renderer_d3d11.cpp 174 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. #if BX_PLATFORM_WINRT
  9. # include <inspectable.h>
  10. # include <windows.ui.xaml.media.dxinterop.h>
  11. #endif // BX_PLATFORM_WINRT
  12. #if BGFX_CONFIG_PROFILER_REMOTERY
  13. # define BGFX_GPU_PROFILER_BIND(_device, _context) rmt_BindD3D11(_device, _context)
  14. # define BGFX_GPU_PROFILER_UNBIND() rmt_UnbindD3D11()
  15. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) rmt_BeginD3D11Sample(_group##_##_name)
  16. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) rmt_BeginD3D11SampleDynamic(_namestr)
  17. # define BGFX_GPU_PROFILER_END() rmt_EndD3D11Sample()
  18. #else
  19. # define BGFX_GPU_PROFILER_BIND(_device, _context) BX_NOOP()
  20. # define BGFX_GPU_PROFILER_UNBIND() BX_NOOP()
  21. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
  22. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
  23. # define BGFX_GPU_PROFILER_END() BX_NOOP()
  24. #endif
  25. namespace bgfx { namespace d3d11
  26. {
  27. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  28. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  29. struct PrimInfo
  30. {
  31. D3D11_PRIMITIVE_TOPOLOGY m_type;
  32. uint32_t m_min;
  33. uint32_t m_div;
  34. uint32_t m_sub;
  35. };
  36. static const PrimInfo s_primInfo[] =
  37. {
  38. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  39. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  40. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  41. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  42. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  43. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  44. };
  45. static const char* s_primName[] =
  46. {
  47. "TriList",
  48. "TriStrip",
  49. "Line",
  50. "LineStrip",
  51. "Point",
  52. };
  53. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  54. union Zero
  55. {
  56. Zero()
  57. {
  58. memset(this, 0, sizeof(Zero) );
  59. }
  60. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  61. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  62. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  63. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  64. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  65. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  66. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  67. };
  68. BX_PRAGMA_DIAGNOSTIC_PUSH();
  69. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  70. static const Zero s_zero;
  71. BX_PRAGMA_DIAGNOSTIC_POP();
  72. static const uint32_t s_checkMsaa[] =
  73. {
  74. 0,
  75. 2,
  76. 4,
  77. 8,
  78. 16,
  79. };
  80. static DXGI_SAMPLE_DESC s_msaa[] =
  81. {
  82. { 1, 0 },
  83. { 2, 0 },
  84. { 4, 0 },
  85. { 8, 0 },
  86. { 16, 0 },
  87. };
  88. static const D3D11_BLEND s_blendFactor[][2] =
  89. {
  90. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  91. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  92. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  93. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  94. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  95. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  96. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  97. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  98. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  99. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  100. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  101. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  102. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  103. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  104. };
  105. static const D3D11_BLEND_OP s_blendEquation[] =
  106. {
  107. D3D11_BLEND_OP_ADD,
  108. D3D11_BLEND_OP_SUBTRACT,
  109. D3D11_BLEND_OP_REV_SUBTRACT,
  110. D3D11_BLEND_OP_MIN,
  111. D3D11_BLEND_OP_MAX,
  112. };
  113. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  114. {
  115. D3D11_COMPARISON_FUNC(0), // ignored
  116. D3D11_COMPARISON_LESS,
  117. D3D11_COMPARISON_LESS_EQUAL,
  118. D3D11_COMPARISON_EQUAL,
  119. D3D11_COMPARISON_GREATER_EQUAL,
  120. D3D11_COMPARISON_GREATER,
  121. D3D11_COMPARISON_NOT_EQUAL,
  122. D3D11_COMPARISON_NEVER,
  123. D3D11_COMPARISON_ALWAYS,
  124. };
  125. static const D3D11_STENCIL_OP s_stencilOp[] =
  126. {
  127. D3D11_STENCIL_OP_ZERO,
  128. D3D11_STENCIL_OP_KEEP,
  129. D3D11_STENCIL_OP_REPLACE,
  130. D3D11_STENCIL_OP_INCR,
  131. D3D11_STENCIL_OP_INCR_SAT,
  132. D3D11_STENCIL_OP_DECR,
  133. D3D11_STENCIL_OP_DECR_SAT,
  134. D3D11_STENCIL_OP_INVERT,
  135. };
  136. static const D3D11_CULL_MODE s_cullMode[] =
  137. {
  138. D3D11_CULL_NONE,
  139. D3D11_CULL_FRONT,
  140. D3D11_CULL_BACK,
  141. };
  142. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  143. {
  144. D3D11_TEXTURE_ADDRESS_WRAP,
  145. D3D11_TEXTURE_ADDRESS_MIRROR,
  146. D3D11_TEXTURE_ADDRESS_CLAMP,
  147. D3D11_TEXTURE_ADDRESS_BORDER,
  148. };
  149. /*
  150. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  151. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  152. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  153. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  154. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  155. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  156. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  157. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  158. * D3D11_FILTER_ANISOTROPIC = 0x55,
  159. *
  160. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  161. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  162. *
  163. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  164. * 0x10 // MIN_LINEAR
  165. * 0x04 // MAG_LINEAR
  166. * 0x01 // MIP_LINEAR
  167. */
  168. static const uint8_t s_textureFilter[3][3] =
  169. {
  170. {
  171. 0x10, // min linear
  172. 0x00, // min point
  173. 0x55, // anisotropic
  174. },
  175. {
  176. 0x04, // mag linear
  177. 0x00, // mag point
  178. 0x55, // anisotropic
  179. },
  180. {
  181. 0x01, // mip linear
  182. 0x00, // mip point
  183. 0x55, // anisotropic
  184. },
  185. };
  186. struct TextureFormatInfo
  187. {
  188. DXGI_FORMAT m_fmt;
  189. DXGI_FORMAT m_fmtSrv;
  190. DXGI_FORMAT m_fmtDsv;
  191. DXGI_FORMAT m_fmtSrgb;
  192. };
  193. static const TextureFormatInfo s_textureFormat[] =
  194. {
  195. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  196. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  197. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  198. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  199. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  200. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  201. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  206. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  208. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  209. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  211. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  213. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  214. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  215. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  216. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  217. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  218. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  219. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  220. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  221. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  222. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  223. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  224. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  225. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  226. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  227. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  228. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  229. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  230. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  231. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  232. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  233. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  234. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  235. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  236. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  237. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  238. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  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 }, // R5G6B5
  254. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  255. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  256. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  257. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  258. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  259. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  260. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  261. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  262. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  263. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  264. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  265. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  266. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  267. };
  268. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  269. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  270. {
  271. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. };
  288. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  289. static const DXGI_FORMAT s_attribType[][4][2] =
  290. {
  291. { // Uint8
  292. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  293. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  294. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  295. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  296. },
  297. { // Uint10
  298. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  299. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  300. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  301. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  302. },
  303. { // Int16
  304. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  305. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  306. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  307. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  308. },
  309. { // Half
  310. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  311. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  312. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  313. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  314. },
  315. { // Float
  316. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  317. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  318. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  319. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  320. },
  321. };
  322. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  323. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  324. {
  325. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  326. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  327. {
  328. if (UINT16_MAX != _decl.m_attributes[attr])
  329. {
  330. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  331. if (0 == _decl.m_attributes[attr])
  332. {
  333. elem->AlignedByteOffset = 0;
  334. }
  335. else
  336. {
  337. uint8_t num;
  338. AttribType::Enum type;
  339. bool normalized;
  340. bool asInt;
  341. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  342. elem->Format = s_attribType[type][num-1][normalized];
  343. elem->AlignedByteOffset = _decl.m_offset[attr];
  344. }
  345. ++elem;
  346. }
  347. }
  348. return elem;
  349. }
  350. struct TextureStage
  351. {
  352. TextureStage()
  353. {
  354. clear();
  355. }
  356. void clear()
  357. {
  358. memset(m_srv, 0, sizeof(m_srv) );
  359. memset(m_sampler, 0, sizeof(m_sampler) );
  360. }
  361. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  362. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  363. };
  364. BX_PRAGMA_DIAGNOSTIC_PUSH();
  365. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  366. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  367. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  368. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  369. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  370. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  371. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  372. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  373. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  374. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  375. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  376. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  377. enum D3D11_FORMAT_SUPPORT2
  378. {
  379. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  380. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  381. };
  382. static const GUID s_deviceIIDs[] =
  383. {
  384. IID_IDXGIDevice3,
  385. IID_IDXGIDevice2,
  386. IID_IDXGIDevice1,
  387. IID_IDXGIDevice0,
  388. };
  389. template <typename Ty>
  390. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  391. {
  392. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  393. {
  394. char temp[2048];
  395. va_list argList;
  396. va_start(argList, _format);
  397. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  398. va_end(argList);
  399. temp[size] = '\0';
  400. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  401. }
  402. }
  403. BX_PRAGMA_DIAGNOSTIC_POP();
  404. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  405. {
  406. uint8_t temp[28];
  407. D3D11_BUFFER_DESC desc;
  408. desc.ByteWidth = sizeof(temp);
  409. desc.Usage = D3D11_USAGE_STAGING;
  410. desc.BindFlags = 0;
  411. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  412. desc.MiscFlags = 0;
  413. desc.StructureByteStride = 0;
  414. D3D11_SUBRESOURCE_DATA initData;
  415. initData.pSysMem = &temp;
  416. initData.SysMemPitch = sizeof(temp);
  417. initData.SysMemSlicePitch = 0;
  418. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  419. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  420. bx::write(&writer, UINT32_C(0x00010000) );
  421. bx::write(&writer, UINT32_C(0) );
  422. bx::write(&writer, UINT32_C(0) );
  423. ID3D11Buffer* buffer;
  424. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  425. if (SUCCEEDED(hr) )
  426. {
  427. buffer->Release();
  428. bx::MemoryReader reader(&temp, sizeof(temp) );
  429. bx::skip(&reader, 16);
  430. uint32_t version;
  431. bx::read(&reader, version);
  432. uint32_t driverVersion;
  433. bx::read(&reader, driverVersion);
  434. return version <= driverVersion;
  435. }
  436. return false;
  437. };
  438. enum AGS_RETURN_CODE
  439. {
  440. AGS_SUCCESS,
  441. AGS_INVALID_ARGS,
  442. AGS_OUT_OF_MEMORY,
  443. AGS_ERROR_MISSING_DLL,
  444. AGS_ERROR_LEGACY_DRIVER,
  445. AGS_EXTENSION_NOT_SUPPORTED,
  446. AGS_ADL_FAILURE,
  447. };
  448. enum AGS_DRIVER_EXTENSION
  449. {
  450. AGS_EXTENSION_QUADLIST = 1 << 0,
  451. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  452. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  453. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  454. };
  455. struct AGSDriverVersionInfo
  456. {
  457. char strDriverVersion[256];
  458. char strCatalystVersion[256];
  459. char strCatalystWebLink[256];
  460. };
  461. struct AGSContext;
  462. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  463. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  464. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  465. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  466. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  467. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  468. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  469. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  470. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  471. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  472. static PFN_AGS_INIT agsInit;
  473. static PFN_AGS_DEINIT agsDeInit;
  474. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  475. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  476. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  477. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  478. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  479. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  480. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  481. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  482. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  483. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  484. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  485. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  486. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  487. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  488. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  489. #if USE_D3D11_DYNAMIC_LIB
  490. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  491. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  492. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  493. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  494. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  495. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  496. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  497. #endif // USE_D3D11_DYNAMIC_LIB
  498. struct RendererContextD3D11 : public RendererContextI
  499. {
  500. RendererContextD3D11()
  501. : m_d3d9dll(NULL)
  502. , m_d3d11dll(NULL)
  503. , m_dxgidll(NULL)
  504. , m_dxgidebugdll(NULL)
  505. , m_renderdocdll(NULL)
  506. , m_agsdll(NULL)
  507. , m_ags(NULL)
  508. , m_driverType(D3D_DRIVER_TYPE_NULL)
  509. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  510. , m_adapter(NULL)
  511. , m_factory(NULL)
  512. , m_swapChain(NULL)
  513. , m_lost(0)
  514. , m_numWindows(0)
  515. , m_device(NULL)
  516. , m_deviceCtx(NULL)
  517. , m_infoQueue(NULL)
  518. , m_backBufferColor(NULL)
  519. , m_backBufferDepthStencil(NULL)
  520. , m_currentColor(NULL)
  521. , m_currentDepthStencil(NULL)
  522. , m_captureTexture(NULL)
  523. , m_captureResolve(NULL)
  524. , m_wireframe(false)
  525. , m_maxAnisotropy(1)
  526. , m_depthClamp(false)
  527. , m_currentProgram(NULL)
  528. , m_vsChanges(0)
  529. , m_fsChanges(0)
  530. , m_rtMsaa(false)
  531. , m_ovrRtv(NULL)
  532. , m_ovrDsv(NULL)
  533. {
  534. m_fbh.idx = invalidHandle;
  535. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  536. memset(&m_scd, 0, sizeof(m_scd) );
  537. memset(&m_windows, 0xff, sizeof(m_windows) );
  538. }
  539. ~RendererContextD3D11()
  540. {
  541. }
  542. bool init()
  543. {
  544. struct ErrorState
  545. {
  546. enum Enum
  547. {
  548. Default,
  549. LoadedD3D11,
  550. LoadedDXGI,
  551. CreatedDXGIFactory,
  552. };
  553. };
  554. ErrorState::Enum errorState = ErrorState::Default;
  555. // Must be before device creation, and before RenderDoc.
  556. m_ovr.init();
  557. if (!m_ovr.isInitialized() )
  558. {
  559. m_renderdocdll = loadRenderDoc();
  560. }
  561. m_fbh.idx = invalidHandle;
  562. memset(m_uniforms, 0, sizeof(m_uniforms) );
  563. memset(&m_resolution, 0, sizeof(m_resolution) );
  564. m_ags = NULL;
  565. m_agsdll = bx::dlopen(
  566. #if BX_ARCH_32BIT
  567. "amd_ags_x86.dll"
  568. #else
  569. "amd_ags_x64.dll"
  570. #endif // BX_ARCH_32BIT
  571. );
  572. if (NULL != m_agsdll)
  573. {
  574. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  575. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  576. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  577. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  578. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  579. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  580. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  581. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  582. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  583. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  584. bool agsSupported = true
  585. && NULL != agsInit
  586. && NULL != agsDeInit
  587. && NULL != agsGetCrossfireGPUCount
  588. && NULL != agsGetTotalGPUCount
  589. && NULL != agsGetGPUMemorySize
  590. && NULL != agsGetDriverVersionInfo
  591. && NULL != agsDriverExtensions_Init
  592. && NULL != agsDriverExtensions_DeInit
  593. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  594. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  595. ;
  596. if (agsSupported)
  597. {
  598. AGS_RETURN_CODE result = agsInit(&m_ags);
  599. agsSupported = AGS_SUCCESS == result;
  600. if (agsSupported)
  601. {
  602. AGSDriverVersionInfo vi;
  603. result = agsGetDriverVersionInfo(m_ags, &vi);
  604. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  605. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  606. int32_t numCrossfireGPUs = 0;
  607. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  608. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  609. int32_t numGPUs = 0;
  610. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  611. BX_TRACE(" Num GPUs: %d", numGPUs);
  612. for (int32_t ii = 0; ii < numGPUs; ++ii)
  613. {
  614. long long memSize;
  615. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  616. if (AGS_SUCCESS == result)
  617. {
  618. char memSizeStr[16];
  619. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  620. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  621. }
  622. }
  623. }
  624. }
  625. BX_WARN(!agsSupported, "AMD/AGS supported.");
  626. if (!agsSupported)
  627. {
  628. if (NULL != m_ags)
  629. {
  630. agsDeInit(m_ags);
  631. m_ags = NULL;
  632. }
  633. bx::dlclose(m_agsdll);
  634. m_agsdll = NULL;
  635. }
  636. }
  637. #if USE_D3D11_DYNAMIC_LIB
  638. m_d3d11dll = bx::dlopen("d3d11.dll");
  639. BX_WARN(NULL != m_d3d11dll, "Failed to load d3d11.dll.");
  640. if (NULL == m_d3d11dll)
  641. {
  642. goto error;
  643. }
  644. errorState = ErrorState::LoadedD3D11;
  645. m_d3d9dll = NULL;
  646. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  647. {
  648. // D3D11_1.h has ID3DUserDefinedAnnotation
  649. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  650. m_d3d9dll = bx::dlopen("d3d9.dll");
  651. if (NULL != m_d3d9dll)
  652. {
  653. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  654. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  655. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  656. BX_CHECK(NULL != D3DPERF_SetMarker
  657. && NULL != D3DPERF_BeginEvent
  658. && NULL != D3DPERF_EndEvent
  659. , "Failed to initialize PIX events."
  660. );
  661. }
  662. }
  663. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  664. BX_WARN(NULL != D3D11CreateDevice, "Function D3D11CreateDevice not found.");
  665. if (NULL == D3D11CreateDevice)
  666. {
  667. goto error;
  668. }
  669. m_dxgidll = bx::dlopen("dxgi.dll");
  670. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  671. if (NULL == m_dxgidll)
  672. {
  673. goto error;
  674. }
  675. errorState = ErrorState::LoadedDXGI;
  676. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  677. BX_WARN(NULL != CreateDXGIFactory, "Function CreateDXGIFactory not found.");
  678. if (NULL == CreateDXGIFactory)
  679. {
  680. goto error;
  681. }
  682. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  683. if (NULL != m_dxgidebugdll)
  684. {
  685. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  686. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  687. if (NULL == DXGIGetDebugInterface
  688. && NULL == DXGIGetDebugInterface1)
  689. {
  690. bx::dlclose(m_dxgidebugdll);
  691. m_dxgidebugdll = NULL;
  692. }
  693. else
  694. {
  695. // Figure out how to access IDXGIInfoQueue on pre Win8...
  696. }
  697. }
  698. #endif // USE_D3D11_DYNAMIC_LIB
  699. HRESULT hr;
  700. IDXGIFactory* factory;
  701. #if BX_PLATFORM_WINRT
  702. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  703. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  704. #else
  705. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  706. #endif // BX_PLATFORM_WINRT
  707. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  708. if (FAILED(hr) )
  709. {
  710. goto error;
  711. }
  712. errorState = ErrorState::CreatedDXGIFactory;
  713. m_device = (ID3D11Device*)g_platformData.context;
  714. if (NULL == m_device)
  715. {
  716. m_adapter = NULL;
  717. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  718. ? D3D_DRIVER_TYPE_WARP
  719. : D3D_DRIVER_TYPE_HARDWARE
  720. ;
  721. IDXGIAdapter* adapter;
  722. for (uint32_t ii = 0
  723. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  724. ; ++ii
  725. )
  726. {
  727. DXGI_ADAPTER_DESC desc;
  728. hr = adapter->GetDesc(&desc);
  729. if (SUCCEEDED(hr) )
  730. {
  731. BX_TRACE("Adapter #%d", ii);
  732. char description[BX_COUNTOF(desc.Description)];
  733. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  734. BX_TRACE("\tDescription: %s", description);
  735. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  736. , desc.VendorId
  737. , desc.DeviceId
  738. , desc.SubSysId
  739. , desc.Revision
  740. );
  741. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  742. , desc.DedicatedVideoMemory
  743. , desc.DedicatedSystemMemory
  744. , desc.SharedSystemMemory
  745. );
  746. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  747. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  748. ++g_caps.numGPUs;
  749. if (NULL == m_adapter)
  750. {
  751. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  752. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  753. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  754. {
  755. m_adapter = adapter;
  756. m_adapter->AddRef();
  757. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  758. }
  759. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  760. && 0 != strstr(description, "PerfHUD") )
  761. {
  762. m_adapter = adapter;
  763. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  764. }
  765. }
  766. }
  767. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  768. }
  769. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  770. D3D_FEATURE_LEVEL featureLevel[] =
  771. {
  772. D3D_FEATURE_LEVEL_11_1,
  773. D3D_FEATURE_LEVEL_11_0,
  774. D3D_FEATURE_LEVEL_10_1,
  775. D3D_FEATURE_LEVEL_10_0,
  776. D3D_FEATURE_LEVEL_9_3,
  777. D3D_FEATURE_LEVEL_9_2,
  778. D3D_FEATURE_LEVEL_9_1,
  779. };
  780. for (;;)
  781. {
  782. uint32_t flags = 0
  783. | D3D11_CREATE_DEVICE_SINGLETHREADED
  784. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  785. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  786. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  787. ;
  788. hr = E_FAIL;
  789. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  790. {
  791. hr = D3D11CreateDevice(m_adapter
  792. , m_driverType
  793. , NULL
  794. , flags
  795. , &featureLevel[ii]
  796. , BX_COUNTOF(featureLevel)-ii
  797. , D3D11_SDK_VERSION
  798. , &m_device
  799. , &m_featureLevel
  800. , &m_deviceCtx
  801. );
  802. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  803. , (m_featureLevel >> 12) & 0xf
  804. , (m_featureLevel >> 8) & 0xf
  805. );
  806. if (FAILED(hr)
  807. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  808. {
  809. // Try without debug in case D3D11 SDK Layers
  810. // is not present?
  811. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  812. continue;
  813. }
  814. // Enable debug flags.
  815. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  816. ++ii;
  817. }
  818. if (FAILED(hr)
  819. && D3D_DRIVER_TYPE_WARP != m_driverType)
  820. {
  821. // Try with WARP
  822. m_driverType = D3D_DRIVER_TYPE_WARP;
  823. continue;
  824. }
  825. break;
  826. }
  827. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  828. if (FAILED(hr) )
  829. {
  830. goto error;
  831. }
  832. if (NULL != m_adapter)
  833. {
  834. DX_RELEASE(m_adapter, 2);
  835. }
  836. }
  837. else
  838. {
  839. m_device->GetImmediateContext(&m_deviceCtx);
  840. BX_WARN(NULL != m_deviceCtx, "Unable to create Direct3D11 device.");
  841. if (NULL == m_deviceCtx)
  842. {
  843. goto error;
  844. }
  845. }
  846. {
  847. IDXGIDevice* device = NULL;
  848. IDXGIAdapter* adapter = NULL;
  849. hr = E_FAIL;
  850. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  851. {
  852. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  853. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  854. if (SUCCEEDED(hr) )
  855. {
  856. #if BX_COMPILER_MSVC
  857. BX_PRAGMA_DIAGNOSTIC_PUSH();
  858. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  859. try
  860. {
  861. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  862. hr = device->GetAdapter(&adapter);
  863. }
  864. catch (...)
  865. {
  866. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  867. DX_RELEASE(device, 0);
  868. hr = E_FAIL;
  869. }
  870. BX_PRAGMA_DIAGNOSTIC_POP();
  871. #else
  872. hr = device->GetAdapter(&adapter);
  873. #endif // BX_COMPILER_MSVC
  874. }
  875. }
  876. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  877. if (FAILED(hr) )
  878. {
  879. goto error;
  880. }
  881. // GPA increases device ref count.
  882. // RenderDoc makes device ref count 0 here.
  883. //
  884. // This causes assert in debug. When debugger is present refcount
  885. // checks are off.
  886. IDXGIDevice* renderdoc;
  887. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  888. if (SUCCEEDED(hr) )
  889. {
  890. setGraphicsDebuggerPresent(true);
  891. DX_RELEASE(renderdoc, 2);
  892. }
  893. else
  894. {
  895. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  896. DX_RELEASE(device, 2);
  897. }
  898. hr = adapter->GetDesc(&m_adapterDesc);
  899. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  900. if (FAILED(hr) )
  901. {
  902. DX_RELEASE(adapter, 2);
  903. goto error;
  904. }
  905. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  906. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  907. : (uint16_t)m_adapterDesc.VendorId
  908. ;
  909. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  910. if (NULL == g_platformData.backBuffer)
  911. {
  912. #if BX_PLATFORM_WINRT
  913. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  914. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  915. DX_RELEASE(adapter, 2);
  916. if (FAILED(hr) )
  917. {
  918. goto error;
  919. }
  920. memset(&m_scd, 0, sizeof(m_scd) );
  921. m_scd.Width = BGFX_DEFAULT_WIDTH;
  922. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  923. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  924. m_scd.Stereo = false;
  925. m_scd.SampleDesc.Count = 1;
  926. m_scd.SampleDesc.Quality = 0;
  927. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  928. m_scd.BufferCount = 2;
  929. m_scd.Scaling = 0 == g_platformData.ndt
  930. ? DXGI_SCALING_NONE
  931. : DXGI_SCALING_STRETCH;
  932. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  933. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  934. if (NULL == g_platformData.ndt)
  935. {
  936. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  937. , (::IUnknown*)g_platformData.nwh
  938. , &m_scd
  939. , NULL
  940. , &m_swapChain
  941. );
  942. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  943. }
  944. else
  945. {
  946. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  947. hr = m_factory->CreateSwapChainForComposition(m_device
  948. , &m_scd
  949. , NULL
  950. , &m_swapChain
  951. );
  952. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  953. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  954. ISwapChainBackgroundPanelNative* panel = NULL;
  955. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  956. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  957. if (NULL != panel)
  958. {
  959. hr = panel->SetSwapChain(m_swapChain);
  960. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  961. panel->Release();
  962. }
  963. }
  964. #else
  965. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  966. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  967. DX_RELEASE(adapter, 2);
  968. if (FAILED(hr) )
  969. {
  970. goto error;
  971. }
  972. memset(&m_scd, 0, sizeof(m_scd) );
  973. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  974. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  975. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  976. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  977. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  978. m_scd.SampleDesc.Count = 1;
  979. m_scd.SampleDesc.Quality = 0;
  980. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  981. m_scd.BufferCount = 1;
  982. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  983. m_scd.Windowed = true;
  984. hr = m_factory->CreateSwapChain(m_device
  985. , &m_scd
  986. , &m_swapChain
  987. );
  988. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  989. | DXGI_MWA_NO_WINDOW_CHANGES
  990. | DXGI_MWA_NO_ALT_ENTER
  991. ) );
  992. #endif // BX_PLATFORM_WINRT
  993. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  994. if (FAILED(hr) )
  995. {
  996. goto error;
  997. }
  998. }
  999. else
  1000. {
  1001. memset(&m_scd, 0, sizeof(m_scd) );
  1002. m_scd.SampleDesc.Count = 1;
  1003. m_scd.SampleDesc.Quality = 0;
  1004. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1005. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1006. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1007. }
  1008. }
  1009. m_numWindows = 1;
  1010. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1011. {
  1012. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1013. if (SUCCEEDED(hr) )
  1014. {
  1015. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1016. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1017. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1018. D3D11_INFO_QUEUE_FILTER filter;
  1019. memset(&filter, 0, sizeof(filter) );
  1020. D3D11_MESSAGE_CATEGORY catlist[] =
  1021. {
  1022. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1023. };
  1024. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1025. filter.DenyList.pCategoryList = catlist;
  1026. m_infoQueue->PushStorageFilter(&filter);
  1027. DX_RELEASE(m_infoQueue, 3);
  1028. }
  1029. }
  1030. {
  1031. UniformHandle handle = BGFX_INVALID_HANDLE;
  1032. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  1033. {
  1034. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  1035. }
  1036. g_caps.supported |= (0
  1037. | BGFX_CAPS_TEXTURE_3D
  1038. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1039. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1040. | BGFX_CAPS_FRAGMENT_DEPTH
  1041. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1042. | BGFX_CAPS_SWAP_CHAIN
  1043. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1044. | BGFX_CAPS_DRAW_INDIRECT
  1045. | BGFX_CAPS_TEXTURE_BLIT
  1046. | BGFX_CAPS_TEXTURE_READ_BACK
  1047. | BGFX_CAPS_OCCLUSION_QUERY
  1048. );
  1049. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1050. {
  1051. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1052. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1053. }
  1054. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1055. {
  1056. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1057. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1058. }
  1059. else
  1060. {
  1061. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1062. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1063. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1064. }
  1065. // 32-bit indices only supported on 9_2+.
  1066. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1067. {
  1068. g_caps.supported |= BGFX_CAPS_INDEX32;
  1069. }
  1070. // Independent blend only supported on 10_1+.
  1071. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1072. {
  1073. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1074. }
  1075. // Compute support is optional on 10_0 and 10_1 targets.
  1076. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1077. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1078. {
  1079. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1080. {
  1081. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1082. };
  1083. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1084. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1085. if (SUCCEEDED(hr)
  1086. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1087. {
  1088. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1089. }
  1090. }
  1091. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1092. {
  1093. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1094. }
  1095. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1096. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1097. {
  1098. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1099. }
  1100. else
  1101. {
  1102. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1103. {
  1104. BOOL SimpleInstancingSupported;
  1105. };
  1106. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1107. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1108. if (SUCCEEDED(hr)
  1109. && data.SimpleInstancingSupported)
  1110. {
  1111. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1112. }
  1113. }
  1114. // shadow compare is optional on 9_1 through 9_3 targets
  1115. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1116. {
  1117. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1118. {
  1119. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1120. };
  1121. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1122. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1123. if (SUCCEEDED(hr)
  1124. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1125. {
  1126. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1127. }
  1128. }
  1129. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1130. {
  1131. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1132. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  1133. ? s_textureFormat[ii].m_fmtDsv
  1134. : s_textureFormat[ii].m_fmt
  1135. ;
  1136. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1137. if (DXGI_FORMAT_UNKNOWN != fmt)
  1138. {
  1139. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1140. {
  1141. DXGI_FORMAT InFormat;
  1142. UINT OutFormatSupport;
  1143. };
  1144. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1145. data.InFormat = fmt;
  1146. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1147. if (SUCCEEDED(hr) )
  1148. {
  1149. support |= 0 != (data.OutFormatSupport & (0
  1150. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1151. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1152. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1153. ) )
  1154. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1155. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1156. ;
  1157. support |= 0 != (data.OutFormatSupport & (0
  1158. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1159. ) )
  1160. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1161. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1162. ;
  1163. support |= 0 != (data.OutFormatSupport & (0
  1164. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1165. ) )
  1166. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1167. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1168. ;
  1169. support |= 0 != (data.OutFormatSupport & (0
  1170. | D3D11_FORMAT_SUPPORT_BUFFER
  1171. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1172. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1173. ) )
  1174. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1175. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1176. ;
  1177. support |= 0 != (data.OutFormatSupport & (0
  1178. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1179. ) )
  1180. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1181. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1182. ;
  1183. support |= 0 != (data.OutFormatSupport & (0
  1184. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1185. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1186. ) )
  1187. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1188. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1189. ;
  1190. support |= 0 != (data.OutFormatSupport & (0
  1191. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1192. ) )
  1193. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1194. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1195. ;
  1196. support |= 0 != (data.OutFormatSupport & (0
  1197. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1198. ) )
  1199. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1200. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1201. ;
  1202. }
  1203. else
  1204. {
  1205. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1206. }
  1207. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1208. {
  1209. // clear image flag for additional testing
  1210. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1211. data.InFormat = s_textureFormat[ii].m_fmt;
  1212. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1213. if (SUCCEEDED(hr) )
  1214. {
  1215. support |= 0 != (data.OutFormatSupport & (0
  1216. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1217. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1218. ) )
  1219. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1220. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1221. ;
  1222. }
  1223. }
  1224. }
  1225. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1226. {
  1227. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1228. {
  1229. DXGI_FORMAT InFormat;
  1230. UINT OutFormatSupport;
  1231. };
  1232. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1233. data.InFormat = fmtSrgb;
  1234. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1235. if (SUCCEEDED(hr) )
  1236. {
  1237. support |= 0 != (data.OutFormatSupport & (0
  1238. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1239. ) )
  1240. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1241. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1242. ;
  1243. support |= 0 != (data.OutFormatSupport & (0
  1244. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1245. ) )
  1246. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1247. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1248. ;
  1249. support |= 0 != (data.OutFormatSupport & (0
  1250. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1251. ) )
  1252. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1253. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1254. ;
  1255. }
  1256. else
  1257. {
  1258. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1259. }
  1260. }
  1261. g_caps.formats[ii] = support;
  1262. }
  1263. // Init reserved part of view name.
  1264. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1265. {
  1266. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1267. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1268. }
  1269. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1270. && NULL != m_infoQueue)
  1271. {
  1272. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1273. }
  1274. { //
  1275. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1276. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1277. if (NULL != m_ags)
  1278. {
  1279. uint32_t flags;
  1280. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1281. bool hasExtensions = AGS_SUCCESS == result;
  1282. if (hasExtensions
  1283. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1284. {
  1285. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1286. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1287. }
  1288. else
  1289. {
  1290. if (hasExtensions)
  1291. {
  1292. agsDriverExtensions_DeInit(m_ags);
  1293. }
  1294. agsDeInit(m_ags);
  1295. m_ags = NULL;
  1296. }
  1297. }
  1298. }
  1299. //
  1300. updateMsaa();
  1301. postReset();
  1302. }
  1303. BGFX_GPU_PROFILER_BIND(m_device, m_deviceCtx);
  1304. return true;
  1305. error:
  1306. switch (errorState)
  1307. {
  1308. case ErrorState::CreatedDXGIFactory:
  1309. DX_RELEASE(m_swapChain, 0);
  1310. DX_RELEASE(m_deviceCtx, 0);
  1311. DX_RELEASE(m_device, 0);
  1312. DX_RELEASE(m_factory, 0);
  1313. case ErrorState::LoadedDXGI:
  1314. #if USE_D3D11_DYNAMIC_LIB
  1315. if (NULL != m_dxgidebugdll)
  1316. {
  1317. bx::dlclose(m_dxgidebugdll);
  1318. m_dxgidebugdll = NULL;
  1319. }
  1320. if (NULL != m_d3d9dll)
  1321. {
  1322. bx::dlclose(m_d3d9dll);
  1323. m_d3d9dll = NULL;
  1324. }
  1325. bx::dlclose(m_dxgidll);
  1326. m_dxgidll = NULL;
  1327. #endif // USE_D3D11_DYNAMIC_LIB
  1328. case ErrorState::LoadedD3D11:
  1329. #if USE_D3D11_DYNAMIC_LIB
  1330. bx::dlclose(m_d3d11dll);
  1331. m_d3d11dll = NULL;
  1332. #endif // USE_D3D11_DYNAMIC_LIB
  1333. case ErrorState::Default:
  1334. if (NULL != m_ags)
  1335. {
  1336. agsDeInit(m_ags);
  1337. }
  1338. bx::dlclose(m_agsdll);
  1339. m_agsdll = NULL;
  1340. unloadRenderDoc(m_renderdocdll);
  1341. m_ovr.shutdown();
  1342. break;
  1343. }
  1344. return false;
  1345. }
  1346. void shutdown()
  1347. {
  1348. BGFX_GPU_PROFILER_UNBIND();
  1349. preReset();
  1350. m_ovr.shutdown();
  1351. if (NULL != m_ags)
  1352. {
  1353. agsDeInit(m_ags);
  1354. m_ags = NULL;
  1355. }
  1356. bx::dlclose(m_agsdll);
  1357. m_agsdll = NULL;
  1358. m_deviceCtx->ClearState();
  1359. invalidateCache();
  1360. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1361. {
  1362. m_frameBuffers[ii].destroy();
  1363. }
  1364. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1365. {
  1366. m_indexBuffers[ii].destroy();
  1367. }
  1368. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1369. {
  1370. m_vertexBuffers[ii].destroy();
  1371. }
  1372. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1373. {
  1374. m_shaders[ii].destroy();
  1375. }
  1376. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1377. {
  1378. m_textures[ii].destroy();
  1379. }
  1380. DX_RELEASE(m_swapChain, 0);
  1381. DX_RELEASE(m_deviceCtx, 0);
  1382. DX_RELEASE(m_device, 0);
  1383. DX_RELEASE(m_factory, 0);
  1384. unloadRenderDoc(m_renderdocdll);
  1385. #if USE_D3D11_DYNAMIC_LIB
  1386. if (NULL != m_dxgidebugdll)
  1387. {
  1388. bx::dlclose(m_dxgidebugdll);
  1389. m_dxgidebugdll = NULL;
  1390. }
  1391. if (NULL != m_d3d9dll)
  1392. {
  1393. bx::dlclose(m_d3d9dll);
  1394. m_d3d9dll = NULL;
  1395. }
  1396. bx::dlclose(m_dxgidll);
  1397. m_dxgidll = NULL;
  1398. bx::dlclose(m_d3d11dll);
  1399. m_d3d11dll = NULL;
  1400. #endif // USE_D3D11_DYNAMIC_LIB
  1401. }
  1402. RendererType::Enum getRendererType() const BX_OVERRIDE
  1403. {
  1404. return RendererType::Direct3D11;
  1405. }
  1406. const char* getRendererName() const BX_OVERRIDE
  1407. {
  1408. return BGFX_RENDERER_DIRECT3D11_NAME;
  1409. }
  1410. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1411. {
  1412. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1413. }
  1414. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1415. {
  1416. m_indexBuffers[_handle.idx].destroy();
  1417. }
  1418. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1419. {
  1420. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1421. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1422. dump(decl);
  1423. }
  1424. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1425. {
  1426. }
  1427. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1428. {
  1429. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1430. }
  1431. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1432. {
  1433. m_vertexBuffers[_handle.idx].destroy();
  1434. }
  1435. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1436. {
  1437. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1438. }
  1439. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1440. {
  1441. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1442. }
  1443. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1444. {
  1445. m_indexBuffers[_handle.idx].destroy();
  1446. }
  1447. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1448. {
  1449. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1450. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1451. }
  1452. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1453. {
  1454. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1455. }
  1456. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1457. {
  1458. m_vertexBuffers[_handle.idx].destroy();
  1459. }
  1460. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1461. {
  1462. m_shaders[_handle.idx].create(_mem);
  1463. }
  1464. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1465. {
  1466. m_shaders[_handle.idx].destroy();
  1467. }
  1468. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1469. {
  1470. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1471. }
  1472. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1473. {
  1474. m_program[_handle.idx].destroy();
  1475. }
  1476. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1477. {
  1478. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1479. }
  1480. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1481. {
  1482. }
  1483. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1484. {
  1485. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1486. }
  1487. void updateTextureEnd() BX_OVERRIDE
  1488. {
  1489. }
  1490. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  1491. {
  1492. const TextureD3D11& texture = m_textures[_handle.idx];
  1493. D3D11_MAPPED_SUBRESOURCE mapped;
  1494. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, 0, D3D11_MAP_READ, 0, &mapped) );
  1495. uint8_t* src = (uint8_t*)mapped.pData;
  1496. uint32_t srcPitch = mapped.RowPitch;
  1497. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1498. uint8_t* dst = (uint8_t*)_data;
  1499. uint32_t dstPitch = texture.m_width*bpp/8;
  1500. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1501. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  1502. {
  1503. memcpy(dst, src, pitch);
  1504. src += srcPitch;
  1505. dst += dstPitch;
  1506. }
  1507. m_deviceCtx->Unmap(texture.m_ptr, 0);
  1508. }
  1509. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1510. {
  1511. TextureD3D11& texture = m_textures[_handle.idx];
  1512. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1513. const Memory* mem = alloc(size);
  1514. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1515. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1516. bx::write(&writer, magic);
  1517. TextureCreate tc;
  1518. tc.m_flags = texture.m_flags;
  1519. tc.m_width = _width;
  1520. tc.m_height = _height;
  1521. tc.m_sides = 0;
  1522. tc.m_depth = 0;
  1523. tc.m_numMips = 1;
  1524. tc.m_format = texture.m_requestedFormat;
  1525. tc.m_cubeMap = false;
  1526. tc.m_mem = NULL;
  1527. bx::write(&writer, tc);
  1528. texture.destroy();
  1529. texture.create(mem, tc.m_flags, 0);
  1530. release(mem);
  1531. }
  1532. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1533. {
  1534. m_textures[_handle.idx].destroy();
  1535. }
  1536. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1537. {
  1538. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1539. }
  1540. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1541. {
  1542. uint16_t denseIdx = m_numWindows++;
  1543. m_windows[denseIdx] = _handle;
  1544. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1545. }
  1546. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1547. {
  1548. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1549. if (UINT16_MAX != denseIdx)
  1550. {
  1551. --m_numWindows;
  1552. if (m_numWindows > 1)
  1553. {
  1554. FrameBufferHandle handle = m_windows[m_numWindows];
  1555. m_windows[denseIdx] = handle;
  1556. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1557. }
  1558. }
  1559. }
  1560. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1561. {
  1562. if (NULL != m_uniforms[_handle.idx])
  1563. {
  1564. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1565. }
  1566. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1567. void* data = BX_ALLOC(g_allocator, size);
  1568. memset(data, 0, size);
  1569. m_uniforms[_handle.idx] = data;
  1570. m_uniformReg.add(_handle, _name, data);
  1571. }
  1572. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1573. {
  1574. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1575. m_uniforms[_handle.idx] = NULL;
  1576. }
  1577. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1578. {
  1579. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1580. if (NULL == m_swapChain)
  1581. {
  1582. return;
  1583. }
  1584. ID3D11Texture2D* backBuffer;
  1585. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1586. D3D11_TEXTURE2D_DESC backBufferDesc;
  1587. backBuffer->GetDesc(&backBufferDesc);
  1588. D3D11_TEXTURE2D_DESC desc;
  1589. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1590. desc.SampleDesc.Count = 1;
  1591. desc.SampleDesc.Quality = 0;
  1592. desc.Usage = D3D11_USAGE_STAGING;
  1593. desc.BindFlags = 0;
  1594. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1595. ID3D11Texture2D* texture;
  1596. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1597. if (SUCCEEDED(hr) )
  1598. {
  1599. if (backBufferDesc.SampleDesc.Count == 1)
  1600. {
  1601. m_deviceCtx->CopyResource(texture, backBuffer);
  1602. }
  1603. else
  1604. {
  1605. desc.Usage = D3D11_USAGE_DEFAULT;
  1606. desc.CPUAccessFlags = 0;
  1607. ID3D11Texture2D* resolve;
  1608. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1609. if (SUCCEEDED(hr) )
  1610. {
  1611. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1612. m_deviceCtx->CopyResource(texture, resolve);
  1613. DX_RELEASE(resolve, 0);
  1614. }
  1615. }
  1616. D3D11_MAPPED_SUBRESOURCE mapped;
  1617. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1618. imageSwizzleBgra8(backBufferDesc.Width
  1619. , backBufferDesc.Height
  1620. , mapped.RowPitch
  1621. , mapped.pData
  1622. , mapped.pData
  1623. );
  1624. g_callback->screenShot(_filePath
  1625. , backBufferDesc.Width
  1626. , backBufferDesc.Height
  1627. , mapped.RowPitch
  1628. , mapped.pData
  1629. , backBufferDesc.Height*mapped.RowPitch
  1630. , false
  1631. );
  1632. m_deviceCtx->Unmap(texture, 0);
  1633. DX_RELEASE(texture, 0);
  1634. }
  1635. DX_RELEASE(backBuffer, 0);
  1636. }
  1637. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1638. {
  1639. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1640. {
  1641. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1642. , _name
  1643. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1644. );
  1645. }
  1646. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1647. , _name
  1648. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1649. );
  1650. }
  1651. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1652. {
  1653. memcpy(m_uniforms[_loc], _data, _size);
  1654. }
  1655. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1656. {
  1657. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1658. {
  1659. uint32_t size = _size*sizeof(wchar_t);
  1660. wchar_t* name = (wchar_t*)alloca(size);
  1661. mbstowcs(name, _marker, size-2);
  1662. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1663. }
  1664. }
  1665. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1666. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1667. {
  1668. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1669. uint32_t width = getBufferWidth();
  1670. uint32_t height = getBufferHeight();
  1671. if (m_ovr.isEnabled() )
  1672. {
  1673. m_ovr.getSize(width, height);
  1674. }
  1675. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1676. setFrameBuffer(fbh, false);
  1677. D3D11_VIEWPORT vp;
  1678. vp.TopLeftX = 0;
  1679. vp.TopLeftY = 0;
  1680. vp.Width = (float)width;
  1681. vp.Height = (float)height;
  1682. vp.MinDepth = 0.0f;
  1683. vp.MaxDepth = 1.0f;
  1684. deviceCtx->RSSetViewports(1, &vp);
  1685. uint64_t state = BGFX_STATE_RGB_WRITE
  1686. | BGFX_STATE_ALPHA_WRITE
  1687. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1688. ;
  1689. setBlendState(state);
  1690. setDepthStencilState(state);
  1691. setRasterizerState(state);
  1692. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1693. m_currentProgram = &program;
  1694. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1695. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1696. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1697. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1698. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1699. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1700. uint32_t stride = vertexDecl.m_stride;
  1701. uint32_t offset = 0;
  1702. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1703. setInputLayout(vertexDecl, program, 0);
  1704. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1705. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1706. float proj[16];
  1707. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1708. PredefinedUniform& predefined = program.m_predefined[0];
  1709. uint8_t flags = predefined.m_type;
  1710. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1711. commitShaderConstants();
  1712. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1713. commitTextureStage();
  1714. }
  1715. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1716. {
  1717. const uint32_t numVertices = _numIndices*4/6;
  1718. if (0 < numVertices)
  1719. {
  1720. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1721. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1722. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1723. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1724. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1725. }
  1726. }
  1727. void preReset()
  1728. {
  1729. ovrPreReset();
  1730. m_gpuTimer.preReset();
  1731. m_occlusionQuery.preReset();
  1732. if (NULL == g_platformData.backBufferDS)
  1733. {
  1734. DX_RELEASE(m_backBufferDepthStencil, 0);
  1735. }
  1736. if (NULL != m_swapChain)
  1737. {
  1738. DX_RELEASE(m_backBufferColor, 0);
  1739. }
  1740. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1741. {
  1742. m_frameBuffers[ii].preReset();
  1743. }
  1744. // invalidateCache();
  1745. capturePreReset();
  1746. }
  1747. void postReset()
  1748. {
  1749. if (NULL != m_swapChain)
  1750. {
  1751. ID3D11Texture2D* color;
  1752. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1753. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1754. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1755. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1756. : D3D11_RTV_DIMENSION_TEXTURE2D
  1757. ;
  1758. desc.Texture2D.MipSlice = 0;
  1759. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1760. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1761. : DXGI_FORMAT_R8G8B8A8_UNORM
  1762. ;
  1763. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1764. DX_RELEASE(color, 0);
  1765. }
  1766. m_gpuTimer.postReset();
  1767. m_occlusionQuery.postReset();
  1768. ovrPostReset();
  1769. // If OVR doesn't create separate depth stencil view, create default one.
  1770. if (NULL == m_backBufferDepthStencil)
  1771. {
  1772. D3D11_TEXTURE2D_DESC dsd;
  1773. dsd.Width = getBufferWidth();
  1774. dsd.Height = getBufferHeight();
  1775. dsd.MipLevels = 1;
  1776. dsd.ArraySize = 1;
  1777. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1778. dsd.SampleDesc = m_scd.SampleDesc;
  1779. dsd.Usage = D3D11_USAGE_DEFAULT;
  1780. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1781. dsd.CPUAccessFlags = 0;
  1782. dsd.MiscFlags = 0;
  1783. ID3D11Texture2D* depthStencil;
  1784. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1785. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1786. DX_RELEASE(depthStencil, 0);
  1787. }
  1788. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1789. m_currentColor = m_backBufferColor;
  1790. m_currentDepthStencil = m_backBufferDepthStencil;
  1791. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1792. {
  1793. m_frameBuffers[ii].postReset();
  1794. }
  1795. capturePostReset();
  1796. }
  1797. static bool isLost(HRESULT _hr)
  1798. {
  1799. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1800. || DXGI_ERROR_DEVICE_HUNG == _hr
  1801. || DXGI_ERROR_DEVICE_RESET == _hr
  1802. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1803. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1804. ;
  1805. }
  1806. void flip(HMD& _hmd) BX_OVERRIDE
  1807. {
  1808. if (NULL != m_swapChain)
  1809. {
  1810. HRESULT hr = S_OK;
  1811. uint32_t syncInterval = BX_ENABLED(BX_PLATFORM_WINRT)
  1812. ? 1 // sync interval of 0 is not supported on WinRT
  1813. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  1814. ;
  1815. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1816. {
  1817. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1818. }
  1819. if (SUCCEEDED(hr) )
  1820. {
  1821. if (!m_ovr.swap(_hmd) )
  1822. {
  1823. hr = m_swapChain->Present(syncInterval, 0);
  1824. }
  1825. }
  1826. if (FAILED(hr)
  1827. && isLost(hr) )
  1828. {
  1829. ++m_lost;
  1830. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1831. }
  1832. else
  1833. {
  1834. m_lost = 0;
  1835. }
  1836. }
  1837. }
  1838. void invalidateCache()
  1839. {
  1840. m_inputLayoutCache.invalidate();
  1841. m_blendStateCache.invalidate();
  1842. m_depthStencilStateCache.invalidate();
  1843. m_rasterizerStateCache.invalidate();
  1844. m_samplerStateCache.invalidate();
  1845. m_srvUavLru.invalidate();
  1846. }
  1847. void invalidateCompute()
  1848. {
  1849. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1850. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1851. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1852. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1853. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1854. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1855. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1856. }
  1857. void updateMsaa()
  1858. {
  1859. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1860. {
  1861. uint32_t msaa = s_checkMsaa[ii];
  1862. uint32_t quality = 0;
  1863. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1864. if (SUCCEEDED(hr)
  1865. && 0 < quality)
  1866. {
  1867. s_msaa[ii].Count = msaa;
  1868. s_msaa[ii].Quality = quality - 1;
  1869. last = ii;
  1870. }
  1871. else
  1872. {
  1873. s_msaa[ii] = s_msaa[last];
  1874. }
  1875. }
  1876. }
  1877. void updateResolution(const Resolution& _resolution)
  1878. {
  1879. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1880. uint32_t maxAnisotropy = 1;
  1881. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1882. {
  1883. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1884. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1885. : D3D11_REQ_MAXANISOTROPY
  1886. ;
  1887. }
  1888. if (m_maxAnisotropy != maxAnisotropy)
  1889. {
  1890. m_maxAnisotropy = maxAnisotropy;
  1891. m_samplerStateCache.invalidate();
  1892. }
  1893. bool depthClamp = true
  1894. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  1895. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  1896. ;
  1897. if (m_depthClamp != depthClamp)
  1898. {
  1899. m_depthClamp = depthClamp;
  1900. m_rasterizerStateCache.invalidate();
  1901. }
  1902. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY | BGFX_RESET_DEPTH_CLAMP);
  1903. if (m_resolution.m_width != _resolution.m_width
  1904. || m_resolution.m_height != _resolution.m_height
  1905. || m_resolution.m_flags != flags)
  1906. {
  1907. flags &= ~BGFX_RESET_INTERNAL_FORCE;
  1908. bool resize = true
  1909. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1910. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1911. ;
  1912. m_resolution = _resolution;
  1913. m_resolution.m_flags = flags;
  1914. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1915. m_textVideoMem.clear();
  1916. setBufferSize(_resolution.m_width, _resolution.m_height);
  1917. preReset();
  1918. if (NULL == m_swapChain)
  1919. {
  1920. // Updated backbuffer if it changed in PlatformData.
  1921. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1922. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1923. }
  1924. else
  1925. {
  1926. if (resize)
  1927. {
  1928. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  1929. DX_CHECK(m_swapChain->ResizeBuffers(2
  1930. , getBufferWidth()
  1931. , getBufferHeight()
  1932. , getBufferFormat()
  1933. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1934. ) );
  1935. }
  1936. else
  1937. {
  1938. updateMsaa();
  1939. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1940. DX_RELEASE(m_swapChain, 0);
  1941. SwapChainDesc* scd = &m_scd;
  1942. SwapChainDesc swapChainScd;
  1943. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  1944. && m_ovr.isInitialized() )
  1945. {
  1946. swapChainScd = m_scd;
  1947. swapChainScd.SampleDesc = s_msaa[0];
  1948. scd = &swapChainScd;
  1949. }
  1950. #if BX_PLATFORM_WINRT
  1951. HRESULT hr;
  1952. if (g_platformData.ndt == 0)
  1953. {
  1954. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1955. , (::IUnknown*)g_platformData.nwh
  1956. , scd
  1957. , NULL
  1958. , &m_swapChain
  1959. );
  1960. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1961. }
  1962. else
  1963. {
  1964. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  1965. hr = m_factory->CreateSwapChainForComposition(m_device
  1966. , &m_scd
  1967. , NULL
  1968. , &m_swapChain
  1969. );
  1970. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1971. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1972. ISwapChainBackgroundPanelNative* panel = NULL;
  1973. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  1974. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1975. if (NULL != panel)
  1976. {
  1977. hr = panel->SetSwapChain(m_swapChain);
  1978. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1979. panel->Release();
  1980. }
  1981. }
  1982. #else
  1983. HRESULT hr;
  1984. hr = m_factory->CreateSwapChain(m_device
  1985. , scd
  1986. , &m_swapChain
  1987. );
  1988. #endif // BX_PLATFORM_WINRT
  1989. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1990. }
  1991. }
  1992. postReset();
  1993. }
  1994. if (recenter)
  1995. {
  1996. m_ovr.recenter();
  1997. }
  1998. }
  1999. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2000. {
  2001. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2002. {
  2003. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2004. m_fsChanges += _numRegs;
  2005. }
  2006. else
  2007. {
  2008. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2009. m_vsChanges += _numRegs;
  2010. }
  2011. }
  2012. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2013. {
  2014. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2015. }
  2016. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2017. {
  2018. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2019. }
  2020. void commitShaderConstants()
  2021. {
  2022. if (0 < m_vsChanges)
  2023. {
  2024. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2025. {
  2026. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2027. }
  2028. m_vsChanges = 0;
  2029. }
  2030. if (0 < m_fsChanges)
  2031. {
  2032. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2033. {
  2034. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2035. }
  2036. m_fsChanges = 0;
  2037. }
  2038. }
  2039. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2040. {
  2041. if (isValid(m_fbh)
  2042. && m_fbh.idx != _fbh.idx
  2043. && m_rtMsaa)
  2044. {
  2045. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2046. frameBuffer.resolve();
  2047. }
  2048. if (!isValid(_fbh) )
  2049. {
  2050. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2051. m_currentColor = m_backBufferColor;
  2052. m_currentDepthStencil = m_backBufferDepthStencil;
  2053. }
  2054. else
  2055. {
  2056. invalidateTextureStage();
  2057. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2058. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  2059. m_currentColor = frameBuffer.m_rtv[0];
  2060. m_currentDepthStencil = frameBuffer.m_dsv;
  2061. }
  2062. m_fbh = _fbh;
  2063. m_rtMsaa = _msaa;
  2064. }
  2065. void clear(const Clear& _clear, const float _palette[][4])
  2066. {
  2067. if (isValid(m_fbh) )
  2068. {
  2069. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2070. frameBuffer.clear(_clear, _palette);
  2071. }
  2072. else
  2073. {
  2074. if (NULL != m_currentColor
  2075. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2076. {
  2077. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2078. {
  2079. uint8_t index = _clear.m_index[0];
  2080. if (UINT8_MAX != index)
  2081. {
  2082. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2083. }
  2084. }
  2085. else
  2086. {
  2087. float frgba[4] =
  2088. {
  2089. _clear.m_index[0]*1.0f/255.0f,
  2090. _clear.m_index[1]*1.0f/255.0f,
  2091. _clear.m_index[2]*1.0f/255.0f,
  2092. _clear.m_index[3]*1.0f/255.0f,
  2093. };
  2094. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2095. }
  2096. }
  2097. if (NULL != m_currentDepthStencil
  2098. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2099. {
  2100. DWORD flags = 0;
  2101. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2102. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2103. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2104. }
  2105. }
  2106. }
  2107. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2108. {
  2109. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  2110. layoutHash ^= _numInstanceData;
  2111. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2112. if (NULL == layout)
  2113. {
  2114. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2115. VertexDecl decl;
  2116. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  2117. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  2118. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2119. {
  2120. uint16_t mask = attrMask[ii];
  2121. uint16_t attr = (decl.m_attributes[ii] & mask);
  2122. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2123. }
  2124. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  2125. uint32_t num = uint32_t(elem-vertexElements);
  2126. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2127. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2128. {
  2129. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2130. uint32_t jj;
  2131. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2132. for (jj = 0; jj < num; ++jj)
  2133. {
  2134. curr = &vertexElements[jj];
  2135. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  2136. && curr->SemanticIndex == index)
  2137. {
  2138. break;
  2139. }
  2140. }
  2141. if (jj == num)
  2142. {
  2143. curr = elem;
  2144. ++elem;
  2145. }
  2146. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2147. curr->InputSlot = 1;
  2148. curr->SemanticIndex = index;
  2149. curr->AlignedByteOffset = ii*16;
  2150. }
  2151. num = uint32_t(elem-vertexElements);
  2152. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2153. , num
  2154. , _program.m_vsh->m_code->data
  2155. , _program.m_vsh->m_code->size
  2156. , &layout
  2157. ) );
  2158. m_inputLayoutCache.add(layoutHash, layout);
  2159. }
  2160. m_deviceCtx->IASetInputLayout(layout);
  2161. }
  2162. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2163. {
  2164. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2165. const uint64_t hash = _state;
  2166. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2167. if (NULL == bs)
  2168. {
  2169. D3D11_BLEND_DESC desc;
  2170. memset(&desc, 0, sizeof(desc) );
  2171. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2172. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2173. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2174. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  2175. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2176. const uint32_t srcRGB = (blend ) & 0xf;
  2177. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2178. const uint32_t srcA = (blend >> 8) & 0xf;
  2179. const uint32_t dstA = (blend >> 12) & 0xf;
  2180. const uint32_t equRGB = (equation ) & 0x7;
  2181. const uint32_t equA = (equation >> 3) & 0x7;
  2182. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2183. drt->DestBlend = s_blendFactor[dstRGB][0];
  2184. drt->BlendOp = s_blendEquation[equRGB];
  2185. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2186. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2187. drt->BlendOpAlpha = s_blendEquation[equA];
  2188. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2189. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2190. : 0
  2191. ;
  2192. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2193. ? D3D11_COLOR_WRITE_ENABLE_RED
  2194. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2195. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2196. : 0
  2197. ;
  2198. drt->RenderTargetWriteMask = writeMask;
  2199. if (desc.IndependentBlendEnable)
  2200. {
  2201. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2202. {
  2203. drt = &desc.RenderTarget[ii];
  2204. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2205. const uint32_t src = (rgba ) & 0xf;
  2206. const uint32_t dst = (rgba >> 4) & 0xf;
  2207. const uint32_t equ = (rgba >> 8) & 0x7;
  2208. drt->SrcBlend = s_blendFactor[src][0];
  2209. drt->DestBlend = s_blendFactor[dst][0];
  2210. drt->BlendOp = s_blendEquation[equ];
  2211. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2212. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2213. drt->BlendOpAlpha = s_blendEquation[equ];
  2214. drt->RenderTargetWriteMask = writeMask;
  2215. }
  2216. }
  2217. else
  2218. {
  2219. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2220. {
  2221. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2222. }
  2223. }
  2224. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2225. m_blendStateCache.add(hash, bs);
  2226. }
  2227. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  2228. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  2229. bool hasFactor = false
  2230. || f0 == (_state & f0)
  2231. || f1 == (_state & f1)
  2232. ;
  2233. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2234. if (hasFactor)
  2235. {
  2236. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2237. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2238. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2239. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2240. }
  2241. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2242. }
  2243. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2244. {
  2245. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2246. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2247. uint32_t fstencil = unpackStencil(0, _stencil);
  2248. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2249. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2250. bx::HashMurmur2A murmur;
  2251. murmur.begin();
  2252. murmur.add(_state);
  2253. murmur.add(_stencil);
  2254. uint32_t hash = murmur.end();
  2255. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2256. if (NULL == dss)
  2257. {
  2258. D3D11_DEPTH_STENCIL_DESC desc;
  2259. memset(&desc, 0, sizeof(desc) );
  2260. desc.DepthEnable = 0 != func;
  2261. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2262. desc.DepthFunc = s_cmpFunc[func];
  2263. uint32_t bstencil = unpackStencil(1, _stencil);
  2264. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2265. bstencil = frontAndBack ? bstencil : fstencil;
  2266. desc.StencilEnable = 0 != _stencil;
  2267. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2268. desc.StencilWriteMask = 0xff;
  2269. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2270. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2271. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2272. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2273. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2274. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2275. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2276. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2277. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2278. m_depthStencilStateCache.add(hash, dss);
  2279. }
  2280. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2281. }
  2282. void setDebugWireframe(bool _wireframe)
  2283. {
  2284. if (m_wireframe != _wireframe)
  2285. {
  2286. m_wireframe = _wireframe;
  2287. m_rasterizerStateCache.invalidate();
  2288. }
  2289. }
  2290. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2291. {
  2292. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  2293. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2294. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2295. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2296. if (NULL == rs)
  2297. {
  2298. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2299. D3D11_RASTERIZER_DESC desc;
  2300. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2301. desc.CullMode = s_cullMode[cull];
  2302. desc.FrontCounterClockwise = false;
  2303. desc.DepthBias = 0;
  2304. desc.DepthBiasClamp = 0.0f;
  2305. desc.SlopeScaledDepthBias = 0.0f;
  2306. desc.DepthClipEnable = !m_depthClamp;
  2307. desc.ScissorEnable = _scissor;
  2308. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2309. desc.AntialiasedLineEnable = false;
  2310. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2311. m_rasterizerStateCache.add(_state, rs);
  2312. }
  2313. m_deviceCtx->RSSetState(rs);
  2314. }
  2315. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2316. {
  2317. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2318. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2319. uint32_t hash;
  2320. ID3D11SamplerState* sampler;
  2321. if (!needBorderColor(_flags) )
  2322. {
  2323. bx::HashMurmur2A murmur;
  2324. murmur.begin();
  2325. murmur.add(_flags);
  2326. murmur.add(-1);
  2327. hash = murmur.end();
  2328. _rgba = s_zero.m_zerof;
  2329. sampler = m_samplerStateCache.find(hash);
  2330. }
  2331. else
  2332. {
  2333. bx::HashMurmur2A murmur;
  2334. murmur.begin();
  2335. murmur.add(_flags);
  2336. murmur.add(index);
  2337. hash = murmur.end();
  2338. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2339. sampler = m_samplerStateCache.find(hash);
  2340. if (NULL != sampler)
  2341. {
  2342. D3D11_SAMPLER_DESC sd;
  2343. sampler->GetDesc(&sd);
  2344. if (0 != memcmp(_rgba, sd.BorderColor, 16) )
  2345. {
  2346. // Sampler will be released when updated sampler
  2347. // is added to cache.
  2348. sampler = NULL;
  2349. }
  2350. }
  2351. }
  2352. if (NULL == sampler)
  2353. {
  2354. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2355. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2356. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2357. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2358. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2359. D3D11_SAMPLER_DESC sd;
  2360. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2361. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2362. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2363. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2364. sd.MipLODBias = 0.0f;
  2365. sd.MaxAnisotropy = m_maxAnisotropy;
  2366. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2367. sd.BorderColor[0] = _rgba[0];
  2368. sd.BorderColor[1] = _rgba[1];
  2369. sd.BorderColor[2] = _rgba[2];
  2370. sd.BorderColor[3] = _rgba[3];
  2371. sd.MinLOD = 0;
  2372. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2373. m_device->CreateSamplerState(&sd, &sampler);
  2374. DX_CHECK_REFCOUNT(sampler, 1);
  2375. m_samplerStateCache.add(hash, sampler);
  2376. }
  2377. return sampler;
  2378. }
  2379. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2380. {
  2381. m_occlusionQuery.resolve(_render);
  2382. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2383. }
  2384. DXGI_FORMAT getBufferFormat()
  2385. {
  2386. #if BX_PLATFORM_WINRT
  2387. return m_scd.Format;
  2388. #else
  2389. return m_scd.BufferDesc.Format;
  2390. #endif
  2391. }
  2392. uint32_t getBufferWidth()
  2393. {
  2394. #if BX_PLATFORM_WINRT
  2395. return m_scd.Width;
  2396. #else
  2397. return m_scd.BufferDesc.Width;
  2398. #endif
  2399. }
  2400. uint32_t getBufferHeight()
  2401. {
  2402. #if BX_PLATFORM_WINRT
  2403. return m_scd.Height;
  2404. #else
  2405. return m_scd.BufferDesc.Height;
  2406. #endif
  2407. }
  2408. void setBufferSize(uint32_t _width, uint32_t _height)
  2409. {
  2410. #if BX_PLATFORM_WINRT
  2411. m_scd.Width = _width;
  2412. m_scd.Height = _height;
  2413. #else
  2414. m_scd.BufferDesc.Width = _width;
  2415. m_scd.BufferDesc.Height = _height;
  2416. #endif
  2417. }
  2418. void commitTextureStage()
  2419. {
  2420. // vertex texture fetch not supported on 9_1 through 9_3
  2421. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2422. {
  2423. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2424. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2425. }
  2426. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2427. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2428. }
  2429. void invalidateTextureStage()
  2430. {
  2431. m_textureStage.clear();
  2432. commitTextureStage();
  2433. }
  2434. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2435. {
  2436. bx::HashMurmur2A murmur;
  2437. murmur.begin();
  2438. murmur.add(_handle);
  2439. murmur.add(_mip);
  2440. murmur.add(0);
  2441. uint32_t hash = murmur.end();
  2442. IUnknown** ptr = m_srvUavLru.find(hash);
  2443. ID3D11UnorderedAccessView* uav;
  2444. if (NULL == ptr)
  2445. {
  2446. TextureD3D11& texture = m_textures[_handle.idx];
  2447. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2448. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2449. switch (texture.m_type)
  2450. {
  2451. case TextureD3D11::Texture2D:
  2452. case TextureD3D11::TextureCube:
  2453. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2454. desc.Texture2D.MipSlice = _mip;
  2455. break;
  2456. case TextureD3D11::Texture3D:
  2457. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2458. desc.Texture3D.MipSlice = _mip;
  2459. desc.Texture3D.FirstWSlice = 0;
  2460. desc.Texture3D.WSize = UINT32_MAX;
  2461. break;
  2462. }
  2463. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2464. m_srvUavLru.add(hash, uav, _handle.idx);
  2465. }
  2466. else
  2467. {
  2468. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2469. }
  2470. return uav;
  2471. }
  2472. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2473. {
  2474. bx::HashMurmur2A murmur;
  2475. murmur.begin();
  2476. murmur.add(_handle);
  2477. murmur.add(_mip);
  2478. murmur.add(0);
  2479. uint32_t hash = murmur.end();
  2480. IUnknown** ptr = m_srvUavLru.find(hash);
  2481. ID3D11ShaderResourceView* srv;
  2482. if (NULL == ptr)
  2483. {
  2484. TextureD3D11& texture = m_textures[_handle.idx];
  2485. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2486. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2487. switch (texture.m_type)
  2488. {
  2489. case TextureD3D11::Texture2D:
  2490. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2491. desc.Texture2D.MostDetailedMip = _mip;
  2492. desc.Texture2D.MipLevels = 1;
  2493. break;
  2494. case TextureD3D11::TextureCube:
  2495. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2496. desc.TextureCube.MostDetailedMip = _mip;
  2497. desc.TextureCube.MipLevels = 1;
  2498. break;
  2499. case TextureD3D11::Texture3D:
  2500. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2501. desc.Texture3D.MostDetailedMip = _mip;
  2502. desc.Texture3D.MipLevels = 1;
  2503. break;
  2504. }
  2505. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2506. m_srvUavLru.add(hash, srv, _handle.idx);
  2507. }
  2508. else
  2509. {
  2510. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2511. }
  2512. return srv;
  2513. }
  2514. void ovrPostReset()
  2515. {
  2516. #if BGFX_CONFIG_USE_OVR
  2517. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2518. {
  2519. ovrD3D11Config config;
  2520. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  2521. # if OVR_VERSION > OVR_VERSION_043
  2522. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  2523. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  2524. config.D3D11.pBackBufferUAV = NULL;
  2525. # else
  2526. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  2527. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  2528. # endif // OVR_VERSION > OVR_VERSION_042
  2529. config.D3D11.Header.Multisample = 0;
  2530. config.D3D11.pDevice = m_device;
  2531. config.D3D11.pDeviceContext = m_deviceCtx;
  2532. config.D3D11.pBackBufferRT = m_backBufferColor;
  2533. config.D3D11.pSwapChain = m_swapChain;
  2534. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  2535. {
  2536. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  2537. const Memory* mem = alloc(size);
  2538. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  2539. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  2540. bx::write(&writer, magic);
  2541. TextureCreate tc;
  2542. tc.m_flags = BGFX_TEXTURE_RT|( ((m_flags & BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT) << BGFX_TEXTURE_RT_MSAA_SHIFT);
  2543. tc.m_width = m_ovr.m_rtSize.w;
  2544. tc.m_height = m_ovr.m_rtSize.h;
  2545. tc.m_sides = 0;
  2546. tc.m_depth = 0;
  2547. tc.m_numMips = 1;
  2548. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  2549. tc.m_cubeMap = false;
  2550. tc.m_mem = NULL;
  2551. bx::write(&writer, tc);
  2552. m_ovrRT.create(mem, tc.m_flags, 0);
  2553. release(mem);
  2554. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  2555. D3D11_TEXTURE2D_DESC dsd;
  2556. dsd.Width = m_ovr.m_rtSize.w;
  2557. dsd.Height = m_ovr.m_rtSize.h;
  2558. dsd.MipLevels = 1;
  2559. dsd.ArraySize = 1;
  2560. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2561. dsd.SampleDesc = m_scd.SampleDesc;
  2562. dsd.Usage = D3D11_USAGE_DEFAULT;
  2563. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2564. dsd.CPUAccessFlags = 0;
  2565. dsd.MiscFlags = 0;
  2566. ID3D11Texture2D* depthStencil;
  2567. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2568. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  2569. DX_RELEASE(depthStencil, 0);
  2570. ovrD3D11Texture texture;
  2571. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  2572. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  2573. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  2574. texture.D3D11.pSRView = m_ovrRT.m_srv;
  2575. m_ovr.postReset(texture.Texture);
  2576. bx::xchg(m_ovrRtv, m_backBufferColor);
  2577. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2578. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2579. }
  2580. }
  2581. #endif // BGFX_CONFIG_USE_OVR
  2582. }
  2583. void ovrPreReset()
  2584. {
  2585. #if BGFX_CONFIG_USE_OVR
  2586. m_ovr.preReset();
  2587. if (NULL != m_ovrRtv)
  2588. {
  2589. bx::xchg(m_ovrRtv, m_backBufferColor);
  2590. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2591. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2592. DX_RELEASE(m_ovrRtv, 0);
  2593. DX_RELEASE(m_ovrDsv, 0);
  2594. m_ovrRT.destroy();
  2595. }
  2596. #endif // BGFX_CONFIG_USE_OVR
  2597. }
  2598. void capturePostReset()
  2599. {
  2600. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2601. {
  2602. ID3D11Texture2D* backBuffer;
  2603. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2604. D3D11_TEXTURE2D_DESC backBufferDesc;
  2605. backBuffer->GetDesc(&backBufferDesc);
  2606. D3D11_TEXTURE2D_DESC desc;
  2607. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2608. desc.SampleDesc.Count = 1;
  2609. desc.SampleDesc.Quality = 0;
  2610. desc.Usage = D3D11_USAGE_STAGING;
  2611. desc.BindFlags = 0;
  2612. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2613. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2614. if (SUCCEEDED(hr) )
  2615. {
  2616. if (backBufferDesc.SampleDesc.Count != 1)
  2617. {
  2618. desc.Usage = D3D11_USAGE_DEFAULT;
  2619. desc.CPUAccessFlags = 0;
  2620. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2621. }
  2622. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2623. }
  2624. DX_RELEASE(backBuffer, 0);
  2625. }
  2626. }
  2627. void capturePreReset()
  2628. {
  2629. if (NULL != m_captureTexture)
  2630. {
  2631. g_callback->captureEnd();
  2632. }
  2633. DX_RELEASE(m_captureResolve, 0);
  2634. DX_RELEASE(m_captureTexture, 0);
  2635. }
  2636. void capture()
  2637. {
  2638. if (NULL != m_captureTexture)
  2639. {
  2640. ID3D11Texture2D* backBuffer;
  2641. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2642. if (NULL == m_captureResolve)
  2643. {
  2644. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2645. }
  2646. else
  2647. {
  2648. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2649. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2650. }
  2651. D3D11_MAPPED_SUBRESOURCE mapped;
  2652. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2653. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2654. m_deviceCtx->Unmap(m_captureTexture, 0);
  2655. DX_RELEASE(backBuffer, 0);
  2656. }
  2657. }
  2658. void commit(UniformBuffer& _uniformBuffer)
  2659. {
  2660. _uniformBuffer.reset();
  2661. for (;;)
  2662. {
  2663. uint32_t opcode = _uniformBuffer.read();
  2664. if (UniformType::End == opcode)
  2665. {
  2666. break;
  2667. }
  2668. UniformType::Enum type;
  2669. uint16_t loc;
  2670. uint16_t num;
  2671. uint16_t copy;
  2672. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2673. const char* data;
  2674. if (copy)
  2675. {
  2676. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2677. }
  2678. else
  2679. {
  2680. UniformHandle handle;
  2681. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2682. data = (const char*)m_uniforms[handle.idx];
  2683. }
  2684. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2685. case UniformType::_uniform: \
  2686. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2687. { \
  2688. setShaderUniform(uint8_t(type), loc, data, num); \
  2689. } \
  2690. break;
  2691. switch ( (uint32_t)type)
  2692. {
  2693. case UniformType::Mat3:
  2694. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2695. {
  2696. float* value = (float*)data;
  2697. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2698. {
  2699. Matrix4 mtx;
  2700. mtx.un.val[ 0] = value[0];
  2701. mtx.un.val[ 1] = value[1];
  2702. mtx.un.val[ 2] = value[2];
  2703. mtx.un.val[ 3] = 0.0f;
  2704. mtx.un.val[ 4] = value[3];
  2705. mtx.un.val[ 5] = value[4];
  2706. mtx.un.val[ 6] = value[5];
  2707. mtx.un.val[ 7] = 0.0f;
  2708. mtx.un.val[ 8] = value[6];
  2709. mtx.un.val[ 9] = value[7];
  2710. mtx.un.val[10] = value[8];
  2711. mtx.un.val[11] = 0.0f;
  2712. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2713. }
  2714. }
  2715. break;
  2716. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2717. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2718. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2719. case UniformType::End:
  2720. break;
  2721. default:
  2722. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2723. break;
  2724. }
  2725. #undef CASE_IMPLEMENT_UNIFORM
  2726. }
  2727. }
  2728. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2729. {
  2730. uint32_t width;
  2731. uint32_t height;
  2732. if (isValid(m_fbh) )
  2733. {
  2734. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2735. width = fb.m_width;
  2736. height = fb.m_height;
  2737. }
  2738. else
  2739. {
  2740. width = getBufferWidth();
  2741. height = getBufferHeight();
  2742. }
  2743. if (0 == _rect.m_x
  2744. && 0 == _rect.m_y
  2745. && width == _rect.m_width
  2746. && height == _rect.m_height)
  2747. {
  2748. clear(_clear, _palette);
  2749. }
  2750. else
  2751. {
  2752. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2753. uint64_t state = 0;
  2754. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2755. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2756. uint64_t stencil = 0;
  2757. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2758. | BGFX_STENCIL_TEST_ALWAYS
  2759. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2760. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2761. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2762. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2763. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2764. : 0
  2765. ;
  2766. setBlendState(state);
  2767. setDepthStencilState(state, stencil);
  2768. setRasterizerState(state);
  2769. uint32_t numMrt = 1;
  2770. FrameBufferHandle fbh = m_fbh;
  2771. if (isValid(fbh) )
  2772. {
  2773. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2774. numMrt = bx::uint32_max(1, fb.m_num);
  2775. }
  2776. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2777. m_currentProgram = &program;
  2778. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2779. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2780. if (NULL != m_currentColor)
  2781. {
  2782. const ShaderD3D11* fsh = program.m_fsh;
  2783. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2784. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2785. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2786. {
  2787. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2788. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2789. {
  2790. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2791. memcpy(mrtClear[ii], _palette[index], 16);
  2792. }
  2793. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2794. }
  2795. else
  2796. {
  2797. float rgba[4] =
  2798. {
  2799. _clear.m_index[0]*1.0f/255.0f,
  2800. _clear.m_index[1]*1.0f/255.0f,
  2801. _clear.m_index[2]*1.0f/255.0f,
  2802. _clear.m_index[3]*1.0f/255.0f,
  2803. };
  2804. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2805. }
  2806. }
  2807. else
  2808. {
  2809. deviceCtx->PSSetShader(NULL, NULL, 0);
  2810. }
  2811. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2812. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2813. const uint32_t stride = vertexDecl.m_stride;
  2814. const uint32_t offset = 0;
  2815. {
  2816. struct Vertex
  2817. {
  2818. float m_x;
  2819. float m_y;
  2820. float m_z;
  2821. };
  2822. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2823. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2824. const float depth = _clear.m_depth;
  2825. vertex->m_x = -1.0f;
  2826. vertex->m_y = -1.0f;
  2827. vertex->m_z = depth;
  2828. vertex++;
  2829. vertex->m_x = 1.0f;
  2830. vertex->m_y = -1.0f;
  2831. vertex->m_z = depth;
  2832. vertex++;
  2833. vertex->m_x = -1.0f;
  2834. vertex->m_y = 1.0f;
  2835. vertex->m_z = depth;
  2836. vertex++;
  2837. vertex->m_x = 1.0f;
  2838. vertex->m_y = 1.0f;
  2839. vertex->m_z = depth;
  2840. }
  2841. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2842. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2843. setInputLayout(vertexDecl, program, 0);
  2844. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2845. deviceCtx->Draw(4, 0);
  2846. }
  2847. }
  2848. void* m_d3d9dll;
  2849. void* m_d3d11dll;
  2850. void* m_dxgidll;
  2851. void* m_dxgidebugdll;
  2852. void* m_renderdocdll;
  2853. void* m_agsdll;
  2854. AGSContext* m_ags;
  2855. D3D_DRIVER_TYPE m_driverType;
  2856. D3D_FEATURE_LEVEL m_featureLevel;
  2857. IDXGIAdapter* m_adapter;
  2858. DXGI_ADAPTER_DESC m_adapterDesc;
  2859. #if BX_PLATFORM_WINRT
  2860. IDXGIFactory2* m_factory;
  2861. IDXGISwapChain1* m_swapChain;
  2862. #else
  2863. IDXGIFactory* m_factory;
  2864. IDXGISwapChain* m_swapChain;
  2865. #endif // BX_PLATFORM_WINRT
  2866. uint16_t m_lost;
  2867. uint16_t m_numWindows;
  2868. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2869. ID3D11Device* m_device;
  2870. ID3D11DeviceContext* m_deviceCtx;
  2871. ID3D11InfoQueue* m_infoQueue;
  2872. TimerQueryD3D11 m_gpuTimer;
  2873. OcclusionQueryD3D11 m_occlusionQuery;
  2874. ID3D11RenderTargetView* m_backBufferColor;
  2875. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2876. ID3D11RenderTargetView* m_currentColor;
  2877. ID3D11DepthStencilView* m_currentDepthStencil;
  2878. ID3D11Texture2D* m_captureTexture;
  2879. ID3D11Texture2D* m_captureResolve;
  2880. Resolution m_resolution;
  2881. bool m_wireframe;
  2882. #if BX_PLATFORM_WINRT
  2883. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  2884. #else
  2885. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  2886. #endif // BX_PLATFORM_WINRT
  2887. SwapChainDesc m_scd;
  2888. uint32_t m_maxAnisotropy;
  2889. bool m_depthClamp;
  2890. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2891. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2892. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2893. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2894. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2895. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2896. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2897. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2898. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2899. UniformRegistry m_uniformReg;
  2900. ViewState m_viewState;
  2901. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2902. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2903. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2904. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2905. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2906. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  2907. TextVideoMem m_textVideoMem;
  2908. TextureStage m_textureStage;
  2909. ProgramD3D11* m_currentProgram;
  2910. uint8_t m_vsScratch[64<<10];
  2911. uint8_t m_fsScratch[64<<10];
  2912. uint32_t m_vsChanges;
  2913. uint32_t m_fsChanges;
  2914. FrameBufferHandle m_fbh;
  2915. bool m_rtMsaa;
  2916. OVR m_ovr;
  2917. TextureD3D11 m_ovrRT;
  2918. ID3D11RenderTargetView* m_ovrRtv;
  2919. ID3D11DepthStencilView* m_ovrDsv;
  2920. };
  2921. static RendererContextD3D11* s_renderD3D11;
  2922. RendererContextI* rendererCreate()
  2923. {
  2924. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2925. if (!s_renderD3D11->init() )
  2926. {
  2927. BX_DELETE(g_allocator, s_renderD3D11);
  2928. s_renderD3D11 = NULL;
  2929. }
  2930. return s_renderD3D11;
  2931. }
  2932. void rendererDestroy()
  2933. {
  2934. s_renderD3D11->shutdown();
  2935. BX_DELETE(g_allocator, s_renderD3D11);
  2936. s_renderD3D11 = NULL;
  2937. }
  2938. void trim()
  2939. {
  2940. #if BX_PLATFORM_WINRT
  2941. if (NULL != s_renderD3D11)
  2942. {
  2943. if (s_renderD3D11->m_device)
  2944. {
  2945. IDXGIDevice3* pDXGIDevice;
  2946. HRESULT hr = s_renderD3D11->m_device->QueryInterface(__uuidof(IDXGIDevice3),(void **)&pDXGIDevice);
  2947. if (SUCCEEDED(hr) )
  2948. {
  2949. pDXGIDevice->Trim();
  2950. pDXGIDevice->Release();
  2951. }
  2952. }
  2953. }
  2954. #endif // BX_PLATFORM_WINRT
  2955. }
  2956. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2957. {
  2958. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2959. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2960. {
  2961. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  2962. _offset += _stride;
  2963. }
  2964. }
  2965. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2966. {
  2967. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2968. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2969. {
  2970. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  2971. _offset += _stride;
  2972. }
  2973. }
  2974. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2975. {
  2976. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2977. }
  2978. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2979. {
  2980. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2981. }
  2982. struct UavFormat
  2983. {
  2984. DXGI_FORMAT format[3];
  2985. uint32_t stride;
  2986. };
  2987. static const UavFormat s_uavFormat[] =
  2988. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2989. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2990. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2991. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2992. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2993. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2994. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2995. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2996. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2997. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2998. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2999. };
  3000. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3001. {
  3002. m_uav = NULL;
  3003. m_size = _size;
  3004. m_flags = _flags;
  3005. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3006. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3007. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3008. m_dynamic = NULL == _data && !needUav;
  3009. D3D11_BUFFER_DESC desc;
  3010. desc.ByteWidth = _size;
  3011. desc.BindFlags = 0
  3012. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3013. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3014. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3015. ;
  3016. desc.MiscFlags = 0
  3017. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3018. ;
  3019. desc.StructureByteStride = 0;
  3020. DXGI_FORMAT format;
  3021. uint32_t stride;
  3022. if (drawIndirect)
  3023. {
  3024. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3025. stride = 16;
  3026. }
  3027. else
  3028. {
  3029. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3030. if (0 == uavFormat)
  3031. {
  3032. if (_vertex)
  3033. {
  3034. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3035. stride = 16;
  3036. }
  3037. else
  3038. {
  3039. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3040. {
  3041. format = DXGI_FORMAT_R16_UINT;
  3042. stride = 2;
  3043. }
  3044. else
  3045. {
  3046. format = DXGI_FORMAT_R32_UINT;
  3047. stride = 4;
  3048. }
  3049. }
  3050. }
  3051. else
  3052. {
  3053. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3054. format = s_uavFormat[uavFormat].format[uavType];
  3055. stride = s_uavFormat[uavFormat].stride;
  3056. }
  3057. }
  3058. ID3D11Device* device = s_renderD3D11->m_device;
  3059. if (needUav)
  3060. {
  3061. desc.Usage = D3D11_USAGE_DEFAULT;
  3062. desc.CPUAccessFlags = 0;
  3063. desc.StructureByteStride = _stride;
  3064. DX_CHECK(device->CreateBuffer(&desc
  3065. , NULL
  3066. , &m_ptr
  3067. ) );
  3068. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3069. uavd.Format = format;
  3070. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3071. uavd.Buffer.FirstElement = 0;
  3072. uavd.Buffer.NumElements = m_size / stride;
  3073. uavd.Buffer.Flags = 0;
  3074. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3075. , &uavd
  3076. , &m_uav
  3077. ) );
  3078. }
  3079. else if (m_dynamic)
  3080. {
  3081. desc.Usage = D3D11_USAGE_DYNAMIC;
  3082. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3083. DX_CHECK(device->CreateBuffer(&desc
  3084. , NULL
  3085. , &m_ptr
  3086. ) );
  3087. }
  3088. else
  3089. {
  3090. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3091. desc.CPUAccessFlags = 0;
  3092. D3D11_SUBRESOURCE_DATA srd;
  3093. srd.pSysMem = _data;
  3094. srd.SysMemPitch = 0;
  3095. srd.SysMemSlicePitch = 0;
  3096. DX_CHECK(device->CreateBuffer(&desc
  3097. , &srd
  3098. , &m_ptr
  3099. ) );
  3100. }
  3101. if (needSrv)
  3102. {
  3103. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3104. srvd.Format = format;
  3105. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3106. srvd.Buffer.FirstElement = 0;
  3107. srvd.Buffer.NumElements = m_size / stride;
  3108. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3109. , &srvd
  3110. , &m_srv
  3111. ) );
  3112. }
  3113. }
  3114. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3115. {
  3116. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3117. BX_CHECK(m_dynamic, "Must be dynamic!");
  3118. #if 0
  3119. BX_UNUSED(_discard);
  3120. D3D11_BUFFER_DESC desc;
  3121. desc.ByteWidth = _size;
  3122. desc.Usage = D3D11_USAGE_STAGING;
  3123. desc.BindFlags = 0;
  3124. desc.MiscFlags = 0;
  3125. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3126. desc.StructureByteStride = 0;
  3127. D3D11_SUBRESOURCE_DATA srd;
  3128. srd.pSysMem = _data;
  3129. srd.SysMemPitch = 0;
  3130. srd.SysMemSlicePitch = 0;
  3131. D3D11_BOX srcBox;
  3132. srcBox.left = 0;
  3133. srcBox.top = 0;
  3134. srcBox.front = 0;
  3135. srcBox.right = _size;
  3136. srcBox.bottom = 1;
  3137. srcBox.back = 1;
  3138. ID3D11Device* device = s_renderD3D11->m_device;
  3139. ID3D11Buffer* ptr;
  3140. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3141. deviceCtx->CopySubresourceRegion(m_ptr
  3142. , 0
  3143. , _offset
  3144. , 0
  3145. , 0
  3146. , ptr
  3147. , 0
  3148. , &srcBox
  3149. );
  3150. DX_RELEASE(ptr, 0);
  3151. #else
  3152. D3D11_MAPPED_SUBRESOURCE mapped;
  3153. D3D11_MAP type = _discard
  3154. ? D3D11_MAP_WRITE_DISCARD
  3155. : D3D11_MAP_WRITE_NO_OVERWRITE
  3156. ;
  3157. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  3158. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3159. deviceCtx->Unmap(m_ptr, 0);
  3160. #endif // 0
  3161. }
  3162. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3163. {
  3164. m_decl = _declHandle;
  3165. uint16_t stride = isValid(_declHandle)
  3166. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3167. : 0
  3168. ;
  3169. BufferD3D11::create(_size, _data, _flags, stride, true);
  3170. }
  3171. static bool hasDepthOp(const void* _code, uint32_t _size)
  3172. {
  3173. bx::MemoryReader rd(_code, _size);
  3174. DxbcContext dxbc;
  3175. read(&rd, dxbc);
  3176. struct FindDepthOp
  3177. {
  3178. FindDepthOp()
  3179. : m_found(false)
  3180. {
  3181. }
  3182. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3183. {
  3184. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3185. if (_instruction.opcode == DxbcOpcode::DISCARD
  3186. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3187. {
  3188. out.m_found = true;
  3189. return false;
  3190. }
  3191. return true;
  3192. }
  3193. bool m_found;
  3194. } find;
  3195. parse(dxbc.shader, FindDepthOp::find, &find);
  3196. return find.m_found;
  3197. }
  3198. void ShaderD3D11::create(const Memory* _mem)
  3199. {
  3200. bx::MemoryReader reader(_mem->data, _mem->size);
  3201. uint32_t magic;
  3202. bx::read(&reader, magic);
  3203. switch (magic)
  3204. {
  3205. case BGFX_CHUNK_MAGIC_CSH:
  3206. case BGFX_CHUNK_MAGIC_FSH:
  3207. case BGFX_CHUNK_MAGIC_VSH:
  3208. break;
  3209. default:
  3210. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3211. break;
  3212. }
  3213. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3214. uint32_t iohash;
  3215. bx::read(&reader, iohash);
  3216. uint16_t count;
  3217. bx::read(&reader, count);
  3218. m_numPredefined = 0;
  3219. m_numUniforms = count;
  3220. BX_TRACE("%s Shader consts %d"
  3221. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3222. , count
  3223. );
  3224. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3225. if (0 < count)
  3226. {
  3227. for (uint32_t ii = 0; ii < count; ++ii)
  3228. {
  3229. uint8_t nameSize;
  3230. bx::read(&reader, nameSize);
  3231. char name[256];
  3232. bx::read(&reader, &name, nameSize);
  3233. name[nameSize] = '\0';
  3234. uint8_t type;
  3235. bx::read(&reader, type);
  3236. uint8_t num;
  3237. bx::read(&reader, num);
  3238. uint16_t regIndex;
  3239. bx::read(&reader, regIndex);
  3240. uint16_t regCount;
  3241. bx::read(&reader, regCount);
  3242. const char* kind = "invalid";
  3243. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3244. if (PredefinedUniform::Count != predefined)
  3245. {
  3246. kind = "predefined";
  3247. m_predefined[m_numPredefined].m_loc = regIndex;
  3248. m_predefined[m_numPredefined].m_count = regCount;
  3249. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3250. m_numPredefined++;
  3251. }
  3252. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3253. {
  3254. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3255. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3256. if (NULL != info)
  3257. {
  3258. if (NULL == m_constantBuffer)
  3259. {
  3260. m_constantBuffer = UniformBuffer::create(1024);
  3261. }
  3262. kind = "user";
  3263. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3264. }
  3265. }
  3266. else
  3267. {
  3268. kind = "sampler";
  3269. }
  3270. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3271. , kind
  3272. , name
  3273. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3274. , num
  3275. , regIndex
  3276. , regCount
  3277. );
  3278. BX_UNUSED(kind);
  3279. }
  3280. if (NULL != m_constantBuffer)
  3281. {
  3282. m_constantBuffer->finish();
  3283. }
  3284. }
  3285. uint16_t shaderSize;
  3286. bx::read(&reader, shaderSize);
  3287. const DWORD* code = (const DWORD*)reader.getDataPtr();
  3288. bx::skip(&reader, shaderSize+1);
  3289. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3290. {
  3291. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3292. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3293. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3294. }
  3295. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3296. {
  3297. m_hash = bx::hashMurmur2A(code, shaderSize);
  3298. m_code = copy(code, shaderSize);
  3299. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3300. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3301. }
  3302. else
  3303. {
  3304. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3305. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3306. }
  3307. uint8_t numAttrs;
  3308. bx::read(&reader, numAttrs);
  3309. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3310. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3311. {
  3312. uint16_t id;
  3313. bx::read(&reader, id);
  3314. Attrib::Enum attr = idToAttrib(id);
  3315. if (Attrib::Count != attr)
  3316. {
  3317. m_attrMask[attr] = UINT16_MAX;
  3318. }
  3319. }
  3320. uint16_t size;
  3321. bx::read(&reader, size);
  3322. if (0 < size)
  3323. {
  3324. D3D11_BUFFER_DESC desc;
  3325. desc.ByteWidth = (size + 0xf) & ~0xf;
  3326. desc.Usage = D3D11_USAGE_DEFAULT;
  3327. desc.CPUAccessFlags = 0;
  3328. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3329. desc.MiscFlags = 0;
  3330. desc.StructureByteStride = 0;
  3331. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3332. }
  3333. }
  3334. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3335. {
  3336. ImageContainer imageContainer;
  3337. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3338. {
  3339. uint8_t numMips = imageContainer.m_numMips;
  3340. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3341. numMips -= startLod;
  3342. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3343. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3344. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3345. m_flags = _flags;
  3346. m_width = textureWidth;
  3347. m_height = textureHeight;
  3348. m_depth = imageContainer.m_depth;
  3349. m_requestedFormat = (uint8_t)imageContainer.m_format;
  3350. m_textureFormat = (uint8_t)imageContainer.m_format;
  3351. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  3352. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  3353. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3354. if (convert)
  3355. {
  3356. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  3357. bpp = 32;
  3358. }
  3359. if (imageContainer.m_cubeMap)
  3360. {
  3361. m_type = TextureCube;
  3362. }
  3363. else if (imageContainer.m_depth > 1)
  3364. {
  3365. m_type = Texture3D;
  3366. }
  3367. else
  3368. {
  3369. m_type = Texture2D;
  3370. }
  3371. m_numMips = numMips;
  3372. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  3373. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3374. uint32_t kk = 0;
  3375. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3376. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3377. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  3378. , getHandle()
  3379. , getName( (TextureFormat::Enum)m_textureFormat)
  3380. , getName( (TextureFormat::Enum)m_requestedFormat)
  3381. , textureWidth
  3382. , textureHeight
  3383. , imageContainer.m_cubeMap ? "x6" : ""
  3384. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3385. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3386. );
  3387. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3388. {
  3389. uint32_t width = textureWidth;
  3390. uint32_t height = textureHeight;
  3391. uint32_t depth = imageContainer.m_depth;
  3392. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3393. {
  3394. width = bx::uint32_max(1, width);
  3395. height = bx::uint32_max(1, height);
  3396. depth = bx::uint32_max(1, depth);
  3397. ImageMip mip;
  3398. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3399. {
  3400. srd[kk].pSysMem = mip.m_data;
  3401. if (convert)
  3402. {
  3403. uint32_t srcpitch = mip.m_width*bpp/8;
  3404. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3405. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3406. srd[kk].pSysMem = temp;
  3407. srd[kk].SysMemPitch = srcpitch;
  3408. }
  3409. else if (compressed)
  3410. {
  3411. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3412. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3413. }
  3414. else
  3415. {
  3416. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3417. }
  3418. if (swizzle)
  3419. {
  3420. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3421. }
  3422. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3423. ++kk;
  3424. }
  3425. width >>= 1;
  3426. height >>= 1;
  3427. depth >>= 1;
  3428. }
  3429. }
  3430. const bool bufferOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_BUFFER_ONLY|BGFX_TEXTURE_READ_BACK) );
  3431. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3432. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3433. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3434. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3435. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3436. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3437. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3438. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3439. memset(&srvd, 0, sizeof(srvd) );
  3440. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3441. if (swizzle)
  3442. {
  3443. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3444. srvd.Format = format;
  3445. }
  3446. else if (srgb)
  3447. {
  3448. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3449. srvd.Format = format;
  3450. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3451. }
  3452. if (format == DXGI_FORMAT_UNKNOWN)
  3453. {
  3454. // not swizzled and not sRGB, or sRGB unsupported
  3455. format = s_textureFormat[m_textureFormat].m_fmt;
  3456. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3457. }
  3458. switch (m_type)
  3459. {
  3460. case Texture2D:
  3461. case TextureCube:
  3462. {
  3463. D3D11_TEXTURE2D_DESC desc;
  3464. desc.Width = textureWidth;
  3465. desc.Height = textureHeight;
  3466. desc.MipLevels = numMips;
  3467. desc.Format = format;
  3468. desc.SampleDesc = msaa;
  3469. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3470. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3471. desc.CPUAccessFlags = 0;
  3472. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  3473. {
  3474. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3475. desc.Usage = D3D11_USAGE_DEFAULT;
  3476. }
  3477. else if (renderTarget)
  3478. {
  3479. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3480. desc.Usage = D3D11_USAGE_DEFAULT;
  3481. }
  3482. if (computeWrite)
  3483. {
  3484. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3485. desc.Usage = D3D11_USAGE_DEFAULT;
  3486. }
  3487. if (readBack)
  3488. {
  3489. desc.BindFlags = 0;
  3490. desc.Usage = D3D11_USAGE_STAGING;
  3491. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3492. }
  3493. if (imageContainer.m_cubeMap)
  3494. {
  3495. desc.ArraySize = 6;
  3496. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  3497. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3498. srvd.TextureCube.MipLevels = numMips;
  3499. }
  3500. else
  3501. {
  3502. desc.ArraySize = 1;
  3503. desc.MiscFlags = 0;
  3504. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  3505. srvd.Texture2D.MipLevels = numMips;
  3506. }
  3507. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3508. }
  3509. break;
  3510. case Texture3D:
  3511. {
  3512. D3D11_TEXTURE3D_DESC desc;
  3513. desc.Width = textureWidth;
  3514. desc.Height = textureHeight;
  3515. desc.Depth = imageContainer.m_depth;
  3516. desc.MipLevels = imageContainer.m_numMips;
  3517. desc.Format = format;
  3518. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3519. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3520. desc.CPUAccessFlags = 0;
  3521. desc.MiscFlags = 0;
  3522. if (computeWrite)
  3523. {
  3524. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3525. desc.Usage = D3D11_USAGE_DEFAULT;
  3526. }
  3527. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3528. srvd.Texture3D.MipLevels = numMips;
  3529. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3530. }
  3531. break;
  3532. }
  3533. if (!bufferOnly)
  3534. {
  3535. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3536. }
  3537. if (computeWrite)
  3538. {
  3539. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3540. }
  3541. if (convert
  3542. && 0 != kk)
  3543. {
  3544. kk = 0;
  3545. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3546. {
  3547. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3548. {
  3549. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3550. ++kk;
  3551. }
  3552. }
  3553. }
  3554. }
  3555. }
  3556. void TextureD3D11::destroy()
  3557. {
  3558. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3559. DX_RELEASE(m_srv, 0);
  3560. DX_RELEASE(m_uav, 0);
  3561. DX_RELEASE(m_ptr, 0);
  3562. }
  3563. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3564. {
  3565. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3566. D3D11_BOX box;
  3567. box.left = _rect.m_x;
  3568. box.top = _rect.m_y;
  3569. box.right = box.left + _rect.m_width;
  3570. box.bottom = box.top + _rect.m_height;
  3571. box.front = _z;
  3572. box.back = box.front + _depth;
  3573. const uint32_t subres = _mip + (_side * m_numMips);
  3574. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3575. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3576. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3577. const bool convert = m_textureFormat != m_requestedFormat;
  3578. uint8_t* data = _mem->data;
  3579. uint8_t* temp = NULL;
  3580. if (convert)
  3581. {
  3582. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  3583. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  3584. data = temp;
  3585. }
  3586. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  3587. if (NULL != temp)
  3588. {
  3589. BX_FREE(g_allocator, temp);
  3590. }
  3591. }
  3592. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  3593. {
  3594. TextureStage& ts = s_renderD3D11->m_textureStage;
  3595. ts.m_srv[_stage] = m_srv;
  3596. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  3597. ? _flags
  3598. : m_flags
  3599. ;
  3600. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  3601. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  3602. , _palette[index])
  3603. ;
  3604. }
  3605. void TextureD3D11::resolve()
  3606. {
  3607. }
  3608. TextureHandle TextureD3D11::getHandle() const
  3609. {
  3610. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3611. return handle;
  3612. }
  3613. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  3614. {
  3615. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3616. {
  3617. m_rtv[ii] = NULL;
  3618. }
  3619. m_dsv = NULL;
  3620. m_swapChain = NULL;
  3621. m_numTh = _num;
  3622. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3623. postReset();
  3624. }
  3625. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3626. {
  3627. DXGI_SWAP_CHAIN_DESC scd;
  3628. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  3629. scd.BufferDesc.Width = _width;
  3630. scd.BufferDesc.Height = _height;
  3631. scd.OutputWindow = (HWND)_nwh;
  3632. ID3D11Device* device = s_renderD3D11->m_device;
  3633. HRESULT hr;
  3634. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  3635. , &scd
  3636. , &m_swapChain
  3637. );
  3638. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3639. ID3D11Resource* ptr;
  3640. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3641. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3642. DX_RELEASE(ptr, 0);
  3643. DXGI_FORMAT fmtDsv = isDepth(_depthFormat)
  3644. ? s_textureFormat[_depthFormat].m_fmtDsv
  3645. : DXGI_FORMAT_D24_UNORM_S8_UINT
  3646. ;
  3647. D3D11_TEXTURE2D_DESC dsd;
  3648. dsd.Width = scd.BufferDesc.Width;
  3649. dsd.Height = scd.BufferDesc.Height;
  3650. dsd.MipLevels = 1;
  3651. dsd.ArraySize = 1;
  3652. dsd.Format = fmtDsv;
  3653. dsd.SampleDesc = scd.SampleDesc;
  3654. dsd.Usage = D3D11_USAGE_DEFAULT;
  3655. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3656. dsd.CPUAccessFlags = 0;
  3657. dsd.MiscFlags = 0;
  3658. ID3D11Texture2D* depthStencil;
  3659. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  3660. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  3661. DX_RELEASE(depthStencil, 0);
  3662. m_srv[0] = NULL;
  3663. m_denseIdx = _denseIdx;
  3664. m_num = 1;
  3665. }
  3666. uint16_t FrameBufferD3D11::destroy()
  3667. {
  3668. preReset(true);
  3669. DX_RELEASE(m_swapChain, 0);
  3670. m_num = 0;
  3671. m_numTh = 0;
  3672. uint16_t denseIdx = m_denseIdx;
  3673. m_denseIdx = UINT16_MAX;
  3674. return denseIdx;
  3675. }
  3676. void FrameBufferD3D11::preReset(bool _force)
  3677. {
  3678. if (0 < m_numTh
  3679. || _force)
  3680. {
  3681. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3682. {
  3683. DX_RELEASE(m_srv[ii], 0);
  3684. DX_RELEASE(m_rtv[ii], 0);
  3685. }
  3686. DX_RELEASE(m_dsv, 0);
  3687. }
  3688. }
  3689. void FrameBufferD3D11::postReset()
  3690. {
  3691. m_width = 0;
  3692. m_height = 0;
  3693. if (0 < m_numTh)
  3694. {
  3695. m_num = 0;
  3696. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3697. {
  3698. TextureHandle handle = m_th[ii];
  3699. if (isValid(handle) )
  3700. {
  3701. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3702. if (0 == m_width)
  3703. {
  3704. switch (texture.m_type)
  3705. {
  3706. case TextureD3D11::Texture2D:
  3707. case TextureD3D11::TextureCube:
  3708. {
  3709. D3D11_TEXTURE2D_DESC desc;
  3710. texture.m_texture2d->GetDesc(&desc);
  3711. m_width = desc.Width;
  3712. m_height = desc.Height;
  3713. }
  3714. break;
  3715. case TextureD3D11::Texture3D:
  3716. {
  3717. D3D11_TEXTURE3D_DESC desc;
  3718. texture.m_texture3d->GetDesc(&desc);
  3719. m_width = desc.Width;
  3720. m_height = desc.Height;
  3721. }
  3722. break;
  3723. }
  3724. }
  3725. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3726. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3727. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3728. {
  3729. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  3730. switch (texture.m_type)
  3731. {
  3732. default:
  3733. case TextureD3D11::Texture2D:
  3734. {
  3735. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3736. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3737. dsvDesc.ViewDimension = 1 < msaa.Count
  3738. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  3739. : D3D11_DSV_DIMENSION_TEXTURE2D
  3740. ;
  3741. dsvDesc.Flags = 0;
  3742. dsvDesc.Texture2D.MipSlice = 0;
  3743. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3744. }
  3745. break;
  3746. case TextureD3D11::TextureCube:
  3747. {
  3748. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3749. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3750. if (1 < msaa.Count)
  3751. {
  3752. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  3753. dsvDesc.Texture2DMSArray.ArraySize = 1;
  3754. dsvDesc.Texture2DMSArray.FirstArraySlice = 0;
  3755. }
  3756. else
  3757. {
  3758. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  3759. dsvDesc.Texture2DArray.ArraySize = 1;
  3760. dsvDesc.Texture2DArray.FirstArraySlice = 0;
  3761. dsvDesc.Texture2DArray.MipSlice = 0;
  3762. }
  3763. dsvDesc.Flags = 0;
  3764. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3765. }
  3766. break;
  3767. }
  3768. }
  3769. else
  3770. {
  3771. switch (texture.m_type)
  3772. {
  3773. default:
  3774. case TextureD3D11::Texture2D:
  3775. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  3776. break;
  3777. case TextureD3D11::TextureCube:
  3778. {
  3779. D3D11_RENDER_TARGET_VIEW_DESC desc;
  3780. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  3781. if (1 < msaa.Count)
  3782. {
  3783. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  3784. desc.Texture2DMSArray.ArraySize = 1;
  3785. desc.Texture2DMSArray.FirstArraySlice = 0;
  3786. }
  3787. else
  3788. {
  3789. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  3790. desc.Texture2DArray.ArraySize = 1;
  3791. desc.Texture2DArray.FirstArraySlice = 0;
  3792. desc.Texture2DArray.MipSlice = 0;
  3793. }
  3794. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  3795. }
  3796. break;
  3797. case TextureD3D11::Texture3D:
  3798. {
  3799. D3D11_RENDER_TARGET_VIEW_DESC desc;
  3800. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  3801. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  3802. desc.Texture3D.MipSlice = 0;
  3803. desc.Texture3D.WSize = 1;
  3804. desc.Texture3D.FirstWSlice = 0;
  3805. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  3806. }
  3807. break;
  3808. }
  3809. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  3810. m_num++;
  3811. }
  3812. }
  3813. }
  3814. }
  3815. }
  3816. void FrameBufferD3D11::resolve()
  3817. {
  3818. }
  3819. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  3820. {
  3821. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3822. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  3823. {
  3824. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3825. {
  3826. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3827. {
  3828. uint8_t index = _clear.m_index[ii];
  3829. if (NULL != m_rtv[ii]
  3830. && UINT8_MAX != index)
  3831. {
  3832. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  3833. }
  3834. }
  3835. }
  3836. else
  3837. {
  3838. float frgba[4] =
  3839. {
  3840. _clear.m_index[0]*1.0f/255.0f,
  3841. _clear.m_index[1]*1.0f/255.0f,
  3842. _clear.m_index[2]*1.0f/255.0f,
  3843. _clear.m_index[3]*1.0f/255.0f,
  3844. };
  3845. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3846. {
  3847. if (NULL != m_rtv[ii])
  3848. {
  3849. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  3850. }
  3851. }
  3852. }
  3853. }
  3854. if (NULL != m_dsv
  3855. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3856. {
  3857. DWORD flags = 0;
  3858. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  3859. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  3860. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  3861. }
  3862. }
  3863. void TimerQueryD3D11::postReset()
  3864. {
  3865. ID3D11Device* device = s_renderD3D11->m_device;
  3866. D3D11_QUERY_DESC query;
  3867. query.MiscFlags = 0;
  3868. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3869. {
  3870. Frame& frame = m_frame[ii];
  3871. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  3872. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  3873. query.Query = D3D11_QUERY_TIMESTAMP;
  3874. DX_CHECK(device->CreateQuery(&query, &frame.m_begin) );
  3875. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  3876. }
  3877. m_elapsed = 0;
  3878. m_frequency = 1;
  3879. m_control.reset();
  3880. }
  3881. void TimerQueryD3D11::preReset()
  3882. {
  3883. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3884. {
  3885. Frame& frame = m_frame[ii];
  3886. DX_RELEASE(frame.m_disjoint, 0);
  3887. DX_RELEASE(frame.m_begin, 0);
  3888. DX_RELEASE(frame.m_end, 0);
  3889. }
  3890. }
  3891. void TimerQueryD3D11::begin()
  3892. {
  3893. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3894. while (0 == m_control.reserve(1) )
  3895. {
  3896. get();
  3897. }
  3898. Frame& frame = m_frame[m_control.m_current];
  3899. deviceCtx->Begin(frame.m_disjoint);
  3900. deviceCtx->End(frame.m_begin);
  3901. }
  3902. void TimerQueryD3D11::end()
  3903. {
  3904. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3905. Frame& frame = m_frame[m_control.m_current];
  3906. deviceCtx->End(frame.m_end);
  3907. deviceCtx->End(frame.m_disjoint);
  3908. m_control.commit(1);
  3909. }
  3910. bool TimerQueryD3D11::get()
  3911. {
  3912. if (0 != m_control.available() )
  3913. {
  3914. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3915. Frame& frame = m_frame[m_control.m_read];
  3916. uint64_t timeEnd;
  3917. HRESULT hr = deviceCtx->GetData(frame.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  3918. if (S_OK == hr)
  3919. {
  3920. m_control.consume(1);
  3921. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  3922. {
  3923. UINT64 Frequency;
  3924. BOOL Disjoint;
  3925. };
  3926. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  3927. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  3928. uint64_t timeBegin;
  3929. deviceCtx->GetData(frame.m_begin, &timeBegin, sizeof(timeBegin), 0);
  3930. m_frequency = disjoint.Frequency;
  3931. m_begin = timeBegin;
  3932. m_end = timeEnd;
  3933. m_elapsed = timeEnd - timeBegin;
  3934. return true;
  3935. }
  3936. }
  3937. return false;
  3938. }
  3939. void OcclusionQueryD3D11::postReset()
  3940. {
  3941. ID3D11Device* device = s_renderD3D11->m_device;
  3942. D3D11_QUERY_DESC desc;
  3943. desc.Query = D3D11_QUERY_OCCLUSION;
  3944. desc.MiscFlags = 0;
  3945. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3946. {
  3947. Query& query = m_query[ii];
  3948. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  3949. }
  3950. }
  3951. void OcclusionQueryD3D11::preReset()
  3952. {
  3953. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3954. {
  3955. Query& query = m_query[ii];
  3956. DX_RELEASE(query.m_ptr, 0);
  3957. }
  3958. }
  3959. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  3960. {
  3961. while (0 == m_control.reserve(1) )
  3962. {
  3963. resolve(_render, true);
  3964. }
  3965. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3966. Query& query = m_query[m_control.m_current];
  3967. deviceCtx->Begin(query.m_ptr);
  3968. query.m_handle = _handle;
  3969. }
  3970. void OcclusionQueryD3D11::end()
  3971. {
  3972. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3973. Query& query = m_query[m_control.m_current];
  3974. deviceCtx->End(query.m_ptr);
  3975. m_control.commit(1);
  3976. }
  3977. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  3978. {
  3979. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3980. while (0 != m_control.available() )
  3981. {
  3982. Query& query = m_query[m_control.m_read];
  3983. uint64_t result = 0;
  3984. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  3985. if (S_FALSE == hr)
  3986. {
  3987. break;
  3988. }
  3989. _render->m_occlusion[query.m_handle.idx] = 0 < result;
  3990. m_control.consume(1);
  3991. }
  3992. }
  3993. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3994. {
  3995. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3996. BGFX_GPU_PROFILER_BEGIN_DYNAMIC("rendererSubmit");
  3997. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3998. updateResolution(_render->m_resolution);
  3999. int64_t elapsed = -bx::getHPCounter();
  4000. int64_t captureElapsed = 0;
  4001. m_gpuTimer.begin();
  4002. if (0 < _render->m_iboffset)
  4003. {
  4004. TransientIndexBuffer* ib = _render->m_transientIb;
  4005. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4006. }
  4007. if (0 < _render->m_vboffset)
  4008. {
  4009. TransientVertexBuffer* vb = _render->m_transientVb;
  4010. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4011. }
  4012. _render->sort();
  4013. RenderDraw currentState;
  4014. currentState.clear();
  4015. currentState.m_stateFlags = BGFX_STATE_NONE;
  4016. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4017. _render->m_hmdInitialized = m_ovr.isInitialized();
  4018. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  4019. ViewState& viewState = m_viewState;
  4020. viewState.reset(_render, hmdEnabled);
  4021. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4022. bool scissorEnabled = false;
  4023. setDebugWireframe(wireframe);
  4024. uint16_t programIdx = invalidHandle;
  4025. SortKey key;
  4026. uint16_t view = UINT16_MAX;
  4027. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  4028. BlitKey blitKey;
  4029. blitKey.decode(_render->m_blitKeys[0]);
  4030. uint16_t numBlitItems = _render->m_numBlitItems;
  4031. uint16_t blitItem = 0;
  4032. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4033. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4034. PrimInfo prim = s_primInfo[primIndex];
  4035. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4036. bool wasCompute = false;
  4037. bool viewHasScissor = false;
  4038. Rect viewScissorRect;
  4039. viewScissorRect.clear();
  4040. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4041. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4042. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4043. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4044. uint32_t statsNumIndices = 0;
  4045. uint32_t statsKeyType[2] = {};
  4046. m_occlusionQuery.resolve(_render);
  4047. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4048. {
  4049. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4050. // if we don't do this we'll only see one frame of output and then nothing
  4051. setFrameBuffer(fbh);
  4052. bool viewRestart = false;
  4053. uint8_t eye = 0;
  4054. uint8_t restartState = 0;
  4055. viewState.m_rect = _render->m_rect[0];
  4056. int32_t numItems = _render->m_num;
  4057. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4058. {
  4059. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  4060. statsKeyType[isCompute]++;
  4061. const bool viewChanged = 0
  4062. || key.m_view != view
  4063. || item == numItems
  4064. ;
  4065. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  4066. ++item;
  4067. if (viewChanged)
  4068. {
  4069. if (1 == restartState)
  4070. {
  4071. restartState = 2;
  4072. item = restartItem;
  4073. restartItem = numItems;
  4074. view = UINT16_MAX;
  4075. continue;
  4076. }
  4077. view = key.m_view;
  4078. programIdx = invalidHandle;
  4079. if (_render->m_fb[view].idx != fbh.idx)
  4080. {
  4081. fbh = _render->m_fb[view];
  4082. setFrameBuffer(fbh);
  4083. }
  4084. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  4085. viewRestart &= hmdEnabled;
  4086. if (viewRestart)
  4087. {
  4088. if (0 == restartState)
  4089. {
  4090. restartState = 1;
  4091. restartItem = item - 1;
  4092. }
  4093. eye = (restartState - 1) & 1;
  4094. restartState &= 1;
  4095. }
  4096. else
  4097. {
  4098. eye = 0;
  4099. }
  4100. PIX_ENDEVENT();
  4101. if (item > 1)
  4102. {
  4103. BGFX_GPU_PROFILER_END();
  4104. BGFX_PROFILER_END();
  4105. }
  4106. BGFX_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4107. BGFX_GPU_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4108. viewState.m_rect = _render->m_rect[view];
  4109. if (viewRestart)
  4110. {
  4111. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4112. {
  4113. wchar_t* viewNameW = s_viewNameW[view];
  4114. viewNameW[3] = L' ';
  4115. viewNameW[4] = eye ? L'R' : L'L';
  4116. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4117. }
  4118. if (m_ovr.isEnabled() )
  4119. {
  4120. m_ovr.getViewport(eye, &viewState.m_rect);
  4121. }
  4122. else
  4123. {
  4124. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4125. viewState.m_rect.m_width /= 2;
  4126. }
  4127. }
  4128. else
  4129. {
  4130. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4131. {
  4132. wchar_t* viewNameW = s_viewNameW[view];
  4133. viewNameW[3] = L' ';
  4134. viewNameW[4] = L' ';
  4135. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4136. }
  4137. }
  4138. const Rect& scissorRect = _render->m_scissor[view];
  4139. viewHasScissor = !scissorRect.isZero();
  4140. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4141. D3D11_VIEWPORT vp;
  4142. vp.TopLeftX = viewState.m_rect.m_x;
  4143. vp.TopLeftY = viewState.m_rect.m_y;
  4144. vp.Width = viewState.m_rect.m_width;
  4145. vp.Height = viewState.m_rect.m_height;
  4146. vp.MinDepth = 0.0f;
  4147. vp.MaxDepth = 1.0f;
  4148. deviceCtx->RSSetViewports(1, &vp);
  4149. Clear& clr = _render->m_clear[view];
  4150. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4151. {
  4152. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4153. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4154. }
  4155. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  4156. {
  4157. const BlitItem& blit = _render->m_blitItem[blitItem];
  4158. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  4159. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4160. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4161. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4162. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4163. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4164. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4165. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4166. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4167. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4168. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4169. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4170. if (TextureD3D11::Texture3D == src.m_type)
  4171. {
  4172. D3D11_BOX box;
  4173. box.left = blit.m_srcX;
  4174. box.top = blit.m_srcY;
  4175. box.front = blit.m_srcZ;
  4176. box.right = blit.m_srcX + width;
  4177. box.bottom = blit.m_srcY + height;;
  4178. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4179. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4180. , blit.m_dstMip
  4181. , blit.m_dstX
  4182. , blit.m_dstY
  4183. , blit.m_dstZ
  4184. , src.m_ptr
  4185. , blit.m_srcMip
  4186. , &box
  4187. );
  4188. }
  4189. else
  4190. {
  4191. D3D11_BOX box;
  4192. box.left = blit.m_srcX;
  4193. box.top = blit.m_srcY;
  4194. box.front = 0;
  4195. box.right = blit.m_srcX + width;
  4196. box.bottom = blit.m_srcY + height;;
  4197. box.back = 1;
  4198. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4199. ? blit.m_srcZ
  4200. : 0
  4201. ;
  4202. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4203. ? blit.m_dstZ
  4204. : 0
  4205. ;
  4206. bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  4207. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4208. , dstZ*dst.m_numMips+blit.m_dstMip
  4209. , blit.m_dstX
  4210. , blit.m_dstY
  4211. , 0
  4212. , src.m_ptr
  4213. , srcZ*src.m_numMips+blit.m_srcMip
  4214. , depthStencil ? NULL : &box
  4215. );
  4216. }
  4217. }
  4218. }
  4219. if (isCompute)
  4220. {
  4221. if (!wasCompute)
  4222. {
  4223. wasCompute = true;
  4224. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4225. {
  4226. wchar_t* viewNameW = s_viewNameW[view];
  4227. viewNameW[3] = L'C';
  4228. PIX_ENDEVENT();
  4229. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4230. }
  4231. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4232. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4233. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4234. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4235. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4236. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4237. }
  4238. const RenderCompute& compute = renderItem.compute;
  4239. if (0 != eye
  4240. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4241. {
  4242. continue;
  4243. }
  4244. bool programChanged = false;
  4245. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  4246. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4247. if (key.m_program != programIdx)
  4248. {
  4249. programIdx = key.m_program;
  4250. ProgramD3D11& program = m_program[key.m_program];
  4251. m_currentProgram = &program;
  4252. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4253. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4254. programChanged =
  4255. constantsChanged = true;
  4256. }
  4257. if (invalidHandle != programIdx)
  4258. {
  4259. ProgramD3D11& program = m_program[programIdx];
  4260. if (constantsChanged)
  4261. {
  4262. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4263. if (NULL != vcb)
  4264. {
  4265. commit(*vcb);
  4266. }
  4267. }
  4268. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  4269. if (constantsChanged
  4270. || program.m_numPredefined > 0)
  4271. {
  4272. commitShaderConstants();
  4273. }
  4274. }
  4275. BX_UNUSED(programChanged);
  4276. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4277. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4278. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4279. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4280. {
  4281. const Binding& bind = compute.m_bind[ii];
  4282. if (invalidHandle != bind.m_idx)
  4283. {
  4284. switch (bind.m_type)
  4285. {
  4286. case Binding::Image:
  4287. {
  4288. TextureD3D11& texture = m_textures[bind.m_idx];
  4289. if (Access::Read != bind.m_un.m_compute.m_access)
  4290. {
  4291. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  4292. ? texture.m_uav
  4293. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4294. ;
  4295. }
  4296. else
  4297. {
  4298. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  4299. ? texture.m_srv
  4300. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4301. ;
  4302. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  4303. }
  4304. }
  4305. break;
  4306. case Binding::IndexBuffer:
  4307. case Binding::VertexBuffer:
  4308. {
  4309. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4310. ? m_indexBuffers[bind.m_idx]
  4311. : m_vertexBuffers[bind.m_idx]
  4312. ;
  4313. if (Access::Read != bind.m_un.m_compute.m_access)
  4314. {
  4315. uav[ii] = buffer.m_uav;
  4316. }
  4317. else
  4318. {
  4319. srv[ii] = buffer.m_srv;
  4320. }
  4321. }
  4322. break;
  4323. }
  4324. }
  4325. }
  4326. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  4327. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  4328. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  4329. if (isValid(compute.m_indirectBuffer) )
  4330. {
  4331. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4332. ID3D11Buffer* ptr = vb.m_ptr;
  4333. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4334. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4335. : compute.m_numIndirect
  4336. ;
  4337. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4338. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4339. {
  4340. deviceCtx->DispatchIndirect(ptr, args);
  4341. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4342. }
  4343. }
  4344. else
  4345. {
  4346. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4347. }
  4348. continue;
  4349. }
  4350. bool resetState = viewChanged || wasCompute;
  4351. if (wasCompute)
  4352. {
  4353. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4354. {
  4355. wchar_t* viewNameW = s_viewNameW[view];
  4356. viewNameW[3] = L' ';
  4357. PIX_ENDEVENT();
  4358. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4359. }
  4360. programIdx = invalidHandle;
  4361. m_currentProgram = NULL;
  4362. invalidateCompute();
  4363. }
  4364. const RenderDraw& draw = renderItem.draw;
  4365. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4366. if (isValid(draw.m_occlusionQuery)
  4367. && !hasOcclusionQuery
  4368. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4369. {
  4370. continue;
  4371. }
  4372. const uint64_t newFlags = draw.m_stateFlags;
  4373. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4374. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4375. currentState.m_stateFlags = newFlags;
  4376. const uint64_t newStencil = draw.m_stencil;
  4377. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4378. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4379. currentState.m_stencil = newStencil;
  4380. if (resetState)
  4381. {
  4382. wasCompute = false;
  4383. currentState.clear();
  4384. currentState.m_scissor = !draw.m_scissor;
  4385. changedFlags = BGFX_STATE_MASK;
  4386. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4387. currentState.m_stateFlags = newFlags;
  4388. currentState.m_stencil = newStencil;
  4389. setBlendState(newFlags);
  4390. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4391. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4392. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4393. }
  4394. if (prim.m_type != s_primInfo[primIndex].m_type)
  4395. {
  4396. prim = s_primInfo[primIndex];
  4397. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4398. }
  4399. uint16_t scissor = draw.m_scissor;
  4400. if (currentState.m_scissor != scissor)
  4401. {
  4402. currentState.m_scissor = scissor;
  4403. if (UINT16_MAX == scissor)
  4404. {
  4405. scissorEnabled = viewHasScissor;
  4406. if (viewHasScissor)
  4407. {
  4408. D3D11_RECT rc;
  4409. rc.left = viewScissorRect.m_x;
  4410. rc.top = viewScissorRect.m_y;
  4411. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4412. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4413. deviceCtx->RSSetScissorRects(1, &rc);
  4414. }
  4415. }
  4416. else
  4417. {
  4418. Rect scissorRect;
  4419. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  4420. scissorEnabled = true;
  4421. D3D11_RECT rc;
  4422. rc.left = scissorRect.m_x;
  4423. rc.top = scissorRect.m_y;
  4424. rc.right = scissorRect.m_x + scissorRect.m_width;
  4425. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4426. deviceCtx->RSSetScissorRects(1, &rc);
  4427. }
  4428. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4429. }
  4430. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4431. {
  4432. setDepthStencilState(newFlags, newStencil);
  4433. }
  4434. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4435. {
  4436. setBlendState(newFlags, draw.m_rgba);
  4437. currentState.m_rgba = draw.m_rgba;
  4438. }
  4439. if ( (0
  4440. | BGFX_STATE_CULL_MASK
  4441. | BGFX_STATE_ALPHA_REF_MASK
  4442. | BGFX_STATE_PT_MASK
  4443. | BGFX_STATE_POINT_SIZE_MASK
  4444. | BGFX_STATE_MSAA
  4445. ) & changedFlags)
  4446. {
  4447. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  4448. {
  4449. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4450. }
  4451. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4452. {
  4453. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4454. viewState.m_alphaRef = ref/255.0f;
  4455. }
  4456. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4457. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4458. if (prim.m_type != s_primInfo[primIndex].m_type)
  4459. {
  4460. prim = s_primInfo[primIndex];
  4461. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4462. }
  4463. }
  4464. bool programChanged = false;
  4465. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  4466. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4467. if (key.m_program != programIdx)
  4468. {
  4469. programIdx = key.m_program;
  4470. if (invalidHandle == programIdx)
  4471. {
  4472. m_currentProgram = NULL;
  4473. deviceCtx->VSSetShader(NULL, NULL, 0);
  4474. deviceCtx->PSSetShader(NULL, NULL, 0);
  4475. }
  4476. else
  4477. {
  4478. ProgramD3D11& program = m_program[programIdx];
  4479. m_currentProgram = &program;
  4480. const ShaderD3D11* vsh = program.m_vsh;
  4481. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  4482. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  4483. const ShaderD3D11* fsh = program.m_fsh;
  4484. if (NULL != m_currentColor
  4485. || fsh->m_hasDepthOp)
  4486. {
  4487. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  4488. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  4489. }
  4490. else
  4491. {
  4492. deviceCtx->PSSetShader(NULL, NULL, 0);
  4493. }
  4494. }
  4495. programChanged =
  4496. constantsChanged = true;
  4497. }
  4498. if (invalidHandle != programIdx)
  4499. {
  4500. ProgramD3D11& program = m_program[programIdx];
  4501. if (constantsChanged)
  4502. {
  4503. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4504. if (NULL != vcb)
  4505. {
  4506. commit(*vcb);
  4507. }
  4508. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4509. if (NULL != fcb)
  4510. {
  4511. commit(*fcb);
  4512. }
  4513. }
  4514. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  4515. if (constantsChanged
  4516. || program.m_numPredefined > 0)
  4517. {
  4518. commitShaderConstants();
  4519. }
  4520. }
  4521. {
  4522. uint32_t changes = 0;
  4523. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4524. {
  4525. const Binding& bind = draw.m_bind[stage];
  4526. Binding& current = currentState.m_bind[stage];
  4527. if (current.m_idx != bind.m_idx
  4528. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  4529. || programChanged)
  4530. {
  4531. if (invalidHandle != bind.m_idx)
  4532. {
  4533. TextureD3D11& texture = m_textures[bind.m_idx];
  4534. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  4535. }
  4536. else
  4537. {
  4538. m_textureStage.m_srv[stage] = NULL;
  4539. m_textureStage.m_sampler[stage] = NULL;
  4540. }
  4541. ++changes;
  4542. }
  4543. current = bind;
  4544. }
  4545. if (0 < changes)
  4546. {
  4547. commitTextureStage();
  4548. }
  4549. }
  4550. if (programChanged
  4551. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  4552. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4553. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4554. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4555. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4556. {
  4557. currentState.m_vertexDecl = draw.m_vertexDecl;
  4558. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4559. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4560. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4561. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4562. uint16_t handle = draw.m_vertexBuffer.idx;
  4563. if (invalidHandle != handle)
  4564. {
  4565. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  4566. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4567. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4568. uint32_t stride = vertexDecl.m_stride;
  4569. uint32_t offset = 0;
  4570. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  4571. if (isValid(draw.m_instanceDataBuffer) )
  4572. {
  4573. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  4574. uint32_t instStride = draw.m_instanceDataStride;
  4575. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  4576. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  4577. }
  4578. else
  4579. {
  4580. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4581. setInputLayout(vertexDecl, m_program[programIdx], 0);
  4582. }
  4583. }
  4584. else
  4585. {
  4586. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4587. }
  4588. }
  4589. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  4590. {
  4591. currentState.m_indexBuffer = draw.m_indexBuffer;
  4592. uint16_t handle = draw.m_indexBuffer.idx;
  4593. if (invalidHandle != handle)
  4594. {
  4595. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  4596. deviceCtx->IASetIndexBuffer(ib.m_ptr
  4597. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  4598. , 0
  4599. );
  4600. }
  4601. else
  4602. {
  4603. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4604. }
  4605. }
  4606. if (isValid(currentState.m_vertexBuffer) )
  4607. {
  4608. uint32_t numVertices = draw.m_numVertices;
  4609. if (UINT32_MAX == numVertices)
  4610. {
  4611. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  4612. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4613. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4614. numVertices = vb.m_size/vertexDecl.m_stride;
  4615. }
  4616. uint32_t numIndices = 0;
  4617. uint32_t numPrimsSubmitted = 0;
  4618. uint32_t numInstances = 0;
  4619. uint32_t numPrimsRendered = 0;
  4620. uint32_t numDrawIndirect = 0;
  4621. if (hasOcclusionQuery)
  4622. {
  4623. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  4624. }
  4625. if (isValid(draw.m_indirectBuffer) )
  4626. {
  4627. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  4628. ID3D11Buffer* ptr = vb.m_ptr;
  4629. if (isValid(draw.m_indexBuffer) )
  4630. {
  4631. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4632. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4633. : draw.m_numIndirect
  4634. ;
  4635. multiDrawIndexedInstancedIndirect(numDrawIndirect
  4636. , ptr
  4637. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4638. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4639. );
  4640. }
  4641. else
  4642. {
  4643. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4644. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4645. : draw.m_numIndirect
  4646. ;
  4647. multiDrawInstancedIndirect(numDrawIndirect
  4648. , ptr
  4649. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4650. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4651. );
  4652. }
  4653. }
  4654. else
  4655. {
  4656. if (isValid(draw.m_indexBuffer) )
  4657. {
  4658. if (UINT32_MAX == draw.m_numIndices)
  4659. {
  4660. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  4661. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  4662. numIndices = ib.m_size/indexSize;
  4663. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4664. numInstances = draw.m_numInstances;
  4665. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4666. if (numInstances > 1)
  4667. {
  4668. deviceCtx->DrawIndexedInstanced(numIndices
  4669. , draw.m_numInstances
  4670. , 0
  4671. , draw.m_startVertex
  4672. , 0
  4673. );
  4674. }
  4675. else
  4676. {
  4677. deviceCtx->DrawIndexed(numIndices
  4678. , 0
  4679. , draw.m_startVertex
  4680. );
  4681. }
  4682. }
  4683. else if (prim.m_min <= draw.m_numIndices)
  4684. {
  4685. numIndices = draw.m_numIndices;
  4686. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4687. numInstances = draw.m_numInstances;
  4688. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4689. if (numInstances > 1)
  4690. {
  4691. deviceCtx->DrawIndexedInstanced(numIndices
  4692. , draw.m_numInstances
  4693. , draw.m_startIndex
  4694. , draw.m_startVertex
  4695. , 0
  4696. );
  4697. }
  4698. else
  4699. {
  4700. deviceCtx->DrawIndexed(numIndices
  4701. , draw.m_startIndex
  4702. , draw.m_startVertex
  4703. );
  4704. }
  4705. }
  4706. }
  4707. else
  4708. {
  4709. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  4710. numInstances = draw.m_numInstances;
  4711. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4712. if (numInstances > 1)
  4713. {
  4714. deviceCtx->DrawInstanced(numVertices
  4715. , draw.m_numInstances
  4716. , draw.m_startVertex
  4717. , 0
  4718. );
  4719. }
  4720. else
  4721. {
  4722. deviceCtx->Draw(numVertices
  4723. , draw.m_startVertex
  4724. );
  4725. }
  4726. }
  4727. if (hasOcclusionQuery)
  4728. {
  4729. m_occlusionQuery.end();
  4730. }
  4731. }
  4732. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4733. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4734. statsNumInstances[primIndex] += numInstances;
  4735. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  4736. statsNumIndices += numIndices;
  4737. }
  4738. }
  4739. if (wasCompute)
  4740. {
  4741. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4742. {
  4743. wchar_t* viewNameW = s_viewNameW[view];
  4744. viewNameW[3] = L'C';
  4745. PIX_ENDEVENT();
  4746. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4747. }
  4748. invalidateCompute();
  4749. }
  4750. if (0 < _render->m_num)
  4751. {
  4752. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  4753. {
  4754. deviceCtx->Flush();
  4755. }
  4756. captureElapsed = -bx::getHPCounter();
  4757. capture();
  4758. captureElapsed += bx::getHPCounter();
  4759. BGFX_GPU_PROFILER_END();
  4760. BGFX_PROFILER_END();
  4761. }
  4762. }
  4763. PIX_ENDEVENT();
  4764. BGFX_GPU_PROFILER_END();
  4765. int64_t now = bx::getHPCounter();
  4766. elapsed += now;
  4767. static int64_t last = now;
  4768. Stats& perfStats = _render->m_perfStats;
  4769. perfStats.cpuTimeBegin = last;
  4770. int64_t frameTime = now - last;
  4771. last = now;
  4772. static int64_t min = frameTime;
  4773. static int64_t max = frameTime;
  4774. min = min > frameTime ? frameTime : min;
  4775. max = max < frameTime ? frameTime : max;
  4776. static uint32_t maxGpuLatency = 0;
  4777. static double maxGpuElapsed = 0.0f;
  4778. double elapsedGpuMs = 0.0;
  4779. m_gpuTimer.end();
  4780. while (m_gpuTimer.get() )
  4781. {
  4782. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4783. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4784. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4785. }
  4786. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4787. const int64_t timerFreq = bx::getHPFrequency();
  4788. perfStats.cpuTimeEnd = now;
  4789. perfStats.cpuTimerFreq = timerFreq;
  4790. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  4791. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  4792. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4793. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4794. {
  4795. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4796. TextVideoMem& tvm = m_textVideoMem;
  4797. static int64_t next = now;
  4798. if (now >= next)
  4799. {
  4800. next = now + timerFreq;
  4801. double freq = double(bx::getHPFrequency() );
  4802. double toMs = 1000.0/freq;
  4803. tvm.clear();
  4804. uint16_t pos = 0;
  4805. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4806. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4807. , getRendererName()
  4808. );
  4809. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4810. char description[BX_COUNTOF(desc.Description)];
  4811. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4812. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4813. char dedicatedVideo[16];
  4814. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4815. char dedicatedSystem[16];
  4816. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4817. char sharedSystem[16];
  4818. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4819. char processMemoryUsed[16];
  4820. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4821. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4822. , dedicatedVideo
  4823. , dedicatedSystem
  4824. , sharedSystem
  4825. , processMemoryUsed
  4826. );
  4827. pos = 10;
  4828. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4829. , double(frameTime)*toMs
  4830. , double(min)*toMs
  4831. , double(max)*toMs
  4832. , freq/frameTime
  4833. );
  4834. char hmd[16];
  4835. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4836. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4837. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4838. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4839. , 0 != msaa ? '\xfe' : ' '
  4840. , 1<<msaa
  4841. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  4842. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4843. );
  4844. double elapsedCpuMs = double(elapsed)*toMs;
  4845. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  4846. , _render->m_num
  4847. , statsKeyType[0]
  4848. , statsKeyType[1]
  4849. , elapsedCpuMs
  4850. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  4851. , maxGpuElapsed
  4852. , maxGpuLatency
  4853. );
  4854. maxGpuLatency = 0;
  4855. maxGpuElapsed = 0.0;
  4856. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4857. {
  4858. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  4859. , s_primName[ii]
  4860. , statsNumPrimsRendered[ii]
  4861. , statsNumInstances[ii]
  4862. , statsNumPrimsSubmitted[ii]
  4863. , statsNumDrawIndirect[ii]
  4864. );
  4865. }
  4866. if (NULL != m_renderdocdll)
  4867. {
  4868. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4869. }
  4870. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4871. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4872. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4873. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4874. pos++;
  4875. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  4876. pos++;
  4877. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4878. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  4879. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  4880. , m_blendStateCache.getCount()
  4881. , m_depthStencilStateCache.getCount()
  4882. , m_inputLayoutCache.getCount()
  4883. , m_rasterizerStateCache.getCount()
  4884. , m_samplerStateCache.getCount()
  4885. );
  4886. pos++;
  4887. double captureMs = double(captureElapsed)*toMs;
  4888. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4889. uint8_t attr[2] = { 0x89, 0x8a };
  4890. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4891. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4892. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4893. min = frameTime;
  4894. max = frameTime;
  4895. }
  4896. blit(this, _textVideoMemBlitter, tvm);
  4897. PIX_ENDEVENT();
  4898. }
  4899. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4900. {
  4901. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4902. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4903. PIX_ENDEVENT();
  4904. }
  4905. }
  4906. } /* namespace d3d11 */ } // namespace bgfx
  4907. #undef BGFX_GPU_PROFILER_BIND
  4908. #undef BGFX_GPU_PROFILER_UNBIND
  4909. #undef BGFX_GPU_PROFILER_BEGIN
  4910. #undef BGFX_GPU_PROFILER_BEGIN_DYNAMIC
  4911. #undef BGFX_GPU_PROFILER_END
  4912. #else
  4913. namespace bgfx { namespace d3d11
  4914. {
  4915. RendererContextI* rendererCreate()
  4916. {
  4917. return NULL;
  4918. }
  4919. void rendererDestroy()
  4920. {
  4921. }
  4922. } /* namespace d3d11 */ } // namespace bgfx
  4923. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11