void TextureD3D11::destroy()
  4077. {
  4078. m_dar.destroy();
  4079. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  4080. DX_RELEASE(m_rt, 0);
  4081. DX_RELEASE(m_srv, 0);
  4082. DX_RELEASE(m_uav, 0);
  4083. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED) )
  4084. {
  4085. DX_RELEASE(m_ptr, 0);
  4086. }
  4087. }
  4088. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  4089. {
  4090. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{};
  4091. const bool readable = (m_srv != NULL);
  4092. if (readable)
  4093. {
  4094. m_srv->GetDesc(&srvDesc);
  4095. }
  4096. destroy();
  4097. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  4098. m_ptr = (ID3D11Resource*)_ptr;
  4099. if (readable)
  4100. {
  4101. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvDesc, &m_srv);
  4102. }
  4103. }
  4104. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4105. {
  4106. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4107. D3D11_BOX box;
  4108. box.left = _rect.m_x;
  4109. box.top = _rect.m_y;
  4110. box.right = box.left + _rect.m_width;
  4111. box.bottom = box.top + _rect.m_height;
  4112. uint32_t layer = 0;
  4113. if (TextureD3D11::Texture3D == m_type)
  4114. {
  4115. box.front = _z;
  4116. box.back = box.front + _depth;
  4117. }
  4118. else
  4119. {
  4120. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4121. box.front = 0;
  4122. box.back = 1;
  4123. }
  4124. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat) );
  4125. const uint16_t blockHeight = blockInfo.blockHeight;
  4126. const uint16_t bpp = blockInfo.bitsPerPixel;
  4127. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4128. const bool depth = bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) );
  4129. uint32_t rectpitch = _rect.m_width*bpp/8;
  4130. if (bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4131. {
  4132. rectpitch = (_rect.m_width / blockInfo.blockWidth)*blockInfo.blockSize;
  4133. }
  4134. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4135. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4136. const bool convert = m_textureFormat != m_requestedFormat;
  4137. uint8_t* data = _mem->data;
  4138. uint8_t* temp = NULL;
  4139. if (convert)
  4140. {
  4141. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4142. bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  4143. data = temp;
  4144. box.right = bx::max(1u, m_width >> _mip);
  4145. box.bottom = bx::max(1u, m_height >> _mip);
  4146. }
  4147. {
  4148. uint8_t* src = data;
  4149. for (uint32_t yy = 0, height = _rect.m_height; yy < height; yy += blockHeight)
  4150. {
  4151. switch (m_textureFormat)
  4152. {
  4153. case TextureFormat::R5G6B5:
  4154. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch);
  4155. bimg::imageConvert(temp, 16, bx::packB5G6R5, src, bx::unpackR5G6B5, rectpitch);
  4156. data = temp;
  4157. break;
  4158. case TextureFormat::RGBA4:
  4159. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch);
  4160. bimg::imageConvert(temp, 16, bx::packBgra4, src, bx::unpackRgba4, rectpitch);
  4161. data = temp;
  4162. break;
  4163. case TextureFormat::RGB5A1:
  4164. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch);
  4165. bimg::imageConvert(temp, 16, bx::packBgr5a1, src, bx::unpackRgb5a1, rectpitch);
  4166. data = temp;
  4167. break;
  4168. }
  4169. src += srcpitch;
  4170. }
  4171. }
  4172. deviceCtx->UpdateSubresource(
  4173. m_ptr
  4174. , subres
  4175. , depth ? NULL : &box
  4176. , data
  4177. , srcpitch
  4178. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  4179. );
  4180. if (NULL != temp)
  4181. {
  4182. BX_FREE(g_allocator, temp);
  4183. }
  4184. }
  4185. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4186. {
  4187. TextureStage& ts = s_renderD3D11->m_textureStage;
  4188. if (0 != (_flags & BGFX_SAMPLER_SAMPLE_STENCIL) )
  4189. {
  4190. ts.m_srv[_stage] = s_renderD3D11->getCachedSrv(
  4191. TextureHandle{ uint16_t(this - s_renderD3D11->m_textures) }
  4192. , 0
  4193. , false
  4194. , true
  4195. );
  4196. }
  4197. else
  4198. {
  4199. ts.m_srv[_stage] = m_srv;
  4200. }
  4201. const uint32_t flags = 0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags)
  4202. ? _flags
  4203. : uint32_t(m_flags)
  4204. ;
  4205. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  4206. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags, _palette[index]);
  4207. }
  4208. void TextureD3D11::resolve(uint8_t _resolve, uint32_t _layer, uint32_t _numLayers, uint32_t _mip) const
  4209. {
  4210. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4211. const bool needResolve = NULL != m_rt;
  4212. if (needResolve)
  4213. {
  4214. for (uint32_t ii = _layer; ii < _numLayers; ++ii)
  4215. {
  4216. const UINT resource = _mip + (ii * m_numMips);
  4217. deviceCtx->ResolveSubresource(m_texture2d, resource, m_rt, resource, s_textureFormat[m_textureFormat].m_fmt);
  4218. }
  4219. }
  4220. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4221. if (renderTarget
  4222. && 1 < m_numMips
  4223. && 0 != (_resolve & BGFX_RESOLVE_AUTO_GEN_MIPS) )
  4224. {
  4225. deviceCtx->GenerateMips(m_srv);
  4226. }
  4227. }
  4228. TextureHandle TextureD3D11::getHandle() const
  4229. {
  4230. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4231. return handle;
  4232. }
  4233. DXGI_FORMAT TextureD3D11::getSrvFormat() const
  4234. {
  4235. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4236. {
  4237. return s_textureFormat[m_textureFormat].m_fmtSrv;
  4238. }
  4239. return 0 != (m_flags&BGFX_TEXTURE_SRGB)
  4240. ? s_textureFormat[m_textureFormat].m_fmtSrgb
  4241. : s_textureFormat[m_textureFormat].m_fmt
  4242. ;
  4243. }
  4244. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4245. {
  4246. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4247. {
  4248. m_rtv[ii] = NULL;
  4249. }
  4250. for (uint32_t ii = 0; ii < BX_COUNTOF(m_uav); ++ii)
  4251. {
  4252. m_uav[ii] = NULL;
  4253. }
  4254. m_dsv = NULL;
  4255. m_swapChain = NULL;
  4256. m_denseIdx = UINT16_MAX;
  4257. m_numTh = _num;
  4258. m_needPresent = false;
  4259. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4260. postReset();
  4261. }
  4262. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4263. {
  4264. SwapChainDesc scd;
  4265. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(SwapChainDesc) );
  4266. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4267. scd.width = _width;
  4268. scd.height = _height;
  4269. scd.nwh = _nwh;
  4270. scd.ndt = NULL;
  4271. scd.sampleDesc = s_msaa[0];
  4272. ID3D11Device* device = s_renderD3D11->m_device;
  4273. HRESULT hr = s_renderD3D11->m_dxgi.createSwapChain(device
  4274. , scd
  4275. , &m_swapChain
  4276. );
  4277. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4278. #if BX_PLATFORM_WINDOWS
  4279. DX_CHECK(s_renderD3D11->m_dxgi.m_factory->MakeWindowAssociation(
  4280. (HWND)_nwh
  4281. , 0
  4282. | DXGI_MWA_NO_WINDOW_CHANGES
  4283. | DXGI_MWA_NO_ALT_ENTER
  4284. ) );
  4285. #endif // BX_PLATFORM_WINDOWS
  4286. ID3D11Resource* ptr;
  4287. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4288. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4289. DX_RELEASE(ptr, 0);
  4290. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  4291. ? s_textureFormat[_depthFormat].m_fmtDsv
  4292. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4293. ;
  4294. D3D11_TEXTURE2D_DESC dsd;
  4295. dsd.Width = scd.width;
  4296. dsd.Height = scd.height;
  4297. dsd.MipLevels = 1;
  4298. dsd.ArraySize = 1;
  4299. dsd.Format = fmtDsv;
  4300. dsd.SampleDesc = scd.sampleDesc;
  4301. dsd.Usage = D3D11_USAGE_DEFAULT;
  4302. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4303. dsd.CPUAccessFlags = 0;
  4304. dsd.MiscFlags = 0;
  4305. ID3D11Texture2D* depthStencil;
  4306. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4307. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4308. DX_RELEASE(depthStencil, 0);
  4309. m_srv[0] = NULL;
  4310. m_nwh = _nwh;
  4311. m_denseIdx = _denseIdx;
  4312. m_num = 1;
  4313. }
  4314. uint16_t FrameBufferD3D11::destroy()
  4315. {
  4316. preReset(true);
  4317. DX_RELEASE(m_swapChain, 0);
  4318. m_num = 0;
  4319. m_nwh = NULL;
  4320. m_numTh = 0;
  4321. m_needPresent = false;
  4322. uint16_t denseIdx = m_denseIdx;
  4323. m_denseIdx = UINT16_MAX;
  4324. return denseIdx;
  4325. }
  4326. void FrameBufferD3D11::preReset(bool _force)
  4327. {
  4328. if (0 < m_numTh
  4329. || _force)
  4330. {
  4331. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4332. {
  4333. DX_RELEASE(m_srv[ii], 0);
  4334. DX_RELEASE(m_rtv[ii], 0);
  4335. }
  4336. DX_RELEASE(m_dsv, 0);
  4337. }
  4338. }
  4339. void FrameBufferD3D11::postReset()
  4340. {
  4341. m_width = 0;
  4342. m_height = 0;
  4343. if (0 < m_numTh)
  4344. {
  4345. m_num = 0;
  4346. m_numUav = 0;
  4347. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4348. {
  4349. const Attachment& at = m_attachment[ii];
  4350. if (isValid(at.handle) )
  4351. {
  4352. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4353. if (0 == m_width)
  4354. {
  4355. switch (texture.m_type)
  4356. {
  4357. case TextureD3D11::Texture2D:
  4358. case TextureD3D11::TextureCube:
  4359. {
  4360. D3D11_TEXTURE2D_DESC desc;
  4361. texture.m_texture2d->GetDesc(&desc);
  4362. m_width = desc.Width;
  4363. m_height = desc.Height;
  4364. }
  4365. break;
  4366. case TextureD3D11::Texture3D:
  4367. {
  4368. D3D11_TEXTURE3D_DESC desc;
  4369. texture.m_texture3d->GetDesc(&desc);
  4370. m_width = desc.Width;
  4371. m_height = desc.Height;
  4372. }
  4373. break;
  4374. }
  4375. }
  4376. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4377. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4378. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4379. {
  4380. BX_ASSERT(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4381. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4382. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4383. dsvDesc.Flags = 0;
  4384. switch (texture.m_type)
  4385. {
  4386. default:
  4387. case TextureD3D11::Texture2D:
  4388. {
  4389. if (1 < msaa.Count)
  4390. {
  4391. if (1 < texture.m_numLayers)
  4392. {
  4393. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4394. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4395. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4396. }
  4397. else
  4398. {
  4399. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
  4400. }
  4401. }
  4402. else
  4403. {
  4404. if (1 < texture.m_numLayers)
  4405. {
  4406. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4407. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4408. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4409. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4410. }
  4411. else
  4412. {
  4413. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  4414. dsvDesc.Texture2D.MipSlice = at.mip;
  4415. }
  4416. }
  4417. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4418. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4419. , &dsvDesc
  4420. , &m_dsv
  4421. ) );
  4422. }
  4423. break;
  4424. case TextureD3D11::TextureCube:
  4425. {
  4426. if (1 < msaa.Count)
  4427. {
  4428. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4429. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4430. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4431. }
  4432. else
  4433. {
  4434. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4435. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4436. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4437. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4438. }
  4439. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4440. }
  4441. break;
  4442. }
  4443. }
  4444. else if (Access::Write == at.access)
  4445. {
  4446. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4447. desc.Format = texture.getSrvFormat();
  4448. switch (texture.m_type)
  4449. {
  4450. default:
  4451. case TextureD3D11::Texture2D:
  4452. if (1 < msaa.Count)
  4453. {
  4454. if (1 < texture.m_numLayers)
  4455. {
  4456. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4457. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4458. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4459. }
  4460. else
  4461. {
  4462. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4463. }
  4464. }
  4465. else
  4466. {
  4467. if (1 < texture.m_numLayers)
  4468. {
  4469. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4470. desc.Texture2DArray.FirstArraySlice = at.layer;
  4471. desc.Texture2DArray.ArraySize = at.numLayers;
  4472. desc.Texture2DArray.MipSlice = at.mip;
  4473. }
  4474. else
  4475. {
  4476. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4477. desc.Texture2D.MipSlice = at.mip;
  4478. }
  4479. }
  4480. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4481. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4482. , &desc
  4483. , &m_rtv[m_num]
  4484. ) );
  4485. break;
  4486. case TextureD3D11::TextureCube:
  4487. if (1 < msaa.Count)
  4488. {
  4489. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4490. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4491. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4492. }
  4493. else
  4494. {
  4495. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4496. desc.Texture2DArray.FirstArraySlice = at.layer;
  4497. desc.Texture2DArray.ArraySize = at.numLayers;
  4498. desc.Texture2DArray.MipSlice = at.mip;
  4499. }
  4500. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4501. break;
  4502. case TextureD3D11::Texture3D:
  4503. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4504. desc.Texture3D.MipSlice = at.mip;
  4505. desc.Texture3D.FirstWSlice = at.layer;
  4506. desc.Texture3D.WSize = at.numLayers;
  4507. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4508. break;
  4509. }
  4510. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{};
  4511. texture.m_srv->GetDesc(&srvDesc);
  4512. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, &srvDesc, &m_srv[m_num]));
  4513. m_num++;
  4514. }
  4515. else
  4516. {
  4517. m_uav[m_numUav++] = texture.m_uav;
  4518. }
  4519. }
  4520. }
  4521. }
  4522. }
  4523. void FrameBufferD3D11::resolve()
  4524. {
  4525. if (0 < m_numTh)
  4526. {
  4527. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4528. {
  4529. const Attachment& at = m_attachment[ii];
  4530. if (isValid(at.handle) )
  4531. {
  4532. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4533. texture.resolve(at.resolve, at.layer, at.numLayers, at.mip);
  4534. }
  4535. }
  4536. }
  4537. }
  4538. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4539. {
  4540. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4541. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4542. {
  4543. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4544. {
  4545. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4546. {
  4547. uint8_t index = _clear.m_index[ii];
  4548. if (NULL != m_rtv[ii]
  4549. && UINT8_MAX != index)
  4550. {
  4551. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4552. }
  4553. }
  4554. }
  4555. else
  4556. {
  4557. float frgba[4] =
  4558. {
  4559. _clear.m_index[0]*1.0f/255.0f,
  4560. _clear.m_index[1]*1.0f/255.0f,
  4561. _clear.m_index[2]*1.0f/255.0f,
  4562. _clear.m_index[3]*1.0f/255.0f,
  4563. };
  4564. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4565. {
  4566. if (NULL != m_rtv[ii])
  4567. {
  4568. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4569. }
  4570. }
  4571. }
  4572. }
  4573. if (NULL != m_dsv
  4574. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4575. {
  4576. DWORD flags = 0;
  4577. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4578. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4579. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4580. }
  4581. }
  4582. void FrameBufferD3D11::set()
  4583. {
  4584. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4585. m_needPresent = UINT16_MAX != m_denseIdx;
  4586. s_renderD3D11->m_currentColor = m_rtv[0];
  4587. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4588. }
  4589. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4590. {
  4591. if (m_needPresent)
  4592. {
  4593. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4594. hr = !isLost(hr) ? S_OK : hr;
  4595. m_needPresent = false;
  4596. return hr;
  4597. }
  4598. return S_OK;
  4599. }
  4600. void TimerQueryD3D11::postReset()
  4601. {
  4602. ID3D11Device* device = s_renderD3D11->m_device;
  4603. D3D11_QUERY_DESC qd;
  4604. qd.MiscFlags = 0;
  4605. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4606. {
  4607. Query& query = m_query[ii];
  4608. query.m_ready = false;
  4609. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4610. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4611. qd.Query = D3D11_QUERY_TIMESTAMP;
  4612. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4613. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4614. }
  4615. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4616. {
  4617. Result& result = m_result[ii];
  4618. result.reset();
  4619. }
  4620. m_control.reset();
  4621. }
  4622. void TimerQueryD3D11::preReset()
  4623. {
  4624. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4625. {
  4626. Query& query = m_query[ii];
  4627. DX_RELEASE(query.m_disjoint, 0);
  4628. DX_RELEASE(query.m_begin, 0);
  4629. DX_RELEASE(query.m_end, 0);
  4630. }
  4631. }
  4632. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx, uint32_t _frameNum)
  4633. {
  4634. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4635. while (0 == m_control.reserve(1) )
  4636. {
  4637. update();
  4638. }
  4639. Result& result = m_result[_resultIdx];
  4640. ++result.m_pending;
  4641. const uint32_t idx = m_control.m_current;
  4642. Query& query = m_query[idx];
  4643. query.m_resultIdx = _resultIdx;
  4644. query.m_ready = false;
  4645. query.m_frameNum = _frameNum;
  4646. deviceCtx->Begin(query.m_disjoint);
  4647. deviceCtx->End(query.m_begin);
  4648. m_control.commit(1);
  4649. return idx;
  4650. }
  4651. void TimerQueryD3D11::end(uint32_t _idx)
  4652. {
  4653. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4654. Query& query = m_query[_idx];
  4655. query.m_ready = true;
  4656. deviceCtx->End(query.m_end);
  4657. deviceCtx->End(query.m_disjoint);
  4658. while (update() )
  4659. {
  4660. }
  4661. }
  4662. bool TimerQueryD3D11::update()
  4663. {
  4664. if (0 != m_control.available() )
  4665. {
  4666. Query& query = m_query[m_control.m_read];
  4667. if (!query.m_ready)
  4668. {
  4669. return false;
  4670. }
  4671. uint64_t timeEnd;
  4672. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4673. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4674. if (S_OK == hr
  4675. || isLost(hr) )
  4676. {
  4677. m_control.consume(1);
  4678. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4679. {
  4680. UINT64 Frequency;
  4681. BOOL Disjoint;
  4682. };
  4683. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4684. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4685. uint64_t timeBegin;
  4686. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4687. Result& result = m_result[query.m_resultIdx];
  4688. --result.m_pending;
  4689. result.m_frameNum = query.m_frameNum;
  4690. result.m_frequency = disjoint.Frequency;
  4691. result.m_begin = timeBegin;
  4692. result.m_end = timeEnd;
  4693. return true;
  4694. }
  4695. }
  4696. return false;
  4697. }
  4698. void OcclusionQueryD3D11::postReset()
  4699. {
  4700. ID3D11Device* device = s_renderD3D11->m_device;
  4701. D3D11_QUERY_DESC desc;
  4702. desc.Query = D3D11_QUERY_OCCLUSION;
  4703. desc.MiscFlags = 0;
  4704. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4705. {
  4706. Query& query = m_query[ii];
  4707. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4708. }
  4709. }
  4710. void OcclusionQueryD3D11::preReset()
  4711. {
  4712. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4713. {
  4714. Query& query = m_query[ii];
  4715. DX_RELEASE(query.m_ptr, 0);
  4716. }
  4717. }
  4718. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4719. {
  4720. while (0 == m_control.reserve(1) )
  4721. {
  4722. resolve(_render, true);
  4723. }
  4724. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4725. Query& query = m_query[m_control.m_current];
  4726. deviceCtx->Begin(query.m_ptr);
  4727. query.m_handle = _handle;
  4728. }
  4729. void OcclusionQueryD3D11::end()
  4730. {
  4731. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4732. Query& query = m_query[m_control.m_current];
  4733. deviceCtx->End(query.m_ptr);
  4734. m_control.commit(1);
  4735. }
  4736. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4737. {
  4738. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4739. while (0 != m_control.available() )
  4740. {
  4741. Query& query = m_query[m_control.m_read];
  4742. if (isValid(query.m_handle) )
  4743. {
  4744. uint64_t result = 0;
  4745. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4746. if (S_FALSE == hr)
  4747. {
  4748. break;
  4749. }
  4750. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4751. }
  4752. m_control.consume(1);
  4753. }
  4754. }
  4755. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4756. {
  4757. const uint32_t size = m_control.m_size;
  4758. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4759. {
  4760. Query& query = m_query[(m_control.m_read + ii) % size];
  4761. if (query.m_handle.idx == _handle.idx)
  4762. {
  4763. query.m_handle.idx = bgfx::kInvalidHandle;
  4764. }
  4765. }
  4766. }
  4767. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4768. {
  4769. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4770. while (_bs.hasItem(_view) )
  4771. {
  4772. const BlitItem& blit = _bs.advance();
  4773. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4774. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4775. if (TextureD3D11::Texture3D == src.m_type)
  4776. {
  4777. D3D11_BOX box;
  4778. box.left = blit.m_srcX;
  4779. box.top = blit.m_srcY;
  4780. box.front = blit.m_srcZ;
  4781. box.right = blit.m_srcX + blit.m_width;
  4782. box.bottom = blit.m_srcY + blit.m_height;
  4783. box.back = blit.m_srcZ + bx::uint32_imax(1, blit.m_depth);
  4784. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4785. , blit.m_dstMip
  4786. , blit.m_dstX
  4787. , blit.m_dstY
  4788. , blit.m_dstZ
  4789. , src.m_ptr
  4790. , blit.m_srcMip
  4791. , &box
  4792. );
  4793. }
  4794. else
  4795. {
  4796. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4797. BX_ASSERT(!depthStencil
  4798. || (blit.m_width == bx::uint32_max(1, src.m_width >> blit.m_srcMip) && blit.m_height == bx::uint32_max(1, src.m_height >> blit.m_srcMip))
  4799. , "When blitting depthstencil surface, source resolution must match destination."
  4800. );
  4801. D3D11_BOX box;
  4802. box.left = blit.m_srcX;
  4803. box.top = blit.m_srcY;
  4804. box.front = 0;
  4805. box.right = blit.m_srcX + blit.m_width;
  4806. box.bottom = blit.m_srcY + blit.m_height;
  4807. box.back = 1;
  4808. const uint32_t srcZ = blit.m_srcZ;
  4809. const uint32_t dstZ = blit.m_dstZ;
  4810. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4811. , dstZ*dst.m_numMips+blit.m_dstMip
  4812. , blit.m_dstX
  4813. , blit.m_dstY
  4814. , 0
  4815. , src.m_ptr
  4816. , srcZ*src.m_numMips+blit.m_srcMip
  4817. , depthStencil ? NULL : &box
  4818. );
  4819. }
  4820. }
  4821. }
  4822. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4823. {
  4824. if (m_lost)
  4825. {
  4826. return;
  4827. }
  4828. updateNativeWindow();
  4829. if (updateResolution(_render->m_resolution) )
  4830. {
  4831. return;
  4832. }
  4833. if (_render->m_capture)
  4834. {
  4835. renderDocTriggerCapture();
  4836. }
  4837. BGFX_D3D11_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorView);
  4838. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4839. int64_t timeBegin = bx::getHPCounter();
  4840. int64_t captureElapsed = 0;
  4841. uint32_t frameQueryIdx = UINT32_MAX;
  4842. if (m_timerQuerySupport)
  4843. {
  4844. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS, _render->m_frameNum);
  4845. }
  4846. if (0 < _render->m_iboffset)
  4847. {
  4848. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  4849. TransientIndexBuffer* ib = _render->m_transientIb;
  4850. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4851. }
  4852. if (0 < _render->m_vboffset)
  4853. {
  4854. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  4855. TransientVertexBuffer* vb = _render->m_transientVb;
  4856. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4857. }
  4858. _render->sort();
  4859. RenderDraw currentState;
  4860. currentState.clear();
  4861. currentState.m_stateFlags = BGFX_STATE_NONE;
  4862. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4863. uint32_t currentNumVertices = 0;
  4864. RenderBind currentBind;
  4865. currentBind.clear();
  4866. static ViewState viewState;
  4867. viewState.reset(_render);
  4868. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4869. bool scissorEnabled = false;
  4870. setDebugWireframe(wireframe);
  4871. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  4872. SortKey key;
  4873. uint16_t view = UINT16_MAX;
  4874. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4875. BlitState bs(_render);
  4876. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4877. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4878. PrimInfo prim = s_primInfo[primIndex];
  4879. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4880. bool wasCompute = false;
  4881. bool viewHasScissor = false;
  4882. Rect viewScissorRect;
  4883. viewScissorRect.clear();
  4884. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4885. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  4886. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4887. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4888. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4889. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4890. uint32_t statsNumIndices = 0;
  4891. uint32_t statsKeyType[2] = {};
  4892. Profiler<TimerQueryD3D11> profiler(
  4893. _render
  4894. , m_gpuTimer
  4895. , s_viewName
  4896. , m_timerQuerySupport
  4897. );
  4898. m_occlusionQuery.resolve(_render);
  4899. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4900. {
  4901. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4902. // if we don't do this we'll only see one frame of output and then nothing
  4903. setFrameBuffer(BGFX_INVALID_HANDLE, true, false);
  4904. viewState.m_rect = _render->m_view[0].m_rect;
  4905. int32_t numItems = _render->m_numRenderItems;
  4906. for (int32_t item = 0; item < numItems;)
  4907. {
  4908. const uint64_t encodedKey = _render->m_sortKeys[item];
  4909. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4910. statsKeyType[isCompute]++;
  4911. const bool viewChanged = 0
  4912. || key.m_view != view
  4913. || item == numItems
  4914. ;
  4915. const uint32_t itemIdx = _render->m_sortValues[item];
  4916. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4917. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4918. ++item;
  4919. if (viewChanged)
  4920. {
  4921. view = key.m_view;
  4922. currentProgram = BGFX_INVALID_HANDLE;
  4923. if (item > 1)
  4924. {
  4925. profiler.end();
  4926. }
  4927. BGFX_D3D11_PROFILER_END();
  4928. setViewType(view, " ");
  4929. BGFX_D3D11_PROFILER_BEGIN(view, kColorView);
  4930. profiler.begin(view);
  4931. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  4932. {
  4933. fbh = _render->m_view[view].m_fbh;
  4934. setFrameBuffer(fbh);
  4935. }
  4936. viewState.m_rect = _render->m_view[view].m_rect;
  4937. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4938. viewHasScissor = !scissorRect.isZero();
  4939. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4940. D3D11_VIEWPORT vp;
  4941. vp.TopLeftX = viewState.m_rect.m_x;
  4942. vp.TopLeftY = viewState.m_rect.m_y;
  4943. vp.Width = viewState.m_rect.m_width;
  4944. vp.Height = viewState.m_rect.m_height;
  4945. vp.MinDepth = 0.0f;
  4946. vp.MaxDepth = 1.0f;
  4947. deviceCtx->RSSetViewports(1, &vp);
  4948. Clear& clr = _render->m_view[view].m_clear;
  4949. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4950. {
  4951. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4952. prim = s_primInfo[Topology::Count]; // Force primitive type update after clear quad.
  4953. }
  4954. submitBlit(bs, view);
  4955. }
  4956. if (isCompute)
  4957. {
  4958. if (!wasCompute)
  4959. {
  4960. wasCompute = true;
  4961. setViewType(view, "C");
  4962. BGFX_D3D11_PROFILER_END();
  4963. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  4964. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4965. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4966. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4967. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4968. deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4969. deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4970. }
  4971. const RenderCompute& compute = renderItem.compute;
  4972. bool programChanged = false;
  4973. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  4974. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4975. if (key.m_program.idx != currentProgram.idx)
  4976. {
  4977. currentProgram = key.m_program;
  4978. ProgramD3D11& program = m_program[currentProgram.idx];
  4979. m_currentProgram = &program;
  4980. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4981. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4982. programChanged =
  4983. constantsChanged = true;
  4984. }
  4985. if (isValid(currentProgram) )
  4986. {
  4987. ProgramD3D11& program = m_program[currentProgram.idx];
  4988. if (constantsChanged)
  4989. {
  4990. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4991. if (NULL != vcb)
  4992. {
  4993. commit(*vcb);
  4994. }
  4995. }
  4996. viewState.setPredefined<4>(this, view, program, _render, compute);
  4997. if (constantsChanged
  4998. || program.m_numPredefined > 0)
  4999. {
  5000. commitShaderConstants();
  5001. }
  5002. }
  5003. BX_UNUSED(programChanged);
  5004. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5005. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  5006. {
  5007. const Binding& bind = renderBind.m_bind[stage];
  5008. if (kInvalidHandle != bind.m_idx)
  5009. {
  5010. switch (bind.m_type)
  5011. {
  5012. case Binding::Image:
  5013. {
  5014. TextureD3D11& texture = m_textures[bind.m_idx];
  5015. if (Access::Read != bind.m_access)
  5016. {
  5017. uav[stage] = 0 == bind.m_mip
  5018. ? texture.m_uav
  5019. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_mip)
  5020. ;
  5021. }
  5022. else
  5023. {
  5024. m_textureStage.m_srv[stage] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_mip, true);
  5025. m_textureStage.m_sampler[stage] = s_renderD3D11->getSamplerState(uint32_t(texture.m_flags), NULL);
  5026. }
  5027. }
  5028. break;
  5029. case Binding::Texture:
  5030. {
  5031. TextureD3D11& texture = m_textures[bind.m_idx];
  5032. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  5033. }
  5034. break;
  5035. case Binding::IndexBuffer:
  5036. case Binding::VertexBuffer:
  5037. {
  5038. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5039. ? m_indexBuffers[bind.m_idx]
  5040. : m_vertexBuffers[bind.m_idx]
  5041. ;
  5042. if (Access::Read != bind.m_access)
  5043. {
  5044. uav[stage] = buffer.m_uav;
  5045. }
  5046. else
  5047. {
  5048. m_textureStage.m_srv[stage] = buffer.m_srv;
  5049. }
  5050. }
  5051. break;
  5052. }
  5053. }
  5054. else
  5055. {
  5056. m_textureStage.m_srv[stage] = NULL;
  5057. m_textureStage.m_sampler[stage] = NULL;
  5058. m_textureStage.m_uav[stage] = NULL;
  5059. }
  5060. }
  5061. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  5062. {
  5063. // Quiet validation: Resource being set to CS UnorderedAccessView slot 0 is still bound on input!
  5064. deviceCtx->CSSetShaderResources(0, maxComputeBindings, s_zero.m_srv);
  5065. }
  5066. deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, uav, NULL);
  5067. deviceCtx->CSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  5068. deviceCtx->CSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  5069. if (isValid(compute.m_indirectBuffer) )
  5070. {
  5071. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5072. ID3D11Buffer* ptr = vb.m_ptr;
  5073. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5074. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5075. : compute.m_numIndirect
  5076. ;
  5077. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5078. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  5079. {
  5080. deviceCtx->DispatchIndirect(ptr, args);
  5081. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5082. }
  5083. }
  5084. else
  5085. {
  5086. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5087. }
  5088. continue;
  5089. }
  5090. bool resetState = viewChanged || wasCompute;
  5091. if (wasCompute)
  5092. {
  5093. setViewType(view, " ");
  5094. BGFX_D3D11_PROFILER_END();
  5095. BGFX_D3D11_PROFILER_BEGIN(view, kColorDraw);
  5096. currentProgram = BGFX_INVALID_HANDLE;
  5097. m_currentProgram = NULL;
  5098. invalidateCompute();
  5099. }
  5100. const RenderDraw& draw = renderItem.draw;
  5101. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5102. {
  5103. const bool occluded = true
  5104. && isValid(draw.m_occlusionQuery)
  5105. && !hasOcclusionQuery
  5106. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5107. ;
  5108. if (occluded
  5109. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5110. {
  5111. if (resetState)
  5112. {
  5113. currentState.clear();
  5114. currentState.m_scissor = !draw.m_scissor;
  5115. currentBind.clear();
  5116. }
  5117. continue;
  5118. }
  5119. }
  5120. const uint64_t newFlags = draw.m_stateFlags;
  5121. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5122. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  5123. currentState.m_stateFlags = newFlags;
  5124. const uint64_t newStencil = draw.m_stencil;
  5125. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  5126. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  5127. currentState.m_stencil = newStencil;
  5128. if (resetState)
  5129. {
  5130. wasCompute = false;
  5131. currentState.clear();
  5132. currentState.m_scissor = !draw.m_scissor;
  5133. changedFlags = BGFX_STATE_MASK;
  5134. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5135. currentState.m_stateFlags = newFlags;
  5136. currentState.m_stencil = newStencil;
  5137. currentBind.clear();
  5138. setBlendState(newFlags);
  5139. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  5140. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5141. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5142. }
  5143. if (prim.m_type != s_primInfo[primIndex].m_type)
  5144. {
  5145. prim = s_primInfo[primIndex];
  5146. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5147. }
  5148. uint16_t scissor = draw.m_scissor;
  5149. if (currentState.m_scissor != scissor)
  5150. {
  5151. currentState.m_scissor = scissor;
  5152. if (UINT16_MAX == scissor)
  5153. {
  5154. scissorEnabled = viewHasScissor;
  5155. if (viewHasScissor)
  5156. {
  5157. D3D11_RECT rc;
  5158. rc.left = viewScissorRect.m_x;
  5159. rc.top = viewScissorRect.m_y;
  5160. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5161. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5162. deviceCtx->RSSetScissorRects(1, &rc);
  5163. }
  5164. }
  5165. else
  5166. {
  5167. Rect scissorRect;
  5168. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5169. scissorEnabled = true;
  5170. D3D11_RECT rc;
  5171. rc.left = scissorRect.m_x;
  5172. rc.top = scissorRect.m_y;
  5173. rc.right = scissorRect.m_x + scissorRect.m_width;
  5174. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5175. deviceCtx->RSSetScissorRects(1, &rc);
  5176. }
  5177. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5178. }
  5179. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  5180. {
  5181. setDepthStencilState(newFlags, newStencil);
  5182. }
  5183. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  5184. {
  5185. setBlendState(newFlags, draw.m_rgba);
  5186. currentState.m_rgba = draw.m_rgba;
  5187. }
  5188. if ( (0
  5189. | BGFX_STATE_CULL_MASK
  5190. | BGFX_STATE_ALPHA_REF_MASK
  5191. | BGFX_STATE_PT_MASK
  5192. | BGFX_STATE_POINT_SIZE_MASK
  5193. | BGFX_STATE_MSAA
  5194. | BGFX_STATE_LINEAA
  5195. | BGFX_STATE_CONSERVATIVE_RASTER
  5196. ) & changedFlags)
  5197. {
  5198. if ( (0
  5199. | BGFX_STATE_CULL_MASK
  5200. | BGFX_STATE_MSAA
  5201. | BGFX_STATE_LINEAA
  5202. | BGFX_STATE_CONSERVATIVE_RASTER
  5203. ) & changedFlags)
  5204. {
  5205. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5206. }
  5207. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5208. {
  5209. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5210. viewState.m_alphaRef = ref/255.0f;
  5211. }
  5212. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5213. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5214. if (prim.m_type != s_primInfo[primIndex].m_type)
  5215. {
  5216. prim = s_primInfo[primIndex];
  5217. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5218. }
  5219. }
  5220. bool programChanged = false;
  5221. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5222. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5223. if (key.m_program.idx != currentProgram.idx)
  5224. {
  5225. currentProgram = key.m_program;
  5226. if (!isValid(currentProgram) )
  5227. {
  5228. m_currentProgram = NULL;
  5229. deviceCtx->VSSetShader(NULL, NULL, 0);
  5230. deviceCtx->PSSetShader(NULL, NULL, 0);
  5231. }
  5232. else
  5233. {
  5234. ProgramD3D11& program = m_program[currentProgram.idx];
  5235. m_currentProgram = &program;
  5236. const ShaderD3D11* vsh = program.m_vsh;
  5237. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5238. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5239. const ShaderD3D11* fsh = program.m_fsh;
  5240. if (NULL != fsh
  5241. && (NULL != m_currentColor || fsh->m_hasDepthOp) )
  5242. {
  5243. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5244. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5245. }
  5246. else
  5247. {
  5248. deviceCtx->PSSetShader(NULL, NULL, 0);
  5249. }
  5250. }
  5251. programChanged =
  5252. constantsChanged = true;
  5253. }
  5254. if (isValid(currentProgram) )
  5255. {
  5256. ProgramD3D11& program = m_program[currentProgram.idx];
  5257. if (constantsChanged)
  5258. {
  5259. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5260. if (NULL != vcb)
  5261. {
  5262. commit(*vcb);
  5263. }
  5264. if (NULL != program.m_fsh)
  5265. {
  5266. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5267. if (NULL != fcb)
  5268. {
  5269. commit(*fcb);
  5270. }
  5271. }
  5272. }
  5273. viewState.setPredefined<4>(this, view, program, _render, draw);
  5274. if (constantsChanged
  5275. || program.m_numPredefined > 0)
  5276. {
  5277. commitShaderConstants();
  5278. }
  5279. }
  5280. {
  5281. uint32_t changes = 0;
  5282. for (uint8_t stage = 0; stage < maxTextureSamplers; ++stage)
  5283. {
  5284. const Binding& bind = renderBind.m_bind[stage];
  5285. Binding& current = currentBind.m_bind[stage];
  5286. if (current.m_idx != bind.m_idx
  5287. || current.m_type != bind.m_type
  5288. || current.m_samplerFlags != bind.m_samplerFlags
  5289. || programChanged)
  5290. {
  5291. if (kInvalidHandle != bind.m_idx)
  5292. {
  5293. switch (bind.m_type)
  5294. {
  5295. case Binding::Image:
  5296. {
  5297. TextureD3D11& texture = m_textures[bind.m_idx];
  5298. if (Access::Read != bind.m_access)
  5299. {
  5300. m_textureStage.m_uav[stage] = 0 == bind.m_mip
  5301. ? texture.m_uav
  5302. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_mip)
  5303. ;
  5304. }
  5305. else
  5306. {
  5307. m_textureStage.m_srv[stage] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_mip, true);
  5308. m_textureStage.m_sampler[stage] = s_renderD3D11->getSamplerState(uint32_t(texture.m_flags), NULL);
  5309. }
  5310. }
  5311. break;
  5312. case Binding::Texture:
  5313. {
  5314. TextureD3D11& texture = m_textures[bind.m_idx];
  5315. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  5316. }
  5317. break;
  5318. case Binding::IndexBuffer:
  5319. case Binding::VertexBuffer:
  5320. {
  5321. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5322. ? m_indexBuffers[bind.m_idx]
  5323. : m_vertexBuffers[bind.m_idx]
  5324. ;
  5325. m_textureStage.m_srv[stage] = buffer.m_srv;
  5326. m_textureStage.m_sampler[stage] = NULL;
  5327. m_textureStage.m_uav[stage] = NULL;
  5328. }
  5329. break;
  5330. }
  5331. }
  5332. else
  5333. {
  5334. m_textureStage.m_srv[stage] = NULL;
  5335. m_textureStage.m_sampler[stage] = NULL;
  5336. m_textureStage.m_uav[stage] = NULL;
  5337. }
  5338. ++changes;
  5339. }
  5340. current = bind;
  5341. }
  5342. if (0 < changes)
  5343. {
  5344. commitTextureStage();
  5345. }
  5346. }
  5347. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  5348. if (programChanged
  5349. || vertexStreamChanged)
  5350. {
  5351. currentState.m_streamMask = draw.m_streamMask;
  5352. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5353. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5354. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5355. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5356. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5357. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5358. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5359. uint32_t numVertices = draw.m_numVertices;
  5360. uint8_t numStreams = 0;
  5361. if (UINT8_MAX != draw.m_streamMask)
  5362. {
  5363. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5364. ; 0 != streamMask
  5365. ; streamMask >>= 1, idx += 1, ++numStreams
  5366. )
  5367. {
  5368. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5369. streamMask >>= ntz;
  5370. idx += ntz;
  5371. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5372. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5373. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5374. const uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5375. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5376. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5377. ? draw.m_stream[idx].m_layoutHandle.idx
  5378. : vb.m_layoutHandle.idx;
  5379. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5380. const uint32_t stride = layout.m_stride;
  5381. buffers[numStreams] = vb.m_ptr;
  5382. strides[numStreams] = stride;
  5383. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5384. layouts[numStreams] = &layout;
  5385. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5386. ? vb.m_size/stride
  5387. : draw.m_numVertices
  5388. , numVertices
  5389. );
  5390. }
  5391. }
  5392. currentNumVertices = numVertices;
  5393. if (0 < numStreams)
  5394. {
  5395. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5396. if (isValid(draw.m_instanceDataBuffer) )
  5397. {
  5398. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5399. const uint32_t instStride = draw.m_instanceDataStride;
  5400. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5401. setInputLayout(numStreams, layouts, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5402. }
  5403. else
  5404. {
  5405. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5406. setInputLayout(numStreams, layouts, m_program[currentProgram.idx], 0);
  5407. }
  5408. }
  5409. else
  5410. {
  5411. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5412. if (isValid(draw.m_instanceDataBuffer) )
  5413. {
  5414. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5415. const uint32_t instStride = draw.m_instanceDataStride;
  5416. deviceCtx->IASetVertexBuffers(0, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5417. setInputLayout(0, NULL, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5418. }
  5419. else
  5420. {
  5421. deviceCtx->IASetInputLayout(NULL);
  5422. }
  5423. }
  5424. }
  5425. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx
  5426. || currentState.isIndex16() != draw.isIndex16() )
  5427. {
  5428. currentState.m_indexBuffer = draw.m_indexBuffer;
  5429. currentState.m_submitFlags = draw.m_submitFlags;
  5430. uint16_t handle = draw.m_indexBuffer.idx;
  5431. if (kInvalidHandle != handle)
  5432. {
  5433. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5434. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5435. , draw.isIndex16() ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5436. , 0
  5437. );
  5438. }
  5439. else
  5440. {
  5441. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5442. }
  5443. }
  5444. if (0 != currentState.m_streamMask)
  5445. {
  5446. uint32_t numVertices = currentNumVertices;
  5447. uint32_t numIndices = 0;
  5448. uint32_t numPrimsSubmitted = 0;
  5449. uint32_t numInstances = 0;
  5450. uint32_t numPrimsRendered = 0;
  5451. uint32_t numDrawIndirect = 0;
  5452. if (hasOcclusionQuery)
  5453. {
  5454. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5455. }
  5456. if (isValid(draw.m_indirectBuffer) )
  5457. {
  5458. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5459. ID3D11Buffer* ptr = vb.m_ptr;
  5460. if (isValid(draw.m_indexBuffer) )
  5461. {
  5462. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5463. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5464. : draw.m_numIndirect
  5465. ;
  5466. multiDrawIndexedInstancedIndirect(
  5467. numDrawIndirect
  5468. , ptr
  5469. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5470. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5471. );
  5472. }
  5473. else
  5474. {
  5475. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5476. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5477. : draw.m_numIndirect
  5478. ;
  5479. multiDrawInstancedIndirect(
  5480. numDrawIndirect
  5481. , ptr
  5482. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5483. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5484. );
  5485. }
  5486. }
  5487. else
  5488. {
  5489. if (isValid(draw.m_indexBuffer) )
  5490. {
  5491. if (UINT32_MAX == draw.m_numIndices)
  5492. {
  5493. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5494. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5495. numIndices = ib.m_size/indexSize;
  5496. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5497. numInstances = draw.m_numInstances;
  5498. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5499. if (numInstances > 1)
  5500. {
  5501. deviceCtx->DrawIndexedInstanced(numIndices
  5502. , draw.m_numInstances
  5503. , 0
  5504. , 0
  5505. , 0
  5506. );
  5507. }
  5508. else
  5509. {
  5510. deviceCtx->DrawIndexed(numIndices
  5511. , 0
  5512. , 0
  5513. );
  5514. }
  5515. }
  5516. else if (prim.m_min <= draw.m_numIndices)
  5517. {
  5518. numIndices = draw.m_numIndices;
  5519. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5520. numInstances = draw.m_numInstances;
  5521. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5522. if (numInstances > 1)
  5523. {
  5524. deviceCtx->DrawIndexedInstanced(numIndices
  5525. , draw.m_numInstances
  5526. , draw.m_startIndex
  5527. , 0
  5528. , 0
  5529. );
  5530. }
  5531. else
  5532. {
  5533. deviceCtx->DrawIndexed(numIndices
  5534. , draw.m_startIndex
  5535. , 0
  5536. );
  5537. }
  5538. }
  5539. }
  5540. else
  5541. {
  5542. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5543. numInstances = draw.m_numInstances;
  5544. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5545. if (numInstances > 1)
  5546. {
  5547. deviceCtx->DrawInstanced(numVertices
  5548. , draw.m_numInstances
  5549. , 0
  5550. , 0
  5551. );
  5552. }
  5553. else
  5554. {
  5555. deviceCtx->Draw(numVertices
  5556. , 0
  5557. );
  5558. }
  5559. }
  5560. if (hasOcclusionQuery)
  5561. {
  5562. m_occlusionQuery.end();
  5563. }
  5564. }
  5565. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5566. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5567. statsNumInstances[primIndex] += numInstances;
  5568. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5569. statsNumIndices += numIndices;
  5570. }
  5571. }
  5572. if (wasCompute)
  5573. {
  5574. setViewType(view, "C");
  5575. BGFX_D3D11_PROFILER_END();
  5576. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  5577. invalidateCompute();
  5578. }
  5579. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5580. if (0 < _render->m_numRenderItems)
  5581. {
  5582. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5583. {
  5584. deviceCtx->Flush();
  5585. }
  5586. captureElapsed = -bx::getHPCounter();
  5587. capture();
  5588. captureElapsed += bx::getHPCounter();
  5589. profiler.end();
  5590. }
  5591. }
  5592. BGFX_D3D11_PROFILER_END();
  5593. int64_t timeEnd = bx::getHPCounter();
  5594. int64_t frameTime = timeEnd - timeBegin;
  5595. static int64_t min = frameTime;
  5596. static int64_t max = frameTime;
  5597. min = min > frameTime ? frameTime : min;
  5598. max = max < frameTime ? frameTime : max;
  5599. static uint32_t maxGpuLatency = 0;
  5600. static double maxGpuElapsed = 0.0f;
  5601. double elapsedGpuMs = 0.0;
  5602. if (UINT32_MAX != frameQueryIdx)
  5603. {
  5604. m_gpuTimer.end(frameQueryIdx);
  5605. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5606. double toGpuMs = 1000.0 / double(result.m_frequency);
  5607. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5608. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5609. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5610. }
  5611. const int64_t timerFreq = bx::getHPFrequency();
  5612. Stats& perfStats = _render->m_perfStats;
  5613. perfStats.cpuTimeBegin = timeBegin;
  5614. perfStats.cpuTimeEnd = timeEnd;
  5615. perfStats.cpuTimerFreq = timerFreq;
  5616. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5617. perfStats.gpuTimeBegin = result.m_begin;
  5618. perfStats.gpuTimeEnd = result.m_end;
  5619. perfStats.gpuTimerFreq = result.m_frequency;
  5620. perfStats.numDraw = statsKeyType[0];
  5621. perfStats.numCompute = statsKeyType[1];
  5622. perfStats.numBlit = _render->m_numBlitItems;
  5623. perfStats.maxGpuLatency = maxGpuLatency;
  5624. perfStats.gpuFrameNum = result.m_frameNum;
  5625. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5626. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5627. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5628. {
  5629. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  5630. m_needPresent = true;
  5631. TextVideoMem& tvm = m_textVideoMem;
  5632. static int64_t next = timeEnd;
  5633. if (timeEnd >= next)
  5634. {
  5635. next = timeEnd + timerFreq;
  5636. double freq = double(timerFreq);
  5637. double toMs = 1000.0/freq;
  5638. tvm.clear();
  5639. uint16_t pos = 0;
  5640. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5641. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME
  5642. " / " BX_CPU_NAME
  5643. " / " BX_ARCH_NAME
  5644. " / " BX_PLATFORM_NAME
  5645. " / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
  5646. , getRendererName()
  5647. , m_deviceInterfaceVersion
  5648. , (m_featureLevel >> 12) & 0xf
  5649. , (m_featureLevel >> 8) & 0xf
  5650. , BGFX_API_VERSION
  5651. , BGFX_REV_NUMBER
  5652. );
  5653. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5654. char description[BX_COUNTOF(desc.Description)];
  5655. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5656. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5657. char dedicatedVideo[16];
  5658. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5659. char dedicatedSystem[16];
  5660. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5661. char sharedSystem[16];
  5662. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5663. char processMemoryUsed[16];
  5664. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5665. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5666. , dedicatedVideo
  5667. , dedicatedSystem
  5668. , sharedSystem
  5669. , processMemoryUsed
  5670. );
  5671. pos = 10;
  5672. tvm.printf(10, pos++, 0x8b, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5673. , double(frameTime)*toMs
  5674. , double(min)*toMs
  5675. , double(max)*toMs
  5676. , freq/frameTime
  5677. );
  5678. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5679. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5680. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5681. , 0 != msaa ? '\xfe' : ' '
  5682. , 1<<msaa
  5683. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5684. );
  5685. double elapsedCpuMs = double(frameTime)*toMs;
  5686. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5687. , _render->m_numRenderItems
  5688. , statsKeyType[0]
  5689. , statsKeyType[1]
  5690. , elapsedCpuMs
  5691. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5692. , maxGpuElapsed
  5693. , maxGpuLatency
  5694. );
  5695. maxGpuLatency = 0;
  5696. maxGpuElapsed = 0.0;
  5697. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5698. {
  5699. tvm.printf(10, pos++, 0x8b, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5700. , getName(Topology::Enum(ii) )
  5701. , statsNumPrimsRendered[ii]
  5702. , statsNumInstances[ii]
  5703. , statsNumPrimsSubmitted[ii]
  5704. , statsNumDrawIndirect[ii]
  5705. );
  5706. }
  5707. if (NULL != m_renderDocDll)
  5708. {
  5709. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5710. }
  5711. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5712. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5713. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5714. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5715. pos++;
  5716. tvm.printf(10, pos++, 0x8b, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5717. pos++;
  5718. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5719. tvm.printf(10, pos++, 0x8b, " Blend | DepthS | Input | Raster | Sampler ");
  5720. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d | %6d "
  5721. , m_blendStateCache.getCount()
  5722. , m_depthStencilStateCache.getCount()
  5723. , m_inputLayoutCache.getCount()
  5724. , m_rasterizerStateCache.getCount()
  5725. , m_samplerStateCache.getCount()
  5726. );
  5727. pos++;
  5728. double captureMs = double(captureElapsed)*toMs;
  5729. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5730. uint8_t attr[2] = { 0x8c, 0x8a };
  5731. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5732. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5733. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5734. min = frameTime;
  5735. max = frameTime;
  5736. }
  5737. blit(this, _textVideoMemBlitter, tvm);
  5738. BGFX_D3D11_PROFILER_END();
  5739. }
  5740. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5741. {
  5742. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  5743. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5744. BGFX_D3D11_PROFILER_END();
  5745. }
  5746. if (m_resolution.reset & BGFX_RESET_TRANSPARENT_BACKBUFFER)
  5747. {
  5748. premultiplyBackBuffer(_clearQuad);
  5749. }
  5750. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  5751. if (NULL != m_msaaRt)
  5752. {
  5753. ID3D11Texture2D* backBufferColor;
  5754. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  5755. deviceCtx->ResolveSubresource(backBufferColor, 0, m_msaaRt, 0, m_scd.format);
  5756. DX_RELEASE(backBufferColor, 0);
  5757. }
  5758. }
  5759. } /* namespace d3d11 */ } // namespace bgfx
  5760. #else
  5761. namespace bgfx { namespace d3d11
  5762. {
  5763. RendererContextI* rendererCreate(const Init& _init)
  5764. {
  5765. BX_UNUSED(_init);
  5766. return NULL;
  5767. }
  5768. void rendererDestroy()
  5769. {
  5770. }
  5771. } /* namespace d3d11 */ } // namespace bgfx
  5772. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11