renderer_d3d12.cpp 215 KB

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  1. /*
  2. * Copyright 2011-2020 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. inline void setViewType(ViewId _view, const bx::StringView _str)
  22. {
  23. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION || BGFX_CONFIG_PROFILER) )
  24. {
  25. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), _str.getLength() );
  26. }
  27. }
  28. struct PrimInfo
  29. {
  30. D3D_PRIMITIVE_TOPOLOGY m_topology;
  31. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  32. uint32_t m_min;
  33. uint32_t m_div;
  34. uint32_t m_sub;
  35. };
  36. static const PrimInfo s_primInfo[] =
  37. {
  38. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  39. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  40. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  41. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  42. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  43. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  44. };
  45. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  46. static const uint32_t s_checkMsaa[] =
  47. {
  48. 0,
  49. 2,
  50. 4,
  51. 8,
  52. 16,
  53. };
  54. static DXGI_SAMPLE_DESC s_msaa[] =
  55. {
  56. { 1, 0 },
  57. { 2, 0 },
  58. { 4, 0 },
  59. { 8, 0 },
  60. { 16, 0 },
  61. };
  62. static const D3D12_BLEND s_blendFactor[][2] =
  63. {
  64. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  65. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  66. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  67. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  68. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  69. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  70. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  71. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  72. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  73. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  74. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  75. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  76. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  77. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  78. };
  79. static const D3D12_BLEND_OP s_blendEquation[] =
  80. {
  81. D3D12_BLEND_OP_ADD,
  82. D3D12_BLEND_OP_SUBTRACT,
  83. D3D12_BLEND_OP_REV_SUBTRACT,
  84. D3D12_BLEND_OP_MIN,
  85. D3D12_BLEND_OP_MAX,
  86. };
  87. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  88. {
  89. D3D12_COMPARISON_FUNC(0), // ignored
  90. D3D12_COMPARISON_FUNC_LESS,
  91. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  92. D3D12_COMPARISON_FUNC_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  94. D3D12_COMPARISON_FUNC_GREATER,
  95. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  96. D3D12_COMPARISON_FUNC_NEVER,
  97. D3D12_COMPARISON_FUNC_ALWAYS,
  98. };
  99. static const D3D12_STENCIL_OP s_stencilOp[] =
  100. {
  101. D3D12_STENCIL_OP_ZERO,
  102. D3D12_STENCIL_OP_KEEP,
  103. D3D12_STENCIL_OP_REPLACE,
  104. D3D12_STENCIL_OP_INCR,
  105. D3D12_STENCIL_OP_INCR_SAT,
  106. D3D12_STENCIL_OP_DECR,
  107. D3D12_STENCIL_OP_DECR_SAT,
  108. D3D12_STENCIL_OP_INVERT,
  109. };
  110. static const D3D12_CULL_MODE s_cullMode[] =
  111. {
  112. D3D12_CULL_MODE_NONE,
  113. D3D12_CULL_MODE_FRONT,
  114. D3D12_CULL_MODE_BACK,
  115. };
  116. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  117. {
  118. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  119. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  120. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  121. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  122. };
  123. /*
  124. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  125. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  126. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  127. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  129. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  130. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  131. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  132. * D3D11_FILTER_ANISOTROPIC = 0x55,
  133. *
  134. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  135. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  136. *
  137. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  138. * 0x10 // MIN_LINEAR
  139. * 0x04 // MAG_LINEAR
  140. * 0x01 // MIP_LINEAR
  141. */
  142. static const uint8_t s_textureFilter[3][3] =
  143. {
  144. {
  145. 0x10, // min linear
  146. 0x00, // min point
  147. 0x55, // anisotropic
  148. },
  149. {
  150. 0x04, // mag linear
  151. 0x00, // mag point
  152. 0x55, // anisotropic
  153. },
  154. {
  155. 0x01, // mip linear
  156. 0x00, // mip point
  157. 0x55, // anisotropic
  158. },
  159. };
  160. struct TextureFormatInfo
  161. {
  162. DXGI_FORMAT m_fmt;
  163. DXGI_FORMAT m_fmtSrv;
  164. DXGI_FORMAT m_fmtDsv;
  165. DXGI_FORMAT m_fmtSrgb;
  166. };
  167. static const TextureFormatInfo s_textureFormat[] =
  168. {
  169. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  170. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  171. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  172. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  173. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  174. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  175. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  189. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  190. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  191. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  192. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  193. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  194. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  196. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  197. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  198. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  199. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  200. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  201. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  202. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  203. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  204. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  205. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  206. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  207. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  208. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  209. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  210. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  211. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  212. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  213. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  214. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  215. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  216. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  217. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  218. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  219. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  220. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  221. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  222. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  223. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  224. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  225. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  226. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  227. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  228. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  229. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  230. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  231. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  232. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  233. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  234. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  235. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  236. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  237. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  238. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  239. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  240. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  241. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  242. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  243. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  244. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  245. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  246. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  247. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  248. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  249. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  250. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  251. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  252. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  253. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  254. };
  255. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  256. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  257. {
  258. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  267. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  268. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  269. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  270. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  271. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  272. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  273. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  274. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  275. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  276. };
  277. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  278. static const DXGI_FORMAT s_attribType[][4][2] =
  279. {
  280. { // Uint8
  281. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  282. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  283. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  284. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  285. },
  286. { // Uint10
  287. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  288. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  289. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  290. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  291. },
  292. { // Int16
  293. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  294. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  295. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  296. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  297. },
  298. { // Half
  299. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  300. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  301. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  302. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  303. },
  304. { // Float
  305. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  306. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  307. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  308. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  309. },
  310. };
  311. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  312. static D3D12_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  313. {
  314. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  315. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  316. {
  317. if (UINT16_MAX != _layout.m_attributes[attr])
  318. {
  319. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  320. elem->InputSlot = _stream;
  321. if (0 == _layout.m_attributes[attr])
  322. {
  323. elem->AlignedByteOffset = 0;
  324. }
  325. else
  326. {
  327. uint8_t num;
  328. AttribType::Enum type;
  329. bool normalized;
  330. bool asInt;
  331. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  332. elem->Format = s_attribType[type][num-1][normalized];
  333. elem->AlignedByteOffset = _layout.m_offset[attr];
  334. }
  335. ++elem;
  336. }
  337. }
  338. return elem;
  339. }
  340. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  341. {
  342. D3D12_RESOURCE_BARRIER barrier;
  343. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  344. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  345. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  346. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  347. barrier.Transition.StateBefore = _stateBefore;
  348. barrier.Transition.StateAfter = _stateAfter;
  349. _commandList->ResourceBarrier(1, &barrier);
  350. }
  351. BX_PRAGMA_DIAGNOSTIC_PUSH();
  352. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  353. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  354. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  355. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  356. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  357. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  358. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  359. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  360. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  361. static const GUID IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
  362. static const GUID IID_ID3D12Device2 = { 0x30baa41e, 0xb15b, 0x475c, { 0xa0, 0xbb, 0x1a, 0xf5, 0xc5, 0xb6, 0x43, 0x28 } };
  363. static const GUID IID_ID3D12Device3 = { 0x81dadc15, 0x2bad, 0x4392, { 0x93, 0xc5, 0x10, 0x13, 0x45, 0xc4, 0xaa, 0x98 } };
  364. static const GUID IID_ID3D12Device4 = { 0xe865df17, 0xa9ee, 0x46f9, { 0xa4, 0x63, 0x30, 0x98, 0x31, 0x5a, 0xa2, 0xe5 } };
  365. static const GUID IID_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } };
  366. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  367. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  368. static const GUID IID_ID3D12GraphicsCommandList1 = { 0x553103fb, 0x1fe7, 0x4557, { 0xbb, 0x38, 0x94, 0x6d, 0x7d, 0x0e, 0x7c, 0xa7 } };
  369. static const GUID IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } };
  370. static const GUID IID_ID3D12GraphicsCommandList3 = { 0x6FDA83A7, 0xB84C, 0x4E38, { 0x9A, 0xC8, 0xC7, 0xBD, 0x22, 0x01, 0x6B, 0x3D } };
  371. static const GUID IID_ID3D12GraphicsCommandList4 = { 0x8754318e, 0xd3a9, 0x4541, { 0x98, 0xcf, 0x64, 0x5b, 0x50, 0xdc, 0x48, 0x74 } };
  372. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  373. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  374. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  375. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  376. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  377. BX_PRAGMA_DIAGNOSTIC_POP();
  378. static const GUID s_d3dDeviceIIDs[] =
  379. {
  380. IID_ID3D12Device5,
  381. IID_ID3D12Device4,
  382. IID_ID3D12Device3,
  383. IID_ID3D12Device2,
  384. IID_ID3D12Device1,
  385. };
  386. struct HeapProperty
  387. {
  388. enum Enum
  389. {
  390. Default,
  391. Texture,
  392. Upload,
  393. ReadBack,
  394. Count
  395. };
  396. D3D12_HEAP_PROPERTIES m_properties;
  397. D3D12_RESOURCE_STATES m_state;
  398. };
  399. static HeapProperty s_heapProperties[] =
  400. {
  401. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  402. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  403. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  404. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  405. };
  406. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  407. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  408. {
  409. // NOTICE: gcc trick for return struct
  410. union {
  411. D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE ID3D12Device::*w)(UINT, D3D12_HEAP_TYPE);
  412. void (STDMETHODCALLTYPE ID3D12Device::*f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  413. } conversion = { &ID3D12Device::GetCustomHeapProperties };
  414. D3D12_HEAP_PROPERTIES ret;
  415. (device->*conversion.f)(&ret, nodeMask, heapType);
  416. return ret;
  417. }
  418. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  419. {
  420. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  421. {
  422. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  423. }
  424. }
  425. static void initHeapProperties(ID3D12Device* _device)
  426. {
  427. #if BX_PLATFORM_WINDOWS
  428. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  429. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  430. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  431. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  432. #endif // BX_PLATFORM_WINDOWS
  433. }
  434. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  435. {
  436. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  437. ID3D12Resource* resource;
  438. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  439. , D3D12_HEAP_FLAG_NONE
  440. , _resourceDesc
  441. , heapProperty.m_state
  442. , _clearValue
  443. , IID_ID3D12Resource
  444. , (void**)&resource
  445. ) );
  446. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  447. , _resourceDesc->Width
  448. );
  449. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  450. && _memSet)
  451. {
  452. void* ptr;
  453. DX_CHECK(resource->Map(0, NULL, &ptr) );
  454. D3D12_RESOURCE_ALLOCATION_INFO rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  455. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  456. resource->Unmap(0, NULL);
  457. }
  458. return resource;
  459. }
  460. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  461. {
  462. D3D12_RESOURCE_DESC resourceDesc;
  463. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  464. resourceDesc.Alignment = 0;
  465. resourceDesc.Width = _size;
  466. resourceDesc.Height = 1;
  467. resourceDesc.DepthOrArraySize = 1;
  468. resourceDesc.MipLevels = 1;
  469. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  470. resourceDesc.SampleDesc.Count = 1;
  471. resourceDesc.SampleDesc.Quality = 0;
  472. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  473. resourceDesc.Flags = _flags;
  474. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  475. }
  476. inline bool isLost(HRESULT _hr)
  477. {
  478. return false
  479. || _hr == DXGI_ERROR_DEVICE_REMOVED
  480. || _hr == DXGI_ERROR_DEVICE_HUNG
  481. || _hr == DXGI_ERROR_DEVICE_RESET
  482. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  483. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  484. ;
  485. }
  486. static const char* getLostReason(HRESULT _hr)
  487. {
  488. switch (_hr)
  489. {
  490. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  491. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  492. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  493. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  494. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  495. // The calling application should re-create the device and continue.
  496. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  497. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  498. // suspect, and the application should not continue.
  499. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  500. // A resource is not available at the time of the call, but may become available later.
  501. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  502. case S_OK: return "S_OK";
  503. default: break;
  504. }
  505. return "Unknown HRESULT?";
  506. }
  507. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  508. {
  509. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  510. {
  511. char temp[2048];
  512. va_list argList;
  513. va_start(argList, _format);
  514. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  515. va_end(argList);
  516. temp[size] = '\0';
  517. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  518. mbstowcs(wtemp, temp, size+1);
  519. _object->SetName(wtemp);
  520. }
  521. }
  522. #if USE_D3D12_DYNAMIC_LIB
  523. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  524. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  525. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  526. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  527. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  528. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  529. #endif // USE_D3D12_DYNAMIC_LIB
  530. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  531. {
  532. #if BX_COMPILER_MSVC
  533. return _heap->GetCPUDescriptorHandleForHeapStart();
  534. #else
  535. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  536. union {
  537. D3D12_CPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  538. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  539. } conversion = { &ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart };
  540. (_heap->*conversion.f)(&handle);
  541. return handle;
  542. #endif // BX_COMPILER_MSVC
  543. }
  544. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  545. {
  546. #if BX_COMPILER_MSVC
  547. return _heap->GetGPUDescriptorHandleForHeapStart();
  548. #else
  549. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  550. union {
  551. D3D12_GPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  552. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  553. } conversion = { &ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart };
  554. (_heap->*conversion.f)(&handle);
  555. return handle;
  556. #endif // BX_COMPILER_MSVC
  557. }
  558. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  559. {
  560. #if BX_COMPILER_MSVC
  561. return _resource->GetDesc();
  562. #else
  563. D3D12_RESOURCE_DESC desc;
  564. union {
  565. D3D12_RESOURCE_DESC (STDMETHODCALLTYPE ID3D12Resource::*w)();
  566. void (STDMETHODCALLTYPE ID3D12Resource::*f)(D3D12_RESOURCE_DESC *);
  567. } conversion = { &ID3D12Resource::GetDesc };
  568. (_resource->*conversion.f)(&desc);
  569. return desc;
  570. #endif // BX_COMPILER_MSVC
  571. }
  572. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  573. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  574. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  575. {
  576. return &s_pixEventsThreadInfo;
  577. }
  578. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  579. {
  580. BX_UNUSED(_getEarliestTime);
  581. return 0;
  582. }
  583. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  584. struct RendererContextD3D12 : public RendererContextI
  585. {
  586. RendererContextD3D12()
  587. : m_d3d12Dll(NULL)
  588. , m_renderDocDll(NULL)
  589. , m_winPixEvent(NULL)
  590. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  591. , m_swapChain(NULL)
  592. , m_wireframe(false)
  593. , m_lost(false)
  594. , m_maxAnisotropy(1)
  595. , m_depthClamp(false)
  596. , m_backBufferColorIdx(0)
  597. , m_rtMsaa(false)
  598. , m_directAccessSupport(false)
  599. {
  600. }
  601. ~RendererContextD3D12()
  602. {
  603. }
  604. bool init(const Init& _init)
  605. {
  606. struct ErrorState
  607. {
  608. enum Enum
  609. {
  610. Default,
  611. LoadedKernel32,
  612. LoadedD3D12,
  613. LoadedDXGI,
  614. CreatedDXGIFactory,
  615. CreatedCommandQueue,
  616. };
  617. };
  618. ErrorState::Enum errorState = ErrorState::Default;
  619. // LUID luid;
  620. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  621. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  622. if (NULL != m_winPixEvent)
  623. {
  624. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  625. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  626. }
  627. if (NULL == bgfx_PIXGetThreadInfo
  628. || NULL == bgfx_PIXEventsReplaceBlock)
  629. {
  630. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  631. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  632. }
  633. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  634. if (_init.debug
  635. || _init.profile)
  636. {
  637. m_renderDocDll = loadRenderDoc();
  638. }
  639. setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
  640. m_fbh.idx = kInvalidHandle;
  641. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  642. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  643. #if USE_D3D12_DYNAMIC_LIB
  644. m_kernel32Dll = bx::dlopen("kernel32.dll");
  645. if (NULL == m_kernel32Dll)
  646. {
  647. BX_TRACE("Init error: Failed to load kernel32.dll.");
  648. goto error;
  649. }
  650. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
  651. if (NULL == CreateEventExA)
  652. {
  653. BX_TRACE("Init error: Function CreateEventExA not found.");
  654. goto error;
  655. }
  656. errorState = ErrorState::LoadedKernel32;
  657. m_nvapi.init();
  658. m_d3d12Dll = bx::dlopen("d3d12.dll");
  659. if (NULL == m_d3d12Dll)
  660. {
  661. BX_TRACE("Init error: Failed to load d3d12.dll.");
  662. goto error;
  663. }
  664. errorState = ErrorState::LoadedD3D12;
  665. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
  666. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  667. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12Dll, "D3D12CreateDevice");
  668. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  669. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12Dll, "D3D12GetDebugInterface");
  670. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  671. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12Dll, "D3D12SerializeRootSignature");
  672. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  673. if (NULL == D3D12CreateDevice
  674. || NULL == D3D12GetDebugInterface
  675. || NULL == D3D12SerializeRootSignature)
  676. {
  677. BX_TRACE("Init error: Function not found.");
  678. goto error;
  679. }
  680. #endif // USE_D3D12_DYNAMIC_LIB
  681. if (!m_dxgi.init(g_caps) )
  682. {
  683. goto error;
  684. }
  685. errorState = ErrorState::LoadedDXGI;
  686. HRESULT hr;
  687. {
  688. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  689. if (_init.debug
  690. || _init.profile)
  691. {
  692. ID3D12Debug* debug0;
  693. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  694. if (SUCCEEDED(hr) )
  695. {
  696. if (_init.debug)
  697. {
  698. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  699. debug0->EnableDebugLayer();
  700. {
  701. ID3D12Debug1* debug1;
  702. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  703. if (SUCCEEDED(hr))
  704. {
  705. // debug1->SetEnableGPUBasedValidation(true);
  706. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  707. }
  708. DX_RELEASE(debug1, 1);
  709. }
  710. #endif // BX_PLATFORM_WINDOWS
  711. }
  712. DX_RELEASE(debug0, 0);
  713. }
  714. }
  715. D3D_FEATURE_LEVEL featureLevel[] =
  716. {
  717. D3D_FEATURE_LEVEL_12_1,
  718. D3D_FEATURE_LEVEL_12_0,
  719. D3D_FEATURE_LEVEL_11_1,
  720. D3D_FEATURE_LEVEL_11_0,
  721. };
  722. hr = E_FAIL;
  723. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  724. {
  725. hr = D3D12CreateDevice(m_dxgi.m_adapter
  726. , featureLevel[ii]
  727. , IID_ID3D12Device
  728. , (void**)&m_device
  729. );
  730. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  731. , (featureLevel[ii] >> 12) & 0xf
  732. , (featureLevel[ii] >> 8) & 0xf
  733. );
  734. m_featureLevel = featureLevel[ii];
  735. }
  736. #else
  737. // Reference(s):
  738. // - https://github.com/Microsoft/Xbox-ATG-Samples/blob/1271bfd61b4883c775f395b6f13aeabea70290ca/XDKSamples/Graphics/AdvancedESRAM12/DeviceResources.cpp#L64
  739. D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
  740. params.Version = D3D12_SDK_VERSION;
  741. params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAGS(0
  742. | (_init.debug ? D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG : 0)
  743. | (_init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0)
  744. );
  745. params.GraphicsCommandQueueRingSizeBytes = UINT32_MAX;
  746. params.GraphicsScratchMemorySizeBytes = UINT32_MAX;
  747. params.ComputeScratchMemorySizeBytes = UINT32_MAX;
  748. params.DisableGeometryShaderAllocations = true;
  749. params.DisableTessellationShaderAllocations = true;
  750. hr = D3D12XboxCreateDevice(
  751. m_dxgi.m_adapter
  752. , &params
  753. , IID_ID3D12Device
  754. , (void**)&m_device
  755. );
  756. m_featureLevel = D3D_FEATURE_LEVEL_12_1;
  757. if (SUCCEEDED(hr) )
  758. {
  759. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  760. m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
  761. }
  762. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  763. }
  764. if (FAILED(hr) )
  765. {
  766. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  767. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  768. {
  769. BX_TRACE("Hint: Change UWP app to game?");
  770. }
  771. goto error;
  772. }
  773. m_dxgi.update(m_device);
  774. {
  775. m_deviceInterfaceVersion = 0;
  776. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  777. {
  778. ID3D12Device* device;
  779. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  780. if (SUCCEEDED(hr) )
  781. {
  782. device->Release(); // BK - ignore ref count.
  783. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs) - ii;
  784. break;
  785. }
  786. }
  787. }
  788. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  789. {
  790. m_nvapi.shutdown();
  791. }
  792. {
  793. uint32_t numNodes = m_device->GetNodeCount();
  794. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  795. for (uint32_t ii = 0; ii < numNodes; ++ii)
  796. {
  797. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  798. architecture.NodeIndex = ii;
  799. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  800. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  801. , ii
  802. , architecture.TileBasedRenderer
  803. , architecture.UMA
  804. , architecture.CacheCoherentUMA
  805. );
  806. if (0 == ii)
  807. {
  808. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  809. }
  810. }
  811. }
  812. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  813. BX_TRACE("D3D12 options:")
  814. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  815. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  816. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  817. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  818. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  819. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  820. initHeapProperties(m_device);
  821. m_cmd.init(m_device);
  822. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, m_cmd.m_commandQueue);
  823. errorState = ErrorState::CreatedCommandQueue;
  824. if (NULL == g_platformData.backBuffer)
  825. {
  826. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  827. m_scd.width = _init.resolution.width;
  828. m_scd.height = _init.resolution.height;
  829. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  830. m_scd.stereo = false;
  831. updateMsaa(m_scd.format);
  832. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  833. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  834. m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
  835. m_scd.scaling = 0 == g_platformData.ndt
  836. ? DXGI_SCALING_NONE
  837. : DXGI_SCALING_STRETCH
  838. ;
  839. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  840. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  841. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  842. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, 3);
  843. m_scd.nwh = g_platformData.nwh;
  844. m_scd.ndt = g_platformData.ndt;
  845. m_scd.windowed = true;
  846. m_backBufferColorIdx = m_scd.bufferCount-1;
  847. m_msaaRt = NULL;
  848. if (NULL != m_scd.nwh)
  849. {
  850. hr = m_dxgi.createSwapChain(
  851. getDeviceForSwapChain()
  852. , m_scd
  853. , &m_swapChain
  854. );
  855. if (FAILED(hr) )
  856. {
  857. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  858. goto error;
  859. }
  860. else
  861. {
  862. m_resolution = _init.resolution;
  863. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  864. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  865. m_textVideoMem.clear();
  866. }
  867. if (1 < m_scd.sampleDesc.Count)
  868. {
  869. D3D12_RESOURCE_DESC resourceDesc;
  870. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  871. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  872. resourceDesc.Width = m_scd.width;
  873. resourceDesc.Height = m_scd.height;
  874. resourceDesc.MipLevels = 1;
  875. resourceDesc.Format = m_scd.format;
  876. resourceDesc.SampleDesc = m_scd.sampleDesc;
  877. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  878. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  879. resourceDesc.DepthOrArraySize = 1;
  880. D3D12_CLEAR_VALUE clearValue;
  881. clearValue.Format = resourceDesc.Format;
  882. clearValue.Color[0] = 0.0f;
  883. clearValue.Color[1] = 0.0f;
  884. clearValue.Color[2] = 0.0f;
  885. clearValue.Color[3] = 0.0f;
  886. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  887. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  888. }
  889. }
  890. }
  891. m_presentElapsed = 0;
  892. {
  893. m_resolution.width = _init.resolution.width;
  894. m_resolution.height = _init.resolution.height;
  895. m_numWindows = 1;
  896. #if BX_PLATFORM_WINDOWS
  897. m_infoQueue = NULL;
  898. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  899. , 0
  900. | DXGI_MWA_NO_WINDOW_CHANGES
  901. | DXGI_MWA_NO_ALT_ENTER
  902. ) );
  903. if (_init.debug)
  904. {
  905. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  906. if (SUCCEEDED(hr) )
  907. {
  908. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  909. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  910. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  911. D3D12_INFO_QUEUE_FILTER filter;
  912. bx::memSet(&filter, 0, sizeof(filter) );
  913. D3D12_MESSAGE_CATEGORY catlist[] =
  914. {
  915. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  916. D3D12_MESSAGE_CATEGORY_EXECUTION,
  917. };
  918. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  919. filter.DenyList.pCategoryList = catlist;
  920. m_infoQueue->PushStorageFilter(&filter);
  921. }
  922. }
  923. #endif // BX_PLATFORM_WINDOWS
  924. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  925. rtvDescHeap.NumDescriptors = 0
  926. + BX_COUNTOF(m_backBufferColor)
  927. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  928. ;
  929. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  930. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  931. rtvDescHeap.NodeMask = 1;
  932. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  933. , IID_ID3D12DescriptorHeap
  934. , (void**)&m_rtvDescriptorHeap
  935. ) );
  936. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  937. dsvDescHeap.NumDescriptors = 0
  938. + 1 // reserved for depth backbuffer.
  939. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  940. ;
  941. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  942. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  943. dsvDescHeap.NodeMask = 1;
  944. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  945. , IID_ID3D12DescriptorHeap
  946. , (void**)&m_dsvDescriptorHeap
  947. ) );
  948. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  949. {
  950. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  951. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  952. );
  953. }
  954. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  955. , 1024
  956. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  957. );
  958. D3D12_DESCRIPTOR_RANGE descRange[] =
  959. {
  960. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  961. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  962. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  963. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  964. };
  965. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  966. D3D12_ROOT_PARAMETER rootParameter[] =
  967. {
  968. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  969. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  970. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  971. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  972. };
  973. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  974. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  975. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  976. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  977. descRootSignature.pParameters = rootParameter;
  978. descRootSignature.NumStaticSamplers = 0;
  979. descRootSignature.pStaticSamplers = NULL;
  980. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  981. ID3DBlob* outBlob;
  982. ID3DBlob* errorBlob;
  983. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  984. , D3D_ROOT_SIGNATURE_VERSION_1
  985. , &outBlob
  986. , &errorBlob
  987. ) );
  988. DX_CHECK(m_device->CreateRootSignature(0
  989. , outBlob->GetBufferPointer()
  990. , outBlob->GetBufferSize()
  991. , IID_ID3D12RootSignature
  992. , (void**)&m_rootSignature
  993. ) );
  994. ///
  995. m_directAccessSupport = true
  996. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  997. && m_architecture.UMA
  998. ;
  999. g_caps.supported |= ( 0
  1000. | BGFX_CAPS_TEXTURE_3D
  1001. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1002. | BGFX_CAPS_INDEX32
  1003. | BGFX_CAPS_INSTANCING
  1004. | BGFX_CAPS_DRAW_INDIRECT
  1005. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1006. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1007. | BGFX_CAPS_VERTEX_ID
  1008. | BGFX_CAPS_FRAGMENT_DEPTH
  1009. | BGFX_CAPS_BLEND_INDEPENDENT
  1010. | BGFX_CAPS_COMPUTE
  1011. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1012. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1013. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  1014. | BGFX_CAPS_TEXTURE_BLIT
  1015. | BGFX_CAPS_TEXTURE_READ_BACK
  1016. | BGFX_CAPS_OCCLUSION_QUERY
  1017. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1018. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1019. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1020. );
  1021. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1022. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1023. g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1024. g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
  1025. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1026. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1027. {
  1028. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1029. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1030. ? s_textureFormat[ii].m_fmtDsv
  1031. : s_textureFormat[ii].m_fmt
  1032. ;
  1033. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1034. if (DXGI_FORMAT_UNKNOWN != fmt)
  1035. {
  1036. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1037. data.Format = fmt;
  1038. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1039. if (SUCCEEDED(hr) )
  1040. {
  1041. support |= 0 != (data.Support1 & (0
  1042. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1043. ) )
  1044. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1045. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1046. ;
  1047. support |= 0 != (data.Support1 & (0
  1048. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1049. ) )
  1050. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1051. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1052. ;
  1053. support |= 0 != (data.Support1 & (0
  1054. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1055. ) )
  1056. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1057. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1058. ;
  1059. support |= 0 != (data.Support1 & (0
  1060. | D3D12_FORMAT_SUPPORT1_BUFFER
  1061. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1062. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1063. ) )
  1064. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1065. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1066. ;
  1067. support |= 0 != (data.Support1 & (0
  1068. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1069. ) )
  1070. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1071. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1072. ;
  1073. support |= 0 != (data.Support1 & (0
  1074. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1075. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1076. ) )
  1077. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1078. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1079. ;
  1080. support |= 0 != (data.Support1 & (0
  1081. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1082. ) )
  1083. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1084. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1085. ;
  1086. support |= 0 != (data.Support1 & (0
  1087. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1088. ) )
  1089. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1090. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1091. ;
  1092. }
  1093. else
  1094. {
  1095. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1096. }
  1097. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1098. {
  1099. // clear image flag for additional testing
  1100. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1101. data.Format = s_textureFormat[ii].m_fmt;
  1102. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1103. if (SUCCEEDED(hr) )
  1104. {
  1105. support |= 0 != (data.Support2 & (0
  1106. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1107. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1108. ) )
  1109. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1110. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1111. ;
  1112. }
  1113. }
  1114. }
  1115. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1116. {
  1117. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1118. {
  1119. DXGI_FORMAT InFormat;
  1120. UINT OutFormatSupport;
  1121. };
  1122. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1123. data.Format = fmtSrgb;
  1124. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1125. if (SUCCEEDED(hr) )
  1126. {
  1127. support |= 0 != (data.Support1 & (0
  1128. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1129. ) )
  1130. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1131. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1132. ;
  1133. support |= 0 != (data.Support1 & (0
  1134. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1135. ) )
  1136. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1137. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1138. ;
  1139. support |= 0 != (data.Support1 & (0
  1140. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1141. ) )
  1142. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1143. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1144. ;
  1145. }
  1146. else
  1147. {
  1148. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1149. }
  1150. }
  1151. g_caps.formats[ii] = support;
  1152. }
  1153. // Init reserved part of view name.
  1154. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1155. {
  1156. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1157. }
  1158. postReset();
  1159. m_batch.create(4<<10);
  1160. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId);
  1161. m_gpuTimer.init();
  1162. m_occlusionQuery.init();
  1163. {
  1164. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1165. {
  1166. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1167. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1168. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1169. };
  1170. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1171. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1172. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1173. {
  1174. argDesc.Type = argType[ii];
  1175. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1176. m_commandSignature[ii] = NULL;
  1177. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1178. , NULL
  1179. , IID_ID3D12CommandSignature
  1180. , (void**)&m_commandSignature[ii]
  1181. ) );
  1182. }
  1183. }
  1184. }
  1185. if (m_nvapi.isInitialized() )
  1186. {
  1187. finish();
  1188. m_commandList = m_cmd.alloc();
  1189. m_nvapi.initAftermath(m_device, m_commandList);
  1190. }
  1191. g_internalData.context = m_device;
  1192. return true;
  1193. error:
  1194. switch (errorState)
  1195. {
  1196. case ErrorState::CreatedCommandQueue:
  1197. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1198. m_cmd.shutdown();
  1199. BX_FALLTHROUGH;
  1200. case ErrorState::CreatedDXGIFactory:
  1201. DX_RELEASE(m_device, 0);
  1202. m_dxgi.shutdown();
  1203. BX_FALLTHROUGH;
  1204. #if USE_D3D12_DYNAMIC_LIB
  1205. case ErrorState::LoadedDXGI:
  1206. case ErrorState::LoadedD3D12:
  1207. bx::dlclose(m_d3d12Dll);
  1208. BX_FALLTHROUGH;
  1209. case ErrorState::LoadedKernel32:
  1210. bx::dlclose(m_kernel32Dll);
  1211. BX_FALLTHROUGH;
  1212. #endif // USE_D3D12_DYNAMIC_LIB
  1213. case ErrorState::Default:
  1214. default:
  1215. m_nvapi.shutdown();
  1216. unloadRenderDoc(m_renderDocDll);
  1217. bx::dlclose(m_winPixEvent);
  1218. m_winPixEvent = NULL;
  1219. break;
  1220. }
  1221. return false;
  1222. }
  1223. void shutdown()
  1224. {
  1225. m_cmd.finish();
  1226. m_batch.destroy();
  1227. preReset();
  1228. m_gpuTimer.shutdown();
  1229. m_occlusionQuery.shutdown();
  1230. m_samplerAllocator.destroy();
  1231. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1232. {
  1233. m_scratchBuffer[ii].destroy();
  1234. }
  1235. m_pipelineStateCache.invalidate();
  1236. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1237. {
  1238. m_indexBuffers[ii].destroy();
  1239. }
  1240. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1241. {
  1242. m_vertexBuffers[ii].destroy();
  1243. }
  1244. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1245. {
  1246. m_shaders[ii].destroy();
  1247. }
  1248. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1249. {
  1250. m_textures[ii].destroy();
  1251. }
  1252. #if BX_PLATFORM_WINDOWS
  1253. DX_RELEASE_W(m_infoQueue, 0);
  1254. #endif // BX_PLATFORM_WINDOWS
  1255. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1256. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1257. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1258. {
  1259. DX_RELEASE(m_commandSignature[ii], 0);
  1260. }
  1261. DX_RELEASE(m_rootSignature, 0);
  1262. DX_RELEASE(m_msaaRt, 0);
  1263. DX_RELEASE(m_swapChain, 0);
  1264. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1265. m_cmd.shutdown();
  1266. DX_RELEASE(m_device, 0);
  1267. m_nvapi.shutdown();
  1268. m_dxgi.shutdown();
  1269. unloadRenderDoc(m_renderDocDll);
  1270. bx::dlclose(m_winPixEvent);
  1271. m_winPixEvent = NULL;
  1272. #if USE_D3D12_DYNAMIC_LIB
  1273. bx::dlclose(m_d3d12Dll);
  1274. bx::dlclose(m_kernel32Dll);
  1275. #endif // USE_D3D12_DYNAMIC_LIB
  1276. }
  1277. RendererType::Enum getRendererType() const override
  1278. {
  1279. return RendererType::Direct3D12;
  1280. }
  1281. const char* getRendererName() const override
  1282. {
  1283. return BGFX_RENDERER_DIRECT3D12_NAME;
  1284. }
  1285. bool isDeviceRemoved() override
  1286. {
  1287. return m_lost;
  1288. }
  1289. void flip() override
  1290. {
  1291. if (!m_lost)
  1292. {
  1293. int64_t start = bx::getHPCounter();
  1294. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1295. HRESULT hr = S_OK;
  1296. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1297. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1298. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1299. {
  1300. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1301. hr = frameBuffer.present(syncInterval, flags);
  1302. }
  1303. if (SUCCEEDED(hr)
  1304. && NULL != m_swapChain)
  1305. {
  1306. hr = m_swapChain->Present(syncInterval, flags);
  1307. }
  1308. int64_t now = bx::getHPCounter();
  1309. m_presentElapsed = now - start;
  1310. m_lost = isLost(hr);
  1311. BGFX_FATAL(!m_lost
  1312. , bgfx::Fatal::DeviceLost
  1313. , "Device is lost. FAILED 0x%08x %s (%s)"
  1314. , hr
  1315. , getLostReason(hr)
  1316. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1317. );
  1318. }
  1319. }
  1320. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1321. {
  1322. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1323. }
  1324. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1325. {
  1326. m_indexBuffers[_handle.idx].destroy();
  1327. }
  1328. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1329. {
  1330. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1331. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1332. dump(layout);
  1333. }
  1334. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1335. {
  1336. }
  1337. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1338. {
  1339. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1340. }
  1341. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1342. {
  1343. m_vertexBuffers[_handle.idx].destroy();
  1344. }
  1345. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1346. {
  1347. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1348. }
  1349. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1350. {
  1351. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1352. }
  1353. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1354. {
  1355. m_indexBuffers[_handle.idx].destroy();
  1356. }
  1357. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1358. {
  1359. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1360. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1361. }
  1362. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1363. {
  1364. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1365. }
  1366. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1367. {
  1368. m_vertexBuffers[_handle.idx].destroy();
  1369. }
  1370. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1371. {
  1372. m_shaders[_handle.idx].create(_mem);
  1373. }
  1374. void destroyShader(ShaderHandle _handle) override
  1375. {
  1376. m_shaders[_handle.idx].destroy();
  1377. }
  1378. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1379. {
  1380. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1381. }
  1382. void destroyProgram(ProgramHandle _handle) override
  1383. {
  1384. m_program[_handle.idx].destroy();
  1385. }
  1386. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1387. {
  1388. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1389. }
  1390. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1391. {
  1392. }
  1393. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1394. {
  1395. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1396. }
  1397. void updateTextureEnd() override
  1398. {
  1399. }
  1400. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1401. {
  1402. const TextureD3D12& texture = m_textures[_handle.idx];
  1403. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1404. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1405. uint32_t numRows;
  1406. uint64_t total;
  1407. uint64_t srcPitch;
  1408. m_device->GetCopyableFootprints(&desc
  1409. , _mip
  1410. , 1
  1411. , 0
  1412. , &layout
  1413. , &numRows
  1414. , &srcPitch
  1415. , &total
  1416. );
  1417. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1418. D3D12_BOX box;
  1419. box.left = 0;
  1420. box.top = 0;
  1421. box.right = texture.m_width;
  1422. box.bottom = texture.m_height;
  1423. box.front = 0;
  1424. box.back = 1;
  1425. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1426. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1427. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1428. finish();
  1429. m_commandList = m_cmd.alloc();
  1430. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1431. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1432. uint8_t* src;
  1433. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1434. uint8_t* dst = (uint8_t*)_data;
  1435. uint32_t dstPitch = srcWidth*bpp/8;
  1436. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1437. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1438. readback->Map(0, &readRange, (void**)&src);
  1439. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1440. {
  1441. bx::memCopy(dst, src, pitch);
  1442. src += srcPitch;
  1443. dst += dstPitch;
  1444. }
  1445. D3D12_RANGE writeRange = { 0, 0 };
  1446. readback->Unmap(0, &writeRange);
  1447. DX_RELEASE(readback, 0);
  1448. }
  1449. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1450. {
  1451. TextureD3D12& texture = m_textures[_handle.idx];
  1452. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1453. const Memory* mem = alloc(size);
  1454. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1455. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1456. bx::write(&writer, magic);
  1457. TextureCreate tc;
  1458. tc.m_width = _width;
  1459. tc.m_height = _height;
  1460. tc.m_depth = 0;
  1461. tc.m_numLayers = _numLayers;
  1462. tc.m_numMips = _numMips;
  1463. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1464. tc.m_cubeMap = false;
  1465. tc.m_mem = NULL;
  1466. bx::write(&writer, tc);
  1467. texture.destroy();
  1468. texture.create(mem, texture.m_flags, 0);
  1469. release(mem);
  1470. }
  1471. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1472. {
  1473. // Resource ref. counts might be messed up outside of bgfx.
  1474. // Disabling ref. count check once texture is overridden.
  1475. setGraphicsDebuggerPresent(true);
  1476. m_textures[_handle.idx].overrideInternal(_ptr);
  1477. }
  1478. uintptr_t getInternal(TextureHandle _handle) override
  1479. {
  1480. setGraphicsDebuggerPresent(true);
  1481. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1482. }
  1483. void destroyTexture(TextureHandle _handle) override
  1484. {
  1485. m_textures[_handle.idx].destroy();
  1486. }
  1487. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1488. {
  1489. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1490. }
  1491. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1492. {
  1493. finishAll(true);
  1494. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1495. {
  1496. FrameBufferHandle handle = m_windows[ii];
  1497. if (isValid(handle)
  1498. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1499. {
  1500. destroyFrameBuffer(handle);
  1501. }
  1502. }
  1503. uint16_t denseIdx = m_numWindows++;
  1504. m_windows[denseIdx] = _handle;
  1505. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1506. }
  1507. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1508. {
  1509. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1510. if (NULL != frameBuffer.m_swapChain)
  1511. {
  1512. finishAll(true);
  1513. }
  1514. uint16_t denseIdx = frameBuffer.destroy();
  1515. if (UINT16_MAX != denseIdx)
  1516. {
  1517. --m_numWindows;
  1518. if (m_numWindows > 1)
  1519. {
  1520. FrameBufferHandle handle = m_windows[m_numWindows];
  1521. m_windows[m_numWindows] = {kInvalidHandle};
  1522. if (m_numWindows != denseIdx)
  1523. {
  1524. m_windows[denseIdx] = handle;
  1525. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1526. }
  1527. }
  1528. }
  1529. }
  1530. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1531. {
  1532. if (NULL != m_uniforms[_handle.idx])
  1533. {
  1534. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1535. }
  1536. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type] * _num, 16);
  1537. void* data = BX_ALLOC(g_allocator, size);
  1538. bx::memSet(data, 0, size);
  1539. m_uniforms[_handle.idx] = data;
  1540. m_uniformReg.add(_handle, _name);
  1541. }
  1542. void destroyUniform(UniformHandle _handle) override
  1543. {
  1544. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1545. m_uniforms[_handle.idx] = NULL;
  1546. m_uniformReg.remove(_handle);
  1547. }
  1548. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1549. {
  1550. BX_UNUSED(_handle);
  1551. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1552. m_cmd.finish(m_backBufferColorFence[idx]);
  1553. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1554. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1555. const uint32_t width = (uint32_t)desc.Width;
  1556. const uint32_t height = (uint32_t)desc.Height;
  1557. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1558. uint32_t numRows;
  1559. uint64_t total;
  1560. uint64_t pitch;
  1561. m_device->GetCopyableFootprints(&desc
  1562. , 0
  1563. , 1
  1564. , 0
  1565. , &layout
  1566. , &numRows
  1567. , &pitch
  1568. , &total
  1569. );
  1570. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1571. D3D12_BOX box;
  1572. box.left = 0;
  1573. box.top = 0;
  1574. box.right = width;
  1575. box.bottom = height;
  1576. box.front = 0;
  1577. box.back = 1;
  1578. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1579. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1580. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1581. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1582. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1583. finish();
  1584. m_commandList = m_cmd.alloc();
  1585. void* data;
  1586. readback->Map(0, NULL, (void**)&data);
  1587. bimg::imageSwizzleBgra8(
  1588. data
  1589. , layout.Footprint.RowPitch
  1590. , width
  1591. , height
  1592. , data
  1593. , layout.Footprint.RowPitch
  1594. );
  1595. g_callback->screenShot(_filePath
  1596. , width
  1597. , height
  1598. , layout.Footprint.RowPitch
  1599. , data
  1600. , (uint32_t)total
  1601. , false
  1602. );
  1603. readback->Unmap(0, NULL);
  1604. DX_RELEASE(readback, 0);
  1605. }
  1606. void updateViewName(ViewId _id, const char* _name) override
  1607. {
  1608. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1609. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1610. , _name
  1611. );
  1612. }
  1613. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1614. {
  1615. bx::memCopy(m_uniforms[_loc], _data, _size);
  1616. }
  1617. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1618. {
  1619. m_occlusionQuery.invalidate(_handle);
  1620. }
  1621. void setMarker(const char* _marker, uint16_t _len) override
  1622. {
  1623. BX_UNUSED(_len);
  1624. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1625. {
  1626. PIX3_SETMARKER(m_commandList, kColorMarker, _marker);
  1627. }
  1628. }
  1629. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1630. {
  1631. switch (_handle.type)
  1632. {
  1633. case Handle::IndexBuffer:
  1634. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1635. break;
  1636. case Handle::Shader:
  1637. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1638. break;
  1639. case Handle::Texture:
  1640. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1641. break;
  1642. case Handle::VertexBuffer:
  1643. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1644. break;
  1645. default:
  1646. BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
  1647. break;
  1648. }
  1649. }
  1650. void submitBlit(BlitState& _bs, uint16_t _view);
  1651. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1652. void blitSetup(TextVideoMemBlitter& _blitter) override
  1653. {
  1654. const uint32_t width = m_scd.width;
  1655. const uint32_t height = m_scd.height;
  1656. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1657. D3D12_VIEWPORT vp;
  1658. vp.TopLeftX = 0;
  1659. vp.TopLeftY = 0;
  1660. vp.Width = (float)width;
  1661. vp.Height = (float)height;
  1662. vp.MinDepth = 0.0f;
  1663. vp.MaxDepth = 1.0f;
  1664. m_commandList->RSSetViewports(1, &vp);
  1665. D3D12_RECT rc;
  1666. rc.left = 0;
  1667. rc.top = 0;
  1668. rc.right = width;
  1669. rc.bottom = height;
  1670. m_commandList->RSSetScissorRects(1, &rc);
  1671. const uint64_t state = 0
  1672. | BGFX_STATE_WRITE_RGB
  1673. | BGFX_STATE_WRITE_A
  1674. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1675. ;
  1676. const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layoutHandle.idx] };
  1677. ID3D12PipelineState* pso = getPipelineState(state
  1678. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1679. , 1
  1680. , layouts
  1681. , _blitter.m_program
  1682. , 0
  1683. );
  1684. m_commandList->SetPipelineState(pso);
  1685. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1686. float proj[16];
  1687. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1688. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1689. uint8_t flags = predefined.m_type;
  1690. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1691. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1692. commitShaderConstants(_blitter.m_program, gpuAddress);
  1693. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1694. ID3D12DescriptorHeap* heaps[] =
  1695. {
  1696. m_samplerAllocator.getHeap(),
  1697. scratchBuffer.getHeap(),
  1698. };
  1699. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1700. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1701. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1702. uint32_t samplerFlags[] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
  1703. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BX_COUNTOF(samplerFlags), NULL);
  1704. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1705. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1706. scratchBuffer.allocSrv(srvHandle, texture);
  1707. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1708. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1709. const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1710. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1711. viewDesc.BufferLocation = vb.m_gpuVA;
  1712. viewDesc.StrideInBytes = layout.m_stride;
  1713. viewDesc.SizeInBytes = vb.m_size;
  1714. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1715. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1716. D3D12_INDEX_BUFFER_VIEW ibv;
  1717. ibv.Format = DXGI_FORMAT_R16_UINT;
  1718. ibv.BufferLocation = ib.m_gpuVA;
  1719. ibv.SizeInBytes = ib.m_size;
  1720. m_commandList->IASetIndexBuffer(&ibv);
  1721. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1722. }
  1723. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1724. {
  1725. const uint32_t numVertices = _numIndices*4/6;
  1726. if (0 < numVertices)
  1727. {
  1728. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1729. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1730. m_commandList->DrawIndexedInstanced(_numIndices
  1731. , 1
  1732. , 0
  1733. , 0
  1734. , 0
  1735. );
  1736. }
  1737. }
  1738. void preReset()
  1739. {
  1740. finishAll();
  1741. if (NULL != m_swapChain)
  1742. {
  1743. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1744. {
  1745. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1746. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1747. #else
  1748. DX_RELEASE(m_backBufferColor[ii], 1);
  1749. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1750. }
  1751. DX_RELEASE(m_backBufferDepthStencil, 0);
  1752. }
  1753. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1754. {
  1755. m_frameBuffers[ii].preReset();
  1756. }
  1757. invalidateCache();
  1758. // capturePreReset();
  1759. }
  1760. void postReset()
  1761. {
  1762. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1763. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1764. if (NULL != m_swapChain)
  1765. {
  1766. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1767. {
  1768. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1769. handle.ptr += ii * rtvDescriptorSize;
  1770. DX_CHECK(m_swapChain->GetBuffer(ii
  1771. , IID_ID3D12Resource
  1772. , (void**)&m_backBufferColor[ii]
  1773. ) );
  1774. D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
  1775. rtvDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1776. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  1777. : s_textureFormat[m_resolution.format].m_fmt;
  1778. if (1 < m_backBufferColor[ii]->GetDesc().DepthOrArraySize)
  1779. {
  1780. rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  1781. rtvDesc.Texture2DArray.FirstArraySlice = 0;
  1782. rtvDesc.Texture2DArray.ArraySize = m_backBufferColor[ii]->GetDesc().DepthOrArraySize;
  1783. rtvDesc.Texture2DArray.MipSlice = 0;
  1784. rtvDesc.Texture2DArray.PlaneSlice = 0;
  1785. }
  1786. else
  1787. {
  1788. rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  1789. rtvDesc.Texture2D.MipSlice = 0;
  1790. rtvDesc.Texture2D.PlaneSlice = 0;
  1791. }
  1792. m_device->CreateRenderTargetView(
  1793. NULL == m_msaaRt
  1794. ? m_backBufferColor[ii]
  1795. : m_msaaRt
  1796. , &rtvDesc
  1797. , handle
  1798. );
  1799. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  1800. {
  1801. ID3D12Resource* resource = m_backBufferColor[ii];
  1802. BX_ASSERT(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  1803. const uint32_t size = m_scd.width*m_scd.height*4;
  1804. void* ptr;
  1805. DX_CHECK(resource->Map(0, NULL, &ptr) );
  1806. bx::memSet(ptr, 0, size);
  1807. resource->Unmap(0, NULL);
  1808. }
  1809. }
  1810. }
  1811. D3D12_RESOURCE_DESC resourceDesc;
  1812. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1813. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  1814. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  1815. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  1816. resourceDesc.DepthOrArraySize = 1;
  1817. resourceDesc.MipLevels = 1;
  1818. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1819. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1820. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1821. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1822. D3D12_CLEAR_VALUE clearValue;
  1823. clearValue.Format = resourceDesc.Format;
  1824. clearValue.DepthStencil.Depth = 1.0f;
  1825. clearValue.DepthStencil.Stencil = 0;
  1826. m_commandList = m_cmd.alloc();
  1827. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1828. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  1829. setResourceBarrier(m_commandList
  1830. , m_backBufferDepthStencil
  1831. , D3D12_RESOURCE_STATE_COMMON
  1832. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  1833. );
  1834. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1835. {
  1836. m_frameBuffers[ii].postReset();
  1837. }
  1838. if (NULL != m_msaaRt)
  1839. {
  1840. setResourceBarrier(m_commandList
  1841. , m_msaaRt
  1842. , D3D12_RESOURCE_STATE_COMMON
  1843. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  1844. );
  1845. }
  1846. // capturePostReset();
  1847. }
  1848. void invalidateCache()
  1849. {
  1850. m_pipelineStateCache.invalidate();
  1851. m_samplerStateCache.invalidate();
  1852. m_samplerAllocator.reset();
  1853. }
  1854. void updateMsaa(DXGI_FORMAT _format) const
  1855. {
  1856. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1857. {
  1858. uint32_t msaa = s_checkMsaa[ii];
  1859. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1860. bx::memSet(&data, 0, sizeof(msaa) );
  1861. data.Format = _format;
  1862. data.SampleCount = msaa;
  1863. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1864. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1865. if (SUCCEEDED(hr)
  1866. && 0 < data.NumQualityLevels)
  1867. {
  1868. s_msaa[ii].Count = data.SampleCount;
  1869. s_msaa[ii].Quality = data.NumQualityLevels-1;
  1870. last = ii;
  1871. }
  1872. else
  1873. {
  1874. s_msaa[ii] = s_msaa[last];
  1875. }
  1876. }
  1877. }
  1878. IUnknown* getDeviceForSwapChain() const
  1879. {
  1880. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1881. return m_cmd.m_commandQueue;
  1882. # else
  1883. return m_device;
  1884. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1885. }
  1886. bool updateResolution(const Resolution& _resolution)
  1887. {
  1888. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1889. {
  1890. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1891. }
  1892. else
  1893. {
  1894. m_maxAnisotropy = 1;
  1895. }
  1896. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  1897. if (m_depthClamp != depthClamp)
  1898. {
  1899. m_depthClamp = depthClamp;
  1900. m_pipelineStateCache.invalidate();
  1901. }
  1902. const uint32_t maskFlags = ~(0
  1903. | BGFX_RESET_MAXANISOTROPY
  1904. | BGFX_RESET_DEPTH_CLAMP
  1905. | BGFX_RESET_SUSPEND
  1906. );
  1907. if (m_resolution.width != _resolution.width
  1908. || m_resolution.height != _resolution.height
  1909. || m_resolution.format != _resolution.format
  1910. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1911. {
  1912. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1913. bool resize = true
  1914. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1915. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  1916. ;
  1917. m_resolution = _resolution;
  1918. m_resolution.reset = flags;
  1919. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1920. m_textVideoMem.clear();
  1921. m_scd.width = _resolution.width;
  1922. m_scd.height = _resolution.height;
  1923. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  1924. preReset();
  1925. DX_RELEASE(m_msaaRt, 0);
  1926. if (NULL == m_swapChain)
  1927. {
  1928. }
  1929. else
  1930. {
  1931. if (resize)
  1932. {
  1933. #if BX_PLATFORM_WINDOWS
  1934. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1935. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1936. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1937. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1938. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
  1939. #elif BX_PLATFORM_WINRT
  1940. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd));
  1941. m_backBufferColorIdx = m_scd.bufferCount-1;
  1942. #endif // BX_PLATFORM_WINDOWS
  1943. }
  1944. else
  1945. {
  1946. updateMsaa(m_scd.format);
  1947. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1948. DX_RELEASE(m_swapChain, 0);
  1949. HRESULT hr;
  1950. hr = m_dxgi.createSwapChain(
  1951. getDeviceForSwapChain()
  1952. , m_scd
  1953. , &m_swapChain
  1954. );
  1955. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1956. }
  1957. if (1 < m_scd.sampleDesc.Count)
  1958. {
  1959. D3D12_RESOURCE_DESC resourceDesc;
  1960. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1961. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1962. resourceDesc.Width = m_scd.width;
  1963. resourceDesc.Height = m_scd.height;
  1964. resourceDesc.MipLevels = 1;
  1965. resourceDesc.Format = m_scd.format;
  1966. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1967. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1968. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1969. resourceDesc.DepthOrArraySize = 1;
  1970. D3D12_CLEAR_VALUE clearValue;
  1971. clearValue.Format = resourceDesc.Format;
  1972. clearValue.Color[0] = 0.0f;
  1973. clearValue.Color[1] = 0.0f;
  1974. clearValue.Color[2] = 0.0f;
  1975. clearValue.Color[3] = 0.0f;
  1976. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1977. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1978. }
  1979. }
  1980. postReset();
  1981. }
  1982. return false;
  1983. }
  1984. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1985. {
  1986. if (_flags&kUniformFragmentBit)
  1987. {
  1988. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1989. }
  1990. else
  1991. {
  1992. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1993. }
  1994. }
  1995. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1996. {
  1997. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1998. }
  1999. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2000. {
  2001. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2002. }
  2003. void commitShaderConstants(ProgramHandle _program, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  2004. {
  2005. const ProgramD3D12& program = m_program[_program.idx];
  2006. uint32_t total = bx::strideAlign(0
  2007. + program.m_vsh->m_size
  2008. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  2009. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  2010. );
  2011. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  2012. {
  2013. uint32_t size = program.m_vsh->m_size;
  2014. bx::memCopy(data, m_vsScratch, size);
  2015. data += size;
  2016. }
  2017. if (NULL != program.m_fsh)
  2018. {
  2019. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  2020. }
  2021. }
  2022. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  2023. {
  2024. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2025. if (NULL != frameBuffer.m_swapChain)
  2026. {
  2027. #if BX_PLATFORM_WINDOWS
  2028. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  2029. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2030. return getRtv(_fbh, idx);
  2031. #endif // BX_PLATFORM_WINDOWS
  2032. }
  2033. return getRtv(_fbh, 0);
  2034. }
  2035. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  2036. {
  2037. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2038. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2039. D3D12_CPU_DESCRIPTOR_HANDLE result =
  2040. {
  2041. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  2042. };
  2043. return result;
  2044. }
  2045. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2046. {
  2047. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2048. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2049. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2050. return result;
  2051. }
  2052. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2053. {
  2054. if (isValid(m_fbh)
  2055. && m_fbh.idx != _fbh.idx)
  2056. {
  2057. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2058. if (NULL == frameBuffer.m_swapChain)
  2059. {
  2060. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2061. {
  2062. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2063. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2064. }
  2065. if (isValid(frameBuffer.m_depth) )
  2066. {
  2067. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2068. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2069. if (!writeOnly)
  2070. {
  2071. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2072. }
  2073. }
  2074. }
  2075. }
  2076. if (!isValid(_fbh) )
  2077. {
  2078. if (NULL != m_swapChain)
  2079. {
  2080. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2081. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2082. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2083. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2084. m_currentColor = &m_rtvHandle;
  2085. m_currentDepthStencil = &m_dsvHandle;
  2086. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2087. }
  2088. }
  2089. else
  2090. {
  2091. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2092. if (0 < frameBuffer.m_num)
  2093. {
  2094. m_rtvHandle = getRtv(_fbh);
  2095. m_currentColor = &m_rtvHandle;
  2096. }
  2097. else
  2098. {
  2099. m_currentColor = NULL;
  2100. }
  2101. if (isValid(frameBuffer.m_depth) )
  2102. {
  2103. m_dsvHandle = getDsv(_fbh);
  2104. m_currentDepthStencil = &m_dsvHandle;
  2105. }
  2106. else
  2107. {
  2108. m_currentDepthStencil = NULL;
  2109. }
  2110. if (NULL != frameBuffer.m_swapChain)
  2111. {
  2112. frameBuffer.m_needPresent = true;
  2113. }
  2114. else
  2115. {
  2116. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2117. {
  2118. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2119. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2120. }
  2121. if (isValid(frameBuffer.m_depth) )
  2122. {
  2123. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2124. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2125. }
  2126. }
  2127. m_commandList->OMSetRenderTargets(
  2128. frameBuffer.m_num
  2129. , m_currentColor
  2130. , true
  2131. , m_currentDepthStencil
  2132. );
  2133. }
  2134. m_fbh = _fbh;
  2135. m_rtMsaa = _msaa;
  2136. }
  2137. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2138. {
  2139. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2140. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2141. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2142. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2143. drt->LogicOpEnable = false;
  2144. {
  2145. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2146. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2147. const uint32_t srcRGB = (blend ) & 0xf;
  2148. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2149. const uint32_t srcA = (blend >> 8) & 0xf;
  2150. const uint32_t dstA = (blend >> 12) & 0xf;
  2151. const uint32_t equRGB = (equation ) & 0x7;
  2152. const uint32_t equA = (equation >> 3) & 0x7;
  2153. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2154. drt->DestBlend = s_blendFactor[dstRGB][0];
  2155. drt->BlendOp = s_blendEquation[equRGB];
  2156. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2157. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2158. drt->BlendOpAlpha = s_blendEquation[equA];
  2159. }
  2160. uint8_t writeMask = 0;
  2161. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2162. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2163. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2164. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2165. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2166. drt->RenderTargetWriteMask = writeMask;
  2167. if (_desc.IndependentBlendEnable)
  2168. {
  2169. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2170. {
  2171. drt = &_desc.RenderTarget[ii];
  2172. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2173. drt->LogicOpEnable = false;
  2174. const uint32_t src = (rgba ) & 0xf;
  2175. const uint32_t dst = (rgba >> 4) & 0xf;
  2176. const uint32_t equation = (rgba >> 8) & 0x7;
  2177. drt->SrcBlend = s_blendFactor[src][0];
  2178. drt->DestBlend = s_blendFactor[dst][0];
  2179. drt->BlendOp = s_blendEquation[equation];
  2180. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2181. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2182. drt->BlendOpAlpha = s_blendEquation[equation];
  2183. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2184. drt->RenderTargetWriteMask = writeMask;
  2185. }
  2186. }
  2187. else
  2188. {
  2189. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2190. {
  2191. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2192. }
  2193. }
  2194. }
  2195. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2196. {
  2197. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2198. _desc.FillMode = _wireframe
  2199. ? D3D12_FILL_MODE_WIREFRAME
  2200. : D3D12_FILL_MODE_SOLID
  2201. ;
  2202. _desc.CullMode = s_cullMode[cull];
  2203. _desc.FrontCounterClockwise = !!(_state&BGFX_STATE_FRONT_CCW);;
  2204. _desc.DepthBias = 0;
  2205. _desc.DepthBiasClamp = 0.0f;
  2206. _desc.SlopeScaledDepthBias = 0.0f;
  2207. _desc.DepthClipEnable = !m_depthClamp;
  2208. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2209. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2210. _desc.ForcedSampleCount = 0;
  2211. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2212. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2213. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2214. ;
  2215. }
  2216. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2217. {
  2218. const uint32_t fstencil = unpackStencil(0, _stencil);
  2219. bx::memSet(&_desc, 0, sizeof(_desc) );
  2220. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2221. _desc.DepthEnable = 0 != func;
  2222. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2223. ? D3D12_DEPTH_WRITE_MASK_ALL
  2224. : D3D12_DEPTH_WRITE_MASK_ZERO
  2225. ;
  2226. _desc.DepthFunc = s_cmpFunc[func];
  2227. uint32_t bstencil = unpackStencil(1, _stencil);
  2228. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2229. bstencil = frontAndBack ? bstencil : fstencil;
  2230. _desc.StencilEnable = 0 != _stencil;
  2231. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2232. _desc.StencilWriteMask = 0xff;
  2233. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2234. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2235. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2236. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2237. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2238. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2239. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2240. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2241. }
  2242. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2243. {
  2244. uint16_t attrMask[Attrib::Count];
  2245. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2246. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2247. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2248. {
  2249. VertexLayout layout;
  2250. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout));
  2251. const bool last = stream == _numStreams-1;
  2252. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2253. {
  2254. uint16_t mask = attrMask[ii];
  2255. uint16_t attr = (layout.m_attributes[ii] & mask);
  2256. if (0 == attr
  2257. || UINT16_MAX == attr)
  2258. {
  2259. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2260. }
  2261. else
  2262. {
  2263. attrMask[ii] = 0;
  2264. }
  2265. }
  2266. elem = fillVertexLayout(stream, elem, layout);
  2267. }
  2268. uint32_t num = uint32_t(elem-_vertexElements);
  2269. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2270. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2271. {
  2272. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2273. uint32_t jj;
  2274. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2275. for (jj = 0; jj < num; ++jj)
  2276. {
  2277. curr = &_vertexElements[jj];
  2278. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2279. && curr->SemanticIndex == index)
  2280. {
  2281. break;
  2282. }
  2283. }
  2284. if (jj == num)
  2285. {
  2286. curr = elem;
  2287. ++elem;
  2288. }
  2289. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2290. curr->InputSlot = 1;
  2291. curr->SemanticIndex = index;
  2292. curr->AlignedByteOffset = ii*16;
  2293. }
  2294. return uint32_t(elem-_vertexElements);
  2295. }
  2296. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexLayout& _layout, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2297. {
  2298. const VertexLayout* layouts[1] = { &_layout };
  2299. return setInputLayout(_vertexElements, BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2300. }
  2301. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2302. {
  2303. union { void* ptr; uint32_t offset; } cast = { _userData };
  2304. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2305. {
  2306. DxbcOperand& operand = _instruction.operand[ii];
  2307. if (DxbcOperandType::ConstantBuffer == operand.type)
  2308. {
  2309. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2310. && 0 == operand.regIndex[0])
  2311. {
  2312. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2313. {
  2314. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2315. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2316. {
  2317. operand.regIndex[jj] += cast.offset;
  2318. }
  2319. else if (0 != cast.offset)
  2320. {
  2321. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2322. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2323. operand.regIndex[jj] = cast.offset;
  2324. }
  2325. }
  2326. }
  2327. }
  2328. }
  2329. }
  2330. ID3D12PipelineState* getPipelineState(ProgramHandle _program)
  2331. {
  2332. ProgramD3D12& program = m_program[_program.idx];
  2333. const uint32_t hash = program.m_vsh->m_hash;
  2334. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2335. if (BX_LIKELY(NULL != pso) )
  2336. {
  2337. return pso;
  2338. }
  2339. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2340. bx::memSet(&desc, 0, sizeof(desc) );
  2341. desc.pRootSignature = m_rootSignature;
  2342. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2343. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2344. desc.NodeMask = 1;
  2345. desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  2346. uint32_t length = g_callback->cacheReadSize(hash);
  2347. const bool cached = length > 0;
  2348. void* cachedData = NULL;
  2349. if (cached)
  2350. {
  2351. cachedData = BX_ALLOC(g_allocator, length);
  2352. if (g_callback->cacheRead(hash, cachedData, length) )
  2353. {
  2354. BX_TRACE("Loading cached compute PSO (size %d).", length);
  2355. bx::MemoryReader reader(cachedData, length);
  2356. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2357. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2358. HRESULT hr = m_device->CreateComputePipelineState(&desc
  2359. , IID_ID3D12PipelineState
  2360. , (void**)&pso
  2361. );
  2362. if (FAILED(hr) )
  2363. {
  2364. BX_TRACE("Failed to load cached compute PSO (HRESULT 0x%08x).", hr);
  2365. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2366. }
  2367. }
  2368. }
  2369. if (NULL == pso)
  2370. {
  2371. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2372. , IID_ID3D12PipelineState
  2373. , (void**)&pso
  2374. ) );
  2375. }
  2376. m_pipelineStateCache.add(hash, pso);
  2377. ID3DBlob* blob;
  2378. HRESULT hr = pso->GetCachedBlob(&blob);
  2379. if (SUCCEEDED(hr) )
  2380. {
  2381. void* data = blob->GetBufferPointer();
  2382. length = (uint32_t)blob->GetBufferSize();
  2383. g_callback->cacheWrite(hash, data, length);
  2384. DX_RELEASE(blob, 0);
  2385. }
  2386. if (NULL != cachedData)
  2387. {
  2388. BX_FREE(g_allocator, cachedData);
  2389. }
  2390. return pso;
  2391. }
  2392. ID3D12PipelineState* getPipelineState(
  2393. uint64_t _state
  2394. , uint64_t _stencil
  2395. , uint8_t _numStreams
  2396. , const VertexLayout** _layouts
  2397. , ProgramHandle _program
  2398. , uint8_t _numInstanceData
  2399. )
  2400. {
  2401. ProgramD3D12& program = m_program[_program.idx];
  2402. _state &= 0
  2403. | BGFX_STATE_WRITE_RGB
  2404. | BGFX_STATE_WRITE_A
  2405. | BGFX_STATE_WRITE_Z
  2406. | BGFX_STATE_DEPTH_TEST_MASK
  2407. | BGFX_STATE_BLEND_MASK
  2408. | BGFX_STATE_BLEND_EQUATION_MASK
  2409. | BGFX_STATE_BLEND_INDEPENDENT
  2410. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2411. | BGFX_STATE_CULL_MASK
  2412. | BGFX_STATE_MSAA
  2413. | BGFX_STATE_LINEAA
  2414. | BGFX_STATE_CONSERVATIVE_RASTER
  2415. | BGFX_STATE_PT_MASK
  2416. ;
  2417. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2418. VertexLayout layout;
  2419. if (0 < _numStreams)
  2420. {
  2421. bx::memCopy(&layout, _layouts[0], sizeof(VertexLayout) );
  2422. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2423. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2424. {
  2425. uint16_t mask = attrMask[ii];
  2426. uint16_t attr = (layout.m_attributes[ii] & mask);
  2427. layout.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2428. }
  2429. }
  2430. bx::HashMurmur2A murmur;
  2431. murmur.begin();
  2432. murmur.add(_state);
  2433. murmur.add(_stencil);
  2434. murmur.add(program.m_vsh->m_hash);
  2435. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2436. if (NULL != program.m_fsh)
  2437. {
  2438. murmur.add(program.m_fsh->m_hash);
  2439. }
  2440. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2441. {
  2442. murmur.add(_layouts[ii]->m_hash);
  2443. }
  2444. murmur.add(layout.m_attributes, sizeof(layout.m_attributes) );
  2445. murmur.add(m_fbh.idx);
  2446. murmur.add(_numInstanceData);
  2447. const uint32_t hash = murmur.end();
  2448. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2449. if (NULL != pso)
  2450. {
  2451. return pso;
  2452. }
  2453. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2454. bx::memSet(&desc, 0, sizeof(desc) );
  2455. desc.pRootSignature = m_rootSignature;
  2456. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2457. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2458. const Memory* temp = NULL;
  2459. if (NULL != program.m_fsh)
  2460. {
  2461. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2462. DxbcContext dxbc;
  2463. bx::Error err;
  2464. read(&rd, dxbc, &err);
  2465. bool patchShader = !dxbc.shader.aon9;
  2466. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2467. && patchShader)
  2468. {
  2469. union { uint32_t offset; void* ptr; } cast = { 0 };
  2470. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2471. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2472. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2473. int32_t size = write(&wr, dxbc, &err);
  2474. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2475. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2476. BX_ASSERT(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2477. if (!patchShader)
  2478. {
  2479. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2480. {
  2481. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2482. {
  2483. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2484. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2485. break;
  2486. }
  2487. }
  2488. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2489. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2490. }
  2491. release(temp);
  2492. temp = NULL;
  2493. }
  2494. if (patchShader)
  2495. {
  2496. union { uint32_t offset; void* ptr; } cast =
  2497. {
  2498. uint32_t(program.m_vsh->m_size)/16
  2499. };
  2500. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2501. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2502. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2503. int32_t size = write(&wr, dxbc, &err);
  2504. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2505. desc.PS.pShaderBytecode = temp->data;
  2506. desc.PS.BytecodeLength = size;
  2507. }
  2508. else
  2509. {
  2510. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2511. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2512. }
  2513. }
  2514. else
  2515. {
  2516. desc.PS.pShaderBytecode = NULL;
  2517. desc.PS.BytecodeLength = 0;
  2518. }
  2519. desc.DS.pShaderBytecode = NULL;
  2520. desc.DS.BytecodeLength = 0;
  2521. desc.HS.pShaderBytecode = NULL;
  2522. desc.HS.BytecodeLength = 0;
  2523. desc.GS.pShaderBytecode = NULL;
  2524. desc.GS.BytecodeLength = 0;
  2525. desc.StreamOutput.pSODeclaration = NULL;
  2526. desc.StreamOutput.NumEntries = 0;
  2527. desc.StreamOutput.pBufferStrides = NULL;
  2528. desc.StreamOutput.NumStrides = 0;
  2529. desc.StreamOutput.RasterizedStream = 0;
  2530. setBlendState(desc.BlendState, _state);
  2531. desc.SampleMask = UINT32_MAX;
  2532. setRasterizerState(desc.RasterizerState, _state);
  2533. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2534. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2535. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _layouts, program, _numInstanceData);
  2536. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2537. ? NULL
  2538. : vertexElements
  2539. ;
  2540. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2541. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2542. if (isValid(m_fbh) )
  2543. {
  2544. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2545. if (NULL == frameBuffer.m_swapChain)
  2546. {
  2547. desc.NumRenderTargets = frameBuffer.m_num;
  2548. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2549. {
  2550. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2551. }
  2552. if (isValid(frameBuffer.m_depth) )
  2553. {
  2554. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2555. }
  2556. else
  2557. {
  2558. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2559. }
  2560. }
  2561. else
  2562. {
  2563. desc.NumRenderTargets = 1;
  2564. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2565. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2566. }
  2567. }
  2568. else
  2569. {
  2570. desc.NumRenderTargets = 1;
  2571. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2572. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2573. }
  2574. desc.SampleDesc = m_scd.sampleDesc;
  2575. uint32_t length = g_callback->cacheReadSize(hash);
  2576. const bool cached = length > 0;
  2577. void* cachedData = NULL;
  2578. if (cached)
  2579. {
  2580. cachedData = BX_ALLOC(g_allocator, length);
  2581. if (g_callback->cacheRead(hash, cachedData, length) )
  2582. {
  2583. BX_TRACE("Loading cached graphics PSO (size %d).", length);
  2584. bx::MemoryReader reader(cachedData, length);
  2585. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2586. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2587. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2588. , IID_ID3D12PipelineState
  2589. , (void**)&pso
  2590. );
  2591. if (FAILED(hr) )
  2592. {
  2593. BX_TRACE("Failed to load cached graphics PSO (HRESULT 0x%08x).", hr);
  2594. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2595. }
  2596. }
  2597. }
  2598. if (NULL == pso)
  2599. {
  2600. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2601. , IID_ID3D12PipelineState
  2602. , (void**)&pso
  2603. ) );
  2604. }
  2605. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2606. m_pipelineStateCache.add(hash, pso);
  2607. if (NULL != temp)
  2608. {
  2609. release(temp);
  2610. }
  2611. ID3DBlob* blob;
  2612. HRESULT hr = pso->GetCachedBlob(&blob);
  2613. if (SUCCEEDED(hr) )
  2614. {
  2615. void* data = blob->GetBufferPointer();
  2616. length = (uint32_t)blob->GetBufferSize();
  2617. g_callback->cacheWrite(hash, data, length);
  2618. DX_RELEASE(blob, 0);
  2619. }
  2620. if (NULL != cachedData)
  2621. {
  2622. BX_FREE(g_allocator, cachedData);
  2623. }
  2624. return pso;
  2625. }
  2626. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2627. {
  2628. bx::HashMurmur2A murmur;
  2629. murmur.begin();
  2630. murmur.add(_flags, _num * sizeof(uint32_t) );
  2631. uint32_t hash = murmur.end();
  2632. uint16_t sampler = m_samplerStateCache.find(hash);
  2633. if (UINT16_MAX == sampler)
  2634. {
  2635. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2636. m_samplerStateCache.add(hash, sampler);
  2637. }
  2638. return sampler;
  2639. }
  2640. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2641. {
  2642. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2643. }
  2644. void commit(UniformBuffer& _uniformBuffer)
  2645. {
  2646. _uniformBuffer.reset();
  2647. for (;;)
  2648. {
  2649. uint32_t opcode = _uniformBuffer.read();
  2650. if (UniformType::End == opcode)
  2651. {
  2652. break;
  2653. }
  2654. UniformType::Enum type;
  2655. uint16_t loc;
  2656. uint16_t num;
  2657. uint16_t copy;
  2658. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2659. const char* data;
  2660. if (copy)
  2661. {
  2662. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2663. }
  2664. else
  2665. {
  2666. UniformHandle handle;
  2667. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2668. data = (const char*)m_uniforms[handle.idx];
  2669. }
  2670. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2671. case UniformType::_uniform: \
  2672. case UniformType::_uniform|kUniformFragmentBit: \
  2673. { \
  2674. setShaderUniform(uint8_t(type), loc, data, num); \
  2675. } \
  2676. break;
  2677. switch ( (uint32_t)type)
  2678. {
  2679. case UniformType::Mat3:
  2680. case UniformType::Mat3|kUniformFragmentBit:
  2681. {
  2682. float* value = (float*)data;
  2683. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2684. {
  2685. Matrix4 mtx;
  2686. mtx.un.val[ 0] = value[0];
  2687. mtx.un.val[ 1] = value[1];
  2688. mtx.un.val[ 2] = value[2];
  2689. mtx.un.val[ 3] = 0.0f;
  2690. mtx.un.val[ 4] = value[3];
  2691. mtx.un.val[ 5] = value[4];
  2692. mtx.un.val[ 6] = value[5];
  2693. mtx.un.val[ 7] = 0.0f;
  2694. mtx.un.val[ 8] = value[6];
  2695. mtx.un.val[ 9] = value[7];
  2696. mtx.un.val[10] = value[8];
  2697. mtx.un.val[11] = 0.0f;
  2698. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2699. }
  2700. }
  2701. break;
  2702. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  2703. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2704. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2705. case UniformType::End:
  2706. break;
  2707. default:
  2708. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2709. break;
  2710. }
  2711. #undef CASE_IMPLEMENT_UNIFORM
  2712. }
  2713. }
  2714. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2715. {
  2716. if (isValid(m_fbh) )
  2717. {
  2718. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2719. frameBuffer.clear(m_commandList, _clear, _palette);
  2720. }
  2721. else
  2722. {
  2723. if (NULL != m_currentColor
  2724. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2725. {
  2726. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2727. {
  2728. uint8_t index = _clear.m_index[0];
  2729. if (UINT8_MAX != index)
  2730. {
  2731. m_commandList->ClearRenderTargetView(*m_currentColor
  2732. , _palette[index]
  2733. , _num
  2734. , _rect
  2735. );
  2736. }
  2737. }
  2738. else
  2739. {
  2740. float frgba[4] =
  2741. {
  2742. _clear.m_index[0] * 1.0f / 255.0f,
  2743. _clear.m_index[1] * 1.0f / 255.0f,
  2744. _clear.m_index[2] * 1.0f / 255.0f,
  2745. _clear.m_index[3] * 1.0f / 255.0f,
  2746. };
  2747. m_commandList->ClearRenderTargetView(*m_currentColor
  2748. , frgba
  2749. , _num
  2750. , _rect
  2751. );
  2752. }
  2753. }
  2754. if (NULL != m_currentDepthStencil
  2755. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2756. {
  2757. uint32_t flags = 0;
  2758. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2759. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2760. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2761. , D3D12_CLEAR_FLAGS(flags)
  2762. , _clear.m_depth
  2763. , _clear.m_stencil
  2764. , _num
  2765. , _rect
  2766. );
  2767. }
  2768. }
  2769. }
  2770. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2771. {
  2772. uint32_t width;
  2773. uint32_t height;
  2774. if (isValid(m_fbh) )
  2775. {
  2776. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2777. width = fb.m_width;
  2778. height = fb.m_height;
  2779. }
  2780. else
  2781. {
  2782. width = m_scd.width;
  2783. height = m_scd.height;
  2784. }
  2785. if (0 == _rect.m_x
  2786. && 0 == _rect.m_y
  2787. && width == _rect.m_width
  2788. && height == _rect.m_height)
  2789. {
  2790. clear(_clear, _palette);
  2791. }
  2792. else
  2793. {
  2794. D3D12_RECT rect;
  2795. rect.left = _rect.m_x;
  2796. rect.top = _rect.m_y;
  2797. rect.right = _rect.m_x + _rect.m_width;
  2798. rect.bottom = _rect.m_y + _rect.m_height;
  2799. clear(_clear, _palette, &rect, 1);
  2800. }
  2801. }
  2802. uint64_t kick()
  2803. {
  2804. uint64_t fence = m_cmd.kick();
  2805. m_commandList = m_cmd.alloc();
  2806. return fence;
  2807. }
  2808. void finish()
  2809. {
  2810. m_cmd.kick();
  2811. m_cmd.finish();
  2812. m_commandList = NULL;
  2813. }
  2814. void finishAll(bool _alloc = false)
  2815. {
  2816. uint64_t fence = m_cmd.kick();
  2817. m_cmd.finish(fence, true);
  2818. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  2819. }
  2820. Dxgi m_dxgi;
  2821. NvApi m_nvapi;
  2822. void* m_kernel32Dll;
  2823. void* m_d3d12Dll;
  2824. void* m_renderDocDll;
  2825. void* m_winPixEvent;
  2826. D3D_FEATURE_LEVEL m_featureLevel;
  2827. D3D_DRIVER_TYPE m_driverType;
  2828. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2829. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2830. Dxgi::SwapChainI* m_swapChain;
  2831. ID3D12Resource* m_msaaRt;
  2832. #if BX_PLATFORM_WINDOWS
  2833. ID3D12InfoQueue* m_infoQueue;
  2834. #endif // BX_PLATFORM_WINDOWS
  2835. int64_t m_presentElapsed;
  2836. uint16_t m_numWindows;
  2837. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2838. ID3D12Device* m_device;
  2839. TimerQueryD3D12 m_gpuTimer;
  2840. OcclusionQueryD3D12 m_occlusionQuery;
  2841. uint32_t m_deviceInterfaceVersion;
  2842. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2843. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2844. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2845. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2846. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2847. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2848. ID3D12Resource* m_backBufferColor[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2849. uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2850. ID3D12Resource* m_backBufferDepthStencil;
  2851. ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2852. DescriptorAllocatorD3D12 m_samplerAllocator;
  2853. ID3D12RootSignature* m_rootSignature;
  2854. ID3D12CommandSignature* m_commandSignature[3];
  2855. CommandQueueD3D12 m_cmd;
  2856. BatchD3D12 m_batch;
  2857. ID3D12GraphicsCommandList* m_commandList;
  2858. Resolution m_resolution;
  2859. bool m_wireframe;
  2860. bool m_lost;
  2861. SwapChainDesc m_scd;
  2862. uint32_t m_maxAnisotropy;
  2863. bool m_depthClamp;
  2864. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2865. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2866. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2867. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2868. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2869. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  2870. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2871. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2872. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2873. UniformRegistry m_uniformReg;
  2874. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2875. StateCache m_samplerStateCache;
  2876. TextVideoMem m_textVideoMem;
  2877. uint8_t m_fsScratch[64<<10];
  2878. uint8_t m_vsScratch[64<<10];
  2879. FrameBufferHandle m_fbh;
  2880. uint32_t m_backBufferColorIdx;
  2881. bool m_rtMsaa;
  2882. bool m_directAccessSupport;
  2883. };
  2884. static RendererContextD3D12* s_renderD3D12;
  2885. RendererContextI* rendererCreate(const Init& _init)
  2886. {
  2887. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2888. if (!s_renderD3D12->init(_init) )
  2889. {
  2890. BX_DELETE(g_allocator, s_renderD3D12);
  2891. s_renderD3D12 = NULL;
  2892. }
  2893. return s_renderD3D12;
  2894. }
  2895. void rendererDestroy()
  2896. {
  2897. s_renderD3D12->shutdown();
  2898. BX_DELETE(g_allocator, s_renderD3D12);
  2899. s_renderD3D12 = NULL;
  2900. }
  2901. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2902. {
  2903. m_size = _size;
  2904. ID3D12Device* device = s_renderD3D12->m_device;
  2905. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2906. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2907. desc.NumDescriptors = _maxDescriptors;
  2908. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2909. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2910. desc.NodeMask = 1;
  2911. DX_CHECK(device->CreateDescriptorHeap(&desc
  2912. , IID_ID3D12DescriptorHeap
  2913. , (void**)&m_heap
  2914. ) );
  2915. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2916. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2917. D3D12_RANGE readRange = { 0, 0 };
  2918. m_upload->Map(0, &readRange, (void**)&m_data);
  2919. reset(m_gpuHandle);
  2920. }
  2921. void ScratchBufferD3D12::destroy()
  2922. {
  2923. D3D12_RANGE writeRange = { 0, 0 };
  2924. m_upload->Unmap(0, &writeRange);
  2925. DX_RELEASE(m_upload, 0);
  2926. DX_RELEASE(m_heap, 0);
  2927. }
  2928. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2929. {
  2930. m_pos = 0;
  2931. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2932. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2933. _gpuHandle = m_gpuHandle;
  2934. }
  2935. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2936. {
  2937. m_cpuHandle.ptr += m_incrementSize;
  2938. _gpuHandle = m_gpuHandle;
  2939. m_gpuHandle.ptr += m_incrementSize;
  2940. }
  2941. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2942. {
  2943. _gpuAddress = m_gpuVA + m_pos;
  2944. void* data = &m_data[m_pos];
  2945. m_pos += bx::alignUp(_size, 256);
  2946. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2947. // desc.BufferLocation = _gpuAddress;
  2948. // desc.SizeInBytes = _size;
  2949. // ID3D12Device* device = s_renderD3D12->m_device;
  2950. // device->CreateConstantBufferView(&desc
  2951. // , m_cpuHandle
  2952. // );
  2953. // m_cpuHandle.ptr += m_incrementSize;
  2954. // m_gpuHandle.ptr += m_incrementSize;
  2955. return data;
  2956. }
  2957. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2958. {
  2959. ID3D12Device* device = s_renderD3D12->m_device;
  2960. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2961. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2962. if (0 != _mip)
  2963. {
  2964. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2965. srvd = &tmpSrvd;
  2966. switch (_texture.m_srvd.ViewDimension)
  2967. {
  2968. default:
  2969. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2970. srvd->Texture2D.MostDetailedMip = _mip;
  2971. srvd->Texture2D.MipLevels = 1;
  2972. srvd->Texture2D.PlaneSlice = 0;
  2973. srvd->Texture2D.ResourceMinLODClamp = 0;
  2974. break;
  2975. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2976. srvd->TextureCube.MostDetailedMip = _mip;
  2977. srvd->TextureCube.MipLevels = 1;
  2978. srvd->TextureCube.ResourceMinLODClamp = 0;
  2979. break;
  2980. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2981. srvd->Texture3D.MostDetailedMip = _mip;
  2982. srvd->Texture3D.MipLevels = 1;
  2983. srvd->Texture3D.ResourceMinLODClamp = 0;
  2984. break;
  2985. }
  2986. }
  2987. device->CreateShaderResourceView(_texture.m_ptr
  2988. , srvd
  2989. , m_cpuHandle
  2990. );
  2991. m_cpuHandle.ptr += m_incrementSize;
  2992. _gpuHandle = m_gpuHandle;
  2993. m_gpuHandle.ptr += m_incrementSize;
  2994. }
  2995. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2996. {
  2997. ID3D12Device* device = s_renderD3D12->m_device;
  2998. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2999. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  3000. if (0 != _mip)
  3001. {
  3002. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  3003. uavd = &tmpUavd;
  3004. switch (_texture.m_uavd.ViewDimension)
  3005. {
  3006. default:
  3007. case D3D12_UAV_DIMENSION_TEXTURE2D:
  3008. uavd->Texture2D.MipSlice = _mip;
  3009. uavd->Texture2D.PlaneSlice = 0;
  3010. break;
  3011. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  3012. uavd->Texture2DArray.MipSlice = _mip;
  3013. uavd->Texture2DArray.PlaneSlice = 0;
  3014. break;
  3015. case D3D12_UAV_DIMENSION_TEXTURE3D:
  3016. uavd->Texture3D.MipSlice = _mip;
  3017. break;
  3018. }
  3019. }
  3020. device->CreateUnorderedAccessView(_texture.m_ptr
  3021. , NULL
  3022. , uavd
  3023. , m_cpuHandle
  3024. );
  3025. m_cpuHandle.ptr += m_incrementSize;
  3026. _gpuHandle = m_gpuHandle;
  3027. m_gpuHandle.ptr += m_incrementSize;
  3028. }
  3029. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3030. {
  3031. ID3D12Device* device = s_renderD3D12->m_device;
  3032. device->CreateShaderResourceView(_buffer.m_ptr
  3033. , &_buffer.m_srvd
  3034. , m_cpuHandle
  3035. );
  3036. m_cpuHandle.ptr += m_incrementSize;
  3037. _gpuHandle = m_gpuHandle;
  3038. m_gpuHandle.ptr += m_incrementSize;
  3039. }
  3040. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3041. {
  3042. ID3D12Device* device = s_renderD3D12->m_device;
  3043. device->CreateUnorderedAccessView(_buffer.m_ptr
  3044. , NULL
  3045. , &_buffer.m_uavd
  3046. , m_cpuHandle
  3047. );
  3048. m_cpuHandle.ptr += m_incrementSize;
  3049. _gpuHandle = m_gpuHandle;
  3050. m_gpuHandle.ptr += m_incrementSize;
  3051. }
  3052. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  3053. {
  3054. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  3055. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  3056. ID3D12Device* device = s_renderD3D12->m_device;
  3057. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  3058. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3059. desc.NumDescriptors = _maxDescriptors;
  3060. desc.Type = _type;
  3061. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3062. desc.NodeMask = 1;
  3063. DX_CHECK(device->CreateDescriptorHeap(&desc
  3064. , IID_ID3D12DescriptorHeap
  3065. , (void**)&m_heap
  3066. ) );
  3067. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3068. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3069. }
  3070. void DescriptorAllocatorD3D12::destroy()
  3071. {
  3072. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3073. DX_RELEASE(m_heap, 0);
  3074. }
  3075. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  3076. {
  3077. uint16_t idx = m_handleAlloc->alloc();
  3078. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  3079. ID3D12Device* device = s_renderD3D12->m_device;
  3080. device->CreateShaderResourceView(_ptr
  3081. , _desc
  3082. , cpuHandle
  3083. );
  3084. return idx;
  3085. }
  3086. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3087. {
  3088. uint16_t idx = m_handleAlloc->alloc();
  3089. ID3D12Device* device = s_renderD3D12->m_device;
  3090. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3091. for (uint32_t ii = 0; ii < _num; ++ii)
  3092. {
  3093. uint32_t flags = _flags[ii];
  3094. const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  3095. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  3096. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  3097. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  3098. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3099. D3D12_SAMPLER_DESC sd;
  3100. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3101. sd.AddressU = s_textureAddress[(flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  3102. sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  3103. sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  3104. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3105. sd.MaxAnisotropy = maxAnisotropy;
  3106. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3107. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3108. if (NULL != _palette
  3109. && needBorderColor(flags) )
  3110. {
  3111. const float* rgba = _palette[index];
  3112. sd.BorderColor[0] = rgba[0];
  3113. sd.BorderColor[1] = rgba[1];
  3114. sd.BorderColor[2] = rgba[2];
  3115. sd.BorderColor[3] = rgba[3];
  3116. }
  3117. else
  3118. {
  3119. sd.BorderColor[0] = 0.0f;
  3120. sd.BorderColor[1] = 0.0f;
  3121. sd.BorderColor[2] = 0.0f;
  3122. sd.BorderColor[3] = 0.0f;
  3123. }
  3124. sd.MinLOD = 0;
  3125. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3126. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3127. {
  3128. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3129. };
  3130. device->CreateSampler(&sd, cpuHandle);
  3131. }
  3132. return idx;
  3133. }
  3134. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3135. {
  3136. m_handleAlloc->free(_idx);
  3137. }
  3138. void DescriptorAllocatorD3D12::reset()
  3139. {
  3140. uint16_t max = m_handleAlloc->getMaxHandles();
  3141. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3142. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3143. }
  3144. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3145. {
  3146. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3147. return gpuHandle;
  3148. }
  3149. void CommandQueueD3D12::init(ID3D12Device* _device)
  3150. {
  3151. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3152. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3153. queueDesc.Priority = 0;
  3154. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3155. queueDesc.NodeMask = 1;
  3156. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3157. , IID_ID3D12CommandQueue
  3158. , (void**)&m_commandQueue
  3159. ) );
  3160. m_completedFence = 0;
  3161. m_currentFence = 0;
  3162. DX_CHECK(_device->CreateFence(0
  3163. , D3D12_FENCE_FLAG_NONE
  3164. , IID_ID3D12Fence
  3165. , (void**)&m_fence
  3166. ) );
  3167. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3168. {
  3169. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3170. , IID_ID3D12CommandAllocator
  3171. , (void**)&m_commandList[ii].m_commandAllocator
  3172. ) );
  3173. DX_CHECK(_device->CreateCommandList(0
  3174. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3175. , m_commandList[ii].m_commandAllocator
  3176. , NULL
  3177. , IID_ID3D12GraphicsCommandList
  3178. , (void**)&m_commandList[ii].m_commandList
  3179. ) );
  3180. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3181. }
  3182. }
  3183. void CommandQueueD3D12::shutdown()
  3184. {
  3185. finish(UINT64_MAX, true);
  3186. DX_RELEASE(m_fence, 0);
  3187. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3188. {
  3189. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3190. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3191. }
  3192. DX_RELEASE(m_commandQueue, 0);
  3193. }
  3194. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3195. {
  3196. while (0 == m_control.reserve(1) )
  3197. {
  3198. consume();
  3199. }
  3200. CommandList& commandList = m_commandList[m_control.m_current];
  3201. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3202. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3203. return commandList.m_commandList;
  3204. }
  3205. uint64_t CommandQueueD3D12::kick()
  3206. {
  3207. CommandList& commandList = m_commandList[m_control.m_current];
  3208. DX_CHECK(commandList.m_commandList->Close() );
  3209. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3210. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3211. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3212. const uint64_t fence = m_currentFence++;
  3213. m_commandQueue->Signal(m_fence, fence);
  3214. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3215. m_control.commit(1);
  3216. return fence;
  3217. }
  3218. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3219. {
  3220. while (0 < m_control.available() )
  3221. {
  3222. consume();
  3223. if (!_finishAll
  3224. && _waitFence <= m_completedFence)
  3225. {
  3226. return;
  3227. }
  3228. }
  3229. BX_ASSERT(0 == m_control.available(), "");
  3230. }
  3231. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3232. {
  3233. if (0 < m_control.available() )
  3234. {
  3235. if (consume(0)
  3236. && _waitFence <= m_completedFence)
  3237. {
  3238. return true;
  3239. }
  3240. }
  3241. return false;
  3242. }
  3243. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3244. {
  3245. m_release[m_control.m_current].push_back(_ptr);
  3246. }
  3247. bool CommandQueueD3D12::consume(uint32_t _ms)
  3248. {
  3249. CommandList& commandList = m_commandList[m_control.m_read];
  3250. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3251. {
  3252. CloseHandle(commandList.m_event);
  3253. commandList.m_event = NULL;
  3254. m_completedFence = m_fence->GetCompletedValue();
  3255. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3256. m_commandQueue->Wait(m_fence, m_completedFence);
  3257. ResourceArray& ra = m_release[m_control.m_read];
  3258. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3259. {
  3260. DX_RELEASE(*it, 0);
  3261. }
  3262. ra.clear();
  3263. m_control.consume(1);
  3264. return true;
  3265. }
  3266. return false;
  3267. }
  3268. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3269. {
  3270. m_maxDrawPerBatch = _maxDrawPerBatch;
  3271. setSeqMode(false);
  3272. setIndirectMode(true);
  3273. ID3D12Device* device = s_renderD3D12->m_device;
  3274. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3275. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3276. {
  3277. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3278. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3279. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3280. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3281. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3282. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3283. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3284. };
  3285. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3286. {
  3287. sizeof(DrawIndirectCommand),
  3288. BX_COUNTOF(drawArgDesc),
  3289. drawArgDesc,
  3290. 1,
  3291. };
  3292. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3293. , rootSignature
  3294. , IID_ID3D12CommandSignature
  3295. , (void**)&m_commandSignature[Draw]
  3296. ) );
  3297. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3298. {
  3299. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3300. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3301. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3302. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3303. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3304. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3305. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3306. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3307. };
  3308. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3309. {
  3310. sizeof(DrawIndexedIndirectCommand),
  3311. BX_COUNTOF(drawIndexedArgDesc),
  3312. drawIndexedArgDesc,
  3313. 1,
  3314. };
  3315. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3316. , rootSignature
  3317. , IID_ID3D12CommandSignature
  3318. , (void**)&m_commandSignature[DrawIndexed]
  3319. ) );
  3320. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3321. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3322. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3323. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3324. {
  3325. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3326. , NULL
  3327. , BGFX_BUFFER_DRAW_INDIRECT
  3328. , false
  3329. , cmdSize
  3330. );
  3331. }
  3332. }
  3333. void BatchD3D12::destroy()
  3334. {
  3335. BX_FREE(g_allocator, m_cmds[0]);
  3336. BX_FREE(g_allocator, m_cmds[1]);
  3337. DX_RELEASE(m_commandSignature[0], 0);
  3338. DX_RELEASE(m_commandSignature[1], 0);
  3339. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3340. {
  3341. m_indirect[ii].destroy();
  3342. }
  3343. }
  3344. template<typename Ty>
  3345. Ty& BatchD3D12::getCmd(Enum _type)
  3346. {
  3347. uint32_t index = m_num[_type];
  3348. BX_ASSERT(index < m_maxDrawPerBatch, "Memory corruption...");
  3349. m_num[_type]++;
  3350. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3351. return *cmd;
  3352. }
  3353. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3354. {
  3355. uint8_t numStreams = 0;
  3356. _outNumVertices = _draw.m_numVertices;
  3357. if (UINT8_MAX != _draw.m_streamMask)
  3358. {
  3359. for (uint32_t idx = 0, streamMask = _draw.m_streamMask
  3360. ; 0 != streamMask
  3361. ; streamMask >>= 1, idx += 1, ++numStreams
  3362. )
  3363. {
  3364. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  3365. streamMask >>= ntz;
  3366. idx += ntz;
  3367. const Stream& stream = _draw.m_stream[idx];
  3368. uint16_t handle = stream.m_handle.idx;
  3369. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3370. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3371. const uint16_t layoutIdx = !isValid(vb.m_layoutHandle) ? stream.m_layoutHandle.idx : vb.m_layoutHandle.idx;
  3372. const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[layoutIdx];
  3373. uint32_t stride = layout.m_stride;
  3374. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3375. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3376. vbv.StrideInBytes = layout.m_stride;
  3377. vbv.SizeInBytes = vb.m_size;
  3378. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3379. ? vb.m_size/stride
  3380. : _draw.m_numVertices
  3381. , _outNumVertices
  3382. );
  3383. }
  3384. }
  3385. return numStreams;
  3386. }
  3387. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3388. {
  3389. if (isValid(_draw.m_indirectBuffer) )
  3390. {
  3391. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3392. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3393. uint32_t numVertices;
  3394. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3395. if (isValid(_draw.m_instanceDataBuffer) )
  3396. {
  3397. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3398. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3399. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3400. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3401. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3402. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3403. }
  3404. _commandList->IASetVertexBuffers(0
  3405. , numStreams
  3406. , vbvs
  3407. );
  3408. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3409. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3410. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3411. : _draw.m_numIndirect
  3412. ;
  3413. uint32_t numIndices = 0;
  3414. if (isValid(_draw.m_indexBuffer) )
  3415. {
  3416. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3417. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3418. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3419. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3420. numIndices = UINT32_MAX == _draw.m_numIndices
  3421. ? ib.m_size / indexSize
  3422. : _draw.m_numIndices
  3423. ;
  3424. D3D12_INDEX_BUFFER_VIEW ibv;
  3425. ibv.BufferLocation = ib.m_gpuVA;
  3426. ibv.SizeInBytes = ib.m_size;
  3427. ibv.Format = hasIndex16
  3428. ? DXGI_FORMAT_R16_UINT
  3429. : DXGI_FORMAT_R32_UINT
  3430. ;
  3431. _commandList->IASetIndexBuffer(&ibv);
  3432. _commandList->ExecuteIndirect(
  3433. s_renderD3D12->m_commandSignature[2]
  3434. , numDrawIndirect
  3435. , indirect.m_ptr
  3436. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3437. , NULL
  3438. , 0
  3439. );
  3440. }
  3441. else
  3442. {
  3443. _commandList->ExecuteIndirect(
  3444. s_renderD3D12->m_commandSignature[1]
  3445. , numDrawIndirect
  3446. , indirect.m_ptr
  3447. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3448. , NULL
  3449. , 0
  3450. );
  3451. }
  3452. return numIndices;
  3453. }
  3454. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3455. uint32_t numIndices = 0;
  3456. if (Draw == type)
  3457. {
  3458. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3459. cmd.cbv = _cbv;
  3460. uint32_t numVertices;
  3461. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3462. if (isValid(_draw.m_instanceDataBuffer) )
  3463. {
  3464. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3465. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3466. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3467. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3468. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3469. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3470. }
  3471. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3472. {
  3473. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3474. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3475. }
  3476. cmd.args.InstanceCount = _draw.m_numInstances;
  3477. cmd.args.VertexCountPerInstance = numVertices;
  3478. cmd.args.StartVertexLocation = 0;
  3479. cmd.args.StartInstanceLocation = 0;
  3480. }
  3481. else
  3482. {
  3483. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3484. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3485. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3486. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3487. numIndices = UINT32_MAX == _draw.m_numIndices
  3488. ? ib.m_size / indexSize
  3489. : _draw.m_numIndices
  3490. ;
  3491. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3492. cmd.cbv = _cbv;
  3493. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3494. cmd.ibv.SizeInBytes = ib.m_size;
  3495. cmd.ibv.Format = hasIndex16
  3496. ? DXGI_FORMAT_R16_UINT
  3497. : DXGI_FORMAT_R32_UINT
  3498. ;
  3499. uint32_t numVertices;
  3500. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3501. if (isValid(_draw.m_instanceDataBuffer) )
  3502. {
  3503. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3504. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3505. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3506. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3507. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3508. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3509. }
  3510. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3511. {
  3512. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3513. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3514. }
  3515. cmd.args.IndexCountPerInstance = numIndices;
  3516. cmd.args.InstanceCount = _draw.m_numInstances;
  3517. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3518. cmd.args.BaseVertexLocation = 0;
  3519. cmd.args.StartInstanceLocation = 0;
  3520. }
  3521. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3522. {
  3523. flush(_commandList, type);
  3524. }
  3525. return numIndices;
  3526. }
  3527. static const uint32_t s_indirectCommandSize[] =
  3528. {
  3529. sizeof(BatchD3D12::DrawIndirectCommand),
  3530. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3531. };
  3532. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3533. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3534. {
  3535. uint32_t num = m_num[_type];
  3536. if (0 != num)
  3537. {
  3538. m_num[_type] = 0;
  3539. if (m_minIndirect < num)
  3540. {
  3541. m_stats.m_numIndirect[_type]++;
  3542. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3543. m_currIndirect %= BX_COUNTOF(m_indirect);
  3544. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3545. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3546. , num
  3547. , indirect.m_ptr
  3548. , 0
  3549. , NULL
  3550. , 0
  3551. );
  3552. }
  3553. else
  3554. {
  3555. m_stats.m_numImmediate[_type]++;
  3556. if (Draw == _type)
  3557. {
  3558. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3559. for (uint32_t ii = 0; ii < num; ++ii)
  3560. {
  3561. const DrawIndirectCommand& cmd = cmds[ii];
  3562. if (m_current.cbv != cmd.cbv)
  3563. {
  3564. m_current.cbv = cmd.cbv;
  3565. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3566. }
  3567. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3568. {
  3569. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3570. _commandList->IASetVertexBuffers(0
  3571. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3572. , cmd.vbv
  3573. );
  3574. }
  3575. _commandList->DrawInstanced(
  3576. cmd.args.VertexCountPerInstance
  3577. , cmd.args.InstanceCount
  3578. , cmd.args.StartVertexLocation
  3579. , cmd.args.StartInstanceLocation
  3580. );
  3581. }
  3582. }
  3583. else
  3584. {
  3585. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3586. for (uint32_t ii = 0; ii < num; ++ii)
  3587. {
  3588. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3589. if (m_current.cbv != cmd.cbv)
  3590. {
  3591. m_current.cbv = cmd.cbv;
  3592. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3593. }
  3594. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3595. {
  3596. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3597. _commandList->IASetVertexBuffers(0
  3598. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3599. , cmd.vbv
  3600. );
  3601. }
  3602. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3603. {
  3604. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3605. _commandList->IASetIndexBuffer(&cmd.ibv);
  3606. }
  3607. _commandList->DrawIndexedInstanced(
  3608. cmd.args.IndexCountPerInstance
  3609. , cmd.args.InstanceCount
  3610. , cmd.args.StartIndexLocation
  3611. , cmd.args.BaseVertexLocation
  3612. , cmd.args.StartInstanceLocation
  3613. );
  3614. }
  3615. }
  3616. }
  3617. }
  3618. }
  3619. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3620. {
  3621. flush(_commandList, Draw);
  3622. flush(_commandList, DrawIndexed);
  3623. if (_clean)
  3624. {
  3625. bx::memSet(&m_current, 0, sizeof(m_current) );
  3626. }
  3627. }
  3628. void BatchD3D12::begin()
  3629. {
  3630. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3631. bx::memSet(&m_current, 0, sizeof(m_current) );
  3632. }
  3633. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3634. {
  3635. flush(_commandList);
  3636. }
  3637. struct UavFormat
  3638. {
  3639. DXGI_FORMAT format[3];
  3640. uint32_t stride;
  3641. };
  3642. static const UavFormat s_uavFormat[] =
  3643. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3644. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3645. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3646. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3647. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3648. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3649. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3650. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3651. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3652. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3653. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3654. };
  3655. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3656. {
  3657. m_size = _size;
  3658. m_flags = _flags;
  3659. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3660. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3661. m_dynamic = NULL == _data || needUav;
  3662. DXGI_FORMAT format;
  3663. uint32_t stride;
  3664. uint32_t flags = needUav
  3665. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3666. : D3D12_RESOURCE_FLAG_NONE
  3667. ;
  3668. if (drawIndirect)
  3669. {
  3670. #if BX_PLATFORM_XBOXONE
  3671. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3672. #endif // BX_PLATFORM_XBOXONE
  3673. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3674. stride = 16;
  3675. }
  3676. else
  3677. {
  3678. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3679. if (0 == uavFormat)
  3680. {
  3681. if (_vertex)
  3682. {
  3683. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3684. stride = 16;
  3685. }
  3686. else
  3687. {
  3688. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3689. {
  3690. format = DXGI_FORMAT_R16_UINT;
  3691. stride = 2;
  3692. }
  3693. else
  3694. {
  3695. format = DXGI_FORMAT_R32_UINT;
  3696. stride = 4;
  3697. }
  3698. }
  3699. }
  3700. else
  3701. {
  3702. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3703. format = s_uavFormat[uavFormat].format[uavType];
  3704. stride = s_uavFormat[uavFormat].stride;
  3705. }
  3706. }
  3707. stride = 0 == _stride ? stride : _stride;
  3708. m_srvd.Format = format;
  3709. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3710. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3711. m_srvd.Buffer.FirstElement = 0;
  3712. m_srvd.Buffer.NumElements = m_size / stride;
  3713. m_srvd.Buffer.StructureByteStride = 0;
  3714. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3715. m_uavd.Format = format;
  3716. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3717. m_uavd.Buffer.FirstElement = 0;
  3718. m_uavd.Buffer.NumElements = m_size / stride;
  3719. m_uavd.Buffer.StructureByteStride = 0;
  3720. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3721. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3722. ID3D12Device* device = s_renderD3D12->m_device;
  3723. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3724. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3725. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3726. setState(commandList, drawIndirect
  3727. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3728. : D3D12_RESOURCE_STATE_GENERIC_READ
  3729. );
  3730. if (!m_dynamic)
  3731. {
  3732. update(commandList, 0, _size, _data);
  3733. }
  3734. }
  3735. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3736. {
  3737. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3738. uint8_t* data;
  3739. D3D12_RANGE readRange = { 0, 0 };
  3740. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3741. bx::memCopy(data, _data, _size);
  3742. D3D12_RANGE writeRange = { 0, _size };
  3743. staging->Unmap(0, &writeRange);
  3744. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3745. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3746. setState(_commandList, state);
  3747. s_renderD3D12->m_cmd.release(staging);
  3748. }
  3749. void BufferD3D12::destroy()
  3750. {
  3751. if (NULL != m_ptr)
  3752. {
  3753. s_renderD3D12->m_cmd.release(m_ptr);
  3754. m_dynamic = false;
  3755. m_state = D3D12_RESOURCE_STATE_COMMON;
  3756. }
  3757. }
  3758. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3759. {
  3760. if (m_state != _state)
  3761. {
  3762. setResourceBarrier(_commandList
  3763. , m_ptr
  3764. , m_state
  3765. , _state
  3766. );
  3767. bx::swap(m_state, _state);
  3768. }
  3769. return _state;
  3770. }
  3771. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  3772. {
  3773. BufferD3D12::create(_size, _data, _flags, true);
  3774. m_layoutHandle = _layoutHandle;
  3775. }
  3776. void ShaderD3D12::create(const Memory* _mem)
  3777. {
  3778. bx::MemoryReader reader(_mem->data, _mem->size);
  3779. uint32_t magic;
  3780. bx::read(&reader, magic);
  3781. const bool fragment = isShaderType(magic, 'F');
  3782. uint32_t hashIn;
  3783. bx::read(&reader, hashIn);
  3784. uint32_t hashOut;
  3785. if (isShaderVerLess(magic, 6) )
  3786. {
  3787. hashOut = hashIn;
  3788. }
  3789. else
  3790. {
  3791. bx::read(&reader, hashOut);
  3792. }
  3793. uint16_t count;
  3794. bx::read(&reader, count);
  3795. m_numPredefined = 0;
  3796. m_numUniforms = count;
  3797. BX_TRACE("%s Shader consts %d"
  3798. , getShaderTypeName(magic)
  3799. , count
  3800. );
  3801. uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  3802. if (0 < count)
  3803. {
  3804. for (uint32_t ii = 0; ii < count; ++ii)
  3805. {
  3806. uint8_t nameSize = 0;
  3807. bx::read(&reader, nameSize);
  3808. char name[256] = {};
  3809. bx::read(&reader, &name, nameSize);
  3810. name[nameSize] = '\0';
  3811. uint8_t type = 0;
  3812. bx::read(&reader, type);
  3813. uint8_t num = 0;
  3814. bx::read(&reader, num);
  3815. uint16_t regIndex = 0;
  3816. bx::read(&reader, regIndex);
  3817. uint16_t regCount = 0;
  3818. bx::read(&reader, regCount);
  3819. if (!isShaderVerLess(magic, 8) )
  3820. {
  3821. uint16_t texInfo = 0;
  3822. bx::read(&reader, texInfo);
  3823. }
  3824. const char* kind = "invalid";
  3825. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3826. if (PredefinedUniform::Count != predefined)
  3827. {
  3828. kind = "predefined";
  3829. m_predefined[m_numPredefined].m_loc = regIndex;
  3830. m_predefined[m_numPredefined].m_count = regCount;
  3831. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3832. m_numPredefined++;
  3833. }
  3834. else if (0 == (kUniformSamplerBit & type) )
  3835. {
  3836. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3837. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3838. if (NULL != info)
  3839. {
  3840. if (NULL == m_constantBuffer)
  3841. {
  3842. m_constantBuffer = UniformBuffer::create(1024);
  3843. }
  3844. kind = "user";
  3845. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3846. }
  3847. }
  3848. else
  3849. {
  3850. kind = "sampler";
  3851. }
  3852. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3853. , kind
  3854. , name
  3855. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  3856. , num
  3857. , regIndex
  3858. , regCount
  3859. );
  3860. BX_UNUSED(kind);
  3861. }
  3862. if (NULL != m_constantBuffer)
  3863. {
  3864. m_constantBuffer->finish();
  3865. }
  3866. }
  3867. uint32_t shaderSize;
  3868. bx::read(&reader, shaderSize);
  3869. const void* code = reader.getDataPtr();
  3870. bx::skip(&reader, shaderSize+1);
  3871. m_code = copy(code, shaderSize);
  3872. uint8_t numAttrs = 0;
  3873. bx::read(&reader, numAttrs);
  3874. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3875. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3876. {
  3877. uint16_t id;
  3878. bx::read(&reader, id);
  3879. Attrib::Enum attr = idToAttrib(id);
  3880. if (Attrib::Count != attr)
  3881. {
  3882. m_attrMask[attr] = UINT16_MAX;
  3883. }
  3884. }
  3885. bx::HashMurmur2A murmur;
  3886. murmur.begin();
  3887. murmur.add(hashIn);
  3888. murmur.add(hashOut);
  3889. murmur.add(code, shaderSize);
  3890. murmur.add(numAttrs);
  3891. murmur.add(m_attrMask, numAttrs);
  3892. m_hash = murmur.end();
  3893. bx::read(&reader, m_size);
  3894. }
  3895. void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3896. {
  3897. bimg::ImageContainer imageContainer;
  3898. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3899. {
  3900. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3901. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3902. bimg::TextureInfo ti;
  3903. bimg::imageGetSize(
  3904. &ti
  3905. , uint16_t(imageContainer.m_width >>startLod)
  3906. , uint16_t(imageContainer.m_height>>startLod)
  3907. , uint16_t(imageContainer.m_depth >>startLod)
  3908. , imageContainer.m_cubeMap
  3909. , 1 < imageContainer.m_numMips
  3910. , imageContainer.m_numLayers
  3911. , imageContainer.m_format
  3912. );
  3913. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3914. m_flags = _flags;
  3915. m_width = ti.width;
  3916. m_height = ti.height;
  3917. m_depth = ti.depth;
  3918. m_numLayers = ti.numLayers;
  3919. m_requestedFormat = uint8_t(imageContainer.m_format);
  3920. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3921. const bool convert = m_textureFormat != m_requestedFormat;
  3922. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3923. if (imageContainer.m_cubeMap)
  3924. {
  3925. m_type = TextureCube;
  3926. }
  3927. else if (imageContainer.m_depth > 1)
  3928. {
  3929. m_type = Texture3D;
  3930. }
  3931. else
  3932. {
  3933. m_type = Texture2D;
  3934. }
  3935. m_numMips = ti.numMips;
  3936. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3937. const uint32_t numSrd = numSides * ti.numMips;
  3938. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3939. uint32_t kk = 0;
  3940. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3941. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3942. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3943. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3944. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3945. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3946. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3947. , this - s_renderD3D12->m_textures
  3948. , getName( (TextureFormat::Enum)m_textureFormat)
  3949. , getName( (TextureFormat::Enum)m_requestedFormat)
  3950. , ti.width
  3951. , ti.height
  3952. , imageContainer.m_cubeMap ? "x6" : ""
  3953. , renderTarget ? 'x' : ' '
  3954. , writeOnly ? 'x' : ' '
  3955. , computeWrite ? 'x' : ' '
  3956. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3957. );
  3958. for (uint8_t side = 0; side < numSides; ++side)
  3959. {
  3960. for (uint8_t lod = 0; lod < ti.numMips; ++lod)
  3961. {
  3962. bimg::ImageMip mip;
  3963. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3964. {
  3965. if (convert)
  3966. {
  3967. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3968. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3969. const uint32_t size = slice*mip.m_depth;
  3970. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3971. bimg::imageDecodeToBgra8(
  3972. g_allocator
  3973. , temp
  3974. , mip.m_data
  3975. , mip.m_width
  3976. , mip.m_height
  3977. , pitch
  3978. , mip.m_format
  3979. );
  3980. srd[kk].pData = temp;
  3981. srd[kk].RowPitch = pitch;
  3982. srd[kk].SlicePitch = slice;
  3983. }
  3984. else if (compressed)
  3985. {
  3986. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3987. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3988. const uint32_t size = slice*mip.m_depth;
  3989. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3990. bimg::imageCopy(temp
  3991. , mip.m_height/blockInfo.blockHeight
  3992. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3993. , mip.m_depth
  3994. , mip.m_data
  3995. , pitch
  3996. );
  3997. srd[kk].pData = temp;
  3998. srd[kk].RowPitch = pitch;
  3999. srd[kk].SlicePitch = slice;
  4000. }
  4001. else
  4002. {
  4003. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4004. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4005. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
  4006. bimg::imageCopy(temp
  4007. , mip.m_height
  4008. , mip.m_width*mip.m_bpp/8
  4009. , mip.m_depth
  4010. , mip.m_data
  4011. , pitch
  4012. );
  4013. srd[kk].pData = temp;
  4014. srd[kk].RowPitch = pitch;
  4015. srd[kk].SlicePitch = slice;
  4016. }
  4017. ++kk;
  4018. }
  4019. }
  4020. }
  4021. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4022. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4023. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  4024. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  4025. m_srvd.Format = (m_flags & BGFX_TEXTURE_SRGB) ? s_textureFormat[m_textureFormat].m_fmtSrgb : s_textureFormat[m_textureFormat].m_fmtSrv;
  4026. m_uavd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  4027. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  4028. if (swizzle)
  4029. {
  4030. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4031. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4032. m_uavd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4033. }
  4034. ID3D12Device* device = s_renderD3D12->m_device;
  4035. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4036. D3D12_RESOURCE_DESC resourceDesc;
  4037. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  4038. resourceDesc.Width = ti.width;
  4039. resourceDesc.Height = ti.height;
  4040. resourceDesc.MipLevels = ti.numMips;
  4041. resourceDesc.Format = format;
  4042. resourceDesc.SampleDesc = msaa;
  4043. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  4044. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  4045. resourceDesc.DepthOrArraySize = numSides;
  4046. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4047. D3D12_CLEAR_VALUE* clearValue = NULL;
  4048. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4049. {
  4050. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  4051. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  4052. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  4053. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4054. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4055. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  4056. clearValue->DepthStencil.Depth = 1.0f;
  4057. clearValue->DepthStencil.Stencil = 0;
  4058. }
  4059. else if (renderTarget)
  4060. {
  4061. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  4062. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  4063. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4064. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4065. clearValue->Format = resourceDesc.Format;
  4066. clearValue->Color[0] = 0.0f;
  4067. clearValue->Color[1] = 0.0f;
  4068. clearValue->Color[2] = 0.0f;
  4069. clearValue->Color[3] = 0.0f;
  4070. }
  4071. if (writeOnly)
  4072. {
  4073. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  4074. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4075. }
  4076. if (computeWrite)
  4077. {
  4078. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  4079. }
  4080. if (blit)
  4081. {
  4082. state = D3D12_RESOURCE_STATE_COPY_DEST;
  4083. }
  4084. const bool directAccess = s_renderD3D12->m_directAccessSupport
  4085. && !renderTarget
  4086. // && !readBack
  4087. && !blit
  4088. && !writeOnly
  4089. ;
  4090. switch (m_type)
  4091. {
  4092. case Texture2D:
  4093. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4094. if (1 < ti.numLayers)
  4095. {
  4096. m_srvd.ViewDimension = 1 < msaa.Count
  4097. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  4098. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  4099. ;
  4100. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4101. m_srvd.Texture2DArray.MipLevels = ti.numMips;
  4102. m_srvd.Texture2DArray.FirstArraySlice = 0;
  4103. m_srvd.Texture2DArray.ArraySize = ti.numLayers;
  4104. m_srvd.Texture2DArray.PlaneSlice = 0;
  4105. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4106. }
  4107. else
  4108. {
  4109. m_srvd.ViewDimension = 1 < msaa.Count
  4110. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  4111. : D3D12_SRV_DIMENSION_TEXTURE2D
  4112. ;
  4113. m_srvd.Texture2D.MostDetailedMip = 0;
  4114. m_srvd.Texture2D.MipLevels = ti.numMips;
  4115. m_srvd.Texture2D.PlaneSlice = 0;
  4116. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4117. }
  4118. if (1 < ti.numLayers)
  4119. {
  4120. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4121. m_uavd.Texture2DArray.MipSlice = 0;
  4122. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4123. m_uavd.Texture2DArray.ArraySize = ti.numLayers;
  4124. m_uavd.Texture2DArray.PlaneSlice = 0;
  4125. }
  4126. else
  4127. {
  4128. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4129. m_uavd.Texture2D.MipSlice = 0;
  4130. m_uavd.Texture2D.PlaneSlice = 0;
  4131. }
  4132. break;
  4133. case Texture3D:
  4134. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4135. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4136. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4137. m_srvd.Texture3D.MostDetailedMip = 0;
  4138. m_srvd.Texture3D.MipLevels = ti.numMips;
  4139. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4140. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4141. m_uavd.Texture3D.MipSlice = 0;
  4142. m_uavd.Texture3D.FirstWSlice = 0;
  4143. m_uavd.Texture3D.WSize = m_depth;
  4144. break;
  4145. case TextureCube:
  4146. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4147. if (1 < ti.numLayers)
  4148. {
  4149. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  4150. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  4151. m_srvd.TextureCubeArray.MipLevels = ti.numMips;
  4152. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4153. m_srvd.TextureCubeArray.NumCubes = ti.numLayers;
  4154. }
  4155. else
  4156. {
  4157. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4158. m_srvd.TextureCube.MostDetailedMip = 0;
  4159. m_srvd.TextureCube.MipLevels = ti.numMips;
  4160. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4161. }
  4162. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4163. m_uavd.Texture2DArray.MipSlice = 0;
  4164. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4165. m_uavd.Texture2DArray.ArraySize = 6;
  4166. m_uavd.Texture2DArray.PlaneSlice = 0;
  4167. break;
  4168. }
  4169. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4170. if (directAccess)
  4171. {
  4172. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4173. }
  4174. if (kk != 0)
  4175. {
  4176. uint64_t uploadBufferSize;
  4177. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4178. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4179. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4180. uint64_t result = UpdateSubresources(commandList
  4181. , m_ptr
  4182. , staging
  4183. , 0
  4184. , 0
  4185. , numSrd
  4186. , srd
  4187. );
  4188. BX_ASSERT(0 != result, "Invalid size"); BX_UNUSED(result);
  4189. BX_TRACE("Update subresource %" PRId64, result);
  4190. setState(commandList, state);
  4191. s_renderD3D12->m_cmd.release(staging);
  4192. }
  4193. else
  4194. {
  4195. setState(commandList, state);
  4196. }
  4197. if (0 != kk)
  4198. {
  4199. kk = 0;
  4200. for (uint8_t side = 0; side < numSides; ++side)
  4201. {
  4202. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  4203. {
  4204. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4205. ++kk;
  4206. }
  4207. }
  4208. }
  4209. }
  4210. return m_directAccessPtr;
  4211. }
  4212. void TextureD3D12::destroy()
  4213. {
  4214. if (NULL != m_ptr)
  4215. {
  4216. if (NULL != m_directAccessPtr)
  4217. {
  4218. D3D12_RANGE writeRange = { 0, 0 };
  4219. m_ptr->Unmap(0, &writeRange);
  4220. m_directAccessPtr = NULL;
  4221. }
  4222. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED))
  4223. {
  4224. s_renderD3D12->m_cmd.release(m_ptr);
  4225. m_ptr = NULL;
  4226. m_state = D3D12_RESOURCE_STATE_COMMON;
  4227. }
  4228. }
  4229. }
  4230. void TextureD3D12::overrideInternal(uintptr_t _ptr)
  4231. {
  4232. destroy();
  4233. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  4234. m_ptr = (ID3D12Resource*)_ptr;
  4235. }
  4236. 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)
  4237. {
  4238. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4239. const uint32_t subres = _mip + (_side * m_numMips);
  4240. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4241. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4242. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4243. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4244. desc.Height = _rect.m_height;
  4245. uint32_t numRows;
  4246. uint64_t totalBytes;
  4247. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4248. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4249. , subres
  4250. , 1
  4251. , 0
  4252. , &layout
  4253. , &numRows
  4254. , NULL
  4255. , &totalBytes
  4256. );
  4257. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4258. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4259. uint8_t* data;
  4260. D3D12_RANGE readRange = { 0, 0 };
  4261. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4262. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4263. {
  4264. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4265. }
  4266. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4267. staging->Unmap(0, &writeRange);
  4268. D3D12_BOX box;
  4269. box.left = 0;
  4270. box.top = 0;
  4271. box.right = box.left + _rect.m_width;
  4272. box.bottom = box.top + _rect.m_height;
  4273. box.front = _z;
  4274. box.back = _z+_depth;
  4275. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4276. dst.SubresourceIndex = subres;
  4277. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4278. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4279. setState(_commandList, state);
  4280. s_renderD3D12->m_cmd.release(staging);
  4281. }
  4282. void TextureD3D12::resolve(uint8_t _resolve) const
  4283. {
  4284. BX_UNUSED(_resolve);
  4285. }
  4286. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4287. {
  4288. if (m_state != _state)
  4289. {
  4290. setResourceBarrier(_commandList
  4291. , m_ptr
  4292. , m_state
  4293. , _state
  4294. );
  4295. bx::swap(m_state, _state);
  4296. }
  4297. return _state;
  4298. }
  4299. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4300. {
  4301. m_denseIdx = UINT16_MAX;
  4302. m_numTh = _num;
  4303. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4304. postReset();
  4305. }
  4306. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4307. {
  4308. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4309. #if BX_PLATFORM_WINDOWS
  4310. SwapChainDesc scd;
  4311. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(SwapChainDesc) );
  4312. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4313. scd.width = _width;
  4314. scd.height = _height;
  4315. scd.nwh = _nwh;
  4316. scd.sampleDesc = s_msaa[0];
  4317. HRESULT hr;
  4318. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4319. s_renderD3D12->getDeviceForSwapChain()
  4320. , scd
  4321. , &m_swapChain
  4322. );
  4323. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4324. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4325. DX_CHECK(s_renderD3D12->m_dxgi.m_factory->MakeWindowAssociation(
  4326. (HWND)_nwh
  4327. , 0
  4328. | DXGI_MWA_NO_WINDOW_CHANGES
  4329. | DXGI_MWA_NO_ALT_ENTER
  4330. ) );
  4331. ID3D12Device* device = s_renderD3D12->m_device;
  4332. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4333. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4334. {
  4335. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4336. ID3D12Resource* colorBuffer;
  4337. DX_CHECK(m_swapChain->GetBuffer(ii
  4338. , IID_ID3D12Resource
  4339. , (void**)&colorBuffer
  4340. ) );
  4341. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4342. DX_RELEASE(colorBuffer, 0);
  4343. }
  4344. #endif // BX_PLATFORM_WINDOWS
  4345. m_nwh = _nwh;
  4346. m_denseIdx = _denseIdx;
  4347. m_num = 1;
  4348. }
  4349. uint16_t FrameBufferD3D12::destroy()
  4350. {
  4351. DX_RELEASE(m_swapChain, 0);
  4352. m_nwh = NULL;
  4353. m_numTh = 0;
  4354. m_needPresent = false;
  4355. m_depth.idx = bgfx::kInvalidHandle;
  4356. uint16_t denseIdx = m_denseIdx;
  4357. m_denseIdx = UINT16_MAX;
  4358. return denseIdx;
  4359. }
  4360. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4361. {
  4362. if (m_needPresent)
  4363. {
  4364. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4365. hr = !isLost(hr) ? S_OK : hr;
  4366. m_needPresent = false;
  4367. return hr;
  4368. }
  4369. return S_OK;
  4370. }
  4371. void FrameBufferD3D12::preReset()
  4372. {
  4373. }
  4374. void FrameBufferD3D12::postReset()
  4375. {
  4376. if (m_numTh != 0)
  4377. {
  4378. ID3D12Device* device = s_renderD3D12->m_device;
  4379. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4380. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4381. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4382. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4383. m_width = 0;
  4384. m_height = 0;
  4385. m_depth.idx = bgfx::kInvalidHandle;
  4386. m_num = 0;
  4387. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4388. {
  4389. const Attachment& at = m_attachment[ii];
  4390. if (isValid(at.handle) )
  4391. {
  4392. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4393. if (0 == m_width)
  4394. {
  4395. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4396. m_width = uint32_t(desc.Width);
  4397. m_height = uint32_t(desc.Height);
  4398. }
  4399. const uint32_t msaaQuality = bx::uint32_satsub((texture.m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4400. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4401. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4402. {
  4403. BX_ASSERT(!isValid(m_depth), "");
  4404. m_depth = at.handle;
  4405. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4406. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4407. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4408. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4409. BX_UNUSED(blockInfo);
  4410. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4411. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4412. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4413. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4414. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4415. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4416. ;
  4417. switch (texture.m_type)
  4418. {
  4419. default:
  4420. case TextureD3D12::Texture2D:
  4421. if (1 < msaa.Count)
  4422. {
  4423. if (1 < texture.m_numLayers)
  4424. {
  4425. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4426. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4427. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4428. }
  4429. else
  4430. {
  4431. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  4432. }
  4433. }
  4434. else
  4435. {
  4436. if (1 < texture.m_numLayers)
  4437. {
  4438. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4439. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4440. dsvDesc.Texture2DArray.ArraySize = 1;
  4441. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4442. }
  4443. else
  4444. {
  4445. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4446. dsvDesc.Texture2D.MipSlice = at.mip;
  4447. }
  4448. }
  4449. break;
  4450. case TextureD3D12::TextureCube:
  4451. if (1 < msaa.Count)
  4452. {
  4453. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4454. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4455. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4456. }
  4457. else
  4458. {
  4459. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4460. dsvDesc.Texture2DArray.ArraySize = 1;
  4461. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4462. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4463. }
  4464. break;
  4465. }
  4466. device->CreateDepthStencilView(texture.m_ptr
  4467. , &dsvDesc
  4468. , dsvDescriptor
  4469. );
  4470. }
  4471. else if (Access::Write == at.access)
  4472. {
  4473. m_texture[m_num] = at.handle;
  4474. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4475. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4476. desc.Format = texture.m_srvd.Format;
  4477. switch (texture.m_type)
  4478. {
  4479. default:
  4480. case TextureD3D12::Texture2D:
  4481. if (1 < msaa.Count)
  4482. {
  4483. if (1 < texture.m_numLayers)
  4484. {
  4485. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4486. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4487. desc.Texture2DMSArray.ArraySize = 1;
  4488. }
  4489. else
  4490. {
  4491. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4492. }
  4493. }
  4494. else
  4495. {
  4496. if (1 < texture.m_numLayers)
  4497. {
  4498. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4499. desc.Texture2DArray.FirstArraySlice = at.layer;
  4500. desc.Texture2DArray.ArraySize = 1;
  4501. desc.Texture2DArray.MipSlice = at.mip;
  4502. desc.Texture2DArray.PlaneSlice = 0;
  4503. }
  4504. else
  4505. {
  4506. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4507. desc.Texture2D.MipSlice = at.mip;
  4508. desc.Texture2D.PlaneSlice = 0;
  4509. }
  4510. }
  4511. break;
  4512. case TextureD3D12::TextureCube:
  4513. if (1 < msaa.Count)
  4514. {
  4515. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4516. desc.Texture2DMSArray.ArraySize = 1;
  4517. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4518. }
  4519. else
  4520. {
  4521. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4522. desc.Texture2DArray.ArraySize = 1;
  4523. desc.Texture2DArray.FirstArraySlice = at.layer;
  4524. desc.Texture2DArray.MipSlice = at.mip;
  4525. desc.Texture2DArray.PlaneSlice = 0;
  4526. }
  4527. break;
  4528. case TextureD3D12::Texture3D:
  4529. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4530. desc.Texture3D.MipSlice = at.mip;
  4531. desc.Texture3D.WSize = 1;
  4532. desc.Texture3D.FirstWSlice = at.layer;
  4533. break;
  4534. }
  4535. device->CreateRenderTargetView(texture.m_ptr
  4536. , &desc
  4537. , rtv
  4538. );
  4539. m_num++;
  4540. }
  4541. else
  4542. {
  4543. BX_ASSERT(false, "");
  4544. }
  4545. }
  4546. }
  4547. }
  4548. }
  4549. void FrameBufferD3D12::resolve()
  4550. {
  4551. if (0 < m_numTh)
  4552. {
  4553. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4554. {
  4555. const Attachment& at = m_attachment[ii];
  4556. if (isValid(at.handle) )
  4557. {
  4558. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4559. texture.resolve(at.resolve);
  4560. }
  4561. }
  4562. }
  4563. }
  4564. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4565. {
  4566. ID3D12Device* device = s_renderD3D12->m_device;
  4567. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4568. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4569. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4570. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4571. && 0 != m_num)
  4572. {
  4573. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4574. {
  4575. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4576. {
  4577. uint8_t index = _clear.m_index[ii];
  4578. if (UINT8_MAX != index)
  4579. {
  4580. _commandList->ClearRenderTargetView(rtv
  4581. , _palette[index]
  4582. , _num
  4583. , _rect
  4584. );
  4585. rtv.ptr += rtvDescriptorSize;
  4586. }
  4587. }
  4588. }
  4589. else
  4590. {
  4591. float frgba[4] =
  4592. {
  4593. _clear.m_index[0]*1.0f/255.0f,
  4594. _clear.m_index[1]*1.0f/255.0f,
  4595. _clear.m_index[2]*1.0f/255.0f,
  4596. _clear.m_index[3]*1.0f/255.0f,
  4597. };
  4598. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4599. {
  4600. _commandList->ClearRenderTargetView(rtv
  4601. , frgba
  4602. , _num
  4603. , _rect
  4604. );
  4605. rtv.ptr += rtvDescriptorSize;
  4606. }
  4607. }
  4608. }
  4609. if (isValid(m_depth)
  4610. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4611. {
  4612. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4613. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4614. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4615. DWORD flags = 0;
  4616. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4617. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4618. _commandList->ClearDepthStencilView(dsvDescriptor
  4619. , D3D12_CLEAR_FLAGS(flags)
  4620. , _clear.m_depth
  4621. , _clear.m_stencil
  4622. , _num
  4623. , _rect
  4624. );
  4625. }
  4626. }
  4627. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4628. {
  4629. if (m_state != _state)
  4630. {
  4631. ID3D12Resource* colorBuffer;
  4632. DX_CHECK(m_swapChain->GetBuffer(_idx
  4633. , IID_ID3D12Resource
  4634. , (void**)&colorBuffer
  4635. ) );
  4636. setResourceBarrier(_commandList
  4637. , colorBuffer
  4638. , m_state
  4639. , _state
  4640. );
  4641. DX_RELEASE(colorBuffer, 0);
  4642. bx::swap(m_state, _state);
  4643. }
  4644. return _state;
  4645. }
  4646. void TimerQueryD3D12::init()
  4647. {
  4648. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4649. queryHeapDesc.Count = m_control.m_size * 2;
  4650. queryHeapDesc.NodeMask = 1;
  4651. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4652. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4653. , IID_ID3D12QueryHeap
  4654. , (void**)&m_queryHeap
  4655. ) );
  4656. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4657. m_readback = createCommittedResource(s_renderD3D12->m_device
  4658. , HeapProperty::ReadBack
  4659. , size
  4660. );
  4661. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4662. D3D12_RANGE range = { 0, size };
  4663. m_readback->Map(0, &range, (void**)&m_queryResult);
  4664. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4665. {
  4666. Result& result = m_result[ii];
  4667. result.reset();
  4668. }
  4669. m_control.reset();
  4670. }
  4671. void TimerQueryD3D12::shutdown()
  4672. {
  4673. D3D12_RANGE range = { 0, 0 };
  4674. m_readback->Unmap(0, &range);
  4675. DX_RELEASE(m_queryHeap, 0);
  4676. DX_RELEASE(m_readback, 0);
  4677. }
  4678. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4679. {
  4680. while (0 == m_control.reserve(1) )
  4681. {
  4682. m_control.consume(1);
  4683. }
  4684. Result& result = m_result[_resultIdx];
  4685. ++result.m_pending;
  4686. const uint32_t idx = m_control.m_current;
  4687. Query& query = m_query[idx];
  4688. query.m_resultIdx = _resultIdx;
  4689. query.m_ready = false;
  4690. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4691. uint32_t offset = idx * 2 + 0;
  4692. commandList->EndQuery(m_queryHeap
  4693. , D3D12_QUERY_TYPE_TIMESTAMP
  4694. , offset
  4695. );
  4696. m_control.commit(1);
  4697. return idx;
  4698. }
  4699. void TimerQueryD3D12::end(uint32_t _idx)
  4700. {
  4701. Query& query = m_query[_idx];
  4702. query.m_ready = true;
  4703. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4704. uint32_t offset = _idx * 2;
  4705. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4706. commandList->EndQuery(m_queryHeap
  4707. , D3D12_QUERY_TYPE_TIMESTAMP
  4708. , offset + 1
  4709. );
  4710. commandList->ResolveQueryData(m_queryHeap
  4711. , D3D12_QUERY_TYPE_TIMESTAMP
  4712. , offset
  4713. , 2
  4714. , m_readback
  4715. , offset * sizeof(uint64_t)
  4716. );
  4717. while (update() )
  4718. {
  4719. }
  4720. }
  4721. bool TimerQueryD3D12::update()
  4722. {
  4723. if (0 != m_control.available() )
  4724. {
  4725. uint32_t idx = m_control.m_read;
  4726. Query& query = m_query[idx];
  4727. if (!query.m_ready)
  4728. {
  4729. return false;
  4730. }
  4731. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4732. {
  4733. return false;
  4734. }
  4735. m_control.consume(1);
  4736. Result& result = m_result[query.m_resultIdx];
  4737. --result.m_pending;
  4738. uint32_t offset = idx * 2;
  4739. result.m_begin = m_queryResult[offset+0];
  4740. result.m_end = m_queryResult[offset+1];
  4741. return true;
  4742. }
  4743. return false;
  4744. }
  4745. void OcclusionQueryD3D12::init()
  4746. {
  4747. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4748. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4749. queryHeapDesc.NodeMask = 1;
  4750. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4751. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4752. , IID_ID3D12QueryHeap
  4753. , (void**)&m_queryHeap
  4754. ) );
  4755. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4756. m_readback = createCommittedResource(s_renderD3D12->m_device
  4757. , HeapProperty::ReadBack
  4758. , size
  4759. );
  4760. D3D12_RANGE range = { 0, size };
  4761. m_readback->Map(0, &range, (void**)&m_result);
  4762. }
  4763. void OcclusionQueryD3D12::shutdown()
  4764. {
  4765. D3D12_RANGE range = { 0, 0 };
  4766. m_readback->Unmap(0, &range);
  4767. DX_RELEASE(m_queryHeap, 0);
  4768. DX_RELEASE(m_readback, 0);
  4769. }
  4770. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4771. {
  4772. while (0 == m_control.reserve(1) )
  4773. {
  4774. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4775. if (isValid(handle) )
  4776. {
  4777. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4778. }
  4779. m_control.consume(1);
  4780. }
  4781. m_handle[m_control.m_current] = _handle;
  4782. _commandList->BeginQuery(m_queryHeap
  4783. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4784. , _handle.idx
  4785. );
  4786. }
  4787. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4788. {
  4789. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4790. _commandList->EndQuery(m_queryHeap
  4791. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4792. , handle.idx
  4793. );
  4794. _commandList->ResolveQueryData(m_queryHeap
  4795. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4796. , handle.idx
  4797. , 1
  4798. , m_readback
  4799. , handle.idx * sizeof(uint64_t)
  4800. );
  4801. m_control.commit(1);
  4802. }
  4803. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4804. {
  4805. const uint32_t size = m_control.m_size;
  4806. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4807. {
  4808. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4809. if (handle.idx == _handle.idx)
  4810. {
  4811. handle.idx = bgfx::kInvalidHandle;
  4812. }
  4813. }
  4814. }
  4815. struct Bind
  4816. {
  4817. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4818. uint16_t m_samplerStateIdx;
  4819. };
  4820. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4821. {
  4822. TextureHandle currentSrc = { kInvalidHandle };
  4823. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4824. while (_bs.hasItem(_view) )
  4825. {
  4826. const BlitItem& blit = _bs.advance();
  4827. TextureD3D12& src = m_textures[blit.m_src.idx];
  4828. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4829. if (currentSrc.idx != blit.m_src.idx)
  4830. {
  4831. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4832. {
  4833. m_textures[currentSrc.idx].setState(m_commandList, state);
  4834. }
  4835. currentSrc = blit.m_src;
  4836. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4837. }
  4838. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4839. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4840. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4841. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4842. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4843. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4844. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4845. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4846. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4847. if (TextureD3D12::Texture3D == src.m_type)
  4848. {
  4849. D3D12_BOX box;
  4850. box.left = blit.m_srcX;
  4851. box.top = blit.m_srcY;
  4852. box.front = blit.m_srcZ;
  4853. box.right = blit.m_srcX + width;
  4854. box.bottom = blit.m_srcY + height;;
  4855. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4856. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4857. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4858. m_commandList->CopyTextureRegion(&dstLocation
  4859. , blit.m_dstX
  4860. , blit.m_dstY
  4861. , blit.m_dstZ
  4862. , &srcLocation
  4863. , &box
  4864. );
  4865. }
  4866. else
  4867. {
  4868. D3D12_BOX box;
  4869. box.left = blit.m_srcX;
  4870. box.top = blit.m_srcY;
  4871. box.front = 0;
  4872. box.right = blit.m_srcX + width;
  4873. box.bottom = blit.m_srcY + height;;
  4874. box.back = 1;
  4875. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4876. ? blit.m_srcZ
  4877. : 0
  4878. ;
  4879. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4880. ? blit.m_dstZ
  4881. : 0
  4882. ;
  4883. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4884. dstLocation.pResource = dst.m_ptr;
  4885. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4886. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4887. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4888. srcLocation.pResource = src.m_ptr;
  4889. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4890. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4891. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4892. m_commandList->CopyTextureRegion(&dstLocation
  4893. , blit.m_dstX
  4894. , blit.m_dstY
  4895. , 0
  4896. , &srcLocation
  4897. , depthStencil ? NULL : &box
  4898. );
  4899. }
  4900. }
  4901. if (isValid(currentSrc)
  4902. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4903. {
  4904. m_textures[currentSrc.idx].setState(m_commandList, state);
  4905. }
  4906. }
  4907. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4908. {
  4909. if (m_lost
  4910. || updateResolution(_render->m_resolution) )
  4911. {
  4912. return;
  4913. }
  4914. if (_render->m_capture)
  4915. {
  4916. renderDocTriggerCapture();
  4917. }
  4918. BGFX_D3D12_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorFrame);
  4919. int64_t timeBegin = bx::getHPCounter();
  4920. int64_t captureElapsed = 0;
  4921. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4922. if (0 < _render->m_iboffset)
  4923. {
  4924. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  4925. TransientIndexBuffer* ib = _render->m_transientIb;
  4926. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4927. }
  4928. if (0 < _render->m_vboffset)
  4929. {
  4930. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  4931. TransientVertexBuffer* vb = _render->m_transientVb;
  4932. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4933. }
  4934. _render->sort();
  4935. RenderDraw currentState;
  4936. currentState.clear();
  4937. currentState.m_stateFlags = BGFX_STATE_NONE;
  4938. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4939. RenderBind currentBind;
  4940. currentBind.clear();
  4941. static ViewState viewState;
  4942. viewState.reset(_render);
  4943. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4944. // setDebugWireframe(wireframe);
  4945. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4946. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  4947. uint32_t currentBindHash = 0;
  4948. bool hasPredefined = false;
  4949. bool commandListChanged = false;
  4950. ID3D12PipelineState* currentPso = NULL;
  4951. SortKey key;
  4952. uint16_t view = UINT16_MAX;
  4953. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4954. BlitState bs(_render);
  4955. uint32_t blendFactor = 0;
  4956. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4957. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4958. PrimInfo prim = s_primInfo[primIndex];
  4959. bool wasCompute = false;
  4960. bool viewHasScissor = false;
  4961. bool restoreScissor = false;
  4962. Rect viewScissorRect;
  4963. viewScissorRect.clear();
  4964. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4965. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4966. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4967. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4968. uint32_t statsNumIndices = 0;
  4969. uint32_t statsKeyType[2] = {};
  4970. Profiler<TimerQueryD3D12> profiler(
  4971. _render
  4972. , m_gpuTimer
  4973. , s_viewName
  4974. );
  4975. #if BX_PLATFORM_WINDOWS
  4976. if (NULL != m_swapChain)
  4977. {
  4978. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4979. }
  4980. else
  4981. {
  4982. m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
  4983. }
  4984. #else
  4985. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  4986. #endif // BX_PLATFORM_WINDOWS
  4987. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4988. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4989. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4990. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4991. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4992. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4993. scratchBuffer.reset(gpuHandle);
  4994. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4995. StateCacheLru<Bind, 64> bindLru;
  4996. if (NULL != m_msaaRt)
  4997. {
  4998. setResourceBarrier(m_commandList
  4999. , m_msaaRt
  5000. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5001. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5002. );
  5003. setResourceBarrier(m_commandList
  5004. , m_backBufferColor[m_backBufferColorIdx]
  5005. , D3D12_RESOURCE_STATE_PRESENT
  5006. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5007. );
  5008. }
  5009. else if (NULL != m_swapChain)
  5010. {
  5011. setResourceBarrier(m_commandList
  5012. , m_backBufferColor[m_backBufferColorIdx]
  5013. , D3D12_RESOURCE_STATE_PRESENT
  5014. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5015. );
  5016. }
  5017. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  5018. {
  5019. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  5020. m_batch.begin();
  5021. viewState.m_rect = _render->m_view[0].m_rect;
  5022. int32_t numItems = _render->m_numRenderItems;
  5023. for (int32_t item = 0; item < numItems;)
  5024. {
  5025. const uint64_t encodedKey = _render->m_sortKeys[item];
  5026. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  5027. statsKeyType[isCompute]++;
  5028. const bool viewChanged = 0
  5029. || key.m_view != view
  5030. || item == numItems
  5031. ;
  5032. const uint32_t itemIdx = _render->m_sortValues[item];
  5033. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  5034. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  5035. ++item;
  5036. if (viewChanged)
  5037. {
  5038. m_batch.flush(m_commandList, true);
  5039. kick();
  5040. commandListChanged = true;
  5041. view = key.m_view;
  5042. currentPso = NULL;
  5043. currentSamplerStateIdx = kInvalidHandle;
  5044. currentProgram = BGFX_INVALID_HANDLE;
  5045. hasPredefined = false;
  5046. if (item > 1)
  5047. {
  5048. profiler.end();
  5049. }
  5050. BGFX_D3D12_PROFILER_END();
  5051. setViewType(view, " ");
  5052. BGFX_D3D12_PROFILER_BEGIN(view, kColorView);
  5053. profiler.begin(view);
  5054. fbh = _render->m_view[view].m_fbh;
  5055. setFrameBuffer(fbh);
  5056. viewState.m_rect = _render->m_view[view].m_rect;
  5057. const Rect& rect = _render->m_view[view].m_rect;
  5058. const Rect& scissorRect = _render->m_view[view].m_scissor;
  5059. viewHasScissor = !scissorRect.isZero();
  5060. viewScissorRect = viewHasScissor ? scissorRect : rect;
  5061. D3D12_VIEWPORT vp;
  5062. vp.TopLeftX = rect.m_x;
  5063. vp.TopLeftY = rect.m_y;
  5064. vp.Width = rect.m_width;
  5065. vp.Height = rect.m_height;
  5066. vp.MinDepth = 0.0f;
  5067. vp.MaxDepth = 1.0f;
  5068. m_commandList->RSSetViewports(1, &vp);
  5069. D3D12_RECT rc;
  5070. rc.left = viewScissorRect.m_x;
  5071. rc.top = viewScissorRect.m_y;
  5072. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5073. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5074. m_commandList->RSSetScissorRects(1, &rc);
  5075. restoreScissor = false;
  5076. Clear& clr = _render->m_view[view].m_clear;
  5077. if (BGFX_CLEAR_NONE != clr.m_flags)
  5078. {
  5079. Rect clearRect = rect;
  5080. clearRect.setIntersect(rect, viewScissorRect);
  5081. clearQuad(clearRect, clr, _render->m_colorPalette);
  5082. }
  5083. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  5084. submitBlit(bs, view);
  5085. }
  5086. if (isCompute)
  5087. {
  5088. if (!wasCompute)
  5089. {
  5090. wasCompute = true;
  5091. setViewType(view, "C");
  5092. BGFX_D3D12_PROFILER_END();
  5093. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5094. commandListChanged = true;
  5095. }
  5096. if (commandListChanged)
  5097. {
  5098. commandListChanged = false;
  5099. m_commandList->SetComputeRootSignature(m_rootSignature);
  5100. ID3D12DescriptorHeap* heaps[] = {
  5101. m_samplerAllocator.getHeap(),
  5102. scratchBuffer.getHeap(),
  5103. };
  5104. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5105. }
  5106. const RenderCompute& compute = renderItem.compute;
  5107. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  5108. if (pso != currentPso)
  5109. {
  5110. currentPso = pso;
  5111. m_commandList->SetPipelineState(pso);
  5112. currentBindHash = 0;
  5113. }
  5114. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5115. if (currentBindHash != bindHash)
  5116. {
  5117. currentBindHash = bindHash;
  5118. Bind* bindCached = bindLru.find(bindHash);
  5119. if (NULL == bindCached)
  5120. {
  5121. uint32_t numSet = 0;
  5122. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5123. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5124. {
  5125. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  5126. {
  5127. const Binding& bind = renderBind.m_bind[stage];
  5128. if (kInvalidHandle != bind.m_idx)
  5129. {
  5130. switch (bind.m_type)
  5131. {
  5132. case Binding::Image:
  5133. {
  5134. TextureD3D12& texture = m_textures[bind.m_idx];
  5135. if (Access::Read != bind.m_access)
  5136. {
  5137. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5138. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5139. }
  5140. else
  5141. {
  5142. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5143. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5144. samplerFlags[stage] = uint32_t(texture.m_flags);
  5145. }
  5146. ++numSet;
  5147. }
  5148. break;
  5149. case Binding::Texture:
  5150. {
  5151. TextureD3D12& texture = m_textures[bind.m_idx];
  5152. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5153. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5154. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5155. ? bind.m_samplerFlags
  5156. : texture.m_flags
  5157. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5158. ;
  5159. ++numSet;
  5160. }
  5161. break;
  5162. case Binding::IndexBuffer:
  5163. case Binding::VertexBuffer:
  5164. {
  5165. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5166. ? m_indexBuffers[bind.m_idx]
  5167. : m_vertexBuffers[bind.m_idx]
  5168. ;
  5169. if (Access::Read != bind.m_access)
  5170. {
  5171. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5172. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5173. }
  5174. else
  5175. {
  5176. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5177. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5178. }
  5179. ++numSet;
  5180. }
  5181. break;
  5182. }
  5183. }
  5184. else
  5185. {
  5186. samplerFlags[stage] = 0;
  5187. scratchBuffer.allocEmpty(srvHandle[stage]);
  5188. }
  5189. }
  5190. if (0 != numSet)
  5191. {
  5192. Bind bind;
  5193. bind.m_srvHandle = srvHandle[0];
  5194. bind.m_samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
  5195. bindCached = bindLru.add(bindHash, bind, 0);
  5196. }
  5197. }
  5198. }
  5199. if (NULL != bindCached)
  5200. {
  5201. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5202. if (samplerStateIdx != currentSamplerStateIdx)
  5203. {
  5204. currentSamplerStateIdx = samplerStateIdx;
  5205. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5206. }
  5207. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5208. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5209. }
  5210. }
  5211. bool constantsChanged = false;
  5212. if (compute.m_uniformBegin < compute.m_uniformEnd
  5213. || currentProgram.idx != key.m_program.idx)
  5214. {
  5215. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5216. currentProgram = key.m_program;
  5217. ProgramD3D12& program = m_program[currentProgram.idx];
  5218. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5219. if (NULL != vcb)
  5220. {
  5221. commit(*vcb);
  5222. }
  5223. hasPredefined = 0 < program.m_numPredefined;
  5224. constantsChanged = true;
  5225. }
  5226. if (constantsChanged
  5227. || hasPredefined)
  5228. {
  5229. ProgramD3D12& program = m_program[currentProgram.idx];
  5230. viewState.setPredefined<4>(this, view, program, _render, compute);
  5231. commitShaderConstants(key.m_program, gpuAddress);
  5232. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5233. }
  5234. if (isValid(compute.m_indirectBuffer) )
  5235. {
  5236. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5237. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5238. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5239. : compute.m_numIndirect
  5240. ;
  5241. m_commandList->ExecuteIndirect(
  5242. s_renderD3D12->m_commandSignature[0]
  5243. , numDrawIndirect
  5244. , indirect.m_ptr
  5245. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5246. , NULL
  5247. , 0
  5248. );
  5249. }
  5250. else
  5251. {
  5252. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5253. }
  5254. continue;
  5255. }
  5256. bool resetState = viewChanged || wasCompute;
  5257. if (wasCompute)
  5258. {
  5259. wasCompute = false;
  5260. setViewType(view, " ");
  5261. BGFX_D3D12_PROFILER_END();
  5262. BGFX_D3D12_PROFILER_BEGIN(view, kColorDraw);
  5263. commandListChanged = true;
  5264. }
  5265. const RenderDraw& draw = renderItem.draw;
  5266. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5267. {
  5268. const bool occluded = true
  5269. && isValid(draw.m_occlusionQuery)
  5270. && !hasOcclusionQuery
  5271. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5272. ;
  5273. if (occluded
  5274. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5275. {
  5276. if (resetState)
  5277. {
  5278. currentState.clear();
  5279. currentState.m_scissor = !draw.m_scissor;
  5280. currentBind.clear();
  5281. commandListChanged = true;
  5282. }
  5283. continue;
  5284. }
  5285. }
  5286. const uint64_t newFlags = draw.m_stateFlags;
  5287. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5288. currentState.m_stateFlags = newFlags;
  5289. const uint64_t newStencil = draw.m_stencil;
  5290. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5291. currentState.m_stencil = newStencil;
  5292. if (resetState)
  5293. {
  5294. wasCompute = false;
  5295. currentState.clear();
  5296. currentState.m_scissor = !draw.m_scissor;
  5297. changedFlags = BGFX_STATE_MASK;
  5298. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5299. currentState.m_stateFlags = newFlags;
  5300. currentState.m_stencil = newStencil;
  5301. currentBind.clear();
  5302. commandListChanged = true;
  5303. }
  5304. if (commandListChanged)
  5305. {
  5306. commandListChanged = false;
  5307. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5308. ID3D12DescriptorHeap* heaps[] = {
  5309. m_samplerAllocator.getHeap(),
  5310. scratchBuffer.getHeap(),
  5311. };
  5312. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5313. currentPso = NULL;
  5314. currentBindHash = 0;
  5315. currentSamplerStateIdx = kInvalidHandle;
  5316. currentProgram = BGFX_INVALID_HANDLE;
  5317. currentState.clear();
  5318. currentState.m_scissor = !draw.m_scissor;
  5319. changedFlags = BGFX_STATE_MASK;
  5320. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5321. currentState.m_stateFlags = newFlags;
  5322. currentState.m_stencil = newStencil;
  5323. currentBind.clear();
  5324. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5325. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5326. }
  5327. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5328. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5329. if (0 != draw.m_streamMask)
  5330. {
  5331. currentState.m_streamMask = draw.m_streamMask;
  5332. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5333. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5334. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5335. const uint64_t state = draw.m_stateFlags;
  5336. bool hasFactor = 0
  5337. || f0 == (state & f0)
  5338. || f1 == (state & f1)
  5339. || f2 == (state & f2)
  5340. || f3 == (state & f3)
  5341. ;
  5342. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5343. uint8_t numStreams = 0;
  5344. if (UINT8_MAX != draw.m_streamMask)
  5345. {
  5346. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5347. ; 0 != streamMask
  5348. ; streamMask >>= 1, idx += 1, ++numStreams
  5349. )
  5350. {
  5351. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5352. streamMask >>= ntz;
  5353. idx += ntz;
  5354. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5355. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5356. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5357. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5358. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5359. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5360. ? draw.m_stream[idx].m_layoutHandle.idx
  5361. : vb.m_layoutHandle.idx;
  5362. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5363. layouts[numStreams] = &layout;
  5364. }
  5365. }
  5366. ID3D12PipelineState* pso =
  5367. getPipelineState(state
  5368. , draw.m_stencil
  5369. , numStreams
  5370. , layouts
  5371. , key.m_program
  5372. , uint8_t(draw.m_instanceDataStride/16)
  5373. );
  5374. uint16_t scissor = draw.m_scissor;
  5375. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5376. if (currentBindHash != bindHash
  5377. || 0 != changedStencil
  5378. || (hasFactor && blendFactor != draw.m_rgba)
  5379. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5380. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5381. || currentState.m_scissor != scissor
  5382. || pso != currentPso
  5383. || hasOcclusionQuery)
  5384. {
  5385. m_batch.flush(m_commandList);
  5386. }
  5387. if (currentBindHash != bindHash)
  5388. {
  5389. currentBindHash = bindHash;
  5390. Bind* bindCached = bindLru.find(bindHash);
  5391. if (NULL == bindCached)
  5392. {
  5393. uint32_t numSet = 0;
  5394. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5395. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5396. {
  5397. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5398. {
  5399. const Binding& bind = renderBind.m_bind[stage];
  5400. if (kInvalidHandle != bind.m_idx)
  5401. {
  5402. switch (bind.m_type)
  5403. {
  5404. case Binding::Texture:
  5405. {
  5406. TextureD3D12& texture = m_textures[bind.m_idx];
  5407. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5408. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5409. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5410. ? bind.m_samplerFlags
  5411. : texture.m_flags
  5412. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5413. ;
  5414. ++numSet;
  5415. }
  5416. break;
  5417. case Binding::IndexBuffer:
  5418. case Binding::VertexBuffer:
  5419. {
  5420. samplerFlags[stage] = 0;
  5421. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5422. ? m_indexBuffers[bind.m_idx]
  5423. : m_vertexBuffers[bind.m_idx]
  5424. ;
  5425. if (Access::Read != bind.m_access)
  5426. {
  5427. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5428. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5429. }
  5430. else
  5431. {
  5432. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5433. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5434. }
  5435. ++numSet;
  5436. }
  5437. break;
  5438. }
  5439. }
  5440. else
  5441. {
  5442. scratchBuffer.allocEmpty(srvHandle[stage]);
  5443. samplerFlags[stage] = 0;
  5444. }
  5445. }
  5446. }
  5447. if (0 != numSet)
  5448. {
  5449. Bind bind;
  5450. bind.m_srvHandle = srvHandle[0];
  5451. bind.m_samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5452. bindCached = bindLru.add(bindHash, bind, 0);
  5453. }
  5454. }
  5455. if (NULL != bindCached)
  5456. {
  5457. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5458. if (samplerStateIdx != currentSamplerStateIdx)
  5459. {
  5460. currentSamplerStateIdx = samplerStateIdx;
  5461. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5462. }
  5463. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5464. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5465. }
  5466. }
  5467. if (0 != changedStencil)
  5468. {
  5469. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5470. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5471. m_commandList->OMSetStencilRef(ref);
  5472. }
  5473. if (hasFactor
  5474. && blendFactor != draw.m_rgba)
  5475. {
  5476. blendFactor = draw.m_rgba;
  5477. float bf[4];
  5478. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5479. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5480. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5481. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5482. m_commandList->OMSetBlendFactor(bf);
  5483. }
  5484. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5485. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5486. {
  5487. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5488. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5489. prim = s_primInfo[primIndex];
  5490. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5491. }
  5492. if (currentState.m_scissor != scissor)
  5493. {
  5494. currentState.m_scissor = scissor;
  5495. if (UINT16_MAX == scissor)
  5496. {
  5497. if (restoreScissor
  5498. || viewHasScissor)
  5499. {
  5500. restoreScissor = false;
  5501. D3D12_RECT rc;
  5502. rc.left = viewScissorRect.m_x;
  5503. rc.top = viewScissorRect.m_y;
  5504. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5505. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5506. m_commandList->RSSetScissorRects(1, &rc);
  5507. }
  5508. }
  5509. else
  5510. {
  5511. restoreScissor = true;
  5512. Rect scissorRect;
  5513. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5514. if (scissorRect.isZeroArea() )
  5515. {
  5516. continue;
  5517. }
  5518. D3D12_RECT rc;
  5519. rc.left = scissorRect.m_x;
  5520. rc.top = scissorRect.m_y;
  5521. rc.right = scissorRect.m_x + scissorRect.m_width;
  5522. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5523. m_commandList->RSSetScissorRects(1, &rc);
  5524. }
  5525. }
  5526. if (pso != currentPso)
  5527. {
  5528. currentPso = pso;
  5529. m_commandList->SetPipelineState(pso);
  5530. }
  5531. if (constantsChanged
  5532. || currentProgram.idx != key.m_program.idx
  5533. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5534. {
  5535. currentProgram = key.m_program;
  5536. ProgramD3D12& program = m_program[currentProgram.idx];
  5537. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5538. if (NULL != vcb)
  5539. {
  5540. commit(*vcb);
  5541. }
  5542. if (NULL != program.m_fsh)
  5543. {
  5544. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5545. if (NULL != fcb)
  5546. {
  5547. commit(*fcb);
  5548. }
  5549. }
  5550. hasPredefined = 0 < program.m_numPredefined;
  5551. constantsChanged = true;
  5552. }
  5553. if (constantsChanged
  5554. || hasPredefined)
  5555. {
  5556. ProgramD3D12& program = m_program[currentProgram.idx];
  5557. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5558. viewState.m_alphaRef = ref/255.0f;
  5559. viewState.setPredefined<4>(this, view, program, _render, draw);
  5560. commitShaderConstants(key.m_program, gpuAddress);
  5561. }
  5562. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5563. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5564. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5565. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5566. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5567. statsNumInstances[primIndex] += draw.m_numInstances;
  5568. statsNumIndices += numIndices;
  5569. if (hasOcclusionQuery)
  5570. {
  5571. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5572. m_batch.flush(m_commandList);
  5573. m_occlusionQuery.end(m_commandList);
  5574. }
  5575. }
  5576. }
  5577. m_batch.end(m_commandList);
  5578. kick();
  5579. if (wasCompute)
  5580. {
  5581. setViewType(view, "C");
  5582. BGFX_D3D12_PROFILER_END();
  5583. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5584. }
  5585. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5586. if (0 < _render->m_numRenderItems)
  5587. {
  5588. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5589. {
  5590. // deviceCtx->Flush();
  5591. }
  5592. // captureElapsed = -bx::getHPCounter();
  5593. // capture();
  5594. // captureElapsed += bx::getHPCounter();
  5595. profiler.end();
  5596. }
  5597. }
  5598. BGFX_D3D12_PROFILER_END();
  5599. int64_t timeEnd = bx::getHPCounter();
  5600. int64_t frameTime = timeEnd - timeBegin;
  5601. static int64_t min = frameTime;
  5602. static int64_t max = frameTime;
  5603. min = bx::min<int64_t>(min, frameTime);
  5604. max = bx::max<int64_t>(max, frameTime);
  5605. static uint32_t maxGpuLatency = 0;
  5606. static double maxGpuElapsed = 0.0f;
  5607. double elapsedGpuMs = 0.0;
  5608. static int64_t presentMin = m_presentElapsed;
  5609. static int64_t presentMax = m_presentElapsed;
  5610. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  5611. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  5612. if (UINT32_MAX != frameQueryIdx)
  5613. {
  5614. m_gpuTimer.end(frameQueryIdx);
  5615. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5616. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5617. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5618. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5619. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5620. }
  5621. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5622. const int64_t timerFreq = bx::getHPFrequency();
  5623. Stats& perfStats = _render->m_perfStats;
  5624. perfStats.cpuTimeBegin = timeBegin;
  5625. perfStats.cpuTimeEnd = timeEnd;
  5626. perfStats.cpuTimerFreq = timerFreq;
  5627. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5628. perfStats.gpuTimeBegin = result.m_begin;
  5629. perfStats.gpuTimeEnd = result.m_end;
  5630. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5631. perfStats.numDraw = statsKeyType[0];
  5632. perfStats.numCompute = statsKeyType[1];
  5633. perfStats.numBlit = _render->m_numBlitItems;
  5634. perfStats.maxGpuLatency = maxGpuLatency;
  5635. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5636. perfStats.gpuMemoryMax = -INT64_MAX;
  5637. perfStats.gpuMemoryUsed = -INT64_MAX;
  5638. #if BX_PLATFORM_WINDOWS
  5639. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5640. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5641. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5642. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5643. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5644. #endif // BX_PLATFORM_WINDOWS
  5645. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5646. {
  5647. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  5648. // m_needPresent = true;
  5649. TextVideoMem& tvm = m_textVideoMem;
  5650. static int64_t next = timeEnd;
  5651. if (timeEnd >= next)
  5652. {
  5653. next = timeEnd + timerFreq;
  5654. double freq = double(timerFreq);
  5655. double toMs = 1000.0 / freq;
  5656. tvm.clear();
  5657. uint16_t pos = 0;
  5658. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5659. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5660. , getRendererName()
  5661. , m_deviceInterfaceVersion
  5662. , (m_featureLevel >> 12) & 0xf
  5663. , (m_featureLevel >> 8) & 0xf
  5664. );
  5665. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5666. char description[BX_COUNTOF(desc.Description)];
  5667. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5668. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5669. char dedicatedVideo[16];
  5670. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5671. char dedicatedSystem[16];
  5672. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5673. char sharedSystem[16];
  5674. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5675. char processMemoryUsed[16];
  5676. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5677. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5678. , dedicatedVideo
  5679. , dedicatedSystem
  5680. , sharedSystem
  5681. , processMemoryUsed
  5682. );
  5683. #if BX_PLATFORM_WINDOWS
  5684. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5685. {
  5686. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5687. char budget[16];
  5688. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5689. char currentUsage[16];
  5690. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5691. char availableForReservation[16];
  5692. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5693. char currentReservation[16];
  5694. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5695. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5696. , 0 == ii ? "Local " : "Non-local"
  5697. , budget
  5698. , currentUsage
  5699. , availableForReservation
  5700. , currentReservation
  5701. );
  5702. }
  5703. #endif // BX_PLATFORM_WINDOWS
  5704. pos = 10;
  5705. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5706. , double(frameTime)*toMs
  5707. , double(min)*toMs
  5708. , double(max)*toMs
  5709. , freq/frameTime
  5710. );
  5711. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5712. , double(m_presentElapsed)*toMs
  5713. , double(presentMin)*toMs
  5714. , double(presentMax)*toMs
  5715. );
  5716. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5717. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5718. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5719. , 0 != msaa ? '\xfe' : ' '
  5720. , 1<<msaa
  5721. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5722. );
  5723. double elapsedCpuMs = double(frameTime)*toMs;
  5724. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5725. , _render->m_numRenderItems
  5726. , statsKeyType[0]
  5727. , statsKeyType[1]
  5728. , elapsedCpuMs
  5729. );
  5730. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5731. {
  5732. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5733. , getName(Topology::Enum(ii) )
  5734. , statsNumPrimsRendered[ii]
  5735. , statsNumInstances[ii]
  5736. , statsNumPrimsSubmitted[ii]
  5737. );
  5738. }
  5739. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5740. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5741. , m_batch.m_maxDrawPerBatch
  5742. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5743. );
  5744. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5745. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5746. , m_batch.m_maxDrawPerBatch
  5747. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5748. );
  5749. if (NULL != m_renderDocDll)
  5750. {
  5751. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5752. }
  5753. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5754. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5755. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5756. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5757. pos++;
  5758. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5759. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5760. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5761. , m_pipelineStateCache.getCount()
  5762. , m_samplerStateCache.getCount()
  5763. , bindLru.getCount()
  5764. , m_cmd.m_control.available()
  5765. );
  5766. pos++;
  5767. double captureMs = double(captureElapsed)*toMs;
  5768. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5769. uint8_t attr[2] = { 0x8c, 0x8a };
  5770. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5771. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5772. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5773. min = frameTime;
  5774. max = frameTime;
  5775. presentMin = m_presentElapsed;
  5776. presentMax = m_presentElapsed;
  5777. }
  5778. blit(this, _textVideoMemBlitter, tvm);
  5779. BGFX_D3D12_PROFILER_END();
  5780. }
  5781. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5782. {
  5783. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  5784. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5785. BGFX_D3D12_PROFILER_END();
  5786. }
  5787. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5788. if (NULL != m_msaaRt)
  5789. {
  5790. setResourceBarrier(m_commandList
  5791. , m_msaaRt
  5792. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5793. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5794. );
  5795. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  5796. setResourceBarrier(m_commandList
  5797. , m_backBufferColor[m_backBufferColorIdx]
  5798. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5799. , D3D12_RESOURCE_STATE_PRESENT
  5800. );
  5801. }
  5802. else if (NULL != m_swapChain)
  5803. {
  5804. setResourceBarrier(m_commandList
  5805. , m_backBufferColor[m_backBufferColorIdx]
  5806. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5807. , D3D12_RESOURCE_STATE_PRESENT
  5808. );
  5809. }
  5810. #if BX_PLATFORM_WINDOWS
  5811. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5812. {
  5813. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5814. if (NULL != frameBuffer.m_swapChain)
  5815. {
  5816. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5817. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5818. }
  5819. }
  5820. #endif // BX_PLATFORM_WINDOWS
  5821. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5822. }
  5823. } /* namespace d3d12 */ } // namespace bgfx
  5824. #else
  5825. namespace bgfx { namespace d3d12
  5826. {
  5827. RendererContextI* rendererCreate(const Init& _init)
  5828. {
  5829. BX_UNUSED(_init);
  5830. return NULL;
  5831. }
  5832. void rendererDestroy()
  5833. {
  5834. }
  5835. } /* namespace d3d12 */ } // namespace bgfx
  5836. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12