renderer_d3d12.cpp 156 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. # if !USE_D3D12_DYNAMIC_LIB
  9. # pragma comment(lib, "D3D12.lib")
  10. # endif // !USE_D3D12_DYNAMIC_LIB
  11. namespace bgfx { namespace d3d12
  12. {
  13. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  14. struct PrimInfo
  15. {
  16. D3D_PRIMITIVE_TOPOLOGY m_toplogy;
  17. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  26. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  27. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  28. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  29. };
  30. static const char* s_primName[] =
  31. {
  32. "TriList",
  33. "TriStrip",
  34. "Line",
  35. "Point",
  36. };
  37. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  38. static const uint32_t s_checkMsaa[] =
  39. {
  40. 0,
  41. 2,
  42. 4,
  43. 8,
  44. 16,
  45. };
  46. static DXGI_SAMPLE_DESC s_msaa[] =
  47. {
  48. { 1, 0 },
  49. { 2, 0 },
  50. { 4, 0 },
  51. { 8, 0 },
  52. { 16, 0 },
  53. };
  54. static const D3D12_BLEND s_blendFactor[][2] =
  55. {
  56. { (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored
  57. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  58. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  59. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  60. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  61. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  62. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  63. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  64. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  65. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  66. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  67. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  68. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  69. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  70. };
  71. static const D3D12_BLEND_OP s_blendEquation[] =
  72. {
  73. D3D12_BLEND_OP_ADD,
  74. D3D12_BLEND_OP_SUBTRACT,
  75. D3D12_BLEND_OP_REV_SUBTRACT,
  76. D3D12_BLEND_OP_MIN,
  77. D3D12_BLEND_OP_MAX,
  78. };
  79. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  80. {
  81. D3D12_COMPARISON_FUNC(0), // ignored
  82. D3D12_COMPARISON_FUNC_LESS,
  83. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  84. D3D12_COMPARISON_FUNC_EQUAL,
  85. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER,
  87. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  88. D3D12_COMPARISON_FUNC_NEVER,
  89. D3D12_COMPARISON_FUNC_ALWAYS,
  90. };
  91. static const D3D12_STENCIL_OP s_stencilOp[] =
  92. {
  93. D3D12_STENCIL_OP_ZERO,
  94. D3D12_STENCIL_OP_KEEP,
  95. D3D12_STENCIL_OP_REPLACE,
  96. D3D12_STENCIL_OP_INCR,
  97. D3D12_STENCIL_OP_INCR_SAT,
  98. D3D12_STENCIL_OP_DECR,
  99. D3D12_STENCIL_OP_DECR_SAT,
  100. D3D12_STENCIL_OP_INVERT,
  101. };
  102. static const D3D12_CULL_MODE s_cullMode[] =
  103. {
  104. D3D12_CULL_MODE_NONE,
  105. D3D12_CULL_MODE_FRONT,
  106. D3D12_CULL_MODE_BACK,
  107. };
  108. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  109. {
  110. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  111. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  112. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  113. };
  114. /*
  115. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  116. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  117. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  118. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  119. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  120. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  121. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  122. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  123. * D3D11_FILTER_ANISOTROPIC = 0x55,
  124. *
  125. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  126. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  127. *
  128. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  129. * 0x10 // MIN_LINEAR
  130. * 0x04 // MAG_LINEAR
  131. * 0x01 // MIP_LINEAR
  132. */
  133. static const uint8_t s_textureFilter[3][3] =
  134. {
  135. {
  136. 0x10, // min linear
  137. 0x00, // min point
  138. 0x55, // anisotropic
  139. },
  140. {
  141. 0x04, // mag linear
  142. 0x00, // mag point
  143. 0x55, // anisotropic
  144. },
  145. {
  146. 0x01, // mip linear
  147. 0x00, // mip point
  148. 0x55, // anisotropic
  149. },
  150. };
  151. struct TextureFormatInfo
  152. {
  153. DXGI_FORMAT m_fmt;
  154. DXGI_FORMAT m_fmtSrv;
  155. DXGI_FORMAT m_fmtDsv;
  156. DXGI_FORMAT m_fmtSrgb;
  157. };
  158. static const TextureFormatInfo s_textureFormat[] =
  159. {
  160. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  161. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  162. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  163. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  164. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  165. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  166. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  178. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  179. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  180. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  181. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  182. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  183. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  184. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  185. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  186. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  187. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  188. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  189. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  190. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  191. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  192. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  193. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  194. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  195. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  196. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  197. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  198. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  199. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  200. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  201. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  202. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  203. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  204. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  205. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  206. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  207. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  208. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  209. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  210. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  211. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  212. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  213. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  214. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  215. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  216. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  217. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  218. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  219. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  220. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  221. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  222. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  223. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  224. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  225. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  226. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  227. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  228. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  229. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  230. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  231. };
  232. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  233. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  234. {
  235. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  236. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  237. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  238. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  239. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. };
  252. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  253. static const DXGI_FORMAT s_attribType[][4][2] =
  254. {
  255. { // Uint8
  256. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  257. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  258. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  259. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  260. },
  261. { // Uint10
  262. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  263. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  264. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  265. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  266. },
  267. { // Int16
  268. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  269. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  270. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  271. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  272. },
  273. { // Half
  274. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  275. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  276. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  277. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  278. },
  279. { // Float
  280. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  281. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  282. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  283. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  284. },
  285. };
  286. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  287. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  288. {
  289. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  290. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  291. {
  292. if (UINT16_MAX != _decl.m_attributes[attr])
  293. {
  294. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  295. if (0 == _decl.m_attributes[attr])
  296. {
  297. elem->AlignedByteOffset = 0;
  298. }
  299. else
  300. {
  301. uint8_t num;
  302. AttribType::Enum type;
  303. bool normalized;
  304. bool asInt;
  305. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  306. elem->Format = s_attribType[type][num-1][normalized];
  307. elem->AlignedByteOffset = _decl.m_offset[attr];
  308. }
  309. ++elem;
  310. }
  311. }
  312. return elem;
  313. }
  314. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  315. {
  316. D3D12_RESOURCE_BARRIER barrier;
  317. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  318. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  319. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  320. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  321. barrier.Transition.StateBefore = _stateBefore;
  322. barrier.Transition.StateAfter = _stateAfter;
  323. _commandList->ResourceBarrier(1, &barrier);
  324. }
  325. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  326. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  327. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  328. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  329. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  330. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  331. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  332. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  333. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  334. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  335. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  336. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  337. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  338. struct HeapProperty
  339. {
  340. enum Enum
  341. {
  342. Default,
  343. Upload,
  344. ReadBack,
  345. Count
  346. };
  347. D3D12_HEAP_PROPERTIES m_properties;
  348. D3D12_RESOURCE_STATES m_state;
  349. };
  350. static const HeapProperty s_heapProperties[] =
  351. {
  352. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  353. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  354. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  355. };
  356. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  357. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  358. {
  359. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  360. ID3D12Resource* resource;
  361. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  362. , D3D12_HEAP_FLAG_NONE
  363. , _resourceDesc
  364. , heapProperty.m_state
  365. , _clearValue
  366. , IID_ID3D12Resource
  367. , (void**)&resource
  368. ) );
  369. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  370. , _resourceDesc->Width
  371. );
  372. return resource;
  373. }
  374. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  375. {
  376. D3D12_RESOURCE_DESC resourceDesc;
  377. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  378. resourceDesc.Alignment = 0;
  379. resourceDesc.Width = _size;
  380. resourceDesc.Height = 1;
  381. resourceDesc.DepthOrArraySize = 1;
  382. resourceDesc.MipLevels = 1;
  383. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  384. resourceDesc.SampleDesc.Count = 1;
  385. resourceDesc.SampleDesc.Quality = 0;
  386. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  387. resourceDesc.Flags = _flags;
  388. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  389. }
  390. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  391. {
  392. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  393. {
  394. char temp[2048];
  395. va_list argList;
  396. va_start(argList, _format);
  397. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  398. va_end(argList);
  399. temp[size] = '\0';
  400. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  401. mbstowcs(wtemp, temp, size+1);
  402. _object->SetName(wtemp);
  403. }
  404. }
  405. #if USE_D3D12_DYNAMIC_LIB
  406. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  407. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  408. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  409. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  410. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  411. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  412. #endif // USE_D3D12_DYNAMIC_LIB
  413. struct RendererContextD3D12 : public RendererContextI
  414. {
  415. RendererContextD3D12()
  416. : m_wireframe(false)
  417. , m_flags(BGFX_RESET_NONE)
  418. , m_fsChanges(0)
  419. , m_vsChanges(0)
  420. , m_backBufferColorIdx(0)
  421. , m_rtMsaa(false)
  422. {
  423. }
  424. ~RendererContextD3D12()
  425. {
  426. }
  427. bool init()
  428. {
  429. struct ErrorState
  430. {
  431. enum Enum
  432. {
  433. Default,
  434. LoadedKernel32,
  435. LoadedD3D12,
  436. LoadedDXGI,
  437. CreatedDXGIFactory,
  438. CreatedCommandQueue,
  439. };
  440. };
  441. ErrorState::Enum errorState = ErrorState::Default;
  442. LUID luid;
  443. m_fbh.idx = invalidHandle;
  444. memset(m_uniforms, 0, sizeof(m_uniforms) );
  445. memset(&m_resolution, 0, sizeof(m_resolution) );
  446. #if USE_D3D12_DYNAMIC_LIB
  447. m_kernel32dll = bx::dlopen("kernel32.dll");
  448. BX_WARN(NULL != m_kernel32dll, "Failed to load kernel32.dll.");
  449. if (NULL == m_kernel32dll)
  450. {
  451. goto error;
  452. }
  453. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  454. BX_WARN(NULL != CreateEventExA, "Function CreateEventExA not found.");
  455. if (NULL == CreateEventExA)
  456. {
  457. goto error;
  458. }
  459. errorState = ErrorState::LoadedKernel32;
  460. m_d3d12dll = bx::dlopen("d3d12.dll");
  461. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  462. if (NULL == m_d3d12dll)
  463. {
  464. goto error;
  465. }
  466. errorState = ErrorState::LoadedD3D12;
  467. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  468. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  469. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  470. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  471. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  472. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  473. if (NULL == D3D12CreateDevice
  474. || NULL == D3D12GetDebugInterface
  475. || NULL == D3D12SerializeRootSignature)
  476. {
  477. goto error;
  478. }
  479. m_dxgidll = bx::dlopen("dxgi.dll");
  480. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  481. if (NULL == m_dxgidll)
  482. {
  483. goto error;
  484. }
  485. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  486. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  487. if (NULL == CreateDXGIFactory1)
  488. {
  489. goto error;
  490. }
  491. #endif // USE_D3D12_DYNAMIC_LIB
  492. errorState = ErrorState::LoadedDXGI;
  493. HRESULT hr;
  494. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  495. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  496. if (FAILED(hr) )
  497. {
  498. goto error;
  499. }
  500. errorState = ErrorState::CreatedDXGIFactory;
  501. m_adapter = NULL;
  502. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  503. {
  504. IDXGIAdapter3* adapter;
  505. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  506. {
  507. DXGI_ADAPTER_DESC desc;
  508. hr = adapter->GetDesc(&desc);
  509. if (SUCCEEDED(hr) )
  510. {
  511. BX_TRACE("Adapter #%d", ii);
  512. char description[BX_COUNTOF(desc.Description)];
  513. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  514. BX_TRACE("\tDescription: %s", description);
  515. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  516. , desc.VendorId
  517. , desc.DeviceId
  518. , desc.SubSysId
  519. , desc.Revision
  520. );
  521. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  522. , desc.DedicatedVideoMemory
  523. , desc.DedicatedSystemMemory
  524. , desc.SharedSystemMemory
  525. );
  526. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  527. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  528. ++g_caps.numGPUs;
  529. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  530. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  531. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  532. {
  533. m_adapter = adapter;
  534. m_adapter->AddRef();
  535. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  536. }
  537. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  538. && 0 != strstr(description, "PerfHUD") )
  539. {
  540. m_adapter = adapter;
  541. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  542. }
  543. }
  544. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  545. }
  546. }
  547. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  548. {
  549. ID3D12Debug* debug;
  550. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  551. if (SUCCEEDED(hr) )
  552. {
  553. debug->EnableDebugLayer();
  554. }
  555. }
  556. {
  557. D3D_FEATURE_LEVEL featureLevel[] =
  558. {
  559. D3D_FEATURE_LEVEL_12_1,
  560. D3D_FEATURE_LEVEL_12_0,
  561. D3D_FEATURE_LEVEL_11_1,
  562. D3D_FEATURE_LEVEL_11_0,
  563. };
  564. hr = E_FAIL;
  565. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  566. {
  567. hr = D3D12CreateDevice(m_adapter
  568. , featureLevel[ii]
  569. , IID_ID3D12Device
  570. , (void**)&m_device
  571. );
  572. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  573. , (featureLevel[ii] >> 12) & 0xf
  574. , (featureLevel[ii] >> 8) & 0xf
  575. );
  576. }
  577. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device.");
  578. }
  579. if (FAILED(hr) )
  580. {
  581. goto error;
  582. }
  583. {
  584. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  585. luid = m_device->GetAdapterLuid();
  586. IDXGIAdapter3* adapter;
  587. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  588. {
  589. adapter->GetDesc(&m_adapterDesc);
  590. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  591. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  592. {
  593. if (NULL == m_adapter)
  594. {
  595. m_adapter = adapter;
  596. }
  597. else
  598. {
  599. DX_RELEASE(adapter, 0);
  600. }
  601. break;
  602. }
  603. DX_RELEASE(adapter, 0);
  604. }
  605. }
  606. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  607. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  608. {
  609. uint32_t numNodes = m_device->GetNodeCount();
  610. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  611. for (uint32_t ii = 0; ii < numNodes; ++ii)
  612. {
  613. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  614. architecture.NodeIndex = ii;
  615. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  616. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  617. , ii
  618. , architecture.TileBasedRenderer
  619. , architecture.UMA
  620. , architecture.CacheCoherentUMA
  621. );
  622. if (0 == ii)
  623. {
  624. memcpy(&m_architecture, &architecture, sizeof(architecture) );
  625. }
  626. }
  627. }
  628. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  629. BX_TRACE("D3D12 options:")
  630. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  631. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  632. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  633. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  634. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  635. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  636. m_cmd.init(m_device);
  637. errorState = ErrorState::CreatedCommandQueue;
  638. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  639. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  640. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  641. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  642. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  643. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  644. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  645. m_scd.SampleDesc.Count = 1;
  646. m_scd.SampleDesc.Quality = 0;
  647. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  648. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  649. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  650. m_scd.Windowed = true;
  651. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  652. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  653. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  654. , m_scd.BufferCount
  655. , BX_COUNTOF(m_backBufferColor)
  656. );
  657. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  658. , &m_scd
  659. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  660. );
  661. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  662. if (FAILED(hr) )
  663. {
  664. goto error;
  665. }
  666. m_presentElapsed = 0;
  667. {
  668. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  669. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  670. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  671. , 0
  672. | DXGI_MWA_NO_WINDOW_CHANGES
  673. | DXGI_MWA_NO_ALT_ENTER
  674. ) );
  675. m_numWindows = 1;
  676. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  677. {
  678. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  679. if (SUCCEEDED(hr) )
  680. {
  681. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  682. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  683. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  684. D3D12_INFO_QUEUE_FILTER filter;
  685. memset(&filter, 0, sizeof(filter) );
  686. D3D12_MESSAGE_CATEGORY catlist[] =
  687. {
  688. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  689. D3D12_MESSAGE_CATEGORY_EXECUTION,
  690. };
  691. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  692. filter.DenyList.pCategoryList = catlist;
  693. m_infoQueue->PushStorageFilter(&filter);
  694. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  695. }
  696. }
  697. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  698. rtvDescHeap.NumDescriptors = 0
  699. + BX_COUNTOF(m_backBufferColor)
  700. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  701. ;
  702. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  703. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  704. rtvDescHeap.NodeMask = 1;
  705. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  706. , IID_ID3D12DescriptorHeap
  707. , (void**)&m_rtvDescriptorHeap
  708. ) );
  709. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  710. dsvDescHeap.NumDescriptors = 0
  711. + 1 // reserved for depth backbuffer.
  712. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  713. ;
  714. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  715. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  716. dsvDescHeap.NodeMask = 1;
  717. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  718. , IID_ID3D12DescriptorHeap
  719. , (void**)&m_dsvDescriptorHeap
  720. ) );
  721. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  722. {
  723. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  724. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  725. );
  726. }
  727. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  728. , 1024
  729. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  730. );
  731. D3D12_DESCRIPTOR_RANGE descRange[] =
  732. {
  733. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  734. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  735. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  736. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  737. };
  738. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  739. D3D12_ROOT_PARAMETER rootParameter[] =
  740. {
  741. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::Sampler] }, D3D12_SHADER_VISIBILITY_ALL },
  742. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::SRV] }, D3D12_SHADER_VISIBILITY_ALL },
  743. { D3D12_ROOT_PARAMETER_TYPE_CBV, { 0, 0 }, D3D12_SHADER_VISIBILITY_ALL },
  744. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::UAV] }, D3D12_SHADER_VISIBILITY_ALL },
  745. };
  746. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  747. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  748. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  749. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  750. descRootSignature.pParameters = rootParameter;
  751. descRootSignature.NumStaticSamplers = 0;
  752. descRootSignature.pStaticSamplers = NULL;
  753. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  754. ID3DBlob* outBlob;
  755. ID3DBlob* errorBlob;
  756. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  757. , D3D_ROOT_SIGNATURE_VERSION_1
  758. , &outBlob
  759. , &errorBlob
  760. ) );
  761. DX_CHECK(m_device->CreateRootSignature(0
  762. , outBlob->GetBufferPointer()
  763. , outBlob->GetBufferSize()
  764. , IID_ID3D12RootSignature
  765. , (void**)&m_rootSignature
  766. ) );
  767. UniformHandle handle = BGFX_INVALID_HANDLE;
  768. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  769. {
  770. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  771. }
  772. g_caps.supported |= ( 0
  773. | BGFX_CAPS_TEXTURE_3D
  774. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  775. | BGFX_CAPS_INSTANCING
  776. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  777. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  778. | BGFX_CAPS_FRAGMENT_DEPTH
  779. | BGFX_CAPS_BLEND_INDEPENDENT
  780. | BGFX_CAPS_COMPUTE
  781. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  782. // | BGFX_CAPS_SWAP_CHAIN
  783. );
  784. g_caps.maxTextureSize = 16384;
  785. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  786. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  787. {
  788. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  789. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  790. ? s_textureFormat[ii].m_fmtDsv
  791. : s_textureFormat[ii].m_fmt
  792. ;
  793. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  794. if (DXGI_FORMAT_UNKNOWN != fmt)
  795. {
  796. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  797. data.Format = fmt;
  798. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  799. if (SUCCEEDED(hr) )
  800. {
  801. support |= 0 != (data.Support1 & (0
  802. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  803. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  804. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  805. ) )
  806. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  807. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  808. ;
  809. support |= 0 != (data.Support1 & (0
  810. | D3D12_FORMAT_SUPPORT1_BUFFER
  811. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  812. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  813. ) )
  814. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  815. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  816. ;
  817. support |= 0 != (data.Support1 & (0
  818. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  819. ) )
  820. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  821. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  822. ;
  823. support |= 0 != (data.Support1 & (0
  824. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  825. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  826. ) )
  827. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  828. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  829. ;
  830. support |= 0 != (data.Support1 & (0
  831. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  832. ) )
  833. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  834. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  835. ;
  836. support |= 0 != (data.Support1 & (0
  837. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  838. ) )
  839. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  840. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  841. ;
  842. }
  843. else
  844. {
  845. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  846. }
  847. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  848. {
  849. // clear image flag for additional testing
  850. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  851. data.Format = s_textureFormat[ii].m_fmt;
  852. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  853. if (SUCCEEDED(hr) )
  854. {
  855. support |= 0 != (data.Support2 & (0
  856. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  857. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  858. ) )
  859. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  860. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  861. ;
  862. }
  863. }
  864. }
  865. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  866. {
  867. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  868. {
  869. DXGI_FORMAT InFormat;
  870. UINT OutFormatSupport;
  871. };
  872. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  873. data.Format = fmtSrgb;
  874. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  875. if (SUCCEEDED(hr) )
  876. {
  877. support |= 0 != (data.Support1 & (0
  878. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  879. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  880. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  881. ) )
  882. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR_SRGB
  883. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  884. ;
  885. }
  886. else
  887. {
  888. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  889. }
  890. }
  891. g_caps.formats[ii] = support;
  892. }
  893. postReset();
  894. m_batch.create(4<<10);
  895. }
  896. return true;
  897. error:
  898. switch (errorState)
  899. {
  900. case ErrorState::CreatedCommandQueue:
  901. m_cmd.shutdown();
  902. case ErrorState::CreatedDXGIFactory:
  903. DX_RELEASE(m_device, 0);
  904. DX_RELEASE(m_adapter, 0);
  905. DX_RELEASE(m_factory, 0);
  906. #if USE_D3D12_DYNAMIC_LIB
  907. case ErrorState::LoadedDXGI:
  908. bx::dlclose(m_dxgidll);
  909. case ErrorState::LoadedD3D12:
  910. bx::dlclose(m_d3d12dll);
  911. case ErrorState::LoadedKernel32:
  912. bx::dlclose(m_kernel32dll);
  913. #endif // USE_D3D12_DYNAMIC_LIB
  914. case ErrorState::Default:
  915. break;
  916. }
  917. return false;
  918. }
  919. void shutdown()
  920. {
  921. m_batch.destroy();
  922. preReset();
  923. m_samplerAllocator.destroy();
  924. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  925. {
  926. m_scratchBuffer[ii].destroy();
  927. }
  928. m_pipelineStateCache.invalidate();
  929. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  930. {
  931. m_indexBuffers[ii].destroy();
  932. }
  933. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  934. {
  935. m_vertexBuffers[ii].destroy();
  936. }
  937. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  938. {
  939. m_shaders[ii].destroy();
  940. }
  941. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  942. {
  943. m_textures[ii].destroy();
  944. }
  945. DX_RELEASE(m_rtvDescriptorHeap, 0);
  946. DX_RELEASE(m_dsvDescriptorHeap, 0);
  947. DX_RELEASE(m_rootSignature, 0);
  948. DX_RELEASE(m_swapChain, 0);
  949. m_cmd.shutdown();
  950. DX_RELEASE(m_device, 0);
  951. DX_RELEASE(m_adapter, 0);
  952. DX_RELEASE(m_factory, 0);
  953. #if USE_D3D12_DYNAMIC_LIB
  954. bx::dlclose(m_dxgidll);
  955. bx::dlclose(m_d3d12dll);
  956. bx::dlclose(m_kernel32dll);
  957. #endif // USE_D3D12_DYNAMIC_LIB
  958. }
  959. RendererType::Enum getRendererType() const BX_OVERRIDE
  960. {
  961. return RendererType::Direct3D12;
  962. }
  963. const char* getRendererName() const BX_OVERRIDE
  964. {
  965. return BGFX_RENDERER_DIRECT3D12_NAME;
  966. }
  967. static bool isLost(HRESULT _hr)
  968. {
  969. return DXGI_ERROR_DEVICE_REMOVED == _hr
  970. || DXGI_ERROR_DEVICE_HUNG == _hr
  971. || DXGI_ERROR_DEVICE_RESET == _hr
  972. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  973. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  974. ;
  975. }
  976. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  977. {
  978. if (NULL != m_swapChain)
  979. {
  980. int64_t start = bx::getHPCounter();
  981. HRESULT hr = 0;
  982. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  983. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  984. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  985. {
  986. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  987. }
  988. if (SUCCEEDED(hr) )
  989. {
  990. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  991. hr = m_swapChain->Present(syncInterval, flags);
  992. }
  993. int64_t now = bx::getHPCounter();
  994. m_presentElapsed = now - start;
  995. if (FAILED(hr)
  996. && isLost(hr) )
  997. {
  998. ++m_lost;
  999. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1000. }
  1001. else
  1002. {
  1003. m_lost = 0;
  1004. }
  1005. }
  1006. }
  1007. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1008. {
  1009. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1010. }
  1011. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1012. {
  1013. m_indexBuffers[_handle.idx].destroy();
  1014. }
  1015. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1016. {
  1017. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1018. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1019. dump(decl);
  1020. }
  1021. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1022. {
  1023. }
  1024. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1025. {
  1026. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1027. }
  1028. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1029. {
  1030. m_vertexBuffers[_handle.idx].destroy();
  1031. }
  1032. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1033. {
  1034. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1035. }
  1036. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1037. {
  1038. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1039. }
  1040. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1041. {
  1042. m_indexBuffers[_handle.idx].destroy();
  1043. }
  1044. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1045. {
  1046. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1047. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1048. }
  1049. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1050. {
  1051. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1052. }
  1053. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1054. {
  1055. m_vertexBuffers[_handle.idx].destroy();
  1056. }
  1057. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1058. {
  1059. m_shaders[_handle.idx].create(_mem);
  1060. }
  1061. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1062. {
  1063. m_shaders[_handle.idx].destroy();
  1064. }
  1065. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1066. {
  1067. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1068. }
  1069. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1070. {
  1071. m_program[_handle.idx].destroy();
  1072. }
  1073. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1074. {
  1075. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1076. }
  1077. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1078. {
  1079. }
  1080. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1081. {
  1082. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1083. }
  1084. void updateTextureEnd() BX_OVERRIDE
  1085. {
  1086. }
  1087. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1088. {
  1089. TextureD3D12& texture = m_textures[_handle.idx];
  1090. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1091. const Memory* mem = alloc(size);
  1092. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1093. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1094. bx::write(&writer, magic);
  1095. TextureCreate tc;
  1096. tc.m_flags = texture.m_flags;
  1097. tc.m_width = _width;
  1098. tc.m_height = _height;
  1099. tc.m_sides = 0;
  1100. tc.m_depth = 0;
  1101. tc.m_numMips = 1;
  1102. tc.m_format = texture.m_requestedFormat;
  1103. tc.m_cubeMap = false;
  1104. tc.m_mem = NULL;
  1105. bx::write(&writer, tc);
  1106. texture.destroy();
  1107. texture.create(mem, tc.m_flags, 0);
  1108. release(mem);
  1109. }
  1110. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1111. {
  1112. m_textures[_handle.idx].destroy();
  1113. }
  1114. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1115. {
  1116. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1117. }
  1118. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1119. {
  1120. uint16_t denseIdx = m_numWindows++;
  1121. m_windows[denseIdx] = _handle;
  1122. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1123. }
  1124. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1125. {
  1126. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1127. if (UINT16_MAX != denseIdx)
  1128. {
  1129. --m_numWindows;
  1130. if (m_numWindows > 1)
  1131. {
  1132. FrameBufferHandle handle = m_windows[m_numWindows];
  1133. m_windows[denseIdx] = handle;
  1134. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1135. }
  1136. }
  1137. }
  1138. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1139. {
  1140. if (NULL != m_uniforms[_handle.idx])
  1141. {
  1142. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1143. }
  1144. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1145. void* data = BX_ALLOC(g_allocator, size);
  1146. memset(data, 0, size);
  1147. m_uniforms[_handle.idx] = data;
  1148. m_uniformReg.add(_handle, _name, data);
  1149. }
  1150. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1151. {
  1152. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1153. m_uniforms[_handle.idx] = NULL;
  1154. }
  1155. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1156. {
  1157. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1158. m_cmd.finish(m_backBufferColorFence[idx]);
  1159. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1160. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1161. const uint32_t width = (uint32_t)desc.Width;
  1162. const uint32_t height = (uint32_t)desc.Height;
  1163. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1164. uint32_t numRows;
  1165. uint64_t total;
  1166. uint64_t pitch;
  1167. m_device->GetCopyableFootprints(&desc
  1168. , 0
  1169. , 1
  1170. , 0
  1171. , &layout
  1172. , &numRows
  1173. , &pitch
  1174. , &total
  1175. );
  1176. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1177. D3D12_BOX box;
  1178. box.left = 0;
  1179. box.top = 0;
  1180. box.right = width;
  1181. box.bottom = height;
  1182. box.front = 0;
  1183. box.back = 1;
  1184. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1185. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
  1186. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1187. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1188. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1189. finish();
  1190. m_commandList = m_cmd.alloc();
  1191. void* data;
  1192. readback->Map(0, NULL, (void**)&data);
  1193. imageSwizzleBgra8(width
  1194. , height
  1195. , (uint32_t)pitch
  1196. , data
  1197. , data
  1198. );
  1199. g_callback->screenShot(_filePath
  1200. , width
  1201. , height
  1202. , (uint32_t)pitch
  1203. , data
  1204. , (uint32_t)total
  1205. , false
  1206. );
  1207. readback->Unmap(0, NULL);
  1208. DX_RELEASE(readback, 0);
  1209. }
  1210. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1211. {
  1212. }
  1213. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1214. {
  1215. memcpy(m_uniforms[_loc], _data, _size);
  1216. }
  1217. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1218. {
  1219. }
  1220. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1221. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1222. {
  1223. const uint32_t width = m_scd.BufferDesc.Width;
  1224. const uint32_t height = m_scd.BufferDesc.Height;
  1225. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1226. setFrameBuffer(fbh, false);
  1227. D3D12_VIEWPORT vp;
  1228. vp.TopLeftX = 0;
  1229. vp.TopLeftY = 0;
  1230. vp.Width = (float)width;
  1231. vp.Height = (float)height;
  1232. vp.MinDepth = 0.0f;
  1233. vp.MaxDepth = 1.0f;
  1234. m_commandList->RSSetViewports(1, &vp);
  1235. D3D12_RECT rc;
  1236. rc.left = 0;
  1237. rc.top = 0;
  1238. rc.right = width;
  1239. rc.bottom = height;
  1240. m_commandList->RSSetScissorRects(1, &rc);
  1241. const uint64_t state = 0
  1242. | BGFX_STATE_RGB_WRITE
  1243. | BGFX_STATE_ALPHA_WRITE
  1244. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1245. ;
  1246. ID3D12PipelineState* pso = getPipelineState(state
  1247. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1248. , _blitter.m_vb->decl.idx
  1249. , _blitter.m_program.idx
  1250. , 0
  1251. );
  1252. m_commandList->SetPipelineState(pso);
  1253. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1254. float proj[16];
  1255. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1256. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1257. uint8_t flags = predefined.m_type;
  1258. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1259. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1260. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1261. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1262. ID3D12DescriptorHeap* heaps[] =
  1263. {
  1264. m_samplerAllocator.getHeap(),
  1265. scratchBuffer.getHeap(),
  1266. };
  1267. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1268. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1269. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1270. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1271. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  1272. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1273. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1274. scratchBuffer.allocSrv(srvHandle, texture);
  1275. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1276. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1277. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1278. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1279. viewDesc.BufferLocation = vb.m_gpuVA;
  1280. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1281. viewDesc.SizeInBytes = vb.m_size;
  1282. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1283. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1284. D3D12_INDEX_BUFFER_VIEW ibv;
  1285. ibv.Format = DXGI_FORMAT_R16_UINT;
  1286. ibv.BufferLocation = ib.m_gpuVA;
  1287. ibv.SizeInBytes = ib.m_size;
  1288. m_commandList->IASetIndexBuffer(&ibv);
  1289. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1290. }
  1291. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1292. {
  1293. const uint32_t numVertices = _numIndices*4/6;
  1294. if (0 < numVertices)
  1295. {
  1296. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1297. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1298. m_commandList->DrawIndexedInstanced(_numIndices
  1299. , 1
  1300. , 0
  1301. , 0
  1302. , 0
  1303. );
  1304. }
  1305. }
  1306. void preReset()
  1307. {
  1308. finishAll();
  1309. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1310. {
  1311. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1312. }
  1313. DX_RELEASE(m_backBufferDepthStencil, 0);
  1314. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1315. {
  1316. m_frameBuffers[ii].preReset();
  1317. }
  1318. invalidateCache();
  1319. // capturePreReset();
  1320. }
  1321. void postReset()
  1322. {
  1323. memset(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1324. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1325. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1326. {
  1327. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1328. handle.ptr += ii * rtvDescriptorSize;
  1329. DX_CHECK(m_swapChain->GetBuffer(ii
  1330. , IID_ID3D12Resource
  1331. , (void**)&m_backBufferColor[ii]
  1332. ) );
  1333. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1334. }
  1335. D3D12_RESOURCE_DESC resourceDesc;
  1336. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1337. resourceDesc.Alignment = 0;
  1338. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1339. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1340. resourceDesc.DepthOrArraySize = 1;
  1341. resourceDesc.MipLevels = 0;
  1342. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1343. resourceDesc.SampleDesc.Count = 1;
  1344. resourceDesc.SampleDesc.Quality = 0;
  1345. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1346. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1347. D3D12_CLEAR_VALUE clearValue;
  1348. clearValue.Format = resourceDesc.Format;
  1349. clearValue.DepthStencil.Depth = 1.0f;
  1350. clearValue.DepthStencil.Stencil = 0;
  1351. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1352. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1353. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1354. dsvDesc.Format = resourceDesc.Format;
  1355. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1356. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1357. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1358. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1359. ;
  1360. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1361. , &dsvDesc
  1362. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1363. );
  1364. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1365. {
  1366. m_frameBuffers[ii].postReset();
  1367. }
  1368. m_commandList = m_cmd.alloc();
  1369. // capturePostReset();
  1370. }
  1371. void invalidateCache()
  1372. {
  1373. m_pipelineStateCache.invalidate();
  1374. m_samplerStateCache.invalidate();
  1375. m_samplerAllocator.reset();
  1376. }
  1377. void updateMsaa()
  1378. {
  1379. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1380. {
  1381. uint32_t msaa = s_checkMsaa[ii];
  1382. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1383. memset(&data, 0, sizeof(msaa) );
  1384. data.Format = m_scd.BufferDesc.Format;
  1385. data.SampleCount = msaa;
  1386. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1387. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1388. data.NumQualityLevels = 0;
  1389. if (SUCCEEDED(hr)
  1390. && 0 < data.NumQualityLevels)
  1391. {
  1392. s_msaa[ii].Count = data.SampleCount;
  1393. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1394. last = ii;
  1395. }
  1396. else
  1397. {
  1398. s_msaa[ii] = s_msaa[last];
  1399. }
  1400. }
  1401. }
  1402. void updateResolution(const Resolution& _resolution)
  1403. {
  1404. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  1405. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  1406. || m_flags != _resolution.m_flags)
  1407. {
  1408. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1409. m_flags = _resolution.m_flags;
  1410. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1411. m_textVideoMem.clear();
  1412. m_resolution = _resolution;
  1413. m_scd.BufferDesc.Width = _resolution.m_width;
  1414. m_scd.BufferDesc.Height = _resolution.m_height;
  1415. preReset();
  1416. if (resize)
  1417. {
  1418. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1419. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1420. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1421. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1422. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1423. , m_scd.BufferDesc.Width
  1424. , m_scd.BufferDesc.Height
  1425. , m_scd.BufferDesc.Format
  1426. , m_scd.Flags
  1427. , nodeMask
  1428. , presentQueue
  1429. ) );
  1430. }
  1431. else
  1432. {
  1433. updateMsaa();
  1434. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1435. DX_RELEASE(m_swapChain, 0);
  1436. HRESULT hr;
  1437. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1438. , &m_scd
  1439. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1440. );
  1441. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1442. }
  1443. postReset();
  1444. }
  1445. }
  1446. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1447. {
  1448. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1449. {
  1450. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1451. m_fsChanges += _numRegs;
  1452. }
  1453. else
  1454. {
  1455. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1456. m_vsChanges += _numRegs;
  1457. }
  1458. }
  1459. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1460. {
  1461. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1462. }
  1463. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1464. {
  1465. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1466. }
  1467. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1468. {
  1469. ProgramD3D12& program = m_program[_programIdx];
  1470. uint32_t total = bx::strideAlign(0
  1471. + program.m_vsh->m_size
  1472. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1473. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1474. );
  1475. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1476. {
  1477. uint32_t size = program.m_vsh->m_size;
  1478. memcpy(data, m_vsScratch, size);
  1479. data += size;
  1480. m_vsChanges = 0;
  1481. }
  1482. if (NULL != program.m_fsh)
  1483. {
  1484. memcpy(data, m_fsScratch, program.m_fsh->m_size);
  1485. m_fsChanges = 0;
  1486. }
  1487. }
  1488. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1489. {
  1490. if (isValid(m_fbh)
  1491. && m_fbh.idx != _fbh.idx)
  1492. {
  1493. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1494. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1495. {
  1496. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1497. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1498. }
  1499. if (isValid(frameBuffer.m_depth) )
  1500. {
  1501. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1502. const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1503. if (!bufferOnly)
  1504. {
  1505. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1506. }
  1507. }
  1508. }
  1509. if (!isValid(_fbh) )
  1510. {
  1511. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1512. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1513. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1514. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1515. m_currentColor = &m_rtvHandle;
  1516. m_currentDepthStencil = &m_dsvHandle;
  1517. m_commandList->OMSetRenderTargets(1, m_currentColor, false, m_currentDepthStencil);
  1518. }
  1519. else
  1520. {
  1521. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1522. if (0 < frameBuffer.m_num)
  1523. {
  1524. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1525. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1526. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1527. m_currentColor = &m_rtvHandle;
  1528. }
  1529. else
  1530. {
  1531. m_currentColor = NULL;
  1532. }
  1533. if (isValid(frameBuffer.m_depth) )
  1534. {
  1535. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1536. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1537. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1538. m_currentDepthStencil = &m_dsvHandle;
  1539. }
  1540. else
  1541. {
  1542. m_currentDepthStencil = NULL;
  1543. }
  1544. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1545. {
  1546. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1547. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1548. }
  1549. if (isValid(frameBuffer.m_depth) )
  1550. {
  1551. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1552. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1553. }
  1554. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1555. , m_currentColor
  1556. , true //NULL == m_currentDepthStencil
  1557. , m_currentDepthStencil
  1558. );
  1559. }
  1560. m_fbh = _fbh;
  1561. m_rtMsaa = _msaa;
  1562. }
  1563. void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0)
  1564. {
  1565. memset(&desc, 0, sizeof(desc) );
  1566. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1567. D3D12_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1568. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1569. {
  1570. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1571. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1572. const uint32_t srcRGB = (blend ) & 0xf;
  1573. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1574. const uint32_t srcA = (blend >> 8) & 0xf;
  1575. const uint32_t dstA = (blend >> 12) & 0xf;
  1576. const uint32_t equRGB = (equation ) & 0x7;
  1577. const uint32_t equA = (equation >> 3) & 0x7;
  1578. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1579. drt->DestBlend = s_blendFactor[dstRGB][0];
  1580. drt->BlendOp = s_blendEquation[equRGB];
  1581. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1582. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1583. drt->BlendOpAlpha = s_blendEquation[equA];
  1584. }
  1585. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1586. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1587. : 0
  1588. ;
  1589. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1590. ? D3D12_COLOR_WRITE_ENABLE_RED
  1591. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1592. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1593. : 0
  1594. ;
  1595. drt->RenderTargetWriteMask = writeMask;
  1596. if (desc.IndependentBlendEnable)
  1597. {
  1598. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1599. {
  1600. drt = &desc.RenderTarget[ii];
  1601. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1602. const uint32_t src = (rgba ) & 0xf;
  1603. const uint32_t dst = (rgba >> 4) & 0xf;
  1604. const uint32_t equation = (rgba >> 8) & 0x7;
  1605. drt->SrcBlend = s_blendFactor[src][0];
  1606. drt->DestBlend = s_blendFactor[dst][0];
  1607. drt->BlendOp = s_blendEquation[equation];
  1608. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1609. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1610. drt->BlendOpAlpha = s_blendEquation[equation];
  1611. drt->RenderTargetWriteMask = writeMask;
  1612. }
  1613. }
  1614. else
  1615. {
  1616. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1617. {
  1618. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1619. }
  1620. }
  1621. }
  1622. void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false)
  1623. {
  1624. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1625. desc.FillMode = _wireframe
  1626. ? D3D12_FILL_MODE_WIREFRAME
  1627. : D3D12_FILL_MODE_SOLID
  1628. ;
  1629. desc.CullMode = s_cullMode[cull];
  1630. desc.FrontCounterClockwise = false;
  1631. desc.DepthBias = 0;
  1632. desc.DepthBiasClamp = 0.0f;
  1633. desc.SlopeScaledDepthBias = 0.0f;
  1634. desc.DepthClipEnable = false;
  1635. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1636. desc.AntialiasedLineEnable = false;
  1637. desc.ForcedSampleCount = 0;
  1638. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1639. }
  1640. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0)
  1641. {
  1642. const uint32_t fstencil = unpackStencil(0, _stencil);
  1643. memset(&desc, 0, sizeof(desc) );
  1644. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1645. desc.DepthEnable = 0 != func;
  1646. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1647. ? D3D12_DEPTH_WRITE_MASK_ALL
  1648. : D3D12_DEPTH_WRITE_MASK_ZERO
  1649. ;
  1650. desc.DepthFunc = s_cmpFunc[func];
  1651. uint32_t bstencil = unpackStencil(1, _stencil);
  1652. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1653. bstencil = frontAndBack ? bstencil : fstencil;
  1654. desc.StencilEnable = 0 != _stencil;
  1655. desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1656. desc.StencilWriteMask = 0xff;
  1657. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1658. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1659. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1660. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1661. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1662. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1663. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1664. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1665. }
  1666. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1667. {
  1668. VertexDecl decl;
  1669. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1670. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1671. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1672. {
  1673. uint16_t mask = attrMask[ii];
  1674. uint16_t attr = (decl.m_attributes[ii] & mask);
  1675. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1676. }
  1677. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1678. uint32_t num = uint32_t(elem-_vertexElements);
  1679. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1680. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1681. {
  1682. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1683. uint32_t jj;
  1684. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1685. for (jj = 0; jj < num; ++jj)
  1686. {
  1687. curr = &_vertexElements[jj];
  1688. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1689. && curr->SemanticIndex == index)
  1690. {
  1691. break;
  1692. }
  1693. }
  1694. if (jj == num)
  1695. {
  1696. curr = elem;
  1697. ++elem;
  1698. }
  1699. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1700. curr->InputSlot = 1;
  1701. curr->SemanticIndex = index;
  1702. curr->AlignedByteOffset = ii*16;
  1703. }
  1704. return uint32_t(elem-_vertexElements);
  1705. }
  1706. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1707. {
  1708. union { void* ptr; uint32_t offset; } cast = { _userData };
  1709. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1710. {
  1711. DxbcOperand& operand = _instruction.operand[ii];
  1712. if (DxbcOperandType::ConstantBuffer == operand.type)
  1713. {
  1714. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1715. && 0 == operand.regIndex[0]
  1716. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1717. {
  1718. operand.regIndex[1] += cast.offset;
  1719. }
  1720. }
  1721. }
  1722. }
  1723. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1724. {
  1725. ProgramD3D12& program = m_program[_programIdx];
  1726. const uint32_t hash = program.m_vsh->m_hash;
  1727. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1728. if (BX_LIKELY(NULL != pso) )
  1729. {
  1730. return pso;
  1731. }
  1732. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1733. memset(&desc, 0, sizeof(desc) );
  1734. desc.pRootSignature = m_rootSignature;
  1735. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1736. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1737. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1738. , IID_ID3D12PipelineState
  1739. , (void**)&pso
  1740. ) );
  1741. m_pipelineStateCache.add(hash, pso);
  1742. return pso;
  1743. }
  1744. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1745. {
  1746. ProgramD3D12& program = m_program[_programIdx];
  1747. _state &= 0
  1748. | BGFX_STATE_RGB_WRITE
  1749. | BGFX_STATE_ALPHA_WRITE
  1750. | BGFX_STATE_DEPTH_WRITE
  1751. | BGFX_STATE_DEPTH_TEST_MASK
  1752. | BGFX_STATE_BLEND_MASK
  1753. | BGFX_STATE_BLEND_EQUATION_MASK
  1754. | BGFX_STATE_BLEND_INDEPENDENT
  1755. | BGFX_STATE_CULL_MASK
  1756. | BGFX_STATE_MSAA
  1757. | BGFX_STATE_PT_MASK
  1758. ;
  1759. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1760. VertexDecl decl;
  1761. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1762. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  1763. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1764. {
  1765. uint16_t mask = attrMask[ii];
  1766. uint16_t attr = (decl.m_attributes[ii] & mask);
  1767. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1768. }
  1769. bx::HashMurmur2A murmur;
  1770. murmur.begin();
  1771. murmur.add(_state);
  1772. murmur.add(_stencil);
  1773. murmur.add(program.m_vsh->m_hash);
  1774. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1775. murmur.add(program.m_fsh->m_hash);
  1776. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1777. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1778. murmur.add(m_fbh.idx);
  1779. murmur.add(_numInstanceData);
  1780. const uint32_t hash = murmur.end();
  1781. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1782. if (NULL != pso)
  1783. {
  1784. return pso;
  1785. }
  1786. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1787. memset(&desc, 0, sizeof(desc) );
  1788. desc.pRootSignature = m_rootSignature;
  1789. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1790. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1791. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1792. memset(temp->data, 0, temp->size);
  1793. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1794. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1795. DxbcContext dxbc;
  1796. read(&rd, dxbc);
  1797. bool patchShader = true;
  1798. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1799. {
  1800. union { uint32_t offset; void* ptr; } cast = { 0 };
  1801. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1802. write(&wr, dxbc);
  1803. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1804. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1805. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1806. if (!patchShader)
  1807. {
  1808. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1809. {
  1810. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1811. {
  1812. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1813. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1814. break;
  1815. }
  1816. }
  1817. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1818. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1819. }
  1820. }
  1821. if (patchShader)
  1822. {
  1823. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1824. bx::seek(&wr, 0, bx::Whence::Begin);
  1825. union { uint32_t offset; void* ptr; } cast =
  1826. {
  1827. uint32_t(program.m_vsh->m_size)/16
  1828. };
  1829. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1830. write(&wr, dxbc);
  1831. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1832. desc.PS.pShaderBytecode = temp->data;
  1833. desc.PS.BytecodeLength = temp->size;
  1834. }
  1835. desc.DS.pShaderBytecode = NULL;
  1836. desc.DS.BytecodeLength = 0;
  1837. desc.HS.pShaderBytecode = NULL;
  1838. desc.HS.BytecodeLength = 0;
  1839. desc.GS.pShaderBytecode = NULL;
  1840. desc.GS.BytecodeLength = 0;
  1841. desc.StreamOutput.pSODeclaration = NULL;
  1842. desc.StreamOutput.NumEntries = 0;
  1843. desc.StreamOutput.pBufferStrides = NULL;
  1844. desc.StreamOutput.NumStrides = 0;
  1845. desc.StreamOutput.RasterizedStream = 0;
  1846. setBlendState(desc.BlendState, _state);
  1847. desc.SampleMask = 1;
  1848. setRasterizerState(desc.RasterizerState, _state);
  1849. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1850. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1851. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1852. desc.InputLayout.pInputElementDescs = vertexElements;
  1853. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1854. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1855. if (isValid(m_fbh) )
  1856. {
  1857. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1858. desc.NumRenderTargets = frameBuffer.m_num;
  1859. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1860. {
  1861. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  1862. }
  1863. if (isValid(frameBuffer.m_depth) )
  1864. {
  1865. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  1866. }
  1867. else
  1868. {
  1869. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  1870. }
  1871. }
  1872. else
  1873. {
  1874. desc.NumRenderTargets = 1;
  1875. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  1876. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1877. }
  1878. desc.SampleDesc.Count = 1;
  1879. desc.SampleDesc.Quality = 0;
  1880. uint32_t length = g_callback->cacheReadSize(hash);
  1881. bool cached = length > 0;
  1882. void* cachedData = NULL;
  1883. if (cached)
  1884. {
  1885. cachedData = BX_ALLOC(g_allocator, length);
  1886. if (g_callback->cacheRead(hash, cachedData, length) )
  1887. {
  1888. BX_TRACE("Loading cached PSO (size %d).", length);
  1889. bx::MemoryReader reader(cachedData, length);
  1890. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  1891. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  1892. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  1893. , IID_ID3D12PipelineState
  1894. , (void**)&pso
  1895. );
  1896. if (FAILED(hr) )
  1897. {
  1898. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  1899. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  1900. }
  1901. }
  1902. }
  1903. if (NULL == pso)
  1904. {
  1905. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  1906. , IID_ID3D12PipelineState
  1907. , (void**)&pso
  1908. ) );
  1909. }
  1910. m_pipelineStateCache.add(hash, pso);
  1911. release(temp);
  1912. ID3DBlob* blob;
  1913. HRESULT hr = pso->GetCachedBlob(&blob);
  1914. if (SUCCEEDED(hr) )
  1915. {
  1916. void* data = blob->GetBufferPointer();
  1917. length = (uint32_t)blob->GetBufferSize();
  1918. g_callback->cacheWrite(hash, data, length);
  1919. DX_RELEASE(blob, 0);
  1920. }
  1921. if (NULL != cachedData)
  1922. {
  1923. BX_FREE(g_allocator, cachedData);
  1924. }
  1925. return pso;
  1926. }
  1927. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num = BGFX_CONFIG_MAX_TEXTURE_SAMPLERS)
  1928. {
  1929. bx::HashMurmur2A murmur;
  1930. murmur.begin();
  1931. murmur.add(_flags, _num * sizeof(uint32_t) );
  1932. uint32_t hash = murmur.end();
  1933. uint16_t sampler = m_samplerStateCache.find(hash);
  1934. if (UINT16_MAX == sampler)
  1935. {
  1936. sampler = m_samplerAllocator.alloc(_flags, _num);
  1937. m_samplerStateCache.add(hash, sampler);
  1938. }
  1939. return sampler;
  1940. }
  1941. void commit(ConstantBuffer& _constantBuffer)
  1942. {
  1943. _constantBuffer.reset();
  1944. for (;;)
  1945. {
  1946. uint32_t opcode = _constantBuffer.read();
  1947. if (UniformType::End == opcode)
  1948. {
  1949. break;
  1950. }
  1951. UniformType::Enum type;
  1952. uint16_t loc;
  1953. uint16_t num;
  1954. uint16_t copy;
  1955. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1956. const char* data;
  1957. if (copy)
  1958. {
  1959. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1960. }
  1961. else
  1962. {
  1963. UniformHandle handle;
  1964. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1965. data = (const char*)m_uniforms[handle.idx];
  1966. }
  1967. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1968. case UniformType::_uniform: \
  1969. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1970. { \
  1971. setShaderUniform(uint8_t(type), loc, data, num); \
  1972. } \
  1973. break;
  1974. switch ( (uint32_t)type)
  1975. {
  1976. case UniformType::Mat3:
  1977. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  1978. {
  1979. float* value = (float*)data;
  1980. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1981. {
  1982. Matrix4 mtx;
  1983. mtx.un.val[ 0] = value[0];
  1984. mtx.un.val[ 1] = value[1];
  1985. mtx.un.val[ 2] = value[2];
  1986. mtx.un.val[ 3] = 0.0f;
  1987. mtx.un.val[ 4] = value[3];
  1988. mtx.un.val[ 5] = value[4];
  1989. mtx.un.val[ 6] = value[5];
  1990. mtx.un.val[ 7] = 0.0f;
  1991. mtx.un.val[ 8] = value[6];
  1992. mtx.un.val[ 9] = value[7];
  1993. mtx.un.val[10] = value[8];
  1994. mtx.un.val[11] = 0.0f;
  1995. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  1996. }
  1997. }
  1998. break;
  1999. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2000. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2001. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2002. case UniformType::End:
  2003. break;
  2004. default:
  2005. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  2006. break;
  2007. }
  2008. #undef CASE_IMPLEMENT_UNIFORM
  2009. }
  2010. }
  2011. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2012. {
  2013. if (isValid(m_fbh) )
  2014. {
  2015. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2016. frameBuffer.clear(m_commandList, _clear, _palette);
  2017. }
  2018. else
  2019. {
  2020. if (NULL != m_currentColor
  2021. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2022. {
  2023. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2024. {
  2025. uint8_t index = _clear.m_index[0];
  2026. if (UINT8_MAX != index)
  2027. {
  2028. m_commandList->ClearRenderTargetView(*m_currentColor
  2029. , _palette[index]
  2030. , _num
  2031. , _rect
  2032. );
  2033. }
  2034. }
  2035. else
  2036. {
  2037. float frgba[4] =
  2038. {
  2039. _clear.m_index[0] * 1.0f / 255.0f,
  2040. _clear.m_index[1] * 1.0f / 255.0f,
  2041. _clear.m_index[2] * 1.0f / 255.0f,
  2042. _clear.m_index[3] * 1.0f / 255.0f,
  2043. };
  2044. m_commandList->ClearRenderTargetView(*m_currentColor
  2045. , frgba
  2046. , _num
  2047. , _rect
  2048. );
  2049. }
  2050. }
  2051. if (NULL != m_currentDepthStencil
  2052. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2053. {
  2054. uint32_t flags = 0;
  2055. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2056. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2057. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2058. , D3D12_CLEAR_FLAGS(flags)
  2059. , _clear.m_depth
  2060. , _clear.m_stencil
  2061. , _num
  2062. , _rect
  2063. );
  2064. }
  2065. }
  2066. }
  2067. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2068. {
  2069. uint32_t width = m_scd.BufferDesc.Width;
  2070. uint32_t height = m_scd.BufferDesc.Height;
  2071. if (0 == _rect.m_x
  2072. && 0 == _rect.m_y
  2073. && width == _rect.m_width
  2074. && height == _rect.m_height)
  2075. {
  2076. clear(_clear, _palette);
  2077. }
  2078. else
  2079. {
  2080. D3D12_RECT rect;
  2081. rect.left = _rect.m_x;
  2082. rect.top = _rect.m_y;
  2083. rect.right = _rect.m_x + _rect.m_width;
  2084. rect.bottom = _rect.m_y + _rect.m_height;
  2085. clear(_clear, _palette, &rect);
  2086. }
  2087. }
  2088. uint64_t kick()
  2089. {
  2090. uint64_t fence = m_cmd.kick();
  2091. m_commandList = m_cmd.alloc();
  2092. return fence;
  2093. }
  2094. void finish()
  2095. {
  2096. m_cmd.kick();
  2097. m_cmd.finish();
  2098. m_commandList = NULL;
  2099. }
  2100. void finishAll()
  2101. {
  2102. uint64_t fence = m_cmd.kick();
  2103. m_cmd.finish(fence, true);
  2104. m_commandList = NULL;
  2105. }
  2106. void* m_kernel32dll;
  2107. void* m_d3d12dll;
  2108. void* m_dxgidll;
  2109. D3D_DRIVER_TYPE m_driverType;
  2110. IDXGIAdapter3* m_adapter;
  2111. DXGI_ADAPTER_DESC m_adapterDesc;
  2112. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2113. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2114. IDXGIFactory4* m_factory;
  2115. IDXGISwapChain3* m_swapChain;
  2116. int64_t m_presentElapsed;
  2117. uint16_t m_lost;
  2118. uint16_t m_numWindows;
  2119. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2120. ID3D12Device* m_device;
  2121. ID3D12InfoQueue* m_infoQueue;
  2122. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2123. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2124. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2125. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2126. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2127. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2128. ID3D12Resource* m_backBufferColor[4];
  2129. uint64_t m_backBufferColorFence[4];
  2130. ID3D12Resource* m_backBufferDepthStencil;
  2131. ScratchBufferD3D12 m_scratchBuffer[4];
  2132. DescriptorAllocatorD3D12 m_samplerAllocator;
  2133. ID3D12RootSignature* m_rootSignature;
  2134. CommandQueueD3D12 m_cmd;
  2135. BatchD3D12 m_batch;
  2136. ID3D12GraphicsCommandList* m_commandList;
  2137. Resolution m_resolution;
  2138. bool m_wireframe;
  2139. DXGI_SWAP_CHAIN_DESC m_scd;
  2140. uint32_t m_flags;
  2141. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2142. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2143. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2144. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2145. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2146. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2147. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2148. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2149. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2150. UniformRegistry m_uniformReg;
  2151. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2152. StateCache m_samplerStateCache;
  2153. TextVideoMem m_textVideoMem;
  2154. uint8_t m_fsScratch[64<<10];
  2155. uint8_t m_vsScratch[64<<10];
  2156. uint32_t m_fsChanges;
  2157. uint32_t m_vsChanges;
  2158. FrameBufferHandle m_fbh;
  2159. uint32_t m_backBufferColorIdx;
  2160. bool m_rtMsaa;
  2161. };
  2162. static RendererContextD3D12* s_renderD3D12;
  2163. RendererContextI* rendererCreate()
  2164. {
  2165. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2166. if (!s_renderD3D12->init() )
  2167. {
  2168. BX_DELETE(g_allocator, s_renderD3D12);
  2169. s_renderD3D12 = NULL;
  2170. }
  2171. return s_renderD3D12;
  2172. }
  2173. void rendererDestroy()
  2174. {
  2175. s_renderD3D12->shutdown();
  2176. BX_DELETE(g_allocator, s_renderD3D12);
  2177. s_renderD3D12 = NULL;
  2178. }
  2179. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2180. {
  2181. m_size = _size;
  2182. ID3D12Device* device = s_renderD3D12->m_device;
  2183. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2184. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2185. desc.NumDescriptors = _maxDescriptors;
  2186. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2187. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2188. desc.NodeMask = 1;
  2189. DX_CHECK(device->CreateDescriptorHeap(&desc
  2190. , IID_ID3D12DescriptorHeap
  2191. , (void**)&m_heap
  2192. ) );
  2193. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2194. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2195. m_upload->Map(0, NULL, (void**)&m_data);
  2196. reset(m_gpuHandle);
  2197. }
  2198. void ScratchBufferD3D12::destroy()
  2199. {
  2200. m_upload->Unmap(0, NULL);
  2201. DX_RELEASE(m_upload, 0);
  2202. DX_RELEASE(m_heap, 0);
  2203. }
  2204. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  2205. {
  2206. m_pos = 0;
  2207. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2208. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2209. gpuHandle = m_gpuHandle;
  2210. }
  2211. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2212. {
  2213. _gpuAddress = m_gpuVA + m_pos;
  2214. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2215. desc.BufferLocation = _gpuAddress;
  2216. desc.SizeInBytes = _size;
  2217. void* data = &m_data[m_pos];
  2218. m_pos += BX_ALIGN_256(_size);
  2219. ID3D12Device* device = s_renderD3D12->m_device;
  2220. device->CreateConstantBufferView(&desc
  2221. , m_cpuHandle
  2222. );
  2223. m_cpuHandle.ptr += m_incrementSize;
  2224. m_gpuHandle.ptr += m_incrementSize;
  2225. return data;
  2226. }
  2227. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2228. {
  2229. ID3D12Device* device = s_renderD3D12->m_device;
  2230. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2231. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2232. if (0 != _mip)
  2233. {
  2234. memcpy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2235. srvd = &tmpSrvd;
  2236. switch (_texture.m_srvd.ViewDimension)
  2237. {
  2238. default:
  2239. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2240. srvd->Texture2D.MostDetailedMip = _mip;
  2241. srvd->Texture2D.MipLevels = 1;
  2242. srvd->Texture2D.PlaneSlice = 0;
  2243. srvd->Texture2D.ResourceMinLODClamp = 0;
  2244. break;
  2245. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2246. srvd->TextureCube.MostDetailedMip = _mip;
  2247. srvd->TextureCube.MipLevels = 1;
  2248. srvd->TextureCube.ResourceMinLODClamp = 0;
  2249. break;
  2250. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2251. srvd->Texture3D.MostDetailedMip = _mip;
  2252. srvd->Texture3D.MipLevels = 1;
  2253. srvd->Texture3D.ResourceMinLODClamp = 0;
  2254. break;
  2255. }
  2256. }
  2257. device->CreateShaderResourceView(_texture.m_ptr
  2258. , srvd
  2259. , m_cpuHandle
  2260. );
  2261. m_cpuHandle.ptr += m_incrementSize;
  2262. _gpuHandle = m_gpuHandle;
  2263. m_gpuHandle.ptr += m_incrementSize;
  2264. }
  2265. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2266. {
  2267. ID3D12Device* device = s_renderD3D12->m_device;
  2268. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2269. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2270. if (0 != _mip)
  2271. {
  2272. memcpy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2273. uavd = &tmpUavd;
  2274. switch (_texture.m_uavd.ViewDimension)
  2275. {
  2276. default:
  2277. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2278. uavd->Texture2D.MipSlice = _mip;
  2279. uavd->Texture2D.PlaneSlice = 0;
  2280. break;
  2281. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2282. uavd->Texture3D.MipSlice = _mip;
  2283. break;
  2284. }
  2285. }
  2286. device->CreateUnorderedAccessView(_texture.m_ptr
  2287. , NULL
  2288. , uavd
  2289. , m_cpuHandle
  2290. );
  2291. m_cpuHandle.ptr += m_incrementSize;
  2292. _gpuHandle = m_gpuHandle;
  2293. m_gpuHandle.ptr += m_incrementSize;
  2294. }
  2295. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2296. {
  2297. ID3D12Device* device = s_renderD3D12->m_device;
  2298. device->CreateShaderResourceView(_buffer.m_ptr
  2299. , &_buffer.m_srvd
  2300. , m_cpuHandle
  2301. );
  2302. m_cpuHandle.ptr += m_incrementSize;
  2303. _gpuHandle = m_gpuHandle;
  2304. m_gpuHandle.ptr += m_incrementSize;
  2305. }
  2306. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2307. {
  2308. ID3D12Device* device = s_renderD3D12->m_device;
  2309. device->CreateUnorderedAccessView(_buffer.m_ptr
  2310. , NULL
  2311. , &_buffer.m_uavd
  2312. , m_cpuHandle
  2313. );
  2314. m_cpuHandle.ptr += m_incrementSize;
  2315. _gpuHandle = m_gpuHandle;
  2316. m_gpuHandle.ptr += m_incrementSize;
  2317. }
  2318. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2319. {
  2320. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2321. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2322. ID3D12Device* device = s_renderD3D12->m_device;
  2323. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2324. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2325. desc.NumDescriptors = _maxDescriptors;
  2326. desc.Type = _type;
  2327. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2328. desc.NodeMask = 1;
  2329. DX_CHECK(device->CreateDescriptorHeap(&desc
  2330. , IID_ID3D12DescriptorHeap
  2331. , (void**)&m_heap
  2332. ) );
  2333. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2334. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2335. }
  2336. void DescriptorAllocatorD3D12::destroy()
  2337. {
  2338. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2339. DX_RELEASE(m_heap, 0);
  2340. }
  2341. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2342. {
  2343. uint16_t idx = m_handleAlloc->alloc();
  2344. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2345. ID3D12Device* device = s_renderD3D12->m_device;
  2346. device->CreateShaderResourceView(_ptr
  2347. , _desc
  2348. , cpuHandle
  2349. );
  2350. return idx;
  2351. }
  2352. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num)
  2353. {
  2354. uint16_t idx = m_handleAlloc->alloc();
  2355. ID3D12Device* device = s_renderD3D12->m_device;
  2356. for (uint32_t ii = 0; ii < _num; ++ii)
  2357. {
  2358. uint32_t flags = _flags[ii];
  2359. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2360. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2361. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2362. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2363. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2364. D3D12_SAMPLER_DESC sd;
  2365. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2366. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2367. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2368. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2369. sd.MinLOD = 0;
  2370. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2371. sd.MipLODBias = 0.0f;
  2372. sd.MaxAnisotropy = 1; //m_maxAnisotropy;
  2373. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2374. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2375. {
  2376. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2377. };
  2378. device->CreateSampler(&sd, cpuHandle);
  2379. }
  2380. return idx;
  2381. }
  2382. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2383. {
  2384. m_handleAlloc->free(_idx);
  2385. }
  2386. void DescriptorAllocatorD3D12::reset()
  2387. {
  2388. uint16_t max = m_handleAlloc->getMaxHandles();
  2389. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2390. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2391. }
  2392. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2393. {
  2394. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2395. return gpuHandle;
  2396. }
  2397. void CommandQueueD3D12::init(ID3D12Device* _device)
  2398. {
  2399. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2400. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2401. queueDesc.Priority = 0;
  2402. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2403. queueDesc.NodeMask = 1;
  2404. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2405. , IID_ID3D12CommandQueue
  2406. , (void**)&m_commandQueue
  2407. ) );
  2408. m_completedFence = 0;
  2409. m_currentFence = 0;
  2410. DX_CHECK(_device->CreateFence(0
  2411. , D3D12_FENCE_FLAG_NONE
  2412. , IID_ID3D12Fence
  2413. , (void**)&m_fence
  2414. ) );
  2415. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2416. {
  2417. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2418. , IID_ID3D12CommandAllocator
  2419. , (void**)&m_commandList[ii].m_commandAllocator
  2420. ) );
  2421. DX_CHECK(_device->CreateCommandList(0
  2422. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2423. , m_commandList[ii].m_commandAllocator
  2424. , NULL
  2425. , IID_ID3D12GraphicsCommandList
  2426. , (void**)&m_commandList[ii].m_commandList
  2427. ) );
  2428. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2429. }
  2430. }
  2431. void CommandQueueD3D12::shutdown()
  2432. {
  2433. finish(UINT64_MAX, true);
  2434. DX_RELEASE(m_fence, 0);
  2435. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2436. {
  2437. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2438. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2439. }
  2440. DX_RELEASE(m_commandQueue, 0);
  2441. }
  2442. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2443. {
  2444. while (0 == m_control.reserve(1) )
  2445. {
  2446. consume();
  2447. }
  2448. CommandList& commandList = m_commandList[m_control.m_current];
  2449. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2450. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2451. return commandList.m_commandList;
  2452. }
  2453. uint64_t CommandQueueD3D12::kick()
  2454. {
  2455. CommandList& commandList = m_commandList[m_control.m_current];
  2456. DX_CHECK(commandList.m_commandList->Close() );
  2457. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2458. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2459. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2460. const uint64_t fence = m_currentFence++;
  2461. m_commandQueue->Signal(m_fence, fence);
  2462. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2463. m_control.commit(1);
  2464. return fence;
  2465. }
  2466. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2467. {
  2468. while (0 < m_control.available() )
  2469. {
  2470. consume();
  2471. if (!_finishAll
  2472. && _waitFence <= m_completedFence)
  2473. {
  2474. return;
  2475. }
  2476. }
  2477. BX_CHECK(0 == m_control.available(), "");
  2478. }
  2479. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2480. {
  2481. if (0 < m_control.available() )
  2482. {
  2483. if (consume(0)
  2484. && _waitFence <= m_completedFence)
  2485. {
  2486. return true;
  2487. }
  2488. }
  2489. return false;
  2490. }
  2491. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2492. {
  2493. m_release[m_control.m_current].push_back(_ptr);
  2494. }
  2495. bool CommandQueueD3D12::consume(uint32_t _ms)
  2496. {
  2497. CommandList& commandList = m_commandList[m_control.m_read];
  2498. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2499. {
  2500. CloseHandle(commandList.m_event);
  2501. commandList.m_event = NULL;
  2502. m_completedFence = m_fence->GetCompletedValue();
  2503. m_commandQueue->Wait(m_fence, m_completedFence);
  2504. ResourceArray& ra = m_release[m_control.m_read];
  2505. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2506. {
  2507. DX_RELEASE(*it, 0);
  2508. }
  2509. ra.clear();
  2510. m_control.consume(1);
  2511. return true;
  2512. }
  2513. return false;
  2514. }
  2515. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2516. {
  2517. m_maxDrawPerBatch = _maxDrawPerBatch;
  2518. setSeqMode(false);
  2519. setIndirectMode(true);
  2520. ID3D12Device* device = s_renderD3D12->m_device;
  2521. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2522. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2523. {
  2524. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
  2525. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
  2526. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 1 },
  2527. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, 0 },
  2528. };
  2529. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2530. {
  2531. sizeof(DrawIndirectCommand),
  2532. BX_COUNTOF(drawArgDesc),
  2533. drawArgDesc,
  2534. 1,
  2535. };
  2536. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2537. , rootSignature
  2538. , IID_ID3D12CommandSignature
  2539. , (void**)&m_commandSignature[Draw]
  2540. ) );
  2541. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2542. {
  2543. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
  2544. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
  2545. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 1 },
  2546. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, 0 },
  2547. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, 0 },
  2548. };
  2549. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2550. {
  2551. sizeof(DrawIndexedIndirectCommand),
  2552. BX_COUNTOF(drawIndexedArgDesc),
  2553. drawIndexedArgDesc,
  2554. 1,
  2555. };
  2556. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2557. , rootSignature
  2558. , IID_ID3D12CommandSignature
  2559. , (void**)&m_commandSignature[DrawIndexed]
  2560. ) );
  2561. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2562. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2563. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2564. {
  2565. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2566. , NULL
  2567. , BGFX_BUFFER_DRAW_INDIRECT
  2568. , false
  2569. , sizeof(DrawIndexedIndirectCommand)
  2570. );
  2571. }
  2572. }
  2573. void BatchD3D12::destroy()
  2574. {
  2575. BX_FREE(g_allocator, m_cmds[0]);
  2576. BX_FREE(g_allocator, m_cmds[1]);
  2577. DX_RELEASE(m_commandSignature[0], 0);
  2578. DX_RELEASE(m_commandSignature[1], 0);
  2579. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2580. {
  2581. m_indirect[ii].destroy();
  2582. }
  2583. }
  2584. template<typename Ty>
  2585. Ty& BatchD3D12::getCmd(Enum _type)
  2586. {
  2587. uint32_t index = m_num[_type];
  2588. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2589. m_num[_type]++;
  2590. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2591. return *cmd;
  2592. }
  2593. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2594. {
  2595. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2596. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_vertexBuffer.idx];
  2597. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2598. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_vertexDecl.idx : vb.m_decl.idx;
  2599. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2600. uint32_t numIndices = 0;
  2601. if (Draw == type)
  2602. {
  2603. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2604. ? vb.m_size / vertexDecl.m_stride
  2605. : _draw.m_numVertices
  2606. ;
  2607. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2608. cmd.cbv = _cbv;
  2609. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2610. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2611. cmd.vbv[0].SizeInBytes = vb.m_size;
  2612. if (isValid(_draw.m_instanceDataBuffer) )
  2613. {
  2614. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2615. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2616. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2617. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2618. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2619. }
  2620. else
  2621. {
  2622. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2623. }
  2624. cmd.draw.InstanceCount = _draw.m_numInstances;
  2625. cmd.draw.VertexCountPerInstance = numVertices;
  2626. cmd.draw.StartVertexLocation = _draw.m_startVertex;
  2627. cmd.draw.StartInstanceLocation = 0;
  2628. }
  2629. else
  2630. {
  2631. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2632. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2633. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2634. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2635. numIndices = UINT32_MAX == _draw.m_numIndices
  2636. ? ib.m_size / indexSize
  2637. : _draw.m_numIndices
  2638. ;
  2639. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  2640. cmd.cbv = _cbv;
  2641. cmd.ibv.BufferLocation = ib.m_gpuVA;
  2642. cmd.ibv.SizeInBytes = ib.m_size;
  2643. cmd.ibv.Format = hasIndex16
  2644. ? DXGI_FORMAT_R16_UINT
  2645. : DXGI_FORMAT_R32_UINT
  2646. ;
  2647. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2648. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2649. cmd.vbv[0].SizeInBytes = vb.m_size;
  2650. if (isValid(_draw.m_instanceDataBuffer) )
  2651. {
  2652. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2653. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2654. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2655. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2656. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2657. }
  2658. else
  2659. {
  2660. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2661. }
  2662. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  2663. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  2664. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  2665. cmd.drawIndexed.BaseVertexLocation = _draw.m_startVertex;
  2666. cmd.drawIndexed.StartInstanceLocation = 0;
  2667. }
  2668. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  2669. {
  2670. flush(_commandList, type);
  2671. }
  2672. return numIndices;
  2673. }
  2674. static const uint32_t s_indirectCommandSize[] =
  2675. {
  2676. sizeof(BatchD3D12::DrawIndirectCommand),
  2677. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  2678. };
  2679. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  2680. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  2681. {
  2682. uint32_t num = m_num[_type];
  2683. if (0 != num)
  2684. {
  2685. m_num[_type] = 0;
  2686. if (m_minIndirect < num)
  2687. {
  2688. m_stats.m_numIndirect[_type]++;
  2689. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  2690. m_currIndirect %= BX_COUNTOF(m_indirect);
  2691. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  2692. _commandList->ExecuteIndirect(m_commandSignature[_type]
  2693. , num
  2694. , indirect.m_ptr
  2695. , 0
  2696. , NULL
  2697. , 0
  2698. );
  2699. }
  2700. else
  2701. {
  2702. m_stats.m_numImmediate[_type]++;
  2703. if (Draw == _type)
  2704. {
  2705. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  2706. for (uint32_t ii = 0; ii < num; ++ii)
  2707. {
  2708. const DrawIndirectCommand& cmd = cmds[ii];
  2709. if (m_current.cbv != cmd.cbv)
  2710. {
  2711. m_current.cbv = cmd.cbv;
  2712. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2713. }
  2714. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2715. {
  2716. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2717. _commandList->IASetVertexBuffers(0
  2718. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2719. , cmd.vbv
  2720. );
  2721. }
  2722. _commandList->DrawInstanced(
  2723. cmd.draw.VertexCountPerInstance
  2724. , cmd.draw.InstanceCount
  2725. , cmd.draw.StartVertexLocation
  2726. , cmd.draw.StartInstanceLocation
  2727. );
  2728. }
  2729. }
  2730. else
  2731. {
  2732. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  2733. for (uint32_t ii = 0; ii < num; ++ii)
  2734. {
  2735. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  2736. if (m_current.cbv != cmd.cbv)
  2737. {
  2738. m_current.cbv = cmd.cbv;
  2739. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2740. }
  2741. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2742. {
  2743. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2744. _commandList->IASetVertexBuffers(0
  2745. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2746. , cmd.vbv
  2747. );
  2748. }
  2749. if (0 != memcmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  2750. {
  2751. memcpy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  2752. _commandList->IASetIndexBuffer(&cmd.ibv);
  2753. }
  2754. _commandList->DrawIndexedInstanced(
  2755. cmd.drawIndexed.IndexCountPerInstance
  2756. , cmd.drawIndexed.InstanceCount
  2757. , cmd.drawIndexed.StartIndexLocation
  2758. , cmd.drawIndexed.BaseVertexLocation
  2759. , cmd.drawIndexed.StartInstanceLocation
  2760. );
  2761. }
  2762. }
  2763. }
  2764. }
  2765. }
  2766. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  2767. {
  2768. flush(_commandList, Draw);
  2769. flush(_commandList, DrawIndexed);
  2770. if (_clean)
  2771. {
  2772. memset(&m_current, 0, sizeof(m_current) );
  2773. }
  2774. }
  2775. void BatchD3D12::begin()
  2776. {
  2777. memset(&m_stats, 0, sizeof(m_stats) );
  2778. memset(&m_current, 0, sizeof(m_current) );
  2779. }
  2780. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  2781. {
  2782. flush(_commandList);
  2783. }
  2784. struct UavFormat
  2785. {
  2786. DXGI_FORMAT format[3];
  2787. uint32_t stride;
  2788. };
  2789. static const UavFormat s_uavFormat[] =
  2790. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2791. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2792. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2793. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2794. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2795. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2796. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2797. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2798. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2799. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2800. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2801. };
  2802. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  2803. {
  2804. m_size = _size;
  2805. m_flags = _flags;
  2806. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2807. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2808. m_dynamic = NULL == _data || needUav;
  2809. DXGI_FORMAT format;
  2810. uint32_t stride;
  2811. D3D12_RESOURCE_FLAGS flags = needUav
  2812. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2813. : D3D12_RESOURCE_FLAG_NONE
  2814. ;
  2815. if (drawIndirect)
  2816. {
  2817. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2818. stride = 16;
  2819. }
  2820. else
  2821. {
  2822. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2823. if (0 == uavFormat)
  2824. {
  2825. if (_vertex)
  2826. {
  2827. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2828. stride = 16;
  2829. }
  2830. else
  2831. {
  2832. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2833. {
  2834. format = DXGI_FORMAT_R16_UINT;
  2835. stride = 2;
  2836. }
  2837. else
  2838. {
  2839. format = DXGI_FORMAT_R32_UINT;
  2840. stride = 4;
  2841. }
  2842. }
  2843. }
  2844. else
  2845. {
  2846. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2847. format = s_uavFormat[uavFormat].format[uavType];
  2848. stride = s_uavFormat[uavFormat].stride;
  2849. }
  2850. }
  2851. stride = 0 == _stride ? stride : _stride;
  2852. m_srvd.Format = format;
  2853. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2854. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2855. m_srvd.Buffer.FirstElement = 0;
  2856. m_srvd.Buffer.NumElements = m_size / stride;
  2857. m_srvd.Buffer.StructureByteStride = 0;
  2858. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  2859. m_uavd.Format = format;
  2860. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2861. m_uavd.Buffer.FirstElement = 0;
  2862. m_uavd.Buffer.NumElements = m_size / stride;
  2863. m_uavd.Buffer.StructureByteStride = 0;
  2864. m_uavd.Buffer.CounterOffsetInBytes = 0;
  2865. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  2866. ID3D12Device* device = s_renderD3D12->m_device;
  2867. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2868. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  2869. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  2870. setState(commandList, drawIndirect
  2871. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  2872. : D3D12_RESOURCE_STATE_GENERIC_READ
  2873. );
  2874. if (!m_dynamic)
  2875. {
  2876. update(commandList, 0, _size, _data);
  2877. }
  2878. }
  2879. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  2880. {
  2881. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  2882. uint8_t* data;
  2883. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  2884. memcpy(data, _data, _size);
  2885. staging->Unmap(0, NULL);
  2886. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2887. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  2888. setState(_commandList, state);
  2889. s_renderD3D12->m_cmd.release(staging);
  2890. }
  2891. void BufferD3D12::destroy()
  2892. {
  2893. if (NULL != m_ptr)
  2894. {
  2895. s_renderD3D12->m_cmd.release(m_ptr);
  2896. m_dynamic = false;
  2897. }
  2898. }
  2899. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  2900. {
  2901. if (m_state != _state)
  2902. {
  2903. setResourceBarrier(_commandList
  2904. , m_ptr
  2905. , m_state
  2906. , _state
  2907. );
  2908. bx::xchg(m_state, _state);
  2909. }
  2910. return _state;
  2911. }
  2912. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2913. {
  2914. BufferD3D12::create(_size, _data, _flags, true);
  2915. m_decl = _declHandle;
  2916. }
  2917. void ShaderD3D12::create(const Memory* _mem)
  2918. {
  2919. bx::MemoryReader reader(_mem->data, _mem->size);
  2920. uint32_t magic;
  2921. bx::read(&reader, magic);
  2922. switch (magic)
  2923. {
  2924. case BGFX_CHUNK_MAGIC_CSH:
  2925. case BGFX_CHUNK_MAGIC_FSH:
  2926. case BGFX_CHUNK_MAGIC_VSH:
  2927. break;
  2928. default:
  2929. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2930. break;
  2931. }
  2932. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2933. uint32_t iohash;
  2934. bx::read(&reader, iohash);
  2935. uint16_t count;
  2936. bx::read(&reader, count);
  2937. m_numPredefined = 0;
  2938. m_numUniforms = count;
  2939. BX_TRACE("%s Shader consts %d"
  2940. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2941. , count
  2942. );
  2943. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2944. if (0 < count)
  2945. {
  2946. for (uint32_t ii = 0; ii < count; ++ii)
  2947. {
  2948. uint8_t nameSize;
  2949. bx::read(&reader, nameSize);
  2950. char name[256];
  2951. bx::read(&reader, &name, nameSize);
  2952. name[nameSize] = '\0';
  2953. uint8_t type;
  2954. bx::read(&reader, type);
  2955. uint8_t num;
  2956. bx::read(&reader, num);
  2957. uint16_t regIndex;
  2958. bx::read(&reader, regIndex);
  2959. uint16_t regCount;
  2960. bx::read(&reader, regCount);
  2961. const char* kind = "invalid";
  2962. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2963. if (PredefinedUniform::Count != predefined)
  2964. {
  2965. kind = "predefined";
  2966. m_predefined[m_numPredefined].m_loc = regIndex;
  2967. m_predefined[m_numPredefined].m_count = regCount;
  2968. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2969. m_numPredefined++;
  2970. }
  2971. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  2972. {
  2973. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  2974. if (NULL != info)
  2975. {
  2976. if (NULL == m_constantBuffer)
  2977. {
  2978. m_constantBuffer = ConstantBuffer::create(1024);
  2979. }
  2980. kind = "user";
  2981. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2982. }
  2983. }
  2984. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2985. , kind
  2986. , name
  2987. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  2988. , num
  2989. , regIndex
  2990. , regCount
  2991. );
  2992. BX_UNUSED(kind);
  2993. }
  2994. if (NULL != m_constantBuffer)
  2995. {
  2996. m_constantBuffer->finish();
  2997. }
  2998. }
  2999. uint16_t shaderSize;
  3000. bx::read(&reader, shaderSize);
  3001. const DWORD* code = (const DWORD*)reader.getDataPtr();
  3002. bx::skip(&reader, shaderSize+1);
  3003. m_code = copy(code, shaderSize);
  3004. uint8_t numAttrs;
  3005. bx::read(&reader, numAttrs);
  3006. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3007. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3008. {
  3009. uint16_t id;
  3010. bx::read(&reader, id);
  3011. Attrib::Enum attr = idToAttrib(id);
  3012. if (Attrib::Count != attr)
  3013. {
  3014. m_attrMask[attr] = UINT16_MAX;
  3015. }
  3016. }
  3017. bx::HashMurmur2A murmur;
  3018. murmur.begin();
  3019. murmur.add(iohash);
  3020. murmur.add(code, shaderSize);
  3021. murmur.add(numAttrs);
  3022. murmur.add(m_attrMask, numAttrs);
  3023. m_hash = murmur.end();
  3024. bx::read(&reader, m_size);
  3025. }
  3026. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3027. {
  3028. ImageContainer imageContainer;
  3029. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3030. {
  3031. uint8_t numMips = imageContainer.m_numMips;
  3032. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3033. numMips -= startLod;
  3034. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3035. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3036. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3037. m_flags = _flags;
  3038. m_requestedFormat = (uint8_t)imageContainer.m_format;
  3039. m_textureFormat = (uint8_t)imageContainer.m_format;
  3040. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  3041. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  3042. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3043. if (convert)
  3044. {
  3045. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  3046. bpp = 32;
  3047. }
  3048. if (imageContainer.m_cubeMap)
  3049. {
  3050. m_type = TextureCube;
  3051. }
  3052. else if (imageContainer.m_depth > 1)
  3053. {
  3054. m_type = Texture3D;
  3055. }
  3056. else
  3057. {
  3058. m_type = Texture2D;
  3059. }
  3060. m_numMips = numMips;
  3061. const uint16_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  3062. uint32_t numSrd = numMips*numSides;
  3063. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3064. uint32_t kk = 0;
  3065. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3066. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3067. uint32_t blockWidth = 1;
  3068. uint32_t blockHeight = 1;
  3069. if (convert && compressed)
  3070. {
  3071. blockWidth = blockInfo.blockWidth;
  3072. blockHeight = blockInfo.blockHeight;
  3073. }
  3074. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  3075. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3076. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3077. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3078. , this - s_renderD3D12->m_textures
  3079. , getName( (TextureFormat::Enum)m_textureFormat)
  3080. , getName( (TextureFormat::Enum)m_requestedFormat)
  3081. , textureWidth
  3082. , textureHeight
  3083. , imageContainer.m_cubeMap ? "x6" : ""
  3084. , renderTarget ? 'x' : ' '
  3085. , bufferOnly ? 'x' : ' '
  3086. , computeWrite ? 'x' : ' '
  3087. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3088. );
  3089. uint32_t totalSize = 0;
  3090. for (uint8_t side = 0; side < numSides; ++side)
  3091. {
  3092. uint32_t width = textureWidth;
  3093. uint32_t height = textureHeight;
  3094. uint32_t depth = imageContainer.m_depth;
  3095. for (uint8_t lod = 0; lod < numMips; ++lod)
  3096. {
  3097. width = bx::uint32_max(blockWidth, width);
  3098. height = bx::uint32_max(blockHeight, height);
  3099. depth = bx::uint32_max(1, depth);
  3100. ImageMip mip;
  3101. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3102. {
  3103. if (convert)
  3104. {
  3105. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3106. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3107. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3108. imageDecodeToBgra8(temp
  3109. , mip.m_data
  3110. , mip.m_width
  3111. , mip.m_height
  3112. , pitch, mip.m_format
  3113. );
  3114. srd[kk].pData = temp;
  3115. srd[kk].RowPitch = pitch;
  3116. srd[kk].SlicePitch = slice;
  3117. totalSize += slice;
  3118. }
  3119. else if (compressed)
  3120. {
  3121. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3122. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3123. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3124. imageCopy(mip.m_height/blockInfo.blockHeight
  3125. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3126. , mip.m_data
  3127. , pitch
  3128. , temp
  3129. );
  3130. srd[kk].pData = temp;
  3131. srd[kk].RowPitch = pitch;
  3132. srd[kk].SlicePitch = slice;
  3133. totalSize += slice;
  3134. }
  3135. else
  3136. {
  3137. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3138. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3139. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3140. imageCopy(mip.m_height
  3141. , mip.m_width*mip.m_bpp / 8
  3142. , mip.m_data
  3143. , pitch
  3144. , temp
  3145. );
  3146. srd[kk].pData = temp;
  3147. srd[kk].RowPitch = pitch;
  3148. srd[kk].SlicePitch = slice;
  3149. totalSize += slice;
  3150. }
  3151. if (swizzle)
  3152. {
  3153. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3154. }
  3155. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3156. ++kk;
  3157. }
  3158. else
  3159. {
  3160. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3161. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3162. totalSize += slice;
  3163. }
  3164. width >>= 1;
  3165. height >>= 1;
  3166. depth >>= 1;
  3167. }
  3168. }
  3169. BX_TRACE("texture total size: %d", totalSize);
  3170. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3171. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3172. memset(&m_srvd, 0, sizeof(m_srvd) );
  3173. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3174. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3175. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3176. if (swizzle)
  3177. {
  3178. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3179. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3180. }
  3181. m_uavd.Format = m_srvd.Format;
  3182. ID3D12Device* device = s_renderD3D12->m_device;
  3183. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3184. D3D12_RESOURCE_DESC resourceDesc;
  3185. resourceDesc.Alignment = 0;
  3186. resourceDesc.Width = textureWidth;
  3187. resourceDesc.Height = textureHeight;
  3188. resourceDesc.MipLevels = numMips;
  3189. resourceDesc.Format = format;
  3190. resourceDesc.SampleDesc = msaa;
  3191. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3192. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3193. resourceDesc.DepthOrArraySize = numSides;
  3194. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3195. D3D12_CLEAR_VALUE* clearValue = NULL;
  3196. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  3197. {
  3198. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3199. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3200. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3201. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3202. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3203. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3204. clearValue->DepthStencil.Depth = 1.0f;
  3205. clearValue->DepthStencil.Stencil = 0;
  3206. }
  3207. else if (renderTarget)
  3208. {
  3209. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3210. clearValue->Format = resourceDesc.Format;
  3211. clearValue->Color[0] = 0.0f;
  3212. clearValue->Color[1] = 0.0f;
  3213. clearValue->Color[2] = 0.0f;
  3214. clearValue->Color[3] = 0.0f;
  3215. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3216. }
  3217. if (bufferOnly)
  3218. {
  3219. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3220. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3221. }
  3222. if (computeWrite)
  3223. {
  3224. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3225. }
  3226. switch (m_type)
  3227. {
  3228. case Texture2D:
  3229. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3230. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  3231. m_srvd.Texture2D.MostDetailedMip = 0;
  3232. m_srvd.Texture2D.MipLevels = numMips;
  3233. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3234. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3235. m_uavd.Texture2D.MipSlice = 0;
  3236. m_uavd.Texture2D.PlaneSlice = 0;
  3237. break;
  3238. case Texture3D:
  3239. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3240. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3241. m_srvd.Texture3D.MostDetailedMip = 0;
  3242. m_srvd.Texture3D.MipLevels = numMips;
  3243. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3244. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3245. m_uavd.Texture3D.MipSlice = 0;
  3246. m_uavd.Texture3D.FirstWSlice = 0;
  3247. m_uavd.Texture3D.WSize = 0;
  3248. break;
  3249. case TextureCube:
  3250. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3251. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3252. m_srvd.TextureCube.MostDetailedMip = 0;
  3253. m_srvd.TextureCube.MipLevels = numMips;
  3254. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3255. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3256. m_uavd.Texture2D.MipSlice = 0;
  3257. m_uavd.Texture2D.PlaneSlice = 0;
  3258. break;
  3259. }
  3260. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3261. {
  3262. uint64_t uploadBufferSize;
  3263. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3264. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3265. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3266. device->GetCopyableFootprints(&resourceDesc
  3267. , 0
  3268. , numSrd
  3269. , 0
  3270. , layouts
  3271. , numRows
  3272. , rowSizeInBytes
  3273. , &uploadBufferSize
  3274. );
  3275. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3276. , uploadBufferSize
  3277. , totalSize
  3278. , numRows[0]
  3279. , rowSizeInBytes[0]
  3280. );
  3281. }
  3282. if (kk != 0)
  3283. {
  3284. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3285. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3286. uint64_t result = UpdateSubresources(commandList
  3287. , m_ptr
  3288. , staging
  3289. , 0
  3290. , 0
  3291. , numSrd
  3292. , srd
  3293. );
  3294. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3295. BX_TRACE("Update subresource %" PRId64, result);
  3296. setState(commandList, state);
  3297. s_renderD3D12->m_cmd.release(staging);
  3298. }
  3299. else
  3300. {
  3301. setState(commandList, state);
  3302. }
  3303. if (0 != kk)
  3304. {
  3305. kk = 0;
  3306. for (uint8_t side = 0; side < numSides; ++side)
  3307. {
  3308. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3309. {
  3310. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3311. ++kk;
  3312. }
  3313. }
  3314. }
  3315. }
  3316. }
  3317. void TextureD3D12::destroy()
  3318. {
  3319. if (NULL != m_ptr)
  3320. {
  3321. s_renderD3D12->m_cmd.release(m_ptr);
  3322. m_ptr = NULL;
  3323. }
  3324. }
  3325. 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)
  3326. {
  3327. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3328. const uint32_t subres = _mip + (_side * m_numMips);
  3329. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3330. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3331. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3332. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3333. desc.Height = _rect.m_height;
  3334. uint32_t numRows;
  3335. uint64_t rowPitch;
  3336. uint64_t totalBytes;
  3337. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3338. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3339. , subres
  3340. , 1
  3341. , 0
  3342. , &layout
  3343. , &numRows
  3344. , &rowPitch
  3345. , &totalBytes
  3346. );
  3347. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3348. uint8_t* data;
  3349. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3350. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3351. {
  3352. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3353. }
  3354. staging->Unmap(0, NULL);
  3355. D3D12_BOX box;
  3356. box.left = 0;
  3357. box.top = 0;
  3358. box.right = box.left + _rect.m_width;
  3359. box.bottom = box.top + _rect.m_height;
  3360. box.front = _z;
  3361. box.back = _z+_depth;
  3362. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  3363. dst.SubresourceIndex = subres;
  3364. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
  3365. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3366. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3367. s_renderD3D12->m_cmd.release(staging);
  3368. }
  3369. void TextureD3D12::resolve()
  3370. {
  3371. }
  3372. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3373. {
  3374. if (m_state != _state)
  3375. {
  3376. setResourceBarrier(_commandList
  3377. , m_ptr
  3378. , m_state
  3379. , _state
  3380. );
  3381. bx::xchg(m_state, _state);
  3382. }
  3383. return _state;
  3384. }
  3385. void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles)
  3386. {
  3387. m_numTh = _num;
  3388. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3389. postReset();
  3390. }
  3391. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3392. {
  3393. }
  3394. void FrameBufferD3D12::preReset()
  3395. {
  3396. }
  3397. void FrameBufferD3D12::postReset()
  3398. {
  3399. if (m_numTh != 0)
  3400. {
  3401. ID3D12Device* device = s_renderD3D12->m_device;
  3402. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3403. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3404. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3405. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3406. m_depth.idx = bgfx::invalidHandle;
  3407. m_num = 0;
  3408. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3409. {
  3410. TextureHandle handle = m_th[ii];
  3411. if (isValid(handle) )
  3412. {
  3413. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3414. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3415. {
  3416. BX_CHECK(!isValid(m_depth), "");
  3417. m_depth = handle;
  3418. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3419. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3420. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3421. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  3422. BX_UNUSED(blockInfo);
  3423. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3424. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3425. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3426. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3427. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3428. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3429. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3430. ;
  3431. device->CreateDepthStencilView(texture.m_ptr
  3432. , &dsvDesc
  3433. , dsvDescriptor
  3434. );
  3435. }
  3436. else
  3437. {
  3438. m_texture[m_num] = handle;
  3439. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3440. device->CreateRenderTargetView(texture.m_ptr
  3441. , NULL
  3442. , rtv
  3443. );
  3444. m_num++;
  3445. }
  3446. }
  3447. }
  3448. }
  3449. }
  3450. uint16_t FrameBufferD3D12::destroy()
  3451. {
  3452. m_numTh = 0;
  3453. m_depth.idx = bgfx::invalidHandle;
  3454. uint16_t denseIdx = m_denseIdx;
  3455. m_denseIdx = UINT16_MAX;
  3456. return denseIdx;
  3457. }
  3458. void FrameBufferD3D12::resolve()
  3459. {
  3460. }
  3461. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3462. {
  3463. ID3D12Device* device = s_renderD3D12->m_device;
  3464. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3465. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3466. && 0 != m_num)
  3467. {
  3468. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3469. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3470. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3471. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3472. {
  3473. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3474. {
  3475. uint8_t index = _clear.m_index[ii];
  3476. if (UINT8_MAX != index)
  3477. {
  3478. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3479. _commandList->ClearRenderTargetView(rtv
  3480. , _palette[index]
  3481. , _num
  3482. , _rect
  3483. );
  3484. }
  3485. }
  3486. }
  3487. else
  3488. {
  3489. float frgba[4] =
  3490. {
  3491. _clear.m_index[0]*1.0f/255.0f,
  3492. _clear.m_index[1]*1.0f/255.0f,
  3493. _clear.m_index[2]*1.0f/255.0f,
  3494. _clear.m_index[3]*1.0f/255.0f,
  3495. };
  3496. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3497. {
  3498. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3499. _commandList->ClearRenderTargetView(rtv
  3500. , frgba
  3501. , _num
  3502. , _rect
  3503. );
  3504. }
  3505. }
  3506. }
  3507. if (isValid(m_depth)
  3508. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3509. {
  3510. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3511. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3512. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3513. DWORD flags = 0;
  3514. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3515. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3516. _commandList->ClearDepthStencilView(dsvDescriptor
  3517. , D3D12_CLEAR_FLAGS(flags)
  3518. , _clear.m_depth
  3519. , _clear.m_stencil
  3520. , _num
  3521. , _rect
  3522. );
  3523. }
  3524. }
  3525. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  3526. {
  3527. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3528. updateResolution(_render->m_resolution);
  3529. int64_t elapsed = -bx::getHPCounter();
  3530. int64_t captureElapsed = 0;
  3531. if (0 < _render->m_iboffset)
  3532. {
  3533. TransientIndexBuffer* ib = _render->m_transientIb;
  3534. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  3535. }
  3536. if (0 < _render->m_vboffset)
  3537. {
  3538. TransientVertexBuffer* vb = _render->m_transientVb;
  3539. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  3540. }
  3541. _render->sort();
  3542. RenderDraw currentState;
  3543. currentState.clear();
  3544. currentState.m_flags = BGFX_STATE_NONE;
  3545. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3546. _render->m_hmdInitialized = false;
  3547. const bool hmdEnabled = false;
  3548. ViewState viewState(_render, hmdEnabled);
  3549. viewState.reset(_render, hmdEnabled);
  3550. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3551. // setDebugWireframe(wireframe);
  3552. uint16_t currentSamplerStateIdx = invalidHandle;
  3553. uint16_t currentProgramIdx = invalidHandle;
  3554. bool hasPredefined = false;
  3555. uint32_t currentBindHash = 0;
  3556. ID3D12PipelineState* currentPso = NULL;
  3557. SortKey key;
  3558. uint16_t view = UINT16_MAX;
  3559. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3560. uint32_t blendFactor = 0;
  3561. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3562. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3563. PrimInfo prim = s_primInfo[primIndex];
  3564. bool wasCompute = false;
  3565. bool viewHasScissor = false;
  3566. bool restoreScissor = false;
  3567. Rect viewScissorRect;
  3568. viewScissorRect.clear();
  3569. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3570. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3571. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3572. uint32_t statsNumIndices = 0;
  3573. uint32_t statsKeyType[2] = {};
  3574. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  3575. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  3576. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  3577. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  3578. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  3579. scratchBuffer.reset(gpuHandle);
  3580. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  3581. StateCacheLru<D3D12_GPU_DESCRIPTOR_HANDLE, 64> bindLru;
  3582. setResourceBarrier(m_commandList
  3583. , m_backBufferColor[m_backBufferColorIdx]
  3584. , D3D12_RESOURCE_STATE_PRESENT
  3585. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3586. );
  3587. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3588. {
  3589. m_batch.begin();
  3590. // uint8_t eye = 0;
  3591. // uint8_t restartState = 0;
  3592. viewState.m_rect = _render->m_rect[0];
  3593. int32_t numItems = _render->m_num;
  3594. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3595. {
  3596. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3597. statsKeyType[isCompute]++;
  3598. const bool viewChanged = 0
  3599. || key.m_view != view
  3600. || item == numItems
  3601. ;
  3602. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3603. ++item;
  3604. if (viewChanged)
  3605. {
  3606. m_batch.flush(m_commandList, true);
  3607. kick();
  3608. view = key.m_view;
  3609. currentPso = NULL;
  3610. currentSamplerStateIdx = invalidHandle;
  3611. currentProgramIdx = invalidHandle;
  3612. hasPredefined = false;
  3613. fbh = _render->m_fb[view];
  3614. setFrameBuffer(fbh);
  3615. viewState.m_rect = _render->m_rect[view];
  3616. const Rect& rect = _render->m_rect[view];
  3617. const Rect& scissorRect = _render->m_scissor[view];
  3618. viewHasScissor = !scissorRect.isZero();
  3619. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3620. D3D12_VIEWPORT vp;
  3621. vp.TopLeftX = rect.m_x;
  3622. vp.TopLeftY = rect.m_y;
  3623. vp.Width = rect.m_width;
  3624. vp.Height = rect.m_height;
  3625. vp.MinDepth = 0.0f;
  3626. vp.MaxDepth = 1.0f;
  3627. m_commandList->RSSetViewports(1, &vp);
  3628. D3D12_RECT rc;
  3629. rc.left = viewScissorRect.m_x;
  3630. rc.top = viewScissorRect.m_y;
  3631. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3632. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3633. m_commandList->RSSetScissorRects(1, &rc);
  3634. restoreScissor = false;
  3635. Clear& clr = _render->m_clear[view];
  3636. if (BGFX_CLEAR_NONE != clr.m_flags)
  3637. {
  3638. Rect clearRect = rect;
  3639. clearRect.intersect(rect, viewScissorRect);
  3640. clearQuad(clearRect, clr, _render->m_clearColor);
  3641. }
  3642. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  3643. }
  3644. if (isCompute)
  3645. {
  3646. if (!wasCompute)
  3647. {
  3648. wasCompute = true;
  3649. m_commandList->SetComputeRootSignature(m_rootSignature);
  3650. ID3D12DescriptorHeap* heaps[] = {
  3651. m_samplerAllocator.getHeap(),
  3652. scratchBuffer.getHeap(),
  3653. };
  3654. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3655. }
  3656. const RenderCompute& compute = renderItem.compute;
  3657. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  3658. if (pso != currentPso)
  3659. {
  3660. currentPso = pso;
  3661. m_commandList->SetPipelineState(pso);
  3662. currentBindHash = 0;
  3663. }
  3664. uint32_t bindHash = bx::hashMurmur2A(compute.m_bind, sizeof(compute.m_bind) );
  3665. if (currentBindHash != bindHash)
  3666. {
  3667. currentBindHash = bindHash;
  3668. D3D12_GPU_DESCRIPTOR_HANDLE* srv = bindLru.find(bindHash);
  3669. if (NULL == srv)
  3670. {
  3671. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3672. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3673. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3674. {
  3675. const Binding& bind = compute.m_bind[ii];
  3676. if (invalidHandle != bind.m_idx)
  3677. {
  3678. switch (bind.m_type)
  3679. {
  3680. case Binding::Image:
  3681. {
  3682. TextureD3D12& texture = m_textures[bind.m_idx];
  3683. if (Access::Read != bind.m_un.m_compute.m_access)
  3684. {
  3685. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3686. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  3687. }
  3688. else
  3689. {
  3690. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3691. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  3692. samplerFlags[ii] = texture.m_flags;
  3693. }
  3694. }
  3695. break;
  3696. case Binding::IndexBuffer:
  3697. case Binding::VertexBuffer:
  3698. {
  3699. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  3700. ? m_indexBuffers[bind.m_idx]
  3701. : m_vertexBuffers[bind.m_idx]
  3702. ;
  3703. if (Access::Read != bind.m_un.m_compute.m_access)
  3704. {
  3705. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3706. scratchBuffer.allocUav(srvHandle[ii], buffer);
  3707. }
  3708. else
  3709. {
  3710. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3711. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  3712. }
  3713. }
  3714. break;
  3715. }
  3716. }
  3717. }
  3718. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS);
  3719. if (samplerStateIdx != currentSamplerStateIdx)
  3720. {
  3721. currentSamplerStateIdx = samplerStateIdx;
  3722. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3723. }
  3724. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3725. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  3726. bindLru.add(bindHash, srvHandle[0], 0);
  3727. }
  3728. else
  3729. {
  3730. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, *srv);
  3731. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, *srv);
  3732. }
  3733. }
  3734. bool constantsChanged = false;
  3735. if (compute.m_constBegin < compute.m_constEnd
  3736. || currentProgramIdx != key.m_program)
  3737. {
  3738. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3739. currentProgramIdx = key.m_program;
  3740. ProgramD3D12& program = m_program[currentProgramIdx];
  3741. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3742. if (NULL != vcb)
  3743. {
  3744. commit(*vcb);
  3745. }
  3746. hasPredefined = 0 < program.m_numPredefined;
  3747. constantsChanged = true;
  3748. }
  3749. if (constantsChanged
  3750. || hasPredefined)
  3751. {
  3752. ProgramD3D12& program = m_program[currentProgramIdx];
  3753. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  3754. commitShaderConstants(key.m_program, gpuAddress);
  3755. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  3756. }
  3757. if (isValid(compute.m_indirectBuffer) )
  3758. {
  3759. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3760. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3761. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3762. : compute.m_numIndirect
  3763. ;
  3764. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3765. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3766. {
  3767. // m_commandList->ExecuteIndirect(ptr, args);
  3768. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3769. }
  3770. }
  3771. else
  3772. {
  3773. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3774. }
  3775. continue;
  3776. }
  3777. const RenderDraw& draw = renderItem.draw;
  3778. const uint64_t newFlags = draw.m_flags;
  3779. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3780. currentState.m_flags = newFlags;
  3781. const uint64_t newStencil = draw.m_stencil;
  3782. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  3783. currentState.m_stencil = newStencil;
  3784. if (viewChanged
  3785. || wasCompute)
  3786. {
  3787. if (wasCompute)
  3788. {
  3789. wasCompute = false;
  3790. }
  3791. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3792. {
  3793. BX_UNUSED(s_viewNameW);
  3794. // wchar_t* viewNameW = s_viewNameW[view];
  3795. // viewNameW[3] = L' ';
  3796. // PIX_ENDEVENT();
  3797. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3798. }
  3799. currentSamplerStateIdx = invalidHandle;
  3800. currentProgramIdx = invalidHandle;
  3801. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  3802. ID3D12DescriptorHeap* heaps[] = {
  3803. m_samplerAllocator.getHeap(),
  3804. scratchBuffer.getHeap(),
  3805. };
  3806. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3807. currentState.clear();
  3808. currentState.m_scissor = !draw.m_scissor;
  3809. changedFlags = BGFX_STATE_MASK;
  3810. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3811. currentState.m_flags = newFlags;
  3812. currentState.m_stencil = newStencil;
  3813. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3814. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3815. }
  3816. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3817. if (isValid(draw.m_vertexBuffer) )
  3818. {
  3819. const uint64_t state = draw.m_flags;
  3820. bool hasFactor = 0
  3821. || f0 == (state & f0)
  3822. || f1 == (state & f1)
  3823. ;
  3824. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  3825. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3826. ID3D12PipelineState* pso =
  3827. getPipelineState(state
  3828. , draw.m_stencil
  3829. , declIdx
  3830. , key.m_program
  3831. , uint8_t(draw.m_instanceDataStride/16)
  3832. );
  3833. uint16_t scissor = draw.m_scissor;
  3834. uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) );
  3835. if (currentBindHash != bindHash
  3836. || 0 != changedStencil
  3837. || (hasFactor && blendFactor != draw.m_rgba)
  3838. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  3839. || prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  3840. || currentState.m_scissor != scissor
  3841. || pso != currentPso)
  3842. {
  3843. m_batch.flush(m_commandList);
  3844. }
  3845. if (currentBindHash != bindHash)
  3846. {
  3847. currentBindHash = bindHash;
  3848. D3D12_GPU_DESCRIPTOR_HANDLE* srv = bindLru.find(bindHash);
  3849. if (NULL == srv)
  3850. {
  3851. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3852. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3853. {
  3854. srvHandle[0].ptr = 0;
  3855. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3856. {
  3857. const Binding& bind = draw.m_bind[stage];
  3858. if (invalidHandle != bind.m_idx)
  3859. {
  3860. TextureD3D12& texture = m_textures[bind.m_idx];
  3861. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3862. scratchBuffer.allocSrv(srvHandle[stage], texture);
  3863. samplerFlags[stage] = (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & bind.m_un.m_draw.m_flags)
  3864. ? bind.m_un.m_draw.m_flags
  3865. : texture.m_flags
  3866. ) & BGFX_TEXTURE_SAMPLER_BITS_MASK
  3867. ;
  3868. }
  3869. else
  3870. {
  3871. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  3872. samplerFlags[stage] = 0;
  3873. }
  3874. }
  3875. }
  3876. if (srvHandle[0].ptr != 0)
  3877. {
  3878. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  3879. if (samplerStateIdx != currentSamplerStateIdx)
  3880. {
  3881. currentSamplerStateIdx = samplerStateIdx;
  3882. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3883. }
  3884. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3885. bindLru.add(bindHash, srvHandle[0], 0);
  3886. }
  3887. }
  3888. else
  3889. {
  3890. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, *srv);
  3891. }
  3892. }
  3893. if (0 != changedStencil)
  3894. {
  3895. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  3896. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3897. m_commandList->OMSetStencilRef(ref);
  3898. }
  3899. if (hasFactor
  3900. && blendFactor != draw.m_rgba)
  3901. {
  3902. blendFactor = draw.m_rgba;
  3903. float bf[4];
  3904. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  3905. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  3906. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  3907. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  3908. m_commandList->OMSetBlendFactor(bf);
  3909. }
  3910. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  3911. || prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  3912. {
  3913. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3914. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3915. prim = s_primInfo[primIndex];
  3916. m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
  3917. }
  3918. if (currentState.m_scissor != scissor)
  3919. {
  3920. currentState.m_scissor = scissor;
  3921. if (UINT16_MAX == scissor)
  3922. {
  3923. if (restoreScissor
  3924. || viewHasScissor)
  3925. {
  3926. restoreScissor = false;
  3927. D3D12_RECT rc;
  3928. rc.left = viewScissorRect.m_x;
  3929. rc.top = viewScissorRect.m_y;
  3930. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3931. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3932. m_commandList->RSSetScissorRects(1, &rc);
  3933. }
  3934. }
  3935. else
  3936. {
  3937. restoreScissor = true;
  3938. Rect scissorRect;
  3939. scissorRect.intersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  3940. D3D12_RECT rc;
  3941. rc.left = scissorRect.m_x;
  3942. rc.top = scissorRect.m_y;
  3943. rc.right = scissorRect.m_x + scissorRect.m_width;
  3944. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3945. m_commandList->RSSetScissorRects(1, &rc);
  3946. }
  3947. }
  3948. if (pso != currentPso)
  3949. {
  3950. currentPso = pso;
  3951. m_commandList->SetPipelineState(pso);
  3952. }
  3953. bool constantsChanged = false;
  3954. if (draw.m_constBegin < draw.m_constEnd
  3955. || currentProgramIdx != key.m_program
  3956. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3957. {
  3958. currentProgramIdx = key.m_program;
  3959. ProgramD3D12& program = m_program[currentProgramIdx];
  3960. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3961. if (NULL != vcb)
  3962. {
  3963. commit(*vcb);
  3964. }
  3965. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3966. if (NULL != fcb)
  3967. {
  3968. commit(*fcb);
  3969. }
  3970. hasPredefined = 0 < program.m_numPredefined;
  3971. constantsChanged = true;
  3972. }
  3973. if (constantsChanged
  3974. || hasPredefined)
  3975. {
  3976. ProgramD3D12& program = m_program[currentProgramIdx];
  3977. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3978. viewState.m_alphaRef = ref/255.0f;
  3979. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  3980. commitShaderConstants(key.m_program, gpuAddress);
  3981. }
  3982. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  3983. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  3984. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3985. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3986. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3987. statsNumInstances[primIndex] += draw.m_numInstances;
  3988. statsNumIndices += numIndices;
  3989. }
  3990. }
  3991. m_batch.end(m_commandList);
  3992. }
  3993. int64_t now = bx::getHPCounter();
  3994. elapsed += now;
  3995. static int64_t last = now;
  3996. int64_t frameTime = now - last;
  3997. last = now;
  3998. static int64_t min = frameTime;
  3999. static int64_t max = frameTime;
  4000. min = bx::int64_min(min, frameTime);
  4001. max = bx::int64_max(max, frameTime);
  4002. static int64_t presentMin = m_presentElapsed;
  4003. static int64_t presentMax = m_presentElapsed;
  4004. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4005. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4006. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  4007. {
  4008. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4009. TextVideoMem& tvm = m_textVideoMem;
  4010. static int64_t next = now;
  4011. if (now >= next)
  4012. {
  4013. next = now + bx::getHPFrequency();
  4014. double freq = double(bx::getHPFrequency() );
  4015. double toMs = 1000.0 / freq;
  4016. tvm.clear();
  4017. uint16_t pos = 0;
  4018. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4019. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4020. , getRendererName()
  4021. );
  4022. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4023. char description[BX_COUNTOF(desc.Description)];
  4024. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4025. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4026. char dedicatedVideo[16];
  4027. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4028. char dedicatedSystem[16];
  4029. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4030. char sharedSystem[16];
  4031. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4032. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared)"
  4033. , dedicatedVideo
  4034. , dedicatedSystem
  4035. , sharedSystem
  4036. );
  4037. DXGI_QUERY_VIDEO_MEMORY_INFO memInfo;
  4038. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &memInfo) );
  4039. char budget[16];
  4040. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4041. char currentUsage[16];
  4042. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4043. char availableForReservation[16];
  4044. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4045. char currentReservation[16];
  4046. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4047. tvm.printf(0, pos++, 0x8f, " Budget: %s, Usage: %s, AvailRes: %s, CurrRes: %s "
  4048. , budget
  4049. , currentUsage
  4050. , availableForReservation
  4051. , currentReservation
  4052. );
  4053. pos = 10;
  4054. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4055. , double(frameTime)*toMs
  4056. , double(min)*toMs
  4057. , double(max)*toMs
  4058. , freq/frameTime
  4059. );
  4060. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4061. , double(m_presentElapsed)*toMs
  4062. , double(presentMin)*toMs
  4063. , double(presentMax)*toMs
  4064. );
  4065. char hmd[16];
  4066. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4067. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4068. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4069. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4070. , 0 != msaa ? '\xfe' : ' '
  4071. , 1<<msaa
  4072. , ", no-HMD "
  4073. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4074. );
  4075. double elapsedCpuMs = double(elapsed)*toMs;
  4076. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4077. , _render->m_num
  4078. , statsKeyType[0]
  4079. , statsKeyType[1]
  4080. , elapsedCpuMs
  4081. );
  4082. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4083. {
  4084. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4085. , s_primName[ii]
  4086. , statsNumPrimsRendered[ii]
  4087. , statsNumInstances[ii]
  4088. , statsNumPrimsSubmitted[ii]
  4089. );
  4090. }
  4091. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4092. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4093. , m_batch.m_maxDrawPerBatch
  4094. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4095. );
  4096. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4097. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4098. , m_batch.m_maxDrawPerBatch
  4099. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4100. );
  4101. // if (NULL != m_renderdocdll)
  4102. // {
  4103. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4104. // }
  4105. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4106. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d ", _render->m_constEnd);
  4107. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4108. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4109. pos++;
  4110. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4111. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4112. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4113. , m_pipelineStateCache.getCount()
  4114. , m_samplerStateCache.getCount()
  4115. , bindLru.getCount()
  4116. , m_cmd.m_control.available()
  4117. );
  4118. pos++;
  4119. double captureMs = double(captureElapsed)*toMs;
  4120. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4121. uint8_t attr[2] = { 0x89, 0x8a };
  4122. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4123. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4124. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4125. min = frameTime;
  4126. max = frameTime;
  4127. presentMin = m_presentElapsed;
  4128. presentMax = m_presentElapsed;
  4129. }
  4130. blit(this, _textVideoMemBlitter, tvm);
  4131. // PIX_ENDEVENT();
  4132. }
  4133. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4134. {
  4135. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4136. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4137. // PIX_ENDEVENT();
  4138. }
  4139. setResourceBarrier(m_commandList
  4140. , m_backBufferColor[m_backBufferColorIdx]
  4141. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4142. , D3D12_RESOURCE_STATE_PRESENT
  4143. );
  4144. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4145. }
  4146. } /* namespace d3d12 */ } // namespace bgfx
  4147. #else
  4148. namespace bgfx { namespace d3d12
  4149. {
  4150. RendererContextI* rendererCreate()
  4151. {
  4152. return NULL;
  4153. }
  4154. void rendererDestroy()
  4155. {
  4156. }
  4157. } /* namespace d3d12 */ } // namespace bgfx
  4158. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12