renderer_d3d11.cpp 71 KB

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  1. /*
  2. * Copyright 2011-2012 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static const D3D11_PRIMITIVE_TOPOLOGY s_primType[] =
  11. {
  12. D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  13. D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
  14. D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
  15. };
  16. static const D3D11_BLEND s_blendFactor[][2] =
  17. {
  18. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  19. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
  20. { D3D11_BLEND_ONE, D3D11_BLEND_ONE },
  21. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
  22. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
  23. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
  24. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
  25. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
  26. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
  27. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
  28. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
  29. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
  30. };
  31. static const D3D11_COMPARISON_FUNC s_depthFunc[] =
  32. {
  33. D3D11_COMPARISON_LESS, // ignored
  34. D3D11_COMPARISON_LESS,
  35. D3D11_COMPARISON_LESS_EQUAL,
  36. D3D11_COMPARISON_EQUAL,
  37. D3D11_COMPARISON_GREATER_EQUAL,
  38. D3D11_COMPARISON_GREATER,
  39. D3D11_COMPARISON_NOT_EQUAL,
  40. D3D11_COMPARISON_NEVER,
  41. D3D11_COMPARISON_ALWAYS,
  42. };
  43. static const D3D11_COMPARISON_FUNC s_stencilFunc[] =
  44. {
  45. D3D11_COMPARISON_LESS, // ignored
  46. D3D11_COMPARISON_LESS,
  47. D3D11_COMPARISON_LESS_EQUAL,
  48. D3D11_COMPARISON_EQUAL,
  49. D3D11_COMPARISON_GREATER_EQUAL,
  50. D3D11_COMPARISON_GREATER,
  51. D3D11_COMPARISON_NOT_EQUAL,
  52. D3D11_COMPARISON_NEVER,
  53. D3D11_COMPARISON_ALWAYS,
  54. };
  55. static const D3D11_STENCIL_OP s_stencilOp[] =
  56. {
  57. D3D11_STENCIL_OP_ZERO,
  58. D3D11_STENCIL_OP_KEEP,
  59. D3D11_STENCIL_OP_REPLACE,
  60. D3D11_STENCIL_OP_INCR,
  61. D3D11_STENCIL_OP_INCR_SAT,
  62. D3D11_STENCIL_OP_DECR,
  63. D3D11_STENCIL_OP_DECR_SAT,
  64. D3D11_STENCIL_OP_INVERT,
  65. };
  66. static const D3D11_CULL_MODE s_cullMode[] =
  67. {
  68. D3D11_CULL_NONE,
  69. D3D11_CULL_FRONT,
  70. D3D11_CULL_BACK,
  71. };
  72. static DXGI_FORMAT s_colorFormat[] =
  73. {
  74. DXGI_FORMAT_UNKNOWN, // ignored
  75. DXGI_FORMAT_R8G8B8A8_UNORM,
  76. DXGI_FORMAT_R32_FLOAT,
  77. };
  78. static const DXGI_FORMAT s_depthFormat[] =
  79. {
  80. DXGI_FORMAT_UNKNOWN, // ignored
  81. DXGI_FORMAT_D24_UNORM_S8_UINT,
  82. };
  83. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  84. {
  85. D3D11_TEXTURE_ADDRESS_WRAP,
  86. D3D11_TEXTURE_ADDRESS_MIRROR,
  87. D3D11_TEXTURE_ADDRESS_CLAMP,
  88. };
  89. /*
  90. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  91. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  92. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  93. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  94. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  95. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  96. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  97. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  98. * D3D11_FILTER_ANISOTROPIC = 0x55,
  99. *
  100. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  101. * 0x10 // MIN_LINEAR
  102. * 0x04 // MAG_LINEAR
  103. * 0x01 // MIP_LINEAR
  104. */
  105. static const uint32_t s_textureFilter[3][3] =
  106. {
  107. {
  108. 0x10, // min linear
  109. 0x00, // min point
  110. 0x55, // anisotopic
  111. },
  112. {
  113. 0x04, // mag linear
  114. 0x00, // mag point
  115. 0x55, // anisotopic
  116. },
  117. {
  118. 0x01, // mip linear
  119. 0x00, // mip point
  120. 0x55, // anisotopic
  121. },
  122. };
  123. struct TextureFormatInfo
  124. {
  125. DXGI_FORMAT m_fmt;
  126. uint8_t m_bpp;
  127. };
  128. #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
  129. // Win8 only BS
  130. // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
  131. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
  132. # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
  133. #endif // DXGI_FORMAT_B4G4R4A4_UNORM
  134. static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  135. {
  136. { DXGI_FORMAT_BC1_UNORM, 4 },
  137. { DXGI_FORMAT_BC2_UNORM, 4 },
  138. { DXGI_FORMAT_BC3_UNORM, 4 },
  139. { DXGI_FORMAT_UNKNOWN, 0 },
  140. { DXGI_FORMAT_R8_UNORM, 8 },
  141. { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
  142. { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
  143. { DXGI_FORMAT_R16G16B16A16_FLOAT, 64 },
  144. { DXGI_FORMAT_B5G6R5_UNORM, 16 },
  145. { DXGI_FORMAT_B4G4R4A4_UNORM, 16 },
  146. { DXGI_FORMAT_B5G5R5A1_UNORM, 16 },
  147. { DXGI_FORMAT_R10G10B10A2_UNORM, 32 },
  148. };
  149. static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
  150. {
  151. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  152. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  153. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  154. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  155. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  156. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  157. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  158. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  159. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  160. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  161. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  162. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  163. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  164. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  165. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  166. };
  167. static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
  168. {
  169. {
  170. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  171. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  172. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  173. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  174. },
  175. {
  176. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UNORM },
  177. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UNORM },
  178. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UNORM },
  179. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UNORM },
  180. },
  181. {
  182. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  183. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  184. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  185. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  186. },
  187. {
  188. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  189. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  190. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  191. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  192. },
  193. };
  194. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, uint32_t _count, const VertexDecl& _decl)
  195. {
  196. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  197. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  198. {
  199. if (0xff != _decl.m_attributes[attr])
  200. {
  201. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  202. if (0 == _decl.m_attributes[attr])
  203. {
  204. elem->AlignedByteOffset = 0;
  205. }
  206. else
  207. {
  208. uint8_t num;
  209. AttribType::Enum type;
  210. bool normalized;
  211. _decl.decode(Attrib::Enum(attr), num, type, normalized);
  212. elem->Format = s_attribType[type][num-1][normalized];
  213. elem->AlignedByteOffset = _decl.m_offset[attr];
  214. }
  215. ++elem;
  216. }
  217. }
  218. return elem;
  219. }
  220. struct TextureStage
  221. {
  222. TextureStage()
  223. {
  224. clear();
  225. }
  226. void clear()
  227. {
  228. memset(m_srv, 0, sizeof(m_srv) );
  229. memset(m_sampler, 0, sizeof(m_sampler) );
  230. }
  231. ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
  232. ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
  233. };
  234. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  235. template <typename Ty>
  236. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  237. {
  238. #if BGFX_CONFIG_DEBUG_OBJECT_NAME
  239. char temp[2048];
  240. va_list argList;
  241. va_start(argList, _format);
  242. int size = uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  243. va_end(argList);
  244. temp[size] = '\0';
  245. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  246. #endif // BGFX_CONFIG_DEBUG_OBJECT_NAME
  247. }
  248. struct RendererContext
  249. {
  250. RendererContext()
  251. : m_wireframe(false)
  252. , m_vsChanges(0)
  253. , m_fsChanges(0)
  254. {
  255. }
  256. void init()
  257. {
  258. m_d3d11dll = LoadLibrary("d3d11.dll");
  259. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  260. PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN d3D11CreateDeviceAndSwapChain = (PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)GetProcAddress(m_d3d11dll, "D3D11CreateDeviceAndSwapChain");
  261. BGFX_FATAL(NULL != d3D11CreateDeviceAndSwapChain, Fatal::UnableToInitialize, "Function D3D11CreateDeviceAndSwapChain not found.");
  262. HRESULT hr;
  263. D3D_FEATURE_LEVEL features[] =
  264. {
  265. D3D_FEATURE_LEVEL_11_0,
  266. };
  267. memset(&m_scd, 0, sizeof(m_scd) );
  268. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  269. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  270. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  271. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  272. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  273. m_scd.SampleDesc.Count = 1;
  274. m_scd.SampleDesc.Quality = 0;
  275. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  276. m_scd.BufferCount = 1;
  277. m_scd.OutputWindow = g_bgfxHwnd;
  278. m_scd.Windowed = true;
  279. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  280. #if BGFX_CONFIG_DEBUG
  281. | D3D11_CREATE_DEVICE_DEBUG
  282. #endif // BGFX_CONFIG_DEBUG
  283. ;
  284. D3D_FEATURE_LEVEL featureLevel;
  285. hr = d3D11CreateDeviceAndSwapChain(NULL
  286. , D3D_DRIVER_TYPE_HARDWARE
  287. , NULL
  288. , flags
  289. , features
  290. , 1
  291. , D3D11_SDK_VERSION
  292. , &m_scd
  293. , &m_swapChain
  294. , &m_device
  295. , &featureLevel
  296. , &m_deviceCtx
  297. );
  298. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  299. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  300. {
  301. m_predefinedUniforms[ii].create(UniformType::Uniform4x4fv, 1, false);
  302. m_uniformReg.add(getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  303. }
  304. postReset();
  305. }
  306. void shutdown()
  307. {
  308. preReset();
  309. m_deviceCtx->ClearState();
  310. invalidateCache();
  311. for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
  312. {
  313. m_indexBuffers[ii].destroy();
  314. }
  315. for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
  316. {
  317. m_vertexBuffers[ii].destroy();
  318. }
  319. for (uint32_t ii = 0; ii < countof(m_vertexShaders); ++ii)
  320. {
  321. m_vertexShaders[ii].destroy();
  322. }
  323. for (uint32_t ii = 0; ii < countof(m_fragmentShaders); ++ii)
  324. {
  325. m_fragmentShaders[ii].destroy();
  326. }
  327. for (uint32_t ii = 0; ii < countof(m_textures); ++ii)
  328. {
  329. m_textures[ii].destroy();
  330. }
  331. for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
  332. {
  333. m_renderTargets[ii].destroy();
  334. }
  335. for (uint32_t ii = 0; ii < countof(m_uniforms); ++ii)
  336. {
  337. m_uniforms[ii].destroy();
  338. }
  339. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  340. {
  341. m_predefinedUniforms[ii].destroy();
  342. }
  343. DX_RELEASE(m_swapChain, 0);
  344. DX_RELEASE(m_deviceCtx, 0);
  345. DX_RELEASE(m_device, 0);
  346. FreeLibrary(m_d3d11dll);
  347. }
  348. void preReset()
  349. {
  350. DX_RELEASE(m_backBufferDepthStencil, 0);
  351. DX_RELEASE(m_backBufferColor, 0);
  352. // invalidateCache();
  353. capturePreReset();
  354. }
  355. void postReset()
  356. {
  357. ID3D11Texture2D* color;
  358. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  359. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  360. DX_RELEASE(color, 0);
  361. D3D11_TEXTURE2D_DESC dsd;
  362. dsd.Width = m_scd.BufferDesc.Width;
  363. dsd.Height = m_scd.BufferDesc.Height;
  364. dsd.MipLevels = 1;
  365. dsd.ArraySize = 1;
  366. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  367. dsd.SampleDesc = m_scd.SampleDesc;
  368. dsd.Usage = D3D11_USAGE_DEFAULT;
  369. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  370. dsd.CPUAccessFlags = 0;
  371. dsd.MiscFlags = 0;
  372. ID3D11Texture2D* depthStencil;
  373. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  374. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  375. DX_RELEASE(depthStencil, 0);
  376. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  377. m_currentColor = m_backBufferColor;
  378. m_currentDepthStencil = m_backBufferDepthStencil;
  379. capturePostReset();
  380. }
  381. void flip()
  382. {
  383. if (NULL != m_swapChain)
  384. {
  385. DX_CHECK(m_swapChain->Present(0, 0) );
  386. }
  387. }
  388. void invalidateCache()
  389. {
  390. m_inputLayoutCache.invalidate();
  391. m_blendStateCache.invalidate();
  392. m_depthStencilStateCache.invalidate();
  393. m_rasterizerStateCache.invalidate();
  394. m_samplerStateCache.invalidate();
  395. }
  396. void updateResolution(const Resolution& _resolution)
  397. {
  398. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  399. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  400. || m_flags != _resolution.m_flags)
  401. {
  402. m_flags = _resolution.m_flags;
  403. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  404. m_textVideoMem.clear();
  405. m_scd.BufferDesc.Width = _resolution.m_width;
  406. m_scd.BufferDesc.Height = _resolution.m_height;
  407. preReset();
  408. DX_CHECK(m_swapChain->ResizeBuffers(2
  409. , m_scd.BufferDesc.Width
  410. , m_scd.BufferDesc.Height
  411. , m_scd.BufferDesc.Format
  412. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  413. ) );
  414. postReset();
  415. }
  416. }
  417. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  418. {
  419. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  420. {
  421. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  422. ++m_fsChanges;
  423. }
  424. else
  425. {
  426. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  427. ++m_vsChanges;
  428. }
  429. }
  430. void commitShaderConstants()
  431. {
  432. if (0 < m_vsChanges)
  433. {
  434. if (NULL != m_currentProgram->m_vsh->m_buffer)
  435. {
  436. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  437. }
  438. m_vsChanges = 0;
  439. }
  440. if (0 < m_fsChanges)
  441. {
  442. if (NULL != m_currentProgram->m_fsh->m_buffer)
  443. {
  444. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  445. }
  446. m_fsChanges = 0;
  447. }
  448. }
  449. void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
  450. {
  451. if (_rt.idx == invalidHandle)
  452. {
  453. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  454. m_currentColor = m_backBufferColor;
  455. m_currentDepthStencil = m_backBufferDepthStencil;
  456. }
  457. else
  458. {
  459. invalidateTextureStage();
  460. RenderTarget& renderTarget = m_renderTargets[_rt.idx];
  461. m_deviceCtx->OMSetRenderTargets(1, &renderTarget.m_rtv, renderTarget.m_dsv);
  462. m_currentColor = renderTarget.m_rtv;
  463. m_currentDepthStencil = renderTarget.m_dsv;
  464. }
  465. }
  466. void clear(const Clear& _clear)
  467. {
  468. if (NULL != m_currentColor
  469. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  470. {
  471. uint32_t rgba = _clear.m_rgba;
  472. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  473. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  474. }
  475. if (NULL != m_currentDepthStencil
  476. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  477. {
  478. DWORD flags = 0;
  479. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  480. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  481. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  482. }
  483. }
  484. void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program, uint8_t _numInstanceData)
  485. {
  486. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  487. layoutHash ^= _numInstanceData;
  488. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  489. if (NULL == layout)
  490. {
  491. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  492. VertexDecl decl;
  493. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  494. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  495. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  496. {
  497. uint8_t mask = attrMask[ii];
  498. uint8_t attr = (decl.m_attributes[ii] & mask);
  499. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  500. }
  501. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, Attrib::Count, decl);
  502. ptrdiff_t num = elem-vertexElements;
  503. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  504. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  505. {
  506. uint32_t index = 8-_numInstanceData+ii;
  507. uint32_t jj;
  508. D3D11_INPUT_ELEMENT_DESC* curr;
  509. for (jj = 0; jj < (uint32_t)num; ++jj)
  510. {
  511. curr = &vertexElements[jj];
  512. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  513. && curr->SemanticIndex == index)
  514. {
  515. break;
  516. }
  517. }
  518. if (jj == num)
  519. {
  520. curr = elem;
  521. ++elem;
  522. }
  523. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  524. curr->InputSlot = 1;
  525. curr->SemanticIndex = index;
  526. curr->AlignedByteOffset = ii*16;
  527. }
  528. num = elem-vertexElements;
  529. DX_CHECK(m_device->CreateInputLayout(vertexElements
  530. , uint32_t(num)
  531. , _program.m_vsh->m_code->data
  532. , _program.m_vsh->m_code->size
  533. , &layout
  534. ) );
  535. m_inputLayoutCache.add(layoutHash, layout);
  536. }
  537. m_deviceCtx->IASetInputLayout(layout);
  538. }
  539. void setBlendState(uint64_t _state)
  540. {
  541. _state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
  542. ID3D11BlendState* bs = m_blendStateCache.find(_state);
  543. if (NULL == bs)
  544. {
  545. D3D11_BLEND_DESC desc;
  546. memset(&desc, 0, sizeof(desc) );
  547. D3D11_RENDER_TARGET_BLEND_DESC& drt = desc.RenderTarget[0];
  548. drt.BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  549. uint32_t blend = (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  550. uint32_t src = blend&0xf;
  551. uint32_t dst = (blend>>4)&0xf;
  552. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  553. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  554. drt.SrcBlend = s_blendFactor[src][0];
  555. drt.DestBlend = s_blendFactor[dst][0];
  556. drt.BlendOp = D3D11_BLEND_OP_ADD;
  557. drt.SrcBlendAlpha = s_blendFactor[src][1];
  558. drt.DestBlendAlpha = s_blendFactor[dst][1];
  559. drt.BlendOpAlpha = D3D11_BLEND_OP_ADD;
  560. drt.RenderTargetWriteMask = writeMask;
  561. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  562. m_blendStateCache.add(_state, bs);
  563. }
  564. m_deviceCtx->OMSetBlendState(bs, NULL, 0xffffffff);
  565. }
  566. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  567. {
  568. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  569. uint32_t fstencil = unpackStencil(0, _stencil);
  570. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  571. _stencil &= packStencil(BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  572. HashMurmur2A murmur;
  573. murmur.begin();
  574. murmur.add(_state);
  575. murmur.add(_stencil);
  576. uint32_t hash = murmur.end();
  577. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  578. if (NULL == dss)
  579. {
  580. D3D11_DEPTH_STENCIL_DESC desc;
  581. memset(&desc, 0, sizeof(desc) );
  582. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  583. desc.DepthEnable = 0 != func;
  584. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  585. desc.DepthFunc = s_depthFunc[func];
  586. uint32_t bstencil = unpackStencil(1, _stencil);
  587. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  588. bstencil = frontAndBack ? bstencil : fstencil;
  589. desc.StencilEnable = 0 != _stencil;
  590. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  591. desc.StencilWriteMask = 0xff;
  592. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  593. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  594. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  595. desc.FrontFace.StencilFunc = s_stencilFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  596. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  597. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  598. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  599. desc.BackFace.StencilFunc = s_stencilFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  600. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  601. m_depthStencilStateCache.add(hash, dss);
  602. }
  603. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  604. }
  605. void setDebugWireframe(bool _wireframe)
  606. {
  607. if (m_wireframe != _wireframe)
  608. {
  609. m_wireframe = _wireframe;
  610. m_rasterizerStateCache.invalidate();
  611. }
  612. }
  613. void setRasterizerState(uint64_t _state, bool _wireframe = false)
  614. {
  615. _state &= BGFX_STATE_CULL_MASK;
  616. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  617. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  618. if (NULL == rs)
  619. {
  620. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  621. D3D11_RASTERIZER_DESC desc;
  622. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  623. desc.CullMode = s_cullMode[cull];
  624. desc.FrontCounterClockwise = false;
  625. desc.DepthBias = 0;
  626. desc.DepthBiasClamp = 0.0f;
  627. desc.SlopeScaledDepthBias = 0.0f;
  628. desc.DepthClipEnable = false;
  629. desc.ScissorEnable = false;
  630. desc.MultisampleEnable = false;
  631. desc.AntialiasedLineEnable = false;
  632. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  633. m_rasterizerStateCache.add(_state, rs);
  634. }
  635. m_deviceCtx->RSSetState(rs);
  636. }
  637. void commitTextureStage()
  638. {
  639. m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
  640. m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
  641. }
  642. void invalidateTextureStage()
  643. {
  644. m_textureStage.clear();
  645. commitTextureStage();
  646. }
  647. void capturePreReset()
  648. {
  649. }
  650. void capturePostReset()
  651. {
  652. }
  653. void capture()
  654. {
  655. }
  656. void saveScreenShot(Memory* _mem)
  657. {
  658. ID3D11Texture2D* backBuffer;
  659. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  660. D3D11_TEXTURE2D_DESC backBufferDesc;
  661. backBuffer->GetDesc(&backBufferDesc);
  662. D3D11_TEXTURE2D_DESC desc;
  663. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  664. desc.SampleDesc.Count = 1;
  665. desc.SampleDesc.Quality = 0;
  666. desc.Usage = D3D11_USAGE_STAGING;
  667. desc.BindFlags = 0;
  668. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  669. ID3D11Texture2D* texture;
  670. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  671. if (SUCCEEDED(hr) )
  672. {
  673. if (backBufferDesc.SampleDesc.Count == 1)
  674. {
  675. m_deviceCtx->CopyResource(texture, backBuffer);
  676. }
  677. else
  678. {
  679. desc.Usage = D3D11_USAGE_DEFAULT;
  680. desc.CPUAccessFlags = 0;
  681. ID3D11Texture2D* resolve;
  682. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  683. if (SUCCEEDED(hr) )
  684. {
  685. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  686. m_deviceCtx->CopyResource(texture, resolve);
  687. DX_RELEASE(resolve, 0);
  688. }
  689. }
  690. D3D11_MAPPED_SUBRESOURCE mapped;
  691. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  692. g_callback->screenShot( (const char*)_mem->data
  693. , backBufferDesc.Width
  694. , backBufferDesc.Height
  695. , mapped.RowPitch
  696. , mapped.pData
  697. , backBufferDesc.Height*mapped.RowPitch
  698. , false
  699. );
  700. m_deviceCtx->Unmap(texture, 0);
  701. DX_RELEASE(texture, 0);
  702. }
  703. DX_RELEASE(backBuffer, 0);
  704. }
  705. HMODULE m_d3d11dll;
  706. IDXGISwapChain* m_swapChain;
  707. ID3D11Device* m_device;
  708. ID3D11DeviceContext* m_deviceCtx;
  709. ID3D11RenderTargetView* m_backBufferColor;
  710. ID3D11DepthStencilView* m_backBufferDepthStencil;
  711. ID3D11RenderTargetView* m_currentColor;
  712. ID3D11DepthStencilView* m_currentDepthStencil;
  713. bool m_wireframe;
  714. DXGI_SWAP_CHAIN_DESC m_scd;
  715. uint32_t m_flags;
  716. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  717. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  718. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  719. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  720. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  721. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  722. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  723. RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
  724. UniformBuffer m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  725. UniformBuffer m_predefinedUniforms[PredefinedUniform::Count];
  726. UniformRegistry m_uniformReg;
  727. StateCacheT<ID3D11BlendState> m_blendStateCache;
  728. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  729. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  730. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  731. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  732. TextVideoMem m_textVideoMem;
  733. RenderTargetHandle m_rt;
  734. TextureStage m_textureStage;
  735. Program* m_currentProgram;
  736. uint8_t m_vsScratch[64<<10];
  737. uint8_t m_fsScratch[64<<10];
  738. uint32_t m_vsChanges;
  739. uint32_t m_fsChanges;
  740. };
  741. static RendererContext s_renderCtx;
  742. void IndexBuffer::create(uint32_t _size, void* _data)
  743. {
  744. m_size = _size;
  745. m_dynamic = NULL == _data;
  746. D3D11_BUFFER_DESC desc;
  747. desc.ByteWidth = _size;
  748. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  749. desc.MiscFlags = 0;
  750. desc.StructureByteStride = 0;
  751. if (m_dynamic)
  752. {
  753. desc.Usage = D3D11_USAGE_DYNAMIC;
  754. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  755. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  756. , NULL
  757. , &m_ptr
  758. ) );
  759. }
  760. else
  761. {
  762. desc.Usage = D3D11_USAGE_IMMUTABLE;
  763. desc.CPUAccessFlags = 0;
  764. D3D11_SUBRESOURCE_DATA srd;
  765. srd.pSysMem = _data;
  766. srd.SysMemPitch = 0;
  767. srd.SysMemSlicePitch = 0;
  768. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  769. , &srd
  770. , &m_ptr
  771. ) );
  772. }
  773. }
  774. void IndexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  775. {
  776. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  777. BX_CHECK(m_dynamic, "Must be dynamic!");
  778. D3D11_MAPPED_SUBRESOURCE mapped;
  779. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  780. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  781. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  782. deviceCtx->Unmap(m_ptr, 0);
  783. }
  784. void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  785. {
  786. m_size = _size;
  787. m_decl = _declHandle;
  788. m_dynamic = NULL == _data;
  789. D3D11_BUFFER_DESC desc;
  790. desc.ByteWidth = _size;
  791. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  792. desc.MiscFlags = 0;
  793. if (m_dynamic)
  794. {
  795. desc.Usage = D3D11_USAGE_DYNAMIC;
  796. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  797. desc.StructureByteStride = 0;
  798. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  799. , NULL
  800. , &m_ptr
  801. ) );
  802. }
  803. else
  804. {
  805. desc.Usage = D3D11_USAGE_IMMUTABLE;
  806. desc.CPUAccessFlags = 0;
  807. desc.StructureByteStride = 0;
  808. D3D11_SUBRESOURCE_DATA srd;
  809. srd.pSysMem = _data;
  810. srd.SysMemPitch = 0;
  811. srd.SysMemSlicePitch = 0;
  812. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  813. , &srd
  814. , &m_ptr
  815. ) );
  816. }
  817. }
  818. void VertexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  819. {
  820. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  821. BX_CHECK(m_dynamic, "Must be dynamic!");
  822. D3D11_MAPPED_SUBRESOURCE mapped;
  823. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  824. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  825. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  826. deviceCtx->Unmap(m_ptr, 0);
  827. }
  828. void ConstantBuffer::commit()
  829. {
  830. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  831. reset();
  832. do
  833. {
  834. uint32_t opcode = read();
  835. if (UniformType::End == opcode)
  836. {
  837. break;
  838. }
  839. UniformType::Enum type;
  840. uint16_t loc;
  841. uint16_t num;
  842. uint16_t copy;
  843. decodeOpcode(opcode, type, loc, num, copy);
  844. const char* data;
  845. if (copy)
  846. {
  847. data = read(g_uniformTypeSize[type]*num);
  848. }
  849. else
  850. {
  851. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  852. }
  853. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  854. case UniformType::_uniform: \
  855. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  856. { \
  857. s_renderCtx.setShaderConstant(type, loc, data, num); \
  858. } \
  859. break;
  860. switch ((int32_t)type)
  861. {
  862. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  863. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  864. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  865. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  866. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  867. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  868. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  869. CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
  870. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
  871. case UniformType::End:
  872. break;
  873. default:
  874. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  875. break;
  876. }
  877. #undef CASE_IMPLEMENT_UNIFORM
  878. } while (true);
  879. }
  880. void TextVideoMemBlitter::setup()
  881. {
  882. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  883. uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
  884. uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
  885. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  886. s_renderCtx.setRenderTarget(rt, false);
  887. D3D11_VIEWPORT vp;
  888. vp.TopLeftX = 0;
  889. vp.TopLeftY = 0;
  890. vp.Width = (float)width;
  891. vp.Height = (float)height;
  892. vp.MinDepth = 0.0f;
  893. vp.MaxDepth = 1.0f;
  894. deviceCtx->RSSetViewports(1, &vp);
  895. uint64_t state = BGFX_STATE_RGB_WRITE
  896. | BGFX_STATE_ALPHA_WRITE
  897. | BGFX_STATE_DEPTH_TEST_ALWAYS
  898. ;
  899. s_renderCtx.setBlendState(state);
  900. s_renderCtx.setDepthStencilState(state);
  901. s_renderCtx.setRasterizerState(state, false);
  902. Program& program = s_renderCtx.m_program[m_program.idx];
  903. s_renderCtx.m_currentProgram = &program;
  904. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  905. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  906. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  907. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  908. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  909. VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  910. uint32_t stride = vertexDecl.m_stride;
  911. uint32_t offset = 0;
  912. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  913. s_renderCtx.setInputLayout(vertexDecl, program, 0);
  914. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  915. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  916. float proj[16];
  917. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  918. PredefinedUniform& predefined = program.m_predefined[0];
  919. uint8_t flags = predefined.m_type;
  920. s_renderCtx.setShaderConstant(flags, predefined.m_loc, proj, 4);
  921. s_renderCtx.commitShaderConstants();
  922. s_renderCtx.m_textures[m_texture.idx].commit(0);
  923. s_renderCtx.commitTextureStage();
  924. }
  925. void TextVideoMemBlitter::render(uint32_t _numIndices)
  926. {
  927. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  928. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  929. ib.update(0, _numIndices*2, m_ib->data);
  930. uint32_t numVertices = _numIndices*4/6;
  931. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  932. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  933. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  934. }
  935. void ClearQuad::clear(const Rect& _rect, const Clear& _clear)
  936. {
  937. uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
  938. uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
  939. if (0 == _rect.m_x
  940. && 0 == _rect.m_y
  941. && width == _rect.m_width
  942. && height == _rect.m_height)
  943. {
  944. s_renderCtx.clear(_clear);
  945. }
  946. else
  947. {
  948. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  949. uint64_t state = 0;
  950. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  951. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  952. s_renderCtx.setBlendState(state);
  953. s_renderCtx.setDepthStencilState(state);
  954. s_renderCtx.setRasterizerState(state, false);
  955. Program& program = s_renderCtx.m_program[m_program.idx];
  956. s_renderCtx.m_currentProgram = &program;
  957. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  958. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  959. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  960. deviceCtx->PSSetConstantBuffers(0, 0, NULL);
  961. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  962. VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  963. uint32_t stride = vertexDecl.m_stride;
  964. uint32_t offset = 0;
  965. {
  966. struct Vertex
  967. {
  968. float m_x;
  969. float m_y;
  970. float m_z;
  971. uint32_t m_abgr;
  972. } * vertex = (Vertex*)m_vb->data;
  973. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  974. const float depth = _clear.m_depth;
  975. vertex->m_x = -1.0f;
  976. vertex->m_y = -1.0f;
  977. vertex->m_z = depth;
  978. vertex->m_abgr = abgr;
  979. vertex++;
  980. vertex->m_x = 1.0f;
  981. vertex->m_y = -1.0f;
  982. vertex->m_z = depth;
  983. vertex->m_abgr = abgr;
  984. vertex++;
  985. vertex->m_x = 1.0f;
  986. vertex->m_y = 1.0f;
  987. vertex->m_z = depth;
  988. vertex->m_abgr = abgr;
  989. vertex++;
  990. vertex->m_x = -1.0f;
  991. vertex->m_y = 1.0f;
  992. vertex->m_z = depth;
  993. vertex->m_abgr = abgr;
  994. }
  995. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  996. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  997. s_renderCtx.setInputLayout(vertexDecl, program, 0);
  998. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib.idx];
  999. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1000. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1001. deviceCtx->DrawIndexed(6, 0, 0);
  1002. }
  1003. }
  1004. void Shader::create(bool _fragment, const Memory* _mem)
  1005. {
  1006. bx::MemoryReader reader(_mem->data, _mem->size);
  1007. uint32_t magic;
  1008. bx::read(&reader, magic);
  1009. uint32_t iohash;
  1010. bx::read(&reader, iohash);
  1011. bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
  1012. uint16_t count;
  1013. bx::read(&reader, count);
  1014. uint16_t size;
  1015. bx::read(&reader, size);
  1016. if (0 < size)
  1017. {
  1018. D3D11_BUFFER_DESC desc;
  1019. desc.ByteWidth = size;
  1020. desc.Usage = D3D11_USAGE_DEFAULT;
  1021. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1022. desc.CPUAccessFlags = 0;
  1023. desc.MiscFlags = 0;
  1024. desc.StructureByteStride = 0;
  1025. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  1026. }
  1027. m_numPredefined = 0;
  1028. m_numUniforms = count;
  1029. BX_TRACE("Shader consts %d", count);
  1030. uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1031. if (0 < count)
  1032. {
  1033. m_constantBuffer = ConstantBuffer::create(1024);
  1034. for (uint32_t ii = 0; ii < count; ++ii)
  1035. {
  1036. uint8_t nameSize;
  1037. bx::read(&reader, nameSize);
  1038. char name[256];
  1039. bx::read(&reader, &name, nameSize);
  1040. name[nameSize] = '\0';
  1041. uint8_t type;
  1042. bx::read(&reader, type);
  1043. uint8_t num;
  1044. bx::read(&reader, num);
  1045. uint16_t regIndex;
  1046. bx::read(&reader, regIndex);
  1047. uint16_t regCount;
  1048. bx::read(&reader, regCount);
  1049. const char* kind = "invalid";
  1050. const void* data = NULL;
  1051. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1052. if (PredefinedUniform::Count != predefined)
  1053. {
  1054. kind = "predefined";
  1055. m_predefined[m_numPredefined].m_loc = regIndex;
  1056. m_predefined[m_numPredefined].m_count = regCount;
  1057. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1058. m_numPredefined++;
  1059. }
  1060. else
  1061. {
  1062. const UniformInfo* info = s_renderCtx.m_uniformReg.find(name);
  1063. UniformBuffer* uniform = info != NULL ? (UniformBuffer*)info->m_data : NULL;
  1064. if (NULL != uniform)
  1065. {
  1066. kind = "user";
  1067. data = uniform->m_data;
  1068. m_constantBuffer->writeUniformRef( (UniformType::Enum)(type|fragmentBit), regIndex, data, regCount);
  1069. }
  1070. }
  1071. BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
  1072. , kind
  1073. , name
  1074. , type
  1075. , num
  1076. , regIndex
  1077. , regCount
  1078. );
  1079. BX_UNUSED(kind);
  1080. }
  1081. m_constantBuffer->finish();
  1082. }
  1083. uint16_t shaderSize;
  1084. bx::read(&reader, shaderSize);
  1085. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1086. bx::skip(&reader, shaderSize);
  1087. if (_fragment)
  1088. {
  1089. DX_CHECK(s_renderCtx.m_device->CreatePixelShader(code, shaderSize, NULL, (ID3D11PixelShader**)&m_ptr) );
  1090. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1091. }
  1092. else
  1093. {
  1094. m_hash = hashMurmur2A(code, shaderSize);
  1095. m_code = alloc(shaderSize);
  1096. memcpy(m_code->data, code, shaderSize);
  1097. DX_CHECK(s_renderCtx.m_device->CreateVertexShader(code, shaderSize, NULL, (ID3D11VertexShader**)&m_ptr) );
  1098. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1099. }
  1100. }
  1101. void Texture::create(const Memory* _mem, uint32_t _flags)
  1102. {
  1103. _flags &= BGFX_TEXTURE_MIN_MASK|BGFX_TEXTURE_MAG_MASK|BGFX_TEXTURE_MIP_MASK
  1104. | BGFX_TEXTURE_U_MASK|BGFX_TEXTURE_V_MASK|BGFX_TEXTURE_W_MASK
  1105. ;
  1106. m_sampler = s_renderCtx.m_samplerStateCache.find(_flags);
  1107. if (NULL == m_sampler)
  1108. {
  1109. uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1110. uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1111. uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1112. D3D11_SAMPLER_DESC desc;
  1113. desc.Filter = (D3D11_FILTER)(minFilter|magFilter|mipFilter);
  1114. desc.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1115. desc.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1116. desc.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1117. desc.MipLODBias = 0.0f;
  1118. desc.MaxAnisotropy = 1;
  1119. desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
  1120. desc.BorderColor[0] = 0.0f;
  1121. desc.BorderColor[1] = 0.0f;
  1122. desc.BorderColor[2] = 0.0f;
  1123. desc.BorderColor[3] = 0.0f;
  1124. desc.MinLOD = 0;
  1125. desc.MaxLOD = D3D11_FLOAT32_MAX;
  1126. s_renderCtx.m_device->CreateSamplerState(&desc, &m_sampler);
  1127. s_renderCtx.m_samplerStateCache.add(_flags, m_sampler);
  1128. }
  1129. Dds dds;
  1130. if (parseDds(dds, _mem) )
  1131. {
  1132. bool decompress = false;
  1133. if (dds.m_cubeMap)
  1134. {
  1135. m_type = TextureCube;
  1136. }
  1137. else if (dds.m_depth > 1)
  1138. {
  1139. m_type = Texture3D;
  1140. }
  1141. else
  1142. {
  1143. m_type = Texture2D;
  1144. }
  1145. uint32_t numSrd = dds.m_numMips*(dds.m_cubeMap ? 6 : 1);
  1146. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  1147. uint32_t kk = 0;
  1148. bool convert = false;
  1149. m_numMips = dds.m_numMips;
  1150. if (decompress
  1151. || TextureFormat::Unknown < dds.m_type)
  1152. {
  1153. uint32_t bpp = s_textureFormat[dds.m_type].m_bpp;
  1154. convert = TextureFormat::BGRX8 == dds.m_type;
  1155. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1156. {
  1157. uint32_t width = dds.m_width;
  1158. uint32_t height = dds.m_height;
  1159. uint32_t depth = dds.m_depth;
  1160. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1161. {
  1162. width = uint32_max(1, width);
  1163. height = uint32_max(1, height);
  1164. depth = uint32_max(1, depth);
  1165. Mip mip;
  1166. if (getRawImageData(dds, side, lod, _mem, mip) )
  1167. {
  1168. if (convert)
  1169. {
  1170. uint8_t* temp = (uint8_t*)g_realloc(NULL, mip.m_width*mip.m_height*bpp/8);
  1171. mip.decode(temp);
  1172. srd[kk].pSysMem = temp;
  1173. srd[kk].SysMemPitch = mip.m_width*bpp/8;
  1174. }
  1175. else
  1176. {
  1177. srd[kk].pSysMem = mip.m_data;
  1178. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1179. }
  1180. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1181. ++kk;
  1182. }
  1183. width >>= 1;
  1184. height >>= 1;
  1185. depth >>= 1;
  1186. }
  1187. }
  1188. }
  1189. else
  1190. {
  1191. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1192. {
  1193. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1194. {
  1195. Mip mip;
  1196. if (getRawImageData(dds, side, lod, _mem, mip) )
  1197. {
  1198. srd[kk].pSysMem = mip.m_data;
  1199. if (TextureFormat::Unknown > dds.m_type)
  1200. {
  1201. srd[kk].SysMemPitch = (mip.m_width/4)*mip.m_blockSize;
  1202. srd[kk].SysMemSlicePitch = (mip.m_height/4)*srd[kk].SysMemPitch;
  1203. }
  1204. else
  1205. {
  1206. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1207. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1208. }
  1209. ++kk;
  1210. }
  1211. }
  1212. }
  1213. }
  1214. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1215. memset(&srvd, 0, sizeof(srvd) );
  1216. srvd.Format = s_textureFormat[dds.m_type].m_fmt;
  1217. switch (m_type)
  1218. {
  1219. case Texture2D:
  1220. case TextureCube:
  1221. {
  1222. D3D11_TEXTURE2D_DESC desc;
  1223. desc.Width = dds.m_width;
  1224. desc.Height = dds.m_height;
  1225. desc.MipLevels = dds.m_numMips;
  1226. desc.Format = s_textureFormat[dds.m_type].m_fmt;
  1227. desc.SampleDesc.Count = 1;
  1228. desc.SampleDesc.Quality = 0;
  1229. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1230. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1231. desc.CPUAccessFlags = 0;
  1232. if (dds.m_cubeMap)
  1233. {
  1234. desc.ArraySize = 6;
  1235. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1236. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1237. srvd.TextureCube.MipLevels = dds.m_numMips;
  1238. }
  1239. else
  1240. {
  1241. desc.ArraySize = 1;
  1242. desc.MiscFlags = 0;
  1243. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1244. srvd.Texture2D.MipLevels = dds.m_numMips;
  1245. }
  1246. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
  1247. }
  1248. break;
  1249. case Texture3D:
  1250. {
  1251. D3D11_TEXTURE3D_DESC desc;
  1252. desc.Width = dds.m_width;
  1253. desc.Height = dds.m_height;
  1254. desc.Depth = dds.m_depth;
  1255. desc.MipLevels = dds.m_numMips;
  1256. desc.Format = s_textureFormat[dds.m_type].m_fmt;
  1257. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1258. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1259. desc.CPUAccessFlags = 0;
  1260. desc.MiscFlags = 0;
  1261. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1262. srvd.Texture3D.MipLevels = dds.m_numMips;
  1263. DX_CHECK(s_renderCtx.m_device->CreateTexture3D(&desc, srd, &m_texture3d) );
  1264. }
  1265. break;
  1266. }
  1267. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1268. if (convert)
  1269. {
  1270. kk = 0;
  1271. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1272. {
  1273. for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod)
  1274. {
  1275. g_free(const_cast<void*>(srd[kk].pSysMem) );
  1276. ++kk;
  1277. }
  1278. }
  1279. }
  1280. }
  1281. else
  1282. {
  1283. bx::MemoryReader reader(_mem->data, _mem->size);
  1284. uint32_t magic;
  1285. bx::read(&reader, magic);
  1286. if (BGFX_CHUNK_MAGIC_TEX == magic)
  1287. {
  1288. TextureCreate tc;
  1289. bx::read(&reader, tc);
  1290. D3D11_TEXTURE2D_DESC desc;
  1291. desc.Width = tc.m_width;
  1292. desc.Height = tc.m_height;
  1293. desc.MipLevels = tc.m_numMips;
  1294. desc.ArraySize = 1;
  1295. desc.Format = s_textureFormat[tc.m_format].m_fmt;
  1296. desc.SampleDesc.Count = 1;
  1297. desc.SampleDesc.Quality = 0;
  1298. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1299. desc.CPUAccessFlags = 0;
  1300. desc.MiscFlags = 0;
  1301. m_numMips = tc.m_numMips;
  1302. if (NULL != tc.m_mem)
  1303. {
  1304. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1305. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(tc.m_numMips*sizeof(D3D11_SUBRESOURCE_DATA) );
  1306. uint32_t bpp = s_textureFormat[tc.m_format].m_bpp;
  1307. uint8_t* data = tc.m_mem->data;
  1308. for (uint8_t side = 0, numSides = tc.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1309. {
  1310. uint32_t width = tc.m_width;
  1311. uint32_t height = tc.m_height;
  1312. uint32_t depth = tc.m_depth;
  1313. for (uint32_t lod = 0, num = tc.m_numMips; lod < num; ++lod)
  1314. {
  1315. width = uint32_max(1, width);
  1316. height = uint32_max(1, height);
  1317. depth = uint32_max(1, depth);
  1318. srd[lod].pSysMem = data;
  1319. srd[lod].SysMemPitch = width*bpp/8;
  1320. srd[lod].SysMemSlicePitch = 0;
  1321. data += width*height*bpp/8;
  1322. width >>= 1;
  1323. height >>= 1;
  1324. depth >>= 1;
  1325. }
  1326. }
  1327. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
  1328. release(tc.m_mem);
  1329. }
  1330. else
  1331. {
  1332. desc.Usage = D3D11_USAGE_DEFAULT;
  1333. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_texture2d) );
  1334. }
  1335. D3D11_SHADER_RESOURCE_VIEW_DESC srv;
  1336. memset(&srv, 0, sizeof(srv) );
  1337. srv.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1338. srv.Texture2D.MipLevels = tc.m_numMips;
  1339. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srv, &m_srv) );
  1340. }
  1341. else
  1342. {
  1343. //
  1344. }
  1345. }
  1346. }
  1347. void Texture::commit(uint8_t _stage)
  1348. {
  1349. s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
  1350. s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
  1351. }
  1352. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1353. {
  1354. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1355. D3D11_BOX box;
  1356. box.left = _rect.m_x;
  1357. box.top = _rect.m_y;
  1358. box.right = box.left + _rect.m_width;
  1359. box.bottom = box.top + _rect.m_height;
  1360. box.front = _z;
  1361. box.back = box.front + _depth;
  1362. uint32_t subres = _mip + (_side * m_numMips);
  1363. #if 0
  1364. D3D11_MAPPED_SUBRESOURCE mapped;
  1365. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE, D3D11_MAP_FLAG_DO_NOT_WAIT, &mapped) );
  1366. memcpy( (uint8_t*)mapped.pData + subres*mapped.DepthPitch, _mem->data, _mem->size);
  1367. deviceCtx->Unmap(m_ptr, 0);
  1368. deviceCtx->CopySubresourceRegion(m_ptr
  1369. , subres
  1370. , _rect.m_x
  1371. , _rect.m_y
  1372. , _rect.m_z
  1373. , staging // D3D11_USAGE_STAGING
  1374. , ...
  1375. );
  1376. #else
  1377. deviceCtx->UpdateSubresource(m_ptr, subres, &box, _mem->data, _rect.m_width, 0);
  1378. #endif // 0
  1379. }
  1380. void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1381. {
  1382. m_width = _width;
  1383. m_height = _height;
  1384. m_flags = _flags;
  1385. uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1386. uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1387. D3D11_TEXTURE2D_DESC desc;
  1388. desc.Width = _width;
  1389. desc.Height = _height;
  1390. desc.MipLevels = 1;
  1391. desc.ArraySize = 1;
  1392. desc.Format = s_colorFormat[colorFormat];
  1393. desc.SampleDesc.Count = 1;
  1394. desc.SampleDesc.Quality = 0;
  1395. desc.Usage = D3D11_USAGE_DEFAULT;
  1396. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
  1397. desc.CPUAccessFlags = 0;
  1398. desc.MiscFlags = 0;
  1399. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_colorTexture) );
  1400. DX_CHECK(s_renderCtx.m_device->CreateRenderTargetView(m_colorTexture, NULL, &m_rtv) );
  1401. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_colorTexture, NULL, &m_srv) );
  1402. if (0 < depthFormat)
  1403. {
  1404. D3D11_TEXTURE2D_DESC desc;
  1405. desc.Width = _width;
  1406. desc.Height = _height;
  1407. desc.MipLevels = 1;
  1408. desc.ArraySize = 1;
  1409. desc.Format = s_depthFormat[depthFormat];
  1410. desc.SampleDesc.Count = 1;
  1411. desc.SampleDesc.Quality = 0;
  1412. desc.Usage = D3D11_USAGE_DEFAULT;
  1413. desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1414. desc.CPUAccessFlags = 0;
  1415. desc.MiscFlags = 0;
  1416. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_depthTexture) );
  1417. DX_CHECK(s_renderCtx.m_device->CreateDepthStencilView(m_depthTexture, NULL, &m_dsv) );
  1418. // DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_depthTexture, NULL, &m_srv) );
  1419. }
  1420. m_sampler = s_renderCtx.m_samplerStateCache.find(_flags);
  1421. if (NULL == m_sampler)
  1422. {
  1423. D3D11_SAMPLER_DESC desc;
  1424. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  1425. desc.AddressU = s_textureAddress[(_textureFlags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1426. desc.AddressV = s_textureAddress[(_textureFlags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1427. desc.AddressW = s_textureAddress[(_textureFlags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1428. desc.MipLODBias = 0.0f;
  1429. desc.MaxAnisotropy = 1;
  1430. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  1431. desc.BorderColor[0] = 0.0f;
  1432. desc.BorderColor[1] = 0.0f;
  1433. desc.BorderColor[2] = 0.0f;
  1434. desc.BorderColor[3] = 0.0f;
  1435. desc.MinLOD = 0;
  1436. desc.MaxLOD = D3D11_FLOAT32_MAX;
  1437. s_renderCtx.m_device->CreateSamplerState(&desc, &m_sampler);
  1438. s_renderCtx.m_samplerStateCache.add(_flags, m_sampler);
  1439. }
  1440. }
  1441. void RenderTarget::destroy()
  1442. {
  1443. DX_RELEASE(m_srv, 0);
  1444. DX_RELEASE(m_rtv, 0);
  1445. DX_RELEASE(m_colorTexture, 0);
  1446. DX_RELEASE(m_dsv, 0);
  1447. DX_RELEASE(m_depthTexture, 0);
  1448. m_flags = 0;
  1449. }
  1450. void RenderTarget::commit(uint8_t _stage)
  1451. {
  1452. s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
  1453. s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
  1454. }
  1455. void UniformBuffer::create(UniformType::Enum _type, uint16_t _num, bool _alloc)
  1456. {
  1457. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1458. if (_alloc)
  1459. {
  1460. m_data = g_realloc(NULL, size);
  1461. memset(m_data, 0, size);
  1462. }
  1463. D3D11_BUFFER_DESC desc;
  1464. desc.ByteWidth = size;
  1465. desc.Usage = D3D11_USAGE_DEFAULT;
  1466. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1467. desc.CPUAccessFlags = 0;
  1468. desc.MiscFlags = 0;
  1469. desc.StructureByteStride = 0;
  1470. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_ptr) );
  1471. }
  1472. void UniformBuffer::destroy()
  1473. {
  1474. if (NULL != m_data)
  1475. {
  1476. g_free(m_data);
  1477. m_data = NULL;
  1478. }
  1479. DX_RELEASE(m_ptr, 0);
  1480. }
  1481. void Context::flip()
  1482. {
  1483. s_renderCtx.flip();
  1484. }
  1485. void Context::rendererInit()
  1486. {
  1487. s_renderCtx.init();
  1488. }
  1489. void Context::rendererShutdown()
  1490. {
  1491. s_renderCtx.shutdown();
  1492. }
  1493. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  1494. {
  1495. s_renderCtx.m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1496. }
  1497. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  1498. {
  1499. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1500. }
  1501. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  1502. {
  1503. VertexDecl& decl = s_renderCtx.m_vertexDecls[_handle.idx];
  1504. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1505. dump(decl);
  1506. }
  1507. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  1508. {
  1509. }
  1510. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  1511. {
  1512. s_renderCtx.m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1513. }
  1514. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  1515. {
  1516. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1517. }
  1518. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  1519. {
  1520. s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL);
  1521. }
  1522. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1523. {
  1524. s_renderCtx.m_indexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1525. }
  1526. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  1527. {
  1528. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1529. }
  1530. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  1531. {
  1532. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1533. s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1534. }
  1535. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1536. {
  1537. s_renderCtx.m_vertexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1538. }
  1539. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  1540. {
  1541. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1542. }
  1543. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  1544. {
  1545. s_renderCtx.m_vertexShaders[_handle.idx].create(false, _mem);
  1546. }
  1547. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  1548. {
  1549. s_renderCtx.m_vertexShaders[_handle.idx].destroy();
  1550. }
  1551. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  1552. {
  1553. s_renderCtx.m_fragmentShaders[_handle.idx].create(true, _mem);
  1554. }
  1555. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  1556. {
  1557. s_renderCtx.m_fragmentShaders[_handle.idx].destroy();
  1558. }
  1559. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  1560. {
  1561. s_renderCtx.m_program[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]);
  1562. }
  1563. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  1564. {
  1565. s_renderCtx.m_program[_handle.idx].destroy();
  1566. }
  1567. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  1568. {
  1569. s_renderCtx.m_textures[_handle.idx].create(_mem, _flags);
  1570. }
  1571. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1572. {
  1573. s_renderCtx.m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _mem);
  1574. }
  1575. void Context::rendererDestroyTexture(TextureHandle _handle)
  1576. {
  1577. s_renderCtx.m_textures[_handle.idx].destroy();
  1578. }
  1579. void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1580. {
  1581. s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
  1582. }
  1583. void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
  1584. {
  1585. s_renderCtx.m_renderTargets[_handle.idx].destroy();
  1586. }
  1587. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  1588. {
  1589. s_renderCtx.m_uniforms[_handle.idx].create(_type, _num);
  1590. s_renderCtx.m_uniformReg.add(_name, &s_renderCtx.m_uniforms[_handle.idx]);
  1591. }
  1592. void Context::rendererDestroyUniform(UniformHandle _handle)
  1593. {
  1594. s_renderCtx.m_uniforms[_handle.idx].destroy();
  1595. }
  1596. void Context::rendererSaveScreenShot(Memory* _mem)
  1597. {
  1598. s_renderCtx.saveScreenShot(_mem);
  1599. }
  1600. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  1601. {
  1602. memcpy(s_renderCtx.m_uniforms[_loc].m_data, _data, _size);
  1603. }
  1604. void Context::rendererSubmit()
  1605. {
  1606. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1607. s_renderCtx.updateResolution(m_render->m_resolution);
  1608. if (0 < m_render->m_iboffset)
  1609. {
  1610. TransientIndexBuffer* ib = m_render->m_transientIb;
  1611. s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  1612. }
  1613. if (0 < m_render->m_vboffset)
  1614. {
  1615. TransientVertexBuffer* vb = m_render->m_transientVb;
  1616. s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  1617. }
  1618. m_render->sort();
  1619. RenderState currentState;
  1620. currentState.reset();
  1621. currentState.m_flags = BGFX_STATE_NONE;
  1622. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  1623. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  1624. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1625. {
  1626. mtxMul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
  1627. }
  1628. bool wireframe = !!(m_render->m_debug&BGFX_DEBUG_WIREFRAME);
  1629. s_renderCtx.setDebugWireframe(wireframe);
  1630. uint16_t programIdx = invalidHandle;
  1631. SortKey key;
  1632. uint8_t view = 0xff;
  1633. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1634. float alphaRef = 0.0f;
  1635. D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  1636. deviceCtx->IASetPrimitiveTopology(primType);
  1637. uint32_t primNumVerts = 3;
  1638. uint32_t statsNumPrimsSubmitted = 0;
  1639. uint32_t statsNumIndices = 0;
  1640. uint32_t statsNumInstances = 0;
  1641. uint32_t statsNumPrimsRendered = 0;
  1642. int64_t elapsed = -bx::getHPCounter();
  1643. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  1644. {
  1645. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  1646. {
  1647. key.decode(m_render->m_sortKeys[item]);
  1648. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  1649. const uint64_t newFlags = state.m_flags;
  1650. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  1651. currentState.m_flags = newFlags;
  1652. const uint64_t newStencil = state.m_stencil;
  1653. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  1654. currentState.m_stencil = newStencil;
  1655. if (key.m_view != view)
  1656. {
  1657. currentState.clear();
  1658. changedFlags = BGFX_STATE_MASK;
  1659. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  1660. currentState.m_flags = newFlags;
  1661. currentState.m_stencil = newStencil;
  1662. view = key.m_view;
  1663. programIdx = invalidHandle;
  1664. if (m_render->m_rt[view].idx != rt.idx)
  1665. {
  1666. rt = m_render->m_rt[view];
  1667. s_renderCtx.setRenderTarget(rt);
  1668. }
  1669. Rect& rect = m_render->m_rect[view];
  1670. D3D11_VIEWPORT vp;
  1671. vp.TopLeftX = rect.m_x;
  1672. vp.TopLeftY = rect.m_y;
  1673. vp.Width = rect.m_width;
  1674. vp.Height = rect.m_height;
  1675. vp.MinDepth = 0.0f;
  1676. vp.MaxDepth = 1.0f;
  1677. deviceCtx->RSSetViewports(1, &vp);
  1678. Clear& clear = m_render->m_clear[view];
  1679. if (BGFX_CLEAR_NONE != clear.m_flags)
  1680. {
  1681. m_clearQuad.clear(rect, clear);
  1682. }
  1683. s_renderCtx.setBlendState(BGFX_STATE_DEFAULT);
  1684. s_renderCtx.setDepthStencilState(BGFX_STATE_DEFAULT, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  1685. s_renderCtx.setRasterizerState(BGFX_STATE_DEFAULT, wireframe);
  1686. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1687. if (primType != s_primType[primIndex])
  1688. {
  1689. primType = s_primType[primIndex];
  1690. primNumVerts = 3-primIndex;
  1691. deviceCtx->IASetPrimitiveTopology(primType);
  1692. }
  1693. }
  1694. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  1695. || 0 != changedStencil)
  1696. {
  1697. s_renderCtx.setDepthStencilState(newFlags, newStencil);
  1698. }
  1699. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_ALPHA_MASK|BGFX_STATE_RGB_WRITE
  1700. |BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK
  1701. |BGFX_STATE_POINT_SIZE_MASK|BGFX_STATE_SRGBWRITE|BGFX_STATE_MSAA) & changedFlags)
  1702. {
  1703. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  1704. {
  1705. s_renderCtx.setBlendState(newFlags);
  1706. }
  1707. if ( (BGFX_STATE_CULL_MASK) & changedFlags)
  1708. {
  1709. s_renderCtx.setRasterizerState(newFlags, wireframe);
  1710. }
  1711. if ( (BGFX_STATE_ALPHA_TEST|BGFX_STATE_ALPHA_REF_MASK) & changedFlags)
  1712. {
  1713. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  1714. alphaRef = ref/255.0f;
  1715. }
  1716. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1717. if (primType != s_primType[primIndex])
  1718. {
  1719. primType = s_primType[primIndex];
  1720. primNumVerts = 3-primIndex;
  1721. deviceCtx->IASetPrimitiveTopology(primType);
  1722. }
  1723. }
  1724. bool programChanged = false;
  1725. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  1726. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  1727. if (key.m_program != programIdx)
  1728. {
  1729. programIdx = key.m_program;
  1730. if (invalidHandle == programIdx)
  1731. {
  1732. s_renderCtx.m_currentProgram = NULL;
  1733. deviceCtx->VSSetShader(NULL, 0, 0);
  1734. deviceCtx->PSSetShader(NULL, 0, 0);
  1735. }
  1736. else
  1737. {
  1738. Program& program = s_renderCtx.m_program[programIdx];
  1739. s_renderCtx.m_currentProgram = &program;
  1740. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1741. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1742. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1743. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1744. }
  1745. programChanged =
  1746. constantsChanged = true;
  1747. }
  1748. if (invalidHandle != programIdx)
  1749. {
  1750. Program& program = s_renderCtx.m_program[programIdx];
  1751. if (constantsChanged)
  1752. {
  1753. program.commit();
  1754. }
  1755. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  1756. {
  1757. PredefinedUniform& predefined = program.m_predefined[ii];
  1758. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  1759. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  1760. {
  1761. case PredefinedUniform::ViewRect:
  1762. {
  1763. float rect[4];
  1764. rect[0] = m_render->m_rect[view].m_x;
  1765. rect[1] = m_render->m_rect[view].m_y;
  1766. rect[2] = m_render->m_rect[view].m_width;
  1767. rect[3] = m_render->m_rect[view].m_height;
  1768. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  1769. }
  1770. break;
  1771. case PredefinedUniform::ViewTexel:
  1772. {
  1773. float rect[4];
  1774. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  1775. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  1776. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  1777. }
  1778. break;
  1779. case PredefinedUniform::View:
  1780. {
  1781. s_renderCtx.setShaderConstant(flags, predefined.m_loc, m_render->m_view[view].val, uint32_min(4, predefined.m_count) );
  1782. }
  1783. break;
  1784. case PredefinedUniform::ViewProj:
  1785. {
  1786. s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProj[view].val, uint32_min(4, predefined.m_count) );
  1787. }
  1788. break;
  1789. case PredefinedUniform::Model:
  1790. {
  1791. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1792. s_renderCtx.setShaderConstant(flags, predefined.m_loc, model.val, uint32_min(state.m_num*4, predefined.m_count) );
  1793. }
  1794. break;
  1795. case PredefinedUniform::ModelView:
  1796. {
  1797. Matrix4 modelView;
  1798. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1799. mtxMul(modelView.val, model.val, m_render->m_view[view].val);
  1800. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelView.val, uint32_min(4, predefined.m_count) );
  1801. }
  1802. break;
  1803. case PredefinedUniform::ModelViewProj:
  1804. {
  1805. Matrix4 modelViewProj;
  1806. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1807. mtxMul(modelViewProj.val, model.val, viewProj[view].val);
  1808. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  1809. }
  1810. break;
  1811. case PredefinedUniform::ModelViewProjX:
  1812. {
  1813. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1814. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  1815. {
  1816. 0.5f, 0.0f, 0.0f, 0.0f,
  1817. 0.0f, 0.5f, 0.0f, 0.0f,
  1818. 0.0f, 0.0f, 0.5f, 0.0f,
  1819. 0.5f, 0.5f, 0.5f, 1.0f,
  1820. };
  1821. uint8_t other = m_render->m_other[view];
  1822. Matrix4 viewProjBias;
  1823. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  1824. Matrix4 modelViewProj;
  1825. mtxMul(modelViewProj.val, model.val, viewProjBias.val);
  1826. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  1827. }
  1828. break;
  1829. case PredefinedUniform::ViewProjX:
  1830. {
  1831. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  1832. {
  1833. 0.5f, 0.0f, 0.0f, 0.0f,
  1834. 0.0f, 0.5f, 0.0f, 0.0f,
  1835. 0.0f, 0.0f, 0.5f, 0.0f,
  1836. 0.5f, 0.5f, 0.5f, 1.0f,
  1837. };
  1838. uint8_t other = m_render->m_other[view];
  1839. Matrix4 viewProjBias;
  1840. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  1841. s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProjBias.val, uint32_min(4, predefined.m_count) );
  1842. }
  1843. break;
  1844. case PredefinedUniform::AlphaRef:
  1845. {
  1846. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  1847. }
  1848. break;
  1849. default:
  1850. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  1851. break;
  1852. }
  1853. }
  1854. if (constantsChanged
  1855. || program.m_numPredefined > 0)
  1856. {
  1857. s_renderCtx.commitShaderConstants();
  1858. }
  1859. }
  1860. // if (BGFX_STATE_TEX_MASK & changedFlags)
  1861. {
  1862. uint32_t changes = 0;
  1863. uint64_t flag = BGFX_STATE_TEX0;
  1864. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  1865. {
  1866. const Sampler& sampler = state.m_sampler[stage];
  1867. Sampler& current = currentState.m_sampler[stage];
  1868. if (current.m_idx != sampler.m_idx
  1869. || current.m_flags != sampler.m_flags
  1870. || programChanged)
  1871. {
  1872. if (invalidHandle != sampler.m_idx)
  1873. {
  1874. switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
  1875. {
  1876. case BGFX_SAMPLER_TEXTURE:
  1877. s_renderCtx.m_textures[sampler.m_idx].commit(stage);
  1878. break;
  1879. case BGFX_SAMPLER_RENDERTARGET_COLOR:
  1880. s_renderCtx.m_renderTargets[sampler.m_idx].commit(stage);
  1881. break;
  1882. case BGFX_SAMPLER_RENDERTARGET_DEPTH:
  1883. // id = s_renderCtx.m_renderTargets[sampler.m_idx].m_depth.m_id;
  1884. break;
  1885. }
  1886. }
  1887. else
  1888. {
  1889. s_renderCtx.m_textureStage.m_srv[stage] = NULL;
  1890. s_renderCtx.m_textureStage.m_sampler[stage] = NULL;
  1891. }
  1892. ++changes;
  1893. }
  1894. current = sampler;
  1895. flag <<= 1;
  1896. }
  1897. if (0 < changes)
  1898. {
  1899. s_renderCtx.commitTextureStage();
  1900. }
  1901. }
  1902. if (currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx || programChanged)
  1903. {
  1904. currentState.m_vertexBuffer = state.m_vertexBuffer;
  1905. uint16_t handle = state.m_vertexBuffer.idx;
  1906. if (invalidHandle != handle)
  1907. {
  1908. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle];
  1909. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  1910. const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  1911. uint32_t stride = vertexDecl.m_stride;
  1912. uint32_t offset = 0;
  1913. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1914. if (invalidHandle != state.m_instanceDataBuffer.idx)
  1915. {
  1916. const VertexBuffer& inst = s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx];
  1917. uint32_t instStride = state.m_instanceDataStride;
  1918. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
  1919. s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], state.m_instanceDataStride/16);
  1920. }
  1921. else
  1922. {
  1923. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  1924. s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], 0);
  1925. }
  1926. }
  1927. else
  1928. {
  1929. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  1930. }
  1931. }
  1932. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  1933. {
  1934. currentState.m_indexBuffer = state.m_indexBuffer;
  1935. uint16_t handle = state.m_indexBuffer.idx;
  1936. if (invalidHandle != handle)
  1937. {
  1938. const IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle];
  1939. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1940. }
  1941. else
  1942. {
  1943. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  1944. }
  1945. }
  1946. if (invalidHandle != currentState.m_vertexBuffer.idx)
  1947. {
  1948. uint32_t numVertices = state.m_numVertices;
  1949. if (UINT32_C(0xffffffff) == numVertices)
  1950. {
  1951. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[currentState.m_vertexBuffer.idx];
  1952. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  1953. const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  1954. numVertices = vb.m_size/vertexDecl.m_stride;
  1955. }
  1956. uint32_t numIndices = 0;
  1957. uint32_t numPrimsSubmitted = 0;
  1958. uint32_t numInstances = 0;
  1959. uint32_t numPrimsRendered = 0;
  1960. if (invalidHandle != state.m_indexBuffer.idx)
  1961. {
  1962. if (UINT32_MAX == state.m_numIndices)
  1963. {
  1964. numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  1965. numPrimsSubmitted = numIndices/primNumVerts;
  1966. numInstances = state.m_numInstances;
  1967. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  1968. deviceCtx->DrawIndexedInstanced(numIndices, state.m_numInstances, 0, state.m_startVertex, 0);
  1969. }
  1970. else if (primNumVerts <= state.m_numIndices)
  1971. {
  1972. numIndices = state.m_numIndices;
  1973. numPrimsSubmitted = numIndices/primNumVerts;
  1974. numInstances = state.m_numInstances;
  1975. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  1976. deviceCtx->DrawIndexedInstanced(numIndices, state.m_numInstances, state.m_startIndex, state.m_startVertex, 0);
  1977. }
  1978. }
  1979. else
  1980. {
  1981. numPrimsSubmitted = numVertices/primNumVerts;
  1982. numInstances = state.m_numInstances;
  1983. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  1984. deviceCtx->DrawInstanced(numVertices, state.m_numInstances, state.m_startVertex, 0);
  1985. }
  1986. statsNumPrimsSubmitted += numPrimsSubmitted;
  1987. statsNumIndices += numIndices;
  1988. statsNumInstances += numInstances;
  1989. statsNumPrimsRendered += numPrimsRendered;
  1990. }
  1991. }
  1992. }
  1993. int64_t now = bx::getHPCounter();
  1994. elapsed += now;
  1995. static int64_t last = now;
  1996. int64_t frameTime = now - last;
  1997. last = now;
  1998. static int64_t min = frameTime;
  1999. static int64_t max = frameTime;
  2000. min = min > frameTime ? frameTime : min;
  2001. max = max < frameTime ? frameTime : max;
  2002. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2003. {
  2004. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugstats");
  2005. TextVideoMem& tvm = s_renderCtx.m_textVideoMem;
  2006. static int64_t next = now;
  2007. if (now >= next)
  2008. {
  2009. next = now + bx::getHPFrequency();
  2010. double freq = double(bx::getHPFrequency() );
  2011. double toMs = 1000.0/freq;
  2012. double elapsedCpuMs = double(elapsed)*toMs;
  2013. tvm.clear();
  2014. uint16_t pos = 10;
  2015. tvm.printf(0, 0, 0x8f, " " BGFX_RENDERER_NAME " ");
  2016. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS"
  2017. , double(frameTime)*toMs
  2018. , double(min)*toMs
  2019. , double(max)*toMs
  2020. , freq/frameTime
  2021. );
  2022. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2023. , m_render->m_num
  2024. , elapsedCpuMs
  2025. );
  2026. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  2027. , statsNumPrimsRendered
  2028. , statsNumInstances
  2029. , statsNumPrimsSubmitted
  2030. );
  2031. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2032. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  2033. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  2034. uint8_t attr[2] = { 0x89, 0x8a };
  2035. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  2036. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
  2037. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
  2038. min = frameTime;
  2039. max = frameTime;
  2040. }
  2041. m_textVideoMemBlitter.blit(tvm);
  2042. // PIX_ENDEVENT();
  2043. }
  2044. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  2045. {
  2046. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugtext");
  2047. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  2048. // PIX_ENDEVENT();
  2049. }
  2050. }
  2051. }
  2052. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11