renderer_d3d11.cpp 185 KB

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  1. /*
  2. * Copyright 2011-2016 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_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_PROFILER_REMOTERY
  15. # define BGFX_GPU_PROFILER_BIND(_device, _context) rmt_BindD3D11(_device, _context)
  16. # define BGFX_GPU_PROFILER_UNBIND() rmt_UnbindD3D11()
  17. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) rmt_BeginD3D11Sample(_group##_##_name)
  18. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) rmt_BeginD3D11SampleDynamic(_namestr)
  19. # define BGFX_GPU_PROFILER_END() rmt_EndD3D11Sample()
  20. #else
  21. # define BGFX_GPU_PROFILER_BIND(_device, _context) BX_NOOP()
  22. # define BGFX_GPU_PROFILER_UNBIND() BX_NOOP()
  23. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
  24. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
  25. # define BGFX_GPU_PROFILER_END() BX_NOOP()
  26. #endif
  27. namespace bgfx { namespace d3d11
  28. {
  29. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  30. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  31. struct PrimInfo
  32. {
  33. D3D11_PRIMITIVE_TOPOLOGY m_type;
  34. uint32_t m_min;
  35. uint32_t m_div;
  36. uint32_t m_sub;
  37. };
  38. static const PrimInfo s_primInfo[] =
  39. {
  40. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  41. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  42. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  43. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  44. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  45. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  46. };
  47. static const char* s_primName[] =
  48. {
  49. "TriList",
  50. "TriStrip",
  51. "Line",
  52. "LineStrip",
  53. "Point",
  54. };
  55. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  56. union Zero
  57. {
  58. Zero()
  59. {
  60. memset(this, 0, sizeof(Zero) );
  61. }
  62. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  63. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  64. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  65. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  66. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  67. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  68. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  69. };
  70. BX_PRAGMA_DIAGNOSTIC_PUSH();
  71. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  72. static const Zero s_zero;
  73. BX_PRAGMA_DIAGNOSTIC_POP();
  74. static const uint32_t s_checkMsaa[] =
  75. {
  76. 0,
  77. 2,
  78. 4,
  79. 8,
  80. 16,
  81. };
  82. static DXGI_SAMPLE_DESC s_msaa[] =
  83. {
  84. { 1, 0 },
  85. { 2, 0 },
  86. { 4, 0 },
  87. { 8, 0 },
  88. { 16, 0 },
  89. };
  90. static const D3D11_BLEND s_blendFactor[][2] =
  91. {
  92. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  93. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  94. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  95. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  96. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  97. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  98. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  99. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  100. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  101. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  102. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  103. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  104. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  105. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  106. };
  107. static const D3D11_BLEND_OP s_blendEquation[] =
  108. {
  109. D3D11_BLEND_OP_ADD,
  110. D3D11_BLEND_OP_SUBTRACT,
  111. D3D11_BLEND_OP_REV_SUBTRACT,
  112. D3D11_BLEND_OP_MIN,
  113. D3D11_BLEND_OP_MAX,
  114. };
  115. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  116. {
  117. D3D11_COMPARISON_FUNC(0), // ignored
  118. D3D11_COMPARISON_LESS,
  119. D3D11_COMPARISON_LESS_EQUAL,
  120. D3D11_COMPARISON_EQUAL,
  121. D3D11_COMPARISON_GREATER_EQUAL,
  122. D3D11_COMPARISON_GREATER,
  123. D3D11_COMPARISON_NOT_EQUAL,
  124. D3D11_COMPARISON_NEVER,
  125. D3D11_COMPARISON_ALWAYS,
  126. };
  127. static const D3D11_STENCIL_OP s_stencilOp[] =
  128. {
  129. D3D11_STENCIL_OP_ZERO,
  130. D3D11_STENCIL_OP_KEEP,
  131. D3D11_STENCIL_OP_REPLACE,
  132. D3D11_STENCIL_OP_INCR,
  133. D3D11_STENCIL_OP_INCR_SAT,
  134. D3D11_STENCIL_OP_DECR,
  135. D3D11_STENCIL_OP_DECR_SAT,
  136. D3D11_STENCIL_OP_INVERT,
  137. };
  138. static const D3D11_CULL_MODE s_cullMode[] =
  139. {
  140. D3D11_CULL_NONE,
  141. D3D11_CULL_FRONT,
  142. D3D11_CULL_BACK,
  143. };
  144. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  145. {
  146. D3D11_TEXTURE_ADDRESS_WRAP,
  147. D3D11_TEXTURE_ADDRESS_MIRROR,
  148. D3D11_TEXTURE_ADDRESS_CLAMP,
  149. D3D11_TEXTURE_ADDRESS_BORDER,
  150. };
  151. /*
  152. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  153. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  154. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  155. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  156. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  157. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  158. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  159. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  160. * D3D11_FILTER_ANISOTROPIC = 0x55,
  161. *
  162. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  163. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  164. *
  165. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  166. * 0x10 // MIN_LINEAR
  167. * 0x04 // MAG_LINEAR
  168. * 0x01 // MIP_LINEAR
  169. */
  170. static const uint8_t s_textureFilter[3][3] =
  171. {
  172. {
  173. 0x10, // min linear
  174. 0x00, // min point
  175. 0x55, // anisotropic
  176. },
  177. {
  178. 0x04, // mag linear
  179. 0x00, // mag point
  180. 0x55, // anisotropic
  181. },
  182. {
  183. 0x01, // mip linear
  184. 0x00, // mip point
  185. 0x55, // anisotropic
  186. },
  187. };
  188. struct TextureFormatInfo
  189. {
  190. DXGI_FORMAT m_fmt;
  191. DXGI_FORMAT m_fmtSrv;
  192. DXGI_FORMAT m_fmtDsv;
  193. DXGI_FORMAT m_fmtSrgb;
  194. };
  195. static const TextureFormatInfo s_textureFormat[] =
  196. {
  197. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  198. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  199. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  200. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  201. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  202. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  203. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  206. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  208. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  209. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  211. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  215. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  216. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  217. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  218. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  219. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  220. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  221. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  222. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  223. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  224. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  225. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  226. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  227. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  228. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  229. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  230. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  231. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  232. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  233. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  234. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  235. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  236. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  237. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  238. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  239. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  240. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  241. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  242. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  243. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  244. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  245. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  246. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  247. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  248. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  249. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  250. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  251. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  252. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  253. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  254. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  255. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  256. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  257. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  258. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  259. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  260. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  261. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  262. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  263. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  264. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  265. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  266. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  267. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  268. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  269. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  270. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  271. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  272. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  273. };
  274. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  275. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  276. {
  277. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  289. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  290. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  291. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  292. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  293. };
  294. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  295. static const DXGI_FORMAT s_attribType[][4][2] =
  296. {
  297. { // Uint8
  298. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  299. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  300. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  301. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  302. },
  303. { // Uint10
  304. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  305. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  306. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  307. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  308. },
  309. { // Int16
  310. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  311. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  312. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  313. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  314. },
  315. { // Half
  316. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  317. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  318. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  319. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  320. },
  321. { // Float
  322. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  323. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  324. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  325. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  326. },
  327. };
  328. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  329. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  330. {
  331. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  332. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  333. {
  334. if (UINT16_MAX != _decl.m_attributes[attr])
  335. {
  336. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  337. if (0 == _decl.m_attributes[attr])
  338. {
  339. elem->AlignedByteOffset = 0;
  340. }
  341. else
  342. {
  343. uint8_t num;
  344. AttribType::Enum type;
  345. bool normalized;
  346. bool asInt;
  347. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  348. elem->Format = s_attribType[type][num-1][normalized];
  349. elem->AlignedByteOffset = _decl.m_offset[attr];
  350. }
  351. ++elem;
  352. }
  353. }
  354. return elem;
  355. }
  356. struct TextureStage
  357. {
  358. TextureStage()
  359. {
  360. clear();
  361. }
  362. void clear()
  363. {
  364. memset(m_srv, 0, sizeof(m_srv) );
  365. memset(m_sampler, 0, sizeof(m_sampler) );
  366. }
  367. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  368. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  369. };
  370. BX_PRAGMA_DIAGNOSTIC_PUSH();
  371. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  372. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  373. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  374. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  375. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  376. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  377. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  378. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  379. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  380. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  381. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  382. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  383. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  384. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  385. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  386. enum D3D11_FORMAT_SUPPORT2
  387. {
  388. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  389. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  390. };
  391. static const GUID s_d3dDeviceIIDs[] =
  392. {
  393. IID_ID3D11Device3,
  394. IID_ID3D11Device2,
  395. IID_ID3D11Device1,
  396. };
  397. static const GUID s_dxgiDeviceIIDs[] =
  398. {
  399. IID_IDXGIDevice3,
  400. IID_IDXGIDevice2,
  401. IID_IDXGIDevice1,
  402. IID_IDXGIDevice0,
  403. };
  404. template <typename Ty>
  405. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  406. {
  407. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  408. {
  409. char temp[2048];
  410. va_list argList;
  411. va_start(argList, _format);
  412. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  413. va_end(argList);
  414. temp[size] = '\0';
  415. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  416. }
  417. }
  418. BX_PRAGMA_DIAGNOSTIC_POP();
  419. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  420. {
  421. uint8_t temp[28];
  422. D3D11_BUFFER_DESC desc;
  423. desc.ByteWidth = sizeof(temp);
  424. desc.Usage = D3D11_USAGE_STAGING;
  425. desc.BindFlags = 0;
  426. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  427. desc.MiscFlags = 0;
  428. desc.StructureByteStride = 0;
  429. D3D11_SUBRESOURCE_DATA initData;
  430. initData.pSysMem = &temp;
  431. initData.SysMemPitch = sizeof(temp);
  432. initData.SysMemSlicePitch = 0;
  433. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  434. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  435. bx::write(&writer, UINT32_C(0x00010000) );
  436. bx::write(&writer, UINT32_C(0) );
  437. bx::write(&writer, UINT32_C(0) );
  438. ID3D11Buffer* buffer;
  439. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  440. if (SUCCEEDED(hr) )
  441. {
  442. buffer->Release();
  443. bx::MemoryReader reader(&temp, sizeof(temp) );
  444. bx::skip(&reader, 16);
  445. uint32_t version;
  446. bx::read(&reader, version);
  447. uint32_t driverVersion;
  448. bx::read(&reader, driverVersion);
  449. return version <= driverVersion;
  450. }
  451. return false;
  452. };
  453. void resume(ID3D11Device* _device)
  454. {
  455. BX_UNUSED(_device);
  456. }
  457. void suspend(ID3D11Device* _device)
  458. {
  459. BX_UNUSED(_device);
  460. }
  461. void trim(ID3D11Device* _device)
  462. {
  463. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  464. IDXGIDevice3* device;
  465. HRESULT hr = _device->QueryInterface(IID_IDXGIDevice3, (void**)&device);
  466. if (SUCCEEDED(hr) )
  467. {
  468. device->Trim();
  469. DX_RELEASE(device, 1);
  470. }
  471. #else
  472. BX_UNUSED(_device);
  473. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  474. }
  475. // Reference:
  476. // https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  477. enum AGS_RETURN_CODE
  478. {
  479. AGS_SUCCESS,
  480. AGS_INVALID_ARGS,
  481. AGS_OUT_OF_MEMORY,
  482. AGS_ERROR_MISSING_DLL,
  483. AGS_ERROR_LEGACY_DRIVER,
  484. AGS_EXTENSION_NOT_SUPPORTED,
  485. AGS_ADL_FAILURE,
  486. };
  487. enum AGS_DRIVER_EXTENSION
  488. {
  489. AGS_EXTENSION_QUADLIST = 1 << 0,
  490. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  491. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  492. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  493. };
  494. struct AGSDriverVersionInfo
  495. {
  496. char strDriverVersion[256];
  497. char strCatalystVersion[256];
  498. char strCatalystWebLink[256];
  499. };
  500. struct AGSContext;
  501. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  502. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  503. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  504. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  505. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  506. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  507. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  508. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  509. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  510. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  511. static PFN_AGS_INIT agsInit;
  512. static PFN_AGS_DEINIT agsDeInit;
  513. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  514. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  515. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  516. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  517. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  518. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  519. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  520. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  521. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  522. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  523. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  524. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  525. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  526. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  527. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  528. #if USE_D3D11_DYNAMIC_LIB
  529. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  530. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  531. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  532. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  533. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  534. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  535. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  536. #endif // USE_D3D11_DYNAMIC_LIB
  537. struct RendererContextD3D11 : public RendererContextI
  538. {
  539. RendererContextD3D11()
  540. : m_d3d9dll(NULL)
  541. , m_d3d11dll(NULL)
  542. , m_dxgidll(NULL)
  543. , m_dxgidebugdll(NULL)
  544. , m_renderdocdll(NULL)
  545. , m_agsdll(NULL)
  546. , m_ags(NULL)
  547. , m_driverType(D3D_DRIVER_TYPE_NULL)
  548. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  549. , m_adapter(NULL)
  550. , m_factory(NULL)
  551. , m_swapChain(NULL)
  552. , m_lost(0)
  553. , m_numWindows(0)
  554. , m_device(NULL)
  555. , m_deviceCtx(NULL)
  556. , m_infoQueue(NULL)
  557. , m_backBufferColor(NULL)
  558. , m_backBufferDepthStencil(NULL)
  559. , m_currentColor(NULL)
  560. , m_currentDepthStencil(NULL)
  561. , m_captureTexture(NULL)
  562. , m_captureResolve(NULL)
  563. , m_maxAnisotropy(1)
  564. , m_depthClamp(false)
  565. , m_wireframe(false)
  566. , m_currentProgram(NULL)
  567. , m_vsChanges(0)
  568. , m_fsChanges(0)
  569. , m_rtMsaa(false)
  570. , m_timerQuerySupport(false)
  571. {
  572. m_fbh.idx = invalidHandle;
  573. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  574. memset(&m_scd, 0, sizeof(m_scd) );
  575. memset(&m_windows, 0xff, sizeof(m_windows) );
  576. }
  577. ~RendererContextD3D11()
  578. {
  579. }
  580. bool init()
  581. {
  582. struct ErrorState
  583. {
  584. enum Enum
  585. {
  586. Default,
  587. LoadedD3D11,
  588. LoadedDXGI,
  589. CreatedDXGIFactory,
  590. };
  591. };
  592. ErrorState::Enum errorState = ErrorState::Default;
  593. // Must be before device creation, and before RenderDoc.
  594. m_ovr.init();
  595. if (!m_ovr.isInitialized() )
  596. {
  597. m_renderdocdll = loadRenderDoc();
  598. }
  599. m_fbh.idx = invalidHandle;
  600. memset(m_uniforms, 0, sizeof(m_uniforms) );
  601. memset(&m_resolution, 0, sizeof(m_resolution) );
  602. m_ags = NULL;
  603. m_agsdll = bx::dlopen(
  604. #if BX_ARCH_32BIT
  605. "amd_ags_x86.dll"
  606. #else
  607. "amd_ags_x64.dll"
  608. #endif // BX_ARCH_32BIT
  609. );
  610. if (NULL != m_agsdll)
  611. {
  612. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  613. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  614. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  615. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  616. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  617. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  618. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  619. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  620. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  621. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  622. bool agsSupported = true
  623. && NULL != agsInit
  624. && NULL != agsDeInit
  625. && NULL != agsGetCrossfireGPUCount
  626. && NULL != agsGetTotalGPUCount
  627. && NULL != agsGetGPUMemorySize
  628. && NULL != agsGetDriverVersionInfo
  629. && NULL != agsDriverExtensions_Init
  630. && NULL != agsDriverExtensions_DeInit
  631. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  632. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  633. ;
  634. if (agsSupported)
  635. {
  636. AGS_RETURN_CODE result = agsInit(&m_ags);
  637. agsSupported = AGS_SUCCESS == result;
  638. if (agsSupported)
  639. {
  640. AGSDriverVersionInfo vi;
  641. result = agsGetDriverVersionInfo(m_ags, &vi);
  642. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  643. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  644. int32_t numCrossfireGPUs = 0;
  645. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  646. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  647. int32_t numGPUs = 0;
  648. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  649. BX_TRACE(" Num GPUs: %d", numGPUs);
  650. for (int32_t ii = 0; ii < numGPUs; ++ii)
  651. {
  652. long long memSize;
  653. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  654. if (AGS_SUCCESS == result)
  655. {
  656. char memSizeStr[16];
  657. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  658. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  659. }
  660. }
  661. }
  662. }
  663. BX_WARN(!agsSupported, "AMD/AGS supported.");
  664. if (!agsSupported)
  665. {
  666. if (NULL != m_ags)
  667. {
  668. agsDeInit(m_ags);
  669. m_ags = NULL;
  670. }
  671. bx::dlclose(m_agsdll);
  672. m_agsdll = NULL;
  673. }
  674. }
  675. #if USE_D3D11_DYNAMIC_LIB
  676. m_d3d11dll = bx::dlopen("d3d11.dll");
  677. if (NULL == m_d3d11dll)
  678. {
  679. BX_TRACE("Failed to load d3d11.dll.");
  680. goto error;
  681. }
  682. errorState = ErrorState::LoadedD3D11;
  683. m_d3d9dll = NULL;
  684. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  685. {
  686. // D3D11_1.h has ID3DUserDefinedAnnotation
  687. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  688. m_d3d9dll = bx::dlopen("d3d9.dll");
  689. if (NULL != m_d3d9dll)
  690. {
  691. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  692. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  693. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  694. BX_CHECK(NULL != D3DPERF_SetMarker
  695. && NULL != D3DPERF_BeginEvent
  696. && NULL != D3DPERF_EndEvent
  697. , "Failed to initialize PIX events."
  698. );
  699. }
  700. }
  701. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  702. if (NULL == D3D11CreateDevice)
  703. {
  704. BX_TRACE("Function D3D11CreateDevice not found.");
  705. goto error;
  706. }
  707. m_dxgidll = bx::dlopen("dxgi.dll");
  708. if (NULL == m_dxgidll)
  709. {
  710. BX_TRACE("Failed to load dxgi.dll.");
  711. goto error;
  712. }
  713. errorState = ErrorState::LoadedDXGI;
  714. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  715. if (NULL == CreateDXGIFactory)
  716. {
  717. BX_TRACE("Function CreateDXGIFactory not found.");
  718. goto error;
  719. }
  720. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  721. if (NULL != m_dxgidebugdll)
  722. {
  723. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  724. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  725. if (NULL == DXGIGetDebugInterface
  726. && NULL == DXGIGetDebugInterface1)
  727. {
  728. bx::dlclose(m_dxgidebugdll);
  729. m_dxgidebugdll = NULL;
  730. }
  731. else
  732. {
  733. // Figure out how to access IDXGIInfoQueue on pre Win8...
  734. }
  735. }
  736. #endif // USE_D3D11_DYNAMIC_LIB
  737. HRESULT hr;
  738. IDXGIFactory* factory;
  739. #if BX_PLATFORM_WINRT
  740. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  741. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  742. #elif BX_PLATFORM_WINDOWS
  743. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  744. #else
  745. hr = S_OK;
  746. factory = NULL;
  747. #endif // BX_PLATFORM_*
  748. if (FAILED(hr) )
  749. {
  750. BX_TRACE("Unable to create DXGI factory.");
  751. goto error;
  752. }
  753. errorState = ErrorState::CreatedDXGIFactory;
  754. m_device = (ID3D11Device*)g_platformData.context;
  755. if (NULL == m_device)
  756. {
  757. m_adapter = NULL;
  758. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  759. ? D3D_DRIVER_TYPE_WARP
  760. : D3D_DRIVER_TYPE_HARDWARE
  761. ;
  762. if (NULL != factory)
  763. {
  764. IDXGIAdapter* adapter;
  765. for (uint32_t ii = 0
  766. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  767. ; ++ii
  768. )
  769. {
  770. DXGI_ADAPTER_DESC desc;
  771. hr = adapter->GetDesc(&desc);
  772. if (SUCCEEDED(hr) )
  773. {
  774. BX_TRACE("Adapter #%d", ii);
  775. char description[BX_COUNTOF(desc.Description)];
  776. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  777. BX_TRACE("\tDescription: %s", description);
  778. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  779. , desc.VendorId
  780. , desc.DeviceId
  781. , desc.SubSysId
  782. , desc.Revision
  783. );
  784. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  785. , desc.DedicatedVideoMemory
  786. , desc.DedicatedSystemMemory
  787. , desc.SharedSystemMemory
  788. );
  789. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  790. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  791. ++g_caps.numGPUs;
  792. if (NULL == m_adapter)
  793. {
  794. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  795. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  796. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  797. {
  798. m_adapter = adapter;
  799. m_adapter->AddRef();
  800. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  801. }
  802. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  803. && 0 != strstr(description, "PerfHUD") )
  804. {
  805. m_adapter = adapter;
  806. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  807. }
  808. }
  809. }
  810. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  811. }
  812. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  813. }
  814. D3D_FEATURE_LEVEL featureLevel[] =
  815. {
  816. D3D_FEATURE_LEVEL_12_1,
  817. D3D_FEATURE_LEVEL_12_0,
  818. D3D_FEATURE_LEVEL_11_1,
  819. D3D_FEATURE_LEVEL_11_0,
  820. D3D_FEATURE_LEVEL_10_1,
  821. D3D_FEATURE_LEVEL_10_0,
  822. #if BX_PLATFORM_WINRT
  823. D3D_FEATURE_LEVEL_9_3,
  824. D3D_FEATURE_LEVEL_9_2,
  825. #endif // BX_PLATFORM_WINRT
  826. };
  827. for (;;)
  828. {
  829. uint32_t flags = 0
  830. | D3D11_CREATE_DEVICE_SINGLETHREADED
  831. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  832. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  833. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  834. ;
  835. hr = E_FAIL;
  836. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  837. {
  838. hr = D3D11CreateDevice(m_adapter
  839. , m_driverType
  840. , NULL
  841. , flags
  842. , &featureLevel[ii]
  843. , BX_COUNTOF(featureLevel)-ii
  844. , D3D11_SDK_VERSION
  845. , &m_device
  846. , &m_featureLevel
  847. , &m_deviceCtx
  848. );
  849. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  850. , (m_featureLevel >> 12) & 0xf
  851. , (m_featureLevel >> 8) & 0xf
  852. );
  853. if (FAILED(hr)
  854. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  855. {
  856. // Try without debug in case D3D11 SDK Layers
  857. // is not present?
  858. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  859. continue;
  860. }
  861. // Enable debug flags.
  862. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  863. ++ii;
  864. }
  865. if (FAILED(hr)
  866. && D3D_DRIVER_TYPE_WARP != m_driverType)
  867. {
  868. // Try with WARP
  869. m_driverType = D3D_DRIVER_TYPE_WARP;
  870. continue;
  871. }
  872. break;
  873. }
  874. if (FAILED(hr) )
  875. {
  876. BX_TRACE("Unable to create Direct3D11 device.");
  877. goto error;
  878. }
  879. if (NULL != m_adapter)
  880. {
  881. DX_RELEASE(m_adapter, 2);
  882. }
  883. }
  884. else
  885. {
  886. m_device->GetImmediateContext(&m_deviceCtx);
  887. if (NULL == m_deviceCtx)
  888. {
  889. BX_TRACE("Unable to create Direct3D11 device.");
  890. goto error;
  891. }
  892. }
  893. {
  894. m_deviceInterfaceVersion = 0;
  895. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  896. {
  897. ID3D11Device* device;
  898. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  899. if (SUCCEEDED(hr) )
  900. {
  901. device->Release(); // BK - ignore ref count.
  902. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  903. break;
  904. }
  905. }
  906. if (NULL != m_renderdocdll)
  907. {
  908. // RenderDoc doesn't support ID3D11Device3 yet:
  909. // https://github.com/baldurk/renderdoc/issues/235
  910. m_deviceInterfaceVersion = bx::uint32_min(m_deviceInterfaceVersion, 1);
  911. }
  912. IDXGIDevice* device = NULL;
  913. IDXGIAdapter* adapter = NULL;
  914. hr = E_FAIL;
  915. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiDeviceIIDs) && FAILED(hr); ++ii)
  916. {
  917. hr = m_device->QueryInterface(s_dxgiDeviceIIDs[ii], (void**)&device);
  918. BX_TRACE("DXGI device 11.%d, hr %x", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii, hr);
  919. if (SUCCEEDED(hr) )
  920. {
  921. #if BX_COMPILER_MSVC
  922. BX_PRAGMA_DIAGNOSTIC_PUSH();
  923. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  924. try
  925. {
  926. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  927. hr = device->GetAdapter(&adapter);
  928. }
  929. catch (...)
  930. {
  931. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii);
  932. DX_RELEASE(device, 0);
  933. hr = E_FAIL;
  934. }
  935. BX_PRAGMA_DIAGNOSTIC_POP();
  936. #else
  937. hr = device->GetAdapter(&adapter);
  938. #endif // BX_COMPILER_MSVC
  939. }
  940. }
  941. if (FAILED(hr) )
  942. {
  943. BX_TRACE("Unable to create Direct3D11 device.");
  944. goto error;
  945. }
  946. // GPA increases device ref count.
  947. // RenderDoc makes device ref count 0 here.
  948. //
  949. // This causes assert in debug. When debugger is present refcount
  950. // checks are off.
  951. IDXGIDevice* renderdoc;
  952. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  953. if (SUCCEEDED(hr) )
  954. {
  955. setGraphicsDebuggerPresent(true);
  956. DX_RELEASE(renderdoc, 2);
  957. }
  958. else
  959. {
  960. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  961. DX_RELEASE(device, 2);
  962. }
  963. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  964. hr = adapter->GetDesc(&m_adapterDesc);
  965. BX_WARN(SUCCEEDED(hr), "Adapter GetDesc failed 0x%08x.", hr);
  966. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  967. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  968. : (uint16_t)m_adapterDesc.VendorId
  969. ;
  970. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  971. if (NULL == g_platformData.backBuffer)
  972. {
  973. #if !BX_PLATFORM_WINDOWS
  974. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  975. DX_RELEASE(adapter, 2);
  976. if (FAILED(hr) )
  977. {
  978. BX_TRACE("Unable to create Direct3D11 device.");
  979. goto error;
  980. }
  981. memset(&m_scd, 0, sizeof(m_scd) );
  982. m_scd.Width = BGFX_DEFAULT_WIDTH;
  983. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  984. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  985. m_scd.Stereo = false;
  986. m_scd.SampleDesc.Count = 1;
  987. m_scd.SampleDesc.Quality = 0;
  988. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  989. m_scd.BufferCount = 2;
  990. m_scd.Scaling = 0 == g_platformData.ndt
  991. ? DXGI_SCALING_NONE
  992. : DXGI_SCALING_STRETCH;
  993. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  994. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  995. if (NULL == g_platformData.ndt)
  996. {
  997. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  998. , (::IUnknown*)g_platformData.nwh
  999. , &m_scd
  1000. , NULL
  1001. , &m_swapChain
  1002. );
  1003. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1004. }
  1005. else
  1006. {
  1007. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1008. hr = m_factory->CreateSwapChainForComposition(m_device
  1009. , &m_scd
  1010. , NULL
  1011. , &m_swapChain
  1012. );
  1013. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  1014. # if BX_PLATFORM_WINRT
  1015. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1016. ISwapChainBackgroundPanelNative* panel = NULL;
  1017. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  1018. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1019. if (NULL != panel)
  1020. {
  1021. hr = panel->SetSwapChain(m_swapChain);
  1022. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1023. panel->Release();
  1024. }
  1025. # endif // BX_PLATFORM_WINRT
  1026. }
  1027. #else
  1028. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  1029. DX_RELEASE(adapter, 2);
  1030. if (FAILED(hr) )
  1031. {
  1032. BX_TRACE("Unable to create Direct3D11 device.");
  1033. goto error;
  1034. }
  1035. memset(&m_scd, 0, sizeof(m_scd) );
  1036. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  1037. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  1038. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  1039. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  1040. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1041. m_scd.SampleDesc.Count = 1;
  1042. m_scd.SampleDesc.Quality = 0;
  1043. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1044. m_scd.BufferCount = 1;
  1045. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  1046. m_scd.Windowed = true;
  1047. hr = m_factory->CreateSwapChain(m_device
  1048. , &m_scd
  1049. , &m_swapChain
  1050. );
  1051. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  1052. | DXGI_MWA_NO_WINDOW_CHANGES
  1053. | DXGI_MWA_NO_ALT_ENTER
  1054. ) );
  1055. #endif // BX_PLATFORM_*
  1056. if (FAILED(hr) )
  1057. {
  1058. BX_TRACE("Failed to create swap chain.");
  1059. goto error;
  1060. }
  1061. }
  1062. else
  1063. {
  1064. memset(&m_scd, 0, sizeof(m_scd) );
  1065. m_scd.SampleDesc.Count = 1;
  1066. m_scd.SampleDesc.Quality = 0;
  1067. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1068. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1069. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1070. }
  1071. }
  1072. m_numWindows = 1;
  1073. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1074. {
  1075. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1076. if (SUCCEEDED(hr) )
  1077. {
  1078. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1079. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1080. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1081. D3D11_INFO_QUEUE_FILTER filter;
  1082. memset(&filter, 0, sizeof(filter) );
  1083. D3D11_MESSAGE_CATEGORY catlist[] =
  1084. {
  1085. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1086. };
  1087. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1088. filter.DenyList.pCategoryList = catlist;
  1089. m_infoQueue->PushStorageFilter(&filter);
  1090. DX_RELEASE(m_infoQueue, 3);
  1091. }
  1092. }
  1093. {
  1094. UniformHandle handle = BGFX_INVALID_HANDLE;
  1095. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  1096. {
  1097. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  1098. }
  1099. g_caps.supported |= (0
  1100. | BGFX_CAPS_TEXTURE_3D
  1101. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1102. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1103. | BGFX_CAPS_FRAGMENT_DEPTH
  1104. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1105. | BGFX_CAPS_SWAP_CHAIN
  1106. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1107. | BGFX_CAPS_DRAW_INDIRECT
  1108. | BGFX_CAPS_TEXTURE_BLIT
  1109. | BGFX_CAPS_TEXTURE_READ_BACK
  1110. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  1111. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1112. | ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
  1113. );
  1114. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1115. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1116. {
  1117. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1118. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1119. }
  1120. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1121. {
  1122. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1123. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1124. }
  1125. else
  1126. {
  1127. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1128. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1129. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1130. }
  1131. // 32-bit indices only supported on 9_2+.
  1132. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1133. {
  1134. g_caps.supported |= BGFX_CAPS_INDEX32;
  1135. }
  1136. // Independent blend only supported on 10_1+.
  1137. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1138. {
  1139. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1140. }
  1141. // Compute support is optional on 10_0 and 10_1 targets.
  1142. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1143. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1144. {
  1145. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1146. {
  1147. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1148. };
  1149. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1150. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1151. if (SUCCEEDED(hr)
  1152. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1153. {
  1154. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1155. }
  1156. }
  1157. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1158. {
  1159. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1160. }
  1161. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1162. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1163. {
  1164. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1165. }
  1166. else
  1167. {
  1168. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1169. {
  1170. BOOL SimpleInstancingSupported;
  1171. };
  1172. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1173. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1174. if (SUCCEEDED(hr)
  1175. && data.SimpleInstancingSupported)
  1176. {
  1177. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1178. }
  1179. }
  1180. // shadow compare is optional on 9_1 through 9_3 targets
  1181. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1182. {
  1183. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1184. {
  1185. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1186. };
  1187. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1188. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1189. if (SUCCEEDED(hr)
  1190. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1191. {
  1192. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1193. }
  1194. }
  1195. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1196. {
  1197. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1198. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  1199. ? s_textureFormat[ii].m_fmtDsv
  1200. : s_textureFormat[ii].m_fmt
  1201. ;
  1202. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1203. if (DXGI_FORMAT_UNKNOWN != fmt)
  1204. {
  1205. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1206. {
  1207. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1208. {
  1209. DXGI_FORMAT InFormat;
  1210. UINT OutFormatSupport;
  1211. };
  1212. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1213. data.InFormat = fmt;
  1214. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1215. if (SUCCEEDED(hr) )
  1216. {
  1217. support |= 0 != (data.OutFormatSupport & (0
  1218. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1219. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1220. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1221. ) )
  1222. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1223. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1224. ;
  1225. support |= 0 != (data.OutFormatSupport & (0
  1226. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1227. ) )
  1228. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1229. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1230. ;
  1231. support |= 0 != (data.OutFormatSupport & (0
  1232. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1233. ) )
  1234. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1235. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1236. ;
  1237. support |= 0 != (data.OutFormatSupport & (0
  1238. | D3D11_FORMAT_SUPPORT_BUFFER
  1239. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1240. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1241. ) )
  1242. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1243. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1244. ;
  1245. support |= 0 != (data.OutFormatSupport & (0
  1246. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1247. ) )
  1248. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1249. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1250. ;
  1251. support |= 0 != (data.OutFormatSupport & (0
  1252. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1253. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1254. ) )
  1255. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1256. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1257. ;
  1258. support |= 0 != (data.OutFormatSupport & (0
  1259. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1260. ) )
  1261. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1262. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1263. ;
  1264. support |= 0 != (data.OutFormatSupport & (0
  1265. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1266. ) )
  1267. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1268. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1269. ;
  1270. }
  1271. else
  1272. {
  1273. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1274. }
  1275. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1276. {
  1277. // clear image flag for additional testing
  1278. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1279. data.InFormat = s_textureFormat[ii].m_fmt;
  1280. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1281. if (SUCCEEDED(hr) )
  1282. {
  1283. support |= 0 != (data.OutFormatSupport & (0
  1284. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1285. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1286. ) )
  1287. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1288. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1289. ;
  1290. }
  1291. }
  1292. }
  1293. else
  1294. {
  1295. support |= 0
  1296. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1297. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1298. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1299. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1300. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1301. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1302. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1303. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1304. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1305. ;
  1306. }
  1307. }
  1308. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1309. {
  1310. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1311. {
  1312. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1313. {
  1314. DXGI_FORMAT InFormat;
  1315. UINT OutFormatSupport;
  1316. };
  1317. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1318. data.InFormat = fmtSrgb;
  1319. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1320. if (SUCCEEDED(hr) )
  1321. {
  1322. support |= 0 != (data.OutFormatSupport & (0
  1323. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1324. ) )
  1325. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1326. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1327. ;
  1328. support |= 0 != (data.OutFormatSupport & (0
  1329. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1330. ) )
  1331. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1332. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1333. ;
  1334. support |= 0 != (data.OutFormatSupport & (0
  1335. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1336. ) )
  1337. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1338. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1339. ;
  1340. }
  1341. else
  1342. {
  1343. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1344. }
  1345. }
  1346. else
  1347. {
  1348. support |= 0
  1349. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1350. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1351. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1352. ;
  1353. }
  1354. }
  1355. g_caps.formats[ii] = support;
  1356. }
  1357. // Init reserved part of view name.
  1358. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1359. {
  1360. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1361. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1362. }
  1363. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1364. && NULL != m_infoQueue)
  1365. {
  1366. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1367. }
  1368. { //
  1369. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1370. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1371. if (NULL != m_ags)
  1372. {
  1373. uint32_t flags;
  1374. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1375. bool hasExtensions = AGS_SUCCESS == result;
  1376. if (hasExtensions
  1377. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1378. {
  1379. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1380. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1381. }
  1382. else
  1383. {
  1384. if (hasExtensions)
  1385. {
  1386. agsDriverExtensions_DeInit(m_ags);
  1387. }
  1388. agsDeInit(m_ags);
  1389. m_ags = NULL;
  1390. }
  1391. }
  1392. }
  1393. //
  1394. updateMsaa();
  1395. postReset();
  1396. }
  1397. BGFX_GPU_PROFILER_BIND(m_device, m_deviceCtx);
  1398. g_internalData.context = m_device;
  1399. return true;
  1400. error:
  1401. switch (errorState)
  1402. {
  1403. case ErrorState::CreatedDXGIFactory:
  1404. DX_RELEASE(m_swapChain, 0);
  1405. DX_RELEASE(m_deviceCtx, 0);
  1406. DX_RELEASE(m_device, 0);
  1407. DX_RELEASE(m_factory, 0);
  1408. #if USE_D3D11_DYNAMIC_LIB
  1409. case ErrorState::LoadedDXGI:
  1410. if (NULL != m_dxgidebugdll)
  1411. {
  1412. bx::dlclose(m_dxgidebugdll);
  1413. m_dxgidebugdll = NULL;
  1414. }
  1415. if (NULL != m_d3d9dll)
  1416. {
  1417. bx::dlclose(m_d3d9dll);
  1418. m_d3d9dll = NULL;
  1419. }
  1420. bx::dlclose(m_dxgidll);
  1421. m_dxgidll = NULL;
  1422. case ErrorState::LoadedD3D11:
  1423. bx::dlclose(m_d3d11dll);
  1424. m_d3d11dll = NULL;
  1425. #endif // USE_D3D11_DYNAMIC_LIB
  1426. case ErrorState::Default:
  1427. default:
  1428. if (NULL != m_ags)
  1429. {
  1430. agsDeInit(m_ags);
  1431. }
  1432. bx::dlclose(m_agsdll);
  1433. m_agsdll = NULL;
  1434. unloadRenderDoc(m_renderdocdll);
  1435. m_ovr.shutdown();
  1436. break;
  1437. }
  1438. return false;
  1439. }
  1440. void shutdown()
  1441. {
  1442. BGFX_GPU_PROFILER_UNBIND();
  1443. preReset();
  1444. m_ovr.shutdown();
  1445. if (NULL != m_ags)
  1446. {
  1447. agsDeInit(m_ags);
  1448. m_ags = NULL;
  1449. }
  1450. bx::dlclose(m_agsdll);
  1451. m_agsdll = NULL;
  1452. m_deviceCtx->ClearState();
  1453. invalidateCache();
  1454. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1455. {
  1456. m_frameBuffers[ii].destroy();
  1457. }
  1458. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1459. {
  1460. m_indexBuffers[ii].destroy();
  1461. }
  1462. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1463. {
  1464. m_vertexBuffers[ii].destroy();
  1465. }
  1466. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1467. {
  1468. m_shaders[ii].destroy();
  1469. }
  1470. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1471. {
  1472. m_textures[ii].destroy();
  1473. }
  1474. DX_RELEASE(m_swapChain, 0);
  1475. DX_RELEASE(m_deviceCtx, 0);
  1476. DX_RELEASE(m_device, 0);
  1477. DX_RELEASE(m_factory, 0);
  1478. unloadRenderDoc(m_renderdocdll);
  1479. #if USE_D3D11_DYNAMIC_LIB
  1480. if (NULL != m_dxgidebugdll)
  1481. {
  1482. bx::dlclose(m_dxgidebugdll);
  1483. m_dxgidebugdll = NULL;
  1484. }
  1485. if (NULL != m_d3d9dll)
  1486. {
  1487. bx::dlclose(m_d3d9dll);
  1488. m_d3d9dll = NULL;
  1489. }
  1490. bx::dlclose(m_dxgidll);
  1491. m_dxgidll = NULL;
  1492. bx::dlclose(m_d3d11dll);
  1493. m_d3d11dll = NULL;
  1494. #endif // USE_D3D11_DYNAMIC_LIB
  1495. }
  1496. RendererType::Enum getRendererType() const BX_OVERRIDE
  1497. {
  1498. return RendererType::Direct3D11;
  1499. }
  1500. const char* getRendererName() const BX_OVERRIDE
  1501. {
  1502. return BGFX_RENDERER_DIRECT3D11_NAME;
  1503. }
  1504. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1505. {
  1506. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1507. }
  1508. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1509. {
  1510. m_indexBuffers[_handle.idx].destroy();
  1511. }
  1512. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1513. {
  1514. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1515. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1516. dump(decl);
  1517. }
  1518. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1519. {
  1520. }
  1521. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1522. {
  1523. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1524. }
  1525. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1526. {
  1527. m_vertexBuffers[_handle.idx].destroy();
  1528. }
  1529. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1530. {
  1531. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1532. }
  1533. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1534. {
  1535. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1536. }
  1537. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1538. {
  1539. m_indexBuffers[_handle.idx].destroy();
  1540. }
  1541. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1542. {
  1543. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1544. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1545. }
  1546. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1547. {
  1548. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1549. }
  1550. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1551. {
  1552. m_vertexBuffers[_handle.idx].destroy();
  1553. }
  1554. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1555. {
  1556. m_shaders[_handle.idx].create(_mem);
  1557. }
  1558. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1559. {
  1560. m_shaders[_handle.idx].destroy();
  1561. }
  1562. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1563. {
  1564. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1565. }
  1566. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1567. {
  1568. m_program[_handle.idx].destroy();
  1569. }
  1570. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1571. {
  1572. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1573. }
  1574. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1575. {
  1576. }
  1577. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1578. {
  1579. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1580. }
  1581. void updateTextureEnd() BX_OVERRIDE
  1582. {
  1583. }
  1584. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  1585. {
  1586. const TextureD3D11& texture = m_textures[_handle.idx];
  1587. D3D11_MAPPED_SUBRESOURCE mapped;
  1588. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, 0, D3D11_MAP_READ, 0, &mapped) );
  1589. uint8_t* src = (uint8_t*)mapped.pData;
  1590. uint32_t srcPitch = mapped.RowPitch;
  1591. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1592. uint8_t* dst = (uint8_t*)_data;
  1593. uint32_t dstPitch = texture.m_width*bpp/8;
  1594. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1595. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  1596. {
  1597. memcpy(dst, src, pitch);
  1598. src += srcPitch;
  1599. dst += dstPitch;
  1600. }
  1601. m_deviceCtx->Unmap(texture.m_ptr, 0);
  1602. }
  1603. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1604. {
  1605. TextureD3D11& texture = m_textures[_handle.idx];
  1606. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1607. const Memory* mem = alloc(size);
  1608. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1609. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1610. bx::write(&writer, magic);
  1611. TextureCreate tc;
  1612. tc.m_width = _width;
  1613. tc.m_height = _height;
  1614. tc.m_sides = 0;
  1615. tc.m_depth = 0;
  1616. tc.m_numMips = 1;
  1617. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1618. tc.m_cubeMap = false;
  1619. tc.m_mem = NULL;
  1620. bx::write(&writer, tc);
  1621. texture.destroy();
  1622. texture.create(mem, texture.m_flags, 0);
  1623. release(mem);
  1624. }
  1625. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  1626. {
  1627. // Resource ref. counts might be messed up outside of bgfx.
  1628. // Disabling ref. count check once texture is overridden.
  1629. setGraphicsDebuggerPresent(true);
  1630. m_textures[_handle.idx].overrideInternal(_ptr);
  1631. }
  1632. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  1633. {
  1634. // Resource ref. counts might be messed up outside of bgfx.
  1635. // Disabling ref. count check once texture is overridden.
  1636. setGraphicsDebuggerPresent(true);
  1637. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1638. }
  1639. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1640. {
  1641. m_textures[_handle.idx].destroy();
  1642. }
  1643. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  1644. {
  1645. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1646. }
  1647. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1648. {
  1649. uint16_t denseIdx = m_numWindows++;
  1650. m_windows[denseIdx] = _handle;
  1651. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1652. }
  1653. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1654. {
  1655. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1656. if (UINT16_MAX != denseIdx)
  1657. {
  1658. --m_numWindows;
  1659. if (m_numWindows > 1)
  1660. {
  1661. FrameBufferHandle handle = m_windows[m_numWindows];
  1662. m_windows[denseIdx] = handle;
  1663. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1664. }
  1665. }
  1666. }
  1667. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1668. {
  1669. if (NULL != m_uniforms[_handle.idx])
  1670. {
  1671. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1672. }
  1673. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1674. void* data = BX_ALLOC(g_allocator, size);
  1675. memset(data, 0, size);
  1676. m_uniforms[_handle.idx] = data;
  1677. m_uniformReg.add(_handle, _name, data);
  1678. }
  1679. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1680. {
  1681. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1682. m_uniforms[_handle.idx] = NULL;
  1683. }
  1684. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1685. {
  1686. if (NULL == m_swapChain)
  1687. {
  1688. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1689. return;
  1690. }
  1691. ID3D11Texture2D* backBuffer;
  1692. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1693. D3D11_TEXTURE2D_DESC backBufferDesc;
  1694. backBuffer->GetDesc(&backBufferDesc);
  1695. D3D11_TEXTURE2D_DESC desc;
  1696. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1697. desc.SampleDesc.Count = 1;
  1698. desc.SampleDesc.Quality = 0;
  1699. desc.Usage = D3D11_USAGE_STAGING;
  1700. desc.BindFlags = 0;
  1701. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1702. ID3D11Texture2D* texture;
  1703. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1704. if (SUCCEEDED(hr) )
  1705. {
  1706. if (backBufferDesc.SampleDesc.Count == 1)
  1707. {
  1708. m_deviceCtx->CopyResource(texture, backBuffer);
  1709. }
  1710. else
  1711. {
  1712. desc.Usage = D3D11_USAGE_DEFAULT;
  1713. desc.CPUAccessFlags = 0;
  1714. ID3D11Texture2D* resolve;
  1715. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1716. if (SUCCEEDED(hr) )
  1717. {
  1718. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1719. m_deviceCtx->CopyResource(texture, resolve);
  1720. DX_RELEASE(resolve, 0);
  1721. }
  1722. }
  1723. D3D11_MAPPED_SUBRESOURCE mapped;
  1724. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1725. imageSwizzleBgra8(backBufferDesc.Width
  1726. , backBufferDesc.Height
  1727. , mapped.RowPitch
  1728. , mapped.pData
  1729. , mapped.pData
  1730. );
  1731. g_callback->screenShot(_filePath
  1732. , backBufferDesc.Width
  1733. , backBufferDesc.Height
  1734. , mapped.RowPitch
  1735. , mapped.pData
  1736. , backBufferDesc.Height*mapped.RowPitch
  1737. , false
  1738. );
  1739. m_deviceCtx->Unmap(texture, 0);
  1740. DX_RELEASE(texture, 0);
  1741. }
  1742. DX_RELEASE(backBuffer, 0);
  1743. }
  1744. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1745. {
  1746. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1747. {
  1748. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1749. , _name
  1750. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1751. );
  1752. }
  1753. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1754. , _name
  1755. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1756. );
  1757. }
  1758. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1759. {
  1760. memcpy(m_uniforms[_loc], _data, _size);
  1761. }
  1762. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1763. {
  1764. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1765. {
  1766. uint32_t size = _size*sizeof(wchar_t);
  1767. wchar_t* name = (wchar_t*)alloca(size);
  1768. mbstowcs(name, _marker, size-2);
  1769. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1770. }
  1771. }
  1772. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1773. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1774. {
  1775. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1776. uint32_t width = getBufferWidth();
  1777. uint32_t height = getBufferHeight();
  1778. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1779. setFrameBuffer(fbh, false);
  1780. D3D11_VIEWPORT vp;
  1781. vp.TopLeftX = 0;
  1782. vp.TopLeftY = 0;
  1783. vp.Width = (float)width;
  1784. vp.Height = (float)height;
  1785. vp.MinDepth = 0.0f;
  1786. vp.MaxDepth = 1.0f;
  1787. deviceCtx->RSSetViewports(1, &vp);
  1788. uint64_t state = BGFX_STATE_RGB_WRITE
  1789. | BGFX_STATE_ALPHA_WRITE
  1790. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1791. ;
  1792. setBlendState(state);
  1793. setDepthStencilState(state);
  1794. setRasterizerState(state);
  1795. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1796. m_currentProgram = &program;
  1797. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1798. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1799. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1800. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1801. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1802. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1803. uint32_t stride = vertexDecl.m_stride;
  1804. uint32_t offset = 0;
  1805. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1806. setInputLayout(vertexDecl, program, 0);
  1807. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1808. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1809. float proj[16];
  1810. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1811. PredefinedUniform& predefined = program.m_predefined[0];
  1812. uint8_t flags = predefined.m_type;
  1813. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1814. commitShaderConstants();
  1815. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1816. commitTextureStage();
  1817. }
  1818. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1819. {
  1820. const uint32_t numVertices = _numIndices*4/6;
  1821. if (0 < numVertices)
  1822. {
  1823. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1824. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1825. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1826. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1827. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1828. }
  1829. }
  1830. void preReset()
  1831. {
  1832. ovrPreReset();
  1833. if (m_timerQuerySupport)
  1834. {
  1835. m_gpuTimer.preReset();
  1836. }
  1837. m_occlusionQuery.preReset();
  1838. if (NULL == g_platformData.backBufferDS)
  1839. {
  1840. DX_RELEASE(m_backBufferDepthStencil, 0);
  1841. }
  1842. if (NULL != m_swapChain)
  1843. {
  1844. DX_RELEASE(m_backBufferColor, 0);
  1845. }
  1846. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1847. {
  1848. m_frameBuffers[ii].preReset();
  1849. }
  1850. // invalidateCache();
  1851. capturePreReset();
  1852. }
  1853. void postReset()
  1854. {
  1855. if (NULL != m_swapChain)
  1856. {
  1857. ID3D11Texture2D* color;
  1858. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1859. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1860. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1861. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1862. : D3D11_RTV_DIMENSION_TEXTURE2D
  1863. ;
  1864. desc.Texture2D.MipSlice = 0;
  1865. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1866. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1867. : DXGI_FORMAT_R8G8B8A8_UNORM
  1868. ;
  1869. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1870. DX_RELEASE(color, 0);
  1871. }
  1872. if (m_timerQuerySupport)
  1873. {
  1874. m_gpuTimer.postReset();
  1875. }
  1876. m_occlusionQuery.postReset();
  1877. ovrPostReset();
  1878. // If OVR doesn't create separate depth stencil view, create default one.
  1879. if (!m_ovr.isEnabled() && NULL == m_backBufferDepthStencil)
  1880. {
  1881. D3D11_TEXTURE2D_DESC dsd;
  1882. dsd.Width = getBufferWidth();
  1883. dsd.Height = getBufferHeight();
  1884. dsd.MipLevels = 1;
  1885. dsd.ArraySize = 1;
  1886. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1887. dsd.SampleDesc = m_scd.SampleDesc;
  1888. dsd.Usage = D3D11_USAGE_DEFAULT;
  1889. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1890. dsd.CPUAccessFlags = 0;
  1891. dsd.MiscFlags = 0;
  1892. ID3D11Texture2D* depthStencil;
  1893. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1894. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1895. DX_RELEASE(depthStencil, 0);
  1896. }
  1897. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1898. m_currentColor = m_backBufferColor;
  1899. m_currentDepthStencil = m_backBufferDepthStencil;
  1900. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1901. {
  1902. m_frameBuffers[ii].postReset();
  1903. }
  1904. capturePostReset();
  1905. }
  1906. static bool isLost(HRESULT _hr)
  1907. {
  1908. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1909. || DXGI_ERROR_DEVICE_HUNG == _hr
  1910. || DXGI_ERROR_DEVICE_RESET == _hr
  1911. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1912. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1913. ;
  1914. }
  1915. void flip(HMD& _hmd) BX_OVERRIDE
  1916. {
  1917. if (NULL != m_swapChain)
  1918. {
  1919. HRESULT hr = S_OK;
  1920. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  1921. ? 1 // sync interval of 0 is not supported on WinRT
  1922. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  1923. ;
  1924. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1925. {
  1926. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1927. }
  1928. if (SUCCEEDED(hr) )
  1929. {
  1930. switch (m_ovr.swap(_hmd, false) )
  1931. {
  1932. case OVR::NotEnabled:
  1933. hr = m_swapChain->Present(syncInterval, 0);
  1934. break;
  1935. case OVR::DeviceLost:
  1936. ovrPreReset();
  1937. break;
  1938. default:
  1939. break;
  1940. }
  1941. }
  1942. if (FAILED(hr)
  1943. && isLost(hr) )
  1944. {
  1945. ++m_lost;
  1946. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1947. }
  1948. else
  1949. {
  1950. m_lost = 0;
  1951. }
  1952. }
  1953. }
  1954. void invalidateCache()
  1955. {
  1956. m_inputLayoutCache.invalidate();
  1957. m_blendStateCache.invalidate();
  1958. m_depthStencilStateCache.invalidate();
  1959. m_rasterizerStateCache.invalidate();
  1960. m_samplerStateCache.invalidate();
  1961. m_srvUavLru.invalidate();
  1962. }
  1963. void invalidateCompute()
  1964. {
  1965. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1966. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1967. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1968. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1969. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1970. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1971. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1972. }
  1973. void updateMsaa()
  1974. {
  1975. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1976. {
  1977. uint32_t msaa = s_checkMsaa[ii];
  1978. uint32_t quality = 0;
  1979. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1980. if (SUCCEEDED(hr)
  1981. && 0 < quality)
  1982. {
  1983. s_msaa[ii].Count = msaa;
  1984. s_msaa[ii].Quality = quality - 1;
  1985. last = ii;
  1986. }
  1987. else
  1988. {
  1989. s_msaa[ii] = s_msaa[last];
  1990. }
  1991. }
  1992. }
  1993. bool updateResolution(const Resolution& _resolution)
  1994. {
  1995. const bool suspended = !!( _resolution.m_flags & BGFX_RESET_SUSPEND);
  1996. const bool wasSuspended = !!(m_resolution.m_flags & BGFX_RESET_SUSPEND);
  1997. if (suspended && wasSuspended)
  1998. {
  1999. return true;
  2000. }
  2001. else if (suspended)
  2002. {
  2003. m_deviceCtx->Flush();
  2004. m_deviceCtx->ClearState();
  2005. trim(m_device);
  2006. suspend(m_device);
  2007. m_resolution.m_flags |= BGFX_RESET_SUSPEND;
  2008. return true;
  2009. }
  2010. else if (wasSuspended)
  2011. {
  2012. resume(m_device);
  2013. m_resolution.m_flags &= ~BGFX_RESET_SUSPEND;
  2014. }
  2015. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  2016. uint32_t maxAnisotropy = 1;
  2017. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  2018. {
  2019. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2020. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2021. : D3D11_REQ_MAXANISOTROPY
  2022. ;
  2023. }
  2024. if (m_maxAnisotropy != maxAnisotropy)
  2025. {
  2026. m_maxAnisotropy = maxAnisotropy;
  2027. m_samplerStateCache.invalidate();
  2028. }
  2029. bool depthClamp = true
  2030. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  2031. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2032. ;
  2033. if (m_depthClamp != depthClamp)
  2034. {
  2035. m_depthClamp = depthClamp;
  2036. m_rasterizerStateCache.invalidate();
  2037. }
  2038. uint32_t flags = _resolution.m_flags & ~(0
  2039. | BGFX_RESET_HMD_RECENTER
  2040. | BGFX_RESET_MAXANISOTROPY
  2041. | BGFX_RESET_DEPTH_CLAMP
  2042. | BGFX_RESET_SUSPEND
  2043. );
  2044. if (m_resolution.m_width != _resolution.m_width
  2045. || m_resolution.m_height != _resolution.m_height
  2046. || m_resolution.m_flags != flags)
  2047. {
  2048. flags &= ~BGFX_RESET_INTERNAL_FORCE;
  2049. bool resize = true
  2050. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2051. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2052. ;
  2053. m_resolution = _resolution;
  2054. m_resolution.m_flags = flags;
  2055. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  2056. m_textVideoMem.clear();
  2057. setBufferSize(_resolution.m_width, _resolution.m_height);
  2058. preReset();
  2059. m_deviceCtx->Flush();
  2060. m_deviceCtx->ClearState();
  2061. if (NULL == m_swapChain)
  2062. {
  2063. // Updated backbuffer if it changed in PlatformData.
  2064. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2065. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2066. }
  2067. else
  2068. {
  2069. if (resize)
  2070. {
  2071. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2072. DX_CHECK(m_swapChain->ResizeBuffers(2
  2073. , getBufferWidth()
  2074. , getBufferHeight()
  2075. , getBufferFormat()
  2076. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  2077. ) );
  2078. }
  2079. else
  2080. {
  2081. updateMsaa();
  2082. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2083. DX_RELEASE(m_swapChain, 0);
  2084. SwapChainDesc* scd = &m_scd;
  2085. SwapChainDesc swapChainScd;
  2086. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  2087. && m_ovr.isInitialized() )
  2088. {
  2089. swapChainScd = m_scd;
  2090. swapChainScd.SampleDesc = s_msaa[0];
  2091. scd = &swapChainScd;
  2092. }
  2093. #if !BX_PLATFORM_WINDOWS
  2094. HRESULT hr;
  2095. if (g_platformData.ndt == 0)
  2096. {
  2097. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  2098. , (::IUnknown*)g_platformData.nwh
  2099. , scd
  2100. , NULL
  2101. , &m_swapChain
  2102. );
  2103. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2104. }
  2105. else
  2106. {
  2107. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  2108. hr = m_factory->CreateSwapChainForComposition(m_device
  2109. , &m_scd
  2110. , NULL
  2111. , &m_swapChain
  2112. );
  2113. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2114. # if BX_PLATFORM_WINRT
  2115. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  2116. ISwapChainBackgroundPanelNative* panel = NULL;
  2117. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  2118. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2119. if (NULL != panel)
  2120. {
  2121. hr = panel->SetSwapChain(m_swapChain);
  2122. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2123. panel->Release();
  2124. }
  2125. # endif // BX_PLATFORM_WINRT
  2126. }
  2127. #else
  2128. HRESULT hr;
  2129. hr = m_factory->CreateSwapChain(m_device
  2130. , scd
  2131. , &m_swapChain
  2132. );
  2133. #endif // !BX_PLATFORM_WINDOWS
  2134. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2135. }
  2136. }
  2137. postReset();
  2138. }
  2139. if (recenter)
  2140. {
  2141. m_ovr.recenter();
  2142. }
  2143. return false;
  2144. }
  2145. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2146. {
  2147. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2148. {
  2149. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2150. m_fsChanges += _numRegs;
  2151. }
  2152. else
  2153. {
  2154. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2155. m_vsChanges += _numRegs;
  2156. }
  2157. }
  2158. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2159. {
  2160. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2161. }
  2162. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2163. {
  2164. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2165. }
  2166. void commitShaderConstants()
  2167. {
  2168. if (0 < m_vsChanges)
  2169. {
  2170. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2171. {
  2172. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2173. }
  2174. m_vsChanges = 0;
  2175. }
  2176. if (0 < m_fsChanges)
  2177. {
  2178. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2179. {
  2180. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2181. }
  2182. m_fsChanges = 0;
  2183. }
  2184. }
  2185. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2186. {
  2187. if (isValid(m_fbh)
  2188. && m_fbh.idx != _fbh.idx
  2189. && m_rtMsaa)
  2190. {
  2191. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2192. frameBuffer.resolve();
  2193. }
  2194. if (!isValid(_fbh) )
  2195. {
  2196. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2197. m_currentColor = m_backBufferColor;
  2198. m_currentDepthStencil = m_backBufferDepthStencil;
  2199. }
  2200. else
  2201. {
  2202. invalidateTextureStage();
  2203. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2204. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  2205. m_currentColor = frameBuffer.m_rtv[0];
  2206. m_currentDepthStencil = frameBuffer.m_dsv;
  2207. }
  2208. m_fbh = _fbh;
  2209. m_rtMsaa = _msaa;
  2210. }
  2211. void clear(const Clear& _clear, const float _palette[][4])
  2212. {
  2213. if (isValid(m_fbh) )
  2214. {
  2215. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2216. frameBuffer.clear(_clear, _palette);
  2217. }
  2218. else
  2219. {
  2220. if (NULL != m_currentColor
  2221. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2222. {
  2223. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2224. {
  2225. uint8_t index = _clear.m_index[0];
  2226. if (UINT8_MAX != index)
  2227. {
  2228. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2229. }
  2230. }
  2231. else
  2232. {
  2233. float frgba[4] =
  2234. {
  2235. _clear.m_index[0]*1.0f/255.0f,
  2236. _clear.m_index[1]*1.0f/255.0f,
  2237. _clear.m_index[2]*1.0f/255.0f,
  2238. _clear.m_index[3]*1.0f/255.0f,
  2239. };
  2240. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2241. }
  2242. }
  2243. if (NULL != m_currentDepthStencil
  2244. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2245. {
  2246. DWORD flags = 0;
  2247. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2248. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2249. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2250. }
  2251. }
  2252. }
  2253. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2254. {
  2255. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  2256. layoutHash ^= _numInstanceData;
  2257. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2258. if (NULL == layout)
  2259. {
  2260. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2261. VertexDecl decl;
  2262. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  2263. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  2264. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2265. {
  2266. uint16_t mask = attrMask[ii];
  2267. uint16_t attr = (decl.m_attributes[ii] & mask);
  2268. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2269. }
  2270. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  2271. uint32_t num = uint32_t(elem-vertexElements);
  2272. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2273. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2274. {
  2275. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2276. uint32_t jj;
  2277. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2278. for (jj = 0; jj < num; ++jj)
  2279. {
  2280. curr = &vertexElements[jj];
  2281. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  2282. && curr->SemanticIndex == index)
  2283. {
  2284. break;
  2285. }
  2286. }
  2287. if (jj == num)
  2288. {
  2289. curr = elem;
  2290. ++elem;
  2291. }
  2292. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2293. curr->InputSlot = 1;
  2294. curr->SemanticIndex = index;
  2295. curr->AlignedByteOffset = ii*16;
  2296. }
  2297. num = uint32_t(elem-vertexElements);
  2298. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2299. , num
  2300. , _program.m_vsh->m_code->data
  2301. , _program.m_vsh->m_code->size
  2302. , &layout
  2303. ) );
  2304. m_inputLayoutCache.add(layoutHash, layout);
  2305. }
  2306. m_deviceCtx->IASetInputLayout(layout);
  2307. }
  2308. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2309. {
  2310. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2311. const uint64_t hash = _state;
  2312. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2313. if (NULL == bs)
  2314. {
  2315. D3D11_BLEND_DESC desc;
  2316. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2317. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2318. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2319. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2320. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  2321. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2322. const uint32_t srcRGB = (blend ) & 0xf;
  2323. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2324. const uint32_t srcA = (blend >> 8) & 0xf;
  2325. const uint32_t dstA = (blend >> 12) & 0xf;
  2326. const uint32_t equRGB = (equation ) & 0x7;
  2327. const uint32_t equA = (equation >> 3) & 0x7;
  2328. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2329. drt->DestBlend = s_blendFactor[dstRGB][0];
  2330. drt->BlendOp = s_blendEquation[equRGB];
  2331. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2332. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2333. drt->BlendOpAlpha = s_blendEquation[equA];
  2334. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2335. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2336. : 0
  2337. ;
  2338. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2339. ? D3D11_COLOR_WRITE_ENABLE_RED
  2340. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2341. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2342. : 0
  2343. ;
  2344. drt->RenderTargetWriteMask = writeMask;
  2345. if (desc.IndependentBlendEnable)
  2346. {
  2347. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2348. {
  2349. drt = &desc.RenderTarget[ii];
  2350. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2351. const uint32_t src = (rgba ) & 0xf;
  2352. const uint32_t dst = (rgba >> 4) & 0xf;
  2353. const uint32_t equ = (rgba >> 8) & 0x7;
  2354. drt->SrcBlend = s_blendFactor[src][0];
  2355. drt->DestBlend = s_blendFactor[dst][0];
  2356. drt->BlendOp = s_blendEquation[equ];
  2357. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2358. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2359. drt->BlendOpAlpha = s_blendEquation[equ];
  2360. drt->RenderTargetWriteMask = writeMask;
  2361. }
  2362. }
  2363. else
  2364. {
  2365. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2366. {
  2367. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2368. }
  2369. }
  2370. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2371. m_blendStateCache.add(hash, bs);
  2372. }
  2373. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2374. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2375. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2376. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2377. bool hasFactor = 0
  2378. || f0 == (_state & f0)
  2379. || f1 == (_state & f1)
  2380. || f2 == (_state & f2)
  2381. || f3 == (_state & f3)
  2382. ;
  2383. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2384. if (hasFactor)
  2385. {
  2386. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2387. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2388. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2389. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2390. }
  2391. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2392. }
  2393. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2394. {
  2395. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2396. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2397. uint32_t fstencil = unpackStencil(0, _stencil);
  2398. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2399. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2400. bx::HashMurmur2A murmur;
  2401. murmur.begin();
  2402. murmur.add(_state);
  2403. murmur.add(_stencil);
  2404. uint32_t hash = murmur.end();
  2405. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2406. if (NULL == dss)
  2407. {
  2408. D3D11_DEPTH_STENCIL_DESC desc;
  2409. memset(&desc, 0, sizeof(desc) );
  2410. desc.DepthEnable = 0 != func;
  2411. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2412. desc.DepthFunc = s_cmpFunc[func];
  2413. uint32_t bstencil = unpackStencil(1, _stencil);
  2414. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2415. bstencil = frontAndBack ? bstencil : fstencil;
  2416. desc.StencilEnable = 0 != _stencil;
  2417. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2418. desc.StencilWriteMask = 0xff;
  2419. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2420. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2421. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2422. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2423. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2424. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2425. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2426. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2427. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2428. m_depthStencilStateCache.add(hash, dss);
  2429. }
  2430. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2431. }
  2432. void setDebugWireframe(bool _wireframe)
  2433. {
  2434. if (m_wireframe != _wireframe)
  2435. {
  2436. m_wireframe = _wireframe;
  2437. m_rasterizerStateCache.invalidate();
  2438. }
  2439. }
  2440. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2441. {
  2442. _state &= 0
  2443. | BGFX_STATE_CULL_MASK
  2444. | BGFX_STATE_MSAA
  2445. | BGFX_STATE_LINEAA
  2446. | BGFX_STATE_CONSERVATIVE_RASTER
  2447. ;
  2448. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2449. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2450. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2451. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2452. if (NULL == rs)
  2453. {
  2454. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2455. #if BX_PLATFORM_WINDOWS
  2456. if (m_deviceInterfaceVersion >= 3)
  2457. {
  2458. D3D11_RASTERIZER_DESC2 desc;
  2459. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2460. desc.CullMode = s_cullMode[cull];
  2461. desc.FrontCounterClockwise = false;
  2462. desc.DepthBias = 0;
  2463. desc.DepthBiasClamp = 0.0f;
  2464. desc.SlopeScaledDepthBias = 0.0f;
  2465. desc.DepthClipEnable = !m_depthClamp;
  2466. desc.ScissorEnable = _scissor;
  2467. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2468. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2469. desc.ForcedSampleCount = 0;
  2470. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2471. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2472. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2473. ;
  2474. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2475. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2476. }
  2477. else
  2478. #endif // BX_PLATFORM_WINDOWS
  2479. {
  2480. D3D11_RASTERIZER_DESC desc;
  2481. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2482. desc.CullMode = s_cullMode[cull];
  2483. desc.FrontCounterClockwise = false;
  2484. desc.DepthBias = 0;
  2485. desc.DepthBiasClamp = 0.0f;
  2486. desc.SlopeScaledDepthBias = 0.0f;
  2487. desc.DepthClipEnable = !m_depthClamp;
  2488. desc.ScissorEnable = _scissor;
  2489. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2490. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2491. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2492. }
  2493. m_rasterizerStateCache.add(_state, rs);
  2494. }
  2495. m_deviceCtx->RSSetState(rs);
  2496. }
  2497. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2498. {
  2499. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2500. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2501. uint32_t hash;
  2502. ID3D11SamplerState* sampler;
  2503. if (!needBorderColor(_flags) )
  2504. {
  2505. bx::HashMurmur2A murmur;
  2506. murmur.begin();
  2507. murmur.add(_flags);
  2508. murmur.add(-1);
  2509. hash = murmur.end();
  2510. _rgba = s_zero.m_zerof;
  2511. sampler = m_samplerStateCache.find(hash);
  2512. }
  2513. else
  2514. {
  2515. bx::HashMurmur2A murmur;
  2516. murmur.begin();
  2517. murmur.add(_flags);
  2518. murmur.add(index);
  2519. hash = murmur.end();
  2520. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2521. sampler = m_samplerStateCache.find(hash);
  2522. if (NULL != sampler)
  2523. {
  2524. D3D11_SAMPLER_DESC sd;
  2525. sampler->GetDesc(&sd);
  2526. if (0 != memcmp(_rgba, sd.BorderColor, 16) )
  2527. {
  2528. // Sampler will be released when updated sampler
  2529. // is added to cache.
  2530. sampler = NULL;
  2531. }
  2532. }
  2533. }
  2534. if (NULL == sampler)
  2535. {
  2536. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2537. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2538. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2539. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2540. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2541. D3D11_SAMPLER_DESC sd;
  2542. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2543. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2544. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2545. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2546. sd.MipLODBias = 0.0f;
  2547. sd.MaxAnisotropy = m_maxAnisotropy;
  2548. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2549. sd.BorderColor[0] = _rgba[0];
  2550. sd.BorderColor[1] = _rgba[1];
  2551. sd.BorderColor[2] = _rgba[2];
  2552. sd.BorderColor[3] = _rgba[3];
  2553. sd.MinLOD = 0;
  2554. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2555. m_device->CreateSamplerState(&sd, &sampler);
  2556. DX_CHECK_REFCOUNT(sampler, 1);
  2557. m_samplerStateCache.add(hash, sampler);
  2558. }
  2559. return sampler;
  2560. }
  2561. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2562. {
  2563. m_occlusionQuery.resolve(_render);
  2564. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2565. }
  2566. DXGI_FORMAT getBufferFormat()
  2567. {
  2568. #if BX_PLATFORM_WINDOWS
  2569. return m_scd.BufferDesc.Format;
  2570. #else
  2571. return m_scd.Format;
  2572. #endif
  2573. }
  2574. uint32_t getBufferWidth()
  2575. {
  2576. #if BX_PLATFORM_WINDOWS
  2577. return m_scd.BufferDesc.Width;
  2578. #else
  2579. return m_scd.Width;
  2580. #endif
  2581. }
  2582. uint32_t getBufferHeight()
  2583. {
  2584. #if BX_PLATFORM_WINDOWS
  2585. return m_scd.BufferDesc.Height;
  2586. #else
  2587. return m_scd.Height;
  2588. #endif
  2589. }
  2590. void setBufferSize(uint32_t _width, uint32_t _height)
  2591. {
  2592. #if BX_PLATFORM_WINDOWS
  2593. m_scd.BufferDesc.Width = _width;
  2594. m_scd.BufferDesc.Height = _height;
  2595. #else
  2596. m_scd.Width = _width;
  2597. m_scd.Height = _height;
  2598. #endif
  2599. }
  2600. void commitTextureStage()
  2601. {
  2602. // vertex texture fetch not supported on 9_1 through 9_3
  2603. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2604. {
  2605. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2606. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2607. }
  2608. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2609. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2610. }
  2611. void invalidateTextureStage()
  2612. {
  2613. m_textureStage.clear();
  2614. commitTextureStage();
  2615. }
  2616. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2617. {
  2618. bx::HashMurmur2A murmur;
  2619. murmur.begin();
  2620. murmur.add(_handle);
  2621. murmur.add(_mip);
  2622. murmur.add(0);
  2623. uint32_t hash = murmur.end();
  2624. IUnknown** ptr = m_srvUavLru.find(hash);
  2625. ID3D11UnorderedAccessView* uav;
  2626. if (NULL == ptr)
  2627. {
  2628. TextureD3D11& texture = m_textures[_handle.idx];
  2629. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2630. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2631. switch (texture.m_type)
  2632. {
  2633. case TextureD3D11::Texture2D:
  2634. case TextureD3D11::TextureCube:
  2635. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2636. desc.Texture2D.MipSlice = _mip;
  2637. break;
  2638. case TextureD3D11::Texture3D:
  2639. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2640. desc.Texture3D.MipSlice = _mip;
  2641. desc.Texture3D.FirstWSlice = 0;
  2642. desc.Texture3D.WSize = UINT32_MAX;
  2643. break;
  2644. }
  2645. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2646. m_srvUavLru.add(hash, uav, _handle.idx);
  2647. }
  2648. else
  2649. {
  2650. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2651. }
  2652. return uav;
  2653. }
  2654. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2655. {
  2656. bx::HashMurmur2A murmur;
  2657. murmur.begin();
  2658. murmur.add(_handle);
  2659. murmur.add(_mip);
  2660. murmur.add(0);
  2661. uint32_t hash = murmur.end();
  2662. IUnknown** ptr = m_srvUavLru.find(hash);
  2663. ID3D11ShaderResourceView* srv;
  2664. if (NULL == ptr)
  2665. {
  2666. TextureD3D11& texture = m_textures[_handle.idx];
  2667. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2668. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2669. switch (texture.m_type)
  2670. {
  2671. case TextureD3D11::Texture2D:
  2672. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2673. desc.Texture2D.MostDetailedMip = _mip;
  2674. desc.Texture2D.MipLevels = 1;
  2675. break;
  2676. case TextureD3D11::TextureCube:
  2677. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2678. desc.TextureCube.MostDetailedMip = _mip;
  2679. desc.TextureCube.MipLevels = 1;
  2680. break;
  2681. case TextureD3D11::Texture3D:
  2682. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2683. desc.Texture3D.MostDetailedMip = _mip;
  2684. desc.Texture3D.MipLevels = 1;
  2685. break;
  2686. }
  2687. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2688. m_srvUavLru.add(hash, srv, _handle.idx);
  2689. }
  2690. else
  2691. {
  2692. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2693. }
  2694. return srv;
  2695. }
  2696. void ovrPostReset()
  2697. {
  2698. #if BGFX_CONFIG_USE_OVR
  2699. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2700. {
  2701. if (m_ovr.postReset() )
  2702. {
  2703. const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
  2704. for (uint32_t ii = 0; ii < 2; ++ii)
  2705. {
  2706. // eye buffers need to be initialized only once during application lifetime
  2707. if (NULL == m_ovr.m_eyeBuffers[ii])
  2708. {
  2709. m_ovr.m_eyeBuffers[ii] = &m_ovrBuffers[ii];
  2710. m_ovr.m_eyeBuffers[ii]->create(m_ovr.m_hmd, ii, msaaSamples);
  2711. }
  2712. }
  2713. // recreate mirror texture
  2714. m_ovr.m_mirror = &m_ovrMirror;
  2715. m_ovr.m_mirror->create(m_ovr.m_hmd, m_resolution.m_width, m_resolution.m_height);
  2716. }
  2717. }
  2718. #endif // BGFX_CONFIG_USE_OVR
  2719. }
  2720. void ovrPreReset()
  2721. {
  2722. #if BGFX_CONFIG_USE_OVR
  2723. m_ovr.preReset();
  2724. #endif // BGFX_CONFIG_USE_OVR
  2725. }
  2726. void capturePostReset()
  2727. {
  2728. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2729. {
  2730. ID3D11Texture2D* backBuffer;
  2731. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2732. D3D11_TEXTURE2D_DESC backBufferDesc;
  2733. backBuffer->GetDesc(&backBufferDesc);
  2734. D3D11_TEXTURE2D_DESC desc;
  2735. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2736. desc.SampleDesc.Count = 1;
  2737. desc.SampleDesc.Quality = 0;
  2738. desc.Usage = D3D11_USAGE_STAGING;
  2739. desc.BindFlags = 0;
  2740. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2741. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2742. if (SUCCEEDED(hr) )
  2743. {
  2744. if (backBufferDesc.SampleDesc.Count != 1)
  2745. {
  2746. desc.Usage = D3D11_USAGE_DEFAULT;
  2747. desc.CPUAccessFlags = 0;
  2748. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2749. }
  2750. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2751. }
  2752. DX_RELEASE(backBuffer, 0);
  2753. }
  2754. }
  2755. void capturePreReset()
  2756. {
  2757. if (NULL != m_captureTexture)
  2758. {
  2759. g_callback->captureEnd();
  2760. }
  2761. DX_RELEASE(m_captureResolve, 0);
  2762. DX_RELEASE(m_captureTexture, 0);
  2763. }
  2764. void capture()
  2765. {
  2766. if (NULL != m_captureTexture)
  2767. {
  2768. ID3D11Texture2D* backBuffer;
  2769. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2770. if (NULL == m_captureResolve)
  2771. {
  2772. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2773. }
  2774. else
  2775. {
  2776. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2777. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2778. }
  2779. D3D11_MAPPED_SUBRESOURCE mapped;
  2780. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2781. imageSwizzleBgra8(getBufferWidth()
  2782. , getBufferHeight()
  2783. , mapped.RowPitch
  2784. , mapped.pData
  2785. , mapped.pData
  2786. );
  2787. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2788. m_deviceCtx->Unmap(m_captureTexture, 0);
  2789. DX_RELEASE(backBuffer, 0);
  2790. }
  2791. }
  2792. void commit(UniformBuffer& _uniformBuffer)
  2793. {
  2794. _uniformBuffer.reset();
  2795. for (;;)
  2796. {
  2797. uint32_t opcode = _uniformBuffer.read();
  2798. if (UniformType::End == opcode)
  2799. {
  2800. break;
  2801. }
  2802. UniformType::Enum type;
  2803. uint16_t loc;
  2804. uint16_t num;
  2805. uint16_t copy;
  2806. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2807. const char* data;
  2808. if (copy)
  2809. {
  2810. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2811. }
  2812. else
  2813. {
  2814. UniformHandle handle;
  2815. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2816. data = (const char*)m_uniforms[handle.idx];
  2817. }
  2818. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2819. case UniformType::_uniform: \
  2820. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2821. { \
  2822. setShaderUniform(uint8_t(type), loc, data, num); \
  2823. } \
  2824. break;
  2825. switch ( (uint32_t)type)
  2826. {
  2827. case UniformType::Mat3:
  2828. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2829. {
  2830. float* value = (float*)data;
  2831. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2832. {
  2833. Matrix4 mtx;
  2834. mtx.un.val[ 0] = value[0];
  2835. mtx.un.val[ 1] = value[1];
  2836. mtx.un.val[ 2] = value[2];
  2837. mtx.un.val[ 3] = 0.0f;
  2838. mtx.un.val[ 4] = value[3];
  2839. mtx.un.val[ 5] = value[4];
  2840. mtx.un.val[ 6] = value[5];
  2841. mtx.un.val[ 7] = 0.0f;
  2842. mtx.un.val[ 8] = value[6];
  2843. mtx.un.val[ 9] = value[7];
  2844. mtx.un.val[10] = value[8];
  2845. mtx.un.val[11] = 0.0f;
  2846. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2847. }
  2848. }
  2849. break;
  2850. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2851. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2852. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2853. case UniformType::End:
  2854. break;
  2855. default:
  2856. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2857. break;
  2858. }
  2859. #undef CASE_IMPLEMENT_UNIFORM
  2860. }
  2861. }
  2862. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2863. {
  2864. uint32_t width;
  2865. uint32_t height;
  2866. if (isValid(m_fbh) )
  2867. {
  2868. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2869. width = fb.m_width;
  2870. height = fb.m_height;
  2871. }
  2872. else
  2873. {
  2874. width = getBufferWidth();
  2875. height = getBufferHeight();
  2876. }
  2877. if (0 == _rect.m_x
  2878. && 0 == _rect.m_y
  2879. && width == _rect.m_width
  2880. && height == _rect.m_height)
  2881. {
  2882. clear(_clear, _palette);
  2883. }
  2884. else
  2885. {
  2886. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2887. uint64_t state = 0;
  2888. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2889. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2890. uint64_t stencil = 0;
  2891. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2892. | BGFX_STENCIL_TEST_ALWAYS
  2893. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2894. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2895. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2896. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2897. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2898. : 0
  2899. ;
  2900. setBlendState(state);
  2901. setDepthStencilState(state, stencil);
  2902. setRasterizerState(state);
  2903. uint32_t numMrt = 1;
  2904. FrameBufferHandle fbh = m_fbh;
  2905. if (isValid(fbh) )
  2906. {
  2907. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2908. numMrt = bx::uint32_max(1, fb.m_num);
  2909. }
  2910. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2911. m_currentProgram = &program;
  2912. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2913. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2914. if (NULL != m_currentColor)
  2915. {
  2916. const ShaderD3D11* fsh = program.m_fsh;
  2917. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2918. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2919. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2920. {
  2921. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2922. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2923. {
  2924. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2925. memcpy(mrtClear[ii], _palette[index], 16);
  2926. }
  2927. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2928. }
  2929. else
  2930. {
  2931. float rgba[4] =
  2932. {
  2933. _clear.m_index[0]*1.0f/255.0f,
  2934. _clear.m_index[1]*1.0f/255.0f,
  2935. _clear.m_index[2]*1.0f/255.0f,
  2936. _clear.m_index[3]*1.0f/255.0f,
  2937. };
  2938. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2939. }
  2940. }
  2941. else
  2942. {
  2943. deviceCtx->PSSetShader(NULL, NULL, 0);
  2944. }
  2945. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2946. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2947. const uint32_t stride = vertexDecl.m_stride;
  2948. const uint32_t offset = 0;
  2949. {
  2950. struct Vertex
  2951. {
  2952. float m_x;
  2953. float m_y;
  2954. float m_z;
  2955. };
  2956. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2957. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2958. const float depth = _clear.m_depth;
  2959. vertex->m_x = -1.0f;
  2960. vertex->m_y = -1.0f;
  2961. vertex->m_z = depth;
  2962. vertex++;
  2963. vertex->m_x = 1.0f;
  2964. vertex->m_y = -1.0f;
  2965. vertex->m_z = depth;
  2966. vertex++;
  2967. vertex->m_x = -1.0f;
  2968. vertex->m_y = 1.0f;
  2969. vertex->m_z = depth;
  2970. vertex++;
  2971. vertex->m_x = 1.0f;
  2972. vertex->m_y = 1.0f;
  2973. vertex->m_z = depth;
  2974. }
  2975. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2976. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2977. setInputLayout(vertexDecl, program, 0);
  2978. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2979. deviceCtx->Draw(4, 0);
  2980. }
  2981. }
  2982. void* m_d3d9dll;
  2983. void* m_d3d11dll;
  2984. void* m_dxgidll;
  2985. void* m_dxgidebugdll;
  2986. void* m_renderdocdll;
  2987. void* m_agsdll;
  2988. AGSContext* m_ags;
  2989. D3D_DRIVER_TYPE m_driverType;
  2990. D3D_FEATURE_LEVEL m_featureLevel;
  2991. IDXGIAdapter* m_adapter;
  2992. DXGI_ADAPTER_DESC m_adapterDesc;
  2993. #if BX_PLATFORM_WINDOWS
  2994. IDXGIFactory* m_factory;
  2995. IDXGISwapChain* m_swapChain;
  2996. #else
  2997. IDXGIFactory2* m_factory;
  2998. IDXGISwapChain1* m_swapChain;
  2999. #endif // BX_PLATFORM_WINDOWS
  3000. uint16_t m_lost;
  3001. uint16_t m_numWindows;
  3002. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3003. ID3D11Device* m_device;
  3004. ID3D11DeviceContext* m_deviceCtx;
  3005. ID3D11InfoQueue* m_infoQueue;
  3006. TimerQueryD3D11 m_gpuTimer;
  3007. OcclusionQueryD3D11 m_occlusionQuery;
  3008. uint32_t m_deviceInterfaceVersion;
  3009. ID3D11RenderTargetView* m_backBufferColor;
  3010. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3011. ID3D11RenderTargetView* m_currentColor;
  3012. ID3D11DepthStencilView* m_currentDepthStencil;
  3013. ID3D11Texture2D* m_captureTexture;
  3014. ID3D11Texture2D* m_captureResolve;
  3015. Resolution m_resolution;
  3016. #if BX_PLATFORM_WINDOWS
  3017. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  3018. #else
  3019. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  3020. #endif // BX_PLATFORM_WINDOWS
  3021. SwapChainDesc m_scd;
  3022. uint32_t m_maxAnisotropy;
  3023. bool m_depthClamp;
  3024. bool m_wireframe;
  3025. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3026. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3027. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3028. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3029. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3030. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  3031. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3032. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3033. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3034. UniformRegistry m_uniformReg;
  3035. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3036. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3037. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3038. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3039. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3040. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3041. TextVideoMem m_textVideoMem;
  3042. TextureStage m_textureStage;
  3043. ProgramD3D11* m_currentProgram;
  3044. uint8_t m_vsScratch[64<<10];
  3045. uint8_t m_fsScratch[64<<10];
  3046. uint32_t m_vsChanges;
  3047. uint32_t m_fsChanges;
  3048. FrameBufferHandle m_fbh;
  3049. bool m_rtMsaa;
  3050. bool m_timerQuerySupport;
  3051. OVR m_ovr;
  3052. #if BGFX_CONFIG_USE_OVR
  3053. OVRMirrorD3D11 m_ovrMirror;
  3054. OVRBufferD3D11 m_ovrBuffers[2];
  3055. #endif // BGFX_CONFIG_USE_OVR
  3056. };
  3057. static RendererContextD3D11* s_renderD3D11;
  3058. RendererContextI* rendererCreate()
  3059. {
  3060. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3061. if (!s_renderD3D11->init() )
  3062. {
  3063. BX_DELETE(g_allocator, s_renderD3D11);
  3064. s_renderD3D11 = NULL;
  3065. }
  3066. return s_renderD3D11;
  3067. }
  3068. void rendererDestroy()
  3069. {
  3070. s_renderD3D11->shutdown();
  3071. BX_DELETE(g_allocator, s_renderD3D11);
  3072. s_renderD3D11 = NULL;
  3073. }
  3074. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3075. {
  3076. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3077. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3078. {
  3079. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3080. _offset += _stride;
  3081. }
  3082. }
  3083. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3084. {
  3085. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3086. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3087. {
  3088. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3089. _offset += _stride;
  3090. }
  3091. }
  3092. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3093. {
  3094. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3095. }
  3096. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3097. {
  3098. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3099. }
  3100. #if BGFX_CONFIG_USE_OVR
  3101. void OVRBufferD3D11::create(const ovrSession& _session, int _eyeIdx, int _msaaSamples)
  3102. {
  3103. ovrHmdDesc hmdDesc = ovr_GetHmdDesc(_session);
  3104. m_eyeTextureSize = ovr_GetFovTextureSize(_session, (ovrEyeType)_eyeIdx, hmdDesc.DefaultEyeFov[_eyeIdx], 1.0f);
  3105. m_msaaTexture = NULL;
  3106. m_msaaRtv = NULL;
  3107. m_msaaSv = NULL;
  3108. ovrTextureSwapChainDesc desc = {};
  3109. desc.Type = ovrTexture_2D;
  3110. desc.ArraySize = 1;
  3111. desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3112. desc.Width = m_eyeTextureSize.w;
  3113. desc.Height = m_eyeTextureSize.h;
  3114. desc.MipLevels = 1;
  3115. desc.SampleCount = 1;
  3116. desc.MiscFlags = ovrTextureMisc_DX_Typeless;
  3117. desc.BindFlags = ovrTextureBind_DX_RenderTarget;
  3118. desc.StaticImage = ovrFalse;
  3119. ID3D11Device* device = s_renderD3D11->m_device;
  3120. ovrResult result = ovr_CreateTextureSwapChainDX(_session, device, &desc, &m_textureSwapChain);
  3121. if (!OVR_SUCCESS(result) )
  3122. {
  3123. BX_CHECK(false, "Could not create D3D11 OVR swap texture");
  3124. }
  3125. memset(m_eyeRtv, 0, sizeof(m_eyeRtv) );
  3126. int textureCount = 0;
  3127. ovr_GetTextureSwapChainLength(_session, m_textureSwapChain, &textureCount);
  3128. for (int ii = 0; ii < textureCount; ++ii)
  3129. {
  3130. ID3D11Texture2D* tex = NULL;
  3131. ovr_GetTextureSwapChainBufferDX(_session, m_textureSwapChain, ii, IID_PPV_ARGS(&tex) );
  3132. D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
  3133. rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3134. rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  3135. ID3D11RenderTargetView* rtv;
  3136. DX_CHECK(device->CreateRenderTargetView(tex, &rtvd, &rtv) );
  3137. m_eyeRtv[ii] = rtv;
  3138. DX_RELEASE(tex, 1);
  3139. }
  3140. // setup depth buffer
  3141. D3D11_TEXTURE2D_DESC dbDesc;
  3142. dbDesc.Width = m_eyeTextureSize.w;
  3143. dbDesc.Height = m_eyeTextureSize.h;
  3144. dbDesc.MipLevels = 1;
  3145. dbDesc.ArraySize = 1;
  3146. dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
  3147. dbDesc.SampleDesc.Count = _msaaSamples;
  3148. dbDesc.SampleDesc.Quality = 0;
  3149. dbDesc.Usage = D3D11_USAGE_DEFAULT;
  3150. dbDesc.CPUAccessFlags = 0;
  3151. dbDesc.MiscFlags = 0;
  3152. dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3153. ID3D11Texture2D* tex;
  3154. DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &tex) );
  3155. DX_CHECK(device->CreateDepthStencilView(tex, NULL, &m_depthBuffer) );
  3156. DX_RELEASE(tex, 0);
  3157. // create MSAA render target
  3158. if (_msaaSamples > 1)
  3159. {
  3160. D3D11_TEXTURE2D_DESC dsDesc;
  3161. dsDesc.Width = m_eyeTextureSize.w;
  3162. dsDesc.Height = m_eyeTextureSize.h;
  3163. dsDesc.MipLevels = 1;
  3164. dsDesc.ArraySize = 1;
  3165. dsDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3166. dsDesc.SampleDesc.Count = _msaaSamples;
  3167. dsDesc.SampleDesc.Quality = 0;
  3168. dsDesc.Usage = D3D11_USAGE_DEFAULT;
  3169. dsDesc.CPUAccessFlags = 0;
  3170. dsDesc.MiscFlags = 0;
  3171. dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
  3172. ID3D11Device* device = s_renderD3D11->m_device;
  3173. DX_CHECK(device->CreateTexture2D(&dsDesc, NULL, &m_msaaTexture));
  3174. DX_CHECK(device->CreateShaderResourceView(m_msaaTexture, NULL, &m_msaaSv));
  3175. DX_CHECK(device->CreateRenderTargetView(m_msaaTexture, NULL, &m_msaaRtv));
  3176. }
  3177. }
  3178. void OVRBufferD3D11::render(const ovrSession& _session)
  3179. {
  3180. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3181. float black[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // Important that alpha=0, if want pixels to be transparent, for manual layers
  3182. // render to MSAA target
  3183. if (NULL != m_msaaTexture)
  3184. {
  3185. deviceCtx->OMSetRenderTargets(1, &m_msaaRtv, m_depthBuffer);
  3186. deviceCtx->ClearRenderTargetView(m_msaaRtv, black);
  3187. deviceCtx->ClearDepthStencilView(m_depthBuffer, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
  3188. }
  3189. else // MSAA disabled? render directly to eye buffer
  3190. {
  3191. int texIndex = 0;
  3192. ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain, &texIndex);
  3193. deviceCtx->OMSetRenderTargets(1, &m_eyeRtv[texIndex], m_depthBuffer);
  3194. deviceCtx->ClearRenderTargetView(m_eyeRtv[texIndex], black);
  3195. deviceCtx->ClearDepthStencilView(m_depthBuffer, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
  3196. D3D11_VIEWPORT D3Dvp;
  3197. D3Dvp.TopLeftX = 0;
  3198. D3Dvp.TopLeftY = 0;
  3199. D3Dvp.Width = (FLOAT)m_eyeTextureSize.w;
  3200. D3Dvp.Height = (FLOAT)m_eyeTextureSize.h;
  3201. D3Dvp.MinDepth = 0;
  3202. D3Dvp.MaxDepth = 1;
  3203. deviceCtx->RSSetViewports(1, &D3Dvp);
  3204. }
  3205. }
  3206. void OVRBufferD3D11::postRender(const ovrSession& _session)
  3207. {
  3208. if (NULL != m_msaaTexture)
  3209. {
  3210. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3211. int destIndex = 0;
  3212. ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain, &destIndex);
  3213. ID3D11Resource* dstTex = NULL;
  3214. ovr_GetTextureSwapChainBufferDX(_session, m_textureSwapChain, destIndex, IID_PPV_ARGS(&dstTex));
  3215. deviceCtx->ResolveSubresource(dstTex, 0, m_msaaTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
  3216. dstTex->Release();
  3217. }
  3218. }
  3219. void OVRBufferD3D11::destroy(const ovrSession& _session)
  3220. {
  3221. for (uint32_t ii = 0; ii < BX_COUNTOF(m_eyeRtv); ++ii)
  3222. {
  3223. DX_RELEASE(m_eyeRtv[ii], 0);
  3224. }
  3225. ovr_DestroyTextureSwapChain(_session, m_textureSwapChain);
  3226. m_depthBuffer->Release();
  3227. if (NULL != m_msaaTexture)
  3228. {
  3229. m_msaaTexture->Release();
  3230. m_msaaTexture = NULL;
  3231. }
  3232. if (NULL != m_msaaSv)
  3233. {
  3234. m_msaaSv->Release();
  3235. m_msaaSv = NULL;
  3236. }
  3237. if (NULL != m_msaaRtv)
  3238. {
  3239. m_msaaRtv->Release();
  3240. m_msaaRtv = NULL;
  3241. }
  3242. }
  3243. void OVRMirrorD3D11::create(const ovrSession& _session, int _width, int _height)
  3244. {
  3245. m_mirrorTextureDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3246. m_mirrorTextureDesc.Width = _width;
  3247. m_mirrorTextureDesc.Height = _height;
  3248. ovrResult result = ovr_CreateMirrorTextureDX(_session, s_renderD3D11->m_device, &m_mirrorTextureDesc, &m_mirrorTexture);
  3249. BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
  3250. }
  3251. void OVRMirrorD3D11::destroy(const ovrSession& session)
  3252. {
  3253. if (NULL != m_mirrorTexture)
  3254. {
  3255. ovr_DestroyMirrorTexture(session, m_mirrorTexture);
  3256. m_mirrorTexture = NULL;
  3257. }
  3258. }
  3259. void OVRMirrorD3D11::blit(const ovrSession& _session)
  3260. {
  3261. if (NULL != m_mirrorTexture)
  3262. {
  3263. ID3D11Texture2D* tex = NULL;
  3264. ovr_GetMirrorTextureBufferDX(_session, m_mirrorTexture, IID_PPV_ARGS(&tex) );
  3265. ID3D11Texture2D* backBuffer;
  3266. DX_CHECK(s_renderD3D11->m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  3267. s_renderD3D11->m_deviceCtx->CopyResource(backBuffer, tex);
  3268. DX_CHECK(s_renderD3D11->m_swapChain->Present(0, 0) );
  3269. DX_RELEASE(tex, 1);
  3270. DX_RELEASE(backBuffer, 0);
  3271. }
  3272. }
  3273. #endif // BGFX_CONFIG_USE_OVR
  3274. struct UavFormat
  3275. {
  3276. DXGI_FORMAT format[3];
  3277. uint32_t stride;
  3278. };
  3279. static const UavFormat s_uavFormat[] =
  3280. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3281. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3282. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3283. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3284. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3285. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3286. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3287. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3288. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3289. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3290. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3291. };
  3292. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3293. {
  3294. m_uav = NULL;
  3295. m_size = _size;
  3296. m_flags = _flags;
  3297. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3298. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3299. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3300. m_dynamic = NULL == _data && !needUav;
  3301. D3D11_BUFFER_DESC desc;
  3302. desc.ByteWidth = _size;
  3303. desc.BindFlags = 0
  3304. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3305. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3306. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3307. ;
  3308. desc.MiscFlags = 0
  3309. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3310. ;
  3311. desc.StructureByteStride = 0;
  3312. DXGI_FORMAT format;
  3313. uint32_t stride;
  3314. if (drawIndirect)
  3315. {
  3316. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3317. stride = 16;
  3318. }
  3319. else
  3320. {
  3321. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3322. if (0 == uavFormat)
  3323. {
  3324. if (_vertex)
  3325. {
  3326. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3327. stride = 16;
  3328. }
  3329. else
  3330. {
  3331. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3332. {
  3333. format = DXGI_FORMAT_R16_UINT;
  3334. stride = 2;
  3335. }
  3336. else
  3337. {
  3338. format = DXGI_FORMAT_R32_UINT;
  3339. stride = 4;
  3340. }
  3341. }
  3342. }
  3343. else
  3344. {
  3345. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3346. format = s_uavFormat[uavFormat].format[uavType];
  3347. stride = s_uavFormat[uavFormat].stride;
  3348. }
  3349. }
  3350. ID3D11Device* device = s_renderD3D11->m_device;
  3351. if (needUav)
  3352. {
  3353. desc.Usage = D3D11_USAGE_DEFAULT;
  3354. desc.CPUAccessFlags = 0;
  3355. desc.StructureByteStride = _stride;
  3356. DX_CHECK(device->CreateBuffer(&desc
  3357. , NULL
  3358. , &m_ptr
  3359. ) );
  3360. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3361. uavd.Format = format;
  3362. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3363. uavd.Buffer.FirstElement = 0;
  3364. uavd.Buffer.NumElements = m_size / stride;
  3365. uavd.Buffer.Flags = 0;
  3366. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3367. , &uavd
  3368. , &m_uav
  3369. ) );
  3370. }
  3371. else if (m_dynamic)
  3372. {
  3373. desc.Usage = D3D11_USAGE_DYNAMIC;
  3374. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3375. DX_CHECK(device->CreateBuffer(&desc
  3376. , NULL
  3377. , &m_ptr
  3378. ) );
  3379. }
  3380. else
  3381. {
  3382. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3383. desc.CPUAccessFlags = 0;
  3384. D3D11_SUBRESOURCE_DATA srd;
  3385. srd.pSysMem = _data;
  3386. srd.SysMemPitch = 0;
  3387. srd.SysMemSlicePitch = 0;
  3388. DX_CHECK(device->CreateBuffer(&desc
  3389. , &srd
  3390. , &m_ptr
  3391. ) );
  3392. }
  3393. if (needSrv)
  3394. {
  3395. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3396. srvd.Format = format;
  3397. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3398. srvd.Buffer.FirstElement = 0;
  3399. srvd.Buffer.NumElements = m_size / stride;
  3400. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3401. , &srvd
  3402. , &m_srv
  3403. ) );
  3404. }
  3405. }
  3406. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3407. {
  3408. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3409. BX_CHECK(m_dynamic, "Must be dynamic!");
  3410. #if 0
  3411. BX_UNUSED(_discard);
  3412. D3D11_BUFFER_DESC desc;
  3413. desc.ByteWidth = _size;
  3414. desc.Usage = D3D11_USAGE_STAGING;
  3415. desc.BindFlags = 0;
  3416. desc.MiscFlags = 0;
  3417. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3418. desc.StructureByteStride = 0;
  3419. D3D11_SUBRESOURCE_DATA srd;
  3420. srd.pSysMem = _data;
  3421. srd.SysMemPitch = 0;
  3422. srd.SysMemSlicePitch = 0;
  3423. D3D11_BOX srcBox;
  3424. srcBox.left = 0;
  3425. srcBox.top = 0;
  3426. srcBox.front = 0;
  3427. srcBox.right = _size;
  3428. srcBox.bottom = 1;
  3429. srcBox.back = 1;
  3430. ID3D11Device* device = s_renderD3D11->m_device;
  3431. ID3D11Buffer* ptr;
  3432. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3433. deviceCtx->CopySubresourceRegion(m_ptr
  3434. , 0
  3435. , _offset
  3436. , 0
  3437. , 0
  3438. , ptr
  3439. , 0
  3440. , &srcBox
  3441. );
  3442. DX_RELEASE(ptr, 0);
  3443. #else
  3444. D3D11_MAPPED_SUBRESOURCE mapped;
  3445. D3D11_MAP type = _discard
  3446. ? D3D11_MAP_WRITE_DISCARD
  3447. : D3D11_MAP_WRITE_NO_OVERWRITE
  3448. ;
  3449. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  3450. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3451. deviceCtx->Unmap(m_ptr, 0);
  3452. #endif // 0
  3453. }
  3454. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3455. {
  3456. m_decl = _declHandle;
  3457. uint16_t stride = isValid(_declHandle)
  3458. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3459. : 0
  3460. ;
  3461. BufferD3D11::create(_size, _data, _flags, stride, true);
  3462. }
  3463. static bool hasDepthOp(const void* _code, uint32_t _size)
  3464. {
  3465. bx::MemoryReader rd(_code, _size);
  3466. bx::Error err;
  3467. DxbcContext dxbc;
  3468. read(&rd, dxbc, &err);
  3469. struct FindDepthOp
  3470. {
  3471. FindDepthOp()
  3472. : m_found(false)
  3473. {
  3474. }
  3475. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3476. {
  3477. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3478. if (_instruction.opcode == DxbcOpcode::DISCARD
  3479. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3480. {
  3481. out.m_found = true;
  3482. return false;
  3483. }
  3484. return true;
  3485. }
  3486. bool m_found;
  3487. } find;
  3488. parse(dxbc.shader, FindDepthOp::find, &find);
  3489. return find.m_found;
  3490. }
  3491. void ShaderD3D11::create(const Memory* _mem)
  3492. {
  3493. bx::MemoryReader reader(_mem->data, _mem->size);
  3494. uint32_t magic;
  3495. bx::read(&reader, magic);
  3496. switch (magic)
  3497. {
  3498. case BGFX_CHUNK_MAGIC_CSH:
  3499. case BGFX_CHUNK_MAGIC_FSH:
  3500. case BGFX_CHUNK_MAGIC_VSH:
  3501. break;
  3502. default:
  3503. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3504. break;
  3505. }
  3506. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3507. uint32_t iohash;
  3508. bx::read(&reader, iohash);
  3509. uint16_t count;
  3510. bx::read(&reader, count);
  3511. m_numPredefined = 0;
  3512. m_numUniforms = count;
  3513. BX_TRACE("%s Shader consts %d"
  3514. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3515. , count
  3516. );
  3517. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3518. if (0 < count)
  3519. {
  3520. for (uint32_t ii = 0; ii < count; ++ii)
  3521. {
  3522. uint8_t nameSize;
  3523. bx::read(&reader, nameSize);
  3524. char name[256];
  3525. bx::read(&reader, &name, nameSize);
  3526. name[nameSize] = '\0';
  3527. uint8_t type;
  3528. bx::read(&reader, type);
  3529. uint8_t num;
  3530. bx::read(&reader, num);
  3531. uint16_t regIndex;
  3532. bx::read(&reader, regIndex);
  3533. uint16_t regCount;
  3534. bx::read(&reader, regCount);
  3535. const char* kind = "invalid";
  3536. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3537. if (PredefinedUniform::Count != predefined)
  3538. {
  3539. kind = "predefined";
  3540. m_predefined[m_numPredefined].m_loc = regIndex;
  3541. m_predefined[m_numPredefined].m_count = regCount;
  3542. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3543. m_numPredefined++;
  3544. }
  3545. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3546. {
  3547. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3548. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3549. if (NULL != info)
  3550. {
  3551. if (NULL == m_constantBuffer)
  3552. {
  3553. m_constantBuffer = UniformBuffer::create(1024);
  3554. }
  3555. kind = "user";
  3556. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3557. }
  3558. }
  3559. else
  3560. {
  3561. kind = "sampler";
  3562. }
  3563. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3564. , kind
  3565. , name
  3566. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3567. , num
  3568. , regIndex
  3569. , regCount
  3570. );
  3571. BX_UNUSED(kind);
  3572. }
  3573. if (NULL != m_constantBuffer)
  3574. {
  3575. m_constantBuffer->finish();
  3576. }
  3577. }
  3578. uint16_t shaderSize;
  3579. bx::read(&reader, shaderSize);
  3580. const void* code = reader.getDataPtr();
  3581. bx::skip(&reader, shaderSize+1);
  3582. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3583. {
  3584. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3585. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3586. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3587. }
  3588. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3589. {
  3590. m_hash = bx::hashMurmur2A(code, shaderSize);
  3591. m_code = copy(code, shaderSize);
  3592. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3593. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3594. }
  3595. else
  3596. {
  3597. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3598. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3599. }
  3600. uint8_t numAttrs;
  3601. bx::read(&reader, numAttrs);
  3602. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3603. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3604. {
  3605. uint16_t id;
  3606. bx::read(&reader, id);
  3607. Attrib::Enum attr = idToAttrib(id);
  3608. if (Attrib::Count != attr)
  3609. {
  3610. m_attrMask[attr] = UINT16_MAX;
  3611. }
  3612. }
  3613. uint16_t size;
  3614. bx::read(&reader, size);
  3615. if (0 < size)
  3616. {
  3617. D3D11_BUFFER_DESC desc;
  3618. desc.ByteWidth = (size + 0xf) & ~0xf;
  3619. desc.Usage = D3D11_USAGE_DEFAULT;
  3620. desc.CPUAccessFlags = 0;
  3621. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3622. desc.MiscFlags = 0;
  3623. desc.StructureByteStride = 0;
  3624. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3625. }
  3626. }
  3627. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3628. {
  3629. ImageContainer imageContainer;
  3630. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3631. {
  3632. uint8_t numMips = imageContainer.m_numMips;
  3633. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3634. numMips -= startLod;
  3635. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3636. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3637. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3638. m_flags = _flags;
  3639. m_width = textureWidth;
  3640. m_height = textureHeight;
  3641. m_depth = imageContainer.m_depth;
  3642. m_requestedFormat = uint8_t(imageContainer.m_format);
  3643. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3644. const bool convert = m_textureFormat != m_requestedFormat;
  3645. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3646. if (imageContainer.m_cubeMap)
  3647. {
  3648. m_type = TextureCube;
  3649. }
  3650. else if (imageContainer.m_depth > 1)
  3651. {
  3652. m_type = Texture3D;
  3653. }
  3654. else
  3655. {
  3656. m_type = Texture2D;
  3657. }
  3658. m_numMips = numMips;
  3659. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  3660. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3661. uint32_t kk = 0;
  3662. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3663. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3664. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  3665. , getHandle()
  3666. , getName( (TextureFormat::Enum)m_textureFormat)
  3667. , getName( (TextureFormat::Enum)m_requestedFormat)
  3668. , textureWidth
  3669. , textureHeight
  3670. , imageContainer.m_cubeMap ? "x6" : ""
  3671. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3672. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3673. );
  3674. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3675. {
  3676. uint32_t width = textureWidth;
  3677. uint32_t height = textureHeight;
  3678. uint32_t depth = imageContainer.m_depth;
  3679. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3680. {
  3681. width = bx::uint32_max(1, width);
  3682. height = bx::uint32_max(1, height);
  3683. depth = bx::uint32_max(1, depth);
  3684. ImageMip mip;
  3685. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3686. {
  3687. srd[kk].pSysMem = mip.m_data;
  3688. if (convert)
  3689. {
  3690. uint32_t srcpitch = mip.m_width*bpp/8;
  3691. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3692. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3693. srd[kk].pSysMem = temp;
  3694. srd[kk].SysMemPitch = srcpitch;
  3695. }
  3696. else if (compressed)
  3697. {
  3698. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3699. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3700. }
  3701. else
  3702. {
  3703. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3704. }
  3705. if (swizzle)
  3706. {
  3707. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3708. }
  3709. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3710. ++kk;
  3711. }
  3712. width >>= 1;
  3713. height >>= 1;
  3714. depth >>= 1;
  3715. }
  3716. }
  3717. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3718. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3719. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3720. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3721. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3722. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3723. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3724. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3725. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3726. memset(&srvd, 0, sizeof(srvd) );
  3727. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3728. if (swizzle)
  3729. {
  3730. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3731. srvd.Format = format;
  3732. }
  3733. else if (srgb)
  3734. {
  3735. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3736. srvd.Format = format;
  3737. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3738. }
  3739. if (format == DXGI_FORMAT_UNKNOWN)
  3740. {
  3741. // not swizzled and not sRGB, or sRGB unsupported
  3742. format = s_textureFormat[m_textureFormat].m_fmt;
  3743. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3744. }
  3745. switch (m_type)
  3746. {
  3747. case Texture2D:
  3748. case TextureCube:
  3749. {
  3750. D3D11_TEXTURE2D_DESC desc;
  3751. desc.Width = textureWidth;
  3752. desc.Height = textureHeight;
  3753. desc.MipLevels = numMips;
  3754. desc.Format = format;
  3755. desc.SampleDesc = msaa;
  3756. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3757. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3758. desc.CPUAccessFlags = 0;
  3759. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  3760. {
  3761. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3762. desc.Usage = D3D11_USAGE_DEFAULT;
  3763. }
  3764. else if (renderTarget)
  3765. {
  3766. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3767. desc.Usage = D3D11_USAGE_DEFAULT;
  3768. }
  3769. if (computeWrite)
  3770. {
  3771. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3772. desc.Usage = D3D11_USAGE_DEFAULT;
  3773. }
  3774. if (readBack)
  3775. {
  3776. desc.BindFlags = 0;
  3777. desc.Usage = D3D11_USAGE_STAGING;
  3778. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3779. }
  3780. if (imageContainer.m_cubeMap)
  3781. {
  3782. desc.ArraySize = 6;
  3783. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  3784. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3785. srvd.TextureCube.MipLevels = numMips;
  3786. }
  3787. else
  3788. {
  3789. desc.ArraySize = 1;
  3790. desc.MiscFlags = 0;
  3791. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  3792. srvd.Texture2D.MipLevels = numMips;
  3793. }
  3794. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3795. }
  3796. break;
  3797. case Texture3D:
  3798. {
  3799. D3D11_TEXTURE3D_DESC desc;
  3800. desc.Width = textureWidth;
  3801. desc.Height = textureHeight;
  3802. desc.Depth = imageContainer.m_depth;
  3803. desc.MipLevels = imageContainer.m_numMips;
  3804. desc.Format = format;
  3805. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3806. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3807. desc.CPUAccessFlags = 0;
  3808. desc.MiscFlags = 0;
  3809. if (computeWrite)
  3810. {
  3811. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3812. desc.Usage = D3D11_USAGE_DEFAULT;
  3813. }
  3814. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3815. srvd.Texture3D.MipLevels = numMips;
  3816. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3817. }
  3818. break;
  3819. }
  3820. if (!writeOnly)
  3821. {
  3822. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3823. }
  3824. if (computeWrite)
  3825. {
  3826. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3827. }
  3828. if (convert
  3829. && 0 != kk)
  3830. {
  3831. kk = 0;
  3832. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3833. {
  3834. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3835. {
  3836. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3837. ++kk;
  3838. }
  3839. }
  3840. }
  3841. }
  3842. }
  3843. void TextureD3D11::destroy()
  3844. {
  3845. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3846. DX_RELEASE(m_srv, 0);
  3847. DX_RELEASE(m_uav, 0);
  3848. if (0 == (m_flags & BGFX_TEXTURE_INTERNAL_SHARED) )
  3849. {
  3850. DX_RELEASE(m_ptr, 0);
  3851. }
  3852. }
  3853. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  3854. {
  3855. destroy();
  3856. m_flags |= BGFX_TEXTURE_INTERNAL_SHARED;
  3857. m_ptr = (ID3D11Resource*)_ptr;
  3858. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  3859. }
  3860. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3861. {
  3862. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3863. D3D11_BOX box;
  3864. box.left = _rect.m_x;
  3865. box.top = _rect.m_y;
  3866. box.right = box.left + _rect.m_width;
  3867. box.bottom = box.top + _rect.m_height;
  3868. box.front = _z;
  3869. box.back = box.front + _depth;
  3870. const uint32_t subres = _mip + (_side * m_numMips);
  3871. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3872. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3873. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3874. const bool convert = m_textureFormat != m_requestedFormat;
  3875. uint8_t* data = _mem->data;
  3876. uint8_t* temp = NULL;
  3877. if (convert)
  3878. {
  3879. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  3880. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, TextureFormat::Enum(m_requestedFormat) );
  3881. data = temp;
  3882. }
  3883. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  3884. if (NULL != temp)
  3885. {
  3886. BX_FREE(g_allocator, temp);
  3887. }
  3888. }
  3889. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  3890. {
  3891. TextureStage& ts = s_renderD3D11->m_textureStage;
  3892. ts.m_srv[_stage] = m_srv;
  3893. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  3894. ? _flags
  3895. : m_flags
  3896. ;
  3897. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  3898. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  3899. , _palette[index])
  3900. ;
  3901. }
  3902. void TextureD3D11::resolve()
  3903. {
  3904. }
  3905. TextureHandle TextureD3D11::getHandle() const
  3906. {
  3907. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3908. return handle;
  3909. }
  3910. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  3911. {
  3912. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3913. {
  3914. m_rtv[ii] = NULL;
  3915. }
  3916. m_dsv = NULL;
  3917. m_swapChain = NULL;
  3918. m_numTh = _num;
  3919. memcpy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3920. postReset();
  3921. }
  3922. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3923. {
  3924. DXGI_SWAP_CHAIN_DESC scd;
  3925. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  3926. scd.BufferDesc.Width = _width;
  3927. scd.BufferDesc.Height = _height;
  3928. scd.OutputWindow = (HWND)_nwh;
  3929. ID3D11Device* device = s_renderD3D11->m_device;
  3930. HRESULT hr;
  3931. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  3932. , &scd
  3933. , &m_swapChain
  3934. );
  3935. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3936. ID3D11Resource* ptr;
  3937. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3938. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3939. DX_RELEASE(ptr, 0);
  3940. DXGI_FORMAT fmtDsv = isDepth(_depthFormat)
  3941. ? s_textureFormat[_depthFormat].m_fmtDsv
  3942. : DXGI_FORMAT_D24_UNORM_S8_UINT
  3943. ;
  3944. D3D11_TEXTURE2D_DESC dsd;
  3945. dsd.Width = scd.BufferDesc.Width;
  3946. dsd.Height = scd.BufferDesc.Height;
  3947. dsd.MipLevels = 1;
  3948. dsd.ArraySize = 1;
  3949. dsd.Format = fmtDsv;
  3950. dsd.SampleDesc = scd.SampleDesc;
  3951. dsd.Usage = D3D11_USAGE_DEFAULT;
  3952. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3953. dsd.CPUAccessFlags = 0;
  3954. dsd.MiscFlags = 0;
  3955. ID3D11Texture2D* depthStencil;
  3956. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  3957. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  3958. DX_RELEASE(depthStencil, 0);
  3959. m_srv[0] = NULL;
  3960. m_denseIdx = _denseIdx;
  3961. m_num = 1;
  3962. }
  3963. uint16_t FrameBufferD3D11::destroy()
  3964. {
  3965. preReset(true);
  3966. DX_RELEASE(m_swapChain, 0);
  3967. m_num = 0;
  3968. m_numTh = 0;
  3969. uint16_t denseIdx = m_denseIdx;
  3970. m_denseIdx = UINT16_MAX;
  3971. return denseIdx;
  3972. }
  3973. void FrameBufferD3D11::preReset(bool _force)
  3974. {
  3975. if (0 < m_numTh
  3976. || _force)
  3977. {
  3978. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3979. {
  3980. DX_RELEASE(m_srv[ii], 0);
  3981. DX_RELEASE(m_rtv[ii], 0);
  3982. }
  3983. DX_RELEASE(m_dsv, 0);
  3984. }
  3985. }
  3986. void FrameBufferD3D11::postReset()
  3987. {
  3988. m_width = 0;
  3989. m_height = 0;
  3990. if (0 < m_numTh)
  3991. {
  3992. m_num = 0;
  3993. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3994. {
  3995. TextureHandle handle = m_attachment[ii].handle;
  3996. if (isValid(handle) )
  3997. {
  3998. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3999. if (0 == m_width)
  4000. {
  4001. switch (texture.m_type)
  4002. {
  4003. case TextureD3D11::Texture2D:
  4004. case TextureD3D11::TextureCube:
  4005. {
  4006. D3D11_TEXTURE2D_DESC desc;
  4007. texture.m_texture2d->GetDesc(&desc);
  4008. m_width = desc.Width;
  4009. m_height = desc.Height;
  4010. }
  4011. break;
  4012. case TextureD3D11::Texture3D:
  4013. {
  4014. D3D11_TEXTURE3D_DESC desc;
  4015. texture.m_texture3d->GetDesc(&desc);
  4016. m_width = desc.Width;
  4017. m_height = desc.Height;
  4018. }
  4019. break;
  4020. }
  4021. }
  4022. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4023. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4024. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  4025. {
  4026. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4027. switch (texture.m_type)
  4028. {
  4029. default:
  4030. case TextureD3D11::Texture2D:
  4031. {
  4032. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4033. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4034. dsvDesc.ViewDimension = 1 < msaa.Count
  4035. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4036. : D3D11_DSV_DIMENSION_TEXTURE2D
  4037. ;
  4038. dsvDesc.Flags = 0;
  4039. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4040. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4041. }
  4042. break;
  4043. case TextureD3D11::TextureCube:
  4044. {
  4045. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4046. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4047. if (1 < msaa.Count)
  4048. {
  4049. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4050. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4051. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4052. }
  4053. else
  4054. {
  4055. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4056. dsvDesc.Texture2DArray.ArraySize = 1;
  4057. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4058. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4059. }
  4060. dsvDesc.Flags = 0;
  4061. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4062. }
  4063. break;
  4064. }
  4065. }
  4066. else
  4067. {
  4068. switch (texture.m_type)
  4069. {
  4070. default:
  4071. case TextureD3D11::Texture2D:
  4072. {
  4073. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4074. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4075. if (1 < msaa.Count)
  4076. {
  4077. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4078. }
  4079. else
  4080. {
  4081. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4082. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4083. }
  4084. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4085. }
  4086. break;
  4087. case TextureD3D11::TextureCube:
  4088. {
  4089. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4090. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4091. if (1 < msaa.Count)
  4092. {
  4093. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4094. desc.Texture2DMSArray.ArraySize = 1;
  4095. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4096. }
  4097. else
  4098. {
  4099. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4100. desc.Texture2DArray.ArraySize = 1;
  4101. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4102. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4103. }
  4104. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4105. }
  4106. break;
  4107. case TextureD3D11::Texture3D:
  4108. {
  4109. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4110. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4111. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4112. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4113. desc.Texture3D.WSize = 1;
  4114. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4115. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4116. }
  4117. break;
  4118. }
  4119. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4120. m_num++;
  4121. }
  4122. }
  4123. }
  4124. }
  4125. }
  4126. void FrameBufferD3D11::resolve()
  4127. {
  4128. }
  4129. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4130. {
  4131. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4132. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4133. {
  4134. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4135. {
  4136. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4137. {
  4138. uint8_t index = _clear.m_index[ii];
  4139. if (NULL != m_rtv[ii]
  4140. && UINT8_MAX != index)
  4141. {
  4142. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4143. }
  4144. }
  4145. }
  4146. else
  4147. {
  4148. float frgba[4] =
  4149. {
  4150. _clear.m_index[0]*1.0f/255.0f,
  4151. _clear.m_index[1]*1.0f/255.0f,
  4152. _clear.m_index[2]*1.0f/255.0f,
  4153. _clear.m_index[3]*1.0f/255.0f,
  4154. };
  4155. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4156. {
  4157. if (NULL != m_rtv[ii])
  4158. {
  4159. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4160. }
  4161. }
  4162. }
  4163. }
  4164. if (NULL != m_dsv
  4165. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4166. {
  4167. DWORD flags = 0;
  4168. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4169. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4170. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4171. }
  4172. }
  4173. void TimerQueryD3D11::postReset()
  4174. {
  4175. ID3D11Device* device = s_renderD3D11->m_device;
  4176. D3D11_QUERY_DESC query;
  4177. query.MiscFlags = 0;
  4178. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4179. {
  4180. Frame& frame = m_frame[ii];
  4181. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4182. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  4183. query.Query = D3D11_QUERY_TIMESTAMP;
  4184. DX_CHECK(device->CreateQuery(&query, &frame.m_begin) );
  4185. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  4186. }
  4187. m_elapsed = 0;
  4188. m_frequency = 1;
  4189. m_control.reset();
  4190. }
  4191. void TimerQueryD3D11::preReset()
  4192. {
  4193. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4194. {
  4195. Frame& frame = m_frame[ii];
  4196. DX_RELEASE(frame.m_disjoint, 0);
  4197. DX_RELEASE(frame.m_begin, 0);
  4198. DX_RELEASE(frame.m_end, 0);
  4199. }
  4200. }
  4201. void TimerQueryD3D11::begin()
  4202. {
  4203. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4204. while (0 == m_control.reserve(1) )
  4205. {
  4206. get();
  4207. }
  4208. Frame& frame = m_frame[m_control.m_current];
  4209. deviceCtx->Begin(frame.m_disjoint);
  4210. deviceCtx->End(frame.m_begin);
  4211. }
  4212. void TimerQueryD3D11::end()
  4213. {
  4214. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4215. Frame& frame = m_frame[m_control.m_current];
  4216. deviceCtx->End(frame.m_end);
  4217. deviceCtx->End(frame.m_disjoint);
  4218. m_control.commit(1);
  4219. }
  4220. bool TimerQueryD3D11::get()
  4221. {
  4222. if (0 != m_control.available() )
  4223. {
  4224. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4225. Frame& frame = m_frame[m_control.m_read];
  4226. uint64_t timeEnd;
  4227. HRESULT hr = deviceCtx->GetData(frame.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4228. if (S_OK == hr)
  4229. {
  4230. m_control.consume(1);
  4231. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4232. {
  4233. UINT64 Frequency;
  4234. BOOL Disjoint;
  4235. };
  4236. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4237. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  4238. uint64_t timeBegin;
  4239. deviceCtx->GetData(frame.m_begin, &timeBegin, sizeof(timeBegin), 0);
  4240. m_frequency = disjoint.Frequency;
  4241. m_begin = timeBegin;
  4242. m_end = timeEnd;
  4243. m_elapsed = timeEnd - timeBegin;
  4244. return true;
  4245. }
  4246. }
  4247. return false;
  4248. }
  4249. void OcclusionQueryD3D11::postReset()
  4250. {
  4251. ID3D11Device* device = s_renderD3D11->m_device;
  4252. D3D11_QUERY_DESC desc;
  4253. desc.Query = D3D11_QUERY_OCCLUSION;
  4254. desc.MiscFlags = 0;
  4255. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4256. {
  4257. Query& query = m_query[ii];
  4258. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4259. }
  4260. }
  4261. void OcclusionQueryD3D11::preReset()
  4262. {
  4263. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4264. {
  4265. Query& query = m_query[ii];
  4266. DX_RELEASE(query.m_ptr, 0);
  4267. }
  4268. }
  4269. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4270. {
  4271. while (0 == m_control.reserve(1) )
  4272. {
  4273. resolve(_render, true);
  4274. }
  4275. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4276. Query& query = m_query[m_control.m_current];
  4277. deviceCtx->Begin(query.m_ptr);
  4278. query.m_handle = _handle;
  4279. }
  4280. void OcclusionQueryD3D11::end()
  4281. {
  4282. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4283. Query& query = m_query[m_control.m_current];
  4284. deviceCtx->End(query.m_ptr);
  4285. m_control.commit(1);
  4286. }
  4287. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4288. {
  4289. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4290. while (0 != m_control.available() )
  4291. {
  4292. Query& query = m_query[m_control.m_read];
  4293. uint64_t result = 0;
  4294. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4295. if (S_FALSE == hr)
  4296. {
  4297. break;
  4298. }
  4299. _render->m_occlusion[query.m_handle.idx] = 0 < result;
  4300. m_control.consume(1);
  4301. }
  4302. }
  4303. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4304. {
  4305. if (updateResolution(_render->m_resolution) )
  4306. {
  4307. return;
  4308. }
  4309. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  4310. BGFX_GPU_PROFILER_BEGIN_DYNAMIC("rendererSubmit");
  4311. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4312. int64_t elapsed = -bx::getHPCounter();
  4313. int64_t captureElapsed = 0;
  4314. if (m_timerQuerySupport)
  4315. {
  4316. m_gpuTimer.begin();
  4317. }
  4318. if (0 < _render->m_iboffset)
  4319. {
  4320. TransientIndexBuffer* ib = _render->m_transientIb;
  4321. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4322. }
  4323. if (0 < _render->m_vboffset)
  4324. {
  4325. TransientVertexBuffer* vb = _render->m_transientVb;
  4326. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4327. }
  4328. _render->sort();
  4329. RenderDraw currentState;
  4330. currentState.clear();
  4331. currentState.m_stateFlags = BGFX_STATE_NONE;
  4332. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4333. _render->m_hmdInitialized = m_ovr.isInitialized();
  4334. const bool hmdEnabled = m_ovr.isEnabled();
  4335. ViewState viewState(_render, hmdEnabled);
  4336. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4337. bool scissorEnabled = false;
  4338. setDebugWireframe(wireframe);
  4339. uint16_t programIdx = invalidHandle;
  4340. SortKey key;
  4341. uint16_t view = UINT16_MAX;
  4342. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4343. BlitKey blitKey;
  4344. blitKey.decode(_render->m_blitKeys[0]);
  4345. uint16_t numBlitItems = _render->m_numBlitItems;
  4346. uint16_t blitItem = 0;
  4347. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4348. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4349. PrimInfo prim = s_primInfo[primIndex];
  4350. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4351. bool wasCompute = false;
  4352. bool viewHasScissor = false;
  4353. Rect viewScissorRect;
  4354. viewScissorRect.clear();
  4355. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4356. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4357. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4358. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4359. uint32_t statsNumIndices = 0;
  4360. uint32_t statsKeyType[2] = {};
  4361. m_occlusionQuery.resolve(_render);
  4362. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4363. {
  4364. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4365. // if we don't do this we'll only see one frame of output and then nothing
  4366. FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  4367. setFrameBuffer(invalid);
  4368. bool viewRestart = false;
  4369. uint8_t eye = 0;
  4370. uint8_t restartState = 0;
  4371. viewState.m_rect = _render->m_rect[0];
  4372. int32_t numItems = _render->m_num;
  4373. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4374. {
  4375. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  4376. statsKeyType[isCompute]++;
  4377. const bool viewChanged = 0
  4378. || key.m_view != view
  4379. || item == numItems
  4380. ;
  4381. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  4382. ++item;
  4383. if (viewChanged)
  4384. {
  4385. if (1 == restartState)
  4386. {
  4387. restartState = 2;
  4388. item = restartItem;
  4389. restartItem = numItems;
  4390. view = UINT16_MAX;
  4391. continue;
  4392. }
  4393. view = key.m_view;
  4394. programIdx = invalidHandle;
  4395. if (_render->m_fb[view].idx != fbh.idx)
  4396. {
  4397. fbh = _render->m_fb[view];
  4398. setFrameBuffer(fbh);
  4399. }
  4400. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  4401. viewRestart &= hmdEnabled;
  4402. if (viewRestart)
  4403. {
  4404. if (0 == restartState)
  4405. {
  4406. restartState = 1;
  4407. restartItem = item - 1;
  4408. }
  4409. eye = (restartState - 1) & 1;
  4410. restartState &= 1;
  4411. }
  4412. else
  4413. {
  4414. eye = 0;
  4415. }
  4416. PIX_ENDEVENT();
  4417. if (item > 1)
  4418. {
  4419. BGFX_GPU_PROFILER_END();
  4420. BGFX_PROFILER_END();
  4421. }
  4422. BGFX_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4423. BGFX_GPU_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4424. viewState.m_rect = _render->m_rect[view];
  4425. if (viewRestart)
  4426. {
  4427. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4428. {
  4429. wchar_t* viewNameW = s_viewNameW[view];
  4430. viewNameW[3] = L' ';
  4431. viewNameW[4] = eye ? L'R' : L'L';
  4432. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4433. }
  4434. if (m_ovr.isEnabled() )
  4435. {
  4436. m_ovr.getViewport(eye, &viewState.m_rect);
  4437. m_ovr.renderEyeStart(eye);
  4438. }
  4439. else
  4440. {
  4441. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4442. viewState.m_rect.m_width /= 2;
  4443. }
  4444. }
  4445. else
  4446. {
  4447. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4448. {
  4449. wchar_t* viewNameW = s_viewNameW[view];
  4450. viewNameW[3] = L' ';
  4451. viewNameW[4] = L' ';
  4452. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4453. }
  4454. }
  4455. const Rect& scissorRect = _render->m_scissor[view];
  4456. viewHasScissor = !scissorRect.isZero();
  4457. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4458. D3D11_VIEWPORT vp;
  4459. vp.TopLeftX = viewState.m_rect.m_x;
  4460. vp.TopLeftY = viewState.m_rect.m_y;
  4461. vp.Width = viewState.m_rect.m_width;
  4462. vp.Height = viewState.m_rect.m_height;
  4463. vp.MinDepth = 0.0f;
  4464. vp.MaxDepth = 1.0f;
  4465. deviceCtx->RSSetViewports(1, &vp);
  4466. Clear& clr = _render->m_clear[view];
  4467. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4468. {
  4469. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4470. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4471. }
  4472. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  4473. {
  4474. const BlitItem& blit = _render->m_blitItem[blitItem];
  4475. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  4476. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4477. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4478. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4479. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4480. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4481. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4482. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4483. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4484. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4485. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4486. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4487. if (TextureD3D11::Texture3D == src.m_type)
  4488. {
  4489. D3D11_BOX box;
  4490. box.left = blit.m_srcX;
  4491. box.top = blit.m_srcY;
  4492. box.front = blit.m_srcZ;
  4493. box.right = blit.m_srcX + width;
  4494. box.bottom = blit.m_srcY + height;;
  4495. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4496. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4497. , blit.m_dstMip
  4498. , blit.m_dstX
  4499. , blit.m_dstY
  4500. , blit.m_dstZ
  4501. , src.m_ptr
  4502. , blit.m_srcMip
  4503. , &box
  4504. );
  4505. }
  4506. else
  4507. {
  4508. bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  4509. BX_CHECK(!depthStencil
  4510. || (width == src.m_width && height == src.m_height)
  4511. , "When blitting depthstencil surface, source resolution must match destination."
  4512. );
  4513. D3D11_BOX box;
  4514. box.left = blit.m_srcX;
  4515. box.top = blit.m_srcY;
  4516. box.front = 0;
  4517. box.right = blit.m_srcX + width;
  4518. box.bottom = blit.m_srcY + height;
  4519. box.back = 1;
  4520. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4521. ? blit.m_srcZ
  4522. : 0
  4523. ;
  4524. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4525. ? blit.m_dstZ
  4526. : 0
  4527. ;
  4528. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4529. , dstZ*dst.m_numMips+blit.m_dstMip
  4530. , blit.m_dstX
  4531. , blit.m_dstY
  4532. , 0
  4533. , src.m_ptr
  4534. , srcZ*src.m_numMips+blit.m_srcMip
  4535. , depthStencil ? NULL : &box
  4536. );
  4537. }
  4538. }
  4539. }
  4540. if (isCompute)
  4541. {
  4542. if (!wasCompute)
  4543. {
  4544. wasCompute = true;
  4545. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4546. {
  4547. wchar_t* viewNameW = s_viewNameW[view];
  4548. viewNameW[3] = L'C';
  4549. PIX_ENDEVENT();
  4550. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4551. }
  4552. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4553. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4554. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4555. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4556. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4557. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4558. }
  4559. const RenderCompute& compute = renderItem.compute;
  4560. if (0 != eye
  4561. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4562. {
  4563. continue;
  4564. }
  4565. bool programChanged = false;
  4566. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  4567. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4568. if (key.m_program != programIdx)
  4569. {
  4570. programIdx = key.m_program;
  4571. ProgramD3D11& program = m_program[key.m_program];
  4572. m_currentProgram = &program;
  4573. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4574. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4575. programChanged =
  4576. constantsChanged = true;
  4577. }
  4578. if (invalidHandle != programIdx)
  4579. {
  4580. ProgramD3D11& program = m_program[programIdx];
  4581. if (constantsChanged)
  4582. {
  4583. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4584. if (NULL != vcb)
  4585. {
  4586. commit(*vcb);
  4587. }
  4588. }
  4589. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  4590. if (constantsChanged
  4591. || program.m_numPredefined > 0)
  4592. {
  4593. commitShaderConstants();
  4594. }
  4595. }
  4596. BX_UNUSED(programChanged);
  4597. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4598. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4599. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4600. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4601. {
  4602. const Binding& bind = compute.m_bind[ii];
  4603. if (invalidHandle != bind.m_idx)
  4604. {
  4605. switch (bind.m_type)
  4606. {
  4607. case Binding::Image:
  4608. {
  4609. TextureD3D11& texture = m_textures[bind.m_idx];
  4610. if (Access::Read != bind.m_un.m_compute.m_access)
  4611. {
  4612. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  4613. ? texture.m_uav
  4614. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4615. ;
  4616. }
  4617. else
  4618. {
  4619. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  4620. ? texture.m_srv
  4621. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4622. ;
  4623. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  4624. }
  4625. }
  4626. break;
  4627. case Binding::IndexBuffer:
  4628. case Binding::VertexBuffer:
  4629. {
  4630. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4631. ? m_indexBuffers[bind.m_idx]
  4632. : m_vertexBuffers[bind.m_idx]
  4633. ;
  4634. if (Access::Read != bind.m_un.m_compute.m_access)
  4635. {
  4636. uav[ii] = buffer.m_uav;
  4637. }
  4638. else
  4639. {
  4640. srv[ii] = buffer.m_srv;
  4641. }
  4642. }
  4643. break;
  4644. }
  4645. }
  4646. }
  4647. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  4648. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  4649. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  4650. if (isValid(compute.m_indirectBuffer) )
  4651. {
  4652. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4653. ID3D11Buffer* ptr = vb.m_ptr;
  4654. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4655. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4656. : compute.m_numIndirect
  4657. ;
  4658. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4659. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4660. {
  4661. deviceCtx->DispatchIndirect(ptr, args);
  4662. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4663. }
  4664. }
  4665. else
  4666. {
  4667. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4668. }
  4669. continue;
  4670. }
  4671. bool resetState = viewChanged || wasCompute;
  4672. if (wasCompute)
  4673. {
  4674. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4675. {
  4676. wchar_t* viewNameW = s_viewNameW[view];
  4677. viewNameW[3] = L' ';
  4678. PIX_ENDEVENT();
  4679. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4680. }
  4681. programIdx = invalidHandle;
  4682. m_currentProgram = NULL;
  4683. invalidateCompute();
  4684. }
  4685. const RenderDraw& draw = renderItem.draw;
  4686. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4687. if (isValid(draw.m_occlusionQuery)
  4688. && !hasOcclusionQuery
  4689. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4690. {
  4691. continue;
  4692. }
  4693. const uint64_t newFlags = draw.m_stateFlags;
  4694. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4695. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4696. currentState.m_stateFlags = newFlags;
  4697. const uint64_t newStencil = draw.m_stencil;
  4698. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4699. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4700. currentState.m_stencil = newStencil;
  4701. if (resetState)
  4702. {
  4703. wasCompute = false;
  4704. currentState.clear();
  4705. currentState.m_scissor = !draw.m_scissor;
  4706. changedFlags = BGFX_STATE_MASK;
  4707. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4708. currentState.m_stateFlags = newFlags;
  4709. currentState.m_stencil = newStencil;
  4710. setBlendState(newFlags);
  4711. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4712. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4713. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4714. }
  4715. if (prim.m_type != s_primInfo[primIndex].m_type)
  4716. {
  4717. prim = s_primInfo[primIndex];
  4718. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4719. }
  4720. uint16_t scissor = draw.m_scissor;
  4721. if (currentState.m_scissor != scissor)
  4722. {
  4723. currentState.m_scissor = scissor;
  4724. if (UINT16_MAX == scissor)
  4725. {
  4726. scissorEnabled = viewHasScissor;
  4727. if (viewHasScissor)
  4728. {
  4729. D3D11_RECT rc;
  4730. rc.left = viewScissorRect.m_x;
  4731. rc.top = viewScissorRect.m_y;
  4732. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4733. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4734. deviceCtx->RSSetScissorRects(1, &rc);
  4735. }
  4736. }
  4737. else
  4738. {
  4739. Rect scissorRect;
  4740. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  4741. scissorEnabled = true;
  4742. D3D11_RECT rc;
  4743. rc.left = scissorRect.m_x;
  4744. rc.top = scissorRect.m_y;
  4745. rc.right = scissorRect.m_x + scissorRect.m_width;
  4746. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4747. deviceCtx->RSSetScissorRects(1, &rc);
  4748. }
  4749. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4750. }
  4751. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4752. {
  4753. setDepthStencilState(newFlags, newStencil);
  4754. }
  4755. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4756. {
  4757. setBlendState(newFlags, draw.m_rgba);
  4758. currentState.m_rgba = draw.m_rgba;
  4759. }
  4760. if ( (0
  4761. | BGFX_STATE_CULL_MASK
  4762. | BGFX_STATE_ALPHA_REF_MASK
  4763. | BGFX_STATE_PT_MASK
  4764. | BGFX_STATE_POINT_SIZE_MASK
  4765. | BGFX_STATE_MSAA
  4766. | BGFX_STATE_LINEAA
  4767. | BGFX_STATE_CONSERVATIVE_RASTER
  4768. ) & changedFlags)
  4769. {
  4770. if ( (0
  4771. | BGFX_STATE_CULL_MASK
  4772. | BGFX_STATE_MSAA
  4773. | BGFX_STATE_LINEAA
  4774. | BGFX_STATE_CONSERVATIVE_RASTER
  4775. ) & changedFlags)
  4776. {
  4777. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4778. }
  4779. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4780. {
  4781. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4782. viewState.m_alphaRef = ref/255.0f;
  4783. }
  4784. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4785. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4786. if (prim.m_type != s_primInfo[primIndex].m_type)
  4787. {
  4788. prim = s_primInfo[primIndex];
  4789. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4790. }
  4791. }
  4792. bool programChanged = false;
  4793. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  4794. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4795. if (key.m_program != programIdx)
  4796. {
  4797. programIdx = key.m_program;
  4798. if (invalidHandle == programIdx)
  4799. {
  4800. m_currentProgram = NULL;
  4801. deviceCtx->VSSetShader(NULL, NULL, 0);
  4802. deviceCtx->PSSetShader(NULL, NULL, 0);
  4803. }
  4804. else
  4805. {
  4806. ProgramD3D11& program = m_program[programIdx];
  4807. m_currentProgram = &program;
  4808. const ShaderD3D11* vsh = program.m_vsh;
  4809. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  4810. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  4811. const ShaderD3D11* fsh = program.m_fsh;
  4812. if (NULL != m_currentColor
  4813. || fsh->m_hasDepthOp)
  4814. {
  4815. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  4816. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  4817. }
  4818. else
  4819. {
  4820. deviceCtx->PSSetShader(NULL, NULL, 0);
  4821. }
  4822. }
  4823. programChanged =
  4824. constantsChanged = true;
  4825. }
  4826. if (invalidHandle != programIdx)
  4827. {
  4828. ProgramD3D11& program = m_program[programIdx];
  4829. if (constantsChanged)
  4830. {
  4831. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4832. if (NULL != vcb)
  4833. {
  4834. commit(*vcb);
  4835. }
  4836. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4837. if (NULL != fcb)
  4838. {
  4839. commit(*fcb);
  4840. }
  4841. }
  4842. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  4843. if (constantsChanged
  4844. || program.m_numPredefined > 0)
  4845. {
  4846. commitShaderConstants();
  4847. }
  4848. }
  4849. {
  4850. uint32_t changes = 0;
  4851. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4852. {
  4853. const Binding& bind = draw.m_bind[stage];
  4854. Binding& current = currentState.m_bind[stage];
  4855. if (current.m_idx != bind.m_idx
  4856. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  4857. || programChanged)
  4858. {
  4859. if (invalidHandle != bind.m_idx)
  4860. {
  4861. TextureD3D11& texture = m_textures[bind.m_idx];
  4862. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  4863. }
  4864. else
  4865. {
  4866. m_textureStage.m_srv[stage] = NULL;
  4867. m_textureStage.m_sampler[stage] = NULL;
  4868. }
  4869. ++changes;
  4870. }
  4871. current = bind;
  4872. }
  4873. if (0 < changes)
  4874. {
  4875. commitTextureStage();
  4876. }
  4877. }
  4878. if (programChanged
  4879. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  4880. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4881. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4882. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4883. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4884. {
  4885. currentState.m_vertexDecl = draw.m_vertexDecl;
  4886. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4887. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4888. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4889. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4890. uint16_t handle = draw.m_vertexBuffer.idx;
  4891. if (invalidHandle != handle)
  4892. {
  4893. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  4894. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4895. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4896. uint32_t stride = vertexDecl.m_stride;
  4897. uint32_t offset = 0;
  4898. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  4899. if (isValid(draw.m_instanceDataBuffer) )
  4900. {
  4901. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  4902. uint32_t instStride = draw.m_instanceDataStride;
  4903. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  4904. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  4905. }
  4906. else
  4907. {
  4908. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4909. setInputLayout(vertexDecl, m_program[programIdx], 0);
  4910. }
  4911. }
  4912. else
  4913. {
  4914. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4915. }
  4916. }
  4917. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  4918. {
  4919. currentState.m_indexBuffer = draw.m_indexBuffer;
  4920. uint16_t handle = draw.m_indexBuffer.idx;
  4921. if (invalidHandle != handle)
  4922. {
  4923. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  4924. deviceCtx->IASetIndexBuffer(ib.m_ptr
  4925. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  4926. , 0
  4927. );
  4928. }
  4929. else
  4930. {
  4931. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4932. }
  4933. }
  4934. if (isValid(currentState.m_vertexBuffer) )
  4935. {
  4936. uint32_t numVertices = draw.m_numVertices;
  4937. if (UINT32_MAX == numVertices)
  4938. {
  4939. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  4940. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4941. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4942. numVertices = vb.m_size/vertexDecl.m_stride;
  4943. }
  4944. uint32_t numIndices = 0;
  4945. uint32_t numPrimsSubmitted = 0;
  4946. uint32_t numInstances = 0;
  4947. uint32_t numPrimsRendered = 0;
  4948. uint32_t numDrawIndirect = 0;
  4949. if (hasOcclusionQuery)
  4950. {
  4951. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  4952. }
  4953. if (isValid(draw.m_indirectBuffer) )
  4954. {
  4955. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  4956. ID3D11Buffer* ptr = vb.m_ptr;
  4957. if (isValid(draw.m_indexBuffer) )
  4958. {
  4959. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4960. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4961. : draw.m_numIndirect
  4962. ;
  4963. multiDrawIndexedInstancedIndirect(numDrawIndirect
  4964. , ptr
  4965. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4966. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4967. );
  4968. }
  4969. else
  4970. {
  4971. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4972. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4973. : draw.m_numIndirect
  4974. ;
  4975. multiDrawInstancedIndirect(numDrawIndirect
  4976. , ptr
  4977. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4978. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4979. );
  4980. }
  4981. }
  4982. else
  4983. {
  4984. if (isValid(draw.m_indexBuffer) )
  4985. {
  4986. if (UINT32_MAX == draw.m_numIndices)
  4987. {
  4988. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  4989. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  4990. numIndices = ib.m_size/indexSize;
  4991. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4992. numInstances = draw.m_numInstances;
  4993. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4994. if (numInstances > 1)
  4995. {
  4996. deviceCtx->DrawIndexedInstanced(numIndices
  4997. , draw.m_numInstances
  4998. , 0
  4999. , draw.m_startVertex
  5000. , 0
  5001. );
  5002. }
  5003. else
  5004. {
  5005. deviceCtx->DrawIndexed(numIndices
  5006. , 0
  5007. , draw.m_startVertex
  5008. );
  5009. }
  5010. }
  5011. else if (prim.m_min <= draw.m_numIndices)
  5012. {
  5013. numIndices = draw.m_numIndices;
  5014. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5015. numInstances = draw.m_numInstances;
  5016. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5017. if (numInstances > 1)
  5018. {
  5019. deviceCtx->DrawIndexedInstanced(numIndices
  5020. , draw.m_numInstances
  5021. , draw.m_startIndex
  5022. , draw.m_startVertex
  5023. , 0
  5024. );
  5025. }
  5026. else
  5027. {
  5028. deviceCtx->DrawIndexed(numIndices
  5029. , draw.m_startIndex
  5030. , draw.m_startVertex
  5031. );
  5032. }
  5033. }
  5034. }
  5035. else
  5036. {
  5037. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5038. numInstances = draw.m_numInstances;
  5039. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5040. if (numInstances > 1)
  5041. {
  5042. deviceCtx->DrawInstanced(numVertices
  5043. , draw.m_numInstances
  5044. , draw.m_startVertex
  5045. , 0
  5046. );
  5047. }
  5048. else
  5049. {
  5050. deviceCtx->Draw(numVertices
  5051. , draw.m_startVertex
  5052. );
  5053. }
  5054. }
  5055. if (hasOcclusionQuery)
  5056. {
  5057. m_occlusionQuery.end();
  5058. }
  5059. }
  5060. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5061. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5062. statsNumInstances[primIndex] += numInstances;
  5063. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5064. statsNumIndices += numIndices;
  5065. }
  5066. }
  5067. if (wasCompute)
  5068. {
  5069. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5070. {
  5071. wchar_t* viewNameW = s_viewNameW[view];
  5072. viewNameW[3] = L'C';
  5073. PIX_ENDEVENT();
  5074. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  5075. }
  5076. invalidateCompute();
  5077. }
  5078. if (0 < _render->m_num)
  5079. {
  5080. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5081. {
  5082. deviceCtx->Flush();
  5083. }
  5084. captureElapsed = -bx::getHPCounter();
  5085. capture();
  5086. captureElapsed += bx::getHPCounter();
  5087. BGFX_GPU_PROFILER_END();
  5088. BGFX_PROFILER_END();
  5089. }
  5090. }
  5091. PIX_ENDEVENT();
  5092. BGFX_GPU_PROFILER_END();
  5093. int64_t now = bx::getHPCounter();
  5094. elapsed += now;
  5095. static int64_t last = now;
  5096. Stats& perfStats = _render->m_perfStats;
  5097. perfStats.cpuTimeBegin = last;
  5098. int64_t frameTime = now - last;
  5099. last = now;
  5100. static int64_t min = frameTime;
  5101. static int64_t max = frameTime;
  5102. min = min > frameTime ? frameTime : min;
  5103. max = max < frameTime ? frameTime : max;
  5104. static uint32_t maxGpuLatency = 0;
  5105. static double maxGpuElapsed = 0.0f;
  5106. double elapsedGpuMs = 0.0;
  5107. if (m_timerQuerySupport)
  5108. {
  5109. m_gpuTimer.end();
  5110. while (m_gpuTimer.get() )
  5111. {
  5112. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5113. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  5114. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5115. }
  5116. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5117. }
  5118. const int64_t timerFreq = bx::getHPFrequency();
  5119. perfStats.cpuTimeEnd = now;
  5120. perfStats.cpuTimerFreq = timerFreq;
  5121. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  5122. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  5123. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5124. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5125. {
  5126. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  5127. TextVideoMem& tvm = m_textVideoMem;
  5128. static int64_t next = now;
  5129. if (now >= next)
  5130. {
  5131. next = now + timerFreq;
  5132. double freq = double(bx::getHPFrequency() );
  5133. double toMs = 1000.0/freq;
  5134. tvm.clear();
  5135. uint16_t pos = 0;
  5136. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5137. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5138. , getRendererName()
  5139. , m_deviceInterfaceVersion
  5140. , (m_featureLevel >> 12) & 0xf
  5141. , (m_featureLevel >> 8) & 0xf
  5142. );
  5143. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5144. char description[BX_COUNTOF(desc.Description)];
  5145. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5146. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5147. char dedicatedVideo[16];
  5148. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5149. char dedicatedSystem[16];
  5150. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5151. char sharedSystem[16];
  5152. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5153. char processMemoryUsed[16];
  5154. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5155. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5156. , dedicatedVideo
  5157. , dedicatedSystem
  5158. , sharedSystem
  5159. , processMemoryUsed
  5160. );
  5161. pos = 10;
  5162. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5163. , double(frameTime)*toMs
  5164. , double(min)*toMs
  5165. , double(max)*toMs
  5166. , freq/frameTime
  5167. );
  5168. char hmd[16];
  5169. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5170. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5171. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5172. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5173. , 0 != msaa ? '\xfe' : ' '
  5174. , 1<<msaa
  5175. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  5176. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5177. );
  5178. double elapsedCpuMs = double(elapsed)*toMs;
  5179. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5180. , _render->m_num
  5181. , statsKeyType[0]
  5182. , statsKeyType[1]
  5183. , elapsedCpuMs
  5184. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5185. , maxGpuElapsed
  5186. , maxGpuLatency
  5187. );
  5188. maxGpuLatency = 0;
  5189. maxGpuElapsed = 0.0;
  5190. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5191. {
  5192. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5193. , s_primName[ii]
  5194. , statsNumPrimsRendered[ii]
  5195. , statsNumInstances[ii]
  5196. , statsNumPrimsSubmitted[ii]
  5197. , statsNumDrawIndirect[ii]
  5198. );
  5199. }
  5200. if (NULL != m_renderdocdll)
  5201. {
  5202. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5203. }
  5204. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5205. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5206. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5207. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5208. pos++;
  5209. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5210. pos++;
  5211. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5212. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  5213. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  5214. , m_blendStateCache.getCount()
  5215. , m_depthStencilStateCache.getCount()
  5216. , m_inputLayoutCache.getCount()
  5217. , m_rasterizerStateCache.getCount()
  5218. , m_samplerStateCache.getCount()
  5219. );
  5220. pos++;
  5221. double captureMs = double(captureElapsed)*toMs;
  5222. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5223. uint8_t attr[2] = { 0x89, 0x8a };
  5224. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5225. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5226. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5227. min = frameTime;
  5228. max = frameTime;
  5229. }
  5230. blit(this, _textVideoMemBlitter, tvm);
  5231. PIX_ENDEVENT();
  5232. }
  5233. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5234. {
  5235. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  5236. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5237. PIX_ENDEVENT();
  5238. }
  5239. }
  5240. } /* namespace d3d11 */ } // namespace bgfx
  5241. #undef BGFX_GPU_PROFILER_BIND
  5242. #undef BGFX_GPU_PROFILER_UNBIND
  5243. #undef BGFX_GPU_PROFILER_BEGIN
  5244. #undef BGFX_GPU_PROFILER_BEGIN_DYNAMIC
  5245. #undef BGFX_GPU_PROFILER_END
  5246. #else
  5247. namespace bgfx { namespace d3d11
  5248. {
  5249. RendererContextI* rendererCreate()
  5250. {
  5251. return NULL;
  5252. }
  5253. void rendererDestroy()
  5254. {
  5255. }
  5256. } /* namespace d3d11 */ } // namespace bgfx
  5257. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11