renderer_d3d11.cpp 191 KB

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  1. /*
  2. * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_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. static char s_viewName [BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. inline void setViewType(ViewId _view, const bx::StringView _str)
  13. {
  14. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION | BGFX_CONFIG_PROFILER) )
  15. {
  16. const uint32_t len = _str.getLength();
  17. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), len);
  18. wchar_t tmpW[16];
  19. mbstowcs(tmpW, _str.getPtr(), len);
  20. bx::memCopy(&s_viewNameW[_view][3], tmpW, len*2);
  21. }
  22. }
  23. struct PrimInfo
  24. {
  25. D3D11_PRIMITIVE_TOPOLOGY m_type;
  26. uint32_t m_min;
  27. uint32_t m_div;
  28. uint32_t m_sub;
  29. };
  30. static const PrimInfo s_primInfo[] =
  31. {
  32. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  33. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  34. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  35. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  36. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  37. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  38. };
  39. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  40. union Zero
  41. {
  42. Zero()
  43. {
  44. bx::memSet(this, 0, sizeof(Zero) );
  45. }
  46. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  47. ID3D11UnorderedAccessView* m_uav[D3D11_1_UAV_SLOT_COUNT];
  48. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  49. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  50. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  51. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  52. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. };
  54. BX_PRAGMA_DIAGNOSTIC_PUSH();
  55. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  56. static const Zero s_zero;
  57. BX_PRAGMA_DIAGNOSTIC_POP();
  58. static const uint32_t s_checkMsaa[] =
  59. {
  60. 0,
  61. 2,
  62. 4,
  63. 8,
  64. 16,
  65. };
  66. static DXGI_SAMPLE_DESC s_msaa[] =
  67. {
  68. { 1, 0 },
  69. { 2, 0 },
  70. { 4, 0 },
  71. { 8, 0 },
  72. { 16, 0 },
  73. };
  74. static const D3D11_BLEND s_blendFactor[][2] =
  75. {
  76. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  77. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  78. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  79. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  80. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  81. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  82. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  83. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  84. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  85. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  86. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  87. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  88. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  89. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  90. };
  91. static const D3D11_BLEND_OP s_blendEquation[] =
  92. {
  93. D3D11_BLEND_OP_ADD,
  94. D3D11_BLEND_OP_SUBTRACT,
  95. D3D11_BLEND_OP_REV_SUBTRACT,
  96. D3D11_BLEND_OP_MIN,
  97. D3D11_BLEND_OP_MAX,
  98. };
  99. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  100. {
  101. D3D11_COMPARISON_FUNC(0), // ignored
  102. D3D11_COMPARISON_LESS,
  103. D3D11_COMPARISON_LESS_EQUAL,
  104. D3D11_COMPARISON_EQUAL,
  105. D3D11_COMPARISON_GREATER_EQUAL,
  106. D3D11_COMPARISON_GREATER,
  107. D3D11_COMPARISON_NOT_EQUAL,
  108. D3D11_COMPARISON_NEVER,
  109. D3D11_COMPARISON_ALWAYS,
  110. };
  111. static const D3D11_STENCIL_OP s_stencilOp[] =
  112. {
  113. D3D11_STENCIL_OP_ZERO,
  114. D3D11_STENCIL_OP_KEEP,
  115. D3D11_STENCIL_OP_REPLACE,
  116. D3D11_STENCIL_OP_INCR,
  117. D3D11_STENCIL_OP_INCR_SAT,
  118. D3D11_STENCIL_OP_DECR,
  119. D3D11_STENCIL_OP_DECR_SAT,
  120. D3D11_STENCIL_OP_INVERT,
  121. };
  122. static const D3D11_CULL_MODE s_cullMode[] =
  123. {
  124. D3D11_CULL_NONE,
  125. D3D11_CULL_FRONT,
  126. D3D11_CULL_BACK,
  127. };
  128. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  129. {
  130. D3D11_TEXTURE_ADDRESS_WRAP,
  131. D3D11_TEXTURE_ADDRESS_MIRROR,
  132. D3D11_TEXTURE_ADDRESS_CLAMP,
  133. D3D11_TEXTURE_ADDRESS_BORDER,
  134. };
  135. /*
  136. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  137. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  138. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  139. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  140. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  141. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  142. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  143. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  144. * D3D11_FILTER_ANISOTROPIC = 0x55,
  145. *
  146. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  147. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  148. *
  149. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  150. * 0x10 // MIN_LINEAR
  151. * 0x04 // MAG_LINEAR
  152. * 0x01 // MIP_LINEAR
  153. */
  154. static const uint8_t s_textureFilter[3][3] =
  155. {
  156. {
  157. 0x10, // min linear
  158. 0x00, // min point
  159. 0x55, // anisotropic
  160. },
  161. {
  162. 0x04, // mag linear
  163. 0x00, // mag point
  164. 0x55, // anisotropic
  165. },
  166. {
  167. 0x01, // mip linear
  168. 0x00, // mip point
  169. 0x55, // anisotropic
  170. },
  171. };
  172. struct TextureFormatInfo
  173. {
  174. DXGI_FORMAT m_fmt;
  175. DXGI_FORMAT m_fmtSrv;
  176. DXGI_FORMAT m_fmtDsv;
  177. DXGI_FORMAT m_fmtSrgb;
  178. };
  179. static const TextureFormatInfo s_textureFormat[] =
  180. {
  181. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  182. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  183. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  184. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  185. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  186. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  187. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  201. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  202. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  203. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  204. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  205. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  206. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  208. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  209. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  210. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  211. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  212. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  213. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  214. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  215. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  216. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  217. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  218. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  219. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  220. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  221. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  222. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  223. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  224. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  225. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  226. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  227. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  228. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  229. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  230. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  231. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  232. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  233. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  234. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  235. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  236. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  237. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  238. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  239. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  240. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  241. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  242. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  243. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  244. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  245. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  246. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  247. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  248. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  249. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  250. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  251. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  252. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  253. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  254. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  255. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  256. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  257. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  258. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  259. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  260. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  261. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  262. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  263. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  264. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  265. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  266. };
  267. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  268. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  269. {
  270. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  271. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. };
  289. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  290. static const DXGI_FORMAT s_attribType[][4][2] =
  291. {
  292. { // Uint8
  293. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  294. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  295. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  296. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  297. },
  298. { // Uint10
  299. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  300. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  301. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  302. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  303. },
  304. { // Int16
  305. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  306. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  307. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  308. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  309. },
  310. { // Half
  311. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  312. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  313. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  314. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  315. },
  316. { // Float
  317. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  318. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  319. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  320. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  321. },
  322. };
  323. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  324. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  325. {
  326. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  327. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  328. {
  329. if (UINT16_MAX != _decl.m_attributes[attr])
  330. {
  331. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  332. elem->InputSlot = _stream;
  333. if (0 == _decl.m_attributes[attr])
  334. {
  335. elem->AlignedByteOffset = 0;
  336. }
  337. else
  338. {
  339. uint8_t num;
  340. AttribType::Enum type;
  341. bool normalized;
  342. bool asInt;
  343. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  344. elem->Format = s_attribType[type][num-1][normalized];
  345. elem->AlignedByteOffset = _decl.m_offset[attr];
  346. }
  347. ++elem;
  348. }
  349. }
  350. return elem;
  351. }
  352. struct TextureStage
  353. {
  354. TextureStage()
  355. {
  356. clear();
  357. }
  358. void clear()
  359. {
  360. bx::memSet(m_uav, 0, sizeof(m_uav) );
  361. bx::memSet(m_srv, 0, sizeof(m_srv) );
  362. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  363. }
  364. ID3D11UnorderedAccessView* m_uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  365. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  366. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  367. };
  368. BX_PRAGMA_DIAGNOSTIC_PUSH();
  369. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  370. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  371. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  372. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  373. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  374. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  375. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  376. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  377. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  378. static const GUID IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } };
  379. enum D3D11_FORMAT_SUPPORT2
  380. {
  381. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  382. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  383. };
  384. static const GUID s_d3dDeviceIIDs[] =
  385. {
  386. IID_ID3D11Device3,
  387. IID_ID3D11Device2,
  388. IID_ID3D11Device1,
  389. };
  390. inline bool isLost(HRESULT _hr)
  391. {
  392. return false
  393. || _hr == DXGI_ERROR_DEVICE_REMOVED
  394. || _hr == DXGI_ERROR_DEVICE_HUNG
  395. || _hr == DXGI_ERROR_DEVICE_RESET
  396. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  397. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  398. ;
  399. }
  400. static const char* getLostReason(HRESULT _hr)
  401. {
  402. switch (_hr)
  403. {
  404. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  405. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  406. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  407. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  408. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  409. // The calling application should re-create the device and continue.
  410. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  411. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  412. // suspect, and the application should not continue.
  413. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  414. // A resource is not available at the time of the call, but may become available later.
  415. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  416. case S_OK: return "S_OK";
  417. default: break;
  418. }
  419. return "Unknown HRESULT?";
  420. }
  421. template <typename Ty>
  422. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  423. {
  424. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  425. {
  426. char temp[2048];
  427. va_list argList;
  428. va_start(argList, _format);
  429. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  430. va_end(argList);
  431. temp[size] = '\0';
  432. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  433. }
  434. }
  435. BX_PRAGMA_DIAGNOSTIC_POP();
  436. static HRESULT setIntelExtension(ID3D11Device* _device, const void* _data, uint32_t _size)
  437. {
  438. D3D11_BUFFER_DESC desc;
  439. desc.ByteWidth = _size;
  440. desc.Usage = D3D11_USAGE_STAGING;
  441. desc.BindFlags = 0;
  442. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  443. desc.MiscFlags = 0;
  444. desc.StructureByteStride = 0;
  445. D3D11_SUBRESOURCE_DATA initData;
  446. initData.pSysMem = _data;
  447. initData.SysMemPitch = _size;
  448. initData.SysMemSlicePitch = 0;
  449. ID3D11Buffer* buffer;
  450. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  451. if (SUCCEEDED(hr) )
  452. {
  453. buffer->Release();
  454. }
  455. return hr;
  456. };
  457. static const uint32_t kIntelExtensionInterfaceVersion = UINT32_C(0x10000);
  458. struct IntelExtension
  459. {
  460. char key[16];
  461. uint32_t version;
  462. uint32_t type;
  463. uint32_t data[16];
  464. };
  465. static const IntelExtension s_intelDirectAccessResource =
  466. {
  467. { 'I', 'N', 'T', 'C', 'E', 'X', 'T', 'N', 'R', 'E', 'S', 'O', 'U', 'R', 'C', 'E' },
  468. kIntelExtensionInterfaceVersion,
  469. 1,
  470. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
  471. };
  472. static HRESULT setIntelDirectAccessResource(ID3D11Device* _device)
  473. {
  474. return setIntelExtension(_device, &s_intelDirectAccessResource, sizeof(s_intelDirectAccessResource) );
  475. }
  476. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  477. {
  478. if (windowsVersionIs(Condition::GreaterEqual, 0x0604) )
  479. {
  480. uint8_t temp[28];
  481. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  482. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  483. bx::write(&writer, kIntelExtensionInterfaceVersion);
  484. bx::write(&writer, UINT32_C(0) );
  485. bx::write(&writer, UINT32_C(0) );
  486. if (SUCCEEDED(setIntelExtension(_device, temp, sizeof(temp) ) ) )
  487. {
  488. bx::MemoryReader reader(&temp, sizeof(temp) );
  489. bx::skip(&reader, 16);
  490. uint32_t version;
  491. bx::read(&reader, version);
  492. uint32_t driverVersion;
  493. bx::read(&reader, driverVersion);
  494. return version <= driverVersion;
  495. }
  496. }
  497. return false;
  498. }
  499. void resume(ID3D11Device* _device)
  500. {
  501. BX_UNUSED(_device);
  502. }
  503. void suspend(ID3D11Device* _device)
  504. {
  505. BX_UNUSED(_device);
  506. }
  507. /*
  508. * AMD GPU Services (AGS) library
  509. *
  510. * Reference(s):
  511. * - https://web.archive.org/web/20181126035805/https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  512. */
  513. enum AGS_RETURN_CODE
  514. {
  515. AGS_SUCCESS,
  516. AGS_INVALID_ARGS,
  517. AGS_OUT_OF_MEMORY,
  518. AGS_ERROR_MISSING_DLL,
  519. AGS_ERROR_LEGACY_DRIVER,
  520. AGS_EXTENSION_NOT_SUPPORTED,
  521. AGS_ADL_FAILURE,
  522. };
  523. enum AGS_DRIVER_EXTENSION
  524. {
  525. AGS_EXTENSION_QUADLIST = 1 << 0,
  526. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  527. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  528. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  529. };
  530. struct AGSDriverVersionInfo
  531. {
  532. char strDriverVersion[256];
  533. char strCatalystVersion[256];
  534. char strCatalystWebLink[256];
  535. };
  536. struct AGSContext;
  537. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  538. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  539. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  540. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  541. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  542. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  543. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  544. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  545. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  546. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  547. static PFN_AGS_INIT agsInit;
  548. static PFN_AGS_DEINIT agsDeInit;
  549. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  550. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  551. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  552. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  553. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  554. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  555. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  556. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  557. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  558. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  559. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  560. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  561. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  562. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  563. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  564. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  565. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  566. #if USE_D3D11_DYNAMIC_LIB
  567. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  568. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  569. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  570. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  571. #endif // USE_D3D11_DYNAMIC_LIB
  572. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name);
  573. int WINAPI d3d11Annotation_EndEvent();
  574. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name);
  575. struct RendererContextD3D11 : public RendererContextI
  576. {
  577. RendererContextD3D11()
  578. : m_d3d9Dll(NULL)
  579. , m_d3d11Dll(NULL)
  580. , m_renderDocDll(NULL)
  581. , m_agsDll(NULL)
  582. , m_ags(NULL)
  583. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  584. , m_swapChain(NULL)
  585. , m_lost(false)
  586. , m_numWindows(0)
  587. , m_device(NULL)
  588. , m_deviceCtx(NULL)
  589. , m_annotation(NULL)
  590. , m_infoQueue(NULL)
  591. , m_backBufferColor(NULL)
  592. , m_backBufferDepthStencil(NULL)
  593. , m_currentColor(NULL)
  594. , m_currentDepthStencil(NULL)
  595. , m_captureTexture(NULL)
  596. , m_captureResolve(NULL)
  597. , m_maxAnisotropy(1)
  598. , m_depthClamp(false)
  599. , m_wireframe(false)
  600. , m_currentProgram(NULL)
  601. , m_vsChanges(0)
  602. , m_fsChanges(0)
  603. , m_rtMsaa(false)
  604. , m_timerQuerySupport(false)
  605. , m_directAccessSupport(false)
  606. {
  607. m_fbh.idx = kInvalidHandle;
  608. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  609. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  610. }
  611. ~RendererContextD3D11()
  612. {
  613. }
  614. bool init(const Init& _init)
  615. {
  616. struct ErrorState
  617. {
  618. enum Enum
  619. {
  620. Default,
  621. LoadedD3D11,
  622. LoadedDXGI,
  623. };
  624. };
  625. ErrorState::Enum errorState = ErrorState::Default;
  626. if (_init.debug
  627. || _init.profile)
  628. {
  629. m_renderDocDll = loadRenderDoc();
  630. }
  631. m_fbh.idx = kInvalidHandle;
  632. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  633. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  634. m_ags = NULL;
  635. m_agsDll = bx::dlopen(
  636. #if BX_ARCH_32BIT
  637. "amd_ags_x86.dll"
  638. #else
  639. "amd_ags_x64.dll"
  640. #endif // BX_ARCH_32BIT
  641. );
  642. if (NULL != m_agsDll)
  643. {
  644. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsDll, "agsInit");
  645. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsDll, "agsDeInit");
  646. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetCrossfireGPUCount");
  647. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetTotalGPUCount");
  648. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsDll, "agsGetGPUMemorySize");
  649. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsDll, "agsGetDriverVersionInfo");
  650. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsDll, "agsDriverExtensions_Init");
  651. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsDll, "agsDriverExtensions_DeInit");
  652. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  653. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  654. bool agsSupported = true
  655. && NULL != agsInit
  656. && NULL != agsDeInit
  657. && NULL != agsGetCrossfireGPUCount
  658. && NULL != agsGetTotalGPUCount
  659. && NULL != agsGetGPUMemorySize
  660. && NULL != agsGetDriverVersionInfo
  661. && NULL != agsDriverExtensions_Init
  662. && NULL != agsDriverExtensions_DeInit
  663. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  664. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  665. ;
  666. if (agsSupported)
  667. {
  668. AGS_RETURN_CODE result = agsInit(&m_ags);
  669. agsSupported = AGS_SUCCESS == result;
  670. if (agsSupported)
  671. {
  672. AGSDriverVersionInfo vi;
  673. result = agsGetDriverVersionInfo(m_ags, &vi);
  674. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  675. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  676. int32_t numCrossfireGPUs = 0;
  677. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  678. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  679. int32_t numGPUs = 0;
  680. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  681. BX_TRACE(" Num GPUs: %d", numGPUs);
  682. for (int32_t ii = 0; ii < numGPUs; ++ii)
  683. {
  684. long long memSize;
  685. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  686. if (AGS_SUCCESS == result)
  687. {
  688. char memSizeStr[16];
  689. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  690. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  691. }
  692. }
  693. }
  694. }
  695. BX_WARN(!agsSupported, "AMD/AGS supported.");
  696. if (!agsSupported)
  697. {
  698. if (NULL != m_ags)
  699. {
  700. agsDeInit(m_ags);
  701. m_ags = NULL;
  702. }
  703. bx::dlclose(m_agsDll);
  704. m_agsDll = NULL;
  705. }
  706. }
  707. m_nvapi.init();
  708. #if USE_D3D11_DYNAMIC_LIB
  709. m_d3d11Dll = bx::dlopen("d3d11.dll");
  710. if (NULL == m_d3d11Dll)
  711. {
  712. BX_TRACE("Init error: Failed to load d3d11.dll.");
  713. goto error;
  714. }
  715. errorState = ErrorState::LoadedD3D11;
  716. m_d3d9Dll = NULL;
  717. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  718. {
  719. // D3D11_1.h has ID3DUserDefinedAnnotation
  720. // https://web.archive.org/web/20190207230424/https://docs.microsoft.com/en-us/windows/desktop/api/d3d11_1/nn-d3d11_1-id3duserdefinedannotation
  721. m_d3d9Dll = bx::dlopen("d3d9.dll");
  722. if (NULL != m_d3d9Dll)
  723. {
  724. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9Dll, "D3DPERF_SetMarker" );
  725. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9Dll, "D3DPERF_BeginEvent");
  726. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9Dll, "D3DPERF_EndEvent" );
  727. if (NULL == D3DPERF_SetMarker
  728. || NULL == D3DPERF_BeginEvent
  729. || NULL == D3DPERF_EndEvent)
  730. {
  731. BX_TRACE("Failed to initialize PIX events.");
  732. D3DPERF_SetMarker = NULL;
  733. D3DPERF_BeginEvent = NULL;
  734. D3DPERF_EndEvent = NULL;
  735. bx::dlclose(m_d3d9Dll);
  736. m_d3d9Dll = NULL;
  737. }
  738. }
  739. }
  740. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11Dll, "D3D11CreateDevice");
  741. if (NULL == D3D11CreateDevice)
  742. {
  743. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  744. goto error;
  745. }
  746. #endif // USE_D3D11_DYNAMIC_LIB
  747. m_device = (ID3D11Device*)g_platformData.context;
  748. if (!m_dxgi.init(g_caps) )
  749. {
  750. goto error;
  751. }
  752. errorState = ErrorState::LoadedDXGI;
  753. if (NULL == m_device)
  754. {
  755. if (NULL != m_renderDocDll)
  756. {
  757. setGraphicsDebuggerPresent(true);
  758. }
  759. D3D_FEATURE_LEVEL featureLevel[] =
  760. {
  761. D3D_FEATURE_LEVEL_12_1,
  762. D3D_FEATURE_LEVEL_12_0,
  763. D3D_FEATURE_LEVEL_11_1,
  764. D3D_FEATURE_LEVEL_11_0,
  765. D3D_FEATURE_LEVEL_10_1,
  766. D3D_FEATURE_LEVEL_10_0,
  767. #if BX_PLATFORM_WINRT
  768. D3D_FEATURE_LEVEL_9_3,
  769. D3D_FEATURE_LEVEL_9_2,
  770. #endif // BX_PLATFORM_WINRT
  771. };
  772. HRESULT hr = S_OK;
  773. for (;;)
  774. {
  775. uint32_t flags = 0
  776. | D3D11_CREATE_DEVICE_SINGLETHREADED
  777. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  778. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  779. | (_init.debug ? D3D11_CREATE_DEVICE_DEBUG : 0)
  780. ;
  781. hr = E_FAIL;
  782. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  783. {
  784. hr = D3D11CreateDevice(m_dxgi.m_adapter
  785. , m_dxgi.m_driverType
  786. , NULL
  787. , flags
  788. , &featureLevel[ii]
  789. , BX_COUNTOF(featureLevel)-ii
  790. , D3D11_SDK_VERSION
  791. , &m_device
  792. , &m_featureLevel
  793. , &m_deviceCtx
  794. );
  795. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  796. , (m_featureLevel >> 12) & 0xf
  797. , (m_featureLevel >> 8) & 0xf
  798. );
  799. if (FAILED(hr)
  800. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  801. {
  802. // Try without debug in case D3D11 SDK Layers
  803. // is not present?
  804. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  805. continue;
  806. }
  807. // Enable debug flags.
  808. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  809. ++ii;
  810. }
  811. if (FAILED(hr)
  812. && D3D_DRIVER_TYPE_WARP != m_dxgi.m_driverType)
  813. {
  814. // Try with WARP
  815. m_dxgi.m_driverType = D3D_DRIVER_TYPE_WARP;
  816. continue;
  817. }
  818. break;
  819. }
  820. if (FAILED(hr) )
  821. {
  822. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  823. goto error;
  824. }
  825. }
  826. else
  827. {
  828. m_device->GetImmediateContext(&m_deviceCtx);
  829. if (NULL == m_deviceCtx)
  830. {
  831. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  832. goto error;
  833. }
  834. m_featureLevel = m_device->GetFeatureLevel();
  835. }
  836. m_dxgi.update(m_device);
  837. {
  838. m_deviceInterfaceVersion = 0;
  839. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  840. {
  841. ID3D11Device* device;
  842. HRESULT hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  843. if (SUCCEEDED(hr) )
  844. {
  845. device->Release(); // BK - ignore ref count.
  846. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  847. break;
  848. }
  849. }
  850. { ///
  851. IDXGIDevice* renderdoc;
  852. HRESULT hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  853. if (SUCCEEDED(hr) )
  854. {
  855. setGraphicsDebuggerPresent(true);
  856. DX_RELEASE(renderdoc, 2);
  857. }
  858. else
  859. {
  860. IUnknown* device = m_device;
  861. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  862. }
  863. }
  864. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  865. {
  866. m_nvapi.shutdown();
  867. }
  868. if (NULL == g_platformData.backBuffer)
  869. {
  870. HRESULT hr = S_OK;
  871. m_swapEffect =
  872. #if BX_PLATFORM_WINDOWS
  873. DXGI_SWAP_EFFECT_FLIP_DISCARD
  874. #else
  875. DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL
  876. #endif // !BX_PLATFORM_WINDOWS
  877. ;
  878. m_swapBufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BGFX_CONFIG_MAX_BACK_BUFFERS);
  879. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  880. m_scd.width = _init.resolution.width;
  881. m_scd.height = _init.resolution.height;
  882. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  883. updateMsaa(m_scd.format);
  884. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  885. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  886. m_scd.bufferCount = m_swapBufferCount;
  887. m_scd.scaling = 0 == g_platformData.ndt
  888. ? DXGI_SCALING_NONE
  889. : DXGI_SCALING_STRETCH
  890. ;
  891. m_scd.swapEffect = m_swapEffect;
  892. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  893. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  894. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, 3);
  895. m_scd.nwh = g_platformData.nwh;
  896. m_scd.ndt = g_platformData.ndt;
  897. m_scd.windowed = true;
  898. m_msaaRt = NULL;
  899. if (NULL != m_scd.nwh)
  900. {
  901. hr = m_dxgi.createSwapChain(m_device
  902. , m_scd
  903. , &m_swapChain
  904. );
  905. if (FAILED(hr) )
  906. {
  907. // DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL is not available on win7
  908. // Try again with DXGI_SWAP_EFFECT_DISCARD
  909. m_swapEffect = DXGI_SWAP_EFFECT_DISCARD;
  910. m_swapBufferCount = 1;
  911. m_scd.bufferCount = m_swapBufferCount;
  912. m_scd.swapEffect = m_swapEffect;
  913. hr = m_dxgi.createSwapChain(m_device
  914. , m_scd
  915. , &m_swapChain
  916. );
  917. if (FAILED(hr) )
  918. {
  919. BX_TRACE("Init error: Failed to create swap chain.");
  920. goto error;
  921. }
  922. }
  923. m_resolution = _init.resolution;
  924. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  925. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  926. m_textVideoMem.clear();
  927. if (1 < m_scd.sampleDesc.Count)
  928. {
  929. D3D11_TEXTURE2D_DESC desc;
  930. desc.Width = m_scd.width;
  931. desc.Height = m_scd.height;
  932. desc.MipLevels = 1;
  933. desc.ArraySize = 1;
  934. desc.Format = m_scd.format;
  935. desc.SampleDesc = m_scd.sampleDesc;
  936. desc.Usage = D3D11_USAGE_DEFAULT;
  937. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  938. desc.CPUAccessFlags = 0;
  939. desc.MiscFlags = 0;
  940. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  941. }
  942. }
  943. #if BX_PLATFORM_WINDOWS
  944. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  945. | DXGI_MWA_NO_WINDOW_CHANGES
  946. | DXGI_MWA_NO_ALT_ENTER
  947. ) );
  948. #endif // BX_PLATFORM_WINDOWS
  949. if (FAILED(hr) )
  950. {
  951. BX_TRACE("Init error: Failed to create swap chain.");
  952. goto error;
  953. }
  954. }
  955. else
  956. {
  957. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  958. m_scd.sampleDesc.Count = 1;
  959. m_scd.sampleDesc.Quality = 0;
  960. m_scd.width = _init.resolution.width;
  961. m_scd.height = _init.resolution.height;
  962. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  963. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  964. }
  965. }
  966. m_numWindows = 1;
  967. #if USE_D3D11_DYNAMIC_LIB
  968. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  969. {
  970. HRESULT hr = m_deviceCtx->QueryInterface(IID_ID3DUserDefinedAnnotation, (void**)&m_annotation);
  971. if (SUCCEEDED(hr) )
  972. {
  973. D3DPERF_BeginEvent = d3d11Annotation_BeginEvent;
  974. D3DPERF_EndEvent = d3d11Annotation_EndEvent;
  975. D3DPERF_SetMarker = d3d11Annotation_SetMarker;
  976. }
  977. }
  978. #endif // USE_D3D11_DYNAMIC_LIB
  979. if (_init.debug)
  980. {
  981. HRESULT hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  982. if (SUCCEEDED(hr) )
  983. {
  984. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  985. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  986. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  987. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_INFO, false);
  988. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_MESSAGE, false);
  989. D3D11_INFO_QUEUE_FILTER filter;
  990. bx::memSet(&filter, 0, sizeof(filter) );
  991. D3D11_MESSAGE_CATEGORY catlist[] =
  992. {
  993. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  994. };
  995. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  996. filter.DenyList.pCategoryList = catlist;
  997. D3D11_MESSAGE_ID idlist[] =
  998. {
  999. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1000. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1001. };
  1002. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1003. filter.DenyList.pIDList = idlist;
  1004. m_infoQueue->PushStorageFilter(&filter);
  1005. }
  1006. }
  1007. {
  1008. g_caps.supported |= (0
  1009. | BGFX_CAPS_TEXTURE_3D
  1010. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1011. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1012. | BGFX_CAPS_VERTEX_ID
  1013. | BGFX_CAPS_FRAGMENT_DEPTH
  1014. | (getIntelExtensions(m_device)
  1015. ? BGFX_CAPS_FRAGMENT_ORDERING
  1016. | BGFX_CAPS_TEXTURE_DIRECT_ACCESS
  1017. : 0)
  1018. | BGFX_CAPS_SWAP_CHAIN
  1019. | BGFX_CAPS_DRAW_INDIRECT
  1020. | BGFX_CAPS_TEXTURE_BLIT
  1021. | BGFX_CAPS_TEXTURE_READ_BACK
  1022. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1023. ? BGFX_CAPS_OCCLUSION_QUERY
  1024. : 0)
  1025. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1026. | ( (m_deviceInterfaceVersion >= 3)
  1027. ? BGFX_CAPS_CONSERVATIVE_RASTER
  1028. : 0)
  1029. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1030. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1031. | ((m_featureLevel >= D3D_FEATURE_LEVEL_11_1)
  1032. ? BGFX_CAPS_FRAMEBUFFER_RW
  1033. : 0)
  1034. );
  1035. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1036. m_directAccessSupport = 0 != (g_caps.supported & BGFX_CAPS_TEXTURE_DIRECT_ACCESS);
  1037. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1038. {
  1039. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1040. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1041. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1042. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1043. ) );
  1044. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1045. 16
  1046. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1047. ) );
  1048. }
  1049. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1050. {
  1051. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1052. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1053. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1054. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1055. ) );
  1056. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1057. 16
  1058. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1059. ) );
  1060. }
  1061. else
  1062. {
  1063. g_caps.limits.maxComputeBindings = bx::min(BGFX_MAX_COMPUTE_BINDINGS
  1064. , D3D_FEATURE_LEVEL_11_1 <= m_featureLevel
  1065. ? D3D11_1_UAV_SLOT_COUNT
  1066. : D3D11_PS_CS_UAV_REGISTER_COUNT
  1067. );
  1068. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1069. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1070. g_caps.limits.maxTextureLayers = D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1071. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1072. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1073. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1074. ) );
  1075. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1076. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1077. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1078. ) );
  1079. }
  1080. // 32-bit indices only supported on 9_2+.
  1081. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1082. {
  1083. g_caps.supported |= BGFX_CAPS_INDEX32;
  1084. }
  1085. // Independent blend only supported on 10_1+.
  1086. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1087. {
  1088. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1089. }
  1090. // Compute support is optional on 10_0 and 10_1 targets.
  1091. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1092. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1093. {
  1094. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1095. {
  1096. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1097. };
  1098. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1099. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1100. if (SUCCEEDED(hr)
  1101. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1102. {
  1103. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1104. }
  1105. }
  1106. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1107. {
  1108. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1109. }
  1110. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1111. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1112. {
  1113. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1114. }
  1115. else
  1116. {
  1117. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1118. {
  1119. BOOL SimpleInstancingSupported;
  1120. };
  1121. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1122. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1123. if (SUCCEEDED(hr)
  1124. && data.SimpleInstancingSupported)
  1125. {
  1126. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1127. }
  1128. }
  1129. // shadow compare is optional on 9_1 through 9_3 targets
  1130. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1131. {
  1132. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1133. {
  1134. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1135. };
  1136. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1137. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1138. if (SUCCEEDED(hr)
  1139. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1140. {
  1141. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1142. }
  1143. }
  1144. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1145. {
  1146. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1147. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1148. ? s_textureFormat[ii].m_fmtDsv
  1149. : s_textureFormat[ii].m_fmt
  1150. ;
  1151. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1152. if (DXGI_FORMAT_UNKNOWN != fmt)
  1153. {
  1154. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1155. {
  1156. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1157. {
  1158. DXGI_FORMAT InFormat;
  1159. UINT OutFormatSupport;
  1160. };
  1161. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1162. data.InFormat = fmt;
  1163. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1164. if (SUCCEEDED(hr) )
  1165. {
  1166. support |= 0 != (data.OutFormatSupport & (0
  1167. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1168. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1169. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1170. ) )
  1171. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1172. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1173. ;
  1174. support |= 0 != (data.OutFormatSupport & (0
  1175. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1176. ) )
  1177. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1178. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1179. ;
  1180. support |= 0 != (data.OutFormatSupport & (0
  1181. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1182. ) )
  1183. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1184. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1185. ;
  1186. support |= 0 != (data.OutFormatSupport & (0
  1187. | D3D11_FORMAT_SUPPORT_BUFFER
  1188. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1189. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1190. ) )
  1191. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1192. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1193. ;
  1194. support |= 0 != (data.OutFormatSupport & (0
  1195. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1196. ) )
  1197. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1198. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1199. ;
  1200. support |= 0 != (data.OutFormatSupport & (0
  1201. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1202. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1203. ) )
  1204. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1205. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1206. ;
  1207. support |= 0 != (data.OutFormatSupport & (0
  1208. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1209. ) )
  1210. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1211. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1212. ;
  1213. support |= 0 != (data.OutFormatSupport & (0
  1214. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1215. ) )
  1216. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1217. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1218. ;
  1219. support |= 0 != (data.OutFormatSupport & (0
  1220. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1221. ) )
  1222. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1223. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1224. ;
  1225. }
  1226. else
  1227. {
  1228. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1229. }
  1230. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1231. {
  1232. // clear image flag for additional testing
  1233. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1234. data.InFormat = s_textureFormat[ii].m_fmt;
  1235. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1236. if (SUCCEEDED(hr) )
  1237. {
  1238. support |= 0 != (data.OutFormatSupport & (0
  1239. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1240. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1241. ) )
  1242. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1243. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1244. ;
  1245. }
  1246. }
  1247. }
  1248. else
  1249. {
  1250. support |= 0
  1251. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1252. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1253. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1254. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1255. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1256. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1257. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1258. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1259. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1260. ;
  1261. }
  1262. }
  1263. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1264. {
  1265. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1266. {
  1267. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1268. {
  1269. DXGI_FORMAT InFormat;
  1270. UINT OutFormatSupport;
  1271. };
  1272. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1273. data.InFormat = fmtSrgb;
  1274. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1275. if (SUCCEEDED(hr) )
  1276. {
  1277. support |= 0 != (data.OutFormatSupport & (0
  1278. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1279. ) )
  1280. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1281. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1282. ;
  1283. support |= 0 != (data.OutFormatSupport & (0
  1284. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1285. ) )
  1286. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1287. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1288. ;
  1289. support |= 0 != (data.OutFormatSupport & (0
  1290. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1291. ) )
  1292. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1293. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1294. ;
  1295. }
  1296. else
  1297. {
  1298. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1299. }
  1300. }
  1301. else
  1302. {
  1303. support |= 0
  1304. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1305. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1306. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1307. ;
  1308. }
  1309. }
  1310. g_caps.formats[ii] = support;
  1311. }
  1312. // Init reserved part of view name.
  1313. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1314. {
  1315. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1316. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1317. }
  1318. if (_init.debug
  1319. && NULL != m_infoQueue)
  1320. {
  1321. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1322. }
  1323. { //
  1324. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1325. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1326. if (NULL != m_ags)
  1327. {
  1328. uint32_t flags;
  1329. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1330. bool hasExtensions = AGS_SUCCESS == result;
  1331. if (hasExtensions
  1332. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1333. {
  1334. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1335. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1336. }
  1337. else
  1338. {
  1339. if (hasExtensions)
  1340. {
  1341. agsDriverExtensions_DeInit(m_ags);
  1342. }
  1343. agsDeInit(m_ags);
  1344. m_ags = NULL;
  1345. }
  1346. }
  1347. else if (m_nvapi.isInitialized()
  1348. && NULL != m_nvapi.nvApiD3D11MultiDrawInstancedIndirect
  1349. && NULL != m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect)
  1350. {
  1351. multiDrawInstancedIndirect = nvapiMultiDrawInstancedIndirect;
  1352. multiDrawIndexedInstancedIndirect = nvapiMultiDrawIndexedInstancedIndirect;
  1353. }
  1354. }
  1355. //
  1356. updateMsaa(m_scd.format);
  1357. postReset();
  1358. }
  1359. m_nvapi.initAftermath(m_device, m_deviceCtx);
  1360. g_internalData.context = m_device;
  1361. return true;
  1362. error:
  1363. switch (errorState)
  1364. {
  1365. case ErrorState::LoadedDXGI:
  1366. DX_RELEASE(m_annotation, 1);
  1367. DX_RELEASE_W(m_infoQueue, 0);
  1368. DX_RELEASE(m_msaaRt, 0);
  1369. DX_RELEASE(m_swapChain, 0);
  1370. DX_RELEASE(m_deviceCtx, 0);
  1371. DX_RELEASE(m_device, 0);
  1372. #if USE_D3D11_DYNAMIC_LIB
  1373. if (NULL != m_d3d9Dll)
  1374. {
  1375. bx::dlclose(m_d3d9Dll);
  1376. m_d3d9Dll = NULL;
  1377. }
  1378. #endif // USE_D3D11_DYNAMIC_LIB
  1379. m_dxgi.shutdown();
  1380. BX_FALLTHROUGH;
  1381. #if USE_D3D11_DYNAMIC_LIB
  1382. case ErrorState::LoadedD3D11:
  1383. bx::dlclose(m_d3d11Dll);
  1384. m_d3d11Dll = NULL;
  1385. BX_FALLTHROUGH;
  1386. #endif // USE_D3D11_DYNAMIC_LIB
  1387. case ErrorState::Default:
  1388. default:
  1389. m_nvapi.shutdown();
  1390. if (NULL != m_ags)
  1391. {
  1392. agsDeInit(m_ags);
  1393. m_ags = NULL;
  1394. }
  1395. bx::dlclose(m_agsDll);
  1396. m_agsDll = NULL;
  1397. unloadRenderDoc(m_renderDocDll);
  1398. break;
  1399. }
  1400. return false;
  1401. }
  1402. void shutdown()
  1403. {
  1404. preReset();
  1405. if (NULL != m_ags)
  1406. {
  1407. agsDeInit(m_ags);
  1408. m_ags = NULL;
  1409. }
  1410. bx::dlclose(m_agsDll);
  1411. m_agsDll = NULL;
  1412. m_deviceCtx->ClearState();
  1413. invalidateCache();
  1414. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1415. {
  1416. m_frameBuffers[ii].destroy();
  1417. }
  1418. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1419. {
  1420. m_indexBuffers[ii].destroy();
  1421. }
  1422. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1423. {
  1424. m_vertexBuffers[ii].destroy();
  1425. }
  1426. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1427. {
  1428. m_shaders[ii].destroy();
  1429. }
  1430. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1431. {
  1432. m_textures[ii].destroy();
  1433. }
  1434. DX_RELEASE(m_annotation, 1);
  1435. DX_RELEASE_W(m_infoQueue, 0);
  1436. DX_RELEASE(m_msaaRt, 0);
  1437. DX_RELEASE(m_swapChain, 0);
  1438. DX_RELEASE(m_deviceCtx, 0);
  1439. DX_RELEASE(m_device, 0);
  1440. m_nvapi.shutdown();
  1441. m_dxgi.shutdown();
  1442. unloadRenderDoc(m_renderDocDll);
  1443. #if USE_D3D11_DYNAMIC_LIB
  1444. if (NULL != m_d3d9Dll)
  1445. {
  1446. bx::dlclose(m_d3d9Dll);
  1447. m_d3d9Dll = NULL;
  1448. }
  1449. bx::dlclose(m_d3d11Dll);
  1450. m_d3d11Dll = NULL;
  1451. #endif // USE_D3D11_DYNAMIC_LIB
  1452. }
  1453. RendererType::Enum getRendererType() const override
  1454. {
  1455. return RendererType::Direct3D11;
  1456. }
  1457. const char* getRendererName() const override
  1458. {
  1459. return BGFX_RENDERER_DIRECT3D11_NAME;
  1460. }
  1461. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1462. {
  1463. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1464. }
  1465. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1466. {
  1467. m_indexBuffers[_handle.idx].destroy();
  1468. }
  1469. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1470. {
  1471. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1472. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1473. dump(decl);
  1474. }
  1475. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1476. {
  1477. }
  1478. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1479. {
  1480. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1481. }
  1482. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1483. {
  1484. m_vertexBuffers[_handle.idx].destroy();
  1485. }
  1486. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1487. {
  1488. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1489. }
  1490. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1491. {
  1492. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1493. }
  1494. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1495. {
  1496. m_indexBuffers[_handle.idx].destroy();
  1497. }
  1498. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1499. {
  1500. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1501. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1502. }
  1503. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1504. {
  1505. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1506. }
  1507. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1508. {
  1509. m_vertexBuffers[_handle.idx].destroy();
  1510. }
  1511. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1512. {
  1513. m_shaders[_handle.idx].create(_mem);
  1514. }
  1515. void destroyShader(ShaderHandle _handle) override
  1516. {
  1517. m_shaders[_handle.idx].destroy();
  1518. }
  1519. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1520. {
  1521. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1522. }
  1523. void destroyProgram(ProgramHandle _handle) override
  1524. {
  1525. m_program[_handle.idx].destroy();
  1526. }
  1527. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1528. {
  1529. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1530. }
  1531. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1532. {
  1533. }
  1534. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1535. {
  1536. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1537. }
  1538. void updateTextureEnd() override
  1539. {
  1540. }
  1541. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1542. {
  1543. const TextureD3D11& texture = m_textures[_handle.idx];
  1544. D3D11_MAPPED_SUBRESOURCE mapped;
  1545. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1546. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1547. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1548. uint8_t* src = (uint8_t*)mapped.pData;
  1549. uint32_t srcPitch = mapped.RowPitch;
  1550. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1551. uint8_t* dst = (uint8_t*)_data;
  1552. uint32_t dstPitch = srcWidth*bpp/8;
  1553. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1554. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1555. {
  1556. bx::memCopy(dst, src, pitch);
  1557. src += srcPitch;
  1558. dst += dstPitch;
  1559. }
  1560. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1561. }
  1562. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1563. {
  1564. TextureD3D11& texture = m_textures[_handle.idx];
  1565. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1566. const Memory* mem = alloc(size);
  1567. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1568. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1569. bx::write(&writer, magic);
  1570. TextureCreate tc;
  1571. tc.m_width = _width;
  1572. tc.m_height = _height;
  1573. tc.m_depth = 0;
  1574. tc.m_numLayers = _numLayers;
  1575. tc.m_numMips = _numMips;
  1576. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1577. tc.m_cubeMap = false;
  1578. tc.m_mem = NULL;
  1579. bx::write(&writer, tc);
  1580. texture.destroy();
  1581. texture.create(mem, texture.m_flags, 0);
  1582. release(mem);
  1583. }
  1584. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1585. {
  1586. // Resource ref. counts might be messed up outside of bgfx.
  1587. // Disabling ref. count check once texture is overridden.
  1588. setGraphicsDebuggerPresent(true);
  1589. m_textures[_handle.idx].overrideInternal(_ptr);
  1590. }
  1591. uintptr_t getInternal(TextureHandle _handle) override
  1592. {
  1593. // Resource ref. counts might be messed up outside of bgfx.
  1594. // Disabling ref. count check once texture is overridden.
  1595. setGraphicsDebuggerPresent(true);
  1596. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1597. }
  1598. void destroyTexture(TextureHandle _handle) override
  1599. {
  1600. m_textures[_handle.idx].destroy();
  1601. }
  1602. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1603. {
  1604. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1605. }
  1606. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1607. {
  1608. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1609. {
  1610. FrameBufferHandle handle = m_windows[ii];
  1611. if (isValid(handle)
  1612. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1613. {
  1614. destroyFrameBuffer(handle);
  1615. }
  1616. }
  1617. uint16_t denseIdx = m_numWindows++;
  1618. m_windows[denseIdx] = _handle;
  1619. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1620. }
  1621. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1622. {
  1623. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1624. if (UINT16_MAX != denseIdx)
  1625. {
  1626. --m_numWindows;
  1627. if (m_numWindows > 1)
  1628. {
  1629. FrameBufferHandle handle = m_windows[m_numWindows];
  1630. m_windows[m_numWindows] = {kInvalidHandle};
  1631. if (m_numWindows != denseIdx)
  1632. {
  1633. m_windows[denseIdx] = handle;
  1634. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1635. }
  1636. }
  1637. }
  1638. }
  1639. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1640. {
  1641. if (NULL != m_uniforms[_handle.idx])
  1642. {
  1643. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1644. }
  1645. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1646. void* data = BX_ALLOC(g_allocator, size);
  1647. bx::memSet(data, 0, size);
  1648. m_uniforms[_handle.idx] = data;
  1649. m_uniformReg.add(_handle, _name);
  1650. }
  1651. void destroyUniform(UniformHandle _handle) override
  1652. {
  1653. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1654. m_uniforms[_handle.idx] = NULL;
  1655. m_uniformReg.remove(_handle);
  1656. }
  1657. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1658. {
  1659. IDXGISwapChain* swapChain = isValid(_handle)
  1660. ? m_frameBuffers[_handle.idx].m_swapChain
  1661. : m_swapChain
  1662. ;
  1663. if (NULL == swapChain)
  1664. {
  1665. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1666. return;
  1667. }
  1668. ID3D11Texture2D* backBuffer;
  1669. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1670. D3D11_TEXTURE2D_DESC backBufferDesc;
  1671. backBuffer->GetDesc(&backBufferDesc);
  1672. D3D11_TEXTURE2D_DESC desc;
  1673. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1674. desc.SampleDesc.Count = 1;
  1675. desc.SampleDesc.Quality = 0;
  1676. desc.Usage = D3D11_USAGE_STAGING;
  1677. desc.BindFlags = 0;
  1678. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1679. ID3D11Texture2D* texture;
  1680. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1681. if (SUCCEEDED(hr) )
  1682. {
  1683. if (backBufferDesc.SampleDesc.Count == 1)
  1684. {
  1685. m_deviceCtx->CopyResource(texture, backBuffer);
  1686. }
  1687. else
  1688. {
  1689. desc.Usage = D3D11_USAGE_DEFAULT;
  1690. desc.CPUAccessFlags = 0;
  1691. ID3D11Texture2D* resolve;
  1692. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1693. if (SUCCEEDED(hr) )
  1694. {
  1695. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1696. m_deviceCtx->CopyResource(texture, resolve);
  1697. DX_RELEASE(resolve, 0);
  1698. }
  1699. }
  1700. D3D11_MAPPED_SUBRESOURCE mapped;
  1701. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1702. bimg::imageSwizzleBgra8(
  1703. mapped.pData
  1704. , mapped.RowPitch
  1705. , backBufferDesc.Width
  1706. , backBufferDesc.Height
  1707. , mapped.pData
  1708. , mapped.RowPitch
  1709. );
  1710. g_callback->screenShot(_filePath
  1711. , backBufferDesc.Width
  1712. , backBufferDesc.Height
  1713. , mapped.RowPitch
  1714. , mapped.pData
  1715. , backBufferDesc.Height*mapped.RowPitch
  1716. , false
  1717. );
  1718. m_deviceCtx->Unmap(texture, 0);
  1719. DX_RELEASE(texture, 0);
  1720. }
  1721. DX_RELEASE(backBuffer, 0);
  1722. }
  1723. void updateViewName(ViewId _id, const char* _name) override
  1724. {
  1725. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1726. {
  1727. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1728. , _name
  1729. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1730. );
  1731. }
  1732. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1733. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1734. , _name
  1735. );
  1736. }
  1737. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1738. {
  1739. bx::memCopy(m_uniforms[_loc], _data, _size);
  1740. }
  1741. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1742. {
  1743. m_occlusionQuery.invalidate(_handle);
  1744. }
  1745. void setMarker(const char* _marker, uint16_t _len) override
  1746. {
  1747. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1748. {
  1749. uint32_t size = _len*sizeof(wchar_t);
  1750. wchar_t* name = (wchar_t*)alloca(size+2);
  1751. name[_len] = L'\0';
  1752. mbstowcs(name, _marker, _len);
  1753. PIX_SETMARKER(kColorMarker, name);
  1754. }
  1755. }
  1756. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1757. {
  1758. switch (_handle.type)
  1759. {
  1760. case Handle::IndexBuffer:
  1761. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1762. break;
  1763. case Handle::Shader:
  1764. setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1765. break;
  1766. case Handle::Texture:
  1767. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1768. break;
  1769. case Handle::VertexBuffer:
  1770. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1771. break;
  1772. default:
  1773. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1774. break;
  1775. }
  1776. }
  1777. void submitBlit(BlitState& _bs, uint16_t _view);
  1778. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1779. void blitSetup(TextVideoMemBlitter& _blitter) override
  1780. {
  1781. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1782. const uint32_t width = m_scd.width;
  1783. const uint32_t height = m_scd.height;
  1784. setFrameBuffer(BGFX_INVALID_HANDLE, false, false);
  1785. D3D11_VIEWPORT vp;
  1786. vp.TopLeftX = 0;
  1787. vp.TopLeftY = 0;
  1788. vp.Width = (float)width;
  1789. vp.Height = (float)height;
  1790. vp.MinDepth = 0.0f;
  1791. vp.MaxDepth = 1.0f;
  1792. deviceCtx->RSSetViewports(1, &vp);
  1793. uint64_t state = BGFX_STATE_WRITE_RGB
  1794. | BGFX_STATE_WRITE_A
  1795. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1796. ;
  1797. setBlendState(state);
  1798. setDepthStencilState(state);
  1799. setRasterizerState(state);
  1800. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1801. m_currentProgram = &program;
  1802. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1803. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1804. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1805. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1806. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1807. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1808. uint32_t stride = vertexDecl.m_stride;
  1809. uint32_t offset = 0;
  1810. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1811. setInputLayout(vertexDecl, program, 0);
  1812. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1813. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1814. float proj[16];
  1815. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1816. PredefinedUniform& predefined = program.m_predefined[0];
  1817. uint8_t flags = predefined.m_type;
  1818. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1819. commitShaderConstants();
  1820. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
  1821. commitTextureStage();
  1822. }
  1823. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1824. {
  1825. const uint32_t numVertices = _numIndices*4/6;
  1826. if (0 < numVertices)
  1827. {
  1828. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1829. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1830. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1831. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1832. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1833. }
  1834. }
  1835. void preReset()
  1836. {
  1837. m_needPresent = false;
  1838. if (m_timerQuerySupport)
  1839. {
  1840. m_gpuTimer.preReset();
  1841. }
  1842. m_occlusionQuery.preReset();
  1843. if (NULL == g_platformData.backBufferDS)
  1844. {
  1845. DX_RELEASE(m_backBufferDepthStencil, 0);
  1846. }
  1847. if (NULL != m_swapChain)
  1848. {
  1849. DX_RELEASE(m_backBufferColor, 0);
  1850. }
  1851. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1852. {
  1853. m_frameBuffers[ii].preReset();
  1854. }
  1855. // invalidateCache();
  1856. capturePreReset();
  1857. }
  1858. void postReset()
  1859. {
  1860. if (NULL != m_swapChain)
  1861. {
  1862. ID3D11Texture2D* backBufferColor = NULL;
  1863. if (NULL == m_msaaRt)
  1864. {
  1865. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  1866. }
  1867. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1868. desc.ViewDimension = (m_resolution.reset & BGFX_RESET_MSAA_MASK)
  1869. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1870. : D3D11_RTV_DIMENSION_TEXTURE2D
  1871. ;
  1872. desc.Texture2D.MipSlice = 0;
  1873. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1874. ? m_scd.format == DXGI_FORMAT_R8G8B8A8_UNORM ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : m_scd.format
  1875. : m_scd.format
  1876. ;
  1877. DX_CHECK(m_device->CreateRenderTargetView(NULL == m_msaaRt ? backBufferColor : m_msaaRt, &desc, &m_backBufferColor) );
  1878. DX_RELEASE(backBufferColor, 0);
  1879. }
  1880. if (m_timerQuerySupport)
  1881. {
  1882. m_gpuTimer.postReset();
  1883. }
  1884. m_occlusionQuery.postReset();
  1885. if (NULL == m_backBufferDepthStencil)
  1886. {
  1887. D3D11_TEXTURE2D_DESC dsd;
  1888. dsd.Width = m_scd.width;
  1889. dsd.Height = m_scd.height;
  1890. dsd.MipLevels = 1;
  1891. dsd.ArraySize = 1;
  1892. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1893. dsd.SampleDesc = m_scd.sampleDesc;
  1894. dsd.Usage = D3D11_USAGE_DEFAULT;
  1895. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1896. dsd.CPUAccessFlags = 0;
  1897. dsd.MiscFlags = 0;
  1898. ID3D11Texture2D* depthStencil;
  1899. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1900. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1901. DX_RELEASE(depthStencil, 0);
  1902. }
  1903. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1904. m_currentColor = m_backBufferColor;
  1905. m_currentDepthStencil = m_backBufferDepthStencil;
  1906. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1907. {
  1908. m_frameBuffers[ii].postReset();
  1909. }
  1910. capturePostReset();
  1911. }
  1912. bool isDeviceRemoved() override
  1913. {
  1914. return m_lost;
  1915. }
  1916. void flip() override
  1917. {
  1918. if (!m_lost)
  1919. {
  1920. HRESULT hr = S_OK;
  1921. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  1922. ? 1 // sync interval of 0 is not supported on WinRT
  1923. : !!(m_resolution.reset & BGFX_RESET_VSYNC)
  1924. ;
  1925. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1926. {
  1927. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  1928. }
  1929. if (SUCCEEDED(hr) )
  1930. {
  1931. if (NULL != m_swapChain
  1932. && m_needPresent)
  1933. {
  1934. hr = m_swapChain->Present(syncInterval, 0);
  1935. m_needPresent = false;
  1936. }
  1937. else
  1938. {
  1939. m_deviceCtx->Flush();
  1940. }
  1941. }
  1942. m_lost = isLost(hr);
  1943. BGFX_FATAL(!m_lost
  1944. , bgfx::Fatal::DeviceLost
  1945. , "Device is lost. FAILED 0x%08x %s (%s)"
  1946. , hr
  1947. , getLostReason(hr)
  1948. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1949. );
  1950. }
  1951. }
  1952. void invalidateCache()
  1953. {
  1954. m_inputLayoutCache.invalidate();
  1955. m_blendStateCache.invalidate();
  1956. m_depthStencilStateCache.invalidate();
  1957. m_rasterizerStateCache.invalidate();
  1958. m_samplerStateCache.invalidate();
  1959. m_srvUavLru.invalidate();
  1960. }
  1961. void invalidateCompute()
  1962. {
  1963. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  1964. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  1965. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1966. m_deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, s_zero.m_uav, NULL);
  1967. m_deviceCtx->CSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  1968. m_deviceCtx->CSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  1969. }
  1970. void updateMsaa(DXGI_FORMAT _format) const
  1971. {
  1972. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1973. {
  1974. uint32_t msaa = s_checkMsaa[ii];
  1975. uint32_t quality = 0;
  1976. HRESULT hr = m_device->CheckMultisampleQualityLevels(_format, msaa, &quality);
  1977. if (SUCCEEDED(hr)
  1978. && 0 < quality)
  1979. {
  1980. s_msaa[ii].Count = msaa;
  1981. s_msaa[ii].Quality = quality - 1;
  1982. last = ii;
  1983. }
  1984. else
  1985. {
  1986. s_msaa[ii] = s_msaa[last];
  1987. }
  1988. }
  1989. }
  1990. bool updateResolution(const Resolution& _resolution)
  1991. {
  1992. const bool suspended = !!( _resolution.reset & BGFX_RESET_SUSPEND);
  1993. const bool wasSuspended = !!(m_resolution.reset & BGFX_RESET_SUSPEND);
  1994. if (suspended && wasSuspended)
  1995. {
  1996. return true;
  1997. }
  1998. else if (suspended)
  1999. {
  2000. m_deviceCtx->Flush();
  2001. m_deviceCtx->ClearState();
  2002. m_dxgi.trim();
  2003. suspend(m_device);
  2004. m_resolution.reset |= BGFX_RESET_SUSPEND;
  2005. return true;
  2006. }
  2007. else if (wasSuspended)
  2008. {
  2009. resume(m_device);
  2010. m_resolution.reset &= ~BGFX_RESET_SUSPEND;
  2011. }
  2012. uint32_t maxAnisotropy = 1;
  2013. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  2014. {
  2015. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2016. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2017. : D3D11_REQ_MAXANISOTROPY
  2018. ;
  2019. }
  2020. if (m_maxAnisotropy != maxAnisotropy)
  2021. {
  2022. m_maxAnisotropy = maxAnisotropy;
  2023. m_samplerStateCache.invalidate();
  2024. }
  2025. bool depthClamp = true
  2026. && !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP)
  2027. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2028. ;
  2029. if (m_depthClamp != depthClamp)
  2030. {
  2031. m_depthClamp = depthClamp;
  2032. m_rasterizerStateCache.invalidate();
  2033. }
  2034. const uint32_t maskFlags = ~(0
  2035. | BGFX_RESET_MAXANISOTROPY
  2036. | BGFX_RESET_DEPTH_CLAMP
  2037. | BGFX_RESET_SUSPEND
  2038. );
  2039. if (m_resolution.width != _resolution.width
  2040. || m_resolution.height != _resolution.height
  2041. || m_resolution.format != _resolution.format
  2042. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  2043. {
  2044. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  2045. bool resize = true
  2046. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2047. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2048. ;
  2049. m_resolution = _resolution;
  2050. m_resolution.reset = flags;
  2051. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  2052. m_textVideoMem.clear();
  2053. m_scd.width = _resolution.width;
  2054. m_scd.height = _resolution.height;
  2055. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  2056. preReset();
  2057. m_deviceCtx->Flush();
  2058. m_deviceCtx->ClearState();
  2059. if (NULL == m_swapChain)
  2060. {
  2061. // Updated backbuffer if it changed in PlatformData.
  2062. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2063. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2064. }
  2065. else
  2066. {
  2067. DX_RELEASE(m_msaaRt, 0);
  2068. if (resize)
  2069. {
  2070. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2071. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd) );
  2072. }
  2073. else
  2074. {
  2075. updateMsaa(m_scd.format);
  2076. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2077. DX_RELEASE(m_swapChain, 0);
  2078. HRESULT hr = m_dxgi.createSwapChain(m_device
  2079. , m_scd
  2080. , &m_swapChain
  2081. );
  2082. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2083. }
  2084. if (1 < m_scd.sampleDesc.Count)
  2085. {
  2086. D3D11_TEXTURE2D_DESC desc;
  2087. desc.Width = m_scd.width;
  2088. desc.Height = m_scd.height;
  2089. desc.MipLevels = 1;
  2090. desc.ArraySize = 1;
  2091. desc.Format = m_scd.format;
  2092. desc.SampleDesc = m_scd.sampleDesc;
  2093. desc.Usage = D3D11_USAGE_DEFAULT;
  2094. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  2095. desc.CPUAccessFlags = 0;
  2096. desc.MiscFlags = 0;
  2097. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  2098. }
  2099. }
  2100. postReset();
  2101. }
  2102. return false;
  2103. }
  2104. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2105. {
  2106. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2107. {
  2108. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2109. m_fsChanges += _numRegs;
  2110. }
  2111. else
  2112. {
  2113. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2114. m_vsChanges += _numRegs;
  2115. }
  2116. }
  2117. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2118. {
  2119. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2120. }
  2121. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2122. {
  2123. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2124. }
  2125. void commitShaderConstants()
  2126. {
  2127. if (0 < m_vsChanges)
  2128. {
  2129. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2130. {
  2131. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2132. }
  2133. m_vsChanges = 0;
  2134. }
  2135. if (0 < m_fsChanges)
  2136. {
  2137. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2138. {
  2139. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2140. }
  2141. m_fsChanges = 0;
  2142. }
  2143. }
  2144. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2145. {
  2146. if (isValid(m_fbh)
  2147. && m_fbh.idx != _fbh.idx
  2148. && m_rtMsaa)
  2149. {
  2150. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2151. frameBuffer.resolve();
  2152. }
  2153. if (!isValid(_fbh) )
  2154. {
  2155. m_currentColor = m_backBufferColor;
  2156. m_currentDepthStencil = m_backBufferDepthStencil;
  2157. m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2158. 1
  2159. , &m_currentColor
  2160. , m_currentDepthStencil
  2161. , 1
  2162. , 0
  2163. , NULL
  2164. , NULL
  2165. );
  2166. m_needPresent |= _needPresent;
  2167. }
  2168. else
  2169. {
  2170. invalidateTextureStage();
  2171. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2172. frameBuffer.set();
  2173. }
  2174. m_fbh = _fbh;
  2175. m_rtMsaa = _msaa;
  2176. }
  2177. void clear(const Clear& _clear, const float _palette[][4])
  2178. {
  2179. if (isValid(m_fbh) )
  2180. {
  2181. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2182. frameBuffer.clear(_clear, _palette);
  2183. }
  2184. else
  2185. {
  2186. if (NULL != m_currentColor
  2187. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2188. {
  2189. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2190. {
  2191. uint8_t index = _clear.m_index[0];
  2192. if (UINT8_MAX != index)
  2193. {
  2194. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2195. }
  2196. }
  2197. else
  2198. {
  2199. float frgba[4] =
  2200. {
  2201. _clear.m_index[0]*1.0f/255.0f,
  2202. _clear.m_index[1]*1.0f/255.0f,
  2203. _clear.m_index[2]*1.0f/255.0f,
  2204. _clear.m_index[3]*1.0f/255.0f,
  2205. };
  2206. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2207. }
  2208. }
  2209. if (NULL != m_currentDepthStencil
  2210. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2211. {
  2212. DWORD flags = 0;
  2213. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2214. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2215. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2216. }
  2217. }
  2218. }
  2219. void setInputLayout(uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2220. {
  2221. bx::HashMurmur2A murmur;
  2222. murmur.begin();
  2223. murmur.add(_numInstanceData);
  2224. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2225. {
  2226. murmur.add(_vertexDecls[stream]->m_hash);
  2227. }
  2228. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2229. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2230. if (NULL == layout)
  2231. {
  2232. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2233. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2234. uint16_t attrMask[Attrib::Count];
  2235. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2236. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2237. {
  2238. VertexDecl decl;
  2239. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl) );
  2240. const bool last = stream == _numStreams-1;
  2241. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2242. {
  2243. uint16_t mask = attrMask[ii];
  2244. uint16_t attr = (decl.m_attributes[ii] & mask);
  2245. if (0 == attr
  2246. || UINT16_MAX == attr)
  2247. {
  2248. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2249. }
  2250. else
  2251. {
  2252. attrMask[ii] = 0;
  2253. }
  2254. }
  2255. elem = fillVertexDecl(stream, elem, decl);
  2256. }
  2257. uint32_t num = uint32_t(elem-vertexElements);
  2258. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2259. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2260. {
  2261. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2262. uint32_t jj;
  2263. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2264. for (jj = 0; jj < num; ++jj)
  2265. {
  2266. curr = &vertexElements[jj];
  2267. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2268. && curr->SemanticIndex == index)
  2269. {
  2270. break;
  2271. }
  2272. }
  2273. if (jj == num)
  2274. {
  2275. curr = elem;
  2276. ++elem;
  2277. }
  2278. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2279. curr->InputSlot = _numStreams;
  2280. curr->SemanticIndex = index;
  2281. curr->AlignedByteOffset = ii*16;
  2282. }
  2283. num = uint32_t(elem-vertexElements);
  2284. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2285. , num
  2286. , _program.m_vsh->m_code->data
  2287. , _program.m_vsh->m_code->size
  2288. , &layout
  2289. ) );
  2290. m_inputLayoutCache.add(layoutHash, layout);
  2291. }
  2292. m_deviceCtx->IASetInputLayout(layout);
  2293. }
  2294. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2295. {
  2296. const VertexDecl* decls[1] = { &_vertexDecl };
  2297. setInputLayout(BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2298. }
  2299. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2300. {
  2301. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2302. bx::HashMurmur2A murmur;
  2303. murmur.begin();
  2304. murmur.add(_state);
  2305. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2306. ? _rgba
  2307. : -1
  2308. );
  2309. const uint32_t hash = murmur.end();
  2310. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2311. if (NULL == bs)
  2312. {
  2313. D3D11_BLEND_DESC desc;
  2314. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2315. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2316. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2317. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2318. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2319. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2320. const uint32_t srcRGB = (blend ) & 0xf;
  2321. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2322. const uint32_t srcA = (blend >> 8) & 0xf;
  2323. const uint32_t dstA = (blend >> 12) & 0xf;
  2324. const uint32_t equRGB = (equation ) & 0x7;
  2325. const uint32_t equA = (equation >> 3) & 0x7;
  2326. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2327. drt->DestBlend = s_blendFactor[dstRGB][0];
  2328. drt->BlendOp = s_blendEquation[equRGB];
  2329. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2330. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2331. drt->BlendOpAlpha = s_blendEquation[equA];
  2332. uint8_t writeMask = 0;
  2333. writeMask |= (_state&BGFX_STATE_WRITE_R) ? D3D11_COLOR_WRITE_ENABLE_RED : 0;
  2334. writeMask |= (_state&BGFX_STATE_WRITE_G) ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0;
  2335. writeMask |= (_state&BGFX_STATE_WRITE_B) ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  2336. writeMask |= (_state&BGFX_STATE_WRITE_A) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  2337. drt->RenderTargetWriteMask = writeMask;
  2338. if (desc.IndependentBlendEnable)
  2339. {
  2340. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2341. {
  2342. drt = &desc.RenderTarget[ii];
  2343. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2344. const uint32_t src = (rgba ) & 0xf;
  2345. const uint32_t dst = (rgba >> 4) & 0xf;
  2346. const uint32_t equ = (rgba >> 8) & 0x7;
  2347. drt->SrcBlend = s_blendFactor[src][0];
  2348. drt->DestBlend = s_blendFactor[dst][0];
  2349. drt->BlendOp = s_blendEquation[equ];
  2350. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2351. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2352. drt->BlendOpAlpha = s_blendEquation[equ];
  2353. drt->RenderTargetWriteMask = writeMask;
  2354. }
  2355. }
  2356. else
  2357. {
  2358. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2359. {
  2360. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2361. }
  2362. }
  2363. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2364. m_blendStateCache.add(hash, bs);
  2365. }
  2366. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2367. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2368. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2369. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2370. bool hasFactor = 0
  2371. || f0 == (_state & f0)
  2372. || f1 == (_state & f1)
  2373. || f2 == (_state & f2)
  2374. || f3 == (_state & f3)
  2375. ;
  2376. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2377. if (hasFactor)
  2378. {
  2379. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2380. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2381. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2382. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2383. }
  2384. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2385. }
  2386. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2387. {
  2388. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2389. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2390. uint32_t fstencil = unpackStencil(0, _stencil);
  2391. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2392. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2393. bx::HashMurmur2A murmur;
  2394. murmur.begin();
  2395. murmur.add(_state);
  2396. murmur.add(_stencil);
  2397. uint32_t hash = murmur.end();
  2398. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2399. if (NULL == dss)
  2400. {
  2401. D3D11_DEPTH_STENCIL_DESC desc;
  2402. bx::memSet(&desc, 0, sizeof(desc) );
  2403. desc.DepthEnable = 0 != func;
  2404. desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2405. desc.DepthFunc = s_cmpFunc[func];
  2406. uint32_t bstencil = unpackStencil(1, _stencil);
  2407. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2408. bstencil = frontAndBack ? bstencil : fstencil;
  2409. desc.StencilEnable = 0 != _stencil;
  2410. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2411. desc.StencilWriteMask = 0xff;
  2412. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2413. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2414. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2415. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2416. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2417. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2418. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2419. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2420. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2421. m_depthStencilStateCache.add(hash, dss);
  2422. }
  2423. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2424. }
  2425. void setDebugWireframe(bool _wireframe)
  2426. {
  2427. if (m_wireframe != _wireframe)
  2428. {
  2429. m_wireframe = _wireframe;
  2430. m_rasterizerStateCache.invalidate();
  2431. }
  2432. }
  2433. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2434. {
  2435. _state &= 0
  2436. | BGFX_STATE_CULL_MASK
  2437. | BGFX_STATE_MSAA
  2438. | BGFX_STATE_LINEAA
  2439. | BGFX_STATE_CONSERVATIVE_RASTER
  2440. ;
  2441. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2442. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2443. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2444. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2445. if (NULL == rs)
  2446. {
  2447. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2448. #if BX_PLATFORM_WINDOWS
  2449. if (m_deviceInterfaceVersion >= 3)
  2450. {
  2451. D3D11_RASTERIZER_DESC2 desc;
  2452. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2453. desc.CullMode = s_cullMode[cull];
  2454. desc.FrontCounterClockwise = false;
  2455. desc.DepthBias = 0;
  2456. desc.DepthBiasClamp = 0.0f;
  2457. desc.SlopeScaledDepthBias = 0.0f;
  2458. desc.DepthClipEnable = !m_depthClamp;
  2459. desc.ScissorEnable = _scissor;
  2460. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2461. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2462. desc.ForcedSampleCount = 0;
  2463. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2464. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2465. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2466. ;
  2467. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2468. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2469. }
  2470. else
  2471. #endif // BX_PLATFORM_WINDOWS
  2472. {
  2473. D3D11_RASTERIZER_DESC desc;
  2474. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2475. desc.CullMode = s_cullMode[cull];
  2476. desc.FrontCounterClockwise = false;
  2477. desc.DepthBias = 0;
  2478. desc.DepthBiasClamp = 0.0f;
  2479. desc.SlopeScaledDepthBias = 0.0f;
  2480. desc.DepthClipEnable = !m_depthClamp;
  2481. desc.ScissorEnable = _scissor;
  2482. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2483. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2484. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2485. }
  2486. m_rasterizerStateCache.add(_state, rs);
  2487. }
  2488. m_deviceCtx->RSSetState(rs);
  2489. }
  2490. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2491. {
  2492. const uint32_t index = (_flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2493. _flags &= BGFX_SAMPLER_BITS_MASK;
  2494. // Force both min+max anisotropic, can't be set individually.
  2495. _flags |= 0 != (_flags & (BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC) )
  2496. ? BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC
  2497. : 0
  2498. ;
  2499. uint32_t hash;
  2500. ID3D11SamplerState* sampler;
  2501. if (!needBorderColor(_flags) )
  2502. {
  2503. bx::HashMurmur2A murmur;
  2504. murmur.begin();
  2505. murmur.add(_flags);
  2506. murmur.add(-1);
  2507. hash = murmur.end();
  2508. _rgba = s_zero.m_zerof;
  2509. sampler = m_samplerStateCache.find(hash);
  2510. }
  2511. else
  2512. {
  2513. bx::HashMurmur2A murmur;
  2514. murmur.begin();
  2515. murmur.add(_flags);
  2516. murmur.add(index);
  2517. hash = murmur.end();
  2518. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2519. sampler = m_samplerStateCache.find(hash);
  2520. if (NULL != sampler)
  2521. {
  2522. D3D11_SAMPLER_DESC sd;
  2523. sampler->GetDesc(&sd);
  2524. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2525. {
  2526. // Sampler will be released when updated sampler
  2527. // is added to cache.
  2528. sampler = NULL;
  2529. }
  2530. }
  2531. }
  2532. if (NULL == sampler)
  2533. {
  2534. const uint32_t cmpFunc = (_flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  2535. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  2536. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  2537. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  2538. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2539. D3D11_SAMPLER_DESC sd;
  2540. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2541. sd.AddressU = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  2542. sd.AddressV = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  2543. sd.AddressW = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  2544. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2545. sd.MaxAnisotropy = m_maxAnisotropy;
  2546. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2547. sd.BorderColor[0] = _rgba[0];
  2548. sd.BorderColor[1] = _rgba[1];
  2549. sd.BorderColor[2] = _rgba[2];
  2550. sd.BorderColor[3] = _rgba[3];
  2551. sd.MinLOD = 0;
  2552. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2553. m_device->CreateSamplerState(&sd, &sampler);
  2554. DX_CHECK_REFCOUNT(sampler, 1);
  2555. m_samplerStateCache.add(hash, sampler);
  2556. }
  2557. return sampler;
  2558. }
  2559. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2560. {
  2561. m_occlusionQuery.resolve(_render);
  2562. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2563. }
  2564. void commitTextureStage()
  2565. {
  2566. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2567. // vertex texture fetch not supported on 9_1 through 9_3
  2568. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2569. {
  2570. m_deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2571. m_deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2572. }
  2573. m_deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2574. m_deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2575. }
  2576. void invalidateTextureStage()
  2577. {
  2578. m_textureStage.clear();
  2579. commitTextureStage();
  2580. }
  2581. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2582. {
  2583. bx::HashMurmur2A murmur;
  2584. murmur.begin();
  2585. murmur.add(_handle);
  2586. murmur.add(_mip);
  2587. murmur.add(1);
  2588. uint32_t hash = murmur.end();
  2589. IUnknown** ptr = m_srvUavLru.find(hash);
  2590. ID3D11UnorderedAccessView* uav;
  2591. if (NULL == ptr)
  2592. {
  2593. TextureD3D11& texture = m_textures[_handle.idx];
  2594. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2595. desc.Format = texture.getSrvFormat();
  2596. switch (texture.m_type)
  2597. {
  2598. case TextureD3D11::Texture2D:
  2599. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2600. desc.Texture2D.MipSlice = _mip;
  2601. break;
  2602. case TextureD3D11::TextureCube:
  2603. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2604. desc.Texture2DArray.ArraySize = 6;
  2605. desc.Texture2DArray.FirstArraySlice = 0;
  2606. desc.Texture2DArray.MipSlice = _mip;
  2607. break;
  2608. case TextureD3D11::Texture3D:
  2609. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2610. desc.Texture3D.MipSlice = _mip;
  2611. desc.Texture3D.FirstWSlice = 0;
  2612. desc.Texture3D.WSize = UINT32_MAX;
  2613. break;
  2614. }
  2615. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2616. m_srvUavLru.add(hash, uav, _handle.idx);
  2617. }
  2618. else
  2619. {
  2620. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2621. }
  2622. return uav;
  2623. }
  2624. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false, bool _stencil = false)
  2625. {
  2626. bx::HashMurmur2A murmur;
  2627. murmur.begin();
  2628. murmur.add(_handle);
  2629. murmur.add(_mip);
  2630. murmur.add(0);
  2631. murmur.add(_compute);
  2632. murmur.add(_stencil);
  2633. uint32_t hash = murmur.end();
  2634. IUnknown** ptr = m_srvUavLru.find(hash);
  2635. ID3D11ShaderResourceView* srv;
  2636. if (NULL == ptr)
  2637. {
  2638. const TextureD3D11& texture = m_textures[_handle.idx];
  2639. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2640. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2641. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2642. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2643. desc.Format = _stencil ? DXGI_FORMAT_X24_TYPELESS_G8_UINT : texture.getSrvFormat();
  2644. switch (texture.m_type)
  2645. {
  2646. case TextureD3D11::Texture2D:
  2647. if (1 < texture.m_numLayers)
  2648. {
  2649. desc.ViewDimension = msaaSample
  2650. ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY
  2651. : D3D11_SRV_DIMENSION_TEXTURE2DARRAY
  2652. ;
  2653. desc.Texture2DArray.MostDetailedMip = _mip;
  2654. desc.Texture2DArray.MipLevels = 1;
  2655. desc.Texture2DArray.FirstArraySlice = 0;
  2656. desc.Texture2DArray.ArraySize = texture.m_numLayers;
  2657. }
  2658. else
  2659. {
  2660. desc.ViewDimension = msaaSample
  2661. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2662. : D3D11_SRV_DIMENSION_TEXTURE2D
  2663. ;
  2664. desc.Texture2D.MostDetailedMip = _mip;
  2665. desc.Texture2D.MipLevels = 1;
  2666. }
  2667. break;
  2668. case TextureD3D11::TextureCube:
  2669. if (_compute)
  2670. {
  2671. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  2672. desc.Texture2DArray.MostDetailedMip = _mip;
  2673. desc.Texture2DArray.MipLevels = 1;
  2674. desc.Texture2DArray.FirstArraySlice = 0;
  2675. desc.Texture2DArray.ArraySize = 6;
  2676. }
  2677. else
  2678. {
  2679. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2680. desc.TextureCube.MostDetailedMip = _mip;
  2681. desc.TextureCube.MipLevels = 1;
  2682. }
  2683. break;
  2684. case TextureD3D11::Texture3D:
  2685. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2686. desc.Texture3D.MostDetailedMip = _mip;
  2687. desc.Texture3D.MipLevels = 1;
  2688. break;
  2689. }
  2690. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2691. m_srvUavLru.add(hash, srv, _handle.idx);
  2692. }
  2693. else
  2694. {
  2695. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2696. }
  2697. return srv;
  2698. }
  2699. void capturePostReset()
  2700. {
  2701. if (m_resolution.reset&BGFX_RESET_CAPTURE)
  2702. {
  2703. ID3D11Texture2D* backBuffer;
  2704. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2705. D3D11_TEXTURE2D_DESC backBufferDesc;
  2706. backBuffer->GetDesc(&backBufferDesc);
  2707. D3D11_TEXTURE2D_DESC desc;
  2708. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2709. desc.SampleDesc.Count = 1;
  2710. desc.SampleDesc.Quality = 0;
  2711. desc.Usage = D3D11_USAGE_STAGING;
  2712. desc.BindFlags = 0;
  2713. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2714. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2715. if (SUCCEEDED(hr) )
  2716. {
  2717. if (backBufferDesc.SampleDesc.Count != 1)
  2718. {
  2719. desc.Usage = D3D11_USAGE_DEFAULT;
  2720. desc.CPUAccessFlags = 0;
  2721. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2722. }
  2723. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2724. }
  2725. DX_RELEASE(backBuffer, 0);
  2726. }
  2727. }
  2728. void capturePreReset()
  2729. {
  2730. if (NULL != m_captureTexture)
  2731. {
  2732. g_callback->captureEnd();
  2733. }
  2734. DX_RELEASE(m_captureResolve, 0);
  2735. DX_RELEASE(m_captureTexture, 0);
  2736. }
  2737. void capture()
  2738. {
  2739. if (NULL != m_captureTexture)
  2740. {
  2741. ID3D11Texture2D* backBuffer;
  2742. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2743. if (NULL == m_captureResolve)
  2744. {
  2745. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2746. }
  2747. else
  2748. {
  2749. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, m_scd.format);
  2750. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2751. }
  2752. D3D11_MAPPED_SUBRESOURCE mapped;
  2753. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2754. bimg::imageSwizzleBgra8(
  2755. mapped.pData
  2756. , mapped.RowPitch
  2757. , m_scd.width
  2758. , m_scd.height
  2759. , mapped.pData
  2760. , mapped.RowPitch
  2761. );
  2762. g_callback->captureFrame(mapped.pData, m_scd.height*mapped.RowPitch);
  2763. m_deviceCtx->Unmap(m_captureTexture, 0);
  2764. DX_RELEASE(backBuffer, 0);
  2765. }
  2766. }
  2767. void commit(UniformBuffer& _uniformBuffer)
  2768. {
  2769. _uniformBuffer.reset();
  2770. for (;;)
  2771. {
  2772. uint32_t opcode = _uniformBuffer.read();
  2773. if (UniformType::End == opcode)
  2774. {
  2775. break;
  2776. }
  2777. UniformType::Enum type;
  2778. uint16_t loc;
  2779. uint16_t num;
  2780. uint16_t copy;
  2781. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2782. const char* data;
  2783. if (copy)
  2784. {
  2785. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2786. }
  2787. else
  2788. {
  2789. UniformHandle handle;
  2790. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2791. data = (const char*)m_uniforms[handle.idx];
  2792. }
  2793. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2794. case UniformType::_uniform: \
  2795. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2796. { \
  2797. setShaderUniform(uint8_t(type), loc, data, num); \
  2798. } \
  2799. break;
  2800. switch ( (uint32_t)type)
  2801. {
  2802. case UniformType::Mat3:
  2803. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2804. {
  2805. float* value = (float*)data;
  2806. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2807. {
  2808. Matrix4 mtx;
  2809. mtx.un.val[ 0] = value[0];
  2810. mtx.un.val[ 1] = value[1];
  2811. mtx.un.val[ 2] = value[2];
  2812. mtx.un.val[ 3] = 0.0f;
  2813. mtx.un.val[ 4] = value[3];
  2814. mtx.un.val[ 5] = value[4];
  2815. mtx.un.val[ 6] = value[5];
  2816. mtx.un.val[ 7] = 0.0f;
  2817. mtx.un.val[ 8] = value[6];
  2818. mtx.un.val[ 9] = value[7];
  2819. mtx.un.val[10] = value[8];
  2820. mtx.un.val[11] = 0.0f;
  2821. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2822. }
  2823. }
  2824. break;
  2825. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  2826. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2827. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2828. case UniformType::End:
  2829. break;
  2830. default:
  2831. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2832. break;
  2833. }
  2834. #undef CASE_IMPLEMENT_UNIFORM
  2835. }
  2836. }
  2837. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2838. {
  2839. uint32_t width;
  2840. uint32_t height;
  2841. if (isValid(m_fbh) )
  2842. {
  2843. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2844. width = fb.m_width;
  2845. height = fb.m_height;
  2846. }
  2847. else
  2848. {
  2849. width = m_scd.width;
  2850. height = m_scd.height;
  2851. }
  2852. if (0 == _rect.m_x
  2853. && 0 == _rect.m_y
  2854. && width == _rect.m_width
  2855. && height == _rect.m_height)
  2856. {
  2857. clear(_clear, _palette);
  2858. }
  2859. else
  2860. {
  2861. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2862. uint64_t state = 0;
  2863. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A : 0;
  2864. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_WRITE_Z : 0;
  2865. uint64_t stencil = 0;
  2866. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2867. | BGFX_STENCIL_TEST_ALWAYS
  2868. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2869. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2870. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2871. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2872. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2873. : 0
  2874. ;
  2875. setBlendState(state);
  2876. setDepthStencilState(state, stencil);
  2877. setRasterizerState(state);
  2878. uint32_t numMrt = 1;
  2879. FrameBufferHandle fbh = m_fbh;
  2880. if (isValid(fbh) )
  2881. {
  2882. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2883. numMrt = bx::uint32_max(1, fb.m_num);
  2884. }
  2885. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2886. m_currentProgram = &program;
  2887. const ShaderD3D11* vsh = program.m_vsh;
  2888. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2889. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2890. float mrtClearDepth[4] = { _clear.m_depth };
  2891. deviceCtx->UpdateSubresource(vsh->m_buffer, 0, 0, mrtClearDepth, 0, 0);
  2892. if (NULL != m_currentColor)
  2893. {
  2894. const ShaderD3D11* fsh = program.m_fsh;
  2895. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2896. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2897. float mrtClearColor[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2898. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2899. {
  2900. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2901. {
  2902. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2903. bx::memCopy(mrtClearColor[ii], _palette[index], 16);
  2904. }
  2905. }
  2906. else
  2907. {
  2908. float rgba[4] =
  2909. {
  2910. _clear.m_index[0]*1.0f/255.0f,
  2911. _clear.m_index[1]*1.0f/255.0f,
  2912. _clear.m_index[2]*1.0f/255.0f,
  2913. _clear.m_index[3]*1.0f/255.0f,
  2914. };
  2915. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2916. {
  2917. bx::memCopy(mrtClearColor[ii], rgba, 16);
  2918. }
  2919. }
  2920. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClearColor, 0, 0);
  2921. }
  2922. else
  2923. {
  2924. deviceCtx->PSSetShader(NULL, NULL, 0);
  2925. }
  2926. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
  2927. const VertexDecl& vertexDecl = _clearQuad.m_decl;
  2928. const uint32_t stride = vertexDecl.m_stride;
  2929. const uint32_t offset = 0;
  2930. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2931. setInputLayout(vertexDecl, program, 0);
  2932. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2933. deviceCtx->Draw(4, 0);
  2934. }
  2935. }
  2936. void* m_d3d9Dll;
  2937. void* m_d3d11Dll;
  2938. void* m_renderDocDll;
  2939. void* m_agsDll;
  2940. Dxgi m_dxgi;
  2941. AGSContext* m_ags;
  2942. NvApi m_nvapi;
  2943. D3D_FEATURE_LEVEL m_featureLevel;
  2944. Dxgi::SwapChainI* m_swapChain;
  2945. ID3D11Texture2D* m_msaaRt;
  2946. bool m_needPresent;
  2947. bool m_lost;
  2948. uint16_t m_numWindows;
  2949. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2950. ID3D11Device* m_device;
  2951. ID3D11DeviceContext* m_deviceCtx;
  2952. ID3DUserDefinedAnnotation* m_annotation;
  2953. ID3D11InfoQueue* m_infoQueue;
  2954. TimerQueryD3D11 m_gpuTimer;
  2955. OcclusionQueryD3D11 m_occlusionQuery;
  2956. uint32_t m_deviceInterfaceVersion;
  2957. ID3D11RenderTargetView* m_backBufferColor;
  2958. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2959. ID3D11RenderTargetView* m_currentColor;
  2960. ID3D11DepthStencilView* m_currentDepthStencil;
  2961. ID3D11Texture2D* m_captureTexture;
  2962. ID3D11Texture2D* m_captureResolve;
  2963. Resolution m_resolution;
  2964. SwapChainDesc m_scd;
  2965. DXGI_SWAP_EFFECT m_swapEffect;
  2966. uint32_t m_swapBufferCount;
  2967. uint32_t m_maxAnisotropy;
  2968. bool m_depthClamp;
  2969. bool m_wireframe;
  2970. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2971. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2972. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2973. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2974. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2975. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2976. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2977. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2978. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2979. UniformRegistry m_uniformReg;
  2980. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2981. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2982. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2983. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2984. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2985. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  2986. TextVideoMem m_textVideoMem;
  2987. TextureStage m_textureStage;
  2988. ProgramD3D11* m_currentProgram;
  2989. uint8_t m_vsScratch[64<<10];
  2990. uint8_t m_fsScratch[64<<10];
  2991. uint32_t m_vsChanges;
  2992. uint32_t m_fsChanges;
  2993. FrameBufferHandle m_fbh;
  2994. bool m_rtMsaa;
  2995. bool m_timerQuerySupport;
  2996. bool m_directAccessSupport;
  2997. };
  2998. static RendererContextD3D11* s_renderD3D11;
  2999. RendererContextI* rendererCreate(const Init& _init)
  3000. {
  3001. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3002. if (!s_renderD3D11->init(_init) )
  3003. {
  3004. BX_DELETE(g_allocator, s_renderD3D11);
  3005. s_renderD3D11 = NULL;
  3006. }
  3007. return s_renderD3D11;
  3008. }
  3009. void rendererDestroy()
  3010. {
  3011. s_renderD3D11->shutdown();
  3012. BX_DELETE(g_allocator, s_renderD3D11);
  3013. s_renderD3D11 = NULL;
  3014. }
  3015. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3016. {
  3017. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3018. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3019. {
  3020. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3021. _offset += _stride;
  3022. }
  3023. }
  3024. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3025. {
  3026. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3027. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3028. {
  3029. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3030. _offset += _stride;
  3031. }
  3032. }
  3033. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3034. {
  3035. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3036. }
  3037. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3038. {
  3039. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3040. }
  3041. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3042. {
  3043. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3044. }
  3045. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3046. {
  3047. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3048. }
  3049. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name)
  3050. {
  3051. BX_UNUSED(_color);
  3052. return s_renderD3D11->m_annotation->BeginEvent(_name);
  3053. }
  3054. int WINAPI d3d11Annotation_EndEvent()
  3055. {
  3056. return s_renderD3D11->m_annotation->EndEvent();
  3057. }
  3058. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name)
  3059. {
  3060. BX_UNUSED(_color);
  3061. s_renderD3D11->m_annotation->SetMarker(_name);
  3062. }
  3063. struct UavFormat
  3064. {
  3065. DXGI_FORMAT format[3];
  3066. uint32_t stride;
  3067. };
  3068. static const UavFormat s_uavFormat[] =
  3069. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3070. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3071. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3072. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3073. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3074. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3075. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3076. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3077. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3078. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3079. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3080. };
  3081. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3082. {
  3083. m_uav = NULL;
  3084. m_size = _size;
  3085. m_flags = _flags;
  3086. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3087. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3088. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3089. m_dynamic = NULL == _data && !needUav;
  3090. D3D11_BUFFER_DESC desc;
  3091. desc.ByteWidth = _size;
  3092. desc.BindFlags = 0
  3093. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3094. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3095. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3096. ;
  3097. desc.MiscFlags = 0
  3098. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3099. ;
  3100. desc.StructureByteStride = 0;
  3101. DXGI_FORMAT format;
  3102. uint32_t stride;
  3103. if (drawIndirect)
  3104. {
  3105. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3106. stride = 16;
  3107. }
  3108. else
  3109. {
  3110. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3111. if (0 == uavFormat)
  3112. {
  3113. if (_vertex)
  3114. {
  3115. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3116. stride = 16;
  3117. }
  3118. else
  3119. {
  3120. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3121. {
  3122. format = DXGI_FORMAT_R16_UINT;
  3123. stride = 2;
  3124. }
  3125. else
  3126. {
  3127. format = DXGI_FORMAT_R32_UINT;
  3128. stride = 4;
  3129. }
  3130. }
  3131. }
  3132. else
  3133. {
  3134. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3135. format = s_uavFormat[uavFormat].format[uavType];
  3136. stride = s_uavFormat[uavFormat].stride;
  3137. }
  3138. }
  3139. ID3D11Device* device = s_renderD3D11->m_device;
  3140. D3D11_SUBRESOURCE_DATA srd;
  3141. srd.pSysMem = _data;
  3142. srd.SysMemPitch = 0;
  3143. srd.SysMemSlicePitch = 0;
  3144. if (needUav)
  3145. {
  3146. desc.Usage = D3D11_USAGE_DEFAULT;
  3147. desc.CPUAccessFlags = 0;
  3148. desc.StructureByteStride = _stride;
  3149. DX_CHECK(device->CreateBuffer(&desc
  3150. , NULL == _data ? NULL : &srd
  3151. , &m_ptr
  3152. ) );
  3153. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3154. uavd.Format = format;
  3155. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3156. uavd.Buffer.FirstElement = 0;
  3157. uavd.Buffer.NumElements = m_size / stride;
  3158. uavd.Buffer.Flags = 0;
  3159. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3160. , &uavd
  3161. , &m_uav
  3162. ) );
  3163. }
  3164. else if (m_dynamic)
  3165. {
  3166. #if USE_D3D11_STAGING_BUFFER
  3167. desc.Usage = D3D11_USAGE_DEFAULT;
  3168. desc.CPUAccessFlags = 0;
  3169. DX_CHECK(device->CreateBuffer(&desc
  3170. , NULL
  3171. , &m_ptr
  3172. ) );
  3173. desc.BindFlags = 0;
  3174. desc.Usage = D3D11_USAGE_STAGING;
  3175. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3176. DX_CHECK(device->CreateBuffer(&desc
  3177. , NULL
  3178. , &m_staging
  3179. ) );
  3180. #else
  3181. desc.Usage = D3D11_USAGE_DYNAMIC;
  3182. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3183. DX_CHECK(device->CreateBuffer(&desc
  3184. , NULL
  3185. , &m_ptr
  3186. ) );
  3187. #endif // USE_D3D11_STAGING_BUFFER
  3188. }
  3189. else
  3190. {
  3191. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3192. desc.CPUAccessFlags = 0;
  3193. DX_CHECK(device->CreateBuffer(&desc
  3194. , &srd
  3195. , &m_ptr
  3196. ) );
  3197. }
  3198. if (needSrv)
  3199. {
  3200. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3201. srvd.Format = format;
  3202. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3203. srvd.Buffer.FirstElement = 0;
  3204. srvd.Buffer.NumElements = m_size / stride;
  3205. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3206. , &srvd
  3207. , &m_srv
  3208. ) );
  3209. }
  3210. }
  3211. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3212. {
  3213. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3214. BX_CHECK(m_dynamic, "Must be dynamic!");
  3215. #if USE_D3D11_STAGING_BUFFER
  3216. BX_UNUSED(_discard);
  3217. D3D11_MAPPED_SUBRESOURCE mapped;
  3218. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3219. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3220. deviceCtx->Unmap(m_staging, 0);
  3221. D3D11_BOX box;
  3222. box.left = _offset;
  3223. box.top = 0;
  3224. box.front = 0;
  3225. box.right = _offset + _size;
  3226. box.bottom = 1;
  3227. box.back = 1;
  3228. deviceCtx->CopySubresourceRegion(m_ptr
  3229. , 0
  3230. , _offset
  3231. , 0
  3232. , 0
  3233. , m_staging
  3234. , 0
  3235. , &box
  3236. );
  3237. #else
  3238. if (_discard)
  3239. {
  3240. D3D11_MAPPED_SUBRESOURCE mapped;
  3241. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3242. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3243. deviceCtx->Unmap(m_ptr, 0);
  3244. }
  3245. else
  3246. {
  3247. D3D11_BUFFER_DESC desc;
  3248. desc.ByteWidth = _size;
  3249. desc.Usage = D3D11_USAGE_STAGING;
  3250. desc.BindFlags = 0;
  3251. desc.MiscFlags = 0;
  3252. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3253. desc.StructureByteStride = 0;
  3254. D3D11_SUBRESOURCE_DATA srd;
  3255. srd.pSysMem = _data;
  3256. srd.SysMemPitch = 0;
  3257. srd.SysMemSlicePitch = 0;
  3258. D3D11_BOX srcBox;
  3259. srcBox.left = 0;
  3260. srcBox.top = 0;
  3261. srcBox.front = 0;
  3262. srcBox.right = _size;
  3263. srcBox.bottom = 1;
  3264. srcBox.back = 1;
  3265. ID3D11Device* device = s_renderD3D11->m_device;
  3266. ID3D11Buffer* ptr;
  3267. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3268. deviceCtx->CopySubresourceRegion(m_ptr
  3269. , 0
  3270. , _offset
  3271. , 0
  3272. , 0
  3273. , ptr
  3274. , 0
  3275. , &srcBox
  3276. );
  3277. DX_RELEASE(ptr, 0);
  3278. }
  3279. #endif // 0
  3280. }
  3281. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3282. {
  3283. m_decl = _declHandle;
  3284. uint16_t stride = isValid(_declHandle)
  3285. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3286. : 0
  3287. ;
  3288. BufferD3D11::create(_size, _data, _flags, stride, true);
  3289. }
  3290. static bool hasDepthOp(const void* _code, uint32_t _size)
  3291. {
  3292. bx::MemoryReader rd(_code, _size);
  3293. bx::Error err;
  3294. DxbcContext dxbc;
  3295. read(&rd, dxbc, &err);
  3296. struct FindDepthOp
  3297. {
  3298. FindDepthOp()
  3299. : m_found(false)
  3300. {
  3301. }
  3302. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3303. {
  3304. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3305. if (_instruction.opcode == DxbcOpcode::DISCARD
  3306. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3307. {
  3308. out.m_found = true;
  3309. return false;
  3310. }
  3311. return true;
  3312. }
  3313. bool m_found;
  3314. } find;
  3315. parse(dxbc.shader, FindDepthOp::find, &find);
  3316. return find.m_found;
  3317. }
  3318. void ShaderD3D11::create(const Memory* _mem)
  3319. {
  3320. bx::MemoryReader reader(_mem->data, _mem->size);
  3321. uint32_t magic;
  3322. bx::read(&reader, magic);
  3323. const bool fragment = isShaderType(magic, 'F');
  3324. uint32_t hashIn;
  3325. bx::read(&reader, hashIn);
  3326. uint32_t hashOut;
  3327. if (isShaderVerLess(magic, 6) )
  3328. {
  3329. hashOut = hashIn;
  3330. }
  3331. else
  3332. {
  3333. bx::read(&reader, hashOut);
  3334. }
  3335. uint16_t count;
  3336. bx::read(&reader, count);
  3337. m_numPredefined = 0;
  3338. m_numUniforms = count;
  3339. BX_TRACE("%s Shader consts %d"
  3340. , getShaderTypeName(magic)
  3341. , count
  3342. );
  3343. const uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3344. if (0 < count)
  3345. {
  3346. for (uint32_t ii = 0; ii < count; ++ii)
  3347. {
  3348. uint8_t nameSize = 0;
  3349. bx::read(&reader, nameSize);
  3350. char name[256] = { '\0' };
  3351. bx::read(&reader, &name, nameSize);
  3352. name[nameSize] = '\0';
  3353. uint8_t type = 0;
  3354. bx::read(&reader, type);
  3355. uint8_t num = 0;
  3356. bx::read(&reader, num);
  3357. uint16_t regIndex = 0;
  3358. bx::read(&reader, regIndex);
  3359. uint16_t regCount = 0;
  3360. bx::read(&reader, regCount);
  3361. const char* kind = "invalid";
  3362. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3363. if (PredefinedUniform::Count != predefined)
  3364. {
  3365. kind = "predefined";
  3366. m_predefined[m_numPredefined].m_loc = regIndex;
  3367. m_predefined[m_numPredefined].m_count = regCount;
  3368. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3369. m_numPredefined++;
  3370. }
  3371. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3372. {
  3373. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3374. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3375. if (NULL != info)
  3376. {
  3377. if (NULL == m_constantBuffer)
  3378. {
  3379. m_constantBuffer = UniformBuffer::create(1024);
  3380. }
  3381. kind = "user";
  3382. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3383. }
  3384. }
  3385. else
  3386. {
  3387. kind = "sampler";
  3388. }
  3389. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3390. , kind
  3391. , name
  3392. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3393. , num
  3394. , regIndex
  3395. , regCount
  3396. );
  3397. BX_UNUSED(kind);
  3398. }
  3399. if (NULL != m_constantBuffer)
  3400. {
  3401. m_constantBuffer->finish();
  3402. }
  3403. }
  3404. uint32_t shaderSize;
  3405. bx::read(&reader, shaderSize);
  3406. const void* code = reader.getDataPtr();
  3407. bx::skip(&reader, shaderSize+1);
  3408. if (isShaderType(magic, 'F') )
  3409. {
  3410. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3411. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3412. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3413. }
  3414. else if (isShaderType(magic, 'V') )
  3415. {
  3416. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3417. m_code = copy(code, shaderSize);
  3418. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3419. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3420. }
  3421. else if (isShaderType(magic, 'C') )
  3422. {
  3423. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3424. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3425. }
  3426. uint8_t numAttrs = 0;
  3427. bx::read(&reader, numAttrs);
  3428. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3429. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3430. {
  3431. uint16_t id;
  3432. bx::read(&reader, id);
  3433. Attrib::Enum attr = idToAttrib(id);
  3434. if (Attrib::Count != attr)
  3435. {
  3436. m_attrMask[attr] = UINT16_MAX;
  3437. }
  3438. }
  3439. uint16_t size;
  3440. bx::read(&reader, size);
  3441. if (0 < size)
  3442. {
  3443. D3D11_BUFFER_DESC desc;
  3444. desc.ByteWidth = (size + 0xf) & ~0xf;
  3445. desc.Usage = D3D11_USAGE_DEFAULT;
  3446. desc.CPUAccessFlags = 0;
  3447. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3448. desc.MiscFlags = 0;
  3449. desc.StructureByteStride = 0;
  3450. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3451. BX_TRACE("\tCB size: %d", desc.ByteWidth);
  3452. }
  3453. }
  3454. void* DirectAccessResourceD3D11::createTexture2D(const D3D11_TEXTURE2D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture2D** _gpuTexture2d)
  3455. {
  3456. ID3D11Device* device = s_renderD3D11->m_device;
  3457. DX_CHECK(setIntelDirectAccessResource(device) );
  3458. DX_CHECK(device->CreateTexture2D(_gpuDesc, _srd, _gpuTexture2d) );
  3459. D3D11_TEXTURE2D_DESC cpuDesc;
  3460. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3461. cpuDesc.BindFlags = 0;
  3462. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3463. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3464. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3465. DX_CHECK(device->CreateTexture2D(&cpuDesc, NULL, &m_texture2d) );
  3466. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3467. deviceCtx->CopyResource(m_texture2d, *_gpuTexture2d);
  3468. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3469. deviceCtx->Map(m_texture2d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3470. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3471. return m_descriptor->ptr;
  3472. }
  3473. void* DirectAccessResourceD3D11::createTexture3D(const D3D11_TEXTURE3D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture3D** _gpuTexture3d)
  3474. {
  3475. ID3D11Device* device = s_renderD3D11->m_device;
  3476. DX_CHECK(setIntelDirectAccessResource(device) );
  3477. DX_CHECK(device->CreateTexture3D(_gpuDesc, _srd, _gpuTexture3d) );
  3478. D3D11_TEXTURE3D_DESC cpuDesc;
  3479. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3480. cpuDesc.BindFlags = 0;
  3481. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3482. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3483. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3484. DX_CHECK(device->CreateTexture3D(&cpuDesc, NULL, &m_texture3d) );
  3485. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3486. deviceCtx->CopyResource(m_texture3d, *_gpuTexture3d);
  3487. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3488. deviceCtx->Map(m_texture3d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3489. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3490. return m_descriptor->ptr;
  3491. }
  3492. void DirectAccessResourceD3D11::destroy()
  3493. {
  3494. if (NULL != m_descriptor)
  3495. {
  3496. s_renderD3D11->m_deviceCtx->Unmap(m_ptr, 0);
  3497. m_descriptor = NULL;
  3498. DX_RELEASE(m_ptr, 0);
  3499. }
  3500. }
  3501. void* TextureD3D11::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3502. {
  3503. void* directAccessPtr = NULL;
  3504. bimg::ImageContainer imageContainer;
  3505. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3506. {
  3507. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3508. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3509. bimg::TextureInfo ti;
  3510. bimg::imageGetSize(
  3511. &ti
  3512. , uint16_t(imageContainer.m_width >>startLod)
  3513. , uint16_t(imageContainer.m_height>>startLod)
  3514. , uint16_t(imageContainer.m_depth >>startLod)
  3515. , imageContainer.m_cubeMap
  3516. , 1 < imageContainer.m_numMips
  3517. , imageContainer.m_numLayers
  3518. , imageContainer.m_format
  3519. );
  3520. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3521. m_flags = _flags;
  3522. m_width = ti.width;
  3523. m_height = ti.height;
  3524. m_depth = ti.depth;
  3525. m_numLayers = ti.numLayers;
  3526. m_requestedFormat = uint8_t(imageContainer.m_format);
  3527. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3528. const bool convert = m_textureFormat != m_requestedFormat;
  3529. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3530. if (imageContainer.m_cubeMap)
  3531. {
  3532. m_type = TextureCube;
  3533. }
  3534. else if (imageContainer.m_depth > 1)
  3535. {
  3536. m_type = Texture3D;
  3537. }
  3538. else
  3539. {
  3540. m_type = Texture2D;
  3541. }
  3542. m_numMips = ti.numMips;
  3543. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3544. const uint32_t numSrd = numSides * ti.numMips;
  3545. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3546. uint32_t kk = 0;
  3547. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3548. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3549. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3550. , getHandle()
  3551. , getName( (TextureFormat::Enum)m_textureFormat)
  3552. , getName( (TextureFormat::Enum)m_requestedFormat)
  3553. , ti.numLayers
  3554. , ti.width
  3555. , ti.height
  3556. , imageContainer.m_cubeMap ? "x6" : ""
  3557. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3558. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3559. );
  3560. for (uint16_t side = 0; side < numSides; ++side)
  3561. {
  3562. for (uint8_t lod = 0, num = ti.numMips; lod < num; ++lod)
  3563. {
  3564. bimg::ImageMip mip;
  3565. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3566. {
  3567. srd[kk].pSysMem = mip.m_data;
  3568. if (convert)
  3569. {
  3570. uint32_t srcpitch = mip.m_width*bpp/8;
  3571. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3572. bimg::imageDecodeToBgra8(g_allocator, temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3573. srd[kk].pSysMem = temp;
  3574. srd[kk].SysMemPitch = srcpitch;
  3575. }
  3576. else if (compressed)
  3577. {
  3578. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3579. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3580. }
  3581. else
  3582. {
  3583. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3584. }
  3585. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3586. ++kk;
  3587. }
  3588. }
  3589. }
  3590. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3591. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3592. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3593. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  3594. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3595. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3596. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3597. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3598. const bool msaaSample = true
  3599. && 1 < msaa.Count
  3600. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3601. && !writeOnly
  3602. ;
  3603. const bool needResolve = true
  3604. && 1 < msaa.Count
  3605. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3606. && !writeOnly
  3607. ;
  3608. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3609. bx::memSet(&srvd, 0, sizeof(srvd) );
  3610. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3611. if (swizzle)
  3612. {
  3613. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3614. srvd.Format = format;
  3615. }
  3616. else if (srgb)
  3617. {
  3618. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3619. srvd.Format = format;
  3620. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3621. }
  3622. if (format == DXGI_FORMAT_UNKNOWN)
  3623. {
  3624. // not swizzled and not sRGB, or sRGB unsupported
  3625. format = s_textureFormat[m_textureFormat].m_fmt;
  3626. srvd.Format = getSrvFormat();
  3627. }
  3628. const bool directAccess = s_renderD3D11->m_directAccessSupport
  3629. && !renderTarget
  3630. && !readBack
  3631. && !blit
  3632. && !writeOnly
  3633. ;
  3634. switch (m_type)
  3635. {
  3636. case Texture2D:
  3637. case TextureCube:
  3638. {
  3639. D3D11_TEXTURE2D_DESC desc = {};
  3640. desc.Width = ti.width;
  3641. desc.Height = ti.height;
  3642. desc.MipLevels = ti.numMips;
  3643. desc.ArraySize = numSides;
  3644. desc.Format = format;
  3645. desc.SampleDesc = msaa;
  3646. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3647. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3648. desc.CPUAccessFlags = 0;
  3649. desc.MiscFlags = 0;
  3650. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3651. {
  3652. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3653. desc.Usage = D3D11_USAGE_DEFAULT;
  3654. }
  3655. else if (renderTarget)
  3656. {
  3657. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3658. desc.Usage = D3D11_USAGE_DEFAULT;
  3659. desc.MiscFlags |= 0
  3660. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3661. ;
  3662. }
  3663. if (computeWrite)
  3664. {
  3665. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3666. desc.Usage = D3D11_USAGE_DEFAULT;
  3667. }
  3668. if (readBack)
  3669. {
  3670. desc.BindFlags = 0;
  3671. desc.Usage = D3D11_USAGE_STAGING;
  3672. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3673. }
  3674. if (imageContainer.m_cubeMap)
  3675. {
  3676. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3677. if (1 < ti.numLayers)
  3678. {
  3679. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3680. srvd.TextureCubeArray.MipLevels = ti.numMips;
  3681. srvd.TextureCubeArray.NumCubes = ti.numLayers;
  3682. }
  3683. else
  3684. {
  3685. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3686. srvd.TextureCube.MipLevels = ti.numMips;
  3687. }
  3688. }
  3689. else
  3690. {
  3691. if (msaaSample)
  3692. {
  3693. if (1 < ti.numLayers)
  3694. {
  3695. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3696. srvd.Texture2DMSArray.ArraySize = ti.numLayers;
  3697. }
  3698. else
  3699. {
  3700. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3701. }
  3702. }
  3703. else
  3704. {
  3705. if (1 < ti.numLayers)
  3706. {
  3707. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  3708. srvd.Texture2DArray.MipLevels = ti.numMips;
  3709. srvd.Texture2DArray.ArraySize = ti.numLayers;
  3710. }
  3711. else
  3712. {
  3713. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  3714. srvd.Texture2D.MipLevels = ti.numMips;
  3715. }
  3716. }
  3717. }
  3718. if (needResolve)
  3719. {
  3720. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  3721. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  3722. desc.SampleDesc = s_msaa[0];
  3723. }
  3724. if (directAccess)
  3725. {
  3726. directAccessPtr = m_dar.createTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d);
  3727. }
  3728. else
  3729. {
  3730. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3731. }
  3732. }
  3733. break;
  3734. case Texture3D:
  3735. {
  3736. D3D11_TEXTURE3D_DESC desc = {};
  3737. desc.Width = ti.width;
  3738. desc.Height = ti.height;
  3739. desc.Depth = ti.depth;
  3740. desc.MipLevels = ti.numMips;
  3741. desc.Format = format;
  3742. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3743. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3744. desc.CPUAccessFlags = 0;
  3745. desc.MiscFlags = 0;
  3746. if (renderTarget)
  3747. {
  3748. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3749. desc.Usage = D3D11_USAGE_DEFAULT;
  3750. desc.MiscFlags |= 0
  3751. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3752. ;
  3753. }
  3754. if (computeWrite)
  3755. {
  3756. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3757. desc.Usage = D3D11_USAGE_DEFAULT;
  3758. }
  3759. if (readBack)
  3760. {
  3761. desc.BindFlags = 0;
  3762. desc.Usage = D3D11_USAGE_STAGING;
  3763. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3764. }
  3765. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3766. srvd.Texture3D.MipLevels = ti.numMips;
  3767. if (directAccess)
  3768. {
  3769. directAccessPtr = m_dar.createTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d);
  3770. }
  3771. else
  3772. {
  3773. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3774. }
  3775. }
  3776. break;
  3777. }
  3778. if (!writeOnly)
  3779. {
  3780. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3781. }
  3782. if (computeWrite)
  3783. {
  3784. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3785. }
  3786. if (convert
  3787. && 0 != kk)
  3788. {
  3789. kk = 0;
  3790. for (uint16_t side = 0; side < numSides; ++side)
  3791. {
  3792. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  3793. {
  3794. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3795. ++kk;
  3796. }
  3797. }
  3798. }
  3799. }
  3800. return directAccessPtr;
  3801. }
  3802. void TextureD3D11::destroy()
  3803. {
  3804. m_dar.destroy();
  3805. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3806. DX_RELEASE(m_rt, 0);
  3807. DX_RELEASE(m_srv, 0);
  3808. DX_RELEASE(m_uav, 0);
  3809. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED) )
  3810. {
  3811. DX_RELEASE(m_ptr, 0);
  3812. }
  3813. }
  3814. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  3815. {
  3816. destroy();
  3817. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  3818. m_ptr = (ID3D11Resource*)_ptr;
  3819. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  3820. }
  3821. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3822. {
  3823. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3824. D3D11_BOX box;
  3825. box.left = _rect.m_x;
  3826. box.top = _rect.m_y;
  3827. box.right = box.left + _rect.m_width;
  3828. box.bottom = box.top + _rect.m_height;
  3829. uint32_t layer = 0;
  3830. if (TextureD3D11::Texture3D == m_type)
  3831. {
  3832. box.front = _z;
  3833. box.back = box.front + _depth;
  3834. }
  3835. else
  3836. {
  3837. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  3838. box.front = 0;
  3839. box.back = 1;
  3840. }
  3841. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  3842. const bool depth = bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) );
  3843. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3844. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3845. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3846. const uint32_t slicepitch = rectpitch*_rect.m_height;
  3847. const bool convert = m_textureFormat != m_requestedFormat;
  3848. uint8_t* data = _mem->data;
  3849. uint8_t* temp = NULL;
  3850. if (convert)
  3851. {
  3852. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  3853. bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  3854. data = temp;
  3855. }
  3856. deviceCtx->UpdateSubresource(
  3857. m_ptr
  3858. , subres
  3859. , depth ? NULL : &box
  3860. , data
  3861. , srcpitch
  3862. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  3863. );
  3864. if (NULL != temp)
  3865. {
  3866. BX_FREE(g_allocator, temp);
  3867. }
  3868. }
  3869. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  3870. {
  3871. TextureStage& ts = s_renderD3D11->m_textureStage;
  3872. if (0 != (_flags & BGFX_SAMPLER_SAMPLE_STENCIL) )
  3873. {
  3874. ts.m_srv[_stage] = s_renderD3D11->getCachedSrv(
  3875. TextureHandle{ uint16_t(this - s_renderD3D11->m_textures) }
  3876. , 0
  3877. , false
  3878. , true
  3879. );
  3880. }
  3881. else
  3882. {
  3883. ts.m_srv[_stage] = m_srv;
  3884. }
  3885. const uint32_t flags = 0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags)
  3886. ? _flags
  3887. : uint32_t(m_flags)
  3888. ;
  3889. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3890. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags, _palette[index]);
  3891. }
  3892. void TextureD3D11::resolve(uint8_t _resolve) const
  3893. {
  3894. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3895. const bool needResolve = NULL != m_rt;
  3896. if (needResolve)
  3897. {
  3898. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  3899. }
  3900. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3901. if (renderTarget
  3902. && 1 < m_numMips
  3903. && 0 != (_resolve & BGFX_RESOLVE_AUTO_GEN_MIPS) )
  3904. {
  3905. deviceCtx->GenerateMips(m_srv);
  3906. }
  3907. }
  3908. TextureHandle TextureD3D11::getHandle() const
  3909. {
  3910. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3911. return handle;
  3912. }
  3913. DXGI_FORMAT TextureD3D11::getSrvFormat() const
  3914. {
  3915. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3916. {
  3917. return s_textureFormat[m_textureFormat].m_fmtSrv;
  3918. }
  3919. return 0 != (m_flags&BGFX_TEXTURE_SRGB)
  3920. ? s_textureFormat[m_textureFormat].m_fmtSrgb
  3921. : s_textureFormat[m_textureFormat].m_fmt
  3922. ;
  3923. }
  3924. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  3925. {
  3926. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3927. {
  3928. m_rtv[ii] = NULL;
  3929. }
  3930. for (uint32_t ii = 0; ii < BX_COUNTOF(m_uav); ++ii)
  3931. {
  3932. m_uav[ii] = NULL;
  3933. }
  3934. m_dsv = NULL;
  3935. m_swapChain = NULL;
  3936. m_denseIdx = UINT16_MAX;
  3937. m_numTh = _num;
  3938. m_needPresent = false;
  3939. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3940. postReset();
  3941. }
  3942. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  3943. {
  3944. SwapChainDesc scd;
  3945. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(SwapChainDesc) );
  3946. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  3947. scd.width = _width;
  3948. scd.height = _height;
  3949. scd.nwh = _nwh;
  3950. scd.ndt = NULL;
  3951. scd.sampleDesc = s_msaa[0];
  3952. ID3D11Device* device = s_renderD3D11->m_device;
  3953. HRESULT hr = s_renderD3D11->m_dxgi.createSwapChain(device
  3954. , scd
  3955. , &m_swapChain
  3956. );
  3957. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3958. #if BX_PLATFORM_WINDOWS
  3959. DX_CHECK(s_renderD3D11->m_dxgi.m_factory->MakeWindowAssociation(
  3960. (HWND)_nwh
  3961. , 0
  3962. | DXGI_MWA_NO_WINDOW_CHANGES
  3963. | DXGI_MWA_NO_ALT_ENTER
  3964. ) );
  3965. #endif // BX_PLATFORM_WINDOWS
  3966. ID3D11Resource* ptr;
  3967. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3968. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3969. DX_RELEASE(ptr, 0);
  3970. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  3971. ? s_textureFormat[_depthFormat].m_fmtDsv
  3972. : DXGI_FORMAT_D24_UNORM_S8_UINT
  3973. ;
  3974. D3D11_TEXTURE2D_DESC dsd;
  3975. dsd.Width = scd.width;
  3976. dsd.Height = scd.height;
  3977. dsd.MipLevels = 1;
  3978. dsd.ArraySize = 1;
  3979. dsd.Format = fmtDsv;
  3980. dsd.SampleDesc = scd.sampleDesc;
  3981. dsd.Usage = D3D11_USAGE_DEFAULT;
  3982. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3983. dsd.CPUAccessFlags = 0;
  3984. dsd.MiscFlags = 0;
  3985. ID3D11Texture2D* depthStencil;
  3986. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  3987. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  3988. DX_RELEASE(depthStencil, 0);
  3989. m_srv[0] = NULL;
  3990. m_nwh = _nwh;
  3991. m_denseIdx = _denseIdx;
  3992. m_num = 1;
  3993. }
  3994. uint16_t FrameBufferD3D11::destroy()
  3995. {
  3996. preReset(true);
  3997. DX_RELEASE(m_swapChain, 0);
  3998. m_num = 0;
  3999. m_nwh = NULL;
  4000. m_numTh = 0;
  4001. m_needPresent = false;
  4002. uint16_t denseIdx = m_denseIdx;
  4003. m_denseIdx = UINT16_MAX;
  4004. return denseIdx;
  4005. }
  4006. void FrameBufferD3D11::preReset(bool _force)
  4007. {
  4008. if (0 < m_numTh
  4009. || _force)
  4010. {
  4011. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4012. {
  4013. DX_RELEASE(m_srv[ii], 0);
  4014. DX_RELEASE(m_rtv[ii], 0);
  4015. }
  4016. DX_RELEASE(m_dsv, 0);
  4017. }
  4018. }
  4019. void FrameBufferD3D11::postReset()
  4020. {
  4021. m_width = 0;
  4022. m_height = 0;
  4023. if (0 < m_numTh)
  4024. {
  4025. m_num = 0;
  4026. m_numUav = 0;
  4027. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4028. {
  4029. const Attachment& at = m_attachment[ii];
  4030. if (isValid(at.handle) )
  4031. {
  4032. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4033. if (0 == m_width)
  4034. {
  4035. switch (texture.m_type)
  4036. {
  4037. case TextureD3D11::Texture2D:
  4038. case TextureD3D11::TextureCube:
  4039. {
  4040. D3D11_TEXTURE2D_DESC desc;
  4041. texture.m_texture2d->GetDesc(&desc);
  4042. m_width = desc.Width;
  4043. m_height = desc.Height;
  4044. }
  4045. break;
  4046. case TextureD3D11::Texture3D:
  4047. {
  4048. D3D11_TEXTURE3D_DESC desc;
  4049. texture.m_texture3d->GetDesc(&desc);
  4050. m_width = desc.Width;
  4051. m_height = desc.Height;
  4052. }
  4053. break;
  4054. }
  4055. }
  4056. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4057. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4058. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4059. {
  4060. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4061. switch (texture.m_type)
  4062. {
  4063. default:
  4064. case TextureD3D11::Texture2D:
  4065. {
  4066. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4067. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4068. dsvDesc.ViewDimension = 1 < msaa.Count
  4069. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4070. : D3D11_DSV_DIMENSION_TEXTURE2D
  4071. ;
  4072. dsvDesc.Flags = 0;
  4073. dsvDesc.Texture2D.MipSlice = at.mip;
  4074. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4075. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4076. , &dsvDesc
  4077. , &m_dsv
  4078. ) );
  4079. }
  4080. break;
  4081. case TextureD3D11::TextureCube:
  4082. {
  4083. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4084. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4085. if (1 < msaa.Count)
  4086. {
  4087. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4088. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4089. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4090. }
  4091. else
  4092. {
  4093. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4094. dsvDesc.Texture2DArray.ArraySize = 1;
  4095. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4096. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4097. }
  4098. dsvDesc.Flags = 0;
  4099. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4100. }
  4101. break;
  4102. }
  4103. }
  4104. else if (Access::Write == at.access)
  4105. {
  4106. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4107. desc.Format = texture.getSrvFormat();
  4108. switch (texture.m_type)
  4109. {
  4110. default:
  4111. case TextureD3D11::Texture2D:
  4112. if (1 < msaa.Count)
  4113. {
  4114. if (1 < texture.m_numLayers)
  4115. {
  4116. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4117. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4118. desc.Texture2DMSArray.ArraySize = 1;
  4119. }
  4120. else
  4121. {
  4122. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4123. }
  4124. }
  4125. else
  4126. {
  4127. if (1 < texture.m_numLayers)
  4128. {
  4129. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4130. desc.Texture2DArray.FirstArraySlice = at.layer;
  4131. desc.Texture2DArray.ArraySize = 1;
  4132. desc.Texture2DArray.MipSlice = at.mip;
  4133. }
  4134. else
  4135. {
  4136. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4137. desc.Texture2D.MipSlice = at.mip;
  4138. }
  4139. }
  4140. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4141. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4142. , &desc
  4143. , &m_rtv[m_num]
  4144. ) );
  4145. break;
  4146. case TextureD3D11::TextureCube:
  4147. if (1 < msaa.Count)
  4148. {
  4149. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4150. desc.Texture2DMSArray.ArraySize = 1;
  4151. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4152. }
  4153. else
  4154. {
  4155. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4156. desc.Texture2DArray.ArraySize = 1;
  4157. desc.Texture2DArray.FirstArraySlice = at.layer;
  4158. desc.Texture2DArray.MipSlice = at.mip;
  4159. }
  4160. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4161. break;
  4162. case TextureD3D11::Texture3D:
  4163. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4164. desc.Texture3D.MipSlice = at.mip;
  4165. desc.Texture3D.WSize = 1;
  4166. desc.Texture3D.FirstWSlice = at.layer;
  4167. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4168. break;
  4169. }
  4170. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4171. m_num++;
  4172. }
  4173. else
  4174. {
  4175. m_uav[m_numUav++] = texture.m_uav;
  4176. }
  4177. }
  4178. }
  4179. }
  4180. }
  4181. void FrameBufferD3D11::resolve()
  4182. {
  4183. if (0 < m_numTh)
  4184. {
  4185. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4186. {
  4187. const Attachment& at = m_attachment[ii];
  4188. if (isValid(at.handle) )
  4189. {
  4190. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4191. texture.resolve(at.resolve);
  4192. }
  4193. }
  4194. }
  4195. }
  4196. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4197. {
  4198. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4199. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4200. {
  4201. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4202. {
  4203. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4204. {
  4205. uint8_t index = _clear.m_index[ii];
  4206. if (NULL != m_rtv[ii]
  4207. && UINT8_MAX != index)
  4208. {
  4209. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4210. }
  4211. }
  4212. }
  4213. else
  4214. {
  4215. float frgba[4] =
  4216. {
  4217. _clear.m_index[0]*1.0f/255.0f,
  4218. _clear.m_index[1]*1.0f/255.0f,
  4219. _clear.m_index[2]*1.0f/255.0f,
  4220. _clear.m_index[3]*1.0f/255.0f,
  4221. };
  4222. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4223. {
  4224. if (NULL != m_rtv[ii])
  4225. {
  4226. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4227. }
  4228. }
  4229. }
  4230. }
  4231. if (NULL != m_dsv
  4232. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4233. {
  4234. DWORD flags = 0;
  4235. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4236. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4237. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4238. }
  4239. }
  4240. void FrameBufferD3D11::set()
  4241. {
  4242. s_renderD3D11->m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  4243. m_num
  4244. , m_rtv
  4245. , m_dsv
  4246. , 16
  4247. , m_numUav
  4248. , m_uav
  4249. , NULL
  4250. );
  4251. m_needPresent = UINT16_MAX != m_denseIdx;
  4252. s_renderD3D11->m_currentColor = m_rtv[0];
  4253. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4254. }
  4255. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4256. {
  4257. if (m_needPresent)
  4258. {
  4259. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4260. hr = !isLost(hr) ? S_OK : hr;
  4261. m_needPresent = false;
  4262. return hr;
  4263. }
  4264. return S_OK;
  4265. }
  4266. void TimerQueryD3D11::postReset()
  4267. {
  4268. ID3D11Device* device = s_renderD3D11->m_device;
  4269. D3D11_QUERY_DESC qd;
  4270. qd.MiscFlags = 0;
  4271. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4272. {
  4273. Query& query = m_query[ii];
  4274. query.m_ready = false;
  4275. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4276. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4277. qd.Query = D3D11_QUERY_TIMESTAMP;
  4278. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4279. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4280. }
  4281. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4282. {
  4283. Result& result = m_result[ii];
  4284. result.reset();
  4285. }
  4286. m_control.reset();
  4287. }
  4288. void TimerQueryD3D11::preReset()
  4289. {
  4290. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4291. {
  4292. Query& query = m_query[ii];
  4293. DX_RELEASE(query.m_disjoint, 0);
  4294. DX_RELEASE(query.m_begin, 0);
  4295. DX_RELEASE(query.m_end, 0);
  4296. }
  4297. }
  4298. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx)
  4299. {
  4300. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4301. while (0 == m_control.reserve(1) )
  4302. {
  4303. update();
  4304. }
  4305. Result& result = m_result[_resultIdx];
  4306. ++result.m_pending;
  4307. const uint32_t idx = m_control.m_current;
  4308. Query& query = m_query[idx];
  4309. query.m_resultIdx = _resultIdx;
  4310. query.m_ready = false;
  4311. deviceCtx->Begin(query.m_disjoint);
  4312. deviceCtx->End(query.m_begin);
  4313. m_control.commit(1);
  4314. return idx;
  4315. }
  4316. void TimerQueryD3D11::end(uint32_t _idx)
  4317. {
  4318. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4319. Query& query = m_query[_idx];
  4320. query.m_ready = true;
  4321. deviceCtx->End(query.m_end);
  4322. deviceCtx->End(query.m_disjoint);
  4323. while (update() )
  4324. {
  4325. }
  4326. }
  4327. bool TimerQueryD3D11::update()
  4328. {
  4329. if (0 != m_control.available() )
  4330. {
  4331. Query& query = m_query[m_control.m_read];
  4332. if (!query.m_ready)
  4333. {
  4334. return false;
  4335. }
  4336. uint64_t timeEnd;
  4337. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4338. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4339. if (S_OK == hr
  4340. || isLost(hr) )
  4341. {
  4342. m_control.consume(1);
  4343. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4344. {
  4345. UINT64 Frequency;
  4346. BOOL Disjoint;
  4347. };
  4348. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4349. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4350. uint64_t timeBegin;
  4351. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4352. Result& result = m_result[query.m_resultIdx];
  4353. --result.m_pending;
  4354. result.m_frequency = disjoint.Frequency;
  4355. result.m_begin = timeBegin;
  4356. result.m_end = timeEnd;
  4357. return true;
  4358. }
  4359. }
  4360. return false;
  4361. }
  4362. void OcclusionQueryD3D11::postReset()
  4363. {
  4364. ID3D11Device* device = s_renderD3D11->m_device;
  4365. D3D11_QUERY_DESC desc;
  4366. desc.Query = D3D11_QUERY_OCCLUSION;
  4367. desc.MiscFlags = 0;
  4368. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4369. {
  4370. Query& query = m_query[ii];
  4371. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4372. }
  4373. }
  4374. void OcclusionQueryD3D11::preReset()
  4375. {
  4376. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4377. {
  4378. Query& query = m_query[ii];
  4379. DX_RELEASE(query.m_ptr, 0);
  4380. }
  4381. }
  4382. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4383. {
  4384. while (0 == m_control.reserve(1) )
  4385. {
  4386. resolve(_render, true);
  4387. }
  4388. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4389. Query& query = m_query[m_control.m_current];
  4390. deviceCtx->Begin(query.m_ptr);
  4391. query.m_handle = _handle;
  4392. }
  4393. void OcclusionQueryD3D11::end()
  4394. {
  4395. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4396. Query& query = m_query[m_control.m_current];
  4397. deviceCtx->End(query.m_ptr);
  4398. m_control.commit(1);
  4399. }
  4400. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4401. {
  4402. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4403. while (0 != m_control.available() )
  4404. {
  4405. Query& query = m_query[m_control.m_read];
  4406. if (isValid(query.m_handle) )
  4407. {
  4408. uint64_t result = 0;
  4409. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4410. if (S_FALSE == hr)
  4411. {
  4412. break;
  4413. }
  4414. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4415. }
  4416. m_control.consume(1);
  4417. }
  4418. }
  4419. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4420. {
  4421. const uint32_t size = m_control.m_size;
  4422. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4423. {
  4424. Query& query = m_query[(m_control.m_read + ii) % size];
  4425. if (query.m_handle.idx == _handle.idx)
  4426. {
  4427. query.m_handle.idx = bgfx::kInvalidHandle;
  4428. }
  4429. }
  4430. }
  4431. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4432. {
  4433. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4434. while (_bs.hasItem(_view) )
  4435. {
  4436. const BlitItem& blit = _bs.advance();
  4437. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4438. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4439. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4440. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4441. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4442. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4443. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4444. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4445. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4446. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4447. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4448. if (TextureD3D11::Texture3D == src.m_type)
  4449. {
  4450. D3D11_BOX box;
  4451. box.left = blit.m_srcX;
  4452. box.top = blit.m_srcY;
  4453. box.front = blit.m_srcZ;
  4454. box.right = blit.m_srcX + width;
  4455. box.bottom = blit.m_srcY + height;;
  4456. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4457. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4458. , blit.m_dstMip
  4459. , blit.m_dstX
  4460. , blit.m_dstY
  4461. , blit.m_dstZ
  4462. , src.m_ptr
  4463. , blit.m_srcMip
  4464. , &box
  4465. );
  4466. }
  4467. else
  4468. {
  4469. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4470. BX_CHECK(!depthStencil
  4471. || (width == src.m_width && height == src.m_height)
  4472. , "When blitting depthstencil surface, source resolution must match destination."
  4473. );
  4474. D3D11_BOX box;
  4475. box.left = blit.m_srcX;
  4476. box.top = blit.m_srcY;
  4477. box.front = 0;
  4478. box.right = blit.m_srcX + width;
  4479. box.bottom = blit.m_srcY + height;
  4480. box.back = 1;
  4481. const uint32_t srcZ = blit.m_srcZ;
  4482. const uint32_t dstZ = blit.m_dstZ;
  4483. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4484. , dstZ*dst.m_numMips+blit.m_dstMip
  4485. , blit.m_dstX
  4486. , blit.m_dstY
  4487. , 0
  4488. , src.m_ptr
  4489. , srcZ*src.m_numMips+blit.m_srcMip
  4490. , depthStencil ? NULL : &box
  4491. );
  4492. }
  4493. }
  4494. }
  4495. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4496. {
  4497. if (m_lost
  4498. || updateResolution(_render->m_resolution) )
  4499. {
  4500. return;
  4501. }
  4502. if (_render->m_capture)
  4503. {
  4504. renderDocTriggerCapture();
  4505. }
  4506. BGFX_D3D11_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorView);
  4507. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4508. int64_t timeBegin = bx::getHPCounter();
  4509. int64_t captureElapsed = 0;
  4510. uint32_t frameQueryIdx = UINT32_MAX;
  4511. if (m_timerQuerySupport)
  4512. {
  4513. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4514. }
  4515. if (0 < _render->m_iboffset)
  4516. {
  4517. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  4518. TransientIndexBuffer* ib = _render->m_transientIb;
  4519. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4520. }
  4521. if (0 < _render->m_vboffset)
  4522. {
  4523. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  4524. TransientVertexBuffer* vb = _render->m_transientVb;
  4525. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4526. }
  4527. _render->sort();
  4528. RenderDraw currentState;
  4529. currentState.clear();
  4530. currentState.m_stateFlags = BGFX_STATE_NONE;
  4531. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4532. RenderBind currentBind;
  4533. currentBind.clear();
  4534. static ViewState viewState;
  4535. viewState.reset(_render);
  4536. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4537. bool scissorEnabled = false;
  4538. setDebugWireframe(wireframe);
  4539. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  4540. SortKey key;
  4541. uint16_t view = UINT16_MAX;
  4542. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4543. BlitState bs(_render);
  4544. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4545. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4546. PrimInfo prim = s_primInfo[primIndex];
  4547. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4548. bool wasCompute = false;
  4549. bool viewHasScissor = false;
  4550. Rect viewScissorRect;
  4551. viewScissorRect.clear();
  4552. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4553. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  4554. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4555. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4556. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4557. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4558. uint32_t statsNumIndices = 0;
  4559. uint32_t statsKeyType[2] = {};
  4560. Profiler<TimerQueryD3D11> profiler(
  4561. _render
  4562. , m_gpuTimer
  4563. , s_viewName
  4564. , m_timerQuerySupport
  4565. );
  4566. m_occlusionQuery.resolve(_render);
  4567. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4568. {
  4569. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4570. // if we don't do this we'll only see one frame of output and then nothing
  4571. setFrameBuffer(BGFX_INVALID_HANDLE, true, false);
  4572. viewState.m_rect = _render->m_view[0].m_rect;
  4573. int32_t numItems = _render->m_numRenderItems;
  4574. for (int32_t item = 0; item < numItems;)
  4575. {
  4576. const uint64_t encodedKey = _render->m_sortKeys[item];
  4577. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4578. statsKeyType[isCompute]++;
  4579. const bool viewChanged = 0
  4580. || key.m_view != view
  4581. || item == numItems
  4582. ;
  4583. const uint32_t itemIdx = _render->m_sortValues[item];
  4584. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4585. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4586. ++item;
  4587. if (viewChanged)
  4588. {
  4589. view = key.m_view;
  4590. currentProgram = BGFX_INVALID_HANDLE;
  4591. if (item > 1)
  4592. {
  4593. profiler.end();
  4594. }
  4595. BGFX_D3D11_PROFILER_END();
  4596. setViewType(view, " ");
  4597. BGFX_D3D11_PROFILER_BEGIN(view, kColorView);
  4598. profiler.begin(view);
  4599. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  4600. {
  4601. fbh = _render->m_view[view].m_fbh;
  4602. setFrameBuffer(fbh);
  4603. }
  4604. viewState.m_rect = _render->m_view[view].m_rect;
  4605. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4606. viewHasScissor = !scissorRect.isZero();
  4607. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4608. D3D11_VIEWPORT vp;
  4609. vp.TopLeftX = viewState.m_rect.m_x;
  4610. vp.TopLeftY = viewState.m_rect.m_y;
  4611. vp.Width = viewState.m_rect.m_width;
  4612. vp.Height = viewState.m_rect.m_height;
  4613. vp.MinDepth = 0.0f;
  4614. vp.MaxDepth = 1.0f;
  4615. deviceCtx->RSSetViewports(1, &vp);
  4616. Clear& clr = _render->m_view[view].m_clear;
  4617. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4618. {
  4619. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4620. prim = s_primInfo[Topology::Count]; // Force primitive type update after clear quad.
  4621. }
  4622. submitBlit(bs, view);
  4623. }
  4624. if (isCompute)
  4625. {
  4626. if (!wasCompute)
  4627. {
  4628. wasCompute = true;
  4629. setViewType(view, "C");
  4630. BGFX_D3D11_PROFILER_END();
  4631. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  4632. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4633. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4634. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4635. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4636. deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4637. deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4638. }
  4639. const RenderCompute& compute = renderItem.compute;
  4640. bool programChanged = false;
  4641. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  4642. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4643. if (key.m_program.idx != currentProgram.idx)
  4644. {
  4645. currentProgram = key.m_program;
  4646. ProgramD3D11& program = m_program[currentProgram.idx];
  4647. m_currentProgram = &program;
  4648. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4649. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4650. programChanged =
  4651. constantsChanged = true;
  4652. }
  4653. if (isValid(currentProgram) )
  4654. {
  4655. ProgramD3D11& program = m_program[currentProgram.idx];
  4656. if (constantsChanged)
  4657. {
  4658. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4659. if (NULL != vcb)
  4660. {
  4661. commit(*vcb);
  4662. }
  4663. }
  4664. viewState.setPredefined<4>(this, view, program, _render, compute);
  4665. if (constantsChanged
  4666. || program.m_numPredefined > 0)
  4667. {
  4668. commitShaderConstants();
  4669. }
  4670. }
  4671. BX_UNUSED(programChanged);
  4672. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4673. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  4674. {
  4675. const Binding& bind = renderBind.m_bind[stage];
  4676. if (kInvalidHandle != bind.m_idx)
  4677. {
  4678. switch (bind.m_type)
  4679. {
  4680. case Binding::Image:
  4681. {
  4682. TextureD3D11& texture = m_textures[bind.m_idx];
  4683. if (Access::Read != bind.m_access)
  4684. {
  4685. uav[stage] = 0 == bind.m_mip
  4686. ? texture.m_uav
  4687. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_mip)
  4688. ;
  4689. }
  4690. else
  4691. {
  4692. m_textureStage.m_srv[stage] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_mip, true);
  4693. m_textureStage.m_sampler[stage] = s_renderD3D11->getSamplerState(uint32_t(texture.m_flags), NULL);
  4694. }
  4695. }
  4696. break;
  4697. case Binding::Texture:
  4698. {
  4699. TextureD3D11& texture = m_textures[bind.m_idx];
  4700. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  4701. }
  4702. break;
  4703. case Binding::IndexBuffer:
  4704. case Binding::VertexBuffer:
  4705. {
  4706. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4707. ? m_indexBuffers[bind.m_idx]
  4708. : m_vertexBuffers[bind.m_idx]
  4709. ;
  4710. if (Access::Read != bind.m_access)
  4711. {
  4712. uav[stage] = buffer.m_uav;
  4713. }
  4714. else
  4715. {
  4716. m_textureStage.m_srv[stage] = buffer.m_srv;
  4717. }
  4718. }
  4719. break;
  4720. }
  4721. }
  4722. else
  4723. {
  4724. m_textureStage.m_srv[stage] = NULL;
  4725. m_textureStage.m_sampler[stage] = NULL;
  4726. }
  4727. }
  4728. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  4729. {
  4730. // Quiet validation: Resource being set to CS UnorderedAccessView slot 0 is still bound on input!
  4731. deviceCtx->CSSetShaderResources(0, maxComputeBindings, s_zero.m_srv);
  4732. }
  4733. deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, uav, NULL);
  4734. deviceCtx->CSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  4735. deviceCtx->CSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  4736. if (isValid(compute.m_indirectBuffer) )
  4737. {
  4738. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4739. ID3D11Buffer* ptr = vb.m_ptr;
  4740. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4741. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4742. : compute.m_numIndirect
  4743. ;
  4744. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4745. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4746. {
  4747. deviceCtx->DispatchIndirect(ptr, args);
  4748. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4749. }
  4750. }
  4751. else
  4752. {
  4753. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4754. }
  4755. continue;
  4756. }
  4757. bool resetState = viewChanged || wasCompute;
  4758. if (wasCompute)
  4759. {
  4760. setViewType(view, " ");
  4761. BGFX_D3D11_PROFILER_END();
  4762. BGFX_D3D11_PROFILER_BEGIN(view, kColorDraw);
  4763. currentProgram = BGFX_INVALID_HANDLE;
  4764. m_currentProgram = NULL;
  4765. invalidateCompute();
  4766. }
  4767. const RenderDraw& draw = renderItem.draw;
  4768. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4769. {
  4770. const bool occluded = true
  4771. && isValid(draw.m_occlusionQuery)
  4772. && !hasOcclusionQuery
  4773. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  4774. ;
  4775. if (occluded
  4776. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  4777. {
  4778. if (resetState)
  4779. {
  4780. currentState.clear();
  4781. currentState.m_scissor = !draw.m_scissor;
  4782. currentBind.clear();
  4783. }
  4784. continue;
  4785. }
  4786. }
  4787. const uint64_t newFlags = draw.m_stateFlags;
  4788. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4789. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4790. currentState.m_stateFlags = newFlags;
  4791. const uint64_t newStencil = draw.m_stencil;
  4792. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4793. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4794. currentState.m_stencil = newStencil;
  4795. if (resetState)
  4796. {
  4797. wasCompute = false;
  4798. currentState.clear();
  4799. currentState.m_scissor = !draw.m_scissor;
  4800. changedFlags = BGFX_STATE_MASK;
  4801. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4802. currentState.m_stateFlags = newFlags;
  4803. currentState.m_stencil = newStencil;
  4804. currentBind.clear();
  4805. setBlendState(newFlags);
  4806. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4807. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4808. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4809. }
  4810. if (prim.m_type != s_primInfo[primIndex].m_type)
  4811. {
  4812. prim = s_primInfo[primIndex];
  4813. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4814. }
  4815. uint16_t scissor = draw.m_scissor;
  4816. if (currentState.m_scissor != scissor)
  4817. {
  4818. currentState.m_scissor = scissor;
  4819. if (UINT16_MAX == scissor)
  4820. {
  4821. scissorEnabled = viewHasScissor;
  4822. if (viewHasScissor)
  4823. {
  4824. D3D11_RECT rc;
  4825. rc.left = viewScissorRect.m_x;
  4826. rc.top = viewScissorRect.m_y;
  4827. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4828. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4829. deviceCtx->RSSetScissorRects(1, &rc);
  4830. }
  4831. }
  4832. else
  4833. {
  4834. Rect scissorRect;
  4835. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  4836. scissorEnabled = true;
  4837. D3D11_RECT rc;
  4838. rc.left = scissorRect.m_x;
  4839. rc.top = scissorRect.m_y;
  4840. rc.right = scissorRect.m_x + scissorRect.m_width;
  4841. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4842. deviceCtx->RSSetScissorRects(1, &rc);
  4843. }
  4844. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4845. }
  4846. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4847. {
  4848. setDepthStencilState(newFlags, newStencil);
  4849. }
  4850. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4851. {
  4852. setBlendState(newFlags, draw.m_rgba);
  4853. currentState.m_rgba = draw.m_rgba;
  4854. }
  4855. if ( (0
  4856. | BGFX_STATE_CULL_MASK
  4857. | BGFX_STATE_ALPHA_REF_MASK
  4858. | BGFX_STATE_PT_MASK
  4859. | BGFX_STATE_POINT_SIZE_MASK
  4860. | BGFX_STATE_MSAA
  4861. | BGFX_STATE_LINEAA
  4862. | BGFX_STATE_CONSERVATIVE_RASTER
  4863. ) & changedFlags)
  4864. {
  4865. if ( (0
  4866. | BGFX_STATE_CULL_MASK
  4867. | BGFX_STATE_MSAA
  4868. | BGFX_STATE_LINEAA
  4869. | BGFX_STATE_CONSERVATIVE_RASTER
  4870. ) & changedFlags)
  4871. {
  4872. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4873. }
  4874. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4875. {
  4876. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4877. viewState.m_alphaRef = ref/255.0f;
  4878. }
  4879. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4880. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4881. if (prim.m_type != s_primInfo[primIndex].m_type)
  4882. {
  4883. prim = s_primInfo[primIndex];
  4884. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4885. }
  4886. }
  4887. bool programChanged = false;
  4888. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  4889. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  4890. if (key.m_program.idx != currentProgram.idx)
  4891. {
  4892. currentProgram = key.m_program;
  4893. if (!isValid(currentProgram) )
  4894. {
  4895. m_currentProgram = NULL;
  4896. deviceCtx->VSSetShader(NULL, NULL, 0);
  4897. deviceCtx->PSSetShader(NULL, NULL, 0);
  4898. }
  4899. else
  4900. {
  4901. ProgramD3D11& program = m_program[currentProgram.idx];
  4902. m_currentProgram = &program;
  4903. const ShaderD3D11* vsh = program.m_vsh;
  4904. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  4905. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  4906. const ShaderD3D11* fsh = program.m_fsh;
  4907. if (NULL != fsh
  4908. && (NULL != m_currentColor || fsh->m_hasDepthOp) )
  4909. {
  4910. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  4911. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  4912. }
  4913. else
  4914. {
  4915. deviceCtx->PSSetShader(NULL, NULL, 0);
  4916. }
  4917. }
  4918. programChanged =
  4919. constantsChanged = true;
  4920. }
  4921. if (isValid(currentProgram) )
  4922. {
  4923. ProgramD3D11& program = m_program[currentProgram.idx];
  4924. if (constantsChanged)
  4925. {
  4926. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4927. if (NULL != vcb)
  4928. {
  4929. commit(*vcb);
  4930. }
  4931. if (NULL != program.m_fsh)
  4932. {
  4933. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4934. if (NULL != fcb)
  4935. {
  4936. commit(*fcb);
  4937. }
  4938. }
  4939. }
  4940. viewState.setPredefined<4>(this, view, program, _render, draw);
  4941. if (constantsChanged
  4942. || program.m_numPredefined > 0)
  4943. {
  4944. commitShaderConstants();
  4945. }
  4946. }
  4947. {
  4948. uint32_t changes = 0;
  4949. for (uint8_t stage = 0; stage < maxTextureSamplers; ++stage)
  4950. {
  4951. const Binding& bind = renderBind.m_bind[stage];
  4952. Binding& current = currentBind.m_bind[stage];
  4953. if (current.m_idx != bind.m_idx
  4954. || current.m_type != bind.m_type
  4955. || current.m_samplerFlags != bind.m_samplerFlags
  4956. || programChanged)
  4957. {
  4958. if (kInvalidHandle != bind.m_idx)
  4959. {
  4960. switch (bind.m_type)
  4961. {
  4962. case Binding::Texture:
  4963. {
  4964. TextureD3D11& texture = m_textures[bind.m_idx];
  4965. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  4966. }
  4967. break;
  4968. case Binding::IndexBuffer:
  4969. case Binding::VertexBuffer:
  4970. {
  4971. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4972. ? m_indexBuffers[bind.m_idx]
  4973. : m_vertexBuffers[bind.m_idx]
  4974. ;
  4975. m_textureStage.m_srv[stage] = buffer.m_srv;
  4976. m_textureStage.m_sampler[stage] = NULL;
  4977. }
  4978. break;
  4979. }
  4980. }
  4981. else
  4982. {
  4983. m_textureStage.m_srv[stage] = NULL;
  4984. m_textureStage.m_sampler[stage] = NULL;
  4985. }
  4986. ++changes;
  4987. }
  4988. current = bind;
  4989. }
  4990. if (0 < changes)
  4991. {
  4992. commitTextureStage();
  4993. }
  4994. }
  4995. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  4996. if (programChanged
  4997. || vertexStreamChanged)
  4998. {
  4999. currentState.m_streamMask = draw.m_streamMask;
  5000. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5001. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5002. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5003. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5004. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5005. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5006. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5007. uint32_t numVertices = draw.m_numVertices;
  5008. uint8_t numStreams = 0;
  5009. if (UINT8_MAX != draw.m_streamMask)
  5010. {
  5011. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5012. ; 0 != streamMask
  5013. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5014. )
  5015. {
  5016. streamMask >>= ntz;
  5017. idx += ntz;
  5018. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5019. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5020. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5021. const uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5022. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5023. const uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5024. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5025. const uint32_t stride = vertexDecl.m_stride;
  5026. buffers[numStreams] = vb.m_ptr;
  5027. strides[numStreams] = stride;
  5028. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5029. decls[numStreams] = &vertexDecl;
  5030. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5031. ? vb.m_size/stride
  5032. : draw.m_numVertices
  5033. , numVertices
  5034. );
  5035. }
  5036. }
  5037. currentState.m_numVertices = numVertices;
  5038. if (0 < numStreams)
  5039. {
  5040. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5041. if (isValid(draw.m_instanceDataBuffer) )
  5042. {
  5043. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5044. const uint32_t instStride = draw.m_instanceDataStride;
  5045. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5046. setInputLayout(numStreams, decls, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5047. }
  5048. else
  5049. {
  5050. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5051. setInputLayout(numStreams, decls, m_program[currentProgram.idx], 0);
  5052. }
  5053. }
  5054. else
  5055. {
  5056. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5057. if (isValid(draw.m_instanceDataBuffer) )
  5058. {
  5059. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5060. const uint32_t instStride = draw.m_instanceDataStride;
  5061. deviceCtx->IASetVertexBuffers(0, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5062. setInputLayout(0, NULL, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5063. }
  5064. else
  5065. {
  5066. deviceCtx->IASetInputLayout(NULL);
  5067. }
  5068. }
  5069. }
  5070. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5071. {
  5072. currentState.m_indexBuffer = draw.m_indexBuffer;
  5073. uint16_t handle = draw.m_indexBuffer.idx;
  5074. if (kInvalidHandle != handle)
  5075. {
  5076. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5077. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5078. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5079. , 0
  5080. );
  5081. }
  5082. else
  5083. {
  5084. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5085. }
  5086. }
  5087. if (0 != currentState.m_streamMask)
  5088. {
  5089. uint32_t numVertices = currentState.m_numVertices;
  5090. uint32_t numIndices = 0;
  5091. uint32_t numPrimsSubmitted = 0;
  5092. uint32_t numInstances = 0;
  5093. uint32_t numPrimsRendered = 0;
  5094. uint32_t numDrawIndirect = 0;
  5095. if (hasOcclusionQuery)
  5096. {
  5097. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5098. }
  5099. if (isValid(draw.m_indirectBuffer) )
  5100. {
  5101. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5102. ID3D11Buffer* ptr = vb.m_ptr;
  5103. if (isValid(draw.m_indexBuffer) )
  5104. {
  5105. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5106. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5107. : draw.m_numIndirect
  5108. ;
  5109. multiDrawIndexedInstancedIndirect(
  5110. numDrawIndirect
  5111. , ptr
  5112. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5113. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5114. );
  5115. }
  5116. else
  5117. {
  5118. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5119. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5120. : draw.m_numIndirect
  5121. ;
  5122. multiDrawInstancedIndirect(
  5123. numDrawIndirect
  5124. , ptr
  5125. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5126. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5127. );
  5128. }
  5129. }
  5130. else
  5131. {
  5132. if (isValid(draw.m_indexBuffer) )
  5133. {
  5134. if (UINT32_MAX == draw.m_numIndices)
  5135. {
  5136. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5137. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5138. numIndices = ib.m_size/indexSize;
  5139. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5140. numInstances = draw.m_numInstances;
  5141. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5142. if (numInstances > 1)
  5143. {
  5144. deviceCtx->DrawIndexedInstanced(numIndices
  5145. , draw.m_numInstances
  5146. , 0
  5147. , 0
  5148. , 0
  5149. );
  5150. }
  5151. else
  5152. {
  5153. deviceCtx->DrawIndexed(numIndices
  5154. , 0
  5155. , 0
  5156. );
  5157. }
  5158. }
  5159. else if (prim.m_min <= draw.m_numIndices)
  5160. {
  5161. numIndices = draw.m_numIndices;
  5162. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5163. numInstances = draw.m_numInstances;
  5164. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5165. if (numInstances > 1)
  5166. {
  5167. deviceCtx->DrawIndexedInstanced(numIndices
  5168. , draw.m_numInstances
  5169. , draw.m_startIndex
  5170. , 0
  5171. , 0
  5172. );
  5173. }
  5174. else
  5175. {
  5176. deviceCtx->DrawIndexed(numIndices
  5177. , draw.m_startIndex
  5178. , 0
  5179. );
  5180. }
  5181. }
  5182. }
  5183. else
  5184. {
  5185. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5186. numInstances = draw.m_numInstances;
  5187. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5188. if (numInstances > 1)
  5189. {
  5190. deviceCtx->DrawInstanced(numVertices
  5191. , draw.m_numInstances
  5192. , 0
  5193. , 0
  5194. );
  5195. }
  5196. else
  5197. {
  5198. deviceCtx->Draw(numVertices
  5199. , 0
  5200. );
  5201. }
  5202. }
  5203. if (hasOcclusionQuery)
  5204. {
  5205. m_occlusionQuery.end();
  5206. }
  5207. }
  5208. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5209. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5210. statsNumInstances[primIndex] += numInstances;
  5211. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5212. statsNumIndices += numIndices;
  5213. }
  5214. }
  5215. if (wasCompute)
  5216. {
  5217. setViewType(view, "C");
  5218. BGFX_D3D11_PROFILER_END();
  5219. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  5220. invalidateCompute();
  5221. }
  5222. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5223. if (0 < _render->m_numRenderItems)
  5224. {
  5225. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5226. {
  5227. deviceCtx->Flush();
  5228. }
  5229. captureElapsed = -bx::getHPCounter();
  5230. capture();
  5231. captureElapsed += bx::getHPCounter();
  5232. profiler.end();
  5233. }
  5234. }
  5235. BGFX_D3D11_PROFILER_END();
  5236. int64_t timeEnd = bx::getHPCounter();
  5237. int64_t frameTime = timeEnd - timeBegin;
  5238. static int64_t min = frameTime;
  5239. static int64_t max = frameTime;
  5240. min = min > frameTime ? frameTime : min;
  5241. max = max < frameTime ? frameTime : max;
  5242. static uint32_t maxGpuLatency = 0;
  5243. static double maxGpuElapsed = 0.0f;
  5244. double elapsedGpuMs = 0.0;
  5245. if (UINT32_MAX != frameQueryIdx)
  5246. {
  5247. m_gpuTimer.end(frameQueryIdx);
  5248. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5249. double toGpuMs = 1000.0 / double(result.m_frequency);
  5250. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5251. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5252. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5253. }
  5254. const int64_t timerFreq = bx::getHPFrequency();
  5255. Stats& perfStats = _render->m_perfStats;
  5256. perfStats.cpuTimeBegin = timeBegin;
  5257. perfStats.cpuTimeEnd = timeEnd;
  5258. perfStats.cpuTimerFreq = timerFreq;
  5259. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5260. perfStats.gpuTimeBegin = result.m_begin;
  5261. perfStats.gpuTimeEnd = result.m_end;
  5262. perfStats.gpuTimerFreq = result.m_frequency;
  5263. perfStats.numDraw = statsKeyType[0];
  5264. perfStats.numCompute = statsKeyType[1];
  5265. perfStats.numBlit = _render->m_numBlitItems;
  5266. perfStats.maxGpuLatency = maxGpuLatency;
  5267. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5268. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5269. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5270. {
  5271. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  5272. m_needPresent = true;
  5273. TextVideoMem& tvm = m_textVideoMem;
  5274. static int64_t next = timeEnd;
  5275. if (timeEnd >= next)
  5276. {
  5277. next = timeEnd + timerFreq;
  5278. double freq = double(timerFreq);
  5279. double toMs = 1000.0/freq;
  5280. tvm.clear();
  5281. uint16_t pos = 0;
  5282. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5283. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5284. , getRendererName()
  5285. , m_deviceInterfaceVersion
  5286. , (m_featureLevel >> 12) & 0xf
  5287. , (m_featureLevel >> 8) & 0xf
  5288. );
  5289. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5290. char description[BX_COUNTOF(desc.Description)];
  5291. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5292. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5293. char dedicatedVideo[16];
  5294. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5295. char dedicatedSystem[16];
  5296. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5297. char sharedSystem[16];
  5298. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5299. char processMemoryUsed[16];
  5300. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5301. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5302. , dedicatedVideo
  5303. , dedicatedSystem
  5304. , sharedSystem
  5305. , processMemoryUsed
  5306. );
  5307. pos = 10;
  5308. tvm.printf(10, pos++, 0x8b, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5309. , double(frameTime)*toMs
  5310. , double(min)*toMs
  5311. , double(max)*toMs
  5312. , freq/frameTime
  5313. );
  5314. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5315. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5316. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5317. , 0 != msaa ? '\xfe' : ' '
  5318. , 1<<msaa
  5319. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5320. );
  5321. double elapsedCpuMs = double(frameTime)*toMs;
  5322. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5323. , _render->m_numRenderItems
  5324. , statsKeyType[0]
  5325. , statsKeyType[1]
  5326. , elapsedCpuMs
  5327. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5328. , maxGpuElapsed
  5329. , maxGpuLatency
  5330. );
  5331. maxGpuLatency = 0;
  5332. maxGpuElapsed = 0.0;
  5333. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5334. {
  5335. tvm.printf(10, pos++, 0x8b, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5336. , getName(Topology::Enum(ii) )
  5337. , statsNumPrimsRendered[ii]
  5338. , statsNumInstances[ii]
  5339. , statsNumPrimsSubmitted[ii]
  5340. , statsNumDrawIndirect[ii]
  5341. );
  5342. }
  5343. if (NULL != m_renderDocDll)
  5344. {
  5345. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5346. }
  5347. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5348. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5349. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5350. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5351. pos++;
  5352. tvm.printf(10, pos++, 0x8b, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5353. pos++;
  5354. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5355. tvm.printf(10, pos++, 0x8b, " Blend | DepthS | Input | Raster | Sampler ");
  5356. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d | %6d "
  5357. , m_blendStateCache.getCount()
  5358. , m_depthStencilStateCache.getCount()
  5359. , m_inputLayoutCache.getCount()
  5360. , m_rasterizerStateCache.getCount()
  5361. , m_samplerStateCache.getCount()
  5362. );
  5363. pos++;
  5364. double captureMs = double(captureElapsed)*toMs;
  5365. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5366. uint8_t attr[2] = { 0x8c, 0x8a };
  5367. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5368. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5369. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5370. min = frameTime;
  5371. max = frameTime;
  5372. }
  5373. blit(this, _textVideoMemBlitter, tvm);
  5374. BGFX_D3D11_PROFILER_END();
  5375. }
  5376. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5377. {
  5378. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  5379. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5380. BGFX_D3D11_PROFILER_END();
  5381. }
  5382. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  5383. if (NULL != m_msaaRt)
  5384. {
  5385. ID3D11Texture2D* backBufferColor;
  5386. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  5387. deviceCtx->ResolveSubresource(backBufferColor, 0, m_msaaRt, 0, m_scd.format);
  5388. DX_RELEASE(backBufferColor, 0);
  5389. }
  5390. }
  5391. } /* namespace d3d11 */ } // namespace bgfx
  5392. #else
  5393. namespace bgfx { namespace d3d11
  5394. {
  5395. RendererContextI* rendererCreate(const Init& _init)
  5396. {
  5397. BX_UNUSED(_init);
  5398. return NULL;
  5399. }
  5400. void rendererDestroy()
  5401. {
  5402. }
  5403. } /* namespace d3d11 */ } // namespace bgfx
  5404. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11