renderer_d3d12.cpp 197 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D_PRIMITIVE_TOPOLOGY m_topology;
  24. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  25. uint32_t m_min;
  26. uint32_t m_div;
  27. uint32_t m_sub;
  28. };
  29. static const PrimInfo s_primInfo[] =
  30. {
  31. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  33. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  34. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  35. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  36. };
  37. static const char* s_primName[] =
  38. {
  39. "TriList",
  40. "TriStrip",
  41. "Line",
  42. "Point",
  43. };
  44. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  45. static const uint32_t s_checkMsaa[] =
  46. {
  47. 0,
  48. 2,
  49. 4,
  50. 8,
  51. 16,
  52. };
  53. static DXGI_SAMPLE_DESC s_msaa[] =
  54. {
  55. { 1, 0 },
  56. { 2, 0 },
  57. { 4, 0 },
  58. { 8, 0 },
  59. { 16, 0 },
  60. };
  61. static const D3D12_BLEND s_blendFactor[][2] =
  62. {
  63. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  64. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  65. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  66. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D12_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D12_BLEND_OP_ADD,
  81. D3D12_BLEND_OP_SUBTRACT,
  82. D3D12_BLEND_OP_REV_SUBTRACT,
  83. D3D12_BLEND_OP_MIN,
  84. D3D12_BLEND_OP_MAX,
  85. };
  86. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D12_COMPARISON_FUNC(0), // ignored
  89. D3D12_COMPARISON_FUNC_LESS,
  90. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  91. D3D12_COMPARISON_FUNC_EQUAL,
  92. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER,
  94. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  95. D3D12_COMPARISON_FUNC_NEVER,
  96. D3D12_COMPARISON_FUNC_ALWAYS,
  97. };
  98. static const D3D12_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D12_STENCIL_OP_ZERO,
  101. D3D12_STENCIL_OP_KEEP,
  102. D3D12_STENCIL_OP_REPLACE,
  103. D3D12_STENCIL_OP_INCR,
  104. D3D12_STENCIL_OP_INCR_SAT,
  105. D3D12_STENCIL_OP_DECR,
  106. D3D12_STENCIL_OP_DECR_SAT,
  107. D3D12_STENCIL_OP_INVERT,
  108. };
  109. static const D3D12_CULL_MODE s_cullMode[] =
  110. {
  111. D3D12_CULL_MODE_NONE,
  112. D3D12_CULL_MODE_FRONT,
  113. D3D12_CULL_MODE_BACK,
  114. };
  115. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  118. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  119. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  120. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  121. };
  122. /*
  123. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  124. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  125. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  126. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  129. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  130. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  131. * D3D11_FILTER_ANISOTROPIC = 0x55,
  132. *
  133. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  134. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  135. *
  136. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  137. * 0x10 // MIN_LINEAR
  138. * 0x04 // MAG_LINEAR
  139. * 0x01 // MIP_LINEAR
  140. */
  141. static const uint8_t s_textureFilter[3][3] =
  142. {
  143. {
  144. 0x10, // min linear
  145. 0x00, // min point
  146. 0x55, // anisotropic
  147. },
  148. {
  149. 0x04, // mag linear
  150. 0x00, // mag point
  151. 0x55, // anisotropic
  152. },
  153. {
  154. 0x01, // mip linear
  155. 0x00, // mip point
  156. 0x55, // anisotropic
  157. },
  158. };
  159. struct TextureFormatInfo
  160. {
  161. DXGI_FORMAT m_fmt;
  162. DXGI_FORMAT m_fmtSrv;
  163. DXGI_FORMAT m_fmtDsv;
  164. DXGI_FORMAT m_fmtSrgb;
  165. };
  166. static const TextureFormatInfo s_textureFormat[] =
  167. {
  168. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  169. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  170. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  171. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  172. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  173. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  174. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  186. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  187. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  188. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  189. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  190. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  191. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  192. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  193. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  194. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  195. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  196. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  197. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  198. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  199. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  200. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  201. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  202. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  203. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  204. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  205. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  206. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  207. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  208. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  209. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  210. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  211. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  216. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  217. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  218. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  219. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  220. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  221. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  222. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  223. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  224. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  225. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  226. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  227. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  228. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  229. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  230. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  231. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  232. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  233. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  234. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  235. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  236. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  237. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  238. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  239. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  240. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  241. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  242. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  243. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  244. };
  245. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  246. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  247. {
  248. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  258. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. };
  267. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  268. static const DXGI_FORMAT s_attribType[][4][2] =
  269. {
  270. { // Uint8
  271. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  272. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  273. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  274. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  275. },
  276. { // Uint10
  277. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  278. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  279. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  280. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  281. },
  282. { // Int16
  283. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  284. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  285. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  286. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  287. },
  288. { // Half
  289. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  290. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  291. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  292. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  293. },
  294. { // Float
  295. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  296. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  297. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  298. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  299. },
  300. };
  301. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  302. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  303. {
  304. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  305. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  306. {
  307. if (UINT16_MAX != _decl.m_attributes[attr])
  308. {
  309. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  310. elem->InputSlot = _stream;
  311. if (0 == _decl.m_attributes[attr])
  312. {
  313. elem->AlignedByteOffset = 0;
  314. }
  315. else
  316. {
  317. uint8_t num;
  318. AttribType::Enum type;
  319. bool normalized;
  320. bool asInt;
  321. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  322. elem->Format = s_attribType[type][num-1][normalized];
  323. elem->AlignedByteOffset = _decl.m_offset[attr];
  324. }
  325. ++elem;
  326. }
  327. }
  328. return elem;
  329. }
  330. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  331. {
  332. D3D12_RESOURCE_BARRIER barrier;
  333. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  334. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  335. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  336. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  337. barrier.Transition.StateBefore = _stateBefore;
  338. barrier.Transition.StateAfter = _stateAfter;
  339. _commandList->ResourceBarrier(1, &barrier);
  340. }
  341. BX_PRAGMA_DIAGNOSTIC_PUSH();
  342. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  343. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  344. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  345. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  346. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  347. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  348. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  349. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  350. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  351. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  352. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  353. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  354. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  355. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  356. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  357. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  358. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  359. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  360. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  361. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  362. static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
  363. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  364. BX_PRAGMA_DIAGNOSTIC_POP();
  365. struct HeapProperty
  366. {
  367. enum Enum
  368. {
  369. Default,
  370. Texture,
  371. Upload,
  372. ReadBack,
  373. Count
  374. };
  375. D3D12_HEAP_PROPERTIES m_properties;
  376. D3D12_RESOURCE_STATES m_state;
  377. };
  378. static HeapProperty s_heapProperties[] =
  379. {
  380. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  381. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  382. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  383. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  384. };
  385. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  386. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  387. {
  388. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  389. {
  390. _properties = _device->GetCustomHeapProperties(1, _properties.Type);
  391. }
  392. }
  393. static void initHeapProperties(ID3D12Device* _device)
  394. {
  395. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  396. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  397. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  398. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  399. }
  400. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  401. {
  402. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  403. ID3D12Resource* resource;
  404. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  405. , D3D12_HEAP_FLAG_NONE
  406. , _resourceDesc
  407. , heapProperty.m_state
  408. , _clearValue
  409. , IID_ID3D12Resource
  410. , (void**)&resource
  411. ) );
  412. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  413. , _resourceDesc->Width
  414. );
  415. return resource;
  416. }
  417. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  418. {
  419. D3D12_RESOURCE_DESC resourceDesc;
  420. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  421. resourceDesc.Alignment = 0;
  422. resourceDesc.Width = _size;
  423. resourceDesc.Height = 1;
  424. resourceDesc.DepthOrArraySize = 1;
  425. resourceDesc.MipLevels = 1;
  426. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  427. resourceDesc.SampleDesc.Count = 1;
  428. resourceDesc.SampleDesc.Quality = 0;
  429. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  430. resourceDesc.Flags = _flags;
  431. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  432. }
  433. inline bool isLost(HRESULT _hr)
  434. {
  435. return false
  436. || _hr == DXGI_ERROR_DEVICE_REMOVED
  437. || _hr == DXGI_ERROR_DEVICE_HUNG
  438. || _hr == DXGI_ERROR_DEVICE_RESET
  439. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  440. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  441. ;
  442. }
  443. static const char* getLostReason(HRESULT _hr)
  444. {
  445. switch (_hr)
  446. {
  447. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  448. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  449. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  450. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  451. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  452. // The calling application should re-create the device and continue.
  453. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  454. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  455. // suspect, and the application should not continue.
  456. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  457. // A resource is not available at the time of the call, but may become available later.
  458. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  459. case S_OK: return "S_OK";
  460. default: break;
  461. }
  462. return "Unknown HRESULT?";
  463. }
  464. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  465. {
  466. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  467. {
  468. char temp[2048];
  469. va_list argList;
  470. va_start(argList, _format);
  471. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  472. va_end(argList);
  473. temp[size] = '\0';
  474. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  475. mbstowcs(wtemp, temp, size+1);
  476. _object->SetName(wtemp);
  477. }
  478. }
  479. #if USE_D3D12_DYNAMIC_LIB
  480. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  481. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  482. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  483. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  484. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  485. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  486. #endif // USE_D3D12_DYNAMIC_LIB
  487. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  488. {
  489. #if BX_COMPILER_MSVC
  490. return _heap->GetCPUDescriptorHandleForHeapStart();
  491. #else
  492. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  493. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  494. (_heap->*(PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart) )(&handle);
  495. return handle;
  496. #endif // BX_COMPILER_MSVC
  497. }
  498. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  499. {
  500. #if BX_COMPILER_MSVC
  501. return _heap->GetGPUDescriptorHandleForHeapStart();
  502. #else
  503. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  504. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  505. (_heap->*(PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart) )(&handle);
  506. return handle;
  507. #endif // BX_COMPILER_MSVC
  508. }
  509. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  510. {
  511. #if BX_COMPILER_MSVC
  512. return _resource->GetDesc();
  513. #else
  514. typedef void (STDMETHODCALLTYPE ID3D12Resource::*PFN_GET_GET_DESC)(D3D12_RESOURCE_DESC*);
  515. D3D12_RESOURCE_DESC desc;
  516. (_resource->*(PFN_GET_GET_DESC)(&ID3D12Resource::GetDesc))(&desc);
  517. return desc;
  518. #endif // BX_COMPILER_MSVC
  519. }
  520. #if BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  521. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  522. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  523. {
  524. return &s_pixEventsThreadInfo;
  525. }
  526. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  527. {
  528. BX_UNUSED(_getEarliestTime);
  529. return 0;
  530. }
  531. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  532. struct RendererContextD3D12 : public RendererContextI
  533. {
  534. RendererContextD3D12()
  535. : m_d3d12dll(NULL)
  536. , m_dxgidll(NULL)
  537. , m_renderdocdll(NULL)
  538. , m_winPixEvent(NULL)
  539. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  540. , m_wireframe(false)
  541. , m_lost(false)
  542. , m_maxAnisotropy(1)
  543. , m_depthClamp(false)
  544. , m_fsChanges(0)
  545. , m_vsChanges(0)
  546. , m_backBufferColorIdx(0)
  547. , m_rtMsaa(false)
  548. {
  549. }
  550. ~RendererContextD3D12()
  551. {
  552. }
  553. bool init(const Init& _init)
  554. {
  555. struct ErrorState
  556. {
  557. enum Enum
  558. {
  559. Default,
  560. LoadedKernel32,
  561. LoadedD3D12,
  562. LoadedDXGI,
  563. CreatedDXGIFactory,
  564. CreatedCommandQueue,
  565. };
  566. };
  567. ErrorState::Enum errorState = ErrorState::Default;
  568. LUID luid;
  569. #if BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  570. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  571. if (NULL != m_winPixEvent)
  572. {
  573. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  574. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  575. }
  576. if (NULL == bgfx_PIXGetThreadInfo
  577. || NULL == bgfx_PIXEventsReplaceBlock)
  578. {
  579. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  580. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  581. }
  582. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  583. m_renderdocdll = loadRenderDoc();
  584. setGraphicsDebuggerPresent(NULL != m_renderdocdll || NULL != m_winPixEvent);
  585. m_fbh.idx = kInvalidHandle;
  586. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  587. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  588. #if USE_D3D12_DYNAMIC_LIB
  589. m_kernel32dll = bx::dlopen("kernel32.dll");
  590. if (NULL == m_kernel32dll)
  591. {
  592. BX_TRACE("Init error: Failed to load kernel32.dll.");
  593. goto error;
  594. }
  595. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  596. if (NULL == CreateEventExA)
  597. {
  598. BX_TRACE("Init error: Function CreateEventExA not found.");
  599. goto error;
  600. }
  601. errorState = ErrorState::LoadedKernel32;
  602. m_d3d12dll = bx::dlopen("d3d12.dll");
  603. if (NULL == m_d3d12dll)
  604. {
  605. BX_TRACE("Init error: Failed to load d3d12.dll.");
  606. goto error;
  607. }
  608. errorState = ErrorState::LoadedD3D12;
  609. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  610. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  611. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  612. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  613. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  614. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  615. if (NULL == D3D12CreateDevice
  616. || NULL == D3D12GetDebugInterface
  617. || NULL == D3D12SerializeRootSignature)
  618. {
  619. BX_TRACE("Init error: Function not found.");
  620. goto error;
  621. }
  622. m_dxgidll = bx::dlopen("dxgi.dll");
  623. if (NULL == m_dxgidll)
  624. {
  625. BX_TRACE("Init error: Failed to load dxgi.dll.");
  626. goto error;
  627. }
  628. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  629. if (NULL == CreateDXGIFactory1)
  630. {
  631. BX_TRACE("Init error: Function CreateDXGIFactory1 not found.");
  632. goto error;
  633. }
  634. #endif // USE_D3D12_DYNAMIC_LIB
  635. errorState = ErrorState::LoadedDXGI;
  636. HRESULT hr;
  637. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  638. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  639. #else
  640. hr = S_OK;
  641. m_factory = NULL;
  642. #endif // BX_PLATFORM_*
  643. if (FAILED(hr) )
  644. {
  645. BX_TRACE("Init error: Unable to create DXGI factory.");
  646. goto error;
  647. }
  648. errorState = ErrorState::CreatedDXGIFactory;
  649. m_adapter = NULL;
  650. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  651. if (NULL != m_factory)
  652. {
  653. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  654. IDXGIAdapter3* adapter;
  655. #else
  656. IDXGIAdapter* adapter;
  657. #endif // BX_PLATFORM_*
  658. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  659. {
  660. DXGI_ADAPTER_DESC desc;
  661. hr = adapter->GetDesc(&desc);
  662. if (SUCCEEDED(hr) )
  663. {
  664. BX_TRACE("Adapter #%d", ii);
  665. char description[BX_COUNTOF(desc.Description)];
  666. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  667. BX_TRACE("\tDescription: %s", description);
  668. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  669. , desc.VendorId
  670. , desc.DeviceId
  671. , desc.SubSysId
  672. , desc.Revision
  673. );
  674. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  675. , desc.DedicatedVideoMemory
  676. , desc.DedicatedSystemMemory
  677. , desc.SharedSystemMemory
  678. );
  679. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  680. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  681. ++g_caps.numGPUs;
  682. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  683. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  684. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  685. {
  686. m_adapter = adapter;
  687. m_adapter->AddRef();
  688. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  689. }
  690. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  691. && 0 != bx::strFind(description, "PerfHUD") )
  692. {
  693. m_adapter = adapter;
  694. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  695. }
  696. }
  697. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  698. }
  699. }
  700. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  701. {
  702. ID3D12Debug* debug0;
  703. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  704. if (SUCCEEDED(hr) )
  705. {
  706. debug0->EnableDebugLayer();
  707. #if BX_PLATFORM_WINDOWS
  708. {
  709. ID3D12Debug1* debug1;
  710. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  711. if (SUCCEEDED(hr) )
  712. {
  713. // debug1->SetEnableGPUBasedValidation(true);
  714. }
  715. }
  716. #endif // BX_PLATFORM_WINDOWS
  717. }
  718. }
  719. {
  720. D3D_FEATURE_LEVEL featureLevel[] =
  721. {
  722. D3D_FEATURE_LEVEL_12_1,
  723. D3D_FEATURE_LEVEL_12_0,
  724. D3D_FEATURE_LEVEL_11_1,
  725. D3D_FEATURE_LEVEL_11_0,
  726. };
  727. hr = E_FAIL;
  728. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  729. {
  730. hr = D3D12CreateDevice(m_adapter
  731. , featureLevel[ii]
  732. , IID_ID3D12Device
  733. , (void**)&m_device
  734. );
  735. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  736. , (featureLevel[ii] >> 12) & 0xf
  737. , (featureLevel[ii] >> 8) & 0xf
  738. );
  739. m_featureLevel = featureLevel[ii];
  740. }
  741. }
  742. if (FAILED(hr) )
  743. {
  744. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  745. goto error;
  746. }
  747. if (NULL != m_factory)
  748. {
  749. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  750. // NOTICE:
  751. // LUID STDMETHODCALLTYPE ID3D12Device::GetAdapterLuid() has a different behaviour in gcc ,
  752. // because gcc64 returns small struct in RAX, but the microsoft implemention of ID3D12Device::GetAdapterLuid() in d3d12.dll
  753. // pass the struct LUID's address as the second parameter.
  754. typedef void (STDMETHODCALLTYPE ID3D12Device::*ID3D12Device_GetAdapterLuid_f)(LUID *);
  755. (m_device->*(ID3D12Device_GetAdapterLuid_f)(&ID3D12Device::GetAdapterLuid))(&luid);
  756. #if BX_PLATFORM_WINDOWS
  757. IDXGIAdapter3* adapter;
  758. #else
  759. IDXGIAdapter* adapter;
  760. #endif // BX_PLATFORM_*
  761. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  762. {
  763. adapter->GetDesc(&m_adapterDesc);
  764. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  765. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  766. {
  767. if (NULL == m_adapter)
  768. {
  769. m_adapter = adapter;
  770. }
  771. else
  772. {
  773. DX_RELEASE(adapter, 0);
  774. }
  775. break;
  776. }
  777. DX_RELEASE(adapter, 0);
  778. }
  779. }
  780. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  781. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  782. {
  783. uint32_t numNodes = m_device->GetNodeCount();
  784. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  785. for (uint32_t ii = 0; ii < numNodes; ++ii)
  786. {
  787. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  788. architecture.NodeIndex = ii;
  789. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  790. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  791. , ii
  792. , architecture.TileBasedRenderer
  793. , architecture.UMA
  794. , architecture.CacheCoherentUMA
  795. );
  796. if (0 == ii)
  797. {
  798. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  799. }
  800. }
  801. }
  802. #if !BX_PLATFORM_WINDOWS
  803. if (NULL == m_factory)
  804. {
  805. IDXGIDevice1* dxgiDevice;
  806. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  807. if (FAILED(hr) )
  808. {
  809. BX_TRACE("Init error: Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  810. goto error;
  811. }
  812. hr = dxgiDevice->GetAdapter(&m_adapter);
  813. if (FAILED(hr) )
  814. {
  815. BX_TRACE("Init error: DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  816. goto error;
  817. }
  818. hr = m_adapter->GetParent(IID_IDXGIFactory4, (void**)&m_factory);
  819. if (FAILED(hr) )
  820. {
  821. BX_TRACE("Init error: IDXGIAdapter::GetParent failed 0x%08x.", hr);
  822. goto error;
  823. }
  824. }
  825. #endif // !BX_PLATFORM_WINDOWS
  826. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  827. BX_TRACE("D3D12 options:")
  828. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  829. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  830. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  831. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  832. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  833. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  834. initHeapProperties(m_device);
  835. m_cmd.init(m_device);
  836. errorState = ErrorState::CreatedCommandQueue;
  837. if (NULL == g_platformData.backBuffer)
  838. {
  839. #if !BX_PLATFORM_WINDOWS
  840. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  841. DX_RELEASE(m_adapter, 0);
  842. if (FAILED(hr) )
  843. {
  844. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  845. goto error;
  846. }
  847. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  848. m_scd.Width = _init.resolution.m_width;
  849. m_scd.Height = _init.resolution.m_height;
  850. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  851. m_scd.Stereo = false;
  852. m_scd.SampleDesc.Count = 1;
  853. m_scd.SampleDesc.Quality = 0;
  854. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  855. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  856. m_scd.Scaling = DXGI_SCALING_STRETCH;
  857. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  858. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  859. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  860. m_backBufferColorIdx = m_scd.BufferCount-1;
  861. if (NULL == g_platformData.ndt)
  862. {
  863. hr = m_factory->CreateSwapChainForCoreWindow(m_cmd.m_commandQueue
  864. , (::IUnknown*)g_platformData.nwh
  865. , &m_scd
  866. , NULL
  867. , &m_swapChain
  868. );
  869. if (FAILED(hr) )
  870. {
  871. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  872. goto error;
  873. }
  874. }
  875. else
  876. {
  877. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  878. hr = m_factory->CreateSwapChainForComposition(m_device
  879. , &m_scd
  880. , NULL
  881. , &m_swapChain
  882. );
  883. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  884. # if BX_PLATFORM_WINRT
  885. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  886. ISwapChainBackgroundPanelNative* panel = NULL;
  887. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  888. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  889. if (NULL != panel)
  890. {
  891. hr = panel->SetSwapChain(m_swapChain);
  892. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  893. panel->Release();
  894. }
  895. # endif // BX_PLATFORM_WINRT
  896. }
  897. #else
  898. m_scd.BufferDesc.Width = _init.resolution.m_width;
  899. m_scd.BufferDesc.Height = _init.resolution.m_height;
  900. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  901. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  902. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  903. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  904. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  905. m_scd.SampleDesc.Count = 1;
  906. m_scd.SampleDesc.Quality = 0;
  907. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  908. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  909. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  910. m_scd.Windowed = true;
  911. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  912. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  913. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  914. , m_scd.BufferCount
  915. , BX_COUNTOF(m_backBufferColor)
  916. );
  917. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  918. , &m_scd
  919. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  920. );
  921. #endif // BX_PLATFORM_*
  922. if (FAILED(hr) )
  923. {
  924. BX_TRACE("Init error: Failed to create swap chain.");
  925. goto error;
  926. }
  927. }
  928. m_presentElapsed = 0;
  929. {
  930. m_resolution.m_width = _init.resolution.m_width;
  931. m_resolution.m_height = _init.resolution.m_height;
  932. m_numWindows = 1;
  933. #if BX_PLATFORM_WINDOWS
  934. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  935. , 0
  936. | DXGI_MWA_NO_WINDOW_CHANGES
  937. | DXGI_MWA_NO_ALT_ENTER
  938. ) );
  939. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  940. {
  941. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  942. if (SUCCEEDED(hr) )
  943. {
  944. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  945. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  946. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  947. D3D12_INFO_QUEUE_FILTER filter;
  948. bx::memSet(&filter, 0, sizeof(filter) );
  949. D3D12_MESSAGE_CATEGORY catlist[] =
  950. {
  951. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  952. D3D12_MESSAGE_CATEGORY_EXECUTION,
  953. };
  954. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  955. filter.DenyList.pCategoryList = catlist;
  956. m_infoQueue->PushStorageFilter(&filter);
  957. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  958. }
  959. }
  960. #endif // BX_PLATFORM_WINDOWS
  961. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  962. rtvDescHeap.NumDescriptors = 0
  963. + BX_COUNTOF(m_backBufferColor)
  964. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  965. ;
  966. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  967. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  968. rtvDescHeap.NodeMask = 1;
  969. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  970. , IID_ID3D12DescriptorHeap
  971. , (void**)&m_rtvDescriptorHeap
  972. ) );
  973. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  974. dsvDescHeap.NumDescriptors = 0
  975. + 1 // reserved for depth backbuffer.
  976. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  977. ;
  978. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  979. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  980. dsvDescHeap.NodeMask = 1;
  981. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  982. , IID_ID3D12DescriptorHeap
  983. , (void**)&m_dsvDescriptorHeap
  984. ) );
  985. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  986. {
  987. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  988. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  989. );
  990. }
  991. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  992. , 1024
  993. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  994. );
  995. D3D12_DESCRIPTOR_RANGE descRange[] =
  996. {
  997. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  998. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  999. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1000. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1001. };
  1002. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  1003. D3D12_ROOT_PARAMETER rootParameter[] =
  1004. {
  1005. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  1006. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1007. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  1008. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1009. };
  1010. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  1011. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  1012. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  1013. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  1014. descRootSignature.pParameters = rootParameter;
  1015. descRootSignature.NumStaticSamplers = 0;
  1016. descRootSignature.pStaticSamplers = NULL;
  1017. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  1018. ID3DBlob* outBlob;
  1019. ID3DBlob* errorBlob;
  1020. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  1021. , D3D_ROOT_SIGNATURE_VERSION_1
  1022. , &outBlob
  1023. , &errorBlob
  1024. ) );
  1025. DX_CHECK(m_device->CreateRootSignature(0
  1026. , outBlob->GetBufferPointer()
  1027. , outBlob->GetBufferSize()
  1028. , IID_ID3D12RootSignature
  1029. , (void**)&m_rootSignature
  1030. ) );
  1031. g_caps.supported |= ( 0
  1032. | BGFX_CAPS_TEXTURE_3D
  1033. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1034. | BGFX_CAPS_INSTANCING
  1035. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1036. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1037. | BGFX_CAPS_FRAGMENT_DEPTH
  1038. | BGFX_CAPS_BLEND_INDEPENDENT
  1039. | BGFX_CAPS_COMPUTE
  1040. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1041. // | (m_architecture.UMA ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1042. // | BGFX_CAPS_SWAP_CHAIN
  1043. | BGFX_CAPS_TEXTURE_BLIT
  1044. | BGFX_CAPS_TEXTURE_READ_BACK
  1045. | BGFX_CAPS_OCCLUSION_QUERY
  1046. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1047. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1048. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1049. );
  1050. g_caps.limits.maxTextureSize = 16384;
  1051. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1052. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1053. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1054. {
  1055. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1056. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1057. ? s_textureFormat[ii].m_fmtDsv
  1058. : s_textureFormat[ii].m_fmt
  1059. ;
  1060. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1061. if (DXGI_FORMAT_UNKNOWN != fmt)
  1062. {
  1063. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1064. data.Format = fmt;
  1065. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1066. if (SUCCEEDED(hr) )
  1067. {
  1068. support |= 0 != (data.Support1 & (0
  1069. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1070. ) )
  1071. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1072. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1073. ;
  1074. support |= 0 != (data.Support1 & (0
  1075. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1076. ) )
  1077. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1078. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1079. ;
  1080. support |= 0 != (data.Support1 & (0
  1081. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1082. ) )
  1083. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1084. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1085. ;
  1086. support |= 0 != (data.Support1 & (0
  1087. | D3D12_FORMAT_SUPPORT1_BUFFER
  1088. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1089. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1090. ) )
  1091. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1092. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1093. ;
  1094. support |= 0 != (data.Support1 & (0
  1095. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1096. ) )
  1097. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1098. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1099. ;
  1100. support |= 0 != (data.Support1 & (0
  1101. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1102. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1103. ) )
  1104. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1105. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1106. ;
  1107. support |= 0 != (data.Support1 & (0
  1108. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1109. ) )
  1110. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1111. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1112. ;
  1113. support |= 0 != (data.Support1 & (0
  1114. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1115. ) )
  1116. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1117. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1118. ;
  1119. }
  1120. else
  1121. {
  1122. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1123. }
  1124. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1125. {
  1126. // clear image flag for additional testing
  1127. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1128. data.Format = s_textureFormat[ii].m_fmt;
  1129. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1130. if (SUCCEEDED(hr) )
  1131. {
  1132. support |= 0 != (data.Support2 & (0
  1133. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1134. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1135. ) )
  1136. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1137. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1138. ;
  1139. }
  1140. }
  1141. }
  1142. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1143. {
  1144. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1145. {
  1146. DXGI_FORMAT InFormat;
  1147. UINT OutFormatSupport;
  1148. };
  1149. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1150. data.Format = fmtSrgb;
  1151. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1152. if (SUCCEEDED(hr) )
  1153. {
  1154. support |= 0 != (data.Support1 & (0
  1155. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1156. ) )
  1157. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1158. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1159. ;
  1160. support |= 0 != (data.Support1 & (0
  1161. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1162. ) )
  1163. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1164. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1165. ;
  1166. support |= 0 != (data.Support1 & (0
  1167. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1168. ) )
  1169. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1170. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1171. ;
  1172. }
  1173. else
  1174. {
  1175. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1176. }
  1177. }
  1178. g_caps.formats[ii] = support;
  1179. }
  1180. // Init reserved part of view name.
  1181. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1182. {
  1183. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1184. }
  1185. postReset();
  1186. m_batch.create(4<<10);
  1187. m_gpuTimer.init();
  1188. m_occlusionQuery.init();
  1189. }
  1190. g_internalData.context = m_device;
  1191. return true;
  1192. error:
  1193. switch (errorState)
  1194. {
  1195. case ErrorState::CreatedCommandQueue:
  1196. m_cmd.shutdown();
  1197. case ErrorState::CreatedDXGIFactory:
  1198. DX_RELEASE(m_device, 0);
  1199. DX_RELEASE(m_adapter, 0);
  1200. DX_RELEASE(m_factory, 0);
  1201. #if USE_D3D12_DYNAMIC_LIB
  1202. case ErrorState::LoadedDXGI:
  1203. bx::dlclose(m_dxgidll);
  1204. case ErrorState::LoadedD3D12:
  1205. bx::dlclose(m_d3d12dll);
  1206. case ErrorState::LoadedKernel32:
  1207. bx::dlclose(m_kernel32dll);
  1208. #endif // USE_D3D12_DYNAMIC_LIB
  1209. case ErrorState::Default:
  1210. default:
  1211. unloadRenderDoc(m_renderdocdll);
  1212. bx::dlclose(m_winPixEvent);
  1213. m_winPixEvent = NULL;
  1214. break;
  1215. }
  1216. return false;
  1217. }
  1218. void shutdown()
  1219. {
  1220. m_cmd.finish();
  1221. m_batch.destroy();
  1222. preReset();
  1223. m_gpuTimer.shutdown();
  1224. m_occlusionQuery.shutdown();
  1225. m_samplerAllocator.destroy();
  1226. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1227. {
  1228. m_scratchBuffer[ii].destroy();
  1229. }
  1230. m_pipelineStateCache.invalidate();
  1231. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1232. {
  1233. m_indexBuffers[ii].destroy();
  1234. }
  1235. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1236. {
  1237. m_vertexBuffers[ii].destroy();
  1238. }
  1239. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1240. {
  1241. m_shaders[ii].destroy();
  1242. }
  1243. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1244. {
  1245. m_textures[ii].destroy();
  1246. }
  1247. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1248. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1249. DX_RELEASE(m_rootSignature, 0);
  1250. DX_RELEASE(m_swapChain, 0);
  1251. m_cmd.shutdown();
  1252. DX_RELEASE(m_device, 0);
  1253. DX_RELEASE(m_adapter, 0);
  1254. DX_RELEASE(m_factory, 0);
  1255. unloadRenderDoc(m_renderdocdll);
  1256. bx::dlclose(m_winPixEvent);
  1257. m_winPixEvent = NULL;
  1258. #if USE_D3D12_DYNAMIC_LIB
  1259. bx::dlclose(m_dxgidll);
  1260. bx::dlclose(m_d3d12dll);
  1261. bx::dlclose(m_kernel32dll);
  1262. #endif // USE_D3D12_DYNAMIC_LIB
  1263. }
  1264. RendererType::Enum getRendererType() const override
  1265. {
  1266. return RendererType::Direct3D12;
  1267. }
  1268. const char* getRendererName() const override
  1269. {
  1270. return BGFX_RENDERER_DIRECT3D12_NAME;
  1271. }
  1272. bool isDeviceRemoved() override
  1273. {
  1274. return m_lost;
  1275. }
  1276. void flip(HMD& /*_hmd*/) override
  1277. {
  1278. if (NULL != m_swapChain
  1279. && !m_lost)
  1280. {
  1281. int64_t start = bx::getHPCounter();
  1282. HRESULT hr = S_OK;
  1283. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1284. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1285. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1286. {
  1287. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1288. }
  1289. if (SUCCEEDED(hr) )
  1290. {
  1291. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1292. hr = m_swapChain->Present(syncInterval, flags);
  1293. }
  1294. int64_t now = bx::getHPCounter();
  1295. m_presentElapsed = now - start;
  1296. m_lost = isLost(hr);
  1297. BGFX_FATAL(!m_lost
  1298. , bgfx::Fatal::DeviceLost
  1299. , "Device is lost. FAILED 0x%08x %s (%s)"
  1300. , hr
  1301. , getLostReason(hr)
  1302. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1303. );
  1304. }
  1305. }
  1306. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1307. {
  1308. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1309. }
  1310. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1311. {
  1312. m_indexBuffers[_handle.idx].destroy();
  1313. }
  1314. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1315. {
  1316. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1317. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1318. dump(decl);
  1319. }
  1320. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1321. {
  1322. }
  1323. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1324. {
  1325. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1326. }
  1327. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1328. {
  1329. m_vertexBuffers[_handle.idx].destroy();
  1330. }
  1331. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1332. {
  1333. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1334. }
  1335. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1336. {
  1337. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1338. }
  1339. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1340. {
  1341. m_indexBuffers[_handle.idx].destroy();
  1342. }
  1343. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1344. {
  1345. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1346. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1347. }
  1348. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1349. {
  1350. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1351. }
  1352. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1353. {
  1354. m_vertexBuffers[_handle.idx].destroy();
  1355. }
  1356. void createShader(ShaderHandle _handle, Memory* _mem) override
  1357. {
  1358. m_shaders[_handle.idx].create(_mem);
  1359. }
  1360. void destroyShader(ShaderHandle _handle) override
  1361. {
  1362. m_shaders[_handle.idx].destroy();
  1363. }
  1364. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1365. {
  1366. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1367. }
  1368. void destroyProgram(ProgramHandle _handle) override
  1369. {
  1370. m_program[_handle.idx].destroy();
  1371. }
  1372. void* createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1373. {
  1374. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1375. }
  1376. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1377. {
  1378. }
  1379. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1380. {
  1381. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1382. }
  1383. void updateTextureEnd() override
  1384. {
  1385. }
  1386. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1387. {
  1388. const TextureD3D12& texture = m_textures[_handle.idx];
  1389. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1390. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1391. uint32_t numRows;
  1392. uint64_t total;
  1393. uint64_t srcPitch;
  1394. m_device->GetCopyableFootprints(&desc
  1395. , _mip
  1396. , 1
  1397. , 0
  1398. , &layout
  1399. , &numRows
  1400. , &srcPitch
  1401. , &total
  1402. );
  1403. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1404. D3D12_BOX box;
  1405. box.left = 0;
  1406. box.top = 0;
  1407. box.right = texture.m_width;
  1408. box.bottom = texture.m_height;
  1409. box.front = 0;
  1410. box.back = 1;
  1411. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1412. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1413. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1414. finish();
  1415. m_commandList = m_cmd.alloc();
  1416. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1417. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1418. uint8_t* src;
  1419. readback->Map(0, NULL, (void**)&src);
  1420. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1421. uint8_t* dst = (uint8_t*)_data;
  1422. uint32_t dstPitch = srcWidth*bpp/8;
  1423. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1424. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1425. {
  1426. bx::memCopy(dst, src, pitch);
  1427. src += srcPitch;
  1428. dst += dstPitch;
  1429. }
  1430. readback->Unmap(0, NULL);
  1431. DX_RELEASE(readback, 0);
  1432. }
  1433. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1434. {
  1435. TextureD3D12& texture = m_textures[_handle.idx];
  1436. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1437. const Memory* mem = alloc(size);
  1438. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1439. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1440. bx::write(&writer, magic);
  1441. TextureCreate tc;
  1442. tc.m_width = _width;
  1443. tc.m_height = _height;
  1444. tc.m_depth = 0;
  1445. tc.m_numLayers = 1;
  1446. tc.m_numMips = _numMips;
  1447. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1448. tc.m_cubeMap = false;
  1449. tc.m_mem = NULL;
  1450. bx::write(&writer, tc);
  1451. texture.destroy();
  1452. texture.create(mem, texture.m_flags, 0);
  1453. release(mem);
  1454. }
  1455. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1456. {
  1457. BX_UNUSED(_handle, _ptr);
  1458. }
  1459. uintptr_t getInternal(TextureHandle _handle) override
  1460. {
  1461. BX_UNUSED(_handle);
  1462. return 0;
  1463. }
  1464. void destroyTexture(TextureHandle _handle) override
  1465. {
  1466. m_textures[_handle.idx].destroy();
  1467. }
  1468. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1469. {
  1470. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1471. }
  1472. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1473. {
  1474. uint16_t denseIdx = m_numWindows++;
  1475. m_windows[denseIdx] = _handle;
  1476. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1477. }
  1478. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1479. {
  1480. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1481. if (UINT16_MAX != denseIdx)
  1482. {
  1483. --m_numWindows;
  1484. if (m_numWindows > 1)
  1485. {
  1486. FrameBufferHandle handle = m_windows[m_numWindows];
  1487. m_windows[denseIdx] = handle;
  1488. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1489. }
  1490. }
  1491. }
  1492. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1493. {
  1494. if (NULL != m_uniforms[_handle.idx])
  1495. {
  1496. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1497. }
  1498. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1499. void* data = BX_ALLOC(g_allocator, size);
  1500. bx::memSet(data, 0, size);
  1501. m_uniforms[_handle.idx] = data;
  1502. m_uniformReg.add(_handle, _name, data);
  1503. }
  1504. void destroyUniform(UniformHandle _handle) override
  1505. {
  1506. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1507. m_uniforms[_handle.idx] = NULL;
  1508. m_uniformReg.remove(_handle);
  1509. }
  1510. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1511. {
  1512. BX_UNUSED(_handle);
  1513. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1514. m_cmd.finish(m_backBufferColorFence[idx]);
  1515. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1516. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1517. const uint32_t width = (uint32_t)desc.Width;
  1518. const uint32_t height = (uint32_t)desc.Height;
  1519. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1520. uint32_t numRows;
  1521. uint64_t total;
  1522. uint64_t pitch;
  1523. m_device->GetCopyableFootprints(&desc
  1524. , 0
  1525. , 1
  1526. , 0
  1527. , &layout
  1528. , &numRows
  1529. , &pitch
  1530. , &total
  1531. );
  1532. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1533. D3D12_BOX box;
  1534. box.left = 0;
  1535. box.top = 0;
  1536. box.right = width;
  1537. box.bottom = height;
  1538. box.front = 0;
  1539. box.back = 1;
  1540. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1541. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1542. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1543. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1544. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1545. finish();
  1546. m_commandList = m_cmd.alloc();
  1547. void* data;
  1548. readback->Map(0, NULL, (void**)&data);
  1549. bimg::imageSwizzleBgra8(
  1550. data
  1551. , layout.Footprint.RowPitch
  1552. , width
  1553. , height
  1554. , data
  1555. , layout.Footprint.RowPitch
  1556. );
  1557. g_callback->screenShot(_filePath
  1558. , width
  1559. , height
  1560. , layout.Footprint.RowPitch
  1561. , data
  1562. , (uint32_t)total
  1563. , false
  1564. );
  1565. readback->Unmap(0, NULL);
  1566. DX_RELEASE(readback, 0);
  1567. }
  1568. void updateViewName(ViewId _id, const char* _name) override
  1569. {
  1570. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1571. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1572. , _name
  1573. );
  1574. }
  1575. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1576. {
  1577. bx::memCopy(m_uniforms[_loc], _data, _size);
  1578. }
  1579. void setMarker(const char* _marker, uint32_t /*_size*/) override
  1580. {
  1581. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX))
  1582. {
  1583. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1584. }
  1585. }
  1586. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1587. {
  1588. m_occlusionQuery.invalidate(_handle);
  1589. }
  1590. virtual void setName(Handle _handle, const char* _name) override
  1591. {
  1592. switch (_handle.type)
  1593. {
  1594. case Handle::Shader:
  1595. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1596. break;
  1597. case Handle::Texture:
  1598. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1599. break;
  1600. default:
  1601. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1602. break;
  1603. }
  1604. }
  1605. void submitBlit(BlitState& _bs, uint16_t _view);
  1606. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1607. void blitSetup(TextVideoMemBlitter& _blitter) override
  1608. {
  1609. const uint32_t width = getBufferWidth();
  1610. const uint32_t height = getBufferHeight();
  1611. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1612. setFrameBuffer(fbh, false);
  1613. D3D12_VIEWPORT vp;
  1614. vp.TopLeftX = 0;
  1615. vp.TopLeftY = 0;
  1616. vp.Width = (float)width;
  1617. vp.Height = (float)height;
  1618. vp.MinDepth = 0.0f;
  1619. vp.MaxDepth = 1.0f;
  1620. m_commandList->RSSetViewports(1, &vp);
  1621. D3D12_RECT rc;
  1622. rc.left = 0;
  1623. rc.top = 0;
  1624. rc.right = width;
  1625. rc.bottom = height;
  1626. m_commandList->RSSetScissorRects(1, &rc);
  1627. const uint64_t state = 0
  1628. | BGFX_STATE_RGB_WRITE
  1629. | BGFX_STATE_ALPHA_WRITE
  1630. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1631. ;
  1632. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1633. ID3D12PipelineState* pso = getPipelineState(state
  1634. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1635. , 1
  1636. , decls
  1637. , _blitter.m_program.idx
  1638. , 0
  1639. );
  1640. m_commandList->SetPipelineState(pso);
  1641. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1642. float proj[16];
  1643. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1644. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1645. uint8_t flags = predefined.m_type;
  1646. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1647. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1648. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1649. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1650. ID3D12DescriptorHeap* heaps[] =
  1651. {
  1652. m_samplerAllocator.getHeap(),
  1653. scratchBuffer.getHeap(),
  1654. };
  1655. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1656. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1657. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1658. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1659. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1660. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1661. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1662. scratchBuffer.allocSrv(srvHandle, texture);
  1663. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1664. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1665. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1666. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1667. viewDesc.BufferLocation = vb.m_gpuVA;
  1668. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1669. viewDesc.SizeInBytes = vb.m_size;
  1670. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1671. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1672. D3D12_INDEX_BUFFER_VIEW ibv;
  1673. ibv.Format = DXGI_FORMAT_R16_UINT;
  1674. ibv.BufferLocation = ib.m_gpuVA;
  1675. ibv.SizeInBytes = ib.m_size;
  1676. m_commandList->IASetIndexBuffer(&ibv);
  1677. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1678. }
  1679. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1680. {
  1681. const uint32_t numVertices = _numIndices*4/6;
  1682. if (0 < numVertices)
  1683. {
  1684. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1685. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1686. m_commandList->DrawIndexedInstanced(_numIndices
  1687. , 1
  1688. , 0
  1689. , 0
  1690. , 0
  1691. );
  1692. }
  1693. }
  1694. void preReset()
  1695. {
  1696. finishAll();
  1697. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1698. {
  1699. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1700. }
  1701. DX_RELEASE(m_backBufferDepthStencil, 0);
  1702. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1703. {
  1704. m_frameBuffers[ii].preReset();
  1705. }
  1706. invalidateCache();
  1707. // capturePreReset();
  1708. }
  1709. void postReset()
  1710. {
  1711. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1712. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1713. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1714. {
  1715. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1716. handle.ptr += ii * rtvDescriptorSize;
  1717. DX_CHECK(m_swapChain->GetBuffer(ii
  1718. , IID_ID3D12Resource
  1719. , (void**)&m_backBufferColor[ii]
  1720. ) );
  1721. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1722. }
  1723. D3D12_RESOURCE_DESC resourceDesc;
  1724. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1725. resourceDesc.Alignment = 0;
  1726. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1727. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1728. resourceDesc.DepthOrArraySize = 1;
  1729. resourceDesc.MipLevels = 0;
  1730. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1731. resourceDesc.SampleDesc.Count = 1;
  1732. resourceDesc.SampleDesc.Quality = 0;
  1733. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1734. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1735. D3D12_CLEAR_VALUE clearValue;
  1736. clearValue.Format = resourceDesc.Format;
  1737. clearValue.DepthStencil.Depth = 1.0f;
  1738. clearValue.DepthStencil.Stencil = 0;
  1739. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1740. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1741. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1742. dsvDesc.Format = resourceDesc.Format;
  1743. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1744. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1745. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1746. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1747. ;
  1748. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1749. , &dsvDesc
  1750. , getCPUHandleHeapStart(m_dsvDescriptorHeap)
  1751. );
  1752. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1753. {
  1754. m_frameBuffers[ii].postReset();
  1755. }
  1756. m_commandList = m_cmd.alloc();
  1757. // capturePostReset();
  1758. }
  1759. void invalidateCache()
  1760. {
  1761. m_pipelineStateCache.invalidate();
  1762. m_samplerStateCache.invalidate();
  1763. m_samplerAllocator.reset();
  1764. }
  1765. void updateMsaa()
  1766. {
  1767. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1768. {
  1769. uint32_t msaa = s_checkMsaa[ii];
  1770. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1771. bx::memSet(&data, 0, sizeof(msaa) );
  1772. data.Format = getBufferFormat();
  1773. data.SampleCount = msaa;
  1774. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1775. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1776. data.NumQualityLevels = 0;
  1777. if (SUCCEEDED(hr)
  1778. && 0 < data.NumQualityLevels)
  1779. {
  1780. s_msaa[ii].Count = data.SampleCount;
  1781. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1782. last = ii;
  1783. }
  1784. else
  1785. {
  1786. s_msaa[ii] = s_msaa[last];
  1787. }
  1788. }
  1789. }
  1790. bool updateResolution(const Resolution& _resolution)
  1791. {
  1792. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1793. {
  1794. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1795. }
  1796. else
  1797. {
  1798. m_maxAnisotropy = 1;
  1799. }
  1800. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1801. if (m_depthClamp != depthClamp)
  1802. {
  1803. m_depthClamp = depthClamp;
  1804. m_pipelineStateCache.invalidate();
  1805. }
  1806. const uint32_t maskFlags = ~(0
  1807. | BGFX_RESET_HMD_RECENTER
  1808. | BGFX_RESET_MAXANISOTROPY
  1809. | BGFX_RESET_DEPTH_CLAMP
  1810. | BGFX_RESET_SUSPEND
  1811. );
  1812. if (m_resolution.m_width != _resolution.m_width
  1813. || m_resolution.m_height != _resolution.m_height
  1814. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1815. {
  1816. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1817. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1818. m_resolution = _resolution;
  1819. m_resolution.m_flags = flags;
  1820. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1821. m_textVideoMem.clear();
  1822. setBufferSize(_resolution.m_width, _resolution.m_height);
  1823. preReset();
  1824. BX_UNUSED(resize);
  1825. if (resize)
  1826. {
  1827. #if BX_PLATFORM_WINDOWS
  1828. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1829. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1830. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1831. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1832. DX_CHECK(m_swapChain->ResizeBuffers1(
  1833. m_scd.BufferCount
  1834. , m_scd.BufferDesc.Width
  1835. , m_scd.BufferDesc.Height
  1836. , m_scd.BufferDesc.Format
  1837. , m_scd.Flags
  1838. , nodeMask
  1839. , presentQueue
  1840. ) );
  1841. #else
  1842. DX_CHECK(m_swapChain->ResizeBuffers(
  1843. m_scd.BufferCount
  1844. , m_scd.Width
  1845. , m_scd.Height
  1846. , m_scd.Format
  1847. , m_scd.Flags
  1848. ) );
  1849. m_backBufferColorIdx = m_scd.BufferCount-1;
  1850. #endif // BX_PLATFORM_WINDOWS
  1851. }
  1852. else
  1853. {
  1854. updateMsaa();
  1855. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1856. DX_RELEASE(m_swapChain, 0);
  1857. #if BX_PLATFORM_WINDOWS
  1858. HRESULT hr;
  1859. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1860. , &m_scd
  1861. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1862. );
  1863. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1864. #endif // BX_PLATFORM_WINDOWS
  1865. }
  1866. postReset();
  1867. }
  1868. return false;
  1869. }
  1870. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1871. {
  1872. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1873. {
  1874. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1875. m_fsChanges += _numRegs;
  1876. }
  1877. else
  1878. {
  1879. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1880. m_vsChanges += _numRegs;
  1881. }
  1882. }
  1883. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1884. {
  1885. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1886. }
  1887. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1888. {
  1889. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1890. }
  1891. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1892. {
  1893. const ProgramD3D12& program = m_program[_programIdx];
  1894. uint32_t total = bx::strideAlign(0
  1895. + program.m_vsh->m_size
  1896. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1897. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1898. );
  1899. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1900. {
  1901. uint32_t size = program.m_vsh->m_size;
  1902. bx::memCopy(data, m_vsScratch, size);
  1903. data += size;
  1904. m_vsChanges = 0;
  1905. }
  1906. if (NULL != program.m_fsh)
  1907. {
  1908. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1909. m_fsChanges = 0;
  1910. }
  1911. }
  1912. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1913. {
  1914. if (isValid(m_fbh)
  1915. && m_fbh.idx != _fbh.idx)
  1916. {
  1917. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1918. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1919. {
  1920. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1921. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1922. }
  1923. if (isValid(frameBuffer.m_depth) )
  1924. {
  1925. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1926. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1927. if (!writeOnly)
  1928. {
  1929. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1930. }
  1931. }
  1932. }
  1933. if (!isValid(_fbh) )
  1934. {
  1935. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1936. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1937. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1938. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1939. m_currentColor = &m_rtvHandle;
  1940. m_currentDepthStencil = &m_dsvHandle;
  1941. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1942. }
  1943. else
  1944. {
  1945. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1946. if (0 < frameBuffer.m_num)
  1947. {
  1948. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1949. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1950. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1951. m_currentColor = &m_rtvHandle;
  1952. }
  1953. else
  1954. {
  1955. m_currentColor = NULL;
  1956. }
  1957. if (isValid(frameBuffer.m_depth) )
  1958. {
  1959. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1960. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1961. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1962. m_currentDepthStencil = &m_dsvHandle;
  1963. }
  1964. else
  1965. {
  1966. m_currentDepthStencil = NULL;
  1967. }
  1968. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1969. {
  1970. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1971. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1972. }
  1973. if (isValid(frameBuffer.m_depth) )
  1974. {
  1975. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1976. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1977. }
  1978. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1979. , m_currentColor
  1980. , true
  1981. , m_currentDepthStencil
  1982. );
  1983. }
  1984. m_fbh = _fbh;
  1985. m_rtMsaa = _msaa;
  1986. }
  1987. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1988. {
  1989. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  1990. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1991. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1992. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1993. drt->LogicOpEnable = false;
  1994. {
  1995. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1996. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1997. const uint32_t srcRGB = (blend ) & 0xf;
  1998. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1999. const uint32_t srcA = (blend >> 8) & 0xf;
  2000. const uint32_t dstA = (blend >> 12) & 0xf;
  2001. const uint32_t equRGB = (equation ) & 0x7;
  2002. const uint32_t equA = (equation >> 3) & 0x7;
  2003. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2004. drt->DestBlend = s_blendFactor[dstRGB][0];
  2005. drt->BlendOp = s_blendEquation[equRGB];
  2006. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2007. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2008. drt->BlendOpAlpha = s_blendEquation[equA];
  2009. }
  2010. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  2011. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  2012. : 0
  2013. ;
  2014. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  2015. ? D3D12_COLOR_WRITE_ENABLE_RED
  2016. | D3D12_COLOR_WRITE_ENABLE_GREEN
  2017. | D3D12_COLOR_WRITE_ENABLE_BLUE
  2018. : 0
  2019. ;
  2020. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2021. drt->RenderTargetWriteMask = writeMask;
  2022. if (_desc.IndependentBlendEnable)
  2023. {
  2024. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2025. {
  2026. drt = &_desc.RenderTarget[ii];
  2027. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2028. drt->LogicOpEnable = false;
  2029. const uint32_t src = (rgba ) & 0xf;
  2030. const uint32_t dst = (rgba >> 4) & 0xf;
  2031. const uint32_t equation = (rgba >> 8) & 0x7;
  2032. drt->SrcBlend = s_blendFactor[src][0];
  2033. drt->DestBlend = s_blendFactor[dst][0];
  2034. drt->BlendOp = s_blendEquation[equation];
  2035. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2036. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2037. drt->BlendOpAlpha = s_blendEquation[equation];
  2038. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2039. drt->RenderTargetWriteMask = writeMask;
  2040. }
  2041. }
  2042. else
  2043. {
  2044. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2045. {
  2046. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2047. }
  2048. }
  2049. }
  2050. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2051. {
  2052. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2053. _desc.FillMode = _wireframe
  2054. ? D3D12_FILL_MODE_WIREFRAME
  2055. : D3D12_FILL_MODE_SOLID
  2056. ;
  2057. _desc.CullMode = s_cullMode[cull];
  2058. _desc.FrontCounterClockwise = false;
  2059. _desc.DepthBias = 0;
  2060. _desc.DepthBiasClamp = 0.0f;
  2061. _desc.SlopeScaledDepthBias = 0.0f;
  2062. _desc.DepthClipEnable = !m_depthClamp;
  2063. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2064. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2065. _desc.ForcedSampleCount = 0;
  2066. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2067. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2068. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2069. ;
  2070. }
  2071. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2072. {
  2073. const uint32_t fstencil = unpackStencil(0, _stencil);
  2074. bx::memSet(&_desc, 0, sizeof(_desc) );
  2075. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2076. _desc.DepthEnable = 0 != func;
  2077. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  2078. ? D3D12_DEPTH_WRITE_MASK_ALL
  2079. : D3D12_DEPTH_WRITE_MASK_ZERO
  2080. ;
  2081. _desc.DepthFunc = s_cmpFunc[func];
  2082. uint32_t bstencil = unpackStencil(1, _stencil);
  2083. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2084. bstencil = frontAndBack ? bstencil : fstencil;
  2085. _desc.StencilEnable = 0 != _stencil;
  2086. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2087. _desc.StencilWriteMask = 0xff;
  2088. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2089. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2090. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2091. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2092. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2093. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2094. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2095. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2096. }
  2097. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2098. {
  2099. uint16_t attrMask[Attrib::Count];
  2100. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2101. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2102. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2103. {
  2104. VertexDecl decl;
  2105. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2106. const bool last = stream == _numStreams-1;
  2107. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2108. {
  2109. uint16_t mask = attrMask[ii];
  2110. uint16_t attr = (decl.m_attributes[ii] & mask);
  2111. if (0 == attr
  2112. || UINT16_MAX == attr)
  2113. {
  2114. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2115. }
  2116. else
  2117. {
  2118. attrMask[ii] = 0;
  2119. }
  2120. }
  2121. elem = fillVertexDecl(stream, elem, decl);
  2122. }
  2123. uint32_t num = uint32_t(elem-_vertexElements);
  2124. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2125. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2126. {
  2127. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2128. uint32_t jj;
  2129. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2130. for (jj = 0; jj < num; ++jj)
  2131. {
  2132. curr = &_vertexElements[jj];
  2133. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2134. && curr->SemanticIndex == index)
  2135. {
  2136. break;
  2137. }
  2138. }
  2139. if (jj == num)
  2140. {
  2141. curr = elem;
  2142. ++elem;
  2143. }
  2144. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2145. curr->InputSlot = 1;
  2146. curr->SemanticIndex = index;
  2147. curr->AlignedByteOffset = ii*16;
  2148. }
  2149. return uint32_t(elem-_vertexElements);
  2150. }
  2151. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2152. {
  2153. const VertexDecl* decls[1] = { &_vertexDecl };
  2154. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2155. }
  2156. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2157. {
  2158. union { void* ptr; uint32_t offset; } cast = { _userData };
  2159. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2160. {
  2161. DxbcOperand& operand = _instruction.operand[ii];
  2162. if (DxbcOperandType::ConstantBuffer == operand.type)
  2163. {
  2164. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2165. && 0 == operand.regIndex[0]
  2166. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  2167. {
  2168. operand.regIndex[1] += cast.offset;
  2169. }
  2170. else if (DxbcOperandAddrMode::RegImm32 == operand.addrMode[1])
  2171. {
  2172. operand.regIndex[1] += cast.offset;
  2173. }
  2174. }
  2175. }
  2176. }
  2177. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2178. {
  2179. ProgramD3D12& program = m_program[_programIdx];
  2180. const uint32_t hash = program.m_vsh->m_hash;
  2181. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2182. if (BX_LIKELY(NULL != pso) )
  2183. {
  2184. return pso;
  2185. }
  2186. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2187. bx::memSet(&desc, 0, sizeof(desc) );
  2188. desc.pRootSignature = m_rootSignature;
  2189. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2190. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2191. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2192. , IID_ID3D12PipelineState
  2193. , (void**)&pso
  2194. ) );
  2195. m_pipelineStateCache.add(hash, pso);
  2196. return pso;
  2197. }
  2198. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint8_t _numStreams, const VertexDecl** _vertexDecls, uint16_t _programIdx, uint8_t _numInstanceData)
  2199. {
  2200. ProgramD3D12& program = m_program[_programIdx];
  2201. _state &= 0
  2202. | BGFX_STATE_RGB_WRITE
  2203. | BGFX_STATE_ALPHA_WRITE
  2204. | BGFX_STATE_DEPTH_WRITE
  2205. | BGFX_STATE_DEPTH_TEST_MASK
  2206. | BGFX_STATE_BLEND_MASK
  2207. | BGFX_STATE_BLEND_EQUATION_MASK
  2208. | BGFX_STATE_BLEND_INDEPENDENT
  2209. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2210. | BGFX_STATE_CULL_MASK
  2211. | BGFX_STATE_MSAA
  2212. | BGFX_STATE_LINEAA
  2213. | BGFX_STATE_CONSERVATIVE_RASTER
  2214. | BGFX_STATE_PT_MASK
  2215. ;
  2216. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2217. VertexDecl decl;
  2218. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2219. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2220. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2221. {
  2222. uint16_t mask = attrMask[ii];
  2223. uint16_t attr = (decl.m_attributes[ii] & mask);
  2224. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2225. }
  2226. bx::HashMurmur2A murmur;
  2227. murmur.begin();
  2228. murmur.add(_state);
  2229. murmur.add(_stencil);
  2230. murmur.add(program.m_vsh->m_hash);
  2231. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2232. murmur.add(program.m_fsh->m_hash);
  2233. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2234. {
  2235. murmur.add(_vertexDecls[ii]->m_hash);
  2236. }
  2237. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2238. murmur.add(m_fbh.idx);
  2239. murmur.add(_numInstanceData);
  2240. const uint32_t hash = murmur.end();
  2241. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2242. if (NULL != pso)
  2243. {
  2244. return pso;
  2245. }
  2246. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2247. bx::memSet(&desc, 0, sizeof(desc) );
  2248. desc.pRootSignature = m_rootSignature;
  2249. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2250. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2251. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2252. bx::memSet(temp->data, 0, temp->size);
  2253. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2254. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2255. DxbcContext dxbc;
  2256. bx::Error err;
  2257. read(&rd, dxbc, &err);
  2258. bool patchShader = !dxbc.shader.aon9;
  2259. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2260. && patchShader)
  2261. {
  2262. union { uint32_t offset; void* ptr; } cast = { 0 };
  2263. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2264. write(&wr, dxbc, &err);
  2265. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2266. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2267. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2268. if (!patchShader)
  2269. {
  2270. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2271. {
  2272. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2273. {
  2274. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2275. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2276. break;
  2277. }
  2278. }
  2279. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2280. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2281. }
  2282. }
  2283. if (patchShader)
  2284. {
  2285. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2286. bx::seek(&wr, 0, bx::Whence::Begin);
  2287. union { uint32_t offset; void* ptr; } cast =
  2288. {
  2289. uint32_t(program.m_vsh->m_size)/16
  2290. };
  2291. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2292. write(&wr, dxbc, &err);
  2293. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2294. desc.PS.pShaderBytecode = temp->data;
  2295. desc.PS.BytecodeLength = temp->size;
  2296. }
  2297. else
  2298. {
  2299. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2300. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2301. }
  2302. desc.DS.pShaderBytecode = NULL;
  2303. desc.DS.BytecodeLength = 0;
  2304. desc.HS.pShaderBytecode = NULL;
  2305. desc.HS.BytecodeLength = 0;
  2306. desc.GS.pShaderBytecode = NULL;
  2307. desc.GS.BytecodeLength = 0;
  2308. desc.StreamOutput.pSODeclaration = NULL;
  2309. desc.StreamOutput.NumEntries = 0;
  2310. desc.StreamOutput.pBufferStrides = NULL;
  2311. desc.StreamOutput.NumStrides = 0;
  2312. desc.StreamOutput.RasterizedStream = 0;
  2313. setBlendState(desc.BlendState, _state);
  2314. desc.SampleMask = 1;
  2315. setRasterizerState(desc.RasterizerState, _state);
  2316. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2317. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2318. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2319. desc.InputLayout.pInputElementDescs = vertexElements;
  2320. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2321. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2322. if (isValid(m_fbh) )
  2323. {
  2324. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2325. desc.NumRenderTargets = frameBuffer.m_num;
  2326. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2327. {
  2328. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2329. }
  2330. if (isValid(frameBuffer.m_depth) )
  2331. {
  2332. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2333. }
  2334. else
  2335. {
  2336. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2337. }
  2338. }
  2339. else
  2340. {
  2341. desc.NumRenderTargets = 1;
  2342. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2343. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2344. }
  2345. desc.SampleDesc.Count = 1;
  2346. desc.SampleDesc.Quality = 0;
  2347. uint32_t length = g_callback->cacheReadSize(hash);
  2348. bool cached = length > 0;
  2349. void* cachedData = NULL;
  2350. if (cached)
  2351. {
  2352. cachedData = BX_ALLOC(g_allocator, length);
  2353. if (g_callback->cacheRead(hash, cachedData, length) )
  2354. {
  2355. BX_TRACE("Loading cached PSO (size %d).", length);
  2356. bx::MemoryReader reader(cachedData, length);
  2357. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2358. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2359. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2360. , IID_ID3D12PipelineState
  2361. , (void**)&pso
  2362. );
  2363. if (FAILED(hr) )
  2364. {
  2365. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2366. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2367. }
  2368. }
  2369. }
  2370. if (NULL == pso)
  2371. {
  2372. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2373. , IID_ID3D12PipelineState
  2374. , (void**)&pso
  2375. ) );
  2376. }
  2377. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2378. m_pipelineStateCache.add(hash, pso);
  2379. release(temp);
  2380. ID3DBlob* blob;
  2381. HRESULT hr = pso->GetCachedBlob(&blob);
  2382. if (SUCCEEDED(hr) )
  2383. {
  2384. void* data = blob->GetBufferPointer();
  2385. length = (uint32_t)blob->GetBufferSize();
  2386. g_callback->cacheWrite(hash, data, length);
  2387. DX_RELEASE(blob, 0);
  2388. }
  2389. if (NULL != cachedData)
  2390. {
  2391. BX_FREE(g_allocator, cachedData);
  2392. }
  2393. return pso;
  2394. }
  2395. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2396. {
  2397. bx::HashMurmur2A murmur;
  2398. murmur.begin();
  2399. murmur.add(_flags, _num * sizeof(uint32_t) );
  2400. uint32_t hash = murmur.end();
  2401. uint16_t sampler = m_samplerStateCache.find(hash);
  2402. if (UINT16_MAX == sampler)
  2403. {
  2404. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2405. m_samplerStateCache.add(hash, sampler);
  2406. }
  2407. return sampler;
  2408. }
  2409. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2410. {
  2411. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2412. }
  2413. DXGI_FORMAT getBufferFormat()
  2414. {
  2415. #if BX_PLATFORM_WINDOWS
  2416. return m_scd.BufferDesc.Format;
  2417. #else
  2418. return m_scd.Format;
  2419. #endif
  2420. }
  2421. uint32_t getBufferWidth()
  2422. {
  2423. #if BX_PLATFORM_WINDOWS
  2424. return m_scd.BufferDesc.Width;
  2425. #else
  2426. return m_scd.Width;
  2427. #endif
  2428. }
  2429. uint32_t getBufferHeight()
  2430. {
  2431. #if BX_PLATFORM_WINDOWS
  2432. return m_scd.BufferDesc.Height;
  2433. #else
  2434. return m_scd.Height;
  2435. #endif
  2436. }
  2437. void setBufferSize(uint32_t _width, uint32_t _height)
  2438. {
  2439. #if BX_PLATFORM_WINDOWS
  2440. m_scd.BufferDesc.Width = _width;
  2441. m_scd.BufferDesc.Height = _height;
  2442. #else
  2443. m_scd.Width = _width;
  2444. m_scd.Height = _height;
  2445. #endif
  2446. }
  2447. void commit(UniformBuffer& _uniformBuffer)
  2448. {
  2449. _uniformBuffer.reset();
  2450. for (;;)
  2451. {
  2452. uint32_t opcode = _uniformBuffer.read();
  2453. if (UniformType::End == opcode)
  2454. {
  2455. break;
  2456. }
  2457. UniformType::Enum type;
  2458. uint16_t loc;
  2459. uint16_t num;
  2460. uint16_t copy;
  2461. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2462. const char* data;
  2463. if (copy)
  2464. {
  2465. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2466. }
  2467. else
  2468. {
  2469. UniformHandle handle;
  2470. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2471. data = (const char*)m_uniforms[handle.idx];
  2472. }
  2473. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2474. case UniformType::_uniform: \
  2475. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2476. { \
  2477. setShaderUniform(uint8_t(type), loc, data, num); \
  2478. } \
  2479. break;
  2480. switch ( (uint32_t)type)
  2481. {
  2482. case UniformType::Mat3:
  2483. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2484. {
  2485. float* value = (float*)data;
  2486. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2487. {
  2488. Matrix4 mtx;
  2489. mtx.un.val[ 0] = value[0];
  2490. mtx.un.val[ 1] = value[1];
  2491. mtx.un.val[ 2] = value[2];
  2492. mtx.un.val[ 3] = 0.0f;
  2493. mtx.un.val[ 4] = value[3];
  2494. mtx.un.val[ 5] = value[4];
  2495. mtx.un.val[ 6] = value[5];
  2496. mtx.un.val[ 7] = 0.0f;
  2497. mtx.un.val[ 8] = value[6];
  2498. mtx.un.val[ 9] = value[7];
  2499. mtx.un.val[10] = value[8];
  2500. mtx.un.val[11] = 0.0f;
  2501. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2502. }
  2503. }
  2504. break;
  2505. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2506. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2507. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2508. case UniformType::End:
  2509. break;
  2510. default:
  2511. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2512. break;
  2513. }
  2514. #undef CASE_IMPLEMENT_UNIFORM
  2515. }
  2516. }
  2517. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2518. {
  2519. if (isValid(m_fbh) )
  2520. {
  2521. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2522. frameBuffer.clear(m_commandList, _clear, _palette);
  2523. }
  2524. else
  2525. {
  2526. if (NULL != m_currentColor
  2527. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2528. {
  2529. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2530. {
  2531. uint8_t index = _clear.m_index[0];
  2532. if (UINT8_MAX != index)
  2533. {
  2534. m_commandList->ClearRenderTargetView(*m_currentColor
  2535. , _palette[index]
  2536. , _num
  2537. , _rect
  2538. );
  2539. }
  2540. }
  2541. else
  2542. {
  2543. float frgba[4] =
  2544. {
  2545. _clear.m_index[0] * 1.0f / 255.0f,
  2546. _clear.m_index[1] * 1.0f / 255.0f,
  2547. _clear.m_index[2] * 1.0f / 255.0f,
  2548. _clear.m_index[3] * 1.0f / 255.0f,
  2549. };
  2550. m_commandList->ClearRenderTargetView(*m_currentColor
  2551. , frgba
  2552. , _num
  2553. , _rect
  2554. );
  2555. }
  2556. }
  2557. if (NULL != m_currentDepthStencil
  2558. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2559. {
  2560. uint32_t flags = 0;
  2561. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2562. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2563. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2564. , D3D12_CLEAR_FLAGS(flags)
  2565. , _clear.m_depth
  2566. , _clear.m_stencil
  2567. , _num
  2568. , _rect
  2569. );
  2570. }
  2571. }
  2572. }
  2573. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2574. {
  2575. uint32_t width;
  2576. uint32_t height;
  2577. if (isValid(m_fbh) )
  2578. {
  2579. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2580. width = fb.m_width;
  2581. height = fb.m_height;
  2582. }
  2583. else
  2584. {
  2585. width = getBufferWidth();
  2586. height = getBufferHeight();
  2587. }
  2588. if (0 == _rect.m_x
  2589. && 0 == _rect.m_y
  2590. && width == _rect.m_width
  2591. && height == _rect.m_height)
  2592. {
  2593. clear(_clear, _palette);
  2594. }
  2595. else
  2596. {
  2597. D3D12_RECT rect;
  2598. rect.left = _rect.m_x;
  2599. rect.top = _rect.m_y;
  2600. rect.right = _rect.m_x + _rect.m_width;
  2601. rect.bottom = _rect.m_y + _rect.m_height;
  2602. clear(_clear, _palette, &rect, 1);
  2603. }
  2604. }
  2605. uint64_t kick()
  2606. {
  2607. uint64_t fence = m_cmd.kick();
  2608. m_commandList = m_cmd.alloc();
  2609. return fence;
  2610. }
  2611. void finish()
  2612. {
  2613. m_cmd.kick();
  2614. m_cmd.finish();
  2615. m_commandList = NULL;
  2616. }
  2617. void finishAll()
  2618. {
  2619. uint64_t fence = m_cmd.kick();
  2620. m_cmd.finish(fence, true);
  2621. m_commandList = NULL;
  2622. }
  2623. void* m_kernel32dll;
  2624. void* m_d3d12dll;
  2625. void* m_dxgidll;
  2626. void* m_renderdocdll;
  2627. void* m_winPixEvent;
  2628. D3D_FEATURE_LEVEL m_featureLevel;
  2629. D3D_DRIVER_TYPE m_driverType;
  2630. DXGI_ADAPTER_DESC m_adapterDesc;
  2631. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2632. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2633. #if BX_PLATFORM_WINDOWS
  2634. IDXGIAdapter3* m_adapter;
  2635. IDXGIFactory4* m_factory;
  2636. IDXGISwapChain3* m_swapChain;
  2637. ID3D12InfoQueue* m_infoQueue;
  2638. #elif BX_PLATFORM_WINRT
  2639. IDXGIAdapter* m_adapter;
  2640. IDXGIFactory2* m_factory;
  2641. IDXGISwapChain1* m_swapChain;
  2642. #else
  2643. IDXGIAdapter* m_adapter;
  2644. IDXGIFactory2* m_factory;
  2645. IDXGISwapChain1* m_swapChain;
  2646. #endif // BX_PLATFORM_WINDOWS
  2647. int64_t m_presentElapsed;
  2648. uint16_t m_numWindows;
  2649. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2650. ID3D12Device* m_device;
  2651. TimerQueryD3D12 m_gpuTimer;
  2652. OcclusionQueryD3D12 m_occlusionQuery;
  2653. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2654. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2655. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2656. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2657. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2658. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2659. ID3D12Resource* m_backBufferColor[4];
  2660. uint64_t m_backBufferColorFence[4];
  2661. ID3D12Resource* m_backBufferDepthStencil;
  2662. ScratchBufferD3D12 m_scratchBuffer[4];
  2663. DescriptorAllocatorD3D12 m_samplerAllocator;
  2664. ID3D12RootSignature* m_rootSignature;
  2665. CommandQueueD3D12 m_cmd;
  2666. BatchD3D12 m_batch;
  2667. ID3D12GraphicsCommandList* m_commandList;
  2668. Resolution m_resolution;
  2669. bool m_wireframe;
  2670. bool m_lost;
  2671. #if BX_PLATFORM_WINDOWS
  2672. DXGI_SWAP_CHAIN_DESC m_scd;
  2673. #else
  2674. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2675. #endif // BX_PLATFORM_WINDOWS
  2676. uint32_t m_maxAnisotropy;
  2677. bool m_depthClamp;
  2678. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2679. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2680. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2681. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2682. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2683. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2684. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2685. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2686. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2687. UniformRegistry m_uniformReg;
  2688. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2689. StateCache m_samplerStateCache;
  2690. TextVideoMem m_textVideoMem;
  2691. uint8_t m_fsScratch[64<<10];
  2692. uint8_t m_vsScratch[64<<10];
  2693. uint32_t m_fsChanges;
  2694. uint32_t m_vsChanges;
  2695. FrameBufferHandle m_fbh;
  2696. uint32_t m_backBufferColorIdx;
  2697. bool m_rtMsaa;
  2698. };
  2699. static RendererContextD3D12* s_renderD3D12;
  2700. RendererContextI* rendererCreate(const Init& _init)
  2701. {
  2702. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2703. if (!s_renderD3D12->init(_init) )
  2704. {
  2705. BX_DELETE(g_allocator, s_renderD3D12);
  2706. s_renderD3D12 = NULL;
  2707. }
  2708. return s_renderD3D12;
  2709. }
  2710. void rendererDestroy()
  2711. {
  2712. s_renderD3D12->shutdown();
  2713. BX_DELETE(g_allocator, s_renderD3D12);
  2714. s_renderD3D12 = NULL;
  2715. }
  2716. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2717. {
  2718. m_size = _size;
  2719. ID3D12Device* device = s_renderD3D12->m_device;
  2720. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2721. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2722. desc.NumDescriptors = _maxDescriptors;
  2723. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2724. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2725. desc.NodeMask = 1;
  2726. DX_CHECK(device->CreateDescriptorHeap(&desc
  2727. , IID_ID3D12DescriptorHeap
  2728. , (void**)&m_heap
  2729. ) );
  2730. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2731. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2732. D3D12_RANGE range = { 0, 0 };
  2733. m_upload->Map(0, &range, (void**)&m_data);
  2734. reset(m_gpuHandle);
  2735. }
  2736. void ScratchBufferD3D12::destroy()
  2737. {
  2738. m_upload->Unmap(0, NULL);
  2739. DX_RELEASE(m_upload, 0);
  2740. DX_RELEASE(m_heap, 0);
  2741. }
  2742. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2743. {
  2744. m_pos = 0;
  2745. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2746. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2747. _gpuHandle = m_gpuHandle;
  2748. }
  2749. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2750. {
  2751. _gpuAddress = m_gpuVA + m_pos;
  2752. void* data = &m_data[m_pos];
  2753. m_pos += BX_ALIGN_256(_size);
  2754. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2755. // desc.BufferLocation = _gpuAddress;
  2756. // desc.SizeInBytes = _size;
  2757. // ID3D12Device* device = s_renderD3D12->m_device;
  2758. // device->CreateConstantBufferView(&desc
  2759. // , m_cpuHandle
  2760. // );
  2761. // m_cpuHandle.ptr += m_incrementSize;
  2762. // m_gpuHandle.ptr += m_incrementSize;
  2763. return data;
  2764. }
  2765. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2766. {
  2767. ID3D12Device* device = s_renderD3D12->m_device;
  2768. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2769. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2770. if (0 != _mip)
  2771. {
  2772. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2773. srvd = &tmpSrvd;
  2774. switch (_texture.m_srvd.ViewDimension)
  2775. {
  2776. default:
  2777. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2778. srvd->Texture2D.MostDetailedMip = _mip;
  2779. srvd->Texture2D.MipLevels = 1;
  2780. srvd->Texture2D.PlaneSlice = 0;
  2781. srvd->Texture2D.ResourceMinLODClamp = 0;
  2782. break;
  2783. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2784. srvd->TextureCube.MostDetailedMip = _mip;
  2785. srvd->TextureCube.MipLevels = 1;
  2786. srvd->TextureCube.ResourceMinLODClamp = 0;
  2787. break;
  2788. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2789. srvd->Texture3D.MostDetailedMip = _mip;
  2790. srvd->Texture3D.MipLevels = 1;
  2791. srvd->Texture3D.ResourceMinLODClamp = 0;
  2792. break;
  2793. }
  2794. }
  2795. device->CreateShaderResourceView(_texture.m_ptr
  2796. , srvd
  2797. , m_cpuHandle
  2798. );
  2799. m_cpuHandle.ptr += m_incrementSize;
  2800. _gpuHandle = m_gpuHandle;
  2801. m_gpuHandle.ptr += m_incrementSize;
  2802. }
  2803. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2804. {
  2805. ID3D12Device* device = s_renderD3D12->m_device;
  2806. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2807. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2808. if (0 != _mip)
  2809. {
  2810. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2811. uavd = &tmpUavd;
  2812. switch (_texture.m_uavd.ViewDimension)
  2813. {
  2814. default:
  2815. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2816. uavd->Texture2D.MipSlice = _mip;
  2817. uavd->Texture2D.PlaneSlice = 0;
  2818. break;
  2819. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2820. uavd->Texture2DArray.MipSlice = _mip;
  2821. uavd->Texture2DArray.PlaneSlice = 0;
  2822. break;
  2823. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2824. uavd->Texture3D.MipSlice = _mip;
  2825. break;
  2826. }
  2827. }
  2828. device->CreateUnorderedAccessView(_texture.m_ptr
  2829. , NULL
  2830. , uavd
  2831. , m_cpuHandle
  2832. );
  2833. m_cpuHandle.ptr += m_incrementSize;
  2834. _gpuHandle = m_gpuHandle;
  2835. m_gpuHandle.ptr += m_incrementSize;
  2836. }
  2837. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2838. {
  2839. ID3D12Device* device = s_renderD3D12->m_device;
  2840. device->CreateShaderResourceView(_buffer.m_ptr
  2841. , &_buffer.m_srvd
  2842. , m_cpuHandle
  2843. );
  2844. m_cpuHandle.ptr += m_incrementSize;
  2845. _gpuHandle = m_gpuHandle;
  2846. m_gpuHandle.ptr += m_incrementSize;
  2847. }
  2848. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2849. {
  2850. ID3D12Device* device = s_renderD3D12->m_device;
  2851. device->CreateUnorderedAccessView(_buffer.m_ptr
  2852. , NULL
  2853. , &_buffer.m_uavd
  2854. , m_cpuHandle
  2855. );
  2856. m_cpuHandle.ptr += m_incrementSize;
  2857. _gpuHandle = m_gpuHandle;
  2858. m_gpuHandle.ptr += m_incrementSize;
  2859. }
  2860. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2861. {
  2862. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2863. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2864. ID3D12Device* device = s_renderD3D12->m_device;
  2865. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2866. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2867. desc.NumDescriptors = _maxDescriptors;
  2868. desc.Type = _type;
  2869. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2870. desc.NodeMask = 1;
  2871. DX_CHECK(device->CreateDescriptorHeap(&desc
  2872. , IID_ID3D12DescriptorHeap
  2873. , (void**)&m_heap
  2874. ) );
  2875. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2876. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2877. }
  2878. void DescriptorAllocatorD3D12::destroy()
  2879. {
  2880. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2881. DX_RELEASE(m_heap, 0);
  2882. }
  2883. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2884. {
  2885. uint16_t idx = m_handleAlloc->alloc();
  2886. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2887. ID3D12Device* device = s_renderD3D12->m_device;
  2888. device->CreateShaderResourceView(_ptr
  2889. , _desc
  2890. , cpuHandle
  2891. );
  2892. return idx;
  2893. }
  2894. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2895. {
  2896. uint16_t idx = m_handleAlloc->alloc();
  2897. ID3D12Device* device = s_renderD3D12->m_device;
  2898. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2899. for (uint32_t ii = 0; ii < _num; ++ii)
  2900. {
  2901. uint32_t flags = _flags[ii];
  2902. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2903. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2904. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2905. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2906. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2907. D3D12_SAMPLER_DESC sd;
  2908. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2909. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2910. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2911. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2912. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2913. sd.MaxAnisotropy = maxAnisotropy;
  2914. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2915. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2916. if (NULL != _palette
  2917. && needBorderColor(flags) )
  2918. {
  2919. const float* rgba = _palette[index];
  2920. sd.BorderColor[0] = rgba[0];
  2921. sd.BorderColor[1] = rgba[1];
  2922. sd.BorderColor[2] = rgba[2];
  2923. sd.BorderColor[3] = rgba[3];
  2924. }
  2925. else
  2926. {
  2927. sd.BorderColor[0] = 0.0f;
  2928. sd.BorderColor[1] = 0.0f;
  2929. sd.BorderColor[2] = 0.0f;
  2930. sd.BorderColor[3] = 0.0f;
  2931. }
  2932. sd.MinLOD = 0;
  2933. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2934. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2935. {
  2936. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2937. };
  2938. device->CreateSampler(&sd, cpuHandle);
  2939. }
  2940. return idx;
  2941. }
  2942. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2943. {
  2944. m_handleAlloc->free(_idx);
  2945. }
  2946. void DescriptorAllocatorD3D12::reset()
  2947. {
  2948. uint16_t max = m_handleAlloc->getMaxHandles();
  2949. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2950. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2951. }
  2952. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2953. {
  2954. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2955. return gpuHandle;
  2956. }
  2957. void CommandQueueD3D12::init(ID3D12Device* _device)
  2958. {
  2959. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2960. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2961. queueDesc.Priority = 0;
  2962. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2963. queueDesc.NodeMask = 1;
  2964. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2965. , IID_ID3D12CommandQueue
  2966. , (void**)&m_commandQueue
  2967. ) );
  2968. m_completedFence = 0;
  2969. m_currentFence = 0;
  2970. DX_CHECK(_device->CreateFence(0
  2971. , D3D12_FENCE_FLAG_NONE
  2972. , IID_ID3D12Fence
  2973. , (void**)&m_fence
  2974. ) );
  2975. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2976. {
  2977. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2978. , IID_ID3D12CommandAllocator
  2979. , (void**)&m_commandList[ii].m_commandAllocator
  2980. ) );
  2981. DX_CHECK(_device->CreateCommandList(0
  2982. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2983. , m_commandList[ii].m_commandAllocator
  2984. , NULL
  2985. , IID_ID3D12GraphicsCommandList
  2986. , (void**)&m_commandList[ii].m_commandList
  2987. ) );
  2988. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2989. }
  2990. }
  2991. void CommandQueueD3D12::shutdown()
  2992. {
  2993. finish(UINT64_MAX, true);
  2994. DX_RELEASE(m_fence, 0);
  2995. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2996. {
  2997. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2998. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2999. }
  3000. DX_RELEASE(m_commandQueue, 0);
  3001. }
  3002. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3003. {
  3004. while (0 == m_control.reserve(1) )
  3005. {
  3006. consume();
  3007. }
  3008. CommandList& commandList = m_commandList[m_control.m_current];
  3009. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3010. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3011. return commandList.m_commandList;
  3012. }
  3013. uint64_t CommandQueueD3D12::kick()
  3014. {
  3015. CommandList& commandList = m_commandList[m_control.m_current];
  3016. DX_CHECK(commandList.m_commandList->Close() );
  3017. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3018. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3019. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3020. const uint64_t fence = m_currentFence++;
  3021. m_commandQueue->Signal(m_fence, fence);
  3022. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3023. m_control.commit(1);
  3024. return fence;
  3025. }
  3026. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3027. {
  3028. while (0 < m_control.available() )
  3029. {
  3030. consume();
  3031. if (!_finishAll
  3032. && _waitFence <= m_completedFence)
  3033. {
  3034. return;
  3035. }
  3036. }
  3037. BX_CHECK(0 == m_control.available(), "");
  3038. }
  3039. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3040. {
  3041. if (0 < m_control.available() )
  3042. {
  3043. if (consume(0)
  3044. && _waitFence <= m_completedFence)
  3045. {
  3046. return true;
  3047. }
  3048. }
  3049. return false;
  3050. }
  3051. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3052. {
  3053. m_release[m_control.m_current].push_back(_ptr);
  3054. }
  3055. bool CommandQueueD3D12::consume(uint32_t _ms)
  3056. {
  3057. CommandList& commandList = m_commandList[m_control.m_read];
  3058. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3059. {
  3060. CloseHandle(commandList.m_event);
  3061. commandList.m_event = NULL;
  3062. m_completedFence = m_fence->GetCompletedValue();
  3063. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3064. m_commandQueue->Wait(m_fence, m_completedFence);
  3065. ResourceArray& ra = m_release[m_control.m_read];
  3066. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3067. {
  3068. DX_RELEASE(*it, 0);
  3069. }
  3070. ra.clear();
  3071. m_control.consume(1);
  3072. return true;
  3073. }
  3074. return false;
  3075. }
  3076. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3077. {
  3078. m_maxDrawPerBatch = _maxDrawPerBatch;
  3079. setSeqMode(false);
  3080. setIndirectMode(true);
  3081. ID3D12Device* device = s_renderD3D12->m_device;
  3082. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3083. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3084. {
  3085. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3086. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3087. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3088. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3089. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3090. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3091. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3092. };
  3093. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3094. {
  3095. sizeof(DrawIndirectCommand),
  3096. BX_COUNTOF(drawArgDesc),
  3097. drawArgDesc,
  3098. 1,
  3099. };
  3100. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3101. , rootSignature
  3102. , IID_ID3D12CommandSignature
  3103. , (void**)&m_commandSignature[Draw]
  3104. ) );
  3105. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3106. {
  3107. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3108. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3109. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3110. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3111. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3112. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3113. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3114. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3115. };
  3116. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3117. {
  3118. sizeof(DrawIndexedIndirectCommand),
  3119. BX_COUNTOF(drawIndexedArgDesc),
  3120. drawIndexedArgDesc,
  3121. 1,
  3122. };
  3123. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3124. , rootSignature
  3125. , IID_ID3D12CommandSignature
  3126. , (void**)&m_commandSignature[DrawIndexed]
  3127. ) );
  3128. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3129. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3130. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3131. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3132. {
  3133. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3134. , NULL
  3135. , BGFX_BUFFER_DRAW_INDIRECT
  3136. , false
  3137. , cmdSize
  3138. );
  3139. }
  3140. }
  3141. void BatchD3D12::destroy()
  3142. {
  3143. BX_FREE(g_allocator, m_cmds[0]);
  3144. BX_FREE(g_allocator, m_cmds[1]);
  3145. DX_RELEASE(m_commandSignature[0], 0);
  3146. DX_RELEASE(m_commandSignature[1], 0);
  3147. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3148. {
  3149. m_indirect[ii].destroy();
  3150. }
  3151. }
  3152. template<typename Ty>
  3153. Ty& BatchD3D12::getCmd(Enum _type)
  3154. {
  3155. uint32_t index = m_num[_type];
  3156. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3157. m_num[_type]++;
  3158. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3159. return *cmd;
  3160. }
  3161. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3162. {
  3163. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3164. uint32_t numIndices = 0;
  3165. if (Draw == type)
  3166. {
  3167. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3168. cmd.cbv = _cbv;
  3169. uint32_t numVertices = _draw.m_numVertices;
  3170. uint8_t numStreams = 0;
  3171. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3172. ; 0 != streamMask
  3173. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3174. )
  3175. {
  3176. streamMask >>= ntz;
  3177. idx += ntz;
  3178. const Stream& stream = _draw.m_stream[idx];
  3179. uint16_t handle = stream.m_handle.idx;
  3180. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3181. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3182. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3183. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3184. uint32_t stride = vertexDecl.m_stride;
  3185. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3186. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3187. vbv.StrideInBytes = vertexDecl.m_stride;
  3188. vbv.SizeInBytes = vb.m_size;
  3189. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3190. ? vb.m_size/stride
  3191. : _draw.m_numVertices
  3192. , numVertices
  3193. );
  3194. }
  3195. if (isValid(_draw.m_instanceDataBuffer) )
  3196. {
  3197. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3198. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3199. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3200. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3201. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3202. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3203. }
  3204. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3205. {
  3206. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3207. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3208. }
  3209. cmd.draw.InstanceCount = _draw.m_numInstances;
  3210. cmd.draw.VertexCountPerInstance = numVertices;
  3211. cmd.draw.StartVertexLocation = 0;
  3212. cmd.draw.StartInstanceLocation = 0;
  3213. }
  3214. else
  3215. {
  3216. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3217. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3218. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3219. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3220. numIndices = UINT32_MAX == _draw.m_numIndices
  3221. ? ib.m_size / indexSize
  3222. : _draw.m_numIndices
  3223. ;
  3224. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3225. cmd.cbv = _cbv;
  3226. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3227. cmd.ibv.SizeInBytes = ib.m_size;
  3228. cmd.ibv.Format = hasIndex16
  3229. ? DXGI_FORMAT_R16_UINT
  3230. : DXGI_FORMAT_R32_UINT
  3231. ;
  3232. uint32_t numVertices = _draw.m_numVertices;
  3233. uint8_t numStreams = 0;
  3234. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3235. ; 0 != streamMask
  3236. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3237. )
  3238. {
  3239. streamMask >>= ntz;
  3240. idx += ntz;
  3241. const Stream& stream = _draw.m_stream[idx];
  3242. uint16_t handle = stream.m_handle.idx;
  3243. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3244. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3245. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3246. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3247. uint32_t stride = vertexDecl.m_stride;
  3248. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3249. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3250. vbv.StrideInBytes = stride;
  3251. vbv.SizeInBytes = vb.m_size;
  3252. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3253. ? vb.m_size/stride
  3254. : _draw.m_numVertices
  3255. , numVertices
  3256. );
  3257. }
  3258. if (isValid(_draw.m_instanceDataBuffer) )
  3259. {
  3260. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3261. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3262. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3263. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3264. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3265. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3266. }
  3267. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3268. {
  3269. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3270. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3271. }
  3272. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  3273. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  3274. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  3275. cmd.drawIndexed.BaseVertexLocation = 0;
  3276. cmd.drawIndexed.StartInstanceLocation = 0;
  3277. }
  3278. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3279. {
  3280. flush(_commandList, type);
  3281. }
  3282. return numIndices;
  3283. }
  3284. static const uint32_t s_indirectCommandSize[] =
  3285. {
  3286. sizeof(BatchD3D12::DrawIndirectCommand),
  3287. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3288. };
  3289. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3290. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3291. {
  3292. uint32_t num = m_num[_type];
  3293. if (0 != num)
  3294. {
  3295. m_num[_type] = 0;
  3296. if (m_minIndirect < num)
  3297. {
  3298. m_stats.m_numIndirect[_type]++;
  3299. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3300. m_currIndirect %= BX_COUNTOF(m_indirect);
  3301. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3302. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3303. , num
  3304. , indirect.m_ptr
  3305. , 0
  3306. , NULL
  3307. , 0
  3308. );
  3309. }
  3310. else
  3311. {
  3312. m_stats.m_numImmediate[_type]++;
  3313. if (Draw == _type)
  3314. {
  3315. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3316. for (uint32_t ii = 0; ii < num; ++ii)
  3317. {
  3318. const DrawIndirectCommand& cmd = cmds[ii];
  3319. if (m_current.cbv != cmd.cbv)
  3320. {
  3321. m_current.cbv = cmd.cbv;
  3322. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3323. }
  3324. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3325. {
  3326. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3327. _commandList->IASetVertexBuffers(0
  3328. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3329. , cmd.vbv
  3330. );
  3331. }
  3332. _commandList->DrawInstanced(
  3333. cmd.draw.VertexCountPerInstance
  3334. , cmd.draw.InstanceCount
  3335. , cmd.draw.StartVertexLocation
  3336. , cmd.draw.StartInstanceLocation
  3337. );
  3338. }
  3339. }
  3340. else
  3341. {
  3342. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3343. for (uint32_t ii = 0; ii < num; ++ii)
  3344. {
  3345. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3346. if (m_current.cbv != cmd.cbv)
  3347. {
  3348. m_current.cbv = cmd.cbv;
  3349. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3350. }
  3351. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3352. {
  3353. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3354. _commandList->IASetVertexBuffers(0
  3355. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3356. , cmd.vbv
  3357. );
  3358. }
  3359. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3360. {
  3361. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3362. _commandList->IASetIndexBuffer(&cmd.ibv);
  3363. }
  3364. _commandList->DrawIndexedInstanced(
  3365. cmd.drawIndexed.IndexCountPerInstance
  3366. , cmd.drawIndexed.InstanceCount
  3367. , cmd.drawIndexed.StartIndexLocation
  3368. , cmd.drawIndexed.BaseVertexLocation
  3369. , cmd.drawIndexed.StartInstanceLocation
  3370. );
  3371. }
  3372. }
  3373. }
  3374. }
  3375. }
  3376. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3377. {
  3378. flush(_commandList, Draw);
  3379. flush(_commandList, DrawIndexed);
  3380. if (_clean)
  3381. {
  3382. bx::memSet(&m_current, 0, sizeof(m_current) );
  3383. }
  3384. }
  3385. void BatchD3D12::begin()
  3386. {
  3387. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3388. bx::memSet(&m_current, 0, sizeof(m_current) );
  3389. }
  3390. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3391. {
  3392. flush(_commandList);
  3393. }
  3394. struct UavFormat
  3395. {
  3396. DXGI_FORMAT format[3];
  3397. uint32_t stride;
  3398. };
  3399. static const UavFormat s_uavFormat[] =
  3400. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3401. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3402. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3403. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3404. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3405. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3406. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3407. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3408. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3409. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3410. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3411. };
  3412. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3413. {
  3414. m_size = _size;
  3415. m_flags = _flags;
  3416. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3417. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3418. m_dynamic = NULL == _data || needUav;
  3419. DXGI_FORMAT format;
  3420. uint32_t stride;
  3421. uint32_t flags = needUav
  3422. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3423. : D3D12_RESOURCE_FLAG_NONE
  3424. ;
  3425. if (drawIndirect)
  3426. {
  3427. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3428. stride = 16;
  3429. }
  3430. else
  3431. {
  3432. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3433. if (0 == uavFormat)
  3434. {
  3435. if (_vertex)
  3436. {
  3437. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3438. stride = 16;
  3439. }
  3440. else
  3441. {
  3442. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3443. {
  3444. format = DXGI_FORMAT_R16_UINT;
  3445. stride = 2;
  3446. }
  3447. else
  3448. {
  3449. format = DXGI_FORMAT_R32_UINT;
  3450. stride = 4;
  3451. }
  3452. }
  3453. }
  3454. else
  3455. {
  3456. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3457. format = s_uavFormat[uavFormat].format[uavType];
  3458. stride = s_uavFormat[uavFormat].stride;
  3459. }
  3460. }
  3461. stride = 0 == _stride ? stride : _stride;
  3462. m_srvd.Format = format;
  3463. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3464. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3465. m_srvd.Buffer.FirstElement = 0;
  3466. m_srvd.Buffer.NumElements = m_size / stride;
  3467. m_srvd.Buffer.StructureByteStride = 0;
  3468. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3469. m_uavd.Format = format;
  3470. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3471. m_uavd.Buffer.FirstElement = 0;
  3472. m_uavd.Buffer.NumElements = m_size / stride;
  3473. m_uavd.Buffer.StructureByteStride = 0;
  3474. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3475. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3476. ID3D12Device* device = s_renderD3D12->m_device;
  3477. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3478. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3479. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3480. setState(commandList, drawIndirect
  3481. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3482. : D3D12_RESOURCE_STATE_GENERIC_READ
  3483. );
  3484. if (!m_dynamic)
  3485. {
  3486. update(commandList, 0, _size, _data);
  3487. }
  3488. }
  3489. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3490. {
  3491. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3492. uint8_t* data;
  3493. D3D12_RANGE range = { 0, 0 };
  3494. DX_CHECK(staging->Map(0, &range, (void**)&data) );
  3495. bx::memCopy(data, _data, _size);
  3496. staging->Unmap(0, NULL);
  3497. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3498. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3499. setState(_commandList, state);
  3500. s_renderD3D12->m_cmd.release(staging);
  3501. }
  3502. void BufferD3D12::destroy()
  3503. {
  3504. if (NULL != m_ptr)
  3505. {
  3506. s_renderD3D12->m_cmd.release(m_ptr);
  3507. m_dynamic = false;
  3508. }
  3509. }
  3510. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3511. {
  3512. if (m_state != _state)
  3513. {
  3514. setResourceBarrier(_commandList
  3515. , m_ptr
  3516. , m_state
  3517. , _state
  3518. );
  3519. bx::xchg(m_state, _state);
  3520. }
  3521. return _state;
  3522. }
  3523. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3524. {
  3525. BufferD3D12::create(_size, _data, _flags, true);
  3526. m_decl = _declHandle;
  3527. }
  3528. void ShaderD3D12::create(const Memory* _mem)
  3529. {
  3530. bx::MemoryReader reader(_mem->data, _mem->size);
  3531. uint32_t magic;
  3532. bx::read(&reader, magic);
  3533. switch (magic)
  3534. {
  3535. case BGFX_CHUNK_MAGIC_CSH:
  3536. case BGFX_CHUNK_MAGIC_FSH:
  3537. case BGFX_CHUNK_MAGIC_VSH:
  3538. break;
  3539. default:
  3540. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3541. break;
  3542. }
  3543. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3544. uint32_t iohash;
  3545. bx::read(&reader, iohash);
  3546. uint16_t count;
  3547. bx::read(&reader, count);
  3548. m_numPredefined = 0;
  3549. m_numUniforms = count;
  3550. BX_TRACE("%s Shader consts %d"
  3551. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3552. , count
  3553. );
  3554. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3555. if (0 < count)
  3556. {
  3557. for (uint32_t ii = 0; ii < count; ++ii)
  3558. {
  3559. uint8_t nameSize = 0;
  3560. bx::read(&reader, nameSize);
  3561. char name[256] = {};
  3562. bx::read(&reader, &name, nameSize);
  3563. name[nameSize] = '\0';
  3564. uint8_t type = 0;
  3565. bx::read(&reader, type);
  3566. uint8_t num = 0;
  3567. bx::read(&reader, num);
  3568. uint16_t regIndex = 0;
  3569. bx::read(&reader, regIndex);
  3570. uint16_t regCount = 0;
  3571. bx::read(&reader, regCount);
  3572. const char* kind = "invalid";
  3573. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3574. if (PredefinedUniform::Count != predefined)
  3575. {
  3576. kind = "predefined";
  3577. m_predefined[m_numPredefined].m_loc = regIndex;
  3578. m_predefined[m_numPredefined].m_count = regCount;
  3579. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3580. m_numPredefined++;
  3581. }
  3582. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3583. {
  3584. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3585. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3586. if (NULL != info)
  3587. {
  3588. if (NULL == m_constantBuffer)
  3589. {
  3590. m_constantBuffer = UniformBuffer::create(1024);
  3591. }
  3592. kind = "user";
  3593. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3594. }
  3595. }
  3596. else
  3597. {
  3598. kind = "sampler";
  3599. }
  3600. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3601. , kind
  3602. , name
  3603. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3604. , num
  3605. , regIndex
  3606. , regCount
  3607. );
  3608. BX_UNUSED(kind);
  3609. }
  3610. if (NULL != m_constantBuffer)
  3611. {
  3612. m_constantBuffer->finish();
  3613. }
  3614. }
  3615. uint32_t shaderSize;
  3616. bx::read(&reader, shaderSize);
  3617. const void* code = reader.getDataPtr();
  3618. bx::skip(&reader, shaderSize+1);
  3619. m_code = copy(code, shaderSize);
  3620. uint8_t numAttrs = 0;
  3621. bx::read(&reader, numAttrs);
  3622. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3623. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3624. {
  3625. uint16_t id;
  3626. bx::read(&reader, id);
  3627. Attrib::Enum attr = idToAttrib(id);
  3628. if (Attrib::Count != attr)
  3629. {
  3630. m_attrMask[attr] = UINT16_MAX;
  3631. }
  3632. }
  3633. bx::HashMurmur2A murmur;
  3634. murmur.begin();
  3635. murmur.add(iohash);
  3636. murmur.add(code, shaderSize);
  3637. murmur.add(numAttrs);
  3638. murmur.add(m_attrMask, numAttrs);
  3639. m_hash = murmur.end();
  3640. bx::read(&reader, m_size);
  3641. }
  3642. void* TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3643. {
  3644. bimg::ImageContainer imageContainer;
  3645. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3646. {
  3647. uint8_t numMips = imageContainer.m_numMips;
  3648. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3649. numMips -= startLod;
  3650. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3651. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3652. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3653. const uint16_t numLayers = imageContainer.m_numLayers;
  3654. m_flags = _flags;
  3655. m_width = textureWidth;
  3656. m_height = textureHeight;
  3657. m_depth = imageContainer.m_depth;
  3658. m_requestedFormat = uint8_t(imageContainer.m_format);
  3659. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3660. const bool convert = m_textureFormat != m_requestedFormat;
  3661. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3662. if (imageContainer.m_cubeMap)
  3663. {
  3664. m_type = TextureCube;
  3665. }
  3666. else if (imageContainer.m_depth > 1)
  3667. {
  3668. m_type = Texture3D;
  3669. }
  3670. else
  3671. {
  3672. m_type = Texture2D;
  3673. }
  3674. m_numMips = numMips;
  3675. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3676. const uint32_t numSrd = numSides * numMips;
  3677. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3678. uint32_t kk = 0;
  3679. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3680. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3681. uint32_t blockWidth = 1;
  3682. uint32_t blockHeight = 1;
  3683. if (convert && compressed)
  3684. {
  3685. blockWidth = blockInfo.blockWidth;
  3686. blockHeight = blockInfo.blockHeight;
  3687. }
  3688. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3689. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3690. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3691. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3692. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3693. , this - s_renderD3D12->m_textures
  3694. , getName( (TextureFormat::Enum)m_textureFormat)
  3695. , getName( (TextureFormat::Enum)m_requestedFormat)
  3696. , textureWidth
  3697. , textureHeight
  3698. , imageContainer.m_cubeMap ? "x6" : ""
  3699. , renderTarget ? 'x' : ' '
  3700. , writeOnly ? 'x' : ' '
  3701. , computeWrite ? 'x' : ' '
  3702. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3703. );
  3704. uint32_t totalSize = 0;
  3705. for (uint8_t side = 0; side < numSides; ++side)
  3706. {
  3707. uint32_t width = textureWidth;
  3708. uint32_t height = textureHeight;
  3709. uint32_t depth = imageContainer.m_depth;
  3710. for (uint8_t lod = 0; lod < numMips; ++lod)
  3711. {
  3712. width = bx::uint32_max(blockWidth, width);
  3713. height = bx::uint32_max(blockHeight, height);
  3714. depth = bx::uint32_max(1, depth);
  3715. bimg::ImageMip mip;
  3716. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3717. {
  3718. if (convert)
  3719. {
  3720. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3721. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3722. const uint32_t size = slice*depth;
  3723. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3724. bimg::imageDecodeToBgra8(temp
  3725. , mip.m_data
  3726. , mip.m_width
  3727. , mip.m_height
  3728. , pitch
  3729. , mip.m_format
  3730. );
  3731. srd[kk].pData = temp;
  3732. srd[kk].RowPitch = pitch;
  3733. srd[kk].SlicePitch = slice;
  3734. totalSize += size;
  3735. }
  3736. else if (compressed)
  3737. {
  3738. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3739. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3740. const uint32_t size = slice*depth;
  3741. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3742. bimg::imageCopy(temp
  3743. , mip.m_height/blockInfo.blockHeight
  3744. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3745. , depth
  3746. , mip.m_data
  3747. , pitch
  3748. );
  3749. srd[kk].pData = temp;
  3750. srd[kk].RowPitch = pitch;
  3751. srd[kk].SlicePitch = slice;
  3752. totalSize += size;
  3753. }
  3754. else
  3755. {
  3756. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3757. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3758. const uint32_t size = slice*depth;
  3759. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*depth);
  3760. bimg::imageCopy(temp
  3761. , mip.m_height
  3762. , mip.m_width*mip.m_bpp/8
  3763. , depth
  3764. , mip.m_data
  3765. , pitch
  3766. );
  3767. srd[kk].pData = temp;
  3768. srd[kk].RowPitch = pitch;
  3769. srd[kk].SlicePitch = slice;
  3770. totalSize += size;
  3771. }
  3772. ++kk;
  3773. }
  3774. else
  3775. {
  3776. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3777. const uint32_t slice = bx::strideAlign(height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3778. totalSize += slice;
  3779. }
  3780. width >>= 1;
  3781. height >>= 1;
  3782. depth >>= 1;
  3783. }
  3784. }
  3785. BX_TRACE("texture total size: %d", totalSize);
  3786. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3787. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3788. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3789. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3790. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3791. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3792. if (swizzle)
  3793. {
  3794. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3795. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3796. }
  3797. m_uavd.Format = m_srvd.Format;
  3798. ID3D12Device* device = s_renderD3D12->m_device;
  3799. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3800. D3D12_RESOURCE_DESC resourceDesc;
  3801. resourceDesc.Alignment = 0;
  3802. resourceDesc.Width = textureWidth;
  3803. resourceDesc.Height = textureHeight;
  3804. resourceDesc.MipLevels = numMips;
  3805. resourceDesc.Format = format;
  3806. resourceDesc.SampleDesc = msaa;
  3807. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3808. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3809. resourceDesc.DepthOrArraySize = numSides;
  3810. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3811. D3D12_CLEAR_VALUE* clearValue = NULL;
  3812. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3813. {
  3814. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3815. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3816. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3817. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3818. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3819. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3820. clearValue->DepthStencil.Depth = 1.0f;
  3821. clearValue->DepthStencil.Stencil = 0;
  3822. }
  3823. else if (renderTarget)
  3824. {
  3825. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3826. clearValue->Format = resourceDesc.Format;
  3827. clearValue->Color[0] = 0.0f;
  3828. clearValue->Color[1] = 0.0f;
  3829. clearValue->Color[2] = 0.0f;
  3830. clearValue->Color[3] = 0.0f;
  3831. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3832. }
  3833. if (writeOnly)
  3834. {
  3835. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3836. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3837. }
  3838. if (computeWrite)
  3839. {
  3840. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3841. }
  3842. if (blit)
  3843. {
  3844. state = D3D12_RESOURCE_STATE_COPY_DEST;
  3845. }
  3846. switch (m_type)
  3847. {
  3848. case Texture2D:
  3849. case TextureCube:
  3850. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3851. if (imageContainer.m_cubeMap)
  3852. {
  3853. if (1 < numLayers)
  3854. {
  3855. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3856. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3857. m_srvd.TextureCubeArray.MipLevels = numMips;
  3858. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3859. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3860. }
  3861. else
  3862. {
  3863. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3864. m_srvd.TextureCube.MostDetailedMip = 0;
  3865. m_srvd.TextureCube.MipLevels = numMips;
  3866. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3867. }
  3868. }
  3869. else
  3870. {
  3871. if (1 < numLayers)
  3872. {
  3873. m_srvd.ViewDimension = 1 < msaa.Count
  3874. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3875. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3876. ;
  3877. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3878. m_srvd.Texture2DArray.MipLevels = numMips;
  3879. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3880. m_srvd.Texture2DArray.ArraySize = numLayers;
  3881. }
  3882. else
  3883. {
  3884. m_srvd.ViewDimension = 1 < msaa.Count
  3885. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3886. : D3D12_SRV_DIMENSION_TEXTURE2D
  3887. ;
  3888. m_srvd.Texture2D.MostDetailedMip = 0;
  3889. m_srvd.Texture2D.MipLevels = numMips;
  3890. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3891. }
  3892. }
  3893. if (1 < numLayers)
  3894. {
  3895. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3896. m_uavd.Texture2DArray.MipSlice = 0;
  3897. m_uavd.Texture2DArray.PlaneSlice = 0;
  3898. }
  3899. else
  3900. {
  3901. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3902. m_uavd.Texture2D.MipSlice = 0;
  3903. m_uavd.Texture2D.PlaneSlice = 0;
  3904. }
  3905. if (TextureCube == m_type)
  3906. {
  3907. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3908. m_uavd.Texture2DArray.MipSlice = 0;
  3909. m_uavd.Texture2DArray.ArraySize = 6;
  3910. }
  3911. break;
  3912. case Texture3D:
  3913. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3914. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3915. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3916. m_srvd.Texture3D.MostDetailedMip = 0;
  3917. m_srvd.Texture3D.MipLevels = numMips;
  3918. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3919. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3920. m_uavd.Texture3D.MipSlice = 0;
  3921. m_uavd.Texture3D.FirstWSlice = 0;
  3922. m_uavd.Texture3D.WSize = 0;
  3923. break;
  3924. }
  3925. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue);
  3926. if (kk != 0)
  3927. {
  3928. // void* directAccessPtr;
  3929. // DX_CHECK(m_ptr->Map(0, NULL, &directAccessPtr) );
  3930. }
  3931. {
  3932. uint64_t uploadBufferSize;
  3933. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3934. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3935. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3936. device->GetCopyableFootprints(&resourceDesc
  3937. , 0
  3938. , numSrd
  3939. , 0
  3940. , layouts
  3941. , numRows
  3942. , rowSizeInBytes
  3943. , &uploadBufferSize
  3944. );
  3945. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3946. , uploadBufferSize
  3947. , totalSize
  3948. , numRows[0]
  3949. , rowSizeInBytes[0]
  3950. );
  3951. }
  3952. if (kk != 0)
  3953. {
  3954. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3955. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3956. uint64_t result = UpdateSubresources(commandList
  3957. , m_ptr
  3958. , staging
  3959. , 0
  3960. , 0
  3961. , numSrd
  3962. , srd
  3963. );
  3964. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3965. BX_TRACE("Update subresource %" PRId64, result);
  3966. setState(commandList, state);
  3967. s_renderD3D12->m_cmd.release(staging);
  3968. }
  3969. else
  3970. {
  3971. setState(commandList, state);
  3972. }
  3973. if (0 != kk)
  3974. {
  3975. kk = 0;
  3976. for (uint8_t side = 0; side < numSides; ++side)
  3977. {
  3978. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3979. {
  3980. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3981. ++kk;
  3982. }
  3983. }
  3984. }
  3985. }
  3986. return m_directAccessPtr;
  3987. }
  3988. void TextureD3D12::destroy()
  3989. {
  3990. if (NULL != m_ptr)
  3991. {
  3992. if (NULL != m_directAccessPtr)
  3993. {
  3994. m_ptr->Unmap(0, NULL);
  3995. m_directAccessPtr = NULL;
  3996. }
  3997. s_renderD3D12->m_cmd.release(m_ptr);
  3998. m_ptr = NULL;
  3999. }
  4000. }
  4001. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4002. {
  4003. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4004. const uint32_t subres = _mip + (_side * m_numMips);
  4005. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4006. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4007. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4008. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4009. desc.Height = _rect.m_height;
  4010. uint32_t numRows;
  4011. uint64_t totalBytes;
  4012. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4013. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4014. , subres
  4015. , 1
  4016. , 0
  4017. , &layout
  4018. , &numRows
  4019. , NULL
  4020. , &totalBytes
  4021. );
  4022. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4023. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4024. uint8_t* data;
  4025. D3D12_RANGE range = { 0, 0 };
  4026. DX_CHECK(staging->Map(0, &range, (void**)&data) );
  4027. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4028. {
  4029. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4030. }
  4031. staging->Unmap(0, NULL);
  4032. D3D12_BOX box;
  4033. box.left = 0;
  4034. box.top = 0;
  4035. box.right = box.left + _rect.m_width;
  4036. box.bottom = box.top + _rect.m_height;
  4037. box.front = _z;
  4038. box.back = _z+_depth;
  4039. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4040. dst.SubresourceIndex = subres;
  4041. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4042. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4043. setState(_commandList, state);
  4044. s_renderD3D12->m_cmd.release(staging);
  4045. }
  4046. void TextureD3D12::resolve()
  4047. {
  4048. }
  4049. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4050. {
  4051. if (m_state != _state)
  4052. {
  4053. setResourceBarrier(_commandList
  4054. , m_ptr
  4055. , m_state
  4056. , _state
  4057. );
  4058. bx::xchg(m_state, _state);
  4059. }
  4060. return _state;
  4061. }
  4062. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4063. {
  4064. m_denseIdx = UINT16_MAX;
  4065. m_numTh = _num;
  4066. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4067. postReset();
  4068. }
  4069. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  4070. {
  4071. }
  4072. void FrameBufferD3D12::preReset()
  4073. {
  4074. }
  4075. void FrameBufferD3D12::postReset()
  4076. {
  4077. if (m_numTh != 0)
  4078. {
  4079. ID3D12Device* device = s_renderD3D12->m_device;
  4080. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4081. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4082. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4083. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4084. m_width = 0;
  4085. m_height = 0;
  4086. m_depth.idx = bgfx::kInvalidHandle;
  4087. m_num = 0;
  4088. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4089. {
  4090. TextureHandle handle = m_attachment[ii].handle;
  4091. if (isValid(handle) )
  4092. {
  4093. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  4094. if (0 == m_width)
  4095. {
  4096. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4097. m_width = uint32_t(desc.Width);
  4098. m_height = uint32_t(desc.Height);
  4099. }
  4100. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4101. {
  4102. BX_CHECK(!isValid(m_depth), "");
  4103. m_depth = handle;
  4104. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4105. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4106. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4107. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4108. BX_UNUSED(blockInfo);
  4109. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4110. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  4111. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4112. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4113. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4114. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4115. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4116. ;
  4117. device->CreateDepthStencilView(texture.m_ptr
  4118. , &dsvDesc
  4119. , dsvDescriptor
  4120. );
  4121. }
  4122. else
  4123. {
  4124. m_texture[m_num] = handle;
  4125. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4126. device->CreateRenderTargetView(texture.m_ptr
  4127. , NULL
  4128. , rtv
  4129. );
  4130. m_num++;
  4131. }
  4132. }
  4133. }
  4134. }
  4135. }
  4136. uint16_t FrameBufferD3D12::destroy()
  4137. {
  4138. m_numTh = 0;
  4139. m_depth.idx = bgfx::kInvalidHandle;
  4140. uint16_t denseIdx = m_denseIdx;
  4141. m_denseIdx = UINT16_MAX;
  4142. return denseIdx;
  4143. }
  4144. void FrameBufferD3D12::resolve()
  4145. {
  4146. }
  4147. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4148. {
  4149. ID3D12Device* device = s_renderD3D12->m_device;
  4150. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4151. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4152. && 0 != m_num)
  4153. {
  4154. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4155. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4156. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4157. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4158. {
  4159. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4160. {
  4161. uint8_t index = _clear.m_index[ii];
  4162. if (UINT8_MAX != index)
  4163. {
  4164. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  4165. _commandList->ClearRenderTargetView(rtv
  4166. , _palette[index]
  4167. , _num
  4168. , _rect
  4169. );
  4170. }
  4171. }
  4172. }
  4173. else
  4174. {
  4175. float frgba[4] =
  4176. {
  4177. _clear.m_index[0]*1.0f/255.0f,
  4178. _clear.m_index[1]*1.0f/255.0f,
  4179. _clear.m_index[2]*1.0f/255.0f,
  4180. _clear.m_index[3]*1.0f/255.0f,
  4181. };
  4182. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4183. {
  4184. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  4185. _commandList->ClearRenderTargetView(rtv
  4186. , frgba
  4187. , _num
  4188. , _rect
  4189. );
  4190. }
  4191. }
  4192. }
  4193. if (isValid(m_depth)
  4194. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4195. {
  4196. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4197. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4198. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4199. DWORD flags = 0;
  4200. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4201. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4202. _commandList->ClearDepthStencilView(dsvDescriptor
  4203. , D3D12_CLEAR_FLAGS(flags)
  4204. , _clear.m_depth
  4205. , _clear.m_stencil
  4206. , _num
  4207. , _rect
  4208. );
  4209. }
  4210. }
  4211. void TimerQueryD3D12::init()
  4212. {
  4213. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4214. queryHeapDesc.Count = m_control.m_size * 2;
  4215. queryHeapDesc.NodeMask = 1;
  4216. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4217. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4218. , IID_ID3D12QueryHeap
  4219. , (void**)&m_queryHeap
  4220. ) );
  4221. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4222. m_readback = createCommittedResource(s_renderD3D12->m_device
  4223. , HeapProperty::ReadBack
  4224. , size
  4225. );
  4226. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4227. D3D12_RANGE range = { 0, size };
  4228. m_readback->Map(0, &range, (void**)&m_queryResult);
  4229. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4230. {
  4231. Result& result = m_result[ii];
  4232. result.reset();
  4233. }
  4234. m_control.reset();
  4235. }
  4236. void TimerQueryD3D12::shutdown()
  4237. {
  4238. D3D12_RANGE range = { 0, 0 };
  4239. m_readback->Unmap(0, &range);
  4240. DX_RELEASE(m_queryHeap, 0);
  4241. DX_RELEASE(m_readback, 0);
  4242. }
  4243. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4244. {
  4245. while (0 == m_control.reserve(1) )
  4246. {
  4247. m_control.consume(1);
  4248. }
  4249. Result& result = m_result[_resultIdx];
  4250. ++result.m_pending;
  4251. const uint32_t idx = m_control.m_current;
  4252. Query& query = m_query[idx];
  4253. query.m_resultIdx = _resultIdx;
  4254. query.m_ready = false;
  4255. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4256. uint32_t offset = idx * 2 + 0;
  4257. commandList->EndQuery(m_queryHeap
  4258. , D3D12_QUERY_TYPE_TIMESTAMP
  4259. , offset
  4260. );
  4261. m_control.commit(1);
  4262. return idx;
  4263. }
  4264. void TimerQueryD3D12::end(uint32_t _idx)
  4265. {
  4266. Query& query = m_query[_idx];
  4267. query.m_ready = true;
  4268. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4269. uint32_t offset = _idx * 2;
  4270. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4271. commandList->EndQuery(m_queryHeap
  4272. , D3D12_QUERY_TYPE_TIMESTAMP
  4273. , offset + 1
  4274. );
  4275. commandList->ResolveQueryData(m_queryHeap
  4276. , D3D12_QUERY_TYPE_TIMESTAMP
  4277. , offset
  4278. , 2
  4279. , m_readback
  4280. , offset * sizeof(uint64_t)
  4281. );
  4282. while (update() )
  4283. {
  4284. }
  4285. }
  4286. bool TimerQueryD3D12::update()
  4287. {
  4288. if (0 != m_control.available() )
  4289. {
  4290. uint32_t idx = m_control.m_read;
  4291. Query& query = m_query[idx];
  4292. if (!query.m_ready)
  4293. {
  4294. return false;
  4295. }
  4296. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4297. {
  4298. return false;
  4299. }
  4300. m_control.consume(1);
  4301. Result& result = m_result[query.m_resultIdx];
  4302. --result.m_pending;
  4303. uint32_t offset = idx * 2;
  4304. result.m_begin = m_queryResult[offset+0];
  4305. result.m_end = m_queryResult[offset+1];
  4306. return true;
  4307. }
  4308. return false;
  4309. }
  4310. void OcclusionQueryD3D12::init()
  4311. {
  4312. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4313. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4314. queryHeapDesc.NodeMask = 1;
  4315. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4316. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4317. , IID_ID3D12QueryHeap
  4318. , (void**)&m_queryHeap
  4319. ) );
  4320. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4321. m_readback = createCommittedResource(s_renderD3D12->m_device
  4322. , HeapProperty::ReadBack
  4323. , size
  4324. );
  4325. D3D12_RANGE range = { 0, size };
  4326. m_readback->Map(0, &range, (void**)&m_result);
  4327. }
  4328. void OcclusionQueryD3D12::shutdown()
  4329. {
  4330. D3D12_RANGE range = { 0, 0 };
  4331. m_readback->Unmap(0, &range);
  4332. DX_RELEASE(m_queryHeap, 0);
  4333. DX_RELEASE(m_readback, 0);
  4334. }
  4335. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4336. {
  4337. while (0 == m_control.reserve(1) )
  4338. {
  4339. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4340. if (isValid(handle) )
  4341. {
  4342. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4343. }
  4344. m_control.consume(1);
  4345. }
  4346. m_handle[m_control.m_current] = _handle;
  4347. _commandList->BeginQuery(m_queryHeap
  4348. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4349. , _handle.idx
  4350. );
  4351. }
  4352. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4353. {
  4354. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4355. _commandList->EndQuery(m_queryHeap
  4356. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4357. , handle.idx
  4358. );
  4359. _commandList->ResolveQueryData(m_queryHeap
  4360. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4361. , handle.idx
  4362. , 1
  4363. , m_readback
  4364. , handle.idx * sizeof(uint64_t)
  4365. );
  4366. m_control.commit(1);
  4367. }
  4368. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4369. {
  4370. const uint32_t size = m_control.m_size;
  4371. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4372. {
  4373. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4374. if (handle.idx == _handle.idx)
  4375. {
  4376. handle.idx = bgfx::kInvalidHandle;
  4377. }
  4378. }
  4379. }
  4380. struct Bind
  4381. {
  4382. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4383. uint16_t m_samplerStateIdx;
  4384. };
  4385. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4386. {
  4387. TextureHandle currentSrc = { kInvalidHandle };
  4388. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4389. while (_bs.hasItem(_view) )
  4390. {
  4391. const BlitItem& blit = _bs.advance();
  4392. TextureD3D12& src = m_textures[blit.m_src.idx];
  4393. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4394. if (currentSrc.idx != blit.m_src.idx)
  4395. {
  4396. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4397. {
  4398. m_textures[currentSrc.idx].setState(m_commandList, state);
  4399. }
  4400. currentSrc = blit.m_src;
  4401. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4402. }
  4403. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4404. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4405. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4406. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4407. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4408. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4409. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4410. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4411. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4412. if (TextureD3D12::Texture3D == src.m_type)
  4413. {
  4414. D3D12_BOX box;
  4415. box.left = blit.m_srcX;
  4416. box.top = blit.m_srcY;
  4417. box.front = blit.m_srcZ;
  4418. box.right = blit.m_srcX + width;
  4419. box.bottom = blit.m_srcY + height;;
  4420. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4421. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{0,{DXGI_FORMAT_UNKNOWN,0,0,0,0}}} };
  4422. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{0,{DXGI_FORMAT_UNKNOWN,0,0,0,0}}} };
  4423. m_commandList->CopyTextureRegion(&dstLocation
  4424. , blit.m_dstX
  4425. , blit.m_dstY
  4426. , blit.m_dstZ
  4427. , &srcLocation
  4428. , &box
  4429. );
  4430. }
  4431. else
  4432. {
  4433. D3D12_BOX box;
  4434. box.left = blit.m_srcX;
  4435. box.top = blit.m_srcY;
  4436. box.front = 0;
  4437. box.right = blit.m_srcX + width;
  4438. box.bottom = blit.m_srcY + height;;
  4439. box.back = 1;
  4440. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4441. ? blit.m_srcZ
  4442. : 0
  4443. ;
  4444. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4445. ? blit.m_dstZ
  4446. : 0
  4447. ;
  4448. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4449. dstLocation.pResource = dst.m_ptr;
  4450. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4451. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4452. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4453. srcLocation.pResource = src.m_ptr;
  4454. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4455. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4456. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4457. m_commandList->CopyTextureRegion(&dstLocation
  4458. , blit.m_dstX
  4459. , blit.m_dstY
  4460. , 0
  4461. , &srcLocation
  4462. , depthStencil ? NULL : &box
  4463. );
  4464. }
  4465. }
  4466. if (isValid(currentSrc)
  4467. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4468. {
  4469. m_textures[currentSrc.idx].setState(m_commandList, state);
  4470. }
  4471. }
  4472. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4473. {
  4474. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4475. if (m_lost
  4476. || updateResolution(_render->m_resolution) )
  4477. {
  4478. return;
  4479. }
  4480. if (_render->m_capture)
  4481. {
  4482. renderDocTriggerCapture();
  4483. }
  4484. int64_t timeBegin = bx::getHPCounter();
  4485. int64_t captureElapsed = 0;
  4486. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4487. if (0 < _render->m_iboffset)
  4488. {
  4489. TransientIndexBuffer* ib = _render->m_transientIb;
  4490. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4491. }
  4492. if (0 < _render->m_vboffset)
  4493. {
  4494. TransientVertexBuffer* vb = _render->m_transientVb;
  4495. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4496. }
  4497. _render->sort();
  4498. RenderDraw currentState;
  4499. currentState.clear();
  4500. currentState.m_stateFlags = BGFX_STATE_NONE;
  4501. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4502. RenderBind currentBind;
  4503. currentBind.clear();
  4504. _render->m_hmdInitialized = false;
  4505. const bool hmdEnabled = false;
  4506. static ViewState viewState;
  4507. viewState.reset(_render, hmdEnabled);
  4508. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4509. // setDebugWireframe(wireframe);
  4510. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4511. uint16_t currentProgramIdx = kInvalidHandle;
  4512. uint32_t currentBindHash = 0;
  4513. bool hasPredefined = false;
  4514. bool commandListChanged = false;
  4515. ID3D12PipelineState* currentPso = NULL;
  4516. SortKey key;
  4517. uint16_t view = UINT16_MAX;
  4518. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4519. BlitState bs(_render);
  4520. uint32_t blendFactor = 0;
  4521. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4522. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4523. PrimInfo prim = s_primInfo[primIndex];
  4524. bool wasCompute = false;
  4525. bool viewHasScissor = false;
  4526. bool restoreScissor = false;
  4527. Rect viewScissorRect;
  4528. viewScissorRect.clear();
  4529. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4530. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4531. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4532. uint32_t statsNumIndices = 0;
  4533. uint32_t statsKeyType[2] = {};
  4534. Profiler<TimerQueryD3D12> profiler(
  4535. _render
  4536. , m_gpuTimer
  4537. , s_viewName
  4538. );
  4539. #if BX_PLATFORM_WINDOWS
  4540. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4541. #else
  4542. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.BufferCount;
  4543. #endif // BX_PLATFORM_WINDOWS
  4544. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4545. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4546. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4547. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4548. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4549. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4550. scratchBuffer.reset(gpuHandle);
  4551. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4552. StateCacheLru<Bind, 64> bindLru;
  4553. setResourceBarrier(m_commandList
  4554. , m_backBufferColor[m_backBufferColorIdx]
  4555. , D3D12_RESOURCE_STATE_PRESENT
  4556. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4557. );
  4558. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4559. {
  4560. m_batch.begin();
  4561. // uint8_t eye = 0;
  4562. // uint8_t restartState = 0;
  4563. viewState.m_rect = _render->m_view[0].m_rect;
  4564. int32_t numItems = _render->m_numRenderItems;
  4565. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4566. {
  4567. const uint64_t encodedKey = _render->m_sortKeys[item];
  4568. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4569. statsKeyType[isCompute]++;
  4570. const bool viewChanged = 0
  4571. || key.m_view != view
  4572. || item == numItems
  4573. ;
  4574. const uint32_t itemIdx = _render->m_sortValues[item];
  4575. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4576. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4577. ++item;
  4578. if (viewChanged)
  4579. {
  4580. m_batch.flush(m_commandList, true);
  4581. kick();
  4582. view = key.m_view;
  4583. currentPso = NULL;
  4584. currentSamplerStateIdx = kInvalidHandle;
  4585. currentProgramIdx = kInvalidHandle;
  4586. hasPredefined = false;
  4587. fbh = _render->m_view[view].m_fbh;
  4588. setFrameBuffer(fbh);
  4589. if (item > 1)
  4590. {
  4591. profiler.end();
  4592. }
  4593. profiler.begin(view);
  4594. viewState.m_rect = _render->m_view[view].m_rect;
  4595. const Rect& rect = _render->m_view[view].m_rect;
  4596. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4597. viewHasScissor = !scissorRect.isZero();
  4598. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4599. D3D12_VIEWPORT vp;
  4600. vp.TopLeftX = rect.m_x;
  4601. vp.TopLeftY = rect.m_y;
  4602. vp.Width = rect.m_width;
  4603. vp.Height = rect.m_height;
  4604. vp.MinDepth = 0.0f;
  4605. vp.MaxDepth = 1.0f;
  4606. m_commandList->RSSetViewports(1, &vp);
  4607. D3D12_RECT rc;
  4608. rc.left = viewScissorRect.m_x;
  4609. rc.top = viewScissorRect.m_y;
  4610. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4611. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4612. m_commandList->RSSetScissorRects(1, &rc);
  4613. restoreScissor = false;
  4614. Clear& clr = _render->m_view[view].m_clear;
  4615. if (BGFX_CLEAR_NONE != clr.m_flags)
  4616. {
  4617. Rect clearRect = rect;
  4618. clearRect.setIntersect(rect, viewScissorRect);
  4619. clearQuad(clearRect, clr, _render->m_colorPalette);
  4620. }
  4621. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4622. submitBlit(bs, view);
  4623. }
  4624. if (isCompute)
  4625. {
  4626. if (!wasCompute)
  4627. {
  4628. wasCompute = true;
  4629. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4630. {
  4631. char* viewName = s_viewName[view];
  4632. viewName[3] = L'C';
  4633. PIX3_ENDEVENT(m_commandList);
  4634. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4635. }
  4636. m_commandList->SetComputeRootSignature(m_rootSignature);
  4637. ID3D12DescriptorHeap* heaps[] = {
  4638. m_samplerAllocator.getHeap(),
  4639. scratchBuffer.getHeap(),
  4640. };
  4641. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4642. }
  4643. const RenderCompute& compute = renderItem.compute;
  4644. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4645. if (pso != currentPso)
  4646. {
  4647. currentPso = pso;
  4648. m_commandList->SetPipelineState(pso);
  4649. currentBindHash = 0;
  4650. }
  4651. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4652. if (currentBindHash != bindHash)
  4653. {
  4654. currentBindHash = bindHash;
  4655. Bind* bindCached = bindLru.find(bindHash);
  4656. if (NULL == bindCached)
  4657. {
  4658. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4659. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4660. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4661. {
  4662. const Binding& bind = renderBind.m_bind[ii];
  4663. if (kInvalidHandle != bind.m_idx)
  4664. {
  4665. switch (bind.m_type)
  4666. {
  4667. case Binding::Image:
  4668. case Binding::Texture:
  4669. {
  4670. TextureD3D12& texture = m_textures[bind.m_idx];
  4671. if (Access::Read != bind.m_un.m_compute.m_access)
  4672. {
  4673. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4674. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4675. }
  4676. else
  4677. {
  4678. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4679. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4680. samplerFlags[ii] = texture.m_flags;
  4681. }
  4682. }
  4683. break;
  4684. case Binding::IndexBuffer:
  4685. case Binding::VertexBuffer:
  4686. {
  4687. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4688. ? m_indexBuffers[bind.m_idx]
  4689. : m_vertexBuffers[bind.m_idx]
  4690. ;
  4691. if (Access::Read != bind.m_un.m_compute.m_access)
  4692. {
  4693. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4694. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4695. }
  4696. else
  4697. {
  4698. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4699. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4700. }
  4701. }
  4702. break;
  4703. }
  4704. }
  4705. }
  4706. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4707. if (samplerStateIdx != currentSamplerStateIdx)
  4708. {
  4709. currentSamplerStateIdx = samplerStateIdx;
  4710. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4711. }
  4712. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4713. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4714. Bind bind;
  4715. bind.m_srvHandle = srvHandle[0];
  4716. bind.m_samplerStateIdx = samplerStateIdx;
  4717. bindLru.add(bindHash, bind, 0);
  4718. }
  4719. else
  4720. {
  4721. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4722. if (samplerStateIdx != currentSamplerStateIdx)
  4723. {
  4724. currentSamplerStateIdx = samplerStateIdx;
  4725. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4726. }
  4727. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4728. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4729. }
  4730. }
  4731. bool constantsChanged = false;
  4732. if (compute.m_uniformBegin < compute.m_uniformEnd
  4733. || currentProgramIdx != key.m_program)
  4734. {
  4735. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4736. currentProgramIdx = key.m_program;
  4737. ProgramD3D12& program = m_program[currentProgramIdx];
  4738. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4739. if (NULL != vcb)
  4740. {
  4741. commit(*vcb);
  4742. }
  4743. hasPredefined = 0 < program.m_numPredefined;
  4744. constantsChanged = true;
  4745. }
  4746. if (constantsChanged
  4747. || hasPredefined)
  4748. {
  4749. ProgramD3D12& program = m_program[currentProgramIdx];
  4750. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4751. commitShaderConstants(key.m_program, gpuAddress);
  4752. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4753. }
  4754. if (isValid(compute.m_indirectBuffer) )
  4755. {
  4756. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4757. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4758. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4759. : compute.m_numIndirect
  4760. ;
  4761. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4762. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4763. {
  4764. // m_commandList->ExecuteIndirect(ptr, args);
  4765. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4766. }
  4767. }
  4768. else
  4769. {
  4770. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4771. }
  4772. continue;
  4773. }
  4774. const RenderDraw& draw = renderItem.draw;
  4775. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4776. if (isValid(draw.m_occlusionQuery)
  4777. && !hasOcclusionQuery
  4778. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4779. {
  4780. continue;
  4781. }
  4782. const uint64_t newFlags = draw.m_stateFlags;
  4783. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4784. currentState.m_stateFlags = newFlags;
  4785. const uint64_t newStencil = draw.m_stencil;
  4786. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4787. currentState.m_stencil = newStencil;
  4788. if (viewChanged
  4789. || wasCompute)
  4790. {
  4791. if (wasCompute)
  4792. {
  4793. wasCompute = false;
  4794. }
  4795. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4796. {
  4797. BX_UNUSED(s_viewName);
  4798. char* viewName = s_viewName[view];
  4799. viewName[3] = ' ';
  4800. PIX3_ENDEVENT(m_commandList);
  4801. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  4802. }
  4803. commandListChanged = true;
  4804. }
  4805. if (commandListChanged)
  4806. {
  4807. commandListChanged = false;
  4808. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4809. ID3D12DescriptorHeap* heaps[] = {
  4810. m_samplerAllocator.getHeap(),
  4811. scratchBuffer.getHeap(),
  4812. };
  4813. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4814. currentPso = NULL;
  4815. currentBindHash = 0;
  4816. currentSamplerStateIdx = kInvalidHandle;
  4817. currentProgramIdx = kInvalidHandle;
  4818. currentState.clear();
  4819. currentState.m_scissor = !draw.m_scissor;
  4820. changedFlags = BGFX_STATE_MASK;
  4821. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4822. currentState.m_stateFlags = newFlags;
  4823. currentState.m_stencil = newStencil;
  4824. currentBind.clear();
  4825. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4826. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4827. }
  4828. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  4829. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  4830. if (0 != draw.m_streamMask)
  4831. {
  4832. currentState.m_streamMask = draw.m_streamMask;
  4833. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4834. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4835. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4836. const uint64_t state = draw.m_stateFlags;
  4837. bool hasFactor = 0
  4838. || f0 == (state & f0)
  4839. || f1 == (state & f1)
  4840. || f2 == (state & f2)
  4841. || f3 == (state & f3)
  4842. ;
  4843. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  4844. uint8_t numStreams = 0;
  4845. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  4846. ; 0 != streamMask
  4847. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  4848. )
  4849. {
  4850. streamMask >>= ntz;
  4851. idx += ntz;
  4852. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  4853. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  4854. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  4855. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  4856. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  4857. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  4858. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4859. decls[numStreams] = &vertexDecl;
  4860. }
  4861. ID3D12PipelineState* pso =
  4862. getPipelineState(state
  4863. , draw.m_stencil
  4864. , numStreams
  4865. , decls
  4866. , key.m_program
  4867. , uint8_t(draw.m_instanceDataStride/16)
  4868. );
  4869. uint16_t scissor = draw.m_scissor;
  4870. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4871. if (currentBindHash != bindHash
  4872. || 0 != changedStencil
  4873. || (hasFactor && blendFactor != draw.m_rgba)
  4874. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4875. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4876. || currentState.m_scissor != scissor
  4877. || pso != currentPso
  4878. || hasOcclusionQuery)
  4879. {
  4880. m_batch.flush(m_commandList);
  4881. }
  4882. if (currentBindHash != bindHash)
  4883. {
  4884. currentBindHash = bindHash;
  4885. Bind* bindCached = bindLru.find(bindHash);
  4886. if (NULL == bindCached)
  4887. {
  4888. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4889. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4890. {
  4891. srvHandle[0].ptr = 0;
  4892. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4893. {
  4894. const Binding& bind = renderBind.m_bind[stage];
  4895. if (kInvalidHandle != bind.m_idx)
  4896. {
  4897. switch (bind.m_type)
  4898. {
  4899. case Binding::Texture:
  4900. {
  4901. TextureD3D12& texture = m_textures[bind.m_idx];
  4902. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4903. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4904. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4905. ? bind.m_un.m_draw.m_textureFlags
  4906. : texture.m_flags
  4907. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK)
  4908. ;
  4909. }
  4910. break;
  4911. case Binding::IndexBuffer:
  4912. case Binding::VertexBuffer:
  4913. {
  4914. samplerFlags[stage] = 0;
  4915. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4916. ? m_indexBuffers[bind.m_idx]
  4917. : m_vertexBuffers[bind.m_idx]
  4918. ;
  4919. if (Access::Read != bind.m_un.m_compute.m_access)
  4920. {
  4921. // The api functions prevent binding with Access::Write,
  4922. // but might as well allow it in here for future-proofing
  4923. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4924. scratchBuffer.allocUav(srvHandle[stage], buffer);
  4925. }
  4926. else
  4927. {
  4928. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4929. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  4930. }
  4931. }
  4932. break;
  4933. }
  4934. }
  4935. else
  4936. {
  4937. bx::memCopy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4938. samplerFlags[stage] = 0;
  4939. }
  4940. }
  4941. }
  4942. if (srvHandle[0].ptr != 0)
  4943. {
  4944. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4945. if (samplerStateIdx != currentSamplerStateIdx)
  4946. {
  4947. currentSamplerStateIdx = samplerStateIdx;
  4948. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4949. }
  4950. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4951. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4952. Bind bind;
  4953. bind.m_srvHandle = srvHandle[0];
  4954. bind.m_samplerStateIdx = samplerStateIdx;
  4955. bindLru.add(bindHash, bind, 0);
  4956. }
  4957. }
  4958. else
  4959. {
  4960. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4961. if (samplerStateIdx != currentSamplerStateIdx)
  4962. {
  4963. currentSamplerStateIdx = samplerStateIdx;
  4964. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4965. }
  4966. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4967. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4968. }
  4969. }
  4970. if (0 != changedStencil)
  4971. {
  4972. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4973. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4974. m_commandList->OMSetStencilRef(ref);
  4975. }
  4976. if (hasFactor
  4977. && blendFactor != draw.m_rgba)
  4978. {
  4979. blendFactor = draw.m_rgba;
  4980. float bf[4];
  4981. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4982. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4983. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4984. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4985. m_commandList->OMSetBlendFactor(bf);
  4986. }
  4987. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4988. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4989. {
  4990. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4991. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4992. prim = s_primInfo[primIndex];
  4993. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4994. }
  4995. if (currentState.m_scissor != scissor)
  4996. {
  4997. currentState.m_scissor = scissor;
  4998. if (UINT16_MAX == scissor)
  4999. {
  5000. if (restoreScissor
  5001. || viewHasScissor)
  5002. {
  5003. restoreScissor = false;
  5004. D3D12_RECT rc;
  5005. rc.left = viewScissorRect.m_x;
  5006. rc.top = viewScissorRect.m_y;
  5007. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5008. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5009. m_commandList->RSSetScissorRects(1, &rc);
  5010. }
  5011. }
  5012. else
  5013. {
  5014. restoreScissor = true;
  5015. Rect scissorRect;
  5016. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5017. if (scissorRect.isZeroArea() )
  5018. {
  5019. continue;
  5020. }
  5021. D3D12_RECT rc;
  5022. rc.left = scissorRect.m_x;
  5023. rc.top = scissorRect.m_y;
  5024. rc.right = scissorRect.m_x + scissorRect.m_width;
  5025. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5026. m_commandList->RSSetScissorRects(1, &rc);
  5027. }
  5028. }
  5029. if (pso != currentPso)
  5030. {
  5031. currentPso = pso;
  5032. m_commandList->SetPipelineState(pso);
  5033. }
  5034. if (constantsChanged
  5035. || currentProgramIdx != key.m_program
  5036. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5037. {
  5038. currentProgramIdx = key.m_program;
  5039. ProgramD3D12& program = m_program[currentProgramIdx];
  5040. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5041. if (NULL != vcb)
  5042. {
  5043. commit(*vcb);
  5044. }
  5045. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5046. if (NULL != fcb)
  5047. {
  5048. commit(*fcb);
  5049. }
  5050. hasPredefined = 0 < program.m_numPredefined;
  5051. constantsChanged = true;
  5052. }
  5053. if (constantsChanged
  5054. || hasPredefined)
  5055. {
  5056. ProgramD3D12& program = m_program[currentProgramIdx];
  5057. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5058. viewState.m_alphaRef = ref/255.0f;
  5059. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5060. commitShaderConstants(key.m_program, gpuAddress);
  5061. }
  5062. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5063. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5064. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5065. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5066. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5067. statsNumInstances[primIndex] += draw.m_numInstances;
  5068. statsNumIndices += numIndices;
  5069. if (hasOcclusionQuery)
  5070. {
  5071. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5072. m_batch.flush(m_commandList);
  5073. m_occlusionQuery.end(m_commandList);
  5074. }
  5075. }
  5076. }
  5077. m_batch.end(m_commandList);
  5078. kick();
  5079. if (wasCompute)
  5080. {
  5081. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5082. {
  5083. char* viewName = s_viewName[view];
  5084. viewName[3] = L'C';
  5085. PIX3_ENDEVENT(m_commandList);
  5086. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5087. }
  5088. }
  5089. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5090. if (0 < _render->m_numRenderItems)
  5091. {
  5092. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5093. {
  5094. // deviceCtx->Flush();
  5095. }
  5096. // captureElapsed = -bx::getHPCounter();
  5097. // capture();
  5098. // captureElapsed += bx::getHPCounter();
  5099. profiler.end();
  5100. }
  5101. }
  5102. PIX3_ENDEVENT(m_commandList);
  5103. int64_t timeEnd = bx::getHPCounter();
  5104. int64_t frameTime = timeEnd - timeBegin;
  5105. static int64_t min = frameTime;
  5106. static int64_t max = frameTime;
  5107. min = bx::int64_min(min, frameTime);
  5108. max = bx::int64_max(max, frameTime);
  5109. static uint32_t maxGpuLatency = 0;
  5110. static double maxGpuElapsed = 0.0f;
  5111. double elapsedGpuMs = 0.0;
  5112. static int64_t presentMin = m_presentElapsed;
  5113. static int64_t presentMax = m_presentElapsed;
  5114. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  5115. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  5116. if (UINT32_MAX != frameQueryIdx)
  5117. {
  5118. m_gpuTimer.end(frameQueryIdx);
  5119. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5120. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5121. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5122. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5123. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5124. }
  5125. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5126. const int64_t timerFreq = bx::getHPFrequency();
  5127. Stats& perfStats = _render->m_perfStats;
  5128. perfStats.cpuTimeBegin = timeBegin;
  5129. perfStats.cpuTimeEnd = timeEnd;
  5130. perfStats.cpuTimerFreq = timerFreq;
  5131. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5132. perfStats.gpuTimeBegin = result.m_begin;
  5133. perfStats.gpuTimeEnd = result.m_end;
  5134. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5135. perfStats.numDraw = statsKeyType[0];
  5136. perfStats.numCompute = statsKeyType[1];
  5137. perfStats.maxGpuLatency = maxGpuLatency;
  5138. perfStats.gpuMemoryMax = -INT64_MAX;
  5139. perfStats.gpuMemoryUsed = -INT64_MAX;
  5140. #if BX_PLATFORM_WINDOWS
  5141. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5142. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5143. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5144. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5145. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5146. #endif // BX_PLATFORM_WINDOWS
  5147. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5148. {
  5149. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5150. // m_needPresent = true;
  5151. TextVideoMem& tvm = m_textVideoMem;
  5152. static int64_t next = timeEnd;
  5153. if (timeEnd >= next)
  5154. {
  5155. next = timeEnd + timerFreq;
  5156. double freq = double(timerFreq);
  5157. double toMs = 1000.0 / freq;
  5158. tvm.clear();
  5159. uint16_t pos = 0;
  5160. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5161. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5162. , getRendererName()
  5163. , (m_featureLevel >> 12) & 0xf
  5164. , (m_featureLevel >> 8) & 0xf
  5165. );
  5166. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5167. char description[BX_COUNTOF(desc.Description)];
  5168. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5169. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5170. char dedicatedVideo[16];
  5171. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5172. char dedicatedSystem[16];
  5173. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5174. char sharedSystem[16];
  5175. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5176. char processMemoryUsed[16];
  5177. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5178. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5179. , dedicatedVideo
  5180. , dedicatedSystem
  5181. , sharedSystem
  5182. , processMemoryUsed
  5183. );
  5184. #if BX_PLATFORM_WINDOWS
  5185. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5186. {
  5187. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5188. char budget[16];
  5189. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5190. char currentUsage[16];
  5191. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5192. char availableForReservation[16];
  5193. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5194. char currentReservation[16];
  5195. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5196. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5197. , 0 == ii ? "Local " : "Non-local"
  5198. , budget
  5199. , currentUsage
  5200. , availableForReservation
  5201. , currentReservation
  5202. );
  5203. }
  5204. #endif // BX_PLATFORM_WINDOWS
  5205. pos = 10;
  5206. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5207. , double(frameTime)*toMs
  5208. , double(min)*toMs
  5209. , double(max)*toMs
  5210. , freq/frameTime
  5211. );
  5212. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5213. , double(m_presentElapsed)*toMs
  5214. , double(presentMin)*toMs
  5215. , double(presentMax)*toMs
  5216. );
  5217. char hmd[16];
  5218. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5219. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5220. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5221. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5222. , 0 != msaa ? '\xfe' : ' '
  5223. , 1<<msaa
  5224. , ", no-HMD "
  5225. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5226. );
  5227. double elapsedCpuMs = double(frameTime)*toMs;
  5228. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5229. , _render->m_numRenderItems
  5230. , statsKeyType[0]
  5231. , statsKeyType[1]
  5232. , elapsedCpuMs
  5233. );
  5234. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5235. {
  5236. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  5237. , s_primName[ii]
  5238. , statsNumPrimsRendered[ii]
  5239. , statsNumInstances[ii]
  5240. , statsNumPrimsSubmitted[ii]
  5241. );
  5242. }
  5243. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  5244. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5245. , m_batch.m_maxDrawPerBatch
  5246. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5247. );
  5248. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  5249. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5250. , m_batch.m_maxDrawPerBatch
  5251. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5252. );
  5253. if (NULL != m_renderdocdll)
  5254. {
  5255. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5256. }
  5257. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5258. // tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5259. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5260. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5261. pos++;
  5262. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5263. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  5264. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  5265. , m_pipelineStateCache.getCount()
  5266. , m_samplerStateCache.getCount()
  5267. , bindLru.getCount()
  5268. , m_cmd.m_control.available()
  5269. );
  5270. pos++;
  5271. double captureMs = double(captureElapsed)*toMs;
  5272. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5273. uint8_t attr[2] = { 0x89, 0x8a };
  5274. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5275. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5276. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5277. min = frameTime;
  5278. max = frameTime;
  5279. presentMin = m_presentElapsed;
  5280. presentMax = m_presentElapsed;
  5281. }
  5282. blit(this, _textVideoMemBlitter, tvm);
  5283. PIX3_ENDEVENT(m_commandList);
  5284. }
  5285. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5286. {
  5287. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5288. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5289. PIX3_ENDEVENT(m_commandList);
  5290. }
  5291. setResourceBarrier(m_commandList
  5292. , m_backBufferColor[m_backBufferColorIdx]
  5293. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5294. , D3D12_RESOURCE_STATE_PRESENT
  5295. );
  5296. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5297. }
  5298. } /* namespace d3d12 */ } // namespace bgfx
  5299. #else
  5300. namespace bgfx { namespace d3d12
  5301. {
  5302. RendererContextI* rendererCreate(const Init& _init)
  5303. {
  5304. BX_UNUSED(_init);
  5305. return NULL;
  5306. }
  5307. void rendererDestroy()
  5308. {
  5309. }
  5310. } /* namespace d3d12 */ } // namespace bgfx
  5311. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12