renderer_d3d11.cpp 118 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx { namespace d3d11
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. struct PrimInfo
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  24. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "LineStrip",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. union Zero
  37. {
  38. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  39. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  40. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  41. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  42. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  43. };
  44. static Zero s_zero;
  45. static const uint32_t s_checkMsaa[] =
  46. {
  47. 0,
  48. 2,
  49. 4,
  50. 8,
  51. 16,
  52. };
  53. static DXGI_SAMPLE_DESC s_msaa[] =
  54. {
  55. { 1, 0 },
  56. { 2, 0 },
  57. { 4, 0 },
  58. { 8, 0 },
  59. { 16, 0 },
  60. };
  61. static const D3D11_BLEND s_blendFactor[][2] =
  62. {
  63. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  64. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  65. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  66. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D11_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D11_BLEND_OP_ADD,
  81. D3D11_BLEND_OP_SUBTRACT,
  82. D3D11_BLEND_OP_REV_SUBTRACT,
  83. D3D11_BLEND_OP_MIN,
  84. D3D11_BLEND_OP_MAX,
  85. };
  86. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D11_COMPARISON_FUNC(0), // ignored
  89. D3D11_COMPARISON_LESS,
  90. D3D11_COMPARISON_LESS_EQUAL,
  91. D3D11_COMPARISON_EQUAL,
  92. D3D11_COMPARISON_GREATER_EQUAL,
  93. D3D11_COMPARISON_GREATER,
  94. D3D11_COMPARISON_NOT_EQUAL,
  95. D3D11_COMPARISON_NEVER,
  96. D3D11_COMPARISON_ALWAYS,
  97. };
  98. static const D3D11_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D11_STENCIL_OP_ZERO,
  101. D3D11_STENCIL_OP_KEEP,
  102. D3D11_STENCIL_OP_REPLACE,
  103. D3D11_STENCIL_OP_INCR,
  104. D3D11_STENCIL_OP_INCR_SAT,
  105. D3D11_STENCIL_OP_DECR,
  106. D3D11_STENCIL_OP_DECR_SAT,
  107. D3D11_STENCIL_OP_INVERT,
  108. };
  109. static const D3D11_CULL_MODE s_cullMode[] =
  110. {
  111. D3D11_CULL_NONE,
  112. D3D11_CULL_FRONT,
  113. D3D11_CULL_BACK,
  114. };
  115. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D11_TEXTURE_ADDRESS_WRAP,
  118. D3D11_TEXTURE_ADDRESS_MIRROR,
  119. D3D11_TEXTURE_ADDRESS_CLAMP,
  120. };
  121. /*
  122. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  123. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  124. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  125. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  126. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  128. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  129. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  130. * D3D11_FILTER_ANISOTROPIC = 0x55,
  131. *
  132. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  133. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  134. *
  135. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  136. * 0x10 // MIN_LINEAR
  137. * 0x04 // MAG_LINEAR
  138. * 0x01 // MIP_LINEAR
  139. */
  140. static const uint8_t s_textureFilter[3][3] =
  141. {
  142. {
  143. 0x10, // min linear
  144. 0x00, // min point
  145. 0x55, // anisotropic
  146. },
  147. {
  148. 0x04, // mag linear
  149. 0x00, // mag point
  150. 0x55, // anisotropic
  151. },
  152. {
  153. 0x01, // mip linear
  154. 0x00, // mip point
  155. 0x55, // anisotropic
  156. },
  157. };
  158. struct TextureFormatInfo
  159. {
  160. DXGI_FORMAT m_fmt;
  161. DXGI_FORMAT m_fmtSrv;
  162. DXGI_FORMAT m_fmtDsv;
  163. };
  164. static const TextureFormatInfo s_textureFormat[] =
  165. {
  166. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  167. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  168. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  169. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  170. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  171. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H
  172. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  184. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN }, // R1
  185. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  186. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN }, // R16
  187. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  188. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
  189. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
  190. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
  191. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
  192. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
  193. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
  194. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
  195. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  196. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA8
  197. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  198. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  199. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
  200. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  201. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  202. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  203. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  204. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  205. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  206. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  207. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  208. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  209. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  210. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  211. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  212. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  213. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  214. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  215. };
  216. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  217. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  218. {
  219. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  220. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  235. };
  236. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  237. static const DXGI_FORMAT s_attribType[][4][2] =
  238. {
  239. {
  240. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  241. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  242. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  243. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  244. },
  245. {
  246. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  247. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  248. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  249. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  250. },
  251. {
  252. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  253. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  254. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  255. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  256. },
  257. {
  258. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  259. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  260. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  261. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  262. },
  263. };
  264. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  265. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  266. {
  267. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  268. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  269. {
  270. if (0xff != _decl.m_attributes[attr])
  271. {
  272. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  273. if (0 == _decl.m_attributes[attr])
  274. {
  275. elem->AlignedByteOffset = 0;
  276. }
  277. else
  278. {
  279. uint8_t num;
  280. AttribType::Enum type;
  281. bool normalized;
  282. bool asInt;
  283. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  284. elem->Format = s_attribType[type][num-1][normalized];
  285. elem->AlignedByteOffset = _decl.m_offset[attr];
  286. }
  287. ++elem;
  288. }
  289. }
  290. return elem;
  291. }
  292. struct TextureStage
  293. {
  294. TextureStage()
  295. {
  296. clear();
  297. }
  298. void clear()
  299. {
  300. memset(m_srv, 0, sizeof(m_srv) );
  301. memset(m_sampler, 0, sizeof(m_sampler) );
  302. }
  303. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  304. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  305. };
  306. BX_PRAGMA_DIAGNOSTIC_PUSH();
  307. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  308. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  309. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  310. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  311. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  312. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  313. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  314. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  315. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  316. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  317. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  318. static const GUID s_deviceIIDs[] =
  319. {
  320. IID_IDXGIDevice3,
  321. IID_IDXGIDevice2,
  322. IID_IDXGIDevice1,
  323. IID_IDXGIDevice0,
  324. };
  325. template <typename Ty>
  326. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  327. {
  328. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  329. {
  330. char temp[2048];
  331. va_list argList;
  332. va_start(argList, _format);
  333. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  334. va_end(argList);
  335. temp[size] = '\0';
  336. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  337. }
  338. }
  339. BX_PRAGMA_DIAGNOSTIC_POP();
  340. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  341. {
  342. uint8_t temp[28];
  343. D3D11_BUFFER_DESC desc;
  344. desc.ByteWidth = sizeof(temp);
  345. desc.Usage = D3D11_USAGE_STAGING;
  346. desc.BindFlags = 0;
  347. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  348. desc.MiscFlags = 0;
  349. desc.StructureByteStride = 0;
  350. D3D11_SUBRESOURCE_DATA initData;
  351. initData.pSysMem = &temp;
  352. initData.SysMemPitch = sizeof(temp);
  353. initData.SysMemSlicePitch = 0;
  354. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  355. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  356. bx::write(&writer, UINT32_C(0x00010000) );
  357. bx::write(&writer, UINT32_C(0) );
  358. bx::write(&writer, UINT32_C(0) );
  359. ID3D11Buffer* buffer;
  360. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  361. if (SUCCEEDED(hr) )
  362. {
  363. buffer->Release();
  364. bx::MemoryReader reader(&temp, sizeof(temp) );
  365. bx::skip(&reader, 16);
  366. uint32_t version;
  367. bx::read(&reader, version);
  368. uint32_t driverVersion;
  369. bx::read(&reader, driverVersion);
  370. return version <= driverVersion;
  371. }
  372. return false;
  373. };
  374. #if USE_D3D11_DYNAMIC_LIB
  375. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  376. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  377. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  378. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  379. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  380. #endif // USE_D3D11_DYNAMIC_LIB
  381. struct RendererContextD3D11 : public RendererContextI
  382. {
  383. RendererContextD3D11()
  384. : m_renderdocdll(NULL)
  385. , m_lost(0)
  386. , m_backBufferColor(NULL)
  387. , m_backBufferDepthStencil(NULL)
  388. , m_captureTexture(NULL)
  389. , m_captureResolve(NULL)
  390. , m_wireframe(false)
  391. , m_flags(BGFX_RESET_NONE)
  392. , m_maxAnisotropy(1)
  393. , m_vsChanges(0)
  394. , m_fsChanges(0)
  395. , m_rtMsaa(false)
  396. , m_ovrRtv(NULL)
  397. , m_ovrDsv(NULL)
  398. {
  399. }
  400. ~RendererContextD3D11()
  401. {
  402. }
  403. void init()
  404. {
  405. // Must be before device creation, and before RenderDoc.
  406. m_ovr.init();
  407. if (!m_ovr.isInitialized() )
  408. {
  409. m_renderdocdll = loadRenderDoc();
  410. }
  411. m_fbh.idx = invalidHandle;
  412. memset(m_uniforms, 0, sizeof(m_uniforms) );
  413. memset(&m_resolution, 0, sizeof(m_resolution) );
  414. #if USE_D3D11_DYNAMIC_LIB
  415. m_d3d11dll = bx::dlopen("d3d11.dll");
  416. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  417. m_d3d9dll = NULL;
  418. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  419. {
  420. // D3D11_1.h has ID3DUserDefinedAnnotation
  421. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  422. m_d3d9dll = bx::dlopen("d3d9.dll");
  423. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  424. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  425. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  426. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  427. BX_CHECK(NULL != D3DPERF_SetMarker
  428. && NULL != D3DPERF_BeginEvent
  429. && NULL != D3DPERF_EndEvent
  430. , "Failed to initialize PIX events."
  431. );
  432. }
  433. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  434. BGFX_FATAL(NULL != D3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  435. m_dxgidll = bx::dlopen("dxgi.dll");
  436. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  437. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  438. BGFX_FATAL(NULL != CreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  439. #endif // USE_D3D11_DYNAMIC_LIB
  440. HRESULT hr;
  441. IDXGIFactory* factory;
  442. #if BX_PLATFORM_WINRT
  443. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  444. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  445. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  446. #else
  447. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  448. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  449. #endif // BX_PLATFORM_WINRT
  450. m_adapter = NULL;
  451. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  452. IDXGIAdapter* adapter;
  453. for (uint32_t ii = 0
  454. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  455. ; ++ii
  456. )
  457. {
  458. DXGI_ADAPTER_DESC desc;
  459. hr = adapter->GetDesc(&desc);
  460. if (SUCCEEDED(hr) )
  461. {
  462. BX_TRACE("Adapter #%d", ii);
  463. char description[BX_COUNTOF(desc.Description)];
  464. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  465. BX_TRACE("\tDescription: %s", description);
  466. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  467. , desc.VendorId
  468. , desc.DeviceId
  469. , desc.SubSysId
  470. , desc.Revision
  471. );
  472. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  473. , desc.DedicatedVideoMemory
  474. , desc.DedicatedSystemMemory
  475. , desc.SharedSystemMemory
  476. );
  477. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  478. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  479. ++g_caps.numGPUs;
  480. if (NULL == m_adapter)
  481. {
  482. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  483. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  484. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  485. {
  486. m_adapter = adapter;
  487. m_adapter->AddRef();
  488. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  489. }
  490. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  491. && 0 != strstr(description, "PerfHUD") )
  492. {
  493. m_adapter = adapter;
  494. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  495. }
  496. }
  497. }
  498. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  499. }
  500. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  501. D3D_FEATURE_LEVEL features[] =
  502. {
  503. D3D_FEATURE_LEVEL_11_1,
  504. D3D_FEATURE_LEVEL_11_0,
  505. D3D_FEATURE_LEVEL_10_1,
  506. D3D_FEATURE_LEVEL_10_0,
  507. D3D_FEATURE_LEVEL_9_3,
  508. D3D_FEATURE_LEVEL_9_2,
  509. D3D_FEATURE_LEVEL_9_1,
  510. };
  511. uint32_t flags = 0
  512. | D3D11_CREATE_DEVICE_SINGLETHREADED
  513. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  514. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  515. ;
  516. D3D_FEATURE_LEVEL featureLevel;
  517. hr = E_FAIL;
  518. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  519. {
  520. hr = D3D11CreateDevice(m_adapter
  521. , m_driverType
  522. , NULL
  523. , flags
  524. , &features[ii]
  525. , BX_COUNTOF(features)-ii
  526. , D3D11_SDK_VERSION
  527. , &m_device
  528. , &featureLevel
  529. , &m_deviceCtx
  530. );
  531. if (FAILED(hr)
  532. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  533. {
  534. // Try without debug in case D3D11 SDK Layers
  535. // is not present?
  536. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  537. continue;
  538. }
  539. ++ii;
  540. }
  541. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  542. if (NULL != m_adapter)
  543. {
  544. DX_RELEASE(m_adapter, 2);
  545. }
  546. IDXGIDevice* device = NULL;
  547. hr = E_FAIL;
  548. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  549. {
  550. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  551. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  552. if (SUCCEEDED(hr) )
  553. {
  554. #if BX_COMPILER_MSVC
  555. BX_PRAGMA_DIAGNOSTIC_PUSH();
  556. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  557. try
  558. {
  559. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  560. hr = device->GetAdapter(&adapter);
  561. }
  562. catch (...)
  563. {
  564. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  565. DX_RELEASE(device, 0);
  566. hr = E_FAIL;
  567. }
  568. BX_PRAGMA_DIAGNOSTIC_POP();
  569. #else
  570. hr = device->GetAdapter(&adapter);
  571. #endif // BX_COMPILER_MSVC
  572. }
  573. }
  574. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  575. // GPA increases device ref count.
  576. // RenderDoc makes device ref count 0 here.
  577. //
  578. // This causes assert in debug. When debugger is present refcount
  579. // checks are off.
  580. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  581. DX_RELEASE(device, 2);
  582. hr = adapter->GetDesc(&m_adapterDesc);
  583. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  584. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  585. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  586. #if BX_PLATFORM_WINRT
  587. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  588. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  589. DX_RELEASE(adapter, 2);
  590. memset(&m_scd, 0, sizeof(m_scd) );
  591. m_scd.Width = BGFX_DEFAULT_WIDTH;
  592. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  593. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  594. m_scd.Stereo = false;
  595. m_scd.SampleDesc.Count = 1;
  596. m_scd.SampleDesc.Quality = 0;
  597. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  598. m_scd.BufferCount = 2;
  599. m_scd.Scaling = DXGI_SCALING_NONE;
  600. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  601. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  602. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  603. , g_bgfxCoreWindow
  604. , &m_scd
  605. , NULL
  606. , &m_swapChain
  607. );
  608. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  609. DX_CHECK(m_factory->MakeWindowAssociation(g_bgfxHwnd, 0
  610. | DXGI_MWA_NO_WINDOW_CHANGES
  611. | DXGI_MWA_NO_ALT_ENTER
  612. ) );
  613. #else
  614. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  615. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  616. DX_RELEASE(adapter, 2);
  617. memset(&m_scd, 0, sizeof(m_scd) );
  618. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  619. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  620. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  621. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  622. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  623. m_scd.SampleDesc.Count = 1;
  624. m_scd.SampleDesc.Quality = 0;
  625. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  626. m_scd.BufferCount = 1;
  627. m_scd.OutputWindow = g_bgfxHwnd;
  628. m_scd.Windowed = true;
  629. hr = m_factory->CreateSwapChain(m_device
  630. , &m_scd
  631. , &m_swapChain
  632. );
  633. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  634. #endif // BX_PLATFORM_WINRT
  635. m_numWindows = 1;
  636. #if !defined(__MINGW32__)
  637. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  638. {
  639. ID3D11InfoQueue* infoQueue;
  640. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&infoQueue);
  641. if (SUCCEEDED(hr) )
  642. {
  643. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  644. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  645. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  646. D3D11_INFO_QUEUE_FILTER filter;
  647. memset(&filter, 0, sizeof(filter) );
  648. D3D11_MESSAGE_CATEGORY catlist[] =
  649. {
  650. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  651. D3D11_MESSAGE_CATEGORY_EXECUTION,
  652. };
  653. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  654. filter.DenyList.pCategoryList = catlist;
  655. infoQueue->PushStorageFilter(&filter);
  656. DX_RELEASE(infoQueue, 3);
  657. }
  658. else
  659. {
  660. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  661. setGraphicsDebuggerPresent(true);
  662. }
  663. }
  664. #endif // __MINGW__
  665. UniformHandle handle = BGFX_INVALID_HANDLE;
  666. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  667. {
  668. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  669. }
  670. g_caps.supported |= ( 0
  671. | BGFX_CAPS_TEXTURE_3D
  672. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  673. | BGFX_CAPS_INSTANCING
  674. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  675. | BGFX_CAPS_FRAGMENT_DEPTH
  676. | BGFX_CAPS_BLEND_INDEPENDENT
  677. | BGFX_CAPS_COMPUTE
  678. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  679. | BGFX_CAPS_SWAP_CHAIN
  680. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  681. | BGFX_CAPS_INDEX32
  682. );
  683. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  684. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  685. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  686. {
  687. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  688. if (DXGI_FORMAT_UNKNOWN != s_textureFormat[ii].m_fmt)
  689. {
  690. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  691. data.InFormat = s_textureFormat[ii].m_fmt;
  692. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  693. if (SUCCEEDED(hr) )
  694. {
  695. support |= 0 != (data.OutFormatSupport & (0
  696. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  697. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  698. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  699. ) )
  700. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  701. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  702. ;
  703. support |= 0 != (data.OutFormatSupport & (0
  704. | D3D11_FORMAT_SUPPORT_BUFFER
  705. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  706. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  707. ) )
  708. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  709. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  710. ;
  711. }
  712. else
  713. {
  714. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  715. }
  716. }
  717. g_caps.formats[ii] = support;
  718. }
  719. // Init reserved part of view name.
  720. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  721. {
  722. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  723. bx::snprintf(name, sizeof(name), "%3d ", ii);
  724. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  725. }
  726. updateMsaa();
  727. postReset();
  728. }
  729. void shutdown()
  730. {
  731. preReset();
  732. m_ovr.shutdown();
  733. m_deviceCtx->ClearState();
  734. invalidateCache();
  735. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  736. {
  737. m_indexBuffers[ii].destroy();
  738. }
  739. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  740. {
  741. m_vertexBuffers[ii].destroy();
  742. }
  743. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  744. {
  745. m_shaders[ii].destroy();
  746. }
  747. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  748. {
  749. m_textures[ii].destroy();
  750. }
  751. DX_RELEASE(m_swapChain, 0);
  752. DX_RELEASE(m_deviceCtx, 0);
  753. DX_RELEASE(m_device, 0);
  754. DX_RELEASE(m_factory, 0);
  755. unloadRenderDoc(m_renderdocdll);
  756. #if USE_D3D11_DYNAMIC_LIB
  757. bx::dlclose(m_dxgidll);
  758. bx::dlclose(m_d3d9dll);
  759. bx::dlclose(m_d3d11dll);
  760. #endif // USE_D3D11_DYNAMIC_LIB
  761. }
  762. RendererType::Enum getRendererType() const BX_OVERRIDE
  763. {
  764. return RendererType::Direct3D11;
  765. }
  766. const char* getRendererName() const BX_OVERRIDE
  767. {
  768. return BGFX_RENDERER_DIRECT3D11_NAME;
  769. }
  770. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint8_t _flags) BX_OVERRIDE
  771. {
  772. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  773. }
  774. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  775. {
  776. m_indexBuffers[_handle.idx].destroy();
  777. }
  778. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  779. {
  780. VertexDecl& decl = m_vertexDecls[_handle.idx];
  781. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  782. dump(decl);
  783. }
  784. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  785. {
  786. }
  787. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint8_t _flags) BX_OVERRIDE
  788. {
  789. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  790. }
  791. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  792. {
  793. m_vertexBuffers[_handle.idx].destroy();
  794. }
  795. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  796. {
  797. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  798. }
  799. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  800. {
  801. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  802. }
  803. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  804. {
  805. m_indexBuffers[_handle.idx].destroy();
  806. }
  807. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  808. {
  809. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  810. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  811. }
  812. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  813. {
  814. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  815. }
  816. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  817. {
  818. m_vertexBuffers[_handle.idx].destroy();
  819. }
  820. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  821. {
  822. m_shaders[_handle.idx].create(_mem);
  823. }
  824. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  825. {
  826. m_shaders[_handle.idx].destroy();
  827. }
  828. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  829. {
  830. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  831. }
  832. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  833. {
  834. m_program[_handle.idx].destroy();
  835. }
  836. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  837. {
  838. m_textures[_handle.idx].create(_mem, _flags, _skip);
  839. }
  840. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  841. {
  842. }
  843. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  844. {
  845. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  846. }
  847. void updateTextureEnd() BX_OVERRIDE
  848. {
  849. }
  850. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  851. {
  852. m_textures[_handle.idx].destroy();
  853. }
  854. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  855. {
  856. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  857. }
  858. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  859. {
  860. uint16_t denseIdx = m_numWindows++;
  861. m_windows[denseIdx] = _handle;
  862. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  863. }
  864. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  865. {
  866. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  867. if (UINT16_MAX != denseIdx)
  868. {
  869. --m_numWindows;
  870. if (m_numWindows > 1)
  871. {
  872. FrameBufferHandle handle = m_windows[m_numWindows];
  873. m_windows[denseIdx] = handle;
  874. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  875. }
  876. }
  877. }
  878. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  879. {
  880. if (NULL != m_uniforms[_handle.idx])
  881. {
  882. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  883. }
  884. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  885. void* data = BX_ALLOC(g_allocator, size);
  886. memset(data, 0, size);
  887. m_uniforms[_handle.idx] = data;
  888. m_uniformReg.add(_handle, _name, data);
  889. }
  890. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  891. {
  892. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  893. m_uniforms[_handle.idx] = NULL;
  894. }
  895. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  896. {
  897. ID3D11Texture2D* backBuffer;
  898. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  899. D3D11_TEXTURE2D_DESC backBufferDesc;
  900. backBuffer->GetDesc(&backBufferDesc);
  901. D3D11_TEXTURE2D_DESC desc;
  902. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  903. desc.SampleDesc.Count = 1;
  904. desc.SampleDesc.Quality = 0;
  905. desc.Usage = D3D11_USAGE_STAGING;
  906. desc.BindFlags = 0;
  907. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  908. ID3D11Texture2D* texture;
  909. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  910. if (SUCCEEDED(hr) )
  911. {
  912. if (backBufferDesc.SampleDesc.Count == 1)
  913. {
  914. m_deviceCtx->CopyResource(texture, backBuffer);
  915. }
  916. else
  917. {
  918. desc.Usage = D3D11_USAGE_DEFAULT;
  919. desc.CPUAccessFlags = 0;
  920. ID3D11Texture2D* resolve;
  921. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  922. if (SUCCEEDED(hr) )
  923. {
  924. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  925. m_deviceCtx->CopyResource(texture, resolve);
  926. DX_RELEASE(resolve, 0);
  927. }
  928. }
  929. D3D11_MAPPED_SUBRESOURCE mapped;
  930. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  931. imageSwizzleBgra8(backBufferDesc.Width
  932. , backBufferDesc.Height
  933. , mapped.RowPitch
  934. , mapped.pData
  935. , mapped.pData
  936. );
  937. g_callback->screenShot(_filePath
  938. , backBufferDesc.Width
  939. , backBufferDesc.Height
  940. , mapped.RowPitch
  941. , mapped.pData
  942. , backBufferDesc.Height*mapped.RowPitch
  943. , false
  944. );
  945. m_deviceCtx->Unmap(texture, 0);
  946. DX_RELEASE(texture, 0);
  947. }
  948. DX_RELEASE(backBuffer, 0);
  949. }
  950. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  951. {
  952. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  953. {
  954. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  955. , _name
  956. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  957. );
  958. }
  959. }
  960. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  961. {
  962. memcpy(m_uniforms[_loc], _data, _size);
  963. }
  964. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  965. {
  966. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  967. {
  968. uint32_t size = _size*sizeof(wchar_t);
  969. wchar_t* name = (wchar_t*)alloca(size);
  970. mbstowcs(name, _marker, size-2);
  971. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  972. }
  973. }
  974. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  975. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  976. {
  977. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  978. uint32_t width = getBufferWidth();
  979. uint32_t height = getBufferHeight();
  980. if (m_ovr.isEnabled() )
  981. {
  982. m_ovr.getSize(width, height);
  983. }
  984. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  985. setFrameBuffer(fbh, false);
  986. D3D11_VIEWPORT vp;
  987. vp.TopLeftX = 0;
  988. vp.TopLeftY = 0;
  989. vp.Width = (float)width;
  990. vp.Height = (float)height;
  991. vp.MinDepth = 0.0f;
  992. vp.MaxDepth = 1.0f;
  993. deviceCtx->RSSetViewports(1, &vp);
  994. uint64_t state = BGFX_STATE_RGB_WRITE
  995. | BGFX_STATE_ALPHA_WRITE
  996. | BGFX_STATE_DEPTH_TEST_ALWAYS
  997. ;
  998. setBlendState(state);
  999. setDepthStencilState(state);
  1000. setRasterizerState(state);
  1001. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1002. m_currentProgram = &program;
  1003. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1004. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1005. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1006. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1007. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1008. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1009. uint32_t stride = vertexDecl.m_stride;
  1010. uint32_t offset = 0;
  1011. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1012. setInputLayout(vertexDecl, program, 0);
  1013. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1014. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1015. float proj[16];
  1016. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1017. PredefinedUniform& predefined = program.m_predefined[0];
  1018. uint8_t flags = predefined.m_type;
  1019. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1020. commitShaderConstants();
  1021. m_textures[_blitter.m_texture.idx].commit(0);
  1022. commitTextureStage();
  1023. }
  1024. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1025. {
  1026. const uint32_t numVertices = _numIndices*4/6;
  1027. if (0 < numVertices)
  1028. {
  1029. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1030. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1031. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1032. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1033. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1034. }
  1035. }
  1036. void preReset()
  1037. {
  1038. ovrPreReset();
  1039. DX_RELEASE(m_backBufferDepthStencil, 0);
  1040. DX_RELEASE(m_backBufferColor, 0);
  1041. // invalidateCache();
  1042. capturePreReset();
  1043. }
  1044. void postReset()
  1045. {
  1046. ID3D11Texture2D* color;
  1047. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color));
  1048. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  1049. DX_RELEASE(color, 0);
  1050. ovrPostReset();
  1051. // If OVR doesn't create separate depth stencil view, create default one.
  1052. if (NULL == m_backBufferDepthStencil)
  1053. {
  1054. D3D11_TEXTURE2D_DESC dsd;
  1055. dsd.Width = getBufferWidth();
  1056. dsd.Height = getBufferHeight();
  1057. dsd.MipLevels = 1;
  1058. dsd.ArraySize = 1;
  1059. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1060. dsd.SampleDesc = m_scd.SampleDesc;
  1061. dsd.Usage = D3D11_USAGE_DEFAULT;
  1062. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1063. dsd.CPUAccessFlags = 0;
  1064. dsd.MiscFlags = 0;
  1065. ID3D11Texture2D* depthStencil;
  1066. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1067. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1068. DX_RELEASE(depthStencil, 0);
  1069. }
  1070. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1071. m_currentColor = m_backBufferColor;
  1072. m_currentDepthStencil = m_backBufferDepthStencil;
  1073. capturePostReset();
  1074. }
  1075. static bool isLost(HRESULT _hr)
  1076. {
  1077. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1078. || DXGI_ERROR_DEVICE_HUNG == _hr
  1079. || DXGI_ERROR_DEVICE_RESET == _hr
  1080. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1081. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1082. ;
  1083. }
  1084. void flip() BX_OVERRIDE
  1085. {
  1086. if (NULL != m_swapChain)
  1087. {
  1088. HRESULT hr = S_OK;
  1089. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  1090. #if BX_PLATFORM_WINRT
  1091. syncInterval = 1; // sync interval of 0 is not supported on WinRT
  1092. #endif
  1093. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1094. {
  1095. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1096. }
  1097. if (SUCCEEDED(hr) )
  1098. {
  1099. if (!m_ovr.swap() )
  1100. {
  1101. hr = m_swapChain->Present(syncInterval, 0);
  1102. }
  1103. }
  1104. if (FAILED(hr)
  1105. && isLost(hr) )
  1106. {
  1107. ++m_lost;
  1108. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1109. }
  1110. else
  1111. {
  1112. m_lost = 0;
  1113. }
  1114. }
  1115. }
  1116. void invalidateCache()
  1117. {
  1118. m_inputLayoutCache.invalidate();
  1119. m_blendStateCache.invalidate();
  1120. m_depthStencilStateCache.invalidate();
  1121. m_rasterizerStateCache.invalidate();
  1122. m_samplerStateCache.invalidate();
  1123. }
  1124. void invalidateCompute()
  1125. {
  1126. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1127. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1128. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1129. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1130. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1131. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1132. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1133. }
  1134. void updateMsaa()
  1135. {
  1136. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1137. {
  1138. uint32_t msaa = s_checkMsaa[ii];
  1139. uint32_t quality = 0;
  1140. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1141. if (SUCCEEDED(hr)
  1142. && 0 < quality)
  1143. {
  1144. s_msaa[ii].Count = msaa;
  1145. s_msaa[ii].Quality = quality - 1;
  1146. last = ii;
  1147. }
  1148. else
  1149. {
  1150. s_msaa[ii] = s_msaa[last];
  1151. }
  1152. }
  1153. }
  1154. void updateResolution(const Resolution& _resolution)
  1155. {
  1156. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1157. m_maxAnisotropy = !!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY)
  1158. ? D3D11_REQ_MAXANISOTROPY
  1159. : 1
  1160. ;
  1161. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1162. if ( getBufferWidth() != _resolution.m_width
  1163. || getBufferHeight() != _resolution.m_height
  1164. || m_flags != flags)
  1165. {
  1166. bool resize = true
  1167. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1168. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1169. ;
  1170. m_flags = flags;
  1171. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1172. m_textVideoMem.clear();
  1173. m_resolution = _resolution;
  1174. m_resolution.m_flags = flags;
  1175. setBufferSize(_resolution.m_width, _resolution.m_height);
  1176. preReset();
  1177. if (resize)
  1178. {
  1179. DX_CHECK(m_swapChain->ResizeBuffers(2
  1180. , getBufferWidth()
  1181. , getBufferHeight()
  1182. , getBufferFormat()
  1183. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1184. ) );
  1185. }
  1186. else
  1187. {
  1188. updateMsaa();
  1189. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1190. DX_RELEASE(m_swapChain, 0);
  1191. #if BX_PLATFORM_WINRT
  1192. HRESULT hr;
  1193. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1194. , g_bgfxCoreWindow
  1195. , &m_scd
  1196. , NULL
  1197. , &m_swapChain
  1198. );
  1199. #else
  1200. HRESULT hr;
  1201. hr = m_factory->CreateSwapChain(m_device
  1202. , &m_scd
  1203. , &m_swapChain
  1204. );
  1205. #endif // BX_PLATFORM_WINRT
  1206. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1207. }
  1208. postReset();
  1209. }
  1210. if (recenter)
  1211. {
  1212. m_ovr.recenter();
  1213. }
  1214. }
  1215. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1216. {
  1217. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1218. {
  1219. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1220. m_fsChanges += _numRegs;
  1221. }
  1222. else
  1223. {
  1224. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1225. m_vsChanges += _numRegs;
  1226. }
  1227. }
  1228. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1229. {
  1230. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1231. }
  1232. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1233. {
  1234. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1235. }
  1236. void commitShaderConstants()
  1237. {
  1238. if (0 < m_vsChanges)
  1239. {
  1240. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1241. {
  1242. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1243. }
  1244. m_vsChanges = 0;
  1245. }
  1246. if (0 < m_fsChanges)
  1247. {
  1248. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1249. {
  1250. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1251. }
  1252. m_fsChanges = 0;
  1253. }
  1254. }
  1255. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1256. {
  1257. if (isValid(m_fbh)
  1258. && m_fbh.idx != _fbh.idx
  1259. && m_rtMsaa)
  1260. {
  1261. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1262. frameBuffer.resolve();
  1263. }
  1264. if (!isValid(_fbh) )
  1265. {
  1266. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1267. m_currentColor = m_backBufferColor;
  1268. m_currentDepthStencil = m_backBufferDepthStencil;
  1269. }
  1270. else
  1271. {
  1272. invalidateTextureStage();
  1273. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1274. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1275. m_currentColor = frameBuffer.m_rtv[0];
  1276. m_currentDepthStencil = frameBuffer.m_dsv;
  1277. }
  1278. m_fbh = _fbh;
  1279. m_rtMsaa = _msaa;
  1280. }
  1281. void clear(const Clear& _clear, const float _palette[][4])
  1282. {
  1283. if (isValid(m_fbh) )
  1284. {
  1285. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1286. frameBuffer.clear(_clear, _palette);
  1287. }
  1288. else
  1289. {
  1290. if (NULL != m_currentColor
  1291. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1292. {
  1293. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1294. {
  1295. uint8_t index = _clear.m_index[0];
  1296. if (UINT8_MAX != index)
  1297. {
  1298. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1299. }
  1300. }
  1301. else
  1302. {
  1303. float frgba[4] =
  1304. {
  1305. _clear.m_index[0]*1.0f/255.0f,
  1306. _clear.m_index[1]*1.0f/255.0f,
  1307. _clear.m_index[2]*1.0f/255.0f,
  1308. _clear.m_index[3]*1.0f/255.0f,
  1309. };
  1310. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1311. }
  1312. }
  1313. if (NULL != m_currentDepthStencil
  1314. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1315. {
  1316. DWORD flags = 0;
  1317. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1318. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1319. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1320. }
  1321. }
  1322. }
  1323. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  1324. {
  1325. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1326. layoutHash ^= _numInstanceData;
  1327. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1328. if (NULL == layout)
  1329. {
  1330. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1331. VertexDecl decl;
  1332. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1333. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1334. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1335. {
  1336. uint8_t mask = attrMask[ii];
  1337. uint8_t attr = (decl.m_attributes[ii] & mask);
  1338. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1339. }
  1340. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1341. uint32_t num = uint32_t(elem-vertexElements);
  1342. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1343. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1344. {
  1345. uint32_t index = 8-_numInstanceData+ii;
  1346. uint32_t jj;
  1347. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1348. for (jj = 0; jj < num; ++jj)
  1349. {
  1350. curr = &vertexElements[jj];
  1351. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1352. && curr->SemanticIndex == index)
  1353. {
  1354. break;
  1355. }
  1356. }
  1357. if (jj == num)
  1358. {
  1359. curr = elem;
  1360. ++elem;
  1361. }
  1362. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1363. curr->InputSlot = 1;
  1364. curr->SemanticIndex = index;
  1365. curr->AlignedByteOffset = ii*16;
  1366. }
  1367. num = uint32_t(elem-vertexElements);
  1368. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1369. , num
  1370. , _program.m_vsh->m_code->data
  1371. , _program.m_vsh->m_code->size
  1372. , &layout
  1373. ) );
  1374. m_inputLayoutCache.add(layoutHash, layout);
  1375. }
  1376. m_deviceCtx->IASetInputLayout(layout);
  1377. }
  1378. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1379. {
  1380. _state &= 0
  1381. | BGFX_STATE_BLEND_MASK
  1382. | BGFX_STATE_BLEND_EQUATION_MASK
  1383. | BGFX_STATE_BLEND_INDEPENDENT
  1384. | BGFX_STATE_ALPHA_WRITE
  1385. | BGFX_STATE_RGB_WRITE
  1386. ;
  1387. bx::HashMurmur2A murmur;
  1388. murmur.begin();
  1389. murmur.add(_state);
  1390. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1391. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1392. bool hasFactor = f0 == (_state & f0)
  1393. || f1 == (_state & f1)
  1394. ;
  1395. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1396. if (hasFactor)
  1397. {
  1398. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1399. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1400. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1401. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1402. }
  1403. else
  1404. {
  1405. murmur.add(_rgba);
  1406. }
  1407. uint32_t hash = murmur.end();
  1408. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1409. if (NULL == bs)
  1410. {
  1411. D3D11_BLEND_DESC desc;
  1412. memset(&desc, 0, sizeof(desc) );
  1413. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1414. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1415. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1416. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1417. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1418. const uint32_t srcRGB = (blend )&0xf;
  1419. const uint32_t dstRGB = (blend>> 4)&0xf;
  1420. const uint32_t srcA = (blend>> 8)&0xf;
  1421. const uint32_t dstA = (blend>>12)&0xf;
  1422. const uint32_t equRGB = (equation )&0x7;
  1423. const uint32_t equA = (equation>>3)&0x7;
  1424. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1425. drt->DestBlend = s_blendFactor[dstRGB][0];
  1426. drt->BlendOp = s_blendEquation[equRGB];
  1427. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1428. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1429. drt->BlendOpAlpha = s_blendEquation[equA];
  1430. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1431. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1432. drt->RenderTargetWriteMask = writeMask;
  1433. if (desc.IndependentBlendEnable)
  1434. {
  1435. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1436. {
  1437. drt = &desc.RenderTarget[ii];
  1438. drt->BlendEnable = 0 != (rgba&0x7ff);
  1439. const uint32_t src = (rgba )&0xf;
  1440. const uint32_t dst = (rgba>>4)&0xf;
  1441. const uint32_t equationIndex = (rgba>>8)&0x7;
  1442. drt->SrcBlend = s_blendFactor[src][0];
  1443. drt->DestBlend = s_blendFactor[dst][0];
  1444. drt->BlendOp = s_blendEquation[equationIndex];
  1445. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1446. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1447. drt->BlendOpAlpha = s_blendEquation[equationIndex];
  1448. drt->RenderTargetWriteMask = writeMask;
  1449. }
  1450. }
  1451. else
  1452. {
  1453. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1454. {
  1455. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1456. }
  1457. }
  1458. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1459. m_blendStateCache.add(hash, bs);
  1460. }
  1461. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1462. }
  1463. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1464. {
  1465. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1466. uint32_t fstencil = unpackStencil(0, _stencil);
  1467. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1468. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1469. bx::HashMurmur2A murmur;
  1470. murmur.begin();
  1471. murmur.add(_state);
  1472. murmur.add(_stencil);
  1473. uint32_t hash = murmur.end();
  1474. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1475. if (NULL == dss)
  1476. {
  1477. D3D11_DEPTH_STENCIL_DESC desc;
  1478. memset(&desc, 0, sizeof(desc) );
  1479. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1480. desc.DepthEnable = 0 != func;
  1481. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1482. desc.DepthFunc = s_cmpFunc[func];
  1483. uint32_t bstencil = unpackStencil(1, _stencil);
  1484. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1485. bstencil = frontAndBack ? bstencil : fstencil;
  1486. desc.StencilEnable = 0 != _stencil;
  1487. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1488. desc.StencilWriteMask = 0xff;
  1489. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1490. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1491. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1492. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1493. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1494. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1495. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1496. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1497. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1498. m_depthStencilStateCache.add(hash, dss);
  1499. }
  1500. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1501. }
  1502. void setDebugWireframe(bool _wireframe)
  1503. {
  1504. if (m_wireframe != _wireframe)
  1505. {
  1506. m_wireframe = _wireframe;
  1507. m_rasterizerStateCache.invalidate();
  1508. }
  1509. }
  1510. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1511. {
  1512. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1513. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1514. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1515. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1516. if (NULL == rs)
  1517. {
  1518. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1519. D3D11_RASTERIZER_DESC desc;
  1520. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1521. desc.CullMode = s_cullMode[cull];
  1522. desc.FrontCounterClockwise = false;
  1523. desc.DepthBias = 0;
  1524. desc.DepthBiasClamp = 0.0f;
  1525. desc.SlopeScaledDepthBias = 0.0f;
  1526. desc.DepthClipEnable = false;
  1527. desc.ScissorEnable = _scissor;
  1528. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1529. desc.AntialiasedLineEnable = false;
  1530. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1531. m_rasterizerStateCache.add(_state, rs);
  1532. }
  1533. m_deviceCtx->RSSetState(rs);
  1534. }
  1535. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1536. {
  1537. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1538. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1539. if (NULL == sampler)
  1540. {
  1541. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1542. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1543. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1544. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1545. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1546. D3D11_SAMPLER_DESC sd;
  1547. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1548. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1549. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1550. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1551. sd.MipLODBias = 0.0f;
  1552. sd.MaxAnisotropy = m_maxAnisotropy;
  1553. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1554. sd.BorderColor[0] = 0.0f;
  1555. sd.BorderColor[1] = 0.0f;
  1556. sd.BorderColor[2] = 0.0f;
  1557. sd.BorderColor[3] = 0.0f;
  1558. sd.MinLOD = 0;
  1559. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1560. m_device->CreateSamplerState(&sd, &sampler);
  1561. DX_CHECK_REFCOUNT(sampler, 1);
  1562. m_samplerStateCache.add(_flags, sampler);
  1563. }
  1564. return sampler;
  1565. }
  1566. DXGI_FORMAT getBufferFormat()
  1567. {
  1568. #if BX_PLATFORM_WINRT
  1569. return m_scd.Format;
  1570. #else
  1571. return m_scd.BufferDesc.Format;
  1572. #endif
  1573. }
  1574. uint32_t getBufferWidth()
  1575. {
  1576. #if BX_PLATFORM_WINRT
  1577. return m_scd.Width;
  1578. #else
  1579. return m_scd.BufferDesc.Width;
  1580. #endif
  1581. }
  1582. uint32_t getBufferHeight()
  1583. {
  1584. #if BX_PLATFORM_WINRT
  1585. return m_scd.Height;
  1586. #else
  1587. return m_scd.BufferDesc.Height;
  1588. #endif
  1589. }
  1590. void setBufferSize(uint32_t _width, uint32_t _height)
  1591. {
  1592. #if BX_PLATFORM_WINRT
  1593. m_scd.Width = _width;
  1594. m_scd.Height = _height;
  1595. #else
  1596. m_scd.BufferDesc.Width = _width;
  1597. m_scd.BufferDesc.Height = _height;
  1598. #endif
  1599. }
  1600. void commitTextureStage()
  1601. {
  1602. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1603. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1604. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1605. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1606. }
  1607. void invalidateTextureStage()
  1608. {
  1609. m_textureStage.clear();
  1610. commitTextureStage();
  1611. }
  1612. void ovrPostReset()
  1613. {
  1614. #if BGFX_CONFIG_USE_OVR
  1615. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1616. {
  1617. ovrD3D11Config config;
  1618. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  1619. # if OVR_VERSION > OVR_VERSION_043
  1620. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  1621. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  1622. config.D3D11.pBackBufferUAV = NULL;
  1623. # else
  1624. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  1625. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  1626. # endif // OVR_VERSION > OVR_VERSION_042
  1627. config.D3D11.Header.Multisample = 0;
  1628. config.D3D11.pDevice = m_device;
  1629. config.D3D11.pDeviceContext = m_deviceCtx;
  1630. config.D3D11.pBackBufferRT = m_backBufferColor;
  1631. config.D3D11.pSwapChain = m_swapChain;
  1632. if (m_ovr.postReset(g_bgfxHwnd, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1633. {
  1634. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1635. const Memory* mem = alloc(size);
  1636. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1637. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1638. bx::write(&writer, magic);
  1639. TextureCreate tc;
  1640. tc.m_flags = BGFX_TEXTURE_RT;
  1641. tc.m_width = m_ovr.m_rtSize.w;
  1642. tc.m_height = m_ovr.m_rtSize.h;
  1643. tc.m_sides = 0;
  1644. tc.m_depth = 0;
  1645. tc.m_numMips = 1;
  1646. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1647. tc.m_cubeMap = false;
  1648. tc.m_mem = NULL;
  1649. bx::write(&writer, tc);
  1650. m_ovrRT.create(mem, tc.m_flags, 0);
  1651. release(mem);
  1652. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  1653. D3D11_TEXTURE2D_DESC dsd;
  1654. dsd.Width = m_ovr.m_rtSize.w;
  1655. dsd.Height = m_ovr.m_rtSize.h;
  1656. dsd.MipLevels = 1;
  1657. dsd.ArraySize = 1;
  1658. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1659. dsd.SampleDesc = m_scd.SampleDesc;
  1660. dsd.Usage = D3D11_USAGE_DEFAULT;
  1661. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1662. dsd.CPUAccessFlags = 0;
  1663. dsd.MiscFlags = 0;
  1664. ID3D11Texture2D* depthStencil;
  1665. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1666. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  1667. DX_RELEASE(depthStencil, 0);
  1668. ovrD3D11Texture texture;
  1669. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  1670. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  1671. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  1672. texture.D3D11.pSRView = m_ovrRT.m_srv;
  1673. m_ovr.postReset(texture.Texture);
  1674. bx::xchg(m_ovrRtv, m_backBufferColor);
  1675. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1676. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1677. }
  1678. }
  1679. #endif // BGFX_CONFIG_USE_OVR
  1680. }
  1681. void ovrPreReset()
  1682. {
  1683. #if BGFX_CONFIG_USE_OVR
  1684. m_ovr.preReset();
  1685. if (NULL != m_ovrRtv)
  1686. {
  1687. bx::xchg(m_ovrRtv, m_backBufferColor);
  1688. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1689. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1690. DX_RELEASE(m_ovrRtv, 0);
  1691. DX_RELEASE(m_ovrDsv, 0);
  1692. m_ovrRT.destroy();
  1693. }
  1694. #endif // BGFX_CONFIG_USE_OVR
  1695. }
  1696. void capturePostReset()
  1697. {
  1698. if (m_flags&BGFX_RESET_CAPTURE)
  1699. {
  1700. ID3D11Texture2D* backBuffer;
  1701. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1702. D3D11_TEXTURE2D_DESC backBufferDesc;
  1703. backBuffer->GetDesc(&backBufferDesc);
  1704. D3D11_TEXTURE2D_DESC desc;
  1705. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1706. desc.SampleDesc.Count = 1;
  1707. desc.SampleDesc.Quality = 0;
  1708. desc.Usage = D3D11_USAGE_STAGING;
  1709. desc.BindFlags = 0;
  1710. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1711. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1712. if (SUCCEEDED(hr) )
  1713. {
  1714. if (backBufferDesc.SampleDesc.Count != 1)
  1715. {
  1716. desc.Usage = D3D11_USAGE_DEFAULT;
  1717. desc.CPUAccessFlags = 0;
  1718. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  1719. }
  1720. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  1721. }
  1722. DX_RELEASE(backBuffer, 0);
  1723. }
  1724. }
  1725. void capturePreReset()
  1726. {
  1727. if (NULL != m_captureTexture)
  1728. {
  1729. g_callback->captureEnd();
  1730. }
  1731. DX_RELEASE(m_captureResolve, 0);
  1732. DX_RELEASE(m_captureTexture, 0);
  1733. }
  1734. void capture()
  1735. {
  1736. if (NULL != m_captureTexture)
  1737. {
  1738. ID3D11Texture2D* backBuffer;
  1739. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1740. if (NULL == m_captureResolve)
  1741. {
  1742. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  1743. }
  1744. else
  1745. {
  1746. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat());
  1747. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  1748. }
  1749. D3D11_MAPPED_SUBRESOURCE mapped;
  1750. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  1751. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  1752. m_deviceCtx->Unmap(m_captureTexture, 0);
  1753. DX_RELEASE(backBuffer, 0);
  1754. }
  1755. }
  1756. void commit(ConstantBuffer& _constantBuffer)
  1757. {
  1758. _constantBuffer.reset();
  1759. for (;;)
  1760. {
  1761. uint32_t opcode = _constantBuffer.read();
  1762. if (UniformType::End == opcode)
  1763. {
  1764. break;
  1765. }
  1766. UniformType::Enum type;
  1767. uint16_t loc;
  1768. uint16_t num;
  1769. uint16_t copy;
  1770. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1771. const char* data;
  1772. if (copy)
  1773. {
  1774. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1775. }
  1776. else
  1777. {
  1778. UniformHandle handle;
  1779. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1780. data = (const char*)m_uniforms[handle.idx];
  1781. }
  1782. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1783. case UniformType::_uniform: \
  1784. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1785. { \
  1786. setShaderUniform(uint8_t(type), loc, data, num); \
  1787. } \
  1788. break;
  1789. switch ( (uint32_t)type)
  1790. {
  1791. case UniformType::Uniform3x3fv:
  1792. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  1793. {
  1794. float* value = (float*)data;
  1795. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1796. {
  1797. Matrix4 mtx;
  1798. mtx.un.val[ 0] = value[0];
  1799. mtx.un.val[ 1] = value[1];
  1800. mtx.un.val[ 2] = value[2];
  1801. mtx.un.val[ 3] = 0.0f;
  1802. mtx.un.val[ 4] = value[3];
  1803. mtx.un.val[ 5] = value[4];
  1804. mtx.un.val[ 6] = value[5];
  1805. mtx.un.val[ 7] = 0.0f;
  1806. mtx.un.val[ 8] = value[6];
  1807. mtx.un.val[ 9] = value[7];
  1808. mtx.un.val[10] = value[8];
  1809. mtx.un.val[11] = 0.0f;
  1810. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  1811. }
  1812. }
  1813. break;
  1814. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  1815. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  1816. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  1817. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  1818. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  1819. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  1820. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  1821. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  1822. case UniformType::End:
  1823. break;
  1824. default:
  1825. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1826. break;
  1827. }
  1828. #undef CASE_IMPLEMENT_UNIFORM
  1829. }
  1830. }
  1831. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1832. {
  1833. uint32_t width = getBufferWidth();
  1834. uint32_t height = getBufferHeight();
  1835. if (0 == _rect.m_x
  1836. && 0 == _rect.m_y
  1837. && width == _rect.m_width
  1838. && height == _rect.m_height)
  1839. {
  1840. clear(_clear, _palette);
  1841. }
  1842. else
  1843. {
  1844. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1845. uint64_t state = 0;
  1846. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1847. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1848. uint64_t stencil = 0;
  1849. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  1850. | BGFX_STENCIL_TEST_ALWAYS
  1851. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1852. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1853. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1854. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1855. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1856. : 0
  1857. ;
  1858. setBlendState(state);
  1859. setDepthStencilState(state, stencil);
  1860. setRasterizerState(state);
  1861. uint32_t numMrt = 1;
  1862. FrameBufferHandle fbh = m_fbh;
  1863. if (isValid(fbh) )
  1864. {
  1865. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  1866. numMrt = bx::uint32_max(1, fb.m_num);
  1867. }
  1868. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1869. m_currentProgram = &program;
  1870. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1871. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1872. if (NULL != m_currentColor)
  1873. {
  1874. const ShaderD3D11* fsh = program.m_fsh;
  1875. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  1876. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  1877. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1878. {
  1879. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1880. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1881. {
  1882. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  1883. memcpy(mrtClear[ii], _palette[index], 16);
  1884. }
  1885. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  1886. }
  1887. else
  1888. {
  1889. float rgba[4] =
  1890. {
  1891. _clear.m_index[0]*1.0f/255.0f,
  1892. _clear.m_index[1]*1.0f/255.0f,
  1893. _clear.m_index[2]*1.0f/255.0f,
  1894. _clear.m_index[3]*1.0f/255.0f,
  1895. };
  1896. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  1897. }
  1898. }
  1899. else
  1900. {
  1901. deviceCtx->PSSetShader(NULL, NULL, 0);
  1902. }
  1903. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1904. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1905. const uint32_t stride = vertexDecl.m_stride;
  1906. const uint32_t offset = 0;
  1907. {
  1908. struct Vertex
  1909. {
  1910. float m_x;
  1911. float m_y;
  1912. float m_z;
  1913. };
  1914. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  1915. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1916. const float depth = _clear.m_depth;
  1917. vertex->m_x = -1.0f;
  1918. vertex->m_y = -1.0f;
  1919. vertex->m_z = depth;
  1920. vertex++;
  1921. vertex->m_x = 1.0f;
  1922. vertex->m_y = -1.0f;
  1923. vertex->m_z = depth;
  1924. vertex++;
  1925. vertex->m_x = -1.0f;
  1926. vertex->m_y = 1.0f;
  1927. vertex->m_z = depth;
  1928. vertex++;
  1929. vertex->m_x = 1.0f;
  1930. vertex->m_y = 1.0f;
  1931. vertex->m_z = depth;
  1932. }
  1933. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  1934. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1935. setInputLayout(vertexDecl, program, 0);
  1936. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  1937. deviceCtx->Draw(4, 0);
  1938. }
  1939. }
  1940. #if USE_D3D11_DYNAMIC_LIB
  1941. void* m_d3d9dll;
  1942. void* m_d3d11dll;
  1943. void* m_dxgidll;
  1944. #endif // USE_D3D11_DYNAMIC_LIB
  1945. void* m_renderdocdll;
  1946. D3D_DRIVER_TYPE m_driverType;
  1947. IDXGIAdapter* m_adapter;
  1948. DXGI_ADAPTER_DESC m_adapterDesc;
  1949. #if BX_PLATFORM_WINRT
  1950. IDXGIFactory2* m_factory;
  1951. IDXGISwapChain1* m_swapChain;
  1952. #else
  1953. IDXGIFactory* m_factory;
  1954. IDXGISwapChain* m_swapChain;
  1955. #endif
  1956. uint16_t m_lost;
  1957. uint16_t m_numWindows;
  1958. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1959. ID3D11Device* m_device;
  1960. ID3D11DeviceContext* m_deviceCtx;
  1961. ID3D11RenderTargetView* m_backBufferColor;
  1962. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1963. ID3D11RenderTargetView* m_currentColor;
  1964. ID3D11DepthStencilView* m_currentDepthStencil;
  1965. ID3D11Texture2D* m_captureTexture;
  1966. ID3D11Texture2D* m_captureResolve;
  1967. Resolution m_resolution;
  1968. bool m_wireframe;
  1969. #if BX_PLATFORM_WINRT
  1970. DXGI_SWAP_CHAIN_DESC1 m_scd;
  1971. #else
  1972. DXGI_SWAP_CHAIN_DESC m_scd;
  1973. #endif
  1974. uint32_t m_flags;
  1975. uint32_t m_maxAnisotropy;
  1976. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1977. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1978. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1979. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1980. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1981. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1982. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1983. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1984. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  1985. UniformRegistry m_uniformReg;
  1986. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1987. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1988. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1989. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1990. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1991. TextVideoMem m_textVideoMem;
  1992. TextureStage m_textureStage;
  1993. ProgramD3D11* m_currentProgram;
  1994. uint8_t m_vsScratch[64<<10];
  1995. uint8_t m_fsScratch[64<<10];
  1996. uint32_t m_vsChanges;
  1997. uint32_t m_fsChanges;
  1998. FrameBufferHandle m_fbh;
  1999. bool m_rtMsaa;
  2000. OVR m_ovr;
  2001. TextureD3D11 m_ovrRT;
  2002. ID3D11RenderTargetView* m_ovrRtv;
  2003. ID3D11DepthStencilView* m_ovrDsv;
  2004. };
  2005. static RendererContextD3D11* s_renderD3D11;
  2006. RendererContextI* rendererCreate()
  2007. {
  2008. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2009. s_renderD3D11->init();
  2010. return s_renderD3D11;
  2011. }
  2012. void rendererDestroy()
  2013. {
  2014. s_renderD3D11->shutdown();
  2015. BX_DELETE(g_allocator, s_renderD3D11);
  2016. s_renderD3D11 = NULL;
  2017. }
  2018. void BufferD3D11::create(uint32_t _size, void* _data, uint8_t _flags, uint16_t _stride, bool _vertex)
  2019. {
  2020. m_uav = NULL;
  2021. m_size = _size;
  2022. m_flags = _flags;
  2023. const bool needUav = 0 != (_flags & BGFX_BUFFER_COMPUTE_WRITE);
  2024. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2025. m_dynamic = NULL == _data && !needUav;
  2026. D3D11_BUFFER_DESC desc;
  2027. desc.ByteWidth = _size;
  2028. desc.BindFlags = 0
  2029. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2030. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2031. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2032. ;
  2033. desc.MiscFlags = 0;
  2034. desc.StructureByteStride = 0;
  2035. const DXGI_FORMAT indexFormat = 0 == (_flags & BGFX_BUFFER_INDEX32)
  2036. ? DXGI_FORMAT_R16_UINT
  2037. : DXGI_FORMAT_R32_UINT
  2038. ;
  2039. const DXGI_FORMAT format = _vertex
  2040. ? DXGI_FORMAT_R32G32B32A32_FLOAT
  2041. : indexFormat
  2042. ;
  2043. ID3D11Device* device = s_renderD3D11->m_device;
  2044. if (needUav)
  2045. {
  2046. desc.Usage = D3D11_USAGE_DEFAULT;
  2047. desc.CPUAccessFlags = 0;
  2048. desc.StructureByteStride = _stride;
  2049. DX_CHECK(device->CreateBuffer(&desc
  2050. , NULL
  2051. , &m_ptr
  2052. ));
  2053. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2054. uavd.Format = format;
  2055. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2056. uavd.Buffer.FirstElement = 0;
  2057. uavd.Buffer.NumElements = m_size / 16;
  2058. uavd.Buffer.Flags = 0;
  2059. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2060. , &uavd
  2061. , &m_uav
  2062. ));
  2063. }
  2064. else if (m_dynamic)
  2065. {
  2066. desc.Usage = D3D11_USAGE_DYNAMIC;
  2067. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2068. DX_CHECK(device->CreateBuffer(&desc
  2069. , NULL
  2070. , &m_ptr
  2071. ));
  2072. }
  2073. else
  2074. {
  2075. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2076. desc.CPUAccessFlags = 0;
  2077. D3D11_SUBRESOURCE_DATA srd;
  2078. srd.pSysMem = _data;
  2079. srd.SysMemPitch = 0;
  2080. srd.SysMemSlicePitch = 0;
  2081. DX_CHECK(device->CreateBuffer(&desc
  2082. , &srd
  2083. , &m_ptr
  2084. ));
  2085. }
  2086. if (needSrv)
  2087. {
  2088. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2089. srvd.Format = format;
  2090. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2091. srvd.Buffer.FirstElement = 0;
  2092. srvd.Buffer.NumElements = m_size / 16;
  2093. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2094. , &srvd
  2095. , &m_srv
  2096. ));
  2097. }
  2098. }
  2099. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2100. {
  2101. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2102. BX_CHECK(m_dynamic, "Must be dynamic!");
  2103. #if 1
  2104. BX_UNUSED(_discard);
  2105. ID3D11Device* device = s_renderD3D11->m_device;
  2106. D3D11_BUFFER_DESC desc;
  2107. desc.ByteWidth = _size;
  2108. desc.Usage = D3D11_USAGE_STAGING;
  2109. desc.BindFlags = 0;
  2110. desc.MiscFlags = 0;
  2111. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2112. desc.StructureByteStride = 0;
  2113. D3D11_SUBRESOURCE_DATA srd;
  2114. srd.pSysMem = _data;
  2115. srd.SysMemPitch = 0;
  2116. srd.SysMemSlicePitch = 0;
  2117. ID3D11Buffer* ptr;
  2118. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  2119. D3D11_BOX box;
  2120. box.left = 0;
  2121. box.top = 0;
  2122. box.front = 0;
  2123. box.right = _size;
  2124. box.bottom = 1;
  2125. box.back = 1;
  2126. deviceCtx->CopySubresourceRegion(m_ptr
  2127. , 0
  2128. , _offset
  2129. , 0
  2130. , 0
  2131. , ptr
  2132. , 0
  2133. , &box
  2134. );
  2135. DX_RELEASE(ptr, 0);
  2136. #else
  2137. D3D11_MAPPED_SUBRESOURCE mapped;
  2138. BX_UNUSED(_discard);
  2139. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  2140. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped));
  2141. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2142. deviceCtx->Unmap(m_ptr, 0);
  2143. #endif // 0
  2144. }
  2145. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint8_t _flags)
  2146. {
  2147. m_decl = _declHandle;
  2148. uint16_t stride = isValid(_declHandle)
  2149. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2150. : 0
  2151. ;
  2152. BufferD3D11::create(_size, _data, _flags, stride, true);
  2153. }
  2154. void ShaderD3D11::create(const Memory* _mem)
  2155. {
  2156. bx::MemoryReader reader(_mem->data, _mem->size);
  2157. uint32_t magic;
  2158. bx::read(&reader, magic);
  2159. switch (magic)
  2160. {
  2161. case BGFX_CHUNK_MAGIC_CSH:
  2162. case BGFX_CHUNK_MAGIC_FSH:
  2163. case BGFX_CHUNK_MAGIC_VSH:
  2164. break;
  2165. default:
  2166. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2167. break;
  2168. }
  2169. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2170. uint32_t iohash;
  2171. bx::read(&reader, iohash);
  2172. uint16_t count;
  2173. bx::read(&reader, count);
  2174. m_numPredefined = 0;
  2175. m_numUniforms = count;
  2176. BX_TRACE("%s Shader consts %d"
  2177. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2178. , count
  2179. );
  2180. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2181. if (0 < count)
  2182. {
  2183. for (uint32_t ii = 0; ii < count; ++ii)
  2184. {
  2185. uint8_t nameSize;
  2186. bx::read(&reader, nameSize);
  2187. char name[256];
  2188. bx::read(&reader, &name, nameSize);
  2189. name[nameSize] = '\0';
  2190. uint8_t type;
  2191. bx::read(&reader, type);
  2192. uint8_t num;
  2193. bx::read(&reader, num);
  2194. uint16_t regIndex;
  2195. bx::read(&reader, regIndex);
  2196. uint16_t regCount;
  2197. bx::read(&reader, regCount);
  2198. const char* kind = "invalid";
  2199. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2200. if (PredefinedUniform::Count != predefined)
  2201. {
  2202. kind = "predefined";
  2203. m_predefined[m_numPredefined].m_loc = regIndex;
  2204. m_predefined[m_numPredefined].m_count = regCount;
  2205. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2206. m_numPredefined++;
  2207. }
  2208. else
  2209. {
  2210. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2211. if (NULL != info)
  2212. {
  2213. if (NULL == m_constantBuffer)
  2214. {
  2215. m_constantBuffer = ConstantBuffer::create(1024);
  2216. }
  2217. kind = "user";
  2218. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2219. }
  2220. }
  2221. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2222. , kind
  2223. , name
  2224. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2225. , num
  2226. , regIndex
  2227. , regCount
  2228. );
  2229. BX_UNUSED(kind);
  2230. }
  2231. if (NULL != m_constantBuffer)
  2232. {
  2233. m_constantBuffer->finish();
  2234. }
  2235. }
  2236. uint16_t shaderSize;
  2237. bx::read(&reader, shaderSize);
  2238. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2239. bx::skip(&reader, shaderSize+1);
  2240. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2241. {
  2242. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2243. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2244. }
  2245. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2246. {
  2247. m_hash = bx::hashMurmur2A(code, shaderSize);
  2248. m_code = copy(code, shaderSize);
  2249. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2250. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2251. }
  2252. else
  2253. {
  2254. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2255. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2256. }
  2257. uint8_t numAttrs;
  2258. bx::read(&reader, numAttrs);
  2259. memset(m_attrMask, 0, sizeof(m_attrMask));
  2260. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2261. {
  2262. uint16_t id;
  2263. bx::read(&reader, id);
  2264. Attrib::Enum attr = idToAttrib(id);
  2265. if (Attrib::Count != attr)
  2266. {
  2267. m_attrMask[attr] = 0xff;
  2268. }
  2269. }
  2270. uint16_t size;
  2271. bx::read(&reader, size);
  2272. if (0 < size)
  2273. {
  2274. D3D11_BUFFER_DESC desc;
  2275. desc.ByteWidth = (size + 0xf) & ~0xf;
  2276. desc.Usage = D3D11_USAGE_DEFAULT;
  2277. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2278. desc.CPUAccessFlags = 0;
  2279. desc.MiscFlags = 0;
  2280. desc.StructureByteStride = 0;
  2281. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2282. }
  2283. }
  2284. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2285. {
  2286. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2287. ImageContainer imageContainer;
  2288. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2289. {
  2290. uint8_t numMips = imageContainer.m_numMips;
  2291. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  2292. numMips -= startLod;
  2293. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2294. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2295. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2296. m_flags = _flags;
  2297. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2298. m_textureFormat = (uint8_t)imageContainer.m_format;
  2299. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2300. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2301. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2302. if (convert)
  2303. {
  2304. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2305. bpp = 32;
  2306. }
  2307. if (imageContainer.m_cubeMap)
  2308. {
  2309. m_type = TextureCube;
  2310. }
  2311. else if (imageContainer.m_depth > 1)
  2312. {
  2313. m_type = Texture3D;
  2314. }
  2315. else
  2316. {
  2317. m_type = Texture2D;
  2318. }
  2319. m_numMips = numMips;
  2320. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2321. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2322. uint32_t kk = 0;
  2323. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2324. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2325. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2326. , this - s_renderD3D11->m_textures
  2327. , getName( (TextureFormat::Enum)m_textureFormat)
  2328. , getName( (TextureFormat::Enum)m_requestedFormat)
  2329. , textureWidth
  2330. , textureHeight
  2331. , imageContainer.m_cubeMap ? "x6" : ""
  2332. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2333. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2334. );
  2335. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2336. {
  2337. uint32_t width = textureWidth;
  2338. uint32_t height = textureHeight;
  2339. uint32_t depth = imageContainer.m_depth;
  2340. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  2341. {
  2342. width = bx::uint32_max(1, width);
  2343. height = bx::uint32_max(1, height);
  2344. depth = bx::uint32_max(1, depth);
  2345. ImageMip mip;
  2346. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2347. {
  2348. srd[kk].pSysMem = mip.m_data;
  2349. if (convert)
  2350. {
  2351. uint32_t srcpitch = mip.m_width*bpp/8;
  2352. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2353. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2354. srd[kk].pSysMem = temp;
  2355. srd[kk].SysMemPitch = srcpitch;
  2356. }
  2357. else if (compressed)
  2358. {
  2359. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2360. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2361. }
  2362. else
  2363. {
  2364. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2365. }
  2366. if (swizzle)
  2367. {
  2368. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2369. }
  2370. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2371. ++kk;
  2372. }
  2373. width >>= 1;
  2374. height >>= 1;
  2375. depth >>= 1;
  2376. }
  2377. }
  2378. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2379. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2380. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2381. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2382. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2383. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2384. memset(&srvd, 0, sizeof(srvd) );
  2385. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2386. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2387. if (swizzle)
  2388. {
  2389. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2390. srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2391. }
  2392. switch (m_type)
  2393. {
  2394. case Texture2D:
  2395. case TextureCube:
  2396. {
  2397. D3D11_TEXTURE2D_DESC desc;
  2398. desc.Width = textureWidth;
  2399. desc.Height = textureHeight;
  2400. desc.MipLevels = numMips;
  2401. desc.Format = format;
  2402. desc.SampleDesc = msaa;
  2403. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2404. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2405. desc.CPUAccessFlags = 0;
  2406. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2407. {
  2408. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2409. desc.Usage = D3D11_USAGE_DEFAULT;
  2410. }
  2411. else if (renderTarget)
  2412. {
  2413. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2414. desc.Usage = D3D11_USAGE_DEFAULT;
  2415. }
  2416. if (computeWrite)
  2417. {
  2418. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2419. desc.Usage = D3D11_USAGE_DEFAULT;
  2420. }
  2421. if (imageContainer.m_cubeMap)
  2422. {
  2423. desc.ArraySize = 6;
  2424. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2425. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2426. srvd.TextureCube.MipLevels = numMips;
  2427. }
  2428. else
  2429. {
  2430. desc.ArraySize = 1;
  2431. desc.MiscFlags = 0;
  2432. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2433. srvd.Texture2D.MipLevels = numMips;
  2434. }
  2435. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2436. }
  2437. break;
  2438. case Texture3D:
  2439. {
  2440. D3D11_TEXTURE3D_DESC desc;
  2441. desc.Width = textureWidth;
  2442. desc.Height = textureHeight;
  2443. desc.Depth = imageContainer.m_depth;
  2444. desc.MipLevels = imageContainer.m_numMips;
  2445. desc.Format = format;
  2446. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2447. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2448. desc.CPUAccessFlags = 0;
  2449. desc.MiscFlags = 0;
  2450. if (computeWrite)
  2451. {
  2452. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2453. desc.Usage = D3D11_USAGE_DEFAULT;
  2454. }
  2455. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2456. srvd.Texture3D.MipLevels = numMips;
  2457. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2458. }
  2459. break;
  2460. }
  2461. if (!bufferOnly)
  2462. {
  2463. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2464. }
  2465. if (computeWrite)
  2466. {
  2467. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2468. }
  2469. if (convert
  2470. && 0 != kk)
  2471. {
  2472. kk = 0;
  2473. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2474. {
  2475. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2476. {
  2477. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2478. ++kk;
  2479. }
  2480. }
  2481. }
  2482. }
  2483. }
  2484. void TextureD3D11::destroy()
  2485. {
  2486. DX_RELEASE(m_srv, 0);
  2487. DX_RELEASE(m_uav, 0);
  2488. DX_RELEASE(m_ptr, 0);
  2489. }
  2490. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2491. {
  2492. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2493. D3D11_BOX box;
  2494. box.left = _rect.m_x;
  2495. box.top = _rect.m_y;
  2496. box.right = box.left + _rect.m_width;
  2497. box.bottom = box.top + _rect.m_height;
  2498. box.front = _z;
  2499. box.back = box.front + _depth;
  2500. const uint32_t subres = _mip + (_side * m_numMips);
  2501. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2502. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2503. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2504. const bool convert = m_textureFormat != m_requestedFormat;
  2505. uint8_t* data = _mem->data;
  2506. uint8_t* temp = NULL;
  2507. if (convert)
  2508. {
  2509. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2510. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2511. data = temp;
  2512. }
  2513. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  2514. if (NULL != temp)
  2515. {
  2516. BX_FREE(g_allocator, temp);
  2517. }
  2518. }
  2519. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  2520. {
  2521. TextureStage& ts = s_renderD3D11->m_textureStage;
  2522. ts.m_srv[_stage] = m_srv;
  2523. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  2524. ? s_renderD3D11->getSamplerState(_flags)
  2525. : m_sampler
  2526. ;
  2527. }
  2528. void TextureD3D11::resolve()
  2529. {
  2530. }
  2531. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  2532. {
  2533. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  2534. {
  2535. m_rtv[ii] = NULL;
  2536. }
  2537. m_dsv = NULL;
  2538. m_swapChain = NULL;
  2539. m_num = 0;
  2540. for (uint32_t ii = 0; ii < _num; ++ii)
  2541. {
  2542. TextureHandle handle = _handles[ii];
  2543. if (isValid(handle) )
  2544. {
  2545. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  2546. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2547. {
  2548. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  2549. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2550. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2551. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2552. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2553. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  2554. dsvDesc.Flags = 0;
  2555. dsvDesc.Texture2D.MipSlice = 0;
  2556. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  2557. }
  2558. else
  2559. {
  2560. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  2561. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  2562. m_num++;
  2563. }
  2564. }
  2565. }
  2566. }
  2567. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2568. {
  2569. BX_UNUSED(_depthFormat);
  2570. DXGI_SWAP_CHAIN_DESC scd;
  2571. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  2572. scd.BufferDesc.Width = _width;
  2573. scd.BufferDesc.Height = _height;
  2574. scd.OutputWindow = (HWND)_nwh;
  2575. HRESULT hr;
  2576. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  2577. , &scd
  2578. , &m_swapChain
  2579. );
  2580. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  2581. ID3D11Resource* ptr;
  2582. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr));
  2583. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  2584. DX_RELEASE(ptr, 0);
  2585. m_srv[0] = NULL;
  2586. m_dsv = NULL;
  2587. m_denseIdx = _denseIdx;
  2588. m_num = 1;
  2589. }
  2590. uint16_t FrameBufferD3D11::destroy()
  2591. {
  2592. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2593. {
  2594. DX_RELEASE(m_srv[ii], 0);
  2595. DX_RELEASE(m_rtv[ii], 0);
  2596. }
  2597. DX_RELEASE(m_dsv, 0);
  2598. DX_RELEASE(m_swapChain, 0);
  2599. m_num = 0;
  2600. uint16_t denseIdx = m_denseIdx;
  2601. m_denseIdx = UINT16_MAX;
  2602. return denseIdx;
  2603. }
  2604. void FrameBufferD3D11::resolve()
  2605. {
  2606. }
  2607. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  2608. {
  2609. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2610. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  2611. {
  2612. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2613. {
  2614. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2615. {
  2616. uint8_t index = _clear.m_index[ii];
  2617. if (NULL != m_rtv[ii]
  2618. && UINT8_MAX != index)
  2619. {
  2620. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  2621. }
  2622. }
  2623. }
  2624. else
  2625. {
  2626. float frgba[4] =
  2627. {
  2628. _clear.m_index[0]*1.0f/255.0f,
  2629. _clear.m_index[1]*1.0f/255.0f,
  2630. _clear.m_index[2]*1.0f/255.0f,
  2631. _clear.m_index[3]*1.0f/255.0f,
  2632. };
  2633. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2634. {
  2635. if (NULL != m_rtv[ii])
  2636. {
  2637. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2638. }
  2639. }
  2640. }
  2641. }
  2642. if (NULL != m_dsv
  2643. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2644. {
  2645. DWORD flags = 0;
  2646. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2647. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2648. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2649. }
  2650. }
  2651. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2652. {
  2653. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2654. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2655. updateResolution(_render->m_resolution);
  2656. int64_t elapsed = -bx::getHPCounter();
  2657. int64_t captureElapsed = 0;
  2658. if (0 < _render->m_iboffset)
  2659. {
  2660. TransientIndexBuffer* ib = _render->m_transientIb;
  2661. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2662. }
  2663. if (0 < _render->m_vboffset)
  2664. {
  2665. TransientVertexBuffer* vb = _render->m_transientVb;
  2666. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2667. }
  2668. _render->sort();
  2669. RenderDraw currentState;
  2670. currentState.clear();
  2671. currentState.m_flags = BGFX_STATE_NONE;
  2672. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2673. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  2674. _render->m_hmdEnabled = hmdEnabled;
  2675. if (hmdEnabled)
  2676. {
  2677. HMD& hmd = _render->m_hmd;
  2678. m_ovr.getEyePose(hmd);
  2679. }
  2680. ViewState viewState(_render, hmdEnabled);
  2681. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2682. bool scissorEnabled = false;
  2683. setDebugWireframe(wireframe);
  2684. uint16_t programIdx = invalidHandle;
  2685. SortKey key;
  2686. uint8_t view = 0xff;
  2687. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2688. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2689. uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
  2690. PrimInfo prim = s_primInfo[primIndex];
  2691. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2692. bool wasCompute = false;
  2693. bool viewHasScissor = false;
  2694. Rect viewScissorRect;
  2695. viewScissorRect.clear();
  2696. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2697. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2698. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2699. uint32_t statsNumIndices = 0;
  2700. uint32_t statsKeyType[2] = {};
  2701. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2702. {
  2703. bool viewRestart = false;
  2704. uint8_t eye = 0;
  2705. uint8_t restartState = 0;
  2706. viewState.m_rect = _render->m_rect[0];
  2707. int32_t numItems = _render->m_num;
  2708. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  2709. {
  2710. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  2711. statsKeyType[isCompute]++;
  2712. const bool viewChanged = 0
  2713. || key.m_view != view
  2714. || item == numItems
  2715. ;
  2716. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2717. ++item;
  2718. if (viewChanged)
  2719. {
  2720. if (1 == restartState)
  2721. {
  2722. restartState = 2;
  2723. item = restartItem;
  2724. restartItem = numItems;
  2725. view = 0xff;
  2726. continue;
  2727. }
  2728. view = key.m_view;
  2729. programIdx = invalidHandle;
  2730. if (_render->m_fb[view].idx != fbh.idx)
  2731. {
  2732. fbh = _render->m_fb[view];
  2733. setFrameBuffer(fbh);
  2734. }
  2735. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  2736. viewRestart &= hmdEnabled;
  2737. if (viewRestart)
  2738. {
  2739. if (0 == restartState)
  2740. {
  2741. restartState = 1;
  2742. restartItem = item - 1;
  2743. }
  2744. eye = (restartState - 1) & 1;
  2745. restartState &= 1;
  2746. }
  2747. else
  2748. {
  2749. eye = 0;
  2750. }
  2751. PIX_ENDEVENT();
  2752. viewState.m_rect = _render->m_rect[view];
  2753. if (viewRestart)
  2754. {
  2755. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  2756. {
  2757. wchar_t* viewNameW = s_viewNameW[view];
  2758. viewNameW[3] = L' ';
  2759. viewNameW[4] = eye ? L'R' : L'L';
  2760. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2761. }
  2762. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  2763. viewState.m_rect.m_width /= 2;
  2764. }
  2765. else
  2766. {
  2767. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  2768. {
  2769. wchar_t* viewNameW = s_viewNameW[view];
  2770. viewNameW[3] = L' ';
  2771. viewNameW[4] = L' ';
  2772. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2773. }
  2774. }
  2775. const Rect& scissorRect = _render->m_scissor[view];
  2776. viewHasScissor = !scissorRect.isZero();
  2777. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  2778. D3D11_VIEWPORT vp;
  2779. vp.TopLeftX = viewState.m_rect.m_x;
  2780. vp.TopLeftY = viewState.m_rect.m_y;
  2781. vp.Width = viewState.m_rect.m_width;
  2782. vp.Height = viewState.m_rect.m_height;
  2783. vp.MinDepth = 0.0f;
  2784. vp.MaxDepth = 1.0f;
  2785. deviceCtx->RSSetViewports(1, &vp);
  2786. Clear& clr = _render->m_clear[view];
  2787. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  2788. {
  2789. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_clearColor);
  2790. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  2791. }
  2792. }
  2793. if (isCompute)
  2794. {
  2795. if (!wasCompute)
  2796. {
  2797. wasCompute = true;
  2798. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  2799. {
  2800. wchar_t* viewNameW = s_viewNameW[view];
  2801. viewNameW[3] = L'C';
  2802. PIX_ENDEVENT();
  2803. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2804. }
  2805. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  2806. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2807. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  2808. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  2809. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  2810. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  2811. }
  2812. const RenderCompute& compute = renderItem.compute;
  2813. if (0 != eye
  2814. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  2815. {
  2816. continue;
  2817. }
  2818. bool programChanged = false;
  2819. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  2820. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  2821. if (key.m_program != programIdx)
  2822. {
  2823. programIdx = key.m_program;
  2824. ProgramD3D11& program = m_program[key.m_program];
  2825. m_currentProgram = &program;
  2826. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  2827. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2828. programChanged =
  2829. constantsChanged = true;
  2830. }
  2831. if (invalidHandle != programIdx)
  2832. {
  2833. ProgramD3D11& program = m_program[programIdx];
  2834. if (constantsChanged)
  2835. {
  2836. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2837. if (NULL != vcb)
  2838. {
  2839. commit(*vcb);
  2840. }
  2841. }
  2842. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  2843. if (constantsChanged
  2844. || program.m_numPredefined > 0)
  2845. {
  2846. commitShaderConstants();
  2847. }
  2848. }
  2849. BX_UNUSED(programChanged);
  2850. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2851. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2852. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2853. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  2854. {
  2855. const Binding& bind = compute.m_bind[ii];
  2856. if (invalidHandle != bind.m_idx)
  2857. {
  2858. switch (bind.m_type)
  2859. {
  2860. case Binding::Image:
  2861. {
  2862. const TextureD3D11& texture = m_textures[bind.m_idx];
  2863. if (Access::Read != bind.m_un.m_compute.m_access)
  2864. {
  2865. uav[ii] = texture.m_uav;
  2866. }
  2867. else
  2868. {
  2869. srv[ii] = texture.m_srv;
  2870. sampler[ii] = texture.m_sampler;
  2871. }
  2872. }
  2873. break;
  2874. case Binding::IndexBuffer:
  2875. case Binding::VertexBuffer:
  2876. {
  2877. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  2878. ? m_indexBuffers[bind.m_idx]
  2879. : m_vertexBuffers[bind.m_idx]
  2880. ;
  2881. if (Access::Read != bind.m_un.m_compute.m_access)
  2882. {
  2883. uav[ii] = buffer.m_uav;
  2884. }
  2885. else
  2886. {
  2887. srv[ii] = buffer.m_srv;
  2888. }
  2889. }
  2890. break;
  2891. }
  2892. }
  2893. }
  2894. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2895. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2896. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  2897. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  2898. continue;
  2899. }
  2900. bool resetState = viewChanged || wasCompute;
  2901. if (wasCompute)
  2902. {
  2903. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  2904. {
  2905. wchar_t* viewNameW = s_viewNameW[view];
  2906. viewNameW[3] = L' ';
  2907. PIX_ENDEVENT();
  2908. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2909. }
  2910. wasCompute = false;
  2911. programIdx = invalidHandle;
  2912. m_currentProgram = NULL;
  2913. invalidateCompute();
  2914. }
  2915. const RenderDraw& draw = renderItem.draw;
  2916. const uint64_t newFlags = draw.m_flags;
  2917. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  2918. currentState.m_flags = newFlags;
  2919. const uint64_t newStencil = draw.m_stencil;
  2920. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  2921. currentState.m_stencil = newStencil;
  2922. if (resetState)
  2923. {
  2924. currentState.clear();
  2925. currentState.m_scissor = !draw.m_scissor;
  2926. changedFlags = BGFX_STATE_MASK;
  2927. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2928. currentState.m_flags = newFlags;
  2929. currentState.m_stencil = newStencil;
  2930. setBlendState(newFlags);
  2931. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  2932. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2933. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2934. }
  2935. if (prim.m_type != s_primInfo[primIndex].m_type)
  2936. {
  2937. prim = s_primInfo[primIndex];
  2938. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2939. }
  2940. uint16_t scissor = draw.m_scissor;
  2941. if (currentState.m_scissor != scissor)
  2942. {
  2943. currentState.m_scissor = scissor;
  2944. if (UINT16_MAX == scissor)
  2945. {
  2946. scissorEnabled = viewHasScissor;
  2947. if (viewHasScissor)
  2948. {
  2949. D3D11_RECT rc;
  2950. rc.left = viewScissorRect.m_x;
  2951. rc.top = viewScissorRect.m_y;
  2952. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2953. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2954. deviceCtx->RSSetScissorRects(1, &rc);
  2955. }
  2956. }
  2957. else
  2958. {
  2959. Rect scissorRect;
  2960. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  2961. scissorEnabled = true;
  2962. D3D11_RECT rc;
  2963. rc.left = scissorRect.m_x;
  2964. rc.top = scissorRect.m_y;
  2965. rc.right = scissorRect.m_x + scissorRect.m_width;
  2966. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  2967. deviceCtx->RSSetScissorRects(1, &rc);
  2968. }
  2969. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2970. }
  2971. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  2972. || 0 != changedStencil)
  2973. {
  2974. setDepthStencilState(newFlags, newStencil);
  2975. }
  2976. if ( (0
  2977. | BGFX_STATE_CULL_MASK
  2978. | BGFX_STATE_RGB_WRITE
  2979. | BGFX_STATE_ALPHA_WRITE
  2980. | BGFX_STATE_BLEND_MASK
  2981. | BGFX_STATE_BLEND_EQUATION_MASK
  2982. | BGFX_STATE_ALPHA_REF_MASK
  2983. | BGFX_STATE_PT_MASK
  2984. | BGFX_STATE_POINT_SIZE_MASK
  2985. | BGFX_STATE_MSAA
  2986. ) & changedFlags)
  2987. {
  2988. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2989. {
  2990. setBlendState(newFlags, draw.m_rgba);
  2991. }
  2992. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  2993. {
  2994. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2995. }
  2996. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2997. {
  2998. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2999. viewState.m_alphaRef = ref/255.0f;
  3000. }
  3001. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3002. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3003. if (prim.m_type != s_primInfo[primIndex].m_type)
  3004. {
  3005. prim = s_primInfo[primIndex];
  3006. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3007. }
  3008. }
  3009. bool programChanged = false;
  3010. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3011. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3012. if (key.m_program != programIdx)
  3013. {
  3014. programIdx = key.m_program;
  3015. if (invalidHandle == programIdx)
  3016. {
  3017. m_currentProgram = NULL;
  3018. deviceCtx->VSSetShader(NULL, NULL, 0);
  3019. deviceCtx->PSSetShader(NULL, NULL, 0);
  3020. }
  3021. else
  3022. {
  3023. ProgramD3D11& program = m_program[programIdx];
  3024. m_currentProgram = &program;
  3025. const ShaderD3D11* vsh = program.m_vsh;
  3026. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  3027. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  3028. if (NULL != m_currentColor)
  3029. {
  3030. const ShaderD3D11* fsh = program.m_fsh;
  3031. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3032. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3033. }
  3034. else
  3035. {
  3036. deviceCtx->PSSetShader(NULL, NULL, 0);
  3037. }
  3038. }
  3039. programChanged =
  3040. constantsChanged = true;
  3041. }
  3042. if (invalidHandle != programIdx)
  3043. {
  3044. ProgramD3D11& program = m_program[programIdx];
  3045. if (constantsChanged)
  3046. {
  3047. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3048. if (NULL != vcb)
  3049. {
  3050. commit(*vcb);
  3051. }
  3052. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3053. if (NULL != fcb)
  3054. {
  3055. commit(*fcb);
  3056. }
  3057. }
  3058. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  3059. if (constantsChanged
  3060. || program.m_numPredefined > 0)
  3061. {
  3062. commitShaderConstants();
  3063. }
  3064. }
  3065. {
  3066. uint32_t changes = 0;
  3067. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3068. {
  3069. const Binding& sampler = draw.m_bind[stage];
  3070. Binding& current = currentState.m_bind[stage];
  3071. if (current.m_idx != sampler.m_idx
  3072. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  3073. || programChanged)
  3074. {
  3075. if (invalidHandle != sampler.m_idx)
  3076. {
  3077. TextureD3D11& texture = m_textures[sampler.m_idx];
  3078. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  3079. }
  3080. else
  3081. {
  3082. m_textureStage.m_srv[stage] = NULL;
  3083. m_textureStage.m_sampler[stage] = NULL;
  3084. }
  3085. ++changes;
  3086. }
  3087. current = sampler;
  3088. }
  3089. if (0 < changes)
  3090. {
  3091. commitTextureStage();
  3092. }
  3093. }
  3094. if (programChanged
  3095. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  3096. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3097. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3098. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3099. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3100. {
  3101. currentState.m_vertexDecl = draw.m_vertexDecl;
  3102. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3103. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3104. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3105. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3106. uint16_t handle = draw.m_vertexBuffer.idx;
  3107. if (invalidHandle != handle)
  3108. {
  3109. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  3110. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3111. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3112. uint32_t stride = vertexDecl.m_stride;
  3113. uint32_t offset = 0;
  3114. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3115. if (isValid(draw.m_instanceDataBuffer) )
  3116. {
  3117. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3118. uint32_t instStride = draw.m_instanceDataStride;
  3119. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  3120. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  3121. }
  3122. else
  3123. {
  3124. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  3125. setInputLayout(vertexDecl, m_program[programIdx], 0);
  3126. }
  3127. }
  3128. else
  3129. {
  3130. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  3131. }
  3132. }
  3133. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3134. {
  3135. currentState.m_indexBuffer = draw.m_indexBuffer;
  3136. uint16_t handle = draw.m_indexBuffer.idx;
  3137. if (invalidHandle != handle)
  3138. {
  3139. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  3140. deviceCtx->IASetIndexBuffer(ib.m_ptr
  3141. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  3142. , 0
  3143. );
  3144. }
  3145. else
  3146. {
  3147. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3148. }
  3149. }
  3150. if (isValid(currentState.m_vertexBuffer) )
  3151. {
  3152. uint32_t numVertices = draw.m_numVertices;
  3153. if (UINT32_MAX == numVertices)
  3154. {
  3155. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3156. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3157. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3158. numVertices = vb.m_size/vertexDecl.m_stride;
  3159. }
  3160. uint32_t numIndices = 0;
  3161. uint32_t numPrimsSubmitted = 0;
  3162. uint32_t numInstances = 0;
  3163. uint32_t numPrimsRendered = 0;
  3164. if (isValid(draw.m_indexBuffer) )
  3165. {
  3166. if (UINT32_MAX == draw.m_numIndices)
  3167. {
  3168. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3169. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  3170. numIndices = ib.m_size/indexSize;
  3171. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3172. numInstances = draw.m_numInstances;
  3173. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3174. deviceCtx->DrawIndexedInstanced(numIndices
  3175. , draw.m_numInstances
  3176. , 0
  3177. , draw.m_startVertex
  3178. , 0
  3179. );
  3180. }
  3181. else if (prim.m_min <= draw.m_numIndices)
  3182. {
  3183. numIndices = draw.m_numIndices;
  3184. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3185. numInstances = draw.m_numInstances;
  3186. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3187. deviceCtx->DrawIndexedInstanced(numIndices
  3188. , draw.m_numInstances
  3189. , draw.m_startIndex
  3190. , draw.m_startVertex
  3191. , 0
  3192. );
  3193. }
  3194. }
  3195. else
  3196. {
  3197. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3198. numInstances = draw.m_numInstances;
  3199. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3200. deviceCtx->DrawInstanced(numVertices
  3201. , draw.m_numInstances
  3202. , draw.m_startVertex
  3203. , 0
  3204. );
  3205. }
  3206. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3207. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3208. statsNumInstances[primIndex] += numInstances;
  3209. statsNumIndices += numIndices;
  3210. }
  3211. }
  3212. if (wasCompute)
  3213. {
  3214. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3215. {
  3216. wchar_t* viewNameW = s_viewNameW[view];
  3217. viewNameW[3] = L'C';
  3218. PIX_ENDEVENT();
  3219. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3220. }
  3221. invalidateCompute();
  3222. }
  3223. if (0 < _render->m_num)
  3224. {
  3225. captureElapsed = -bx::getHPCounter();
  3226. capture();
  3227. captureElapsed += bx::getHPCounter();
  3228. }
  3229. }
  3230. PIX_ENDEVENT();
  3231. int64_t now = bx::getHPCounter();
  3232. elapsed += now;
  3233. static int64_t last = now;
  3234. int64_t frameTime = now - last;
  3235. last = now;
  3236. static int64_t min = frameTime;
  3237. static int64_t max = frameTime;
  3238. min = min > frameTime ? frameTime : min;
  3239. max = max < frameTime ? frameTime : max;
  3240. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3241. {
  3242. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3243. TextVideoMem& tvm = m_textVideoMem;
  3244. static int64_t next = now;
  3245. if (now >= next)
  3246. {
  3247. next = now + bx::getHPFrequency();
  3248. double freq = double(bx::getHPFrequency() );
  3249. double toMs = 1000.0/freq;
  3250. tvm.clear();
  3251. uint16_t pos = 0;
  3252. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3253. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3254. , getRendererName()
  3255. );
  3256. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3257. char description[BX_COUNTOF(desc.Description)];
  3258. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3259. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3260. char dedicatedVideo[16];
  3261. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3262. char dedicatedSystem[16];
  3263. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3264. char sharedSystem[16];
  3265. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3266. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3267. , dedicatedVideo
  3268. , dedicatedSystem
  3269. , sharedSystem
  3270. );
  3271. pos = 10;
  3272. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3273. , double(frameTime)*toMs
  3274. , double(min)*toMs
  3275. , double(max)*toMs
  3276. , freq/frameTime
  3277. );
  3278. char hmd[16];
  3279. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3280. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3281. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3282. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3283. , 0 != msaa ? '\xfe' : ' '
  3284. , 1<<msaa
  3285. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3286. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3287. );
  3288. double elapsedCpuMs = double(elapsed)*toMs;
  3289. tvm.printf(10, pos++, 0x8e, " Submitted: %4d (draw %4d, compute %4d) / CPU %3.4f [ms]"
  3290. , _render->m_num
  3291. , statsKeyType[0]
  3292. , statsKeyType[1]
  3293. , elapsedCpuMs
  3294. );
  3295. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3296. {
  3297. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d"
  3298. , s_primName[ii]
  3299. , statsNumPrimsRendered[ii]
  3300. , statsNumInstances[ii]
  3301. , statsNumPrimsSubmitted[ii]
  3302. );
  3303. }
  3304. if (NULL != m_renderdocdll)
  3305. {
  3306. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3307. }
  3308. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3309. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3310. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3311. pos++;
  3312. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3313. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  3314. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  3315. , m_blendStateCache.getCount()
  3316. , m_depthStencilStateCache.getCount()
  3317. , m_inputLayoutCache.getCount()
  3318. , m_rasterizerStateCache.getCount()
  3319. , m_samplerStateCache.getCount()
  3320. );
  3321. pos++;
  3322. double captureMs = double(captureElapsed)*toMs;
  3323. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3324. uint8_t attr[2] = { 0x89, 0x8a };
  3325. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3326. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3327. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3328. min = frameTime;
  3329. max = frameTime;
  3330. }
  3331. blit(this, _textVideoMemBlitter, tvm);
  3332. PIX_ENDEVENT();
  3333. }
  3334. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3335. {
  3336. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3337. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3338. PIX_ENDEVENT();
  3339. }
  3340. }
  3341. } /* namespace d3d11 */ } // namespace bgfx
  3342. #else
  3343. namespace bgfx { namespace d3d11
  3344. {
  3345. RendererContextI* rendererCreate()
  3346. {
  3347. return NULL;
  3348. }
  3349. void rendererDestroy()
  3350. {
  3351. }
  3352. } /* namespace d3d11 */ } // namespace bgfx
  3353. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11