renderer_d3d12.cpp 219 KB

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  1. /*
  2. * Copyright 2011-2021 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS && !BX_PLATFORM_LINUX
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. inline void setViewType(ViewId _view, const bx::StringView _str)
  22. {
  23. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION || BGFX_CONFIG_PROFILER) )
  24. {
  25. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), _str.getLength() );
  26. }
  27. }
  28. struct PrimInfo
  29. {
  30. D3D_PRIMITIVE_TOPOLOGY m_topology;
  31. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  32. uint32_t m_min;
  33. uint32_t m_div;
  34. uint32_t m_sub;
  35. };
  36. static const PrimInfo s_primInfo[] =
  37. {
  38. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  39. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  40. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  41. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  42. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  43. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  44. };
  45. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  46. static const uint32_t s_checkMsaa[] =
  47. {
  48. 0,
  49. 2,
  50. 4,
  51. 8,
  52. 16,
  53. };
  54. static DXGI_SAMPLE_DESC s_msaa[] =
  55. {
  56. { 1, 0 },
  57. { 2, 0 },
  58. { 4, 0 },
  59. { 8, 0 },
  60. { 16, 0 },
  61. };
  62. static const D3D12_BLEND s_blendFactor[][2] =
  63. {
  64. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  65. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  66. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  67. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  68. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  69. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  70. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  71. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  72. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  73. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  74. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  75. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  76. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  77. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  78. };
  79. static const D3D12_BLEND_OP s_blendEquation[] =
  80. {
  81. D3D12_BLEND_OP_ADD,
  82. D3D12_BLEND_OP_SUBTRACT,
  83. D3D12_BLEND_OP_REV_SUBTRACT,
  84. D3D12_BLEND_OP_MIN,
  85. D3D12_BLEND_OP_MAX,
  86. };
  87. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  88. {
  89. D3D12_COMPARISON_FUNC(0), // ignored
  90. D3D12_COMPARISON_FUNC_LESS,
  91. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  92. D3D12_COMPARISON_FUNC_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  94. D3D12_COMPARISON_FUNC_GREATER,
  95. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  96. D3D12_COMPARISON_FUNC_NEVER,
  97. D3D12_COMPARISON_FUNC_ALWAYS,
  98. };
  99. static const D3D12_STENCIL_OP s_stencilOp[] =
  100. {
  101. D3D12_STENCIL_OP_ZERO,
  102. D3D12_STENCIL_OP_KEEP,
  103. D3D12_STENCIL_OP_REPLACE,
  104. D3D12_STENCIL_OP_INCR,
  105. D3D12_STENCIL_OP_INCR_SAT,
  106. D3D12_STENCIL_OP_DECR,
  107. D3D12_STENCIL_OP_DECR_SAT,
  108. D3D12_STENCIL_OP_INVERT,
  109. };
  110. static const D3D12_CULL_MODE s_cullMode[] =
  111. {
  112. D3D12_CULL_MODE_NONE,
  113. D3D12_CULL_MODE_FRONT,
  114. D3D12_CULL_MODE_BACK,
  115. };
  116. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  117. {
  118. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  119. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  120. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  121. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  122. };
  123. /*
  124. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  125. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  126. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  127. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  129. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  130. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  131. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  132. * D3D11_FILTER_ANISOTROPIC = 0x55,
  133. *
  134. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  135. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  136. *
  137. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  138. * 0x10 // MIN_LINEAR
  139. * 0x04 // MAG_LINEAR
  140. * 0x01 // MIP_LINEAR
  141. */
  142. static const uint8_t s_textureFilter[3][3] =
  143. {
  144. {
  145. 0x10, // min linear
  146. 0x00, // min point
  147. 0x55, // anisotropic
  148. },
  149. {
  150. 0x04, // mag linear
  151. 0x00, // mag point
  152. 0x55, // anisotropic
  153. },
  154. {
  155. 0x01, // mip linear
  156. 0x00, // mip point
  157. 0x55, // anisotropic
  158. },
  159. };
  160. struct TextureFormatInfo
  161. {
  162. DXGI_FORMAT m_fmt;
  163. DXGI_FORMAT m_fmtSrv;
  164. DXGI_FORMAT m_fmtDsv;
  165. DXGI_FORMAT m_fmtSrgb;
  166. };
  167. static const TextureFormatInfo s_textureFormat[] =
  168. {
  169. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  170. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  171. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  172. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  173. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  174. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  175. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  189. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  190. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  191. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  192. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  193. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  194. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  196. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  197. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  198. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  199. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  200. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  201. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  202. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  203. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  204. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  205. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  206. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  207. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  208. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  209. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  210. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  211. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  212. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  213. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  214. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  215. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  216. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  217. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  218. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  219. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  220. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  221. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  222. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  223. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  224. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  225. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  226. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  227. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  228. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  229. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  230. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  231. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  232. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  233. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  234. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  235. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  236. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  237. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  238. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  239. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  240. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  241. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  242. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  243. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  244. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  245. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  246. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  247. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  248. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  249. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  250. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  251. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  252. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  253. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  254. };
  255. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  256. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  257. {
  258. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  267. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  268. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  269. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  270. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  271. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  272. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  273. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  274. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  275. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  276. };
  277. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  278. static const DXGI_FORMAT s_attribType[][4][2] =
  279. {
  280. { // Uint8
  281. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  282. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  283. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  284. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  285. },
  286. { // Uint10
  287. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  288. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  289. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  290. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  291. },
  292. { // Int16
  293. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  294. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  295. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  296. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  297. },
  298. { // Half
  299. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  300. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  301. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  302. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  303. },
  304. { // Float
  305. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  306. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  307. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  308. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  309. },
  310. };
  311. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  312. static D3D12_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  313. {
  314. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  315. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  316. {
  317. if (UINT16_MAX != _layout.m_attributes[attr])
  318. {
  319. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  320. elem->InputSlot = _stream;
  321. if (0 == _layout.m_attributes[attr])
  322. {
  323. elem->AlignedByteOffset = 0;
  324. }
  325. else
  326. {
  327. uint8_t num;
  328. AttribType::Enum type;
  329. bool normalized;
  330. bool asInt;
  331. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  332. elem->Format = s_attribType[type][num-1][normalized];
  333. elem->AlignedByteOffset = _layout.m_offset[attr];
  334. }
  335. ++elem;
  336. }
  337. }
  338. return elem;
  339. }
  340. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  341. {
  342. D3D12_RESOURCE_BARRIER barrier;
  343. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  344. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  345. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  346. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  347. barrier.Transition.StateBefore = _stateBefore;
  348. barrier.Transition.StateAfter = _stateAfter;
  349. _commandList->ResourceBarrier(1, &barrier);
  350. }
  351. BX_PRAGMA_DIAGNOSTIC_PUSH();
  352. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  353. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  354. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  355. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  356. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  357. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  358. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  359. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  360. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  361. static const GUID IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
  362. static const GUID IID_ID3D12Device2 = { 0x30baa41e, 0xb15b, 0x475c, { 0xa0, 0xbb, 0x1a, 0xf5, 0xc5, 0xb6, 0x43, 0x28 } };
  363. static const GUID IID_ID3D12Device3 = { 0x81dadc15, 0x2bad, 0x4392, { 0x93, 0xc5, 0x10, 0x13, 0x45, 0xc4, 0xaa, 0x98 } };
  364. static const GUID IID_ID3D12Device4 = { 0xe865df17, 0xa9ee, 0x46f9, { 0xa4, 0x63, 0x30, 0x98, 0x31, 0x5a, 0xa2, 0xe5 } };
  365. static const GUID IID_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } };
  366. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  367. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  368. static const GUID IID_ID3D12GraphicsCommandList1 = { 0x553103fb, 0x1fe7, 0x4557, { 0xbb, 0x38, 0x94, 0x6d, 0x7d, 0x0e, 0x7c, 0xa7 } };
  369. static const GUID IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } };
  370. static const GUID IID_ID3D12GraphicsCommandList3 = { 0x6FDA83A7, 0xB84C, 0x4E38, { 0x9A, 0xC8, 0xC7, 0xBD, 0x22, 0x01, 0x6B, 0x3D } };
  371. static const GUID IID_ID3D12GraphicsCommandList4 = { 0x8754318e, 0xd3a9, 0x4541, { 0x98, 0xcf, 0x64, 0x5b, 0x50, 0xdc, 0x48, 0x74 } };
  372. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  373. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  374. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  375. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  376. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  377. BX_PRAGMA_DIAGNOSTIC_POP();
  378. static const GUID s_d3dDeviceIIDs[] =
  379. {
  380. IID_ID3D12Device5,
  381. IID_ID3D12Device4,
  382. IID_ID3D12Device3,
  383. IID_ID3D12Device2,
  384. IID_ID3D12Device1,
  385. };
  386. struct HeapProperty
  387. {
  388. enum Enum
  389. {
  390. Default,
  391. Texture,
  392. Upload,
  393. ReadBack,
  394. Count
  395. };
  396. D3D12_HEAP_PROPERTIES m_properties;
  397. D3D12_RESOURCE_STATES m_state;
  398. };
  399. static HeapProperty s_heapProperties[] =
  400. {
  401. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  402. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  403. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  404. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  405. };
  406. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  407. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  408. {
  409. // NOTICE: gcc trick for return struct
  410. union {
  411. D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE ID3D12Device::*w)(UINT, D3D12_HEAP_TYPE);
  412. void (STDMETHODCALLTYPE ID3D12Device::*f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  413. } conversion = { &ID3D12Device::GetCustomHeapProperties };
  414. D3D12_HEAP_PROPERTIES ret;
  415. (device->*conversion.f)(&ret, nodeMask, heapType);
  416. return ret;
  417. }
  418. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  419. {
  420. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  421. {
  422. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  423. }
  424. }
  425. static void initHeapProperties(ID3D12Device* _device)
  426. {
  427. #if BX_PLATFORM_WINDOWS
  428. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  429. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  430. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  431. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  432. #endif // BX_PLATFORM_WINDOWS
  433. }
  434. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  435. {
  436. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  437. ID3D12Resource* resource;
  438. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  439. , D3D12_HEAP_FLAG_NONE
  440. , _resourceDesc
  441. , heapProperty.m_state
  442. , _clearValue
  443. , IID_ID3D12Resource
  444. , (void**)&resource
  445. ) );
  446. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  447. , _resourceDesc->Width
  448. );
  449. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  450. && _memSet)
  451. {
  452. void* ptr;
  453. DX_CHECK(resource->Map(0, NULL, &ptr) );
  454. D3D12_RESOURCE_ALLOCATION_INFO rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  455. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  456. resource->Unmap(0, NULL);
  457. }
  458. return resource;
  459. }
  460. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  461. {
  462. D3D12_RESOURCE_DESC resourceDesc = {};
  463. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  464. resourceDesc.Alignment = 0;
  465. resourceDesc.Width = _size;
  466. resourceDesc.Height = 1;
  467. resourceDesc.DepthOrArraySize = 1;
  468. resourceDesc.MipLevels = 1;
  469. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  470. resourceDesc.SampleDesc.Count = 1;
  471. resourceDesc.SampleDesc.Quality = 0;
  472. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  473. resourceDesc.Flags = _flags;
  474. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  475. }
  476. inline bool isLost(HRESULT _hr)
  477. {
  478. return false
  479. || _hr == DXGI_ERROR_DEVICE_REMOVED
  480. || _hr == DXGI_ERROR_DEVICE_HUNG
  481. || _hr == DXGI_ERROR_DEVICE_RESET
  482. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  483. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  484. ;
  485. }
  486. static const char* getLostReason(HRESULT _hr)
  487. {
  488. switch (_hr)
  489. {
  490. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  491. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  492. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  493. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  494. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  495. // The calling application should re-create the device and continue.
  496. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  497. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  498. // suspect, and the application should not continue.
  499. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  500. // A resource is not available at the time of the call, but may become available later.
  501. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  502. case S_OK: return "S_OK";
  503. default: break;
  504. }
  505. return "Unknown HRESULT?";
  506. }
  507. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  508. {
  509. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  510. {
  511. char temp[2048];
  512. va_list argList;
  513. va_start(argList, _format);
  514. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  515. va_end(argList);
  516. temp[size] = '\0';
  517. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  518. mbstowcs(wtemp, temp, size+1);
  519. _object->SetName(wtemp);
  520. }
  521. }
  522. #if USE_D3D12_DYNAMIC_LIB
  523. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  524. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  525. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  526. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  527. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  528. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  529. #endif // USE_D3D12_DYNAMIC_LIB
  530. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  531. {
  532. #if BX_COMPILER_MSVC
  533. return _heap->GetCPUDescriptorHandleForHeapStart();
  534. #else
  535. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  536. union {
  537. D3D12_CPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  538. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  539. } conversion = { &ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart };
  540. (_heap->*conversion.f)(&handle);
  541. return handle;
  542. #endif // BX_COMPILER_MSVC
  543. }
  544. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  545. {
  546. #if BX_COMPILER_MSVC
  547. return _heap->GetGPUDescriptorHandleForHeapStart();
  548. #else
  549. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  550. union {
  551. D3D12_GPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  552. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  553. } conversion = { &ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart };
  554. (_heap->*conversion.f)(&handle);
  555. return handle;
  556. #endif // BX_COMPILER_MSVC
  557. }
  558. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  559. {
  560. #if BX_COMPILER_MSVC
  561. return _resource->GetDesc();
  562. #else
  563. D3D12_RESOURCE_DESC desc;
  564. union {
  565. D3D12_RESOURCE_DESC (STDMETHODCALLTYPE ID3D12Resource::*w)();
  566. void (STDMETHODCALLTYPE ID3D12Resource::*f)(D3D12_RESOURCE_DESC *);
  567. } conversion = { &ID3D12Resource::GetDesc };
  568. (_resource->*conversion.f)(&desc);
  569. return desc;
  570. #endif // BX_COMPILER_MSVC
  571. }
  572. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  573. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  574. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  575. {
  576. return &s_pixEventsThreadInfo;
  577. }
  578. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  579. {
  580. BX_UNUSED(_getEarliestTime);
  581. return 0;
  582. }
  583. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  584. struct RendererContextD3D12 : public RendererContextI
  585. {
  586. RendererContextD3D12()
  587. : m_d3d12Dll(NULL)
  588. , m_renderDocDll(NULL)
  589. , m_winPixEvent(NULL)
  590. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  591. , m_swapChain(NULL)
  592. , m_wireframe(false)
  593. , m_lost(false)
  594. , m_maxAnisotropy(1)
  595. , m_depthClamp(false)
  596. , m_backBufferColorIdx(0)
  597. , m_rtMsaa(false)
  598. , m_directAccessSupport(false)
  599. {
  600. }
  601. ~RendererContextD3D12()
  602. {
  603. }
  604. bool init(const Init& _init)
  605. {
  606. struct ErrorState
  607. {
  608. enum Enum
  609. {
  610. Default,
  611. LoadedKernel32,
  612. LoadedD3D12,
  613. LoadedDXGI,
  614. CreatedDXGIFactory,
  615. CreatedCommandQueue,
  616. };
  617. };
  618. ErrorState::Enum errorState = ErrorState::Default;
  619. // LUID luid;
  620. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  621. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  622. if (NULL != m_winPixEvent)
  623. {
  624. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  625. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  626. }
  627. if (NULL == bgfx_PIXGetThreadInfo
  628. || NULL == bgfx_PIXEventsReplaceBlock)
  629. {
  630. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  631. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  632. }
  633. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  634. if (_init.debug
  635. || _init.profile)
  636. {
  637. m_renderDocDll = loadRenderDoc();
  638. }
  639. setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
  640. m_fbh.idx = kInvalidHandle;
  641. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  642. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  643. #if USE_D3D12_DYNAMIC_LIB
  644. m_kernel32Dll = bx::dlopen("kernel32.dll");
  645. if (NULL == m_kernel32Dll)
  646. {
  647. BX_TRACE("Init error: Failed to load kernel32.dll.");
  648. goto error;
  649. }
  650. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
  651. if (NULL == CreateEventExA)
  652. {
  653. BX_TRACE("Init error: Function CreateEventExA not found.");
  654. goto error;
  655. }
  656. errorState = ErrorState::LoadedKernel32;
  657. m_nvapi.init();
  658. m_d3d12Dll = bx::dlopen("d3d12.dll");
  659. if (NULL == m_d3d12Dll)
  660. {
  661. BX_TRACE("Init error: Failed to load d3d12.dll.");
  662. goto error;
  663. }
  664. errorState = ErrorState::LoadedD3D12;
  665. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
  666. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  667. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12Dll, "D3D12CreateDevice");
  668. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  669. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12Dll, "D3D12GetDebugInterface");
  670. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  671. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12Dll, "D3D12SerializeRootSignature");
  672. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  673. if (NULL == D3D12CreateDevice
  674. || NULL == D3D12GetDebugInterface
  675. || NULL == D3D12SerializeRootSignature)
  676. {
  677. BX_TRACE("Init error: Function not found.");
  678. goto error;
  679. }
  680. #endif // USE_D3D12_DYNAMIC_LIB
  681. if (!m_dxgi.init(g_caps) )
  682. {
  683. goto error;
  684. }
  685. errorState = ErrorState::LoadedDXGI;
  686. HRESULT hr;
  687. {
  688. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  689. if (_init.debug
  690. || _init.profile)
  691. {
  692. ID3D12Debug* debug0;
  693. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  694. if (SUCCEEDED(hr) )
  695. {
  696. if (_init.debug)
  697. {
  698. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  699. debug0->EnableDebugLayer();
  700. {
  701. ID3D12Debug1* debug1;
  702. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  703. if (SUCCEEDED(hr))
  704. {
  705. // debug1->SetEnableGPUBasedValidation(true);
  706. // https://discordapp.com/channels/590611987420020747/593519198995742733/703642988345032804
  707. // D3D12 Bug Number: 26131261
  708. // There is a bug in the D3D12 validation that causes example-21 to fail when using UAV
  709. // Setting this function below to false avoids the bug
  710. debug1->SetEnableSynchronizedCommandQueueValidation(false);
  711. }
  712. DX_RELEASE(debug1, 1);
  713. }
  714. #endif // BX_PLATFORM_WINDOWS
  715. }
  716. DX_RELEASE(debug0, 0);
  717. }
  718. }
  719. D3D_FEATURE_LEVEL featureLevel[] =
  720. {
  721. D3D_FEATURE_LEVEL_12_1,
  722. D3D_FEATURE_LEVEL_12_0,
  723. D3D_FEATURE_LEVEL_11_1,
  724. D3D_FEATURE_LEVEL_11_0,
  725. };
  726. hr = E_FAIL;
  727. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  728. {
  729. hr = D3D12CreateDevice(m_dxgi.m_adapter
  730. , featureLevel[ii]
  731. , IID_ID3D12Device
  732. , (void**)&m_device
  733. );
  734. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  735. , (featureLevel[ii] >> 12) & 0xf
  736. , (featureLevel[ii] >> 8) & 0xf
  737. );
  738. m_featureLevel = featureLevel[ii];
  739. }
  740. #else
  741. // Reference(s):
  742. // - https://github.com/Microsoft/Xbox-ATG-Samples/blob/1271bfd61b4883c775f395b6f13aeabea70290ca/XDKSamples/Graphics/AdvancedESRAM12/DeviceResources.cpp#L64
  743. D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
  744. params.Version = D3D12_SDK_VERSION;
  745. params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAGS(0
  746. | (_init.debug ? D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG : 0)
  747. | (_init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0)
  748. );
  749. params.GraphicsCommandQueueRingSizeBytes = UINT32_MAX;
  750. params.GraphicsScratchMemorySizeBytes = UINT32_MAX;
  751. params.ComputeScratchMemorySizeBytes = UINT32_MAX;
  752. params.DisableGeometryShaderAllocations = true;
  753. params.DisableTessellationShaderAllocations = true;
  754. hr = D3D12XboxCreateDevice(
  755. m_dxgi.m_adapter
  756. , &params
  757. , IID_ID3D12Device
  758. , (void**)&m_device
  759. );
  760. m_featureLevel = D3D_FEATURE_LEVEL_12_1;
  761. if (SUCCEEDED(hr) )
  762. {
  763. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  764. m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
  765. }
  766. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  767. }
  768. if (FAILED(hr) )
  769. {
  770. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  771. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  772. {
  773. BX_TRACE("Hint: Change UWP app to game?");
  774. }
  775. goto error;
  776. }
  777. m_dxgi.update(m_device);
  778. {
  779. m_deviceInterfaceVersion = 0;
  780. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  781. {
  782. ID3D12Device* device;
  783. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  784. if (SUCCEEDED(hr) )
  785. {
  786. device->Release(); // BK - ignore ref count.
  787. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs) - ii;
  788. break;
  789. }
  790. }
  791. }
  792. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  793. {
  794. m_nvapi.shutdown();
  795. }
  796. {
  797. uint32_t numNodes = m_device->GetNodeCount();
  798. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  799. for (uint32_t ii = 0; ii < numNodes; ++ii)
  800. {
  801. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  802. architecture.NodeIndex = ii;
  803. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  804. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  805. , ii
  806. , architecture.TileBasedRenderer
  807. , architecture.UMA
  808. , architecture.CacheCoherentUMA
  809. );
  810. if (0 == ii)
  811. {
  812. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  813. }
  814. }
  815. }
  816. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  817. BX_TRACE("D3D12 options:")
  818. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  819. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  820. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  821. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  822. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  823. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  824. initHeapProperties(m_device);
  825. m_cmd.init(m_device);
  826. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, m_cmd.m_commandQueue);
  827. errorState = ErrorState::CreatedCommandQueue;
  828. if (NULL == g_platformData.backBuffer)
  829. {
  830. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  831. m_scd.width = _init.resolution.width;
  832. m_scd.height = _init.resolution.height;
  833. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  834. m_scd.stereo = false;
  835. updateMsaa(m_scd.format);
  836. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  837. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  838. m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
  839. m_scd.scaling = 0 == g_platformData.ndt
  840. ? DXGI_SCALING_NONE
  841. : DXGI_SCALING_STRETCH
  842. ;
  843. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  844. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  845. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  846. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, BGFX_CONFIG_MAX_FRAME_LATENCY);
  847. m_scd.nwh = g_platformData.nwh;
  848. m_scd.ndt = g_platformData.ndt;
  849. m_scd.windowed = true;
  850. m_backBufferColorIdx = m_scd.bufferCount-1;
  851. m_msaaRt = NULL;
  852. if (NULL != m_scd.nwh)
  853. {
  854. hr = m_dxgi.createSwapChain(
  855. getDeviceForSwapChain()
  856. , m_scd
  857. , &m_swapChain
  858. );
  859. if (FAILED(hr) )
  860. {
  861. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  862. goto error;
  863. }
  864. else
  865. {
  866. m_resolution = _init.resolution;
  867. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  868. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  869. m_textVideoMem.clear();
  870. }
  871. if (1 < m_scd.sampleDesc.Count)
  872. {
  873. D3D12_RESOURCE_DESC resourceDesc;
  874. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  875. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  876. resourceDesc.Width = m_scd.width;
  877. resourceDesc.Height = m_scd.height;
  878. resourceDesc.MipLevels = 1;
  879. resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  880. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  881. : s_textureFormat[m_resolution.format].m_fmt;
  882. resourceDesc.SampleDesc = m_scd.sampleDesc;
  883. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  884. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  885. resourceDesc.DepthOrArraySize = 1;
  886. D3D12_CLEAR_VALUE clearValue;
  887. clearValue.Format = resourceDesc.Format;
  888. clearValue.Color[0] = 0.0f;
  889. clearValue.Color[1] = 0.0f;
  890. clearValue.Color[2] = 0.0f;
  891. clearValue.Color[3] = 0.0f;
  892. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  893. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  894. }
  895. }
  896. }
  897. m_presentElapsed = 0;
  898. {
  899. m_resolution.width = _init.resolution.width;
  900. m_resolution.height = _init.resolution.height;
  901. m_numWindows = 1;
  902. #if BX_PLATFORM_WINDOWS
  903. m_infoQueue = NULL;
  904. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  905. , 0
  906. | DXGI_MWA_NO_WINDOW_CHANGES
  907. | DXGI_MWA_NO_ALT_ENTER
  908. ) );
  909. if (_init.debug)
  910. {
  911. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  912. if (SUCCEEDED(hr) )
  913. {
  914. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  915. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  916. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  917. D3D12_INFO_QUEUE_FILTER filter;
  918. bx::memSet(&filter, 0, sizeof(filter) );
  919. D3D12_MESSAGE_CATEGORY catlist[] =
  920. {
  921. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  922. D3D12_MESSAGE_CATEGORY_EXECUTION,
  923. };
  924. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  925. filter.DenyList.pCategoryList = catlist;
  926. m_infoQueue->PushStorageFilter(&filter);
  927. }
  928. }
  929. #endif // BX_PLATFORM_WINDOWS
  930. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  931. rtvDescHeap.NumDescriptors = 0
  932. + BX_COUNTOF(m_backBufferColor)
  933. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  934. ;
  935. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  936. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  937. rtvDescHeap.NodeMask = 1;
  938. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  939. , IID_ID3D12DescriptorHeap
  940. , (void**)&m_rtvDescriptorHeap
  941. ) );
  942. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  943. dsvDescHeap.NumDescriptors = 0
  944. + 1 // reserved for depth backbuffer.
  945. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  946. ;
  947. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  948. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  949. dsvDescHeap.NodeMask = 1;
  950. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  951. , IID_ID3D12DescriptorHeap
  952. , (void**)&m_dsvDescriptorHeap
  953. ) );
  954. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  955. {
  956. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  957. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  958. );
  959. }
  960. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  961. , 1024
  962. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  963. );
  964. D3D12_DESCRIPTOR_RANGE descRange[] =
  965. {
  966. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  967. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  968. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  969. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  970. };
  971. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  972. D3D12_ROOT_PARAMETER rootParameter[] =
  973. {
  974. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  975. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  976. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  977. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  978. };
  979. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  980. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  981. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  982. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  983. descRootSignature.pParameters = rootParameter;
  984. descRootSignature.NumStaticSamplers = 0;
  985. descRootSignature.pStaticSamplers = NULL;
  986. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  987. ID3DBlob* outBlob;
  988. ID3DBlob* errorBlob;
  989. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  990. , D3D_ROOT_SIGNATURE_VERSION_1
  991. , &outBlob
  992. , &errorBlob
  993. ) );
  994. DX_CHECK(m_device->CreateRootSignature(0
  995. , outBlob->GetBufferPointer()
  996. , outBlob->GetBufferSize()
  997. , IID_ID3D12RootSignature
  998. , (void**)&m_rootSignature
  999. ) );
  1000. ///
  1001. m_directAccessSupport = true
  1002. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  1003. && m_architecture.UMA
  1004. ;
  1005. g_caps.supported |= ( 0
  1006. | BGFX_CAPS_TEXTURE_3D
  1007. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1008. | BGFX_CAPS_INDEX32
  1009. | BGFX_CAPS_INSTANCING
  1010. | BGFX_CAPS_DRAW_INDIRECT
  1011. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1012. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1013. | BGFX_CAPS_VERTEX_ID
  1014. | BGFX_CAPS_FRAGMENT_DEPTH
  1015. | BGFX_CAPS_BLEND_INDEPENDENT
  1016. | BGFX_CAPS_COMPUTE
  1017. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1018. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1019. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  1020. | BGFX_CAPS_TEXTURE_BLIT
  1021. | BGFX_CAPS_TEXTURE_READ_BACK
  1022. | BGFX_CAPS_OCCLUSION_QUERY
  1023. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1024. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1025. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1026. | BGFX_CAPS_IMAGE_RW
  1027. );
  1028. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1029. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1030. g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1031. g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
  1032. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1033. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1034. {
  1035. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1036. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1037. ? s_textureFormat[ii].m_fmtDsv
  1038. : s_textureFormat[ii].m_fmt
  1039. ;
  1040. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1041. if (DXGI_FORMAT_UNKNOWN != fmt)
  1042. {
  1043. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1044. data.Format = fmt;
  1045. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1046. if (SUCCEEDED(hr) )
  1047. {
  1048. support |= 0 != (data.Support1 & (0
  1049. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1050. ) )
  1051. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1052. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1053. ;
  1054. support |= 0 != (data.Support1 & (0
  1055. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1056. ) )
  1057. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1058. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1059. ;
  1060. support |= 0 != (data.Support1 & (0
  1061. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1062. ) )
  1063. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1064. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1065. ;
  1066. support |= 0 != (data.Support1 & (0
  1067. | D3D12_FORMAT_SUPPORT1_BUFFER
  1068. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1069. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1070. ) )
  1071. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1072. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1073. ;
  1074. support |= 0 != (data.Support1 & (0
  1075. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1076. ) )
  1077. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1078. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1079. ;
  1080. support |= 0 != (data.Support1 & (0
  1081. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1082. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1083. ) )
  1084. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1085. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1086. ;
  1087. support |= 0 != (data.Support1 & (0
  1088. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1089. ) )
  1090. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1091. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1092. ;
  1093. support |= 0 != (data.Support1 & (0
  1094. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1095. ) )
  1096. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1097. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1098. ;
  1099. }
  1100. else
  1101. {
  1102. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1103. }
  1104. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ) )
  1105. {
  1106. // clear image flag for additional testing
  1107. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ;
  1108. data.Format = s_textureFormat[ii].m_fmt;
  1109. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1110. if (SUCCEEDED(hr) )
  1111. {
  1112. support |= 0 != (data.Support2 & (0
  1113. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1114. ) )
  1115. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1116. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1117. ;
  1118. support |= 0 != (data.Support2 & (0
  1119. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1120. ) )
  1121. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1122. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1123. ;
  1124. }
  1125. }
  1126. }
  1127. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1128. {
  1129. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1130. {
  1131. DXGI_FORMAT InFormat;
  1132. UINT OutFormatSupport;
  1133. };
  1134. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1135. data.Format = fmtSrgb;
  1136. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1137. if (SUCCEEDED(hr) )
  1138. {
  1139. support |= 0 != (data.Support1 & (0
  1140. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1141. ) )
  1142. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1143. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1144. ;
  1145. support |= 0 != (data.Support1 & (0
  1146. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1147. ) )
  1148. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1149. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1150. ;
  1151. support |= 0 != (data.Support1 & (0
  1152. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1153. ) )
  1154. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1155. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1156. ;
  1157. }
  1158. else
  1159. {
  1160. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1161. }
  1162. }
  1163. g_caps.formats[ii] = support;
  1164. }
  1165. // Init reserved part of view name.
  1166. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1167. {
  1168. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1169. }
  1170. postReset();
  1171. m_batch.create(4<<10);
  1172. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId);
  1173. m_gpuTimer.init();
  1174. m_occlusionQuery.init();
  1175. {
  1176. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1177. {
  1178. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1179. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1180. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1181. };
  1182. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1183. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1184. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1185. {
  1186. argDesc.Type = argType[ii];
  1187. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1188. m_commandSignature[ii] = NULL;
  1189. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1190. , NULL
  1191. , IID_ID3D12CommandSignature
  1192. , (void**)&m_commandSignature[ii]
  1193. ) );
  1194. }
  1195. }
  1196. }
  1197. if (m_nvapi.isInitialized() )
  1198. {
  1199. finish();
  1200. m_commandList = m_cmd.alloc();
  1201. m_nvapi.initAftermath(m_device, m_commandList);
  1202. }
  1203. g_internalData.context = m_device;
  1204. return true;
  1205. error:
  1206. switch (errorState)
  1207. {
  1208. case ErrorState::CreatedCommandQueue:
  1209. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1210. m_cmd.shutdown();
  1211. BX_FALLTHROUGH;
  1212. case ErrorState::CreatedDXGIFactory:
  1213. DX_RELEASE(m_device, 0);
  1214. m_dxgi.shutdown();
  1215. BX_FALLTHROUGH;
  1216. #if USE_D3D12_DYNAMIC_LIB
  1217. case ErrorState::LoadedDXGI:
  1218. case ErrorState::LoadedD3D12:
  1219. bx::dlclose(m_d3d12Dll);
  1220. BX_FALLTHROUGH;
  1221. case ErrorState::LoadedKernel32:
  1222. bx::dlclose(m_kernel32Dll);
  1223. BX_FALLTHROUGH;
  1224. #endif // USE_D3D12_DYNAMIC_LIB
  1225. case ErrorState::Default:
  1226. default:
  1227. m_nvapi.shutdown();
  1228. unloadRenderDoc(m_renderDocDll);
  1229. bx::dlclose(m_winPixEvent);
  1230. m_winPixEvent = NULL;
  1231. break;
  1232. }
  1233. return false;
  1234. }
  1235. void shutdown()
  1236. {
  1237. m_cmd.finish();
  1238. m_batch.destroy();
  1239. preReset();
  1240. m_gpuTimer.shutdown();
  1241. m_occlusionQuery.shutdown();
  1242. m_samplerAllocator.destroy();
  1243. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1244. {
  1245. m_scratchBuffer[ii].destroy();
  1246. }
  1247. m_pipelineStateCache.invalidate();
  1248. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1249. {
  1250. m_indexBuffers[ii].destroy();
  1251. }
  1252. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1253. {
  1254. m_vertexBuffers[ii].destroy();
  1255. }
  1256. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1257. {
  1258. m_shaders[ii].destroy();
  1259. }
  1260. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1261. {
  1262. m_textures[ii].destroy();
  1263. }
  1264. #if BX_PLATFORM_WINDOWS
  1265. DX_RELEASE_W(m_infoQueue, 0);
  1266. #endif // BX_PLATFORM_WINDOWS
  1267. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1268. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1269. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1270. {
  1271. DX_RELEASE(m_commandSignature[ii], 0);
  1272. }
  1273. DX_RELEASE(m_rootSignature, 0);
  1274. DX_RELEASE(m_msaaRt, 0);
  1275. DX_RELEASE(m_swapChain, 0);
  1276. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1277. m_cmd.shutdown();
  1278. DX_RELEASE(m_device, 0);
  1279. m_nvapi.shutdown();
  1280. m_dxgi.shutdown();
  1281. unloadRenderDoc(m_renderDocDll);
  1282. bx::dlclose(m_winPixEvent);
  1283. m_winPixEvent = NULL;
  1284. #if USE_D3D12_DYNAMIC_LIB
  1285. bx::dlclose(m_d3d12Dll);
  1286. bx::dlclose(m_kernel32Dll);
  1287. #endif // USE_D3D12_DYNAMIC_LIB
  1288. }
  1289. RendererType::Enum getRendererType() const override
  1290. {
  1291. return RendererType::Direct3D12;
  1292. }
  1293. const char* getRendererName() const override
  1294. {
  1295. return BGFX_RENDERER_DIRECT3D12_NAME;
  1296. }
  1297. bool isDeviceRemoved() override
  1298. {
  1299. return m_lost;
  1300. }
  1301. void flip() override
  1302. {
  1303. if (!m_lost)
  1304. {
  1305. int64_t start = bx::getHPCounter();
  1306. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1307. HRESULT hr = S_OK;
  1308. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1309. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1310. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1311. {
  1312. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1313. hr = frameBuffer.present(syncInterval, flags);
  1314. }
  1315. if (SUCCEEDED(hr)
  1316. && NULL != m_swapChain)
  1317. {
  1318. hr = m_swapChain->Present(syncInterval, flags);
  1319. }
  1320. int64_t now = bx::getHPCounter();
  1321. m_presentElapsed = now - start;
  1322. m_lost = isLost(hr);
  1323. BGFX_FATAL(!m_lost
  1324. , bgfx::Fatal::DeviceLost
  1325. , "Device is lost. FAILED 0x%08x %s (%s)"
  1326. , hr
  1327. , getLostReason(hr)
  1328. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1329. );
  1330. }
  1331. }
  1332. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1333. {
  1334. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1335. }
  1336. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1337. {
  1338. m_indexBuffers[_handle.idx].destroy();
  1339. }
  1340. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1341. {
  1342. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1343. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1344. dump(layout);
  1345. }
  1346. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1347. {
  1348. }
  1349. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1350. {
  1351. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1352. }
  1353. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1354. {
  1355. m_vertexBuffers[_handle.idx].destroy();
  1356. }
  1357. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1358. {
  1359. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1360. }
  1361. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1362. {
  1363. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1364. }
  1365. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1366. {
  1367. m_indexBuffers[_handle.idx].destroy();
  1368. }
  1369. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1370. {
  1371. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1372. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1373. }
  1374. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1375. {
  1376. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1377. }
  1378. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1379. {
  1380. m_vertexBuffers[_handle.idx].destroy();
  1381. }
  1382. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1383. {
  1384. m_shaders[_handle.idx].create(_mem);
  1385. }
  1386. void destroyShader(ShaderHandle _handle) override
  1387. {
  1388. m_shaders[_handle.idx].destroy();
  1389. }
  1390. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1391. {
  1392. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1393. }
  1394. void destroyProgram(ProgramHandle _handle) override
  1395. {
  1396. m_program[_handle.idx].destroy();
  1397. }
  1398. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1399. {
  1400. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1401. }
  1402. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1403. {
  1404. }
  1405. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1406. {
  1407. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1408. }
  1409. void updateTextureEnd() override
  1410. {
  1411. }
  1412. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1413. {
  1414. const TextureD3D12& texture = m_textures[_handle.idx];
  1415. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1416. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1417. uint32_t numRows;
  1418. uint64_t total;
  1419. m_device->GetCopyableFootprints(&desc
  1420. , _mip
  1421. , 1
  1422. , 0
  1423. , &layout
  1424. , &numRows
  1425. , NULL
  1426. , &total
  1427. );
  1428. uint32_t srcPitch = layout.Footprint.RowPitch;
  1429. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1430. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1431. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1432. D3D12_BOX box;
  1433. box.left = 0;
  1434. box.top = 0;
  1435. box.right = srcWidth;
  1436. box.bottom = srcHeight;
  1437. box.front = 0;
  1438. box.back = 1;
  1439. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1440. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  1441. srcLocation.SubresourceIndex = _mip;
  1442. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1443. finish();
  1444. m_commandList = m_cmd.alloc();
  1445. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1446. uint8_t* dst = (uint8_t*)_data;
  1447. uint32_t dstPitch = srcWidth*bpp/8;
  1448. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1449. uint8_t* src;
  1450. readback->Map(0, NULL, (void**)&src);
  1451. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1452. {
  1453. bx::memCopy(dst, src, pitch);
  1454. src += srcPitch;
  1455. dst += dstPitch;
  1456. }
  1457. D3D12_RANGE writeRange = { 0, 0 };
  1458. readback->Unmap(0, &writeRange);
  1459. DX_RELEASE(readback, 0);
  1460. }
  1461. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1462. {
  1463. TextureD3D12& texture = m_textures[_handle.idx];
  1464. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1465. const Memory* mem = alloc(size);
  1466. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1467. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1468. bx::write(&writer, magic);
  1469. TextureCreate tc;
  1470. tc.m_width = _width;
  1471. tc.m_height = _height;
  1472. tc.m_depth = 0;
  1473. tc.m_numLayers = _numLayers;
  1474. tc.m_numMips = _numMips;
  1475. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1476. tc.m_cubeMap = false;
  1477. tc.m_mem = NULL;
  1478. bx::write(&writer, tc);
  1479. texture.destroy();
  1480. texture.create(mem, texture.m_flags, 0);
  1481. release(mem);
  1482. }
  1483. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1484. {
  1485. // Resource ref. counts might be messed up outside of bgfx.
  1486. // Disabling ref. count check once texture is overridden.
  1487. setGraphicsDebuggerPresent(true);
  1488. m_textures[_handle.idx].overrideInternal(_ptr);
  1489. }
  1490. uintptr_t getInternal(TextureHandle _handle) override
  1491. {
  1492. setGraphicsDebuggerPresent(true);
  1493. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1494. }
  1495. void destroyTexture(TextureHandle _handle) override
  1496. {
  1497. m_textures[_handle.idx].destroy();
  1498. }
  1499. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1500. {
  1501. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1502. }
  1503. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1504. {
  1505. finishAll(true);
  1506. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1507. {
  1508. FrameBufferHandle handle = m_windows[ii];
  1509. if (isValid(handle)
  1510. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1511. {
  1512. destroyFrameBuffer(handle);
  1513. }
  1514. }
  1515. uint16_t denseIdx = m_numWindows++;
  1516. m_windows[denseIdx] = _handle;
  1517. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1518. }
  1519. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1520. {
  1521. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1522. if (NULL != frameBuffer.m_swapChain)
  1523. {
  1524. finishAll(true);
  1525. }
  1526. uint16_t denseIdx = frameBuffer.destroy();
  1527. if (UINT16_MAX != denseIdx)
  1528. {
  1529. --m_numWindows;
  1530. if (m_numWindows > 1)
  1531. {
  1532. FrameBufferHandle handle = m_windows[m_numWindows];
  1533. m_windows[m_numWindows] = {kInvalidHandle};
  1534. if (m_numWindows != denseIdx)
  1535. {
  1536. m_windows[denseIdx] = handle;
  1537. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1538. }
  1539. }
  1540. }
  1541. }
  1542. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1543. {
  1544. if (NULL != m_uniforms[_handle.idx])
  1545. {
  1546. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1547. }
  1548. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type] * _num, 16);
  1549. void* data = BX_ALLOC(g_allocator, size);
  1550. bx::memSet(data, 0, size);
  1551. m_uniforms[_handle.idx] = data;
  1552. m_uniformReg.add(_handle, _name);
  1553. }
  1554. void destroyUniform(UniformHandle _handle) override
  1555. {
  1556. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1557. m_uniforms[_handle.idx] = NULL;
  1558. m_uniformReg.remove(_handle);
  1559. }
  1560. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1561. {
  1562. BX_UNUSED(_handle);
  1563. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1564. m_cmd.finish(m_backBufferColorFence[idx]);
  1565. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1566. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1567. const uint32_t width = (uint32_t)desc.Width;
  1568. const uint32_t height = (uint32_t)desc.Height;
  1569. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1570. uint32_t numRows;
  1571. uint64_t total;
  1572. uint64_t pitch;
  1573. m_device->GetCopyableFootprints(&desc
  1574. , 0
  1575. , 1
  1576. , 0
  1577. , &layout
  1578. , &numRows
  1579. , &pitch
  1580. , &total
  1581. );
  1582. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1583. D3D12_BOX box;
  1584. box.left = 0;
  1585. box.top = 0;
  1586. box.right = width;
  1587. box.bottom = height;
  1588. box.front = 0;
  1589. box.back = 1;
  1590. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1591. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1592. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1593. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1594. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1595. finish();
  1596. m_commandList = m_cmd.alloc();
  1597. void* data;
  1598. readback->Map(0, NULL, (void**)&data);
  1599. bimg::imageSwizzleBgra8(
  1600. data
  1601. , layout.Footprint.RowPitch
  1602. , width
  1603. , height
  1604. , data
  1605. , layout.Footprint.RowPitch
  1606. );
  1607. g_callback->screenShot(_filePath
  1608. , width
  1609. , height
  1610. , layout.Footprint.RowPitch
  1611. , data
  1612. , (uint32_t)total
  1613. , false
  1614. );
  1615. D3D12_RANGE writeRange = { 0, 0 };
  1616. readback->Unmap(0, &writeRange);
  1617. DX_RELEASE(readback, 0);
  1618. }
  1619. void updateViewName(ViewId _id, const char* _name) override
  1620. {
  1621. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1622. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1623. , _name
  1624. );
  1625. }
  1626. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1627. {
  1628. bx::memCopy(m_uniforms[_loc], _data, _size);
  1629. }
  1630. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1631. {
  1632. m_occlusionQuery.invalidate(_handle);
  1633. }
  1634. void setMarker(const char* _marker, uint16_t _len) override
  1635. {
  1636. BX_UNUSED(_len);
  1637. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1638. {
  1639. PIX3_SETMARKER(m_commandList, kColorMarker, _marker);
  1640. }
  1641. }
  1642. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1643. {
  1644. switch (_handle.type)
  1645. {
  1646. case Handle::IndexBuffer:
  1647. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1648. break;
  1649. case Handle::Shader:
  1650. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1651. break;
  1652. case Handle::Texture:
  1653. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1654. break;
  1655. case Handle::VertexBuffer:
  1656. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1657. break;
  1658. default:
  1659. BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
  1660. break;
  1661. }
  1662. }
  1663. void submitBlit(BlitState& _bs, uint16_t _view);
  1664. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1665. void blitSetup(TextVideoMemBlitter& _blitter) override
  1666. {
  1667. const uint32_t width = m_scd.width;
  1668. const uint32_t height = m_scd.height;
  1669. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1670. D3D12_VIEWPORT vp;
  1671. vp.TopLeftX = 0;
  1672. vp.TopLeftY = 0;
  1673. vp.Width = (float)width;
  1674. vp.Height = (float)height;
  1675. vp.MinDepth = 0.0f;
  1676. vp.MaxDepth = 1.0f;
  1677. m_commandList->RSSetViewports(1, &vp);
  1678. D3D12_RECT rc;
  1679. rc.left = 0;
  1680. rc.top = 0;
  1681. rc.right = width;
  1682. rc.bottom = height;
  1683. m_commandList->RSSetScissorRects(1, &rc);
  1684. const uint64_t state = 0
  1685. | BGFX_STATE_WRITE_RGB
  1686. | BGFX_STATE_WRITE_A
  1687. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1688. ;
  1689. const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layoutHandle.idx] };
  1690. ID3D12PipelineState* pso = getPipelineState(state
  1691. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1692. , 1
  1693. , layouts
  1694. , _blitter.m_program
  1695. , 0
  1696. );
  1697. m_commandList->SetPipelineState(pso);
  1698. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1699. float proj[16];
  1700. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1701. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1702. uint8_t flags = predefined.m_type;
  1703. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1704. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1705. commitShaderConstants(_blitter.m_program, gpuAddress);
  1706. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1707. ID3D12DescriptorHeap* heaps[] =
  1708. {
  1709. m_samplerAllocator.getHeap(),
  1710. scratchBuffer.getHeap(),
  1711. };
  1712. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1713. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1714. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1715. uint32_t samplerFlags[] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
  1716. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BX_COUNTOF(samplerFlags), NULL);
  1717. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1718. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1719. scratchBuffer.allocSrv(srvHandle, texture);
  1720. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1721. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1722. const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1723. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1724. viewDesc.BufferLocation = vb.m_gpuVA;
  1725. viewDesc.StrideInBytes = layout.m_stride;
  1726. viewDesc.SizeInBytes = vb.m_size;
  1727. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1728. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1729. D3D12_INDEX_BUFFER_VIEW ibv;
  1730. ibv.Format = DXGI_FORMAT_R16_UINT;
  1731. ibv.BufferLocation = ib.m_gpuVA;
  1732. ibv.SizeInBytes = ib.m_size;
  1733. m_commandList->IASetIndexBuffer(&ibv);
  1734. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1735. }
  1736. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1737. {
  1738. const uint32_t numVertices = _numIndices*4/6;
  1739. if (0 < numVertices)
  1740. {
  1741. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1742. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1743. m_commandList->DrawIndexedInstanced(_numIndices
  1744. , 1
  1745. , 0
  1746. , 0
  1747. , 0
  1748. );
  1749. }
  1750. }
  1751. void preReset()
  1752. {
  1753. finishAll();
  1754. if (NULL != m_swapChain)
  1755. {
  1756. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1757. {
  1758. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1759. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1760. #else
  1761. DX_RELEASE(m_backBufferColor[ii], 1);
  1762. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1763. }
  1764. DX_RELEASE(m_backBufferDepthStencil, 0);
  1765. }
  1766. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1767. {
  1768. m_frameBuffers[ii].preReset();
  1769. }
  1770. invalidateCache();
  1771. // capturePreReset();
  1772. }
  1773. void postReset()
  1774. {
  1775. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1776. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1777. if (NULL != m_swapChain)
  1778. {
  1779. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1780. {
  1781. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1782. handle.ptr += ii * rtvDescriptorSize;
  1783. DX_CHECK(m_swapChain->GetBuffer(ii
  1784. , IID_ID3D12Resource
  1785. , (void**)&m_backBufferColor[ii]
  1786. ) );
  1787. D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
  1788. rtvDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1789. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  1790. : s_textureFormat[m_resolution.format].m_fmt;
  1791. if (1 < getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize)
  1792. {
  1793. rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
  1794. D3D12_RTV_DIMENSION_TEXTURE2DARRAY : D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  1795. rtvDesc.Texture2DArray.FirstArraySlice = 0;
  1796. rtvDesc.Texture2DArray.ArraySize = getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize;
  1797. rtvDesc.Texture2DArray.MipSlice = 0;
  1798. rtvDesc.Texture2DArray.PlaneSlice = 0;
  1799. }
  1800. else
  1801. {
  1802. rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
  1803. D3D12_RTV_DIMENSION_TEXTURE2D : D3D12_RTV_DIMENSION_TEXTURE2DMS;
  1804. rtvDesc.Texture2D.MipSlice = 0;
  1805. rtvDesc.Texture2D.PlaneSlice = 0;
  1806. }
  1807. m_device->CreateRenderTargetView(
  1808. NULL == m_msaaRt
  1809. ? m_backBufferColor[ii]
  1810. : m_msaaRt
  1811. , &rtvDesc
  1812. , handle
  1813. );
  1814. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  1815. {
  1816. ID3D12Resource* resource = m_backBufferColor[ii];
  1817. BX_ASSERT(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  1818. const uint32_t size = m_scd.width*m_scd.height*4;
  1819. void* ptr;
  1820. DX_CHECK(resource->Map(0, NULL, &ptr) );
  1821. bx::memSet(ptr, 0, size);
  1822. resource->Unmap(0, NULL);
  1823. }
  1824. }
  1825. }
  1826. D3D12_RESOURCE_DESC resourceDesc;
  1827. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1828. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  1829. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  1830. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  1831. resourceDesc.DepthOrArraySize = 1;
  1832. resourceDesc.MipLevels = 1;
  1833. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1834. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1835. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1836. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1837. D3D12_CLEAR_VALUE clearValue;
  1838. clearValue.Format = resourceDesc.Format;
  1839. clearValue.DepthStencil.Depth = 1.0f;
  1840. clearValue.DepthStencil.Stencil = 0;
  1841. m_commandList = m_cmd.alloc();
  1842. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1843. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  1844. setResourceBarrier(m_commandList
  1845. , m_backBufferDepthStencil
  1846. , D3D12_RESOURCE_STATE_COMMON
  1847. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  1848. );
  1849. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1850. {
  1851. m_frameBuffers[ii].postReset();
  1852. }
  1853. if (NULL != m_msaaRt)
  1854. {
  1855. setResourceBarrier(m_commandList
  1856. , m_msaaRt
  1857. , D3D12_RESOURCE_STATE_COMMON
  1858. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  1859. );
  1860. }
  1861. // capturePostReset();
  1862. }
  1863. void invalidateCache()
  1864. {
  1865. m_pipelineStateCache.invalidate();
  1866. m_samplerStateCache.invalidate();
  1867. m_samplerAllocator.reset();
  1868. }
  1869. void updateMsaa(DXGI_FORMAT _format) const
  1870. {
  1871. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1872. {
  1873. uint32_t msaa = s_checkMsaa[ii];
  1874. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1875. bx::memSet(&data, 0, sizeof(msaa) );
  1876. data.Format = _format;
  1877. data.SampleCount = msaa;
  1878. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1879. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1880. if (SUCCEEDED(hr)
  1881. && 0 < data.NumQualityLevels)
  1882. {
  1883. s_msaa[ii].Count = data.SampleCount;
  1884. s_msaa[ii].Quality = data.NumQualityLevels-1;
  1885. last = ii;
  1886. }
  1887. else
  1888. {
  1889. s_msaa[ii] = s_msaa[last];
  1890. }
  1891. }
  1892. }
  1893. IUnknown* getDeviceForSwapChain() const
  1894. {
  1895. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1896. return m_cmd.m_commandQueue;
  1897. # else
  1898. return m_device;
  1899. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1900. }
  1901. bool updateResolution(const Resolution& _resolution)
  1902. {
  1903. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1904. {
  1905. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1906. }
  1907. else
  1908. {
  1909. m_maxAnisotropy = 1;
  1910. }
  1911. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  1912. if (m_depthClamp != depthClamp)
  1913. {
  1914. m_depthClamp = depthClamp;
  1915. m_pipelineStateCache.invalidate();
  1916. }
  1917. const uint32_t maskFlags = ~(0
  1918. | BGFX_RESET_MAXANISOTROPY
  1919. | BGFX_RESET_DEPTH_CLAMP
  1920. | BGFX_RESET_SUSPEND
  1921. );
  1922. if (m_resolution.width != _resolution.width
  1923. || m_resolution.height != _resolution.height
  1924. || m_resolution.format != _resolution.format
  1925. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1926. {
  1927. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1928. bool resize = true
  1929. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1930. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  1931. ;
  1932. m_resolution = _resolution;
  1933. m_resolution.reset = flags;
  1934. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1935. m_textVideoMem.clear();
  1936. m_scd.width = _resolution.width;
  1937. m_scd.height = _resolution.height;
  1938. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  1939. preReset();
  1940. DX_RELEASE(m_msaaRt, 0);
  1941. if (NULL == m_swapChain)
  1942. {
  1943. }
  1944. else
  1945. {
  1946. if (resize)
  1947. {
  1948. #if BX_PLATFORM_WINDOWS
  1949. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1950. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1951. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1952. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1953. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
  1954. #elif BX_PLATFORM_WINRT
  1955. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd));
  1956. m_backBufferColorIdx = m_scd.bufferCount-1;
  1957. #endif // BX_PLATFORM_WINDOWS
  1958. }
  1959. else
  1960. {
  1961. updateMsaa(m_scd.format);
  1962. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1963. DX_RELEASE(m_swapChain, 0);
  1964. HRESULT hr;
  1965. hr = m_dxgi.createSwapChain(
  1966. getDeviceForSwapChain()
  1967. , m_scd
  1968. , &m_swapChain
  1969. );
  1970. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1971. }
  1972. if (1 < m_scd.sampleDesc.Count)
  1973. {
  1974. D3D12_RESOURCE_DESC resourceDesc;
  1975. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1976. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1977. resourceDesc.Width = m_scd.width;
  1978. resourceDesc.Height = m_scd.height;
  1979. resourceDesc.MipLevels = 1;
  1980. resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1981. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  1982. : s_textureFormat[m_resolution.format].m_fmt;
  1983. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1984. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1985. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1986. resourceDesc.DepthOrArraySize = 1;
  1987. D3D12_CLEAR_VALUE clearValue;
  1988. clearValue.Format = resourceDesc.Format;
  1989. clearValue.Color[0] = 0.0f;
  1990. clearValue.Color[1] = 0.0f;
  1991. clearValue.Color[2] = 0.0f;
  1992. clearValue.Color[3] = 0.0f;
  1993. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1994. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1995. }
  1996. }
  1997. postReset();
  1998. }
  1999. return false;
  2000. }
  2001. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2002. {
  2003. if (_flags&kUniformFragmentBit)
  2004. {
  2005. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2006. }
  2007. else
  2008. {
  2009. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  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(ProgramHandle _program, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  2021. {
  2022. const ProgramD3D12& program = m_program[_program.idx];
  2023. uint32_t total = bx::strideAlign(0
  2024. + program.m_vsh->m_size
  2025. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  2026. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  2027. );
  2028. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  2029. {
  2030. uint32_t size = program.m_vsh->m_size;
  2031. bx::memCopy(data, m_vsScratch, size);
  2032. data += size;
  2033. }
  2034. if (NULL != program.m_fsh)
  2035. {
  2036. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  2037. }
  2038. }
  2039. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  2040. {
  2041. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2042. if (NULL != frameBuffer.m_swapChain)
  2043. {
  2044. #if BX_PLATFORM_WINDOWS
  2045. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  2046. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2047. return getRtv(_fbh, idx);
  2048. #endif // BX_PLATFORM_WINDOWS
  2049. }
  2050. return getRtv(_fbh, 0);
  2051. }
  2052. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  2053. {
  2054. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2055. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2056. D3D12_CPU_DESCRIPTOR_HANDLE result =
  2057. {
  2058. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  2059. };
  2060. return result;
  2061. }
  2062. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2063. {
  2064. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2065. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2066. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2067. return result;
  2068. }
  2069. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2070. {
  2071. if (isValid(m_fbh)
  2072. && m_fbh.idx != _fbh.idx)
  2073. {
  2074. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2075. if (m_rtMsaa) frameBuffer.resolve();
  2076. if (NULL == frameBuffer.m_swapChain)
  2077. {
  2078. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2079. {
  2080. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2081. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2082. }
  2083. if (isValid(frameBuffer.m_depth) )
  2084. {
  2085. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2086. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2087. if (!writeOnly)
  2088. {
  2089. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2090. }
  2091. }
  2092. }
  2093. }
  2094. if (!isValid(_fbh) )
  2095. {
  2096. if (NULL != m_swapChain)
  2097. {
  2098. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2099. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2100. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2101. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2102. m_currentColor = &m_rtvHandle;
  2103. m_currentDepthStencil = &m_dsvHandle;
  2104. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2105. }
  2106. }
  2107. else
  2108. {
  2109. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2110. if (0 < frameBuffer.m_num)
  2111. {
  2112. m_rtvHandle = getRtv(_fbh);
  2113. m_currentColor = &m_rtvHandle;
  2114. }
  2115. else
  2116. {
  2117. m_currentColor = NULL;
  2118. }
  2119. if (isValid(frameBuffer.m_depth) )
  2120. {
  2121. m_dsvHandle = getDsv(_fbh);
  2122. m_currentDepthStencil = &m_dsvHandle;
  2123. }
  2124. else
  2125. {
  2126. m_currentDepthStencil = NULL;
  2127. }
  2128. if (NULL != frameBuffer.m_swapChain)
  2129. {
  2130. frameBuffer.m_needPresent = true;
  2131. }
  2132. else
  2133. {
  2134. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2135. {
  2136. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2137. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2138. }
  2139. if (isValid(frameBuffer.m_depth) )
  2140. {
  2141. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2142. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2143. }
  2144. }
  2145. m_commandList->OMSetRenderTargets(
  2146. frameBuffer.m_num
  2147. , m_currentColor
  2148. , true
  2149. , m_currentDepthStencil
  2150. );
  2151. }
  2152. m_fbh = _fbh;
  2153. m_rtMsaa = _msaa;
  2154. }
  2155. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2156. {
  2157. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2158. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2159. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2160. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2161. drt->LogicOpEnable = false;
  2162. {
  2163. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2164. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2165. const uint32_t srcRGB = (blend ) & 0xf;
  2166. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2167. const uint32_t srcA = (blend >> 8) & 0xf;
  2168. const uint32_t dstA = (blend >> 12) & 0xf;
  2169. const uint32_t equRGB = (equation ) & 0x7;
  2170. const uint32_t equA = (equation >> 3) & 0x7;
  2171. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2172. drt->DestBlend = s_blendFactor[dstRGB][0];
  2173. drt->BlendOp = s_blendEquation[equRGB];
  2174. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2175. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2176. drt->BlendOpAlpha = s_blendEquation[equA];
  2177. }
  2178. uint8_t writeMask = 0;
  2179. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2180. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2181. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2182. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2183. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2184. drt->RenderTargetWriteMask = writeMask;
  2185. if (_desc.IndependentBlendEnable)
  2186. {
  2187. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2188. {
  2189. drt = &_desc.RenderTarget[ii];
  2190. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2191. drt->LogicOpEnable = false;
  2192. const uint32_t src = (rgba ) & 0xf;
  2193. const uint32_t dst = (rgba >> 4) & 0xf;
  2194. const uint32_t equation = (rgba >> 8) & 0x7;
  2195. drt->SrcBlend = s_blendFactor[src][0];
  2196. drt->DestBlend = s_blendFactor[dst][0];
  2197. drt->BlendOp = s_blendEquation[equation];
  2198. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2199. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2200. drt->BlendOpAlpha = s_blendEquation[equation];
  2201. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2202. drt->RenderTargetWriteMask = writeMask;
  2203. }
  2204. }
  2205. else
  2206. {
  2207. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2208. {
  2209. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2210. }
  2211. }
  2212. }
  2213. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2214. {
  2215. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2216. _desc.FillMode = _wireframe
  2217. ? D3D12_FILL_MODE_WIREFRAME
  2218. : D3D12_FILL_MODE_SOLID
  2219. ;
  2220. _desc.CullMode = s_cullMode[cull];
  2221. _desc.FrontCounterClockwise = !!(_state&BGFX_STATE_FRONT_CCW);;
  2222. _desc.DepthBias = 0;
  2223. _desc.DepthBiasClamp = 0.0f;
  2224. _desc.SlopeScaledDepthBias = 0.0f;
  2225. _desc.DepthClipEnable = !m_depthClamp;
  2226. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2227. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2228. _desc.ForcedSampleCount = 0;
  2229. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2230. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2231. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2232. ;
  2233. }
  2234. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2235. {
  2236. const uint32_t fstencil = unpackStencil(0, _stencil);
  2237. bx::memSet(&_desc, 0, sizeof(_desc) );
  2238. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2239. _desc.DepthEnable = 0 != func;
  2240. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2241. ? D3D12_DEPTH_WRITE_MASK_ALL
  2242. : D3D12_DEPTH_WRITE_MASK_ZERO
  2243. ;
  2244. _desc.DepthFunc = s_cmpFunc[func];
  2245. uint32_t bstencil = unpackStencil(1, _stencil);
  2246. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2247. bstencil = frontAndBack ? bstencil : fstencil;
  2248. _desc.StencilEnable = 0 != _stencil;
  2249. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2250. _desc.StencilWriteMask = 0xff;
  2251. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2252. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2253. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2254. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2255. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2256. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2257. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2258. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2259. }
  2260. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2261. {
  2262. uint16_t attrMask[Attrib::Count];
  2263. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2264. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2265. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2266. {
  2267. VertexLayout layout;
  2268. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout));
  2269. const bool last = stream == _numStreams-1;
  2270. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2271. {
  2272. uint16_t mask = attrMask[ii];
  2273. uint16_t attr = (layout.m_attributes[ii] & mask);
  2274. if (0 == attr
  2275. || UINT16_MAX == attr)
  2276. {
  2277. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2278. }
  2279. else
  2280. {
  2281. attrMask[ii] = 0;
  2282. }
  2283. }
  2284. elem = fillVertexLayout(stream, elem, layout);
  2285. }
  2286. uint32_t num = uint32_t(elem-_vertexElements);
  2287. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2288. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2289. {
  2290. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2291. uint32_t jj;
  2292. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2293. for (jj = 0; jj < num; ++jj)
  2294. {
  2295. curr = &_vertexElements[jj];
  2296. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2297. && curr->SemanticIndex == index)
  2298. {
  2299. break;
  2300. }
  2301. }
  2302. if (jj == num)
  2303. {
  2304. curr = elem;
  2305. ++elem;
  2306. }
  2307. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2308. curr->InputSlot = 1;
  2309. curr->SemanticIndex = index;
  2310. curr->AlignedByteOffset = ii*16;
  2311. }
  2312. return uint32_t(elem-_vertexElements);
  2313. }
  2314. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexLayout& _layout, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2315. {
  2316. const VertexLayout* layouts[1] = { &_layout };
  2317. return setInputLayout(_vertexElements, BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2318. }
  2319. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2320. {
  2321. union { void* ptr; uint32_t offset; } cast = { _userData };
  2322. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2323. {
  2324. DxbcOperand& operand = _instruction.operand[ii];
  2325. if (DxbcOperandType::ConstantBuffer == operand.type)
  2326. {
  2327. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2328. && 0 == operand.regIndex[0])
  2329. {
  2330. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2331. {
  2332. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2333. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2334. {
  2335. operand.regIndex[jj] += cast.offset;
  2336. }
  2337. else if (0 != cast.offset)
  2338. {
  2339. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2340. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2341. operand.regIndex[jj] = cast.offset;
  2342. }
  2343. }
  2344. }
  2345. }
  2346. }
  2347. }
  2348. ID3D12PipelineState* getPipelineState(ProgramHandle _program)
  2349. {
  2350. ProgramD3D12& program = m_program[_program.idx];
  2351. const uint32_t hash = program.m_vsh->m_hash;
  2352. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2353. if (BX_LIKELY(NULL != pso) )
  2354. {
  2355. return pso;
  2356. }
  2357. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2358. bx::memSet(&desc, 0, sizeof(desc) );
  2359. desc.pRootSignature = m_rootSignature;
  2360. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2361. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2362. desc.NodeMask = 1;
  2363. desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  2364. uint32_t length = g_callback->cacheReadSize(hash);
  2365. const bool cached = length > 0;
  2366. void* cachedData = NULL;
  2367. if (cached)
  2368. {
  2369. cachedData = BX_ALLOC(g_allocator, length);
  2370. if (g_callback->cacheRead(hash, cachedData, length) )
  2371. {
  2372. BX_TRACE("Loading cached compute PSO (size %d).", length);
  2373. bx::MemoryReader reader(cachedData, length);
  2374. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2375. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2376. HRESULT hr = m_device->CreateComputePipelineState(&desc
  2377. , IID_ID3D12PipelineState
  2378. , (void**)&pso
  2379. );
  2380. if (FAILED(hr) )
  2381. {
  2382. BX_TRACE("Failed to load cached compute PSO (HRESULT 0x%08x).", hr);
  2383. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2384. }
  2385. }
  2386. }
  2387. if (NULL == pso)
  2388. {
  2389. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2390. , IID_ID3D12PipelineState
  2391. , (void**)&pso
  2392. ) );
  2393. }
  2394. m_pipelineStateCache.add(hash, pso);
  2395. ID3DBlob* blob;
  2396. HRESULT hr = pso->GetCachedBlob(&blob);
  2397. if (SUCCEEDED(hr) )
  2398. {
  2399. void* data = blob->GetBufferPointer();
  2400. length = (uint32_t)blob->GetBufferSize();
  2401. g_callback->cacheWrite(hash, data, length);
  2402. DX_RELEASE(blob, 0);
  2403. }
  2404. if (NULL != cachedData)
  2405. {
  2406. BX_FREE(g_allocator, cachedData);
  2407. }
  2408. return pso;
  2409. }
  2410. ID3D12PipelineState* getPipelineState(
  2411. uint64_t _state
  2412. , uint64_t _stencil
  2413. , uint8_t _numStreams
  2414. , const VertexLayout** _layouts
  2415. , ProgramHandle _program
  2416. , uint8_t _numInstanceData
  2417. )
  2418. {
  2419. ProgramD3D12& program = m_program[_program.idx];
  2420. _state &= 0
  2421. | BGFX_STATE_WRITE_RGB
  2422. | BGFX_STATE_WRITE_A
  2423. | BGFX_STATE_WRITE_Z
  2424. | BGFX_STATE_DEPTH_TEST_MASK
  2425. | BGFX_STATE_BLEND_MASK
  2426. | BGFX_STATE_BLEND_EQUATION_MASK
  2427. | BGFX_STATE_BLEND_INDEPENDENT
  2428. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2429. | BGFX_STATE_CULL_MASK
  2430. | BGFX_STATE_MSAA
  2431. | BGFX_STATE_LINEAA
  2432. | BGFX_STATE_CONSERVATIVE_RASTER
  2433. | BGFX_STATE_PT_MASK
  2434. ;
  2435. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2436. VertexLayout layout;
  2437. if (0 < _numStreams)
  2438. {
  2439. bx::memCopy(&layout, _layouts[0], sizeof(VertexLayout) );
  2440. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2441. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2442. {
  2443. uint16_t mask = attrMask[ii];
  2444. uint16_t attr = (layout.m_attributes[ii] & mask);
  2445. layout.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2446. }
  2447. }
  2448. bx::HashMurmur2A murmur;
  2449. murmur.begin();
  2450. murmur.add(_state);
  2451. murmur.add(_stencil);
  2452. murmur.add(program.m_vsh->m_hash);
  2453. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2454. if (NULL != program.m_fsh)
  2455. {
  2456. murmur.add(program.m_fsh->m_hash);
  2457. }
  2458. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2459. {
  2460. murmur.add(_layouts[ii]->m_hash);
  2461. }
  2462. murmur.add(layout.m_attributes, sizeof(layout.m_attributes) );
  2463. murmur.add(m_fbh.idx);
  2464. murmur.add(_numInstanceData);
  2465. const uint32_t hash = murmur.end();
  2466. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2467. if (NULL != pso)
  2468. {
  2469. return pso;
  2470. }
  2471. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2472. bx::memSet(&desc, 0, sizeof(desc) );
  2473. desc.pRootSignature = m_rootSignature;
  2474. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2475. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2476. const Memory* temp = NULL;
  2477. if (NULL != program.m_fsh)
  2478. {
  2479. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2480. DxbcContext dxbc;
  2481. bx::Error err;
  2482. read(&rd, dxbc, &err);
  2483. bool patchShader = !dxbc.shader.aon9;
  2484. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2485. && patchShader)
  2486. {
  2487. union { uint32_t offset; void* ptr; } cast = { 0 };
  2488. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2489. temp = alloc(uint32_t(dxbc.header.size));
  2490. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2491. int32_t size = write(&wr, dxbc, &err);
  2492. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2493. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2494. BX_ASSERT(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2495. if (!patchShader)
  2496. {
  2497. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2498. {
  2499. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2500. {
  2501. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2502. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2503. break;
  2504. }
  2505. }
  2506. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2507. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2508. }
  2509. release(temp);
  2510. temp = NULL;
  2511. }
  2512. if (patchShader)
  2513. {
  2514. union { uint32_t offset; void* ptr; } cast =
  2515. {
  2516. uint32_t(program.m_vsh->m_size)/16
  2517. };
  2518. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2519. temp = alloc(uint32_t(dxbc.header.size));
  2520. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2521. int32_t size = write(&wr, dxbc, &err);
  2522. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2523. desc.PS.pShaderBytecode = temp->data;
  2524. desc.PS.BytecodeLength = size;
  2525. }
  2526. else
  2527. {
  2528. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2529. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2530. }
  2531. }
  2532. else
  2533. {
  2534. desc.PS.pShaderBytecode = NULL;
  2535. desc.PS.BytecodeLength = 0;
  2536. }
  2537. desc.DS.pShaderBytecode = NULL;
  2538. desc.DS.BytecodeLength = 0;
  2539. desc.HS.pShaderBytecode = NULL;
  2540. desc.HS.BytecodeLength = 0;
  2541. desc.GS.pShaderBytecode = NULL;
  2542. desc.GS.BytecodeLength = 0;
  2543. desc.StreamOutput.pSODeclaration = NULL;
  2544. desc.StreamOutput.NumEntries = 0;
  2545. desc.StreamOutput.pBufferStrides = NULL;
  2546. desc.StreamOutput.NumStrides = 0;
  2547. desc.StreamOutput.RasterizedStream = 0;
  2548. setBlendState(desc.BlendState, _state);
  2549. desc.SampleMask = UINT32_MAX;
  2550. setRasterizerState(desc.RasterizerState, _state);
  2551. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2552. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2553. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _layouts, program, _numInstanceData);
  2554. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2555. ? NULL
  2556. : vertexElements
  2557. ;
  2558. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2559. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2560. if (isValid(m_fbh) )
  2561. {
  2562. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2563. if (NULL == frameBuffer.m_swapChain)
  2564. {
  2565. desc.NumRenderTargets = frameBuffer.m_num;
  2566. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2567. {
  2568. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2569. }
  2570. if (isValid(frameBuffer.m_depth) )
  2571. {
  2572. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2573. }
  2574. else
  2575. {
  2576. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2577. }
  2578. }
  2579. else
  2580. {
  2581. desc.NumRenderTargets = 1;
  2582. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2583. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2584. }
  2585. }
  2586. else
  2587. {
  2588. desc.NumRenderTargets = 1;
  2589. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2590. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2591. }
  2592. desc.SampleDesc = m_scd.sampleDesc;
  2593. uint32_t length = g_callback->cacheReadSize(hash);
  2594. const bool cached = length > 0;
  2595. void* cachedData = NULL;
  2596. if (cached)
  2597. {
  2598. cachedData = BX_ALLOC(g_allocator, length);
  2599. if (g_callback->cacheRead(hash, cachedData, length) )
  2600. {
  2601. BX_TRACE("Loading cached graphics PSO (size %d).", length);
  2602. bx::MemoryReader reader(cachedData, length);
  2603. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2604. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2605. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2606. , IID_ID3D12PipelineState
  2607. , (void**)&pso
  2608. );
  2609. if (FAILED(hr) )
  2610. {
  2611. BX_TRACE("Failed to load cached graphics PSO (HRESULT 0x%08x).", hr);
  2612. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2613. }
  2614. }
  2615. }
  2616. if (NULL == pso)
  2617. {
  2618. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2619. , IID_ID3D12PipelineState
  2620. , (void**)&pso
  2621. ) );
  2622. }
  2623. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2624. m_pipelineStateCache.add(hash, pso);
  2625. if (NULL != temp)
  2626. {
  2627. release(temp);
  2628. }
  2629. ID3DBlob* blob;
  2630. HRESULT hr = pso->GetCachedBlob(&blob);
  2631. if (SUCCEEDED(hr) )
  2632. {
  2633. void* data = blob->GetBufferPointer();
  2634. length = (uint32_t)blob->GetBufferSize();
  2635. g_callback->cacheWrite(hash, data, length);
  2636. DX_RELEASE(blob, 0);
  2637. }
  2638. if (NULL != cachedData)
  2639. {
  2640. BX_FREE(g_allocator, cachedData);
  2641. }
  2642. return pso;
  2643. }
  2644. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2645. {
  2646. bx::HashMurmur2A murmur;
  2647. murmur.begin();
  2648. murmur.add(_flags, _num * sizeof(uint32_t) );
  2649. uint32_t hash = murmur.end();
  2650. uint16_t sampler = m_samplerStateCache.find(hash);
  2651. if (UINT16_MAX == sampler)
  2652. {
  2653. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2654. m_samplerStateCache.add(hash, sampler);
  2655. }
  2656. return sampler;
  2657. }
  2658. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2659. {
  2660. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2661. }
  2662. void commit(UniformBuffer& _uniformBuffer)
  2663. {
  2664. _uniformBuffer.reset();
  2665. for (;;)
  2666. {
  2667. uint32_t opcode = _uniformBuffer.read();
  2668. if (UniformType::End == opcode)
  2669. {
  2670. break;
  2671. }
  2672. UniformType::Enum type;
  2673. uint16_t loc;
  2674. uint16_t num;
  2675. uint16_t copy;
  2676. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2677. const char* data;
  2678. if (copy)
  2679. {
  2680. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2681. }
  2682. else
  2683. {
  2684. UniformHandle handle;
  2685. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2686. data = (const char*)m_uniforms[handle.idx];
  2687. }
  2688. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2689. case UniformType::_uniform: \
  2690. case UniformType::_uniform|kUniformFragmentBit: \
  2691. { \
  2692. setShaderUniform(uint8_t(type), loc, data, num); \
  2693. } \
  2694. break;
  2695. switch ( (uint32_t)type)
  2696. {
  2697. case UniformType::Mat3:
  2698. case UniformType::Mat3|kUniformFragmentBit:
  2699. {
  2700. float* value = (float*)data;
  2701. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2702. {
  2703. Matrix4 mtx;
  2704. mtx.un.val[ 0] = value[0];
  2705. mtx.un.val[ 1] = value[1];
  2706. mtx.un.val[ 2] = value[2];
  2707. mtx.un.val[ 3] = 0.0f;
  2708. mtx.un.val[ 4] = value[3];
  2709. mtx.un.val[ 5] = value[4];
  2710. mtx.un.val[ 6] = value[5];
  2711. mtx.un.val[ 7] = 0.0f;
  2712. mtx.un.val[ 8] = value[6];
  2713. mtx.un.val[ 9] = value[7];
  2714. mtx.un.val[10] = value[8];
  2715. mtx.un.val[11] = 0.0f;
  2716. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2717. }
  2718. }
  2719. break;
  2720. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  2721. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2722. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2723. case UniformType::End:
  2724. break;
  2725. default:
  2726. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2727. break;
  2728. }
  2729. #undef CASE_IMPLEMENT_UNIFORM
  2730. }
  2731. }
  2732. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2733. {
  2734. if (isValid(m_fbh) )
  2735. {
  2736. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2737. frameBuffer.clear(m_commandList, _clear, _palette);
  2738. }
  2739. else
  2740. {
  2741. if (NULL != m_currentColor
  2742. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2743. {
  2744. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2745. {
  2746. uint8_t index = _clear.m_index[0];
  2747. if (UINT8_MAX != index)
  2748. {
  2749. m_commandList->ClearRenderTargetView(*m_currentColor
  2750. , _palette[index]
  2751. , _num
  2752. , _rect
  2753. );
  2754. }
  2755. }
  2756. else
  2757. {
  2758. float frgba[4] =
  2759. {
  2760. _clear.m_index[0] * 1.0f / 255.0f,
  2761. _clear.m_index[1] * 1.0f / 255.0f,
  2762. _clear.m_index[2] * 1.0f / 255.0f,
  2763. _clear.m_index[3] * 1.0f / 255.0f,
  2764. };
  2765. m_commandList->ClearRenderTargetView(*m_currentColor
  2766. , frgba
  2767. , _num
  2768. , _rect
  2769. );
  2770. }
  2771. }
  2772. if (NULL != m_currentDepthStencil
  2773. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2774. {
  2775. uint32_t flags = 0;
  2776. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2777. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2778. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2779. , D3D12_CLEAR_FLAGS(flags)
  2780. , _clear.m_depth
  2781. , _clear.m_stencil
  2782. , _num
  2783. , _rect
  2784. );
  2785. }
  2786. }
  2787. }
  2788. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2789. {
  2790. uint32_t width;
  2791. uint32_t height;
  2792. if (isValid(m_fbh) )
  2793. {
  2794. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2795. width = fb.m_width;
  2796. height = fb.m_height;
  2797. }
  2798. else
  2799. {
  2800. width = m_scd.width;
  2801. height = m_scd.height;
  2802. }
  2803. if (0 == _rect.m_x
  2804. && 0 == _rect.m_y
  2805. && width == _rect.m_width
  2806. && height == _rect.m_height)
  2807. {
  2808. clear(_clear, _palette);
  2809. }
  2810. else
  2811. {
  2812. D3D12_RECT rect;
  2813. rect.left = _rect.m_x;
  2814. rect.top = _rect.m_y;
  2815. rect.right = _rect.m_x + _rect.m_width;
  2816. rect.bottom = _rect.m_y + _rect.m_height;
  2817. clear(_clear, _palette, &rect, 1);
  2818. }
  2819. }
  2820. uint64_t kick()
  2821. {
  2822. uint64_t fence = m_cmd.kick();
  2823. m_commandList = m_cmd.alloc();
  2824. return fence;
  2825. }
  2826. void finish()
  2827. {
  2828. m_cmd.kick();
  2829. m_cmd.finish();
  2830. m_commandList = NULL;
  2831. }
  2832. void finishAll(bool _alloc = false)
  2833. {
  2834. uint64_t fence = m_cmd.kick();
  2835. m_cmd.finish(fence, true);
  2836. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  2837. }
  2838. Dxgi m_dxgi;
  2839. NvApi m_nvapi;
  2840. void* m_kernel32Dll;
  2841. void* m_d3d12Dll;
  2842. void* m_renderDocDll;
  2843. void* m_winPixEvent;
  2844. D3D_FEATURE_LEVEL m_featureLevel;
  2845. D3D_DRIVER_TYPE m_driverType;
  2846. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2847. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2848. Dxgi::SwapChainI* m_swapChain;
  2849. ID3D12Resource* m_msaaRt;
  2850. #if BX_PLATFORM_WINDOWS
  2851. ID3D12InfoQueue* m_infoQueue;
  2852. #endif // BX_PLATFORM_WINDOWS
  2853. int64_t m_presentElapsed;
  2854. uint16_t m_numWindows;
  2855. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2856. ID3D12Device* m_device;
  2857. TimerQueryD3D12 m_gpuTimer;
  2858. OcclusionQueryD3D12 m_occlusionQuery;
  2859. uint32_t m_deviceInterfaceVersion;
  2860. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2861. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2862. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2863. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2864. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2865. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2866. ID3D12Resource* m_backBufferColor[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2867. uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2868. ID3D12Resource* m_backBufferDepthStencil;
  2869. ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2870. DescriptorAllocatorD3D12 m_samplerAllocator;
  2871. ID3D12RootSignature* m_rootSignature;
  2872. ID3D12CommandSignature* m_commandSignature[3];
  2873. CommandQueueD3D12 m_cmd;
  2874. BatchD3D12 m_batch;
  2875. ID3D12GraphicsCommandList* m_commandList;
  2876. Resolution m_resolution;
  2877. bool m_wireframe;
  2878. bool m_lost;
  2879. SwapChainDesc m_scd;
  2880. uint32_t m_maxAnisotropy;
  2881. bool m_depthClamp;
  2882. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2883. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2884. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2885. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2886. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2887. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  2888. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2889. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2890. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2891. UniformRegistry m_uniformReg;
  2892. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2893. StateCache m_samplerStateCache;
  2894. TextVideoMem m_textVideoMem;
  2895. uint8_t m_fsScratch[64<<10];
  2896. uint8_t m_vsScratch[64<<10];
  2897. FrameBufferHandle m_fbh;
  2898. uint32_t m_backBufferColorIdx;
  2899. bool m_rtMsaa;
  2900. bool m_directAccessSupport;
  2901. };
  2902. static RendererContextD3D12* s_renderD3D12;
  2903. RendererContextI* rendererCreate(const Init& _init)
  2904. {
  2905. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2906. if (!s_renderD3D12->init(_init) )
  2907. {
  2908. BX_DELETE(g_allocator, s_renderD3D12);
  2909. s_renderD3D12 = NULL;
  2910. }
  2911. return s_renderD3D12;
  2912. }
  2913. void rendererDestroy()
  2914. {
  2915. s_renderD3D12->shutdown();
  2916. BX_DELETE(g_allocator, s_renderD3D12);
  2917. s_renderD3D12 = NULL;
  2918. }
  2919. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2920. {
  2921. m_size = _size;
  2922. ID3D12Device* device = s_renderD3D12->m_device;
  2923. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2924. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2925. desc.NumDescriptors = _maxDescriptors;
  2926. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2927. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2928. desc.NodeMask = 1;
  2929. DX_CHECK(device->CreateDescriptorHeap(&desc
  2930. , IID_ID3D12DescriptorHeap
  2931. , (void**)&m_heap
  2932. ) );
  2933. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2934. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2935. D3D12_RANGE readRange = { 0, 0 };
  2936. m_upload->Map(0, &readRange, (void**)&m_data);
  2937. reset(m_gpuHandle);
  2938. }
  2939. void ScratchBufferD3D12::destroy()
  2940. {
  2941. D3D12_RANGE writeRange = { 0, 0 };
  2942. m_upload->Unmap(0, &writeRange);
  2943. DX_RELEASE(m_upload, 0);
  2944. DX_RELEASE(m_heap, 0);
  2945. }
  2946. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2947. {
  2948. m_pos = 0;
  2949. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2950. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2951. _gpuHandle = m_gpuHandle;
  2952. }
  2953. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2954. {
  2955. m_cpuHandle.ptr += m_incrementSize;
  2956. _gpuHandle = m_gpuHandle;
  2957. m_gpuHandle.ptr += m_incrementSize;
  2958. }
  2959. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2960. {
  2961. _gpuAddress = m_gpuVA + m_pos;
  2962. void* data = &m_data[m_pos];
  2963. m_pos += bx::alignUp(_size, 256);
  2964. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2965. // desc.BufferLocation = _gpuAddress;
  2966. // desc.SizeInBytes = _size;
  2967. // ID3D12Device* device = s_renderD3D12->m_device;
  2968. // device->CreateConstantBufferView(&desc
  2969. // , m_cpuHandle
  2970. // );
  2971. // m_cpuHandle.ptr += m_incrementSize;
  2972. // m_gpuHandle.ptr += m_incrementSize;
  2973. return data;
  2974. }
  2975. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2976. {
  2977. ID3D12Device* device = s_renderD3D12->m_device;
  2978. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2979. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2980. if (0 != _mip)
  2981. {
  2982. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2983. srvd = &tmpSrvd;
  2984. switch (_texture.m_srvd.ViewDimension)
  2985. {
  2986. default:
  2987. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2988. srvd->Texture2D.MostDetailedMip = _mip;
  2989. srvd->Texture2D.MipLevels = 1;
  2990. srvd->Texture2D.PlaneSlice = 0;
  2991. srvd->Texture2D.ResourceMinLODClamp = 0;
  2992. break;
  2993. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2994. srvd->TextureCube.MostDetailedMip = _mip;
  2995. srvd->TextureCube.MipLevels = 1;
  2996. srvd->TextureCube.ResourceMinLODClamp = 0;
  2997. break;
  2998. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2999. srvd->Texture3D.MostDetailedMip = _mip;
  3000. srvd->Texture3D.MipLevels = 1;
  3001. srvd->Texture3D.ResourceMinLODClamp = 0;
  3002. break;
  3003. }
  3004. }
  3005. device->CreateShaderResourceView(NULL != _texture.m_singleMsaa ? _texture.m_singleMsaa : _texture.m_ptr
  3006. , srvd
  3007. , m_cpuHandle
  3008. );
  3009. m_cpuHandle.ptr += m_incrementSize;
  3010. _gpuHandle = m_gpuHandle;
  3011. m_gpuHandle.ptr += m_incrementSize;
  3012. }
  3013. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  3014. {
  3015. ID3D12Device* device = s_renderD3D12->m_device;
  3016. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  3017. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  3018. if (0 != _mip)
  3019. {
  3020. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  3021. uavd = &tmpUavd;
  3022. switch (_texture.m_uavd.ViewDimension)
  3023. {
  3024. default:
  3025. case D3D12_UAV_DIMENSION_TEXTURE2D:
  3026. uavd->Texture2D.MipSlice = _mip;
  3027. uavd->Texture2D.PlaneSlice = 0;
  3028. break;
  3029. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  3030. uavd->Texture2DArray.MipSlice = _mip;
  3031. uavd->Texture2DArray.PlaneSlice = 0;
  3032. break;
  3033. case D3D12_UAV_DIMENSION_TEXTURE3D:
  3034. uavd->Texture3D.MipSlice = _mip;
  3035. break;
  3036. }
  3037. }
  3038. device->CreateUnorderedAccessView(_texture.m_ptr
  3039. , NULL
  3040. , uavd
  3041. , m_cpuHandle
  3042. );
  3043. m_cpuHandle.ptr += m_incrementSize;
  3044. _gpuHandle = m_gpuHandle;
  3045. m_gpuHandle.ptr += m_incrementSize;
  3046. }
  3047. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3048. {
  3049. ID3D12Device* device = s_renderD3D12->m_device;
  3050. device->CreateShaderResourceView(_buffer.m_ptr
  3051. , &_buffer.m_srvd
  3052. , m_cpuHandle
  3053. );
  3054. m_cpuHandle.ptr += m_incrementSize;
  3055. _gpuHandle = m_gpuHandle;
  3056. m_gpuHandle.ptr += m_incrementSize;
  3057. }
  3058. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3059. {
  3060. ID3D12Device* device = s_renderD3D12->m_device;
  3061. device->CreateUnorderedAccessView(_buffer.m_ptr
  3062. , NULL
  3063. , &_buffer.m_uavd
  3064. , m_cpuHandle
  3065. );
  3066. m_cpuHandle.ptr += m_incrementSize;
  3067. _gpuHandle = m_gpuHandle;
  3068. m_gpuHandle.ptr += m_incrementSize;
  3069. }
  3070. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  3071. {
  3072. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  3073. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  3074. ID3D12Device* device = s_renderD3D12->m_device;
  3075. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  3076. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3077. desc.NumDescriptors = _maxDescriptors;
  3078. desc.Type = _type;
  3079. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3080. desc.NodeMask = 1;
  3081. DX_CHECK(device->CreateDescriptorHeap(&desc
  3082. , IID_ID3D12DescriptorHeap
  3083. , (void**)&m_heap
  3084. ) );
  3085. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3086. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3087. }
  3088. void DescriptorAllocatorD3D12::destroy()
  3089. {
  3090. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3091. DX_RELEASE(m_heap, 0);
  3092. }
  3093. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  3094. {
  3095. uint16_t idx = m_handleAlloc->alloc();
  3096. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  3097. ID3D12Device* device = s_renderD3D12->m_device;
  3098. device->CreateShaderResourceView(_ptr
  3099. , _desc
  3100. , cpuHandle
  3101. );
  3102. return idx;
  3103. }
  3104. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3105. {
  3106. uint16_t idx = m_handleAlloc->alloc();
  3107. ID3D12Device* device = s_renderD3D12->m_device;
  3108. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3109. for (uint32_t ii = 0; ii < _num; ++ii)
  3110. {
  3111. uint32_t flags = _flags[ii];
  3112. const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  3113. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  3114. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  3115. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  3116. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3117. D3D12_SAMPLER_DESC sd;
  3118. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3119. sd.AddressU = s_textureAddress[(flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  3120. sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  3121. sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  3122. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3123. sd.MaxAnisotropy = maxAnisotropy;
  3124. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3125. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3126. if (NULL != _palette
  3127. && needBorderColor(flags) )
  3128. {
  3129. const float* rgba = _palette[index];
  3130. sd.BorderColor[0] = rgba[0];
  3131. sd.BorderColor[1] = rgba[1];
  3132. sd.BorderColor[2] = rgba[2];
  3133. sd.BorderColor[3] = rgba[3];
  3134. }
  3135. else
  3136. {
  3137. sd.BorderColor[0] = 0.0f;
  3138. sd.BorderColor[1] = 0.0f;
  3139. sd.BorderColor[2] = 0.0f;
  3140. sd.BorderColor[3] = 0.0f;
  3141. }
  3142. sd.MinLOD = 0;
  3143. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3144. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3145. {
  3146. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3147. };
  3148. device->CreateSampler(&sd, cpuHandle);
  3149. }
  3150. return idx;
  3151. }
  3152. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3153. {
  3154. m_handleAlloc->free(_idx);
  3155. }
  3156. void DescriptorAllocatorD3D12::reset()
  3157. {
  3158. uint16_t max = m_handleAlloc->getMaxHandles();
  3159. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3160. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3161. }
  3162. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3163. {
  3164. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3165. return gpuHandle;
  3166. }
  3167. void CommandQueueD3D12::init(ID3D12Device* _device)
  3168. {
  3169. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3170. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3171. queueDesc.Priority = 0;
  3172. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3173. queueDesc.NodeMask = 1;
  3174. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3175. , IID_ID3D12CommandQueue
  3176. , (void**)&m_commandQueue
  3177. ) );
  3178. m_completedFence = 0;
  3179. m_currentFence = 0;
  3180. DX_CHECK(_device->CreateFence(0
  3181. , D3D12_FENCE_FLAG_NONE
  3182. , IID_ID3D12Fence
  3183. , (void**)&m_fence
  3184. ) );
  3185. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3186. {
  3187. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3188. , IID_ID3D12CommandAllocator
  3189. , (void**)&m_commandList[ii].m_commandAllocator
  3190. ) );
  3191. DX_CHECK(_device->CreateCommandList(0
  3192. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3193. , m_commandList[ii].m_commandAllocator
  3194. , NULL
  3195. , IID_ID3D12GraphicsCommandList
  3196. , (void**)&m_commandList[ii].m_commandList
  3197. ) );
  3198. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3199. }
  3200. }
  3201. void CommandQueueD3D12::shutdown()
  3202. {
  3203. finish(UINT64_MAX, true);
  3204. DX_RELEASE(m_fence, 0);
  3205. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3206. {
  3207. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3208. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3209. }
  3210. DX_RELEASE(m_commandQueue, 0);
  3211. }
  3212. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3213. {
  3214. while (0 == m_control.reserve(1) )
  3215. {
  3216. consume();
  3217. }
  3218. CommandList& commandList = m_commandList[m_control.m_current];
  3219. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3220. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3221. return commandList.m_commandList;
  3222. }
  3223. uint64_t CommandQueueD3D12::kick()
  3224. {
  3225. CommandList& commandList = m_commandList[m_control.m_current];
  3226. DX_CHECK(commandList.m_commandList->Close() );
  3227. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3228. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3229. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3230. const uint64_t fence = m_currentFence++;
  3231. m_commandQueue->Signal(m_fence, fence);
  3232. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3233. m_control.commit(1);
  3234. return fence;
  3235. }
  3236. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3237. {
  3238. while (0 < m_control.available() )
  3239. {
  3240. consume();
  3241. if (!_finishAll
  3242. && _waitFence <= m_completedFence)
  3243. {
  3244. return;
  3245. }
  3246. }
  3247. BX_ASSERT(0 == m_control.available(), "");
  3248. }
  3249. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3250. {
  3251. if (0 < m_control.available() )
  3252. {
  3253. if (consume(0)
  3254. && _waitFence <= m_completedFence)
  3255. {
  3256. return true;
  3257. }
  3258. }
  3259. return false;
  3260. }
  3261. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3262. {
  3263. m_release[m_control.m_current].push_back(_ptr);
  3264. }
  3265. bool CommandQueueD3D12::consume(uint32_t _ms)
  3266. {
  3267. CommandList& commandList = m_commandList[m_control.m_read];
  3268. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3269. {
  3270. CloseHandle(commandList.m_event);
  3271. commandList.m_event = NULL;
  3272. m_completedFence = m_fence->GetCompletedValue();
  3273. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3274. m_commandQueue->Wait(m_fence, m_completedFence);
  3275. ResourceArray& ra = m_release[m_control.m_read];
  3276. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3277. {
  3278. DX_RELEASE(*it, 0);
  3279. }
  3280. ra.clear();
  3281. m_control.consume(1);
  3282. return true;
  3283. }
  3284. return false;
  3285. }
  3286. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3287. {
  3288. m_maxDrawPerBatch = _maxDrawPerBatch;
  3289. setSeqMode(false);
  3290. setIndirectMode(true);
  3291. ID3D12Device* device = s_renderD3D12->m_device;
  3292. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3293. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3294. {
  3295. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3296. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3297. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3298. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3299. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3300. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3301. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3302. };
  3303. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3304. {
  3305. sizeof(DrawIndirectCommand),
  3306. BX_COUNTOF(drawArgDesc),
  3307. drawArgDesc,
  3308. 1,
  3309. };
  3310. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3311. , rootSignature
  3312. , IID_ID3D12CommandSignature
  3313. , (void**)&m_commandSignature[Draw]
  3314. ) );
  3315. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3316. {
  3317. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3318. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3319. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3320. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3321. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3322. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3323. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3324. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3325. };
  3326. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3327. {
  3328. sizeof(DrawIndexedIndirectCommand),
  3329. BX_COUNTOF(drawIndexedArgDesc),
  3330. drawIndexedArgDesc,
  3331. 1,
  3332. };
  3333. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3334. , rootSignature
  3335. , IID_ID3D12CommandSignature
  3336. , (void**)&m_commandSignature[DrawIndexed]
  3337. ) );
  3338. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3339. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3340. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3341. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3342. {
  3343. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3344. , NULL
  3345. , BGFX_BUFFER_DRAW_INDIRECT
  3346. , false
  3347. , cmdSize
  3348. );
  3349. }
  3350. }
  3351. void BatchD3D12::destroy()
  3352. {
  3353. BX_FREE(g_allocator, m_cmds[0]);
  3354. BX_FREE(g_allocator, m_cmds[1]);
  3355. DX_RELEASE(m_commandSignature[0], 0);
  3356. DX_RELEASE(m_commandSignature[1], 0);
  3357. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3358. {
  3359. m_indirect[ii].destroy();
  3360. }
  3361. }
  3362. template<typename Ty>
  3363. Ty& BatchD3D12::getCmd(Enum _type)
  3364. {
  3365. uint32_t index = m_num[_type];
  3366. BX_ASSERT(index < m_maxDrawPerBatch, "Memory corruption...");
  3367. m_num[_type]++;
  3368. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3369. return *cmd;
  3370. }
  3371. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3372. {
  3373. uint8_t numStreams = 0;
  3374. _outNumVertices = _draw.m_numVertices;
  3375. if (UINT8_MAX != _draw.m_streamMask)
  3376. {
  3377. for (uint32_t idx = 0, streamMask = _draw.m_streamMask
  3378. ; 0 != streamMask
  3379. ; streamMask >>= 1, idx += 1, ++numStreams
  3380. )
  3381. {
  3382. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  3383. streamMask >>= ntz;
  3384. idx += ntz;
  3385. const Stream& stream = _draw.m_stream[idx];
  3386. uint16_t handle = stream.m_handle.idx;
  3387. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3388. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3389. const uint16_t layoutIdx = !isValid(vb.m_layoutHandle) ? stream.m_layoutHandle.idx : vb.m_layoutHandle.idx;
  3390. const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[layoutIdx];
  3391. uint32_t stride = layout.m_stride;
  3392. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3393. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3394. vbv.StrideInBytes = layout.m_stride;
  3395. vbv.SizeInBytes = vb.m_size;
  3396. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3397. ? vb.m_size/stride
  3398. : _draw.m_numVertices
  3399. , _outNumVertices
  3400. );
  3401. }
  3402. }
  3403. return numStreams;
  3404. }
  3405. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3406. {
  3407. if (isValid(_draw.m_indirectBuffer) )
  3408. {
  3409. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3410. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3411. uint32_t numVertices;
  3412. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3413. if (isValid(_draw.m_instanceDataBuffer) )
  3414. {
  3415. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3416. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3417. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3418. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3419. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3420. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3421. }
  3422. _commandList->IASetVertexBuffers(0
  3423. , numStreams
  3424. , vbvs
  3425. );
  3426. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3427. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3428. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3429. : _draw.m_numIndirect
  3430. ;
  3431. uint32_t numIndices = 0;
  3432. if (isValid(_draw.m_indexBuffer) )
  3433. {
  3434. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3435. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3436. const bool isIndex16 = _draw.isIndex16();
  3437. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3438. const DXGI_FORMAT indexFormat = isIndex16
  3439. ? DXGI_FORMAT_R16_UINT
  3440. : DXGI_FORMAT_R32_UINT
  3441. ;
  3442. numIndices = UINT32_MAX == _draw.m_numIndices
  3443. ? ib.m_size / indexSize
  3444. : _draw.m_numIndices
  3445. ;
  3446. D3D12_INDEX_BUFFER_VIEW ibv;
  3447. ibv.BufferLocation = ib.m_gpuVA;
  3448. ibv.SizeInBytes = ib.m_size;
  3449. ibv.Format = indexFormat;
  3450. _commandList->IASetIndexBuffer(&ibv);
  3451. _commandList->ExecuteIndirect(
  3452. s_renderD3D12->m_commandSignature[2]
  3453. , numDrawIndirect
  3454. , indirect.m_ptr
  3455. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3456. , NULL
  3457. , 0
  3458. );
  3459. }
  3460. else
  3461. {
  3462. _commandList->ExecuteIndirect(
  3463. s_renderD3D12->m_commandSignature[1]
  3464. , numDrawIndirect
  3465. , indirect.m_ptr
  3466. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3467. , NULL
  3468. , 0
  3469. );
  3470. }
  3471. return numIndices;
  3472. }
  3473. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3474. uint32_t numIndices = 0;
  3475. if (Draw == type)
  3476. {
  3477. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3478. cmd.cbv = _cbv;
  3479. uint32_t numVertices;
  3480. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3481. if (isValid(_draw.m_instanceDataBuffer) )
  3482. {
  3483. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3484. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3485. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3486. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3487. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3488. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3489. }
  3490. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3491. {
  3492. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3493. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3494. }
  3495. cmd.args.InstanceCount = _draw.m_numInstances;
  3496. cmd.args.VertexCountPerInstance = numVertices;
  3497. cmd.args.StartVertexLocation = 0;
  3498. cmd.args.StartInstanceLocation = 0;
  3499. }
  3500. else
  3501. {
  3502. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3503. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3504. const bool isIndex16 = _draw.isIndex16();
  3505. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3506. const DXGI_FORMAT indexFormat = isIndex16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  3507. numIndices = UINT32_MAX == _draw.m_numIndices
  3508. ? ib.m_size / indexSize
  3509. : _draw.m_numIndices
  3510. ;
  3511. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3512. cmd.cbv = _cbv;
  3513. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3514. cmd.ibv.SizeInBytes = ib.m_size;
  3515. cmd.ibv.Format = indexFormat;
  3516. uint32_t numVertices;
  3517. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3518. if (isValid(_draw.m_instanceDataBuffer) )
  3519. {
  3520. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3521. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3522. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3523. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3524. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3525. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3526. }
  3527. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3528. {
  3529. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3530. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3531. }
  3532. cmd.args.IndexCountPerInstance = numIndices;
  3533. cmd.args.InstanceCount = _draw.m_numInstances;
  3534. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3535. cmd.args.BaseVertexLocation = 0;
  3536. cmd.args.StartInstanceLocation = 0;
  3537. }
  3538. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3539. {
  3540. flush(_commandList, type);
  3541. }
  3542. return numIndices;
  3543. }
  3544. static const uint32_t s_indirectCommandSize[] =
  3545. {
  3546. sizeof(BatchD3D12::DrawIndirectCommand),
  3547. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3548. };
  3549. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3550. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3551. {
  3552. uint32_t num = m_num[_type];
  3553. if (0 != num)
  3554. {
  3555. m_num[_type] = 0;
  3556. if (m_minIndirect < num)
  3557. {
  3558. m_stats.m_numIndirect[_type]++;
  3559. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3560. m_currIndirect %= BX_COUNTOF(m_indirect);
  3561. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3562. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3563. , num
  3564. , indirect.m_ptr
  3565. , 0
  3566. , NULL
  3567. , 0
  3568. );
  3569. }
  3570. else
  3571. {
  3572. m_stats.m_numImmediate[_type]++;
  3573. if (Draw == _type)
  3574. {
  3575. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3576. for (uint32_t ii = 0; ii < num; ++ii)
  3577. {
  3578. const DrawIndirectCommand& cmd = cmds[ii];
  3579. if (m_current.cbv != cmd.cbv)
  3580. {
  3581. m_current.cbv = cmd.cbv;
  3582. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3583. }
  3584. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3585. {
  3586. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3587. _commandList->IASetVertexBuffers(0
  3588. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3589. , cmd.vbv
  3590. );
  3591. }
  3592. _commandList->DrawInstanced(
  3593. cmd.args.VertexCountPerInstance
  3594. , cmd.args.InstanceCount
  3595. , cmd.args.StartVertexLocation
  3596. , cmd.args.StartInstanceLocation
  3597. );
  3598. }
  3599. }
  3600. else
  3601. {
  3602. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3603. for (uint32_t ii = 0; ii < num; ++ii)
  3604. {
  3605. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3606. if (m_current.cbv != cmd.cbv)
  3607. {
  3608. m_current.cbv = cmd.cbv;
  3609. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3610. }
  3611. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3612. {
  3613. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3614. _commandList->IASetVertexBuffers(0
  3615. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3616. , cmd.vbv
  3617. );
  3618. }
  3619. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3620. {
  3621. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3622. _commandList->IASetIndexBuffer(&cmd.ibv);
  3623. }
  3624. _commandList->DrawIndexedInstanced(
  3625. cmd.args.IndexCountPerInstance
  3626. , cmd.args.InstanceCount
  3627. , cmd.args.StartIndexLocation
  3628. , cmd.args.BaseVertexLocation
  3629. , cmd.args.StartInstanceLocation
  3630. );
  3631. }
  3632. }
  3633. }
  3634. }
  3635. }
  3636. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3637. {
  3638. flush(_commandList, Draw);
  3639. flush(_commandList, DrawIndexed);
  3640. if (_clean)
  3641. {
  3642. bx::memSet(&m_current, 0, sizeof(m_current) );
  3643. }
  3644. }
  3645. void BatchD3D12::begin()
  3646. {
  3647. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3648. bx::memSet(&m_current, 0, sizeof(m_current) );
  3649. }
  3650. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3651. {
  3652. flush(_commandList);
  3653. }
  3654. struct UavFormat
  3655. {
  3656. DXGI_FORMAT format[3];
  3657. uint32_t stride;
  3658. };
  3659. static const UavFormat s_uavFormat[] =
  3660. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3661. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3662. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3663. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3664. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3665. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3666. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3667. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3668. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3669. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3670. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3671. };
  3672. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3673. {
  3674. m_size = _size;
  3675. m_flags = _flags;
  3676. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3677. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3678. m_dynamic = NULL == _data || needUav;
  3679. DXGI_FORMAT format;
  3680. uint32_t stride;
  3681. uint32_t flags = needUav
  3682. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3683. : D3D12_RESOURCE_FLAG_NONE
  3684. ;
  3685. if (drawIndirect)
  3686. {
  3687. #if BX_PLATFORM_XBOXONE
  3688. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3689. #endif // BX_PLATFORM_XBOXONE
  3690. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3691. stride = 16;
  3692. }
  3693. else
  3694. {
  3695. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3696. if (0 == uavFormat)
  3697. {
  3698. if (_vertex)
  3699. {
  3700. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3701. stride = 16;
  3702. }
  3703. else
  3704. {
  3705. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3706. {
  3707. format = DXGI_FORMAT_R16_UINT;
  3708. stride = 2;
  3709. }
  3710. else
  3711. {
  3712. format = DXGI_FORMAT_R32_UINT;
  3713. stride = 4;
  3714. }
  3715. }
  3716. }
  3717. else
  3718. {
  3719. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3720. format = s_uavFormat[uavFormat].format[uavType];
  3721. stride = s_uavFormat[uavFormat].stride;
  3722. }
  3723. }
  3724. stride = 0 == _stride ? stride : _stride;
  3725. m_srvd.Format = format;
  3726. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3727. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3728. m_srvd.Buffer.FirstElement = 0;
  3729. m_srvd.Buffer.NumElements = m_size / stride;
  3730. m_srvd.Buffer.StructureByteStride = 0;
  3731. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3732. m_uavd.Format = format;
  3733. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3734. m_uavd.Buffer.FirstElement = 0;
  3735. m_uavd.Buffer.NumElements = m_size / stride;
  3736. m_uavd.Buffer.StructureByteStride = 0;
  3737. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3738. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3739. ID3D12Device* device = s_renderD3D12->m_device;
  3740. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3741. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3742. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3743. setState(commandList, drawIndirect
  3744. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3745. : D3D12_RESOURCE_STATE_GENERIC_READ
  3746. );
  3747. if (!m_dynamic)
  3748. {
  3749. update(commandList, 0, _size, _data);
  3750. }
  3751. }
  3752. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3753. {
  3754. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3755. uint8_t* data;
  3756. D3D12_RANGE readRange = { 0, 0 };
  3757. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3758. bx::memCopy(data, _data, _size);
  3759. D3D12_RANGE writeRange = { 0, _size };
  3760. staging->Unmap(0, &writeRange);
  3761. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3762. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3763. setState(_commandList, state);
  3764. s_renderD3D12->m_cmd.release(staging);
  3765. }
  3766. void BufferD3D12::destroy()
  3767. {
  3768. if (NULL != m_ptr)
  3769. {
  3770. s_renderD3D12->m_cmd.release(m_ptr);
  3771. m_dynamic = false;
  3772. m_state = D3D12_RESOURCE_STATE_COMMON;
  3773. }
  3774. }
  3775. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3776. {
  3777. if (m_state != _state)
  3778. {
  3779. setResourceBarrier(_commandList
  3780. , m_ptr
  3781. , m_state
  3782. , _state
  3783. );
  3784. bx::swap(m_state, _state);
  3785. }
  3786. return _state;
  3787. }
  3788. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  3789. {
  3790. BufferD3D12::create(_size, _data, _flags, true);
  3791. m_layoutHandle = _layoutHandle;
  3792. }
  3793. void ShaderD3D12::create(const Memory* _mem)
  3794. {
  3795. bx::MemoryReader reader(_mem->data, _mem->size);
  3796. uint32_t magic;
  3797. bx::read(&reader, magic);
  3798. const bool fragment = isShaderType(magic, 'F');
  3799. uint32_t hashIn;
  3800. bx::read(&reader, hashIn);
  3801. uint32_t hashOut;
  3802. if (isShaderVerLess(magic, 6) )
  3803. {
  3804. hashOut = hashIn;
  3805. }
  3806. else
  3807. {
  3808. bx::read(&reader, hashOut);
  3809. }
  3810. uint16_t count;
  3811. bx::read(&reader, count);
  3812. m_numPredefined = 0;
  3813. m_numUniforms = count;
  3814. BX_TRACE("%s Shader consts %d"
  3815. , getShaderTypeName(magic)
  3816. , count
  3817. );
  3818. uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  3819. if (0 < count)
  3820. {
  3821. for (uint32_t ii = 0; ii < count; ++ii)
  3822. {
  3823. uint8_t nameSize = 0;
  3824. bx::read(&reader, nameSize);
  3825. char name[256] = {};
  3826. bx::read(&reader, &name, nameSize);
  3827. name[nameSize] = '\0';
  3828. uint8_t type = 0;
  3829. bx::read(&reader, type);
  3830. uint8_t num = 0;
  3831. bx::read(&reader, num);
  3832. uint16_t regIndex = 0;
  3833. bx::read(&reader, regIndex);
  3834. uint16_t regCount = 0;
  3835. bx::read(&reader, regCount);
  3836. if (!isShaderVerLess(magic, 8) )
  3837. {
  3838. uint16_t texInfo = 0;
  3839. bx::read(&reader, texInfo);
  3840. }
  3841. const char* kind = "invalid";
  3842. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3843. if (PredefinedUniform::Count != predefined)
  3844. {
  3845. kind = "predefined";
  3846. m_predefined[m_numPredefined].m_loc = regIndex;
  3847. m_predefined[m_numPredefined].m_count = regCount;
  3848. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3849. m_numPredefined++;
  3850. }
  3851. else if (0 == (kUniformSamplerBit & type) )
  3852. {
  3853. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3854. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3855. if (NULL != info)
  3856. {
  3857. if (NULL == m_constantBuffer)
  3858. {
  3859. m_constantBuffer = UniformBuffer::create(1024);
  3860. }
  3861. kind = "user";
  3862. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3863. }
  3864. }
  3865. else
  3866. {
  3867. kind = "sampler";
  3868. }
  3869. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3870. , kind
  3871. , name
  3872. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  3873. , num
  3874. , regIndex
  3875. , regCount
  3876. );
  3877. BX_UNUSED(kind);
  3878. }
  3879. if (NULL != m_constantBuffer)
  3880. {
  3881. m_constantBuffer->finish();
  3882. }
  3883. }
  3884. uint32_t shaderSize;
  3885. bx::read(&reader, shaderSize);
  3886. const void* code = reader.getDataPtr();
  3887. bx::skip(&reader, shaderSize+1);
  3888. m_code = copy(code, shaderSize);
  3889. uint8_t numAttrs = 0;
  3890. bx::read(&reader, numAttrs);
  3891. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3892. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3893. {
  3894. uint16_t id;
  3895. bx::read(&reader, id);
  3896. Attrib::Enum attr = idToAttrib(id);
  3897. if (Attrib::Count != attr)
  3898. {
  3899. m_attrMask[attr] = UINT16_MAX;
  3900. }
  3901. }
  3902. bx::HashMurmur2A murmur;
  3903. murmur.begin();
  3904. murmur.add(hashIn);
  3905. murmur.add(hashOut);
  3906. murmur.add(code, shaderSize);
  3907. murmur.add(numAttrs);
  3908. murmur.add(m_attrMask, numAttrs);
  3909. m_hash = murmur.end();
  3910. bx::read(&reader, m_size);
  3911. }
  3912. void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3913. {
  3914. bimg::ImageContainer imageContainer;
  3915. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3916. {
  3917. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3918. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3919. bimg::TextureInfo ti;
  3920. bimg::imageGetSize(
  3921. &ti
  3922. , uint16_t(imageContainer.m_width >>startLod)
  3923. , uint16_t(imageContainer.m_height>>startLod)
  3924. , uint16_t(imageContainer.m_depth >>startLod)
  3925. , imageContainer.m_cubeMap
  3926. , 1 < imageContainer.m_numMips
  3927. , imageContainer.m_numLayers
  3928. , imageContainer.m_format
  3929. );
  3930. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3931. m_flags = _flags;
  3932. m_width = ti.width;
  3933. m_height = ti.height;
  3934. m_depth = ti.depth;
  3935. m_numLayers = ti.numLayers;
  3936. m_requestedFormat = uint8_t(imageContainer.m_format);
  3937. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3938. const bool convert = m_textureFormat != m_requestedFormat;
  3939. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3940. if (imageContainer.m_cubeMap)
  3941. {
  3942. m_type = TextureCube;
  3943. }
  3944. else if (imageContainer.m_depth > 1)
  3945. {
  3946. m_type = Texture3D;
  3947. }
  3948. else
  3949. {
  3950. m_type = Texture2D;
  3951. }
  3952. m_numMips = ti.numMips;
  3953. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3954. const uint32_t numSrd = numSides * ti.numMips;
  3955. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3956. uint32_t kk = 0;
  3957. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3958. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3959. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3960. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3961. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3962. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3963. const uint32_t msaaQuality = bx::uint32_satsub((m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3964. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3965. const bool needResolve = true
  3966. && 1 < msaa.Count
  3967. && 0 == (m_flags & BGFX_TEXTURE_MSAA_SAMPLE)
  3968. && !writeOnly
  3969. ;
  3970. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3971. , this - s_renderD3D12->m_textures
  3972. , getName( (TextureFormat::Enum)m_textureFormat)
  3973. , getName( (TextureFormat::Enum)m_requestedFormat)
  3974. , ti.width
  3975. , ti.height
  3976. , imageContainer.m_cubeMap ? "x6" : ""
  3977. , renderTarget ? 'x' : ' '
  3978. , writeOnly ? 'x' : ' '
  3979. , computeWrite ? 'x' : ' '
  3980. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3981. );
  3982. for (uint8_t side = 0; side < numSides; ++side)
  3983. {
  3984. for (uint8_t lod = 0; lod < ti.numMips; ++lod)
  3985. {
  3986. bimg::ImageMip mip;
  3987. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3988. {
  3989. if (convert)
  3990. {
  3991. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3992. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3993. const uint32_t size = slice*mip.m_depth;
  3994. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3995. bimg::imageDecodeToBgra8(
  3996. g_allocator
  3997. , temp
  3998. , mip.m_data
  3999. , mip.m_width
  4000. , mip.m_height
  4001. , pitch
  4002. , mip.m_format
  4003. );
  4004. srd[kk].pData = temp;
  4005. srd[kk].RowPitch = pitch;
  4006. srd[kk].SlicePitch = slice;
  4007. }
  4008. else if (compressed)
  4009. {
  4010. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4011. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4012. const uint32_t size = slice*mip.m_depth;
  4013. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  4014. bimg::imageCopy(temp
  4015. , mip.m_height/blockInfo.blockHeight
  4016. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  4017. , mip.m_depth
  4018. , mip.m_data
  4019. , pitch
  4020. );
  4021. srd[kk].pData = temp;
  4022. srd[kk].RowPitch = pitch;
  4023. srd[kk].SlicePitch = slice;
  4024. }
  4025. else
  4026. {
  4027. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4028. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4029. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
  4030. bimg::imageCopy(temp
  4031. , mip.m_height
  4032. , mip.m_width*mip.m_bpp/8
  4033. , mip.m_depth
  4034. , mip.m_data
  4035. , pitch
  4036. );
  4037. srd[kk].pData = temp;
  4038. srd[kk].RowPitch = pitch;
  4039. srd[kk].SlicePitch = slice;
  4040. }
  4041. ++kk;
  4042. }
  4043. }
  4044. }
  4045. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  4046. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  4047. m_srvd.Format = (m_flags & BGFX_TEXTURE_SRGB) ? s_textureFormat[m_textureFormat].m_fmtSrgb : s_textureFormat[m_textureFormat].m_fmtSrv;
  4048. m_uavd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  4049. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  4050. if (swizzle)
  4051. {
  4052. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4053. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4054. m_uavd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4055. }
  4056. ID3D12Device* device = s_renderD3D12->m_device;
  4057. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4058. D3D12_RESOURCE_DESC resourceDesc;
  4059. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  4060. resourceDesc.Width = ti.width;
  4061. resourceDesc.Height = ti.height;
  4062. resourceDesc.MipLevels = ti.numMips;
  4063. resourceDesc.Format = format;
  4064. resourceDesc.SampleDesc = msaa;
  4065. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  4066. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  4067. resourceDesc.DepthOrArraySize = numSides;
  4068. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4069. D3D12_CLEAR_VALUE* clearValue = NULL;
  4070. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4071. {
  4072. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  4073. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  4074. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  4075. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4076. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4077. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  4078. clearValue->DepthStencil.Depth = 1.0f;
  4079. clearValue->DepthStencil.Stencil = 0;
  4080. }
  4081. else if (renderTarget)
  4082. {
  4083. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  4084. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  4085. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4086. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4087. clearValue->Format = resourceDesc.Format;
  4088. clearValue->Color[0] = 0.0f;
  4089. clearValue->Color[1] = 0.0f;
  4090. clearValue->Color[2] = 0.0f;
  4091. clearValue->Color[3] = 0.0f;
  4092. }
  4093. if (writeOnly)
  4094. {
  4095. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  4096. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4097. }
  4098. if (computeWrite)
  4099. {
  4100. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  4101. }
  4102. if (blit)
  4103. {
  4104. state = D3D12_RESOURCE_STATE_COPY_DEST;
  4105. }
  4106. const bool directAccess = s_renderD3D12->m_directAccessSupport
  4107. && !renderTarget
  4108. // && !readBack
  4109. && !blit
  4110. && !writeOnly
  4111. ;
  4112. switch (m_type)
  4113. {
  4114. case Texture2D:
  4115. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4116. if (1 < ti.numLayers)
  4117. {
  4118. m_srvd.ViewDimension = 1 < msaa.Count
  4119. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  4120. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  4121. ;
  4122. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4123. m_srvd.Texture2DArray.MipLevels = ti.numMips;
  4124. m_srvd.Texture2DArray.FirstArraySlice = 0;
  4125. m_srvd.Texture2DArray.ArraySize = ti.numLayers;
  4126. m_srvd.Texture2DArray.PlaneSlice = 0;
  4127. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4128. }
  4129. else
  4130. {
  4131. m_srvd.ViewDimension = 1 < msaa.Count
  4132. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  4133. : D3D12_SRV_DIMENSION_TEXTURE2D
  4134. ;
  4135. m_srvd.Texture2D.MostDetailedMip = 0;
  4136. m_srvd.Texture2D.MipLevels = ti.numMips;
  4137. m_srvd.Texture2D.PlaneSlice = 0;
  4138. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4139. }
  4140. if (1 < ti.numLayers)
  4141. {
  4142. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4143. m_uavd.Texture2DArray.MipSlice = 0;
  4144. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4145. m_uavd.Texture2DArray.ArraySize = ti.numLayers;
  4146. m_uavd.Texture2DArray.PlaneSlice = 0;
  4147. }
  4148. else
  4149. {
  4150. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4151. m_uavd.Texture2D.MipSlice = 0;
  4152. m_uavd.Texture2D.PlaneSlice = 0;
  4153. }
  4154. break;
  4155. case Texture3D:
  4156. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4157. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4158. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4159. m_srvd.Texture3D.MostDetailedMip = 0;
  4160. m_srvd.Texture3D.MipLevels = ti.numMips;
  4161. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4162. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4163. m_uavd.Texture3D.MipSlice = 0;
  4164. m_uavd.Texture3D.FirstWSlice = 0;
  4165. m_uavd.Texture3D.WSize = m_depth;
  4166. break;
  4167. case TextureCube:
  4168. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4169. if (1 < ti.numLayers)
  4170. {
  4171. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  4172. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  4173. m_srvd.TextureCubeArray.MipLevels = ti.numMips;
  4174. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4175. m_srvd.TextureCubeArray.NumCubes = ti.numLayers;
  4176. }
  4177. else
  4178. {
  4179. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4180. m_srvd.TextureCube.MostDetailedMip = 0;
  4181. m_srvd.TextureCube.MipLevels = ti.numMips;
  4182. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4183. }
  4184. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4185. m_uavd.Texture2DArray.MipSlice = 0;
  4186. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4187. m_uavd.Texture2DArray.ArraySize = 6;
  4188. m_uavd.Texture2DArray.PlaneSlice = 0;
  4189. break;
  4190. }
  4191. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4192. if (directAccess)
  4193. {
  4194. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4195. }
  4196. if (kk != 0)
  4197. {
  4198. uint64_t uploadBufferSize;
  4199. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4200. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4201. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4202. uint64_t result = UpdateSubresources(commandList
  4203. , m_ptr
  4204. , staging
  4205. , 0
  4206. , 0
  4207. , numSrd
  4208. , srd
  4209. );
  4210. BX_ASSERT(0 != result, "Invalid size"); BX_UNUSED(result);
  4211. BX_TRACE("Update subresource %" PRId64, result);
  4212. setState(commandList, state);
  4213. s_renderD3D12->m_cmd.release(staging);
  4214. }
  4215. else
  4216. {
  4217. setState(commandList, state);
  4218. }
  4219. if (0 != kk)
  4220. {
  4221. kk = 0;
  4222. for (uint8_t side = 0; side < numSides; ++side)
  4223. {
  4224. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  4225. {
  4226. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4227. ++kk;
  4228. }
  4229. }
  4230. }
  4231. if (needResolve)
  4232. {
  4233. D3D12_RESOURCE_DESC rd = resourceDesc;
  4234. rd.Alignment = 0;
  4235. rd.SampleDesc = s_msaa[0];
  4236. rd.Flags &= ~(D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  4237. m_singleMsaa = createCommittedResource(device, HeapProperty::Texture, &rd, NULL);
  4238. setResourceBarrier(commandList
  4239. , m_singleMsaa
  4240. , D3D12_RESOURCE_STATE_COMMON
  4241. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4242. );
  4243. }
  4244. }
  4245. return m_directAccessPtr;
  4246. }
  4247. void TextureD3D12::destroy()
  4248. {
  4249. if (NULL != m_ptr)
  4250. {
  4251. if (NULL != m_directAccessPtr)
  4252. {
  4253. D3D12_RANGE writeRange = { 0, 0 };
  4254. m_ptr->Unmap(0, &writeRange);
  4255. m_directAccessPtr = NULL;
  4256. }
  4257. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED))
  4258. {
  4259. s_renderD3D12->m_cmd.release(m_ptr);
  4260. m_ptr = NULL;
  4261. m_state = D3D12_RESOURCE_STATE_COMMON;
  4262. if (NULL != m_singleMsaa)
  4263. {
  4264. s_renderD3D12->m_cmd.release(m_singleMsaa);
  4265. m_singleMsaa = NULL;
  4266. }
  4267. }
  4268. }
  4269. }
  4270. void TextureD3D12::overrideInternal(uintptr_t _ptr)
  4271. {
  4272. destroy();
  4273. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  4274. m_ptr = (ID3D12Resource*)_ptr;
  4275. }
  4276. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4277. {
  4278. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4279. const uint32_t subres = _mip + (_side * m_numMips);
  4280. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4281. uint32_t rectpitch = _rect.m_width*bpp/8;
  4282. if (bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat)))
  4283. {
  4284. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat));
  4285. rectpitch = (_rect.m_width / blockInfo.blockWidth) * blockInfo.blockSize;
  4286. }
  4287. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4288. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4289. const bool convert = m_textureFormat != m_requestedFormat;
  4290. uint8_t* srcData = _mem->data;
  4291. uint8_t* temp = NULL;
  4292. if (convert)
  4293. {
  4294. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4295. bimg::imageDecodeToBgra8(g_allocator, temp, srcData, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat));
  4296. srcData = temp;
  4297. }
  4298. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4299. desc.Width = _rect.m_width;
  4300. desc.Height = _rect.m_height;
  4301. uint32_t numRows;
  4302. uint64_t totalBytes;
  4303. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4304. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4305. , 0
  4306. , 1
  4307. , 0
  4308. , &layout
  4309. , &numRows
  4310. , NULL
  4311. , &totalBytes
  4312. );
  4313. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4314. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4315. uint8_t* dstData;
  4316. D3D12_RANGE readRange = { 0, 0 };
  4317. DX_CHECK(staging->Map(0, &readRange, (void**)&dstData) );
  4318. for (uint32_t ii = 0, height = numRows; ii < height; ++ii)
  4319. {
  4320. bx::memCopy(&dstData[ii*rowPitch], &srcData[ii*srcpitch], srcpitch);
  4321. }
  4322. if (NULL != temp)
  4323. {
  4324. BX_FREE(g_allocator, temp);
  4325. }
  4326. D3D12_RANGE writeRange = { 0, numRows*rowPitch };
  4327. staging->Unmap(0, &writeRange);
  4328. D3D12_BOX box;
  4329. box.left = 0;
  4330. box.top = 0;
  4331. box.right = box.left + _rect.m_width;
  4332. box.bottom = box.top + _rect.m_height;
  4333. box.front = _z;
  4334. box.back = _z+_depth;
  4335. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4336. dst.SubresourceIndex = subres;
  4337. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4338. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4339. setState(_commandList, state);
  4340. s_renderD3D12->m_cmd.release(staging);
  4341. }
  4342. void TextureD3D12::resolve(ID3D12GraphicsCommandList* _commandList, uint8_t _resolve)
  4343. {
  4344. BX_UNUSED(_resolve);
  4345. bool needResolve = NULL != m_singleMsaa;
  4346. if (needResolve)
  4347. {
  4348. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  4349. setResourceBarrier(_commandList
  4350. , m_singleMsaa
  4351. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4352. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4353. );
  4354. _commandList->ResolveSubresource(m_singleMsaa
  4355. , 0
  4356. , m_ptr
  4357. , 0
  4358. , s_textureFormat[m_textureFormat].m_fmt
  4359. );
  4360. setResourceBarrier(_commandList
  4361. , m_singleMsaa
  4362. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4363. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4364. );
  4365. setState(_commandList, state);
  4366. }
  4367. }
  4368. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4369. {
  4370. if (m_state != _state)
  4371. {
  4372. setResourceBarrier(_commandList
  4373. , m_ptr
  4374. , m_state
  4375. , _state
  4376. );
  4377. bx::swap(m_state, _state);
  4378. }
  4379. return _state;
  4380. }
  4381. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4382. {
  4383. m_denseIdx = UINT16_MAX;
  4384. m_numTh = _num;
  4385. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4386. postReset();
  4387. }
  4388. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4389. {
  4390. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4391. #if BX_PLATFORM_WINDOWS
  4392. SwapChainDesc scd;
  4393. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(SwapChainDesc) );
  4394. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4395. scd.width = _width;
  4396. scd.height = _height;
  4397. scd.nwh = _nwh;
  4398. scd.sampleDesc = s_msaa[0];
  4399. HRESULT hr;
  4400. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4401. s_renderD3D12->getDeviceForSwapChain()
  4402. , scd
  4403. , &m_swapChain
  4404. );
  4405. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4406. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4407. DX_CHECK(s_renderD3D12->m_dxgi.m_factory->MakeWindowAssociation(
  4408. (HWND)_nwh
  4409. , 0
  4410. | DXGI_MWA_NO_WINDOW_CHANGES
  4411. | DXGI_MWA_NO_ALT_ENTER
  4412. ) );
  4413. ID3D12Device* device = s_renderD3D12->m_device;
  4414. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4415. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4416. {
  4417. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4418. ID3D12Resource* colorBuffer;
  4419. DX_CHECK(m_swapChain->GetBuffer(ii
  4420. , IID_ID3D12Resource
  4421. , (void**)&colorBuffer
  4422. ) );
  4423. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4424. DX_RELEASE(colorBuffer, 0);
  4425. }
  4426. #endif // BX_PLATFORM_WINDOWS
  4427. m_nwh = _nwh;
  4428. m_denseIdx = _denseIdx;
  4429. m_num = 1;
  4430. }
  4431. uint16_t FrameBufferD3D12::destroy()
  4432. {
  4433. DX_RELEASE(m_swapChain, 0);
  4434. m_nwh = NULL;
  4435. m_numTh = 0;
  4436. m_needPresent = false;
  4437. m_depth.idx = bgfx::kInvalidHandle;
  4438. uint16_t denseIdx = m_denseIdx;
  4439. m_denseIdx = UINT16_MAX;
  4440. return denseIdx;
  4441. }
  4442. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4443. {
  4444. if (m_needPresent)
  4445. {
  4446. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4447. hr = !isLost(hr) ? S_OK : hr;
  4448. m_needPresent = false;
  4449. return hr;
  4450. }
  4451. return S_OK;
  4452. }
  4453. void FrameBufferD3D12::preReset()
  4454. {
  4455. }
  4456. void FrameBufferD3D12::postReset()
  4457. {
  4458. if (m_numTh != 0)
  4459. {
  4460. ID3D12Device* device = s_renderD3D12->m_device;
  4461. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4462. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4463. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4464. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4465. m_width = 0;
  4466. m_height = 0;
  4467. m_depth.idx = bgfx::kInvalidHandle;
  4468. m_num = 0;
  4469. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4470. {
  4471. const Attachment& at = m_attachment[ii];
  4472. if (isValid(at.handle) )
  4473. {
  4474. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4475. if (0 == m_width)
  4476. {
  4477. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4478. m_width = uint32_t(desc.Width);
  4479. m_height = uint32_t(desc.Height);
  4480. }
  4481. const uint32_t msaaQuality = bx::uint32_satsub((texture.m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4482. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4483. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4484. {
  4485. BX_ASSERT(!isValid(m_depth), "");
  4486. m_depth = at.handle;
  4487. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4488. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4489. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4490. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4491. BX_UNUSED(blockInfo);
  4492. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4493. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4494. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4495. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4496. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4497. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4498. ;
  4499. switch (texture.m_type)
  4500. {
  4501. default:
  4502. case TextureD3D12::Texture2D:
  4503. if (1 < msaa.Count)
  4504. {
  4505. if (1 < texture.m_numLayers)
  4506. {
  4507. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4508. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4509. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4510. }
  4511. else
  4512. {
  4513. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  4514. }
  4515. }
  4516. else
  4517. {
  4518. if (1 < texture.m_numLayers)
  4519. {
  4520. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4521. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4522. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4523. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4524. }
  4525. else
  4526. {
  4527. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4528. dsvDesc.Texture2D.MipSlice = at.mip;
  4529. }
  4530. }
  4531. break;
  4532. case TextureD3D12::TextureCube:
  4533. if (1 < msaa.Count)
  4534. {
  4535. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4536. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4537. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4538. }
  4539. else
  4540. {
  4541. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4542. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4543. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4544. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4545. }
  4546. break;
  4547. }
  4548. device->CreateDepthStencilView(texture.m_ptr
  4549. , &dsvDesc
  4550. , dsvDescriptor
  4551. );
  4552. }
  4553. else if (Access::Write == at.access)
  4554. {
  4555. m_texture[m_num] = at.handle;
  4556. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4557. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4558. desc.Format = texture.m_srvd.Format;
  4559. switch (texture.m_type)
  4560. {
  4561. default:
  4562. case TextureD3D12::Texture2D:
  4563. if (1 < msaa.Count)
  4564. {
  4565. if (1 < texture.m_numLayers)
  4566. {
  4567. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4568. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4569. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4570. }
  4571. else
  4572. {
  4573. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4574. }
  4575. }
  4576. else
  4577. {
  4578. if (1 < texture.m_numLayers)
  4579. {
  4580. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4581. desc.Texture2DArray.FirstArraySlice = at.layer;
  4582. desc.Texture2DArray.ArraySize = at.numLayers;
  4583. desc.Texture2DArray.MipSlice = at.mip;
  4584. desc.Texture2DArray.PlaneSlice = 0;
  4585. }
  4586. else
  4587. {
  4588. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4589. desc.Texture2D.MipSlice = at.mip;
  4590. desc.Texture2D.PlaneSlice = 0;
  4591. }
  4592. }
  4593. break;
  4594. case TextureD3D12::TextureCube:
  4595. if (1 < msaa.Count)
  4596. {
  4597. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4598. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4599. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4600. }
  4601. else
  4602. {
  4603. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4604. desc.Texture2DArray.FirstArraySlice = at.layer;
  4605. desc.Texture2DArray.ArraySize = at.numLayers;
  4606. desc.Texture2DArray.MipSlice = at.mip;
  4607. desc.Texture2DArray.PlaneSlice = 0;
  4608. }
  4609. break;
  4610. case TextureD3D12::Texture3D:
  4611. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4612. desc.Texture3D.MipSlice = at.mip;
  4613. desc.Texture3D.FirstWSlice = at.layer;
  4614. desc.Texture3D.WSize = at.numLayers;
  4615. break;
  4616. }
  4617. device->CreateRenderTargetView(texture.m_ptr
  4618. , &desc
  4619. , rtv
  4620. );
  4621. m_num++;
  4622. }
  4623. else
  4624. {
  4625. BX_ASSERT(false, "");
  4626. }
  4627. }
  4628. }
  4629. }
  4630. }
  4631. void FrameBufferD3D12::resolve()
  4632. {
  4633. if (0 < m_numTh)
  4634. {
  4635. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4636. {
  4637. const Attachment& at = m_attachment[ii];
  4638. if (isValid(at.handle) )
  4639. {
  4640. TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4641. texture.resolve(s_renderD3D12->m_commandList, at.resolve);
  4642. }
  4643. }
  4644. }
  4645. }
  4646. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4647. {
  4648. ID3D12Device* device = s_renderD3D12->m_device;
  4649. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4650. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4651. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4652. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4653. && 0 != m_num)
  4654. {
  4655. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4656. {
  4657. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4658. {
  4659. uint8_t index = _clear.m_index[ii];
  4660. if (UINT8_MAX != index)
  4661. {
  4662. _commandList->ClearRenderTargetView(rtv
  4663. , _palette[index]
  4664. , _num
  4665. , _rect
  4666. );
  4667. rtv.ptr += rtvDescriptorSize;
  4668. }
  4669. }
  4670. }
  4671. else
  4672. {
  4673. float frgba[4] =
  4674. {
  4675. _clear.m_index[0]*1.0f/255.0f,
  4676. _clear.m_index[1]*1.0f/255.0f,
  4677. _clear.m_index[2]*1.0f/255.0f,
  4678. _clear.m_index[3]*1.0f/255.0f,
  4679. };
  4680. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4681. {
  4682. _commandList->ClearRenderTargetView(rtv
  4683. , frgba
  4684. , _num
  4685. , _rect
  4686. );
  4687. rtv.ptr += rtvDescriptorSize;
  4688. }
  4689. }
  4690. }
  4691. if (isValid(m_depth)
  4692. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4693. {
  4694. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4695. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4696. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4697. DWORD flags = 0;
  4698. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4699. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4700. _commandList->ClearDepthStencilView(dsvDescriptor
  4701. , D3D12_CLEAR_FLAGS(flags)
  4702. , _clear.m_depth
  4703. , _clear.m_stencil
  4704. , _num
  4705. , _rect
  4706. );
  4707. }
  4708. }
  4709. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4710. {
  4711. if (m_state != _state)
  4712. {
  4713. ID3D12Resource* colorBuffer;
  4714. DX_CHECK(m_swapChain->GetBuffer(_idx
  4715. , IID_ID3D12Resource
  4716. , (void**)&colorBuffer
  4717. ) );
  4718. setResourceBarrier(_commandList
  4719. , colorBuffer
  4720. , m_state
  4721. , _state
  4722. );
  4723. DX_RELEASE(colorBuffer, 0);
  4724. bx::swap(m_state, _state);
  4725. }
  4726. return _state;
  4727. }
  4728. void TimerQueryD3D12::init()
  4729. {
  4730. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4731. queryHeapDesc.Count = m_control.m_size * 2;
  4732. queryHeapDesc.NodeMask = 1;
  4733. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4734. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4735. , IID_ID3D12QueryHeap
  4736. , (void**)&m_queryHeap
  4737. ) );
  4738. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4739. m_readback = createCommittedResource(s_renderD3D12->m_device
  4740. , HeapProperty::ReadBack
  4741. , size
  4742. );
  4743. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4744. D3D12_RANGE range = { 0, size };
  4745. m_readback->Map(0, &range, (void**)&m_queryResult);
  4746. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4747. {
  4748. Result& result = m_result[ii];
  4749. result.reset();
  4750. }
  4751. m_control.reset();
  4752. }
  4753. void TimerQueryD3D12::shutdown()
  4754. {
  4755. D3D12_RANGE range = { 0, 0 };
  4756. m_readback->Unmap(0, &range);
  4757. DX_RELEASE(m_queryHeap, 0);
  4758. DX_RELEASE(m_readback, 0);
  4759. }
  4760. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4761. {
  4762. while (0 == m_control.reserve(1) )
  4763. {
  4764. m_control.consume(1);
  4765. }
  4766. Result& result = m_result[_resultIdx];
  4767. ++result.m_pending;
  4768. const uint32_t idx = m_control.m_current;
  4769. Query& query = m_query[idx];
  4770. query.m_resultIdx = _resultIdx;
  4771. query.m_ready = false;
  4772. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4773. uint32_t offset = idx * 2 + 0;
  4774. commandList->EndQuery(m_queryHeap
  4775. , D3D12_QUERY_TYPE_TIMESTAMP
  4776. , offset
  4777. );
  4778. m_control.commit(1);
  4779. return idx;
  4780. }
  4781. void TimerQueryD3D12::end(uint32_t _idx)
  4782. {
  4783. Query& query = m_query[_idx];
  4784. query.m_ready = true;
  4785. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4786. uint32_t offset = _idx * 2;
  4787. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4788. commandList->EndQuery(m_queryHeap
  4789. , D3D12_QUERY_TYPE_TIMESTAMP
  4790. , offset + 1
  4791. );
  4792. commandList->ResolveQueryData(m_queryHeap
  4793. , D3D12_QUERY_TYPE_TIMESTAMP
  4794. , offset
  4795. , 2
  4796. , m_readback
  4797. , offset * sizeof(uint64_t)
  4798. );
  4799. while (update() )
  4800. {
  4801. }
  4802. }
  4803. bool TimerQueryD3D12::update()
  4804. {
  4805. if (0 != m_control.available() )
  4806. {
  4807. uint32_t idx = m_control.m_read;
  4808. Query& query = m_query[idx];
  4809. if (!query.m_ready)
  4810. {
  4811. return false;
  4812. }
  4813. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4814. {
  4815. return false;
  4816. }
  4817. m_control.consume(1);
  4818. Result& result = m_result[query.m_resultIdx];
  4819. --result.m_pending;
  4820. uint32_t offset = idx * 2;
  4821. result.m_begin = m_queryResult[offset+0];
  4822. result.m_end = m_queryResult[offset+1];
  4823. return true;
  4824. }
  4825. return false;
  4826. }
  4827. void OcclusionQueryD3D12::init()
  4828. {
  4829. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4830. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4831. queryHeapDesc.NodeMask = 1;
  4832. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4833. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4834. , IID_ID3D12QueryHeap
  4835. , (void**)&m_queryHeap
  4836. ) );
  4837. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4838. m_readback = createCommittedResource(s_renderD3D12->m_device
  4839. , HeapProperty::ReadBack
  4840. , size
  4841. );
  4842. D3D12_RANGE range = { 0, size };
  4843. m_readback->Map(0, &range, (void**)&m_result);
  4844. }
  4845. void OcclusionQueryD3D12::shutdown()
  4846. {
  4847. D3D12_RANGE range = { 0, 0 };
  4848. m_readback->Unmap(0, &range);
  4849. DX_RELEASE(m_queryHeap, 0);
  4850. DX_RELEASE(m_readback, 0);
  4851. }
  4852. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4853. {
  4854. while (0 == m_control.reserve(1) )
  4855. {
  4856. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4857. if (isValid(handle) )
  4858. {
  4859. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4860. }
  4861. m_control.consume(1);
  4862. }
  4863. m_handle[m_control.m_current] = _handle;
  4864. _commandList->BeginQuery(m_queryHeap
  4865. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4866. , _handle.idx
  4867. );
  4868. }
  4869. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4870. {
  4871. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4872. _commandList->EndQuery(m_queryHeap
  4873. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4874. , handle.idx
  4875. );
  4876. _commandList->ResolveQueryData(m_queryHeap
  4877. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4878. , handle.idx
  4879. , 1
  4880. , m_readback
  4881. , handle.idx * sizeof(uint64_t)
  4882. );
  4883. m_control.commit(1);
  4884. }
  4885. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4886. {
  4887. const uint32_t size = m_control.m_size;
  4888. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4889. {
  4890. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4891. if (handle.idx == _handle.idx)
  4892. {
  4893. handle.idx = bgfx::kInvalidHandle;
  4894. }
  4895. }
  4896. }
  4897. struct Bind
  4898. {
  4899. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4900. uint16_t m_samplerStateIdx;
  4901. };
  4902. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4903. {
  4904. TextureHandle currentSrc = { kInvalidHandle };
  4905. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4906. while (_bs.hasItem(_view) )
  4907. {
  4908. const BlitItem& blit = _bs.advance();
  4909. TextureD3D12& src = m_textures[blit.m_src.idx];
  4910. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4911. if (currentSrc.idx != blit.m_src.idx)
  4912. {
  4913. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4914. {
  4915. m_textures[currentSrc.idx].setState(m_commandList, state);
  4916. }
  4917. currentSrc = blit.m_src;
  4918. if (NULL != src.m_singleMsaa)
  4919. setResourceBarrier(m_commandList
  4920. , src.m_singleMsaa
  4921. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4922. , D3D12_RESOURCE_STATE_COPY_SOURCE
  4923. );
  4924. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4925. }
  4926. if (TextureD3D12::Texture3D == src.m_type)
  4927. {
  4928. D3D12_BOX box;
  4929. box.left = blit.m_srcX;
  4930. box.top = blit.m_srcY;
  4931. box.front = blit.m_srcZ;
  4932. box.right = blit.m_srcX + blit.m_width;
  4933. box.bottom = blit.m_srcY + blit.m_height;
  4934. box.back = blit.m_srcZ + bx::uint32_imax(1, blit.m_depth);
  4935. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4936. dstLocation.SubresourceIndex = blit.m_dstMip;
  4937. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4938. srcLocation.SubresourceIndex = blit.m_srcMip;
  4939. m_commandList->CopyTextureRegion(&dstLocation
  4940. , blit.m_dstX
  4941. , blit.m_dstY
  4942. , blit.m_dstZ
  4943. , &srcLocation
  4944. , &box
  4945. );
  4946. }
  4947. else
  4948. {
  4949. D3D12_BOX box;
  4950. box.left = blit.m_srcX;
  4951. box.top = blit.m_srcY;
  4952. box.front = 0;
  4953. box.right = blit.m_srcX + blit.m_width;
  4954. box.bottom = blit.m_srcY + blit.m_height;
  4955. box.back = 1;
  4956. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4957. ? blit.m_srcZ
  4958. : 0
  4959. ;
  4960. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4961. ? blit.m_dstZ
  4962. : 0
  4963. ;
  4964. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4965. dstLocation.pResource = dst.m_ptr;
  4966. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4967. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4968. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4969. srcLocation.pResource = NULL != src.m_singleMsaa ? src.m_singleMsaa : src.m_ptr;
  4970. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4971. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4972. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4973. m_commandList->CopyTextureRegion(&dstLocation
  4974. , blit.m_dstX
  4975. , blit.m_dstY
  4976. , 0
  4977. , &srcLocation
  4978. , depthStencil ? NULL : &box
  4979. );
  4980. }
  4981. if (NULL != src.m_singleMsaa)
  4982. setResourceBarrier(m_commandList
  4983. , src.m_singleMsaa
  4984. , D3D12_RESOURCE_STATE_COPY_SOURCE
  4985. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4986. );
  4987. }
  4988. if (isValid(currentSrc)
  4989. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4990. {
  4991. m_textures[currentSrc.idx].setState(m_commandList, state);
  4992. }
  4993. }
  4994. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4995. {
  4996. if (m_lost
  4997. || updateResolution(_render->m_resolution) )
  4998. {
  4999. return;
  5000. }
  5001. if (_render->m_capture)
  5002. {
  5003. renderDocTriggerCapture();
  5004. }
  5005. BGFX_D3D12_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorFrame);
  5006. int64_t timeBegin = bx::getHPCounter();
  5007. int64_t captureElapsed = 0;
  5008. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  5009. if (0 < _render->m_iboffset)
  5010. {
  5011. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  5012. TransientIndexBuffer* ib = _render->m_transientIb;
  5013. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  5014. }
  5015. if (0 < _render->m_vboffset)
  5016. {
  5017. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  5018. TransientVertexBuffer* vb = _render->m_transientVb;
  5019. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  5020. }
  5021. _render->sort();
  5022. RenderDraw currentState;
  5023. currentState.clear();
  5024. currentState.m_stateFlags = BGFX_STATE_NONE;
  5025. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  5026. RenderBind currentBind;
  5027. currentBind.clear();
  5028. static ViewState viewState;
  5029. viewState.reset(_render);
  5030. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  5031. // setDebugWireframe(wireframe);
  5032. uint16_t currentSamplerStateIdx = kInvalidHandle;
  5033. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  5034. uint32_t currentBindHash = 0;
  5035. bool hasPredefined = false;
  5036. bool commandListChanged = false;
  5037. ID3D12PipelineState* currentPso = NULL;
  5038. SortKey key;
  5039. uint16_t view = UINT16_MAX;
  5040. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  5041. BlitState bs(_render);
  5042. uint32_t blendFactor = 0;
  5043. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  5044. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  5045. PrimInfo prim = s_primInfo[primIndex];
  5046. bool wasCompute = false;
  5047. bool viewHasScissor = false;
  5048. bool restoreScissor = false;
  5049. Rect viewScissorRect;
  5050. viewScissorRect.clear();
  5051. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  5052. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  5053. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  5054. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  5055. uint32_t statsNumIndices = 0;
  5056. uint32_t statsKeyType[2] = {};
  5057. Profiler<TimerQueryD3D12> profiler(
  5058. _render
  5059. , m_gpuTimer
  5060. , s_viewName
  5061. );
  5062. #if BX_PLATFORM_WINDOWS
  5063. if (NULL != m_swapChain)
  5064. {
  5065. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  5066. }
  5067. else
  5068. {
  5069. m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
  5070. }
  5071. #else
  5072. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  5073. #endif // BX_PLATFORM_WINDOWS
  5074. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  5075. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  5076. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  5077. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  5078. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  5079. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  5080. scratchBuffer.reset(gpuHandle);
  5081. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  5082. StateCacheLru<Bind, 64> bindLru;
  5083. if (NULL != m_msaaRt)
  5084. {
  5085. setResourceBarrier(m_commandList
  5086. , m_msaaRt
  5087. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5088. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5089. );
  5090. setResourceBarrier(m_commandList
  5091. , m_backBufferColor[m_backBufferColorIdx]
  5092. , D3D12_RESOURCE_STATE_PRESENT
  5093. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5094. );
  5095. }
  5096. else if (NULL != m_swapChain)
  5097. {
  5098. setResourceBarrier(m_commandList
  5099. , m_backBufferColor[m_backBufferColorIdx]
  5100. , D3D12_RESOURCE_STATE_PRESENT
  5101. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5102. );
  5103. }
  5104. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  5105. {
  5106. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  5107. m_batch.begin();
  5108. viewState.m_rect = _render->m_view[0].m_rect;
  5109. int32_t numItems = _render->m_numRenderItems;
  5110. for (int32_t item = 0; item < numItems;)
  5111. {
  5112. const uint64_t encodedKey = _render->m_sortKeys[item];
  5113. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  5114. statsKeyType[isCompute]++;
  5115. const bool viewChanged = 0
  5116. || key.m_view != view
  5117. || item == numItems
  5118. ;
  5119. const uint32_t itemIdx = _render->m_sortValues[item];
  5120. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  5121. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  5122. ++item;
  5123. if (viewChanged)
  5124. {
  5125. m_batch.flush(m_commandList, true);
  5126. kick();
  5127. commandListChanged = true;
  5128. view = key.m_view;
  5129. currentPso = NULL;
  5130. currentSamplerStateIdx = kInvalidHandle;
  5131. currentProgram = BGFX_INVALID_HANDLE;
  5132. hasPredefined = false;
  5133. if (item > 1)
  5134. {
  5135. profiler.end();
  5136. }
  5137. BGFX_D3D12_PROFILER_END();
  5138. setViewType(view, " ");
  5139. BGFX_D3D12_PROFILER_BEGIN(view, kColorView);
  5140. profiler.begin(view);
  5141. fbh = _render->m_view[view].m_fbh;
  5142. setFrameBuffer(fbh);
  5143. viewState.m_rect = _render->m_view[view].m_rect;
  5144. const Rect& rect = _render->m_view[view].m_rect;
  5145. const Rect& scissorRect = _render->m_view[view].m_scissor;
  5146. viewHasScissor = !scissorRect.isZero();
  5147. viewScissorRect = viewHasScissor ? scissorRect : rect;
  5148. D3D12_VIEWPORT vp;
  5149. vp.TopLeftX = rect.m_x;
  5150. vp.TopLeftY = rect.m_y;
  5151. vp.Width = rect.m_width;
  5152. vp.Height = rect.m_height;
  5153. vp.MinDepth = 0.0f;
  5154. vp.MaxDepth = 1.0f;
  5155. m_commandList->RSSetViewports(1, &vp);
  5156. D3D12_RECT rc;
  5157. rc.left = viewScissorRect.m_x;
  5158. rc.top = viewScissorRect.m_y;
  5159. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5160. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5161. m_commandList->RSSetScissorRects(1, &rc);
  5162. restoreScissor = false;
  5163. Clear& clr = _render->m_view[view].m_clear;
  5164. if (BGFX_CLEAR_NONE != clr.m_flags)
  5165. {
  5166. Rect clearRect = rect;
  5167. clearRect.setIntersect(rect, viewScissorRect);
  5168. clearQuad(clearRect, clr, _render->m_colorPalette);
  5169. }
  5170. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  5171. submitBlit(bs, view);
  5172. }
  5173. if (isCompute)
  5174. {
  5175. if (!wasCompute)
  5176. {
  5177. wasCompute = true;
  5178. setViewType(view, "C");
  5179. BGFX_D3D12_PROFILER_END();
  5180. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5181. commandListChanged = true;
  5182. }
  5183. if (commandListChanged)
  5184. {
  5185. commandListChanged = false;
  5186. m_commandList->SetComputeRootSignature(m_rootSignature);
  5187. ID3D12DescriptorHeap* heaps[] = {
  5188. m_samplerAllocator.getHeap(),
  5189. scratchBuffer.getHeap(),
  5190. };
  5191. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5192. }
  5193. const RenderCompute& compute = renderItem.compute;
  5194. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  5195. if (pso != currentPso)
  5196. {
  5197. currentPso = pso;
  5198. m_commandList->SetPipelineState(pso);
  5199. currentBindHash = 0;
  5200. }
  5201. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5202. if (currentBindHash != bindHash)
  5203. {
  5204. currentBindHash = bindHash;
  5205. Bind* bindCached = bindLru.find(bindHash);
  5206. if (NULL == bindCached)
  5207. {
  5208. uint32_t numSet = 0;
  5209. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5210. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5211. {
  5212. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  5213. {
  5214. const Binding& bind = renderBind.m_bind[stage];
  5215. if (kInvalidHandle != bind.m_idx)
  5216. {
  5217. switch (bind.m_type)
  5218. {
  5219. case Binding::Image:
  5220. {
  5221. TextureD3D12& texture = m_textures[bind.m_idx];
  5222. if (Access::Read != bind.m_access)
  5223. {
  5224. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5225. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5226. }
  5227. else
  5228. {
  5229. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5230. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5231. samplerFlags[stage] = uint32_t(texture.m_flags);
  5232. }
  5233. ++numSet;
  5234. }
  5235. break;
  5236. case Binding::Texture:
  5237. {
  5238. TextureD3D12& texture = m_textures[bind.m_idx];
  5239. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5240. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5241. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5242. ? bind.m_samplerFlags
  5243. : texture.m_flags
  5244. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5245. ;
  5246. ++numSet;
  5247. }
  5248. break;
  5249. case Binding::IndexBuffer:
  5250. case Binding::VertexBuffer:
  5251. {
  5252. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5253. ? m_indexBuffers[bind.m_idx]
  5254. : m_vertexBuffers[bind.m_idx]
  5255. ;
  5256. if (Access::Read != bind.m_access)
  5257. {
  5258. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5259. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5260. }
  5261. else
  5262. {
  5263. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5264. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5265. }
  5266. ++numSet;
  5267. }
  5268. break;
  5269. }
  5270. }
  5271. else
  5272. {
  5273. samplerFlags[stage] = 0;
  5274. scratchBuffer.allocEmpty(srvHandle[stage]);
  5275. }
  5276. }
  5277. if (0 != numSet)
  5278. {
  5279. Bind bind;
  5280. bind.m_srvHandle = srvHandle[0];
  5281. bind.m_samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
  5282. bindCached = bindLru.add(bindHash, bind, 0);
  5283. }
  5284. }
  5285. }
  5286. if (NULL != bindCached)
  5287. {
  5288. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5289. if (samplerStateIdx != currentSamplerStateIdx)
  5290. {
  5291. currentSamplerStateIdx = samplerStateIdx;
  5292. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5293. }
  5294. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5295. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5296. }
  5297. }
  5298. bool constantsChanged = false;
  5299. if (compute.m_uniformBegin < compute.m_uniformEnd
  5300. || currentProgram.idx != key.m_program.idx)
  5301. {
  5302. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5303. currentProgram = key.m_program;
  5304. ProgramD3D12& program = m_program[currentProgram.idx];
  5305. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5306. if (NULL != vcb)
  5307. {
  5308. commit(*vcb);
  5309. }
  5310. hasPredefined = 0 < program.m_numPredefined;
  5311. constantsChanged = true;
  5312. }
  5313. if (constantsChanged
  5314. || hasPredefined)
  5315. {
  5316. ProgramD3D12& program = m_program[currentProgram.idx];
  5317. viewState.setPredefined<4>(this, view, program, _render, compute);
  5318. commitShaderConstants(key.m_program, gpuAddress);
  5319. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5320. }
  5321. if (isValid(compute.m_indirectBuffer) )
  5322. {
  5323. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5324. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5325. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5326. : compute.m_numIndirect
  5327. ;
  5328. m_commandList->ExecuteIndirect(
  5329. s_renderD3D12->m_commandSignature[0]
  5330. , numDrawIndirect
  5331. , indirect.m_ptr
  5332. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5333. , NULL
  5334. , 0
  5335. );
  5336. }
  5337. else
  5338. {
  5339. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5340. }
  5341. continue;
  5342. }
  5343. bool resetState = viewChanged || wasCompute;
  5344. if (wasCompute)
  5345. {
  5346. wasCompute = false;
  5347. setViewType(view, " ");
  5348. BGFX_D3D12_PROFILER_END();
  5349. BGFX_D3D12_PROFILER_BEGIN(view, kColorDraw);
  5350. commandListChanged = true;
  5351. }
  5352. const RenderDraw& draw = renderItem.draw;
  5353. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5354. {
  5355. const bool occluded = true
  5356. && isValid(draw.m_occlusionQuery)
  5357. && !hasOcclusionQuery
  5358. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5359. ;
  5360. if (occluded
  5361. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5362. {
  5363. if (resetState)
  5364. {
  5365. currentState.clear();
  5366. currentState.m_scissor = !draw.m_scissor;
  5367. currentBind.clear();
  5368. commandListChanged = true;
  5369. }
  5370. continue;
  5371. }
  5372. }
  5373. const uint64_t newFlags = draw.m_stateFlags;
  5374. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5375. currentState.m_stateFlags = newFlags;
  5376. const uint64_t newStencil = draw.m_stencil;
  5377. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5378. currentState.m_stencil = newStencil;
  5379. if (resetState)
  5380. {
  5381. wasCompute = false;
  5382. currentState.clear();
  5383. currentState.m_scissor = !draw.m_scissor;
  5384. changedFlags = BGFX_STATE_MASK;
  5385. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5386. currentState.m_stateFlags = newFlags;
  5387. currentState.m_stencil = newStencil;
  5388. currentBind.clear();
  5389. commandListChanged = true;
  5390. }
  5391. if (commandListChanged)
  5392. {
  5393. commandListChanged = false;
  5394. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5395. ID3D12DescriptorHeap* heaps[] = {
  5396. m_samplerAllocator.getHeap(),
  5397. scratchBuffer.getHeap(),
  5398. };
  5399. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5400. currentPso = NULL;
  5401. currentBindHash = 0;
  5402. currentSamplerStateIdx = kInvalidHandle;
  5403. currentProgram = BGFX_INVALID_HANDLE;
  5404. currentState.clear();
  5405. currentState.m_scissor = !draw.m_scissor;
  5406. changedFlags = BGFX_STATE_MASK;
  5407. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5408. currentState.m_stateFlags = newFlags;
  5409. currentState.m_stencil = newStencil;
  5410. currentBind.clear();
  5411. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5412. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5413. }
  5414. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5415. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5416. if (0 != draw.m_streamMask)
  5417. {
  5418. currentState.m_streamMask = draw.m_streamMask;
  5419. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5420. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5421. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5422. const uint64_t state = draw.m_stateFlags;
  5423. bool hasFactor = 0
  5424. || f0 == (state & f0)
  5425. || f1 == (state & f1)
  5426. || f2 == (state & f2)
  5427. || f3 == (state & f3)
  5428. ;
  5429. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5430. uint8_t numStreams = 0;
  5431. if (UINT8_MAX != draw.m_streamMask)
  5432. {
  5433. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5434. ; 0 != streamMask
  5435. ; streamMask >>= 1, idx += 1, ++numStreams
  5436. )
  5437. {
  5438. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5439. streamMask >>= ntz;
  5440. idx += ntz;
  5441. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5442. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5443. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5444. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5445. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5446. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5447. ? draw.m_stream[idx].m_layoutHandle.idx
  5448. : vb.m_layoutHandle.idx;
  5449. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5450. layouts[numStreams] = &layout;
  5451. }
  5452. }
  5453. ID3D12PipelineState* pso =
  5454. getPipelineState(state
  5455. , draw.m_stencil
  5456. , numStreams
  5457. , layouts
  5458. , key.m_program
  5459. , uint8_t(draw.m_instanceDataStride/16)
  5460. );
  5461. uint16_t scissor = draw.m_scissor;
  5462. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5463. if (currentBindHash != bindHash
  5464. || 0 != changedStencil
  5465. || (hasFactor && blendFactor != draw.m_rgba)
  5466. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5467. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5468. || currentState.m_scissor != scissor
  5469. || pso != currentPso
  5470. || hasOcclusionQuery)
  5471. {
  5472. m_batch.flush(m_commandList);
  5473. }
  5474. if (currentBindHash != bindHash)
  5475. {
  5476. currentBindHash = bindHash;
  5477. Bind* bindCached = bindLru.find(bindHash);
  5478. if (NULL == bindCached)
  5479. {
  5480. uint32_t numSet = 0;
  5481. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  5482. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  5483. {
  5484. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5485. {
  5486. const Binding& bind = renderBind.m_bind[stage];
  5487. if (kInvalidHandle != bind.m_idx)
  5488. {
  5489. switch (bind.m_type)
  5490. {
  5491. case Binding::Image:
  5492. {
  5493. TextureD3D12& texture = m_textures[bind.m_idx];
  5494. if (Access::Read != bind.m_access)
  5495. {
  5496. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5497. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5498. }
  5499. else
  5500. {
  5501. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5502. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5503. samplerFlags[stage] = uint32_t(texture.m_flags);
  5504. }
  5505. ++numSet;
  5506. }
  5507. break;
  5508. case Binding::Texture:
  5509. {
  5510. TextureD3D12& texture = m_textures[bind.m_idx];
  5511. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5512. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5513. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5514. ? bind.m_samplerFlags
  5515. : texture.m_flags
  5516. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5517. ;
  5518. ++numSet;
  5519. }
  5520. break;
  5521. case Binding::IndexBuffer:
  5522. case Binding::VertexBuffer:
  5523. {
  5524. samplerFlags[stage] = 0;
  5525. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5526. ? m_indexBuffers[bind.m_idx]
  5527. : m_vertexBuffers[bind.m_idx]
  5528. ;
  5529. if (Access::Read != bind.m_access)
  5530. {
  5531. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5532. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5533. }
  5534. else
  5535. {
  5536. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5537. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5538. }
  5539. ++numSet;
  5540. }
  5541. break;
  5542. }
  5543. }
  5544. else
  5545. {
  5546. scratchBuffer.allocEmpty(srvHandle[stage]);
  5547. samplerFlags[stage] = 0;
  5548. }
  5549. }
  5550. }
  5551. if (0 != numSet)
  5552. {
  5553. Bind bind;
  5554. bind.m_srvHandle = srvHandle[0];
  5555. bind.m_samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5556. bindCached = bindLru.add(bindHash, bind, 0);
  5557. }
  5558. }
  5559. if (NULL != bindCached)
  5560. {
  5561. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5562. if (samplerStateIdx != currentSamplerStateIdx)
  5563. {
  5564. currentSamplerStateIdx = samplerStateIdx;
  5565. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5566. }
  5567. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5568. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5569. }
  5570. }
  5571. if (0 != changedStencil)
  5572. {
  5573. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5574. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5575. m_commandList->OMSetStencilRef(ref);
  5576. }
  5577. if (hasFactor
  5578. && blendFactor != draw.m_rgba)
  5579. {
  5580. blendFactor = draw.m_rgba;
  5581. float bf[4];
  5582. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5583. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5584. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5585. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5586. m_commandList->OMSetBlendFactor(bf);
  5587. }
  5588. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5589. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5590. {
  5591. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5592. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5593. prim = s_primInfo[primIndex];
  5594. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5595. }
  5596. if (currentState.m_scissor != scissor)
  5597. {
  5598. currentState.m_scissor = scissor;
  5599. if (UINT16_MAX == scissor)
  5600. {
  5601. if (restoreScissor
  5602. || viewHasScissor)
  5603. {
  5604. restoreScissor = false;
  5605. D3D12_RECT rc;
  5606. rc.left = viewScissorRect.m_x;
  5607. rc.top = viewScissorRect.m_y;
  5608. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5609. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5610. m_commandList->RSSetScissorRects(1, &rc);
  5611. }
  5612. }
  5613. else
  5614. {
  5615. restoreScissor = true;
  5616. Rect scissorRect;
  5617. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5618. if (scissorRect.isZeroArea() )
  5619. {
  5620. continue;
  5621. }
  5622. D3D12_RECT rc;
  5623. rc.left = scissorRect.m_x;
  5624. rc.top = scissorRect.m_y;
  5625. rc.right = scissorRect.m_x + scissorRect.m_width;
  5626. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5627. m_commandList->RSSetScissorRects(1, &rc);
  5628. }
  5629. }
  5630. if (pso != currentPso)
  5631. {
  5632. currentPso = pso;
  5633. m_commandList->SetPipelineState(pso);
  5634. }
  5635. if (constantsChanged
  5636. || currentProgram.idx != key.m_program.idx
  5637. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5638. {
  5639. currentProgram = key.m_program;
  5640. ProgramD3D12& program = m_program[currentProgram.idx];
  5641. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5642. if (NULL != vcb)
  5643. {
  5644. commit(*vcb);
  5645. }
  5646. if (NULL != program.m_fsh)
  5647. {
  5648. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5649. if (NULL != fcb)
  5650. {
  5651. commit(*fcb);
  5652. }
  5653. }
  5654. hasPredefined = 0 < program.m_numPredefined;
  5655. constantsChanged = true;
  5656. }
  5657. if (constantsChanged
  5658. || hasPredefined)
  5659. {
  5660. ProgramD3D12& program = m_program[currentProgram.idx];
  5661. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5662. viewState.m_alphaRef = ref/255.0f;
  5663. viewState.setPredefined<4>(this, view, program, _render, draw);
  5664. commitShaderConstants(key.m_program, gpuAddress);
  5665. }
  5666. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5667. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5668. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5669. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5670. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5671. statsNumInstances[primIndex] += draw.m_numInstances;
  5672. statsNumIndices += numIndices;
  5673. if (hasOcclusionQuery)
  5674. {
  5675. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5676. m_batch.flush(m_commandList);
  5677. m_occlusionQuery.end(m_commandList);
  5678. }
  5679. }
  5680. }
  5681. m_batch.end(m_commandList);
  5682. kick();
  5683. if (wasCompute)
  5684. {
  5685. setViewType(view, "C");
  5686. BGFX_D3D12_PROFILER_END();
  5687. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5688. }
  5689. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5690. if (0 < _render->m_numRenderItems)
  5691. {
  5692. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5693. {
  5694. // deviceCtx->Flush();
  5695. }
  5696. // captureElapsed = -bx::getHPCounter();
  5697. // capture();
  5698. // captureElapsed += bx::getHPCounter();
  5699. profiler.end();
  5700. }
  5701. }
  5702. BGFX_D3D12_PROFILER_END();
  5703. int64_t timeEnd = bx::getHPCounter();
  5704. int64_t frameTime = timeEnd - timeBegin;
  5705. static int64_t min = frameTime;
  5706. static int64_t max = frameTime;
  5707. min = bx::min<int64_t>(min, frameTime);
  5708. max = bx::max<int64_t>(max, frameTime);
  5709. static uint32_t maxGpuLatency = 0;
  5710. static double maxGpuElapsed = 0.0f;
  5711. double elapsedGpuMs = 0.0;
  5712. static int64_t presentMin = m_presentElapsed;
  5713. static int64_t presentMax = m_presentElapsed;
  5714. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  5715. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  5716. if (UINT32_MAX != frameQueryIdx)
  5717. {
  5718. m_gpuTimer.end(frameQueryIdx);
  5719. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5720. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5721. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5722. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5723. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5724. }
  5725. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5726. const int64_t timerFreq = bx::getHPFrequency();
  5727. Stats& perfStats = _render->m_perfStats;
  5728. perfStats.cpuTimeBegin = timeBegin;
  5729. perfStats.cpuTimeEnd = timeEnd;
  5730. perfStats.cpuTimerFreq = timerFreq;
  5731. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5732. perfStats.gpuTimeBegin = result.m_begin;
  5733. perfStats.gpuTimeEnd = result.m_end;
  5734. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5735. perfStats.numDraw = statsKeyType[0];
  5736. perfStats.numCompute = statsKeyType[1];
  5737. perfStats.numBlit = _render->m_numBlitItems;
  5738. perfStats.maxGpuLatency = maxGpuLatency;
  5739. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5740. perfStats.gpuMemoryMax = -INT64_MAX;
  5741. perfStats.gpuMemoryUsed = -INT64_MAX;
  5742. #if BX_PLATFORM_WINDOWS
  5743. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5744. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5745. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5746. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5747. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5748. #endif // BX_PLATFORM_WINDOWS
  5749. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5750. {
  5751. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  5752. // m_needPresent = true;
  5753. TextVideoMem& tvm = m_textVideoMem;
  5754. static int64_t next = timeEnd;
  5755. if (timeEnd >= next)
  5756. {
  5757. next = timeEnd + timerFreq;
  5758. double freq = double(timerFreq);
  5759. double toMs = 1000.0 / freq;
  5760. tvm.clear();
  5761. uint16_t pos = 0;
  5762. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5763. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME
  5764. " / " BX_CPU_NAME
  5765. " / " BX_ARCH_NAME
  5766. " / " BX_PLATFORM_NAME
  5767. " / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
  5768. , getRendererName()
  5769. , m_deviceInterfaceVersion
  5770. , (m_featureLevel >> 12) & 0xf
  5771. , (m_featureLevel >> 8) & 0xf
  5772. , BGFX_API_VERSION
  5773. , BGFX_REV_NUMBER
  5774. );
  5775. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5776. char description[BX_COUNTOF(desc.Description)];
  5777. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5778. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5779. char dedicatedVideo[16];
  5780. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5781. char dedicatedSystem[16];
  5782. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5783. char sharedSystem[16];
  5784. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5785. char processMemoryUsed[16];
  5786. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5787. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5788. , dedicatedVideo
  5789. , dedicatedSystem
  5790. , sharedSystem
  5791. , processMemoryUsed
  5792. );
  5793. #if BX_PLATFORM_WINDOWS
  5794. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5795. {
  5796. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5797. char budget[16];
  5798. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5799. char currentUsage[16];
  5800. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5801. char availableForReservation[16];
  5802. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5803. char currentReservation[16];
  5804. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5805. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5806. , 0 == ii ? "Local " : "Non-local"
  5807. , budget
  5808. , currentUsage
  5809. , availableForReservation
  5810. , currentReservation
  5811. );
  5812. }
  5813. #endif // BX_PLATFORM_WINDOWS
  5814. pos = 10;
  5815. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5816. , double(frameTime)*toMs
  5817. , double(min)*toMs
  5818. , double(max)*toMs
  5819. , freq/frameTime
  5820. );
  5821. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5822. , double(m_presentElapsed)*toMs
  5823. , double(presentMin)*toMs
  5824. , double(presentMax)*toMs
  5825. );
  5826. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5827. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5828. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5829. , 0 != msaa ? '\xfe' : ' '
  5830. , 1<<msaa
  5831. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5832. );
  5833. double elapsedCpuMs = double(frameTime)*toMs;
  5834. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5835. , _render->m_numRenderItems
  5836. , statsKeyType[0]
  5837. , statsKeyType[1]
  5838. , elapsedCpuMs
  5839. );
  5840. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5841. {
  5842. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5843. , getName(Topology::Enum(ii) )
  5844. , statsNumPrimsRendered[ii]
  5845. , statsNumInstances[ii]
  5846. , statsNumPrimsSubmitted[ii]
  5847. );
  5848. }
  5849. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5850. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5851. , m_batch.m_maxDrawPerBatch
  5852. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5853. );
  5854. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5855. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5856. , m_batch.m_maxDrawPerBatch
  5857. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5858. );
  5859. if (NULL != m_renderDocDll)
  5860. {
  5861. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5862. }
  5863. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5864. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5865. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5866. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5867. pos++;
  5868. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5869. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5870. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5871. , m_pipelineStateCache.getCount()
  5872. , m_samplerStateCache.getCount()
  5873. , bindLru.getCount()
  5874. , m_cmd.m_control.available()
  5875. );
  5876. pos++;
  5877. double captureMs = double(captureElapsed)*toMs;
  5878. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5879. uint8_t attr[2] = { 0x8c, 0x8a };
  5880. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5881. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5882. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5883. min = frameTime;
  5884. max = frameTime;
  5885. presentMin = m_presentElapsed;
  5886. presentMax = m_presentElapsed;
  5887. }
  5888. blit(this, _textVideoMemBlitter, tvm);
  5889. BGFX_D3D12_PROFILER_END();
  5890. }
  5891. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5892. {
  5893. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  5894. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5895. BGFX_D3D12_PROFILER_END();
  5896. }
  5897. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5898. if (NULL != m_msaaRt)
  5899. {
  5900. setResourceBarrier(m_commandList
  5901. , m_msaaRt
  5902. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5903. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5904. );
  5905. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  5906. setResourceBarrier(m_commandList
  5907. , m_backBufferColor[m_backBufferColorIdx]
  5908. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5909. , D3D12_RESOURCE_STATE_PRESENT
  5910. );
  5911. }
  5912. else if (NULL != m_swapChain)
  5913. {
  5914. setResourceBarrier(m_commandList
  5915. , m_backBufferColor[m_backBufferColorIdx]
  5916. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5917. , D3D12_RESOURCE_STATE_PRESENT
  5918. );
  5919. }
  5920. #if BX_PLATFORM_WINDOWS
  5921. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5922. {
  5923. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5924. if (NULL != frameBuffer.m_swapChain)
  5925. {
  5926. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5927. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5928. }
  5929. }
  5930. #endif // BX_PLATFORM_WINDOWS
  5931. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5932. }
  5933. } /* namespace d3d12 */ } // namespace bgfx
  5934. #else
  5935. namespace bgfx { namespace d3d12
  5936. {
  5937. RendererContextI* rendererCreate(const Init& _init)
  5938. {
  5939. BX_UNUSED(_init);
  5940. return NULL;
  5941. }
  5942. void rendererDestroy()
  5943. {
  5944. }
  5945. } /* namespace d3d12 */ } // namespace bgfx
  5946. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12