renderer_d3d11.cpp 191 KB

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  1. /*
  2. * Copyright 2011-2016 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. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_PROFILER_REMOTERY
  15. # define BGFX_GPU_PROFILER_BIND(_device, _context) rmt_BindD3D11(_device, _context)
  16. # define BGFX_GPU_PROFILER_UNBIND() rmt_UnbindD3D11()
  17. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) rmt_BeginD3D11Sample(_group##_##_name)
  18. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) rmt_BeginD3D11SampleDynamic(_namestr)
  19. # define BGFX_GPU_PROFILER_END() rmt_EndD3D11Sample()
  20. #else
  21. # define BGFX_GPU_PROFILER_BIND(_device, _context) BX_NOOP()
  22. # define BGFX_GPU_PROFILER_UNBIND() BX_NOOP()
  23. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
  24. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
  25. # define BGFX_GPU_PROFILER_END() BX_NOOP()
  26. #endif
  27. #if BGFX_CONFIG_USE_OVR
  28. # include "hmd_ovr.h"
  29. #endif // BGFX_CONFIG_USE_OVR
  30. namespace bgfx { namespace d3d11
  31. {
  32. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  33. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  34. struct PrimInfo
  35. {
  36. D3D11_PRIMITIVE_TOPOLOGY m_type;
  37. uint32_t m_min;
  38. uint32_t m_div;
  39. uint32_t m_sub;
  40. };
  41. static const PrimInfo s_primInfo[] =
  42. {
  43. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  44. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  45. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  46. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  47. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  48. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  49. };
  50. static const char* s_primName[] =
  51. {
  52. "TriList",
  53. "TriStrip",
  54. "Line",
  55. "LineStrip",
  56. "Point",
  57. };
  58. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  59. union Zero
  60. {
  61. Zero()
  62. {
  63. memset(this, 0, sizeof(Zero) );
  64. }
  65. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  66. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  67. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  68. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  69. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  70. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  71. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  72. };
  73. BX_PRAGMA_DIAGNOSTIC_PUSH();
  74. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  75. static const Zero s_zero;
  76. BX_PRAGMA_DIAGNOSTIC_POP();
  77. static const uint32_t s_checkMsaa[] =
  78. {
  79. 0,
  80. 2,
  81. 4,
  82. 8,
  83. 16,
  84. };
  85. static DXGI_SAMPLE_DESC s_msaa[] =
  86. {
  87. { 1, 0 },
  88. { 2, 0 },
  89. { 4, 0 },
  90. { 8, 0 },
  91. { 16, 0 },
  92. };
  93. static const D3D11_BLEND s_blendFactor[][2] =
  94. {
  95. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  96. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  97. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  98. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  99. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  100. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  101. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  102. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  103. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  104. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  105. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  106. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  107. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  108. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  109. };
  110. static const D3D11_BLEND_OP s_blendEquation[] =
  111. {
  112. D3D11_BLEND_OP_ADD,
  113. D3D11_BLEND_OP_SUBTRACT,
  114. D3D11_BLEND_OP_REV_SUBTRACT,
  115. D3D11_BLEND_OP_MIN,
  116. D3D11_BLEND_OP_MAX,
  117. };
  118. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  119. {
  120. D3D11_COMPARISON_FUNC(0), // ignored
  121. D3D11_COMPARISON_LESS,
  122. D3D11_COMPARISON_LESS_EQUAL,
  123. D3D11_COMPARISON_EQUAL,
  124. D3D11_COMPARISON_GREATER_EQUAL,
  125. D3D11_COMPARISON_GREATER,
  126. D3D11_COMPARISON_NOT_EQUAL,
  127. D3D11_COMPARISON_NEVER,
  128. D3D11_COMPARISON_ALWAYS,
  129. };
  130. static const D3D11_STENCIL_OP s_stencilOp[] =
  131. {
  132. D3D11_STENCIL_OP_ZERO,
  133. D3D11_STENCIL_OP_KEEP,
  134. D3D11_STENCIL_OP_REPLACE,
  135. D3D11_STENCIL_OP_INCR,
  136. D3D11_STENCIL_OP_INCR_SAT,
  137. D3D11_STENCIL_OP_DECR,
  138. D3D11_STENCIL_OP_DECR_SAT,
  139. D3D11_STENCIL_OP_INVERT,
  140. };
  141. static const D3D11_CULL_MODE s_cullMode[] =
  142. {
  143. D3D11_CULL_NONE,
  144. D3D11_CULL_FRONT,
  145. D3D11_CULL_BACK,
  146. };
  147. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  148. {
  149. D3D11_TEXTURE_ADDRESS_WRAP,
  150. D3D11_TEXTURE_ADDRESS_MIRROR,
  151. D3D11_TEXTURE_ADDRESS_CLAMP,
  152. D3D11_TEXTURE_ADDRESS_BORDER,
  153. };
  154. /*
  155. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  156. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  157. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  158. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  159. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  160. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  161. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  162. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  163. * D3D11_FILTER_ANISOTROPIC = 0x55,
  164. *
  165. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  166. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  167. *
  168. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  169. * 0x10 // MIN_LINEAR
  170. * 0x04 // MAG_LINEAR
  171. * 0x01 // MIP_LINEAR
  172. */
  173. static const uint8_t s_textureFilter[3][3] =
  174. {
  175. {
  176. 0x10, // min linear
  177. 0x00, // min point
  178. 0x55, // anisotropic
  179. },
  180. {
  181. 0x04, // mag linear
  182. 0x00, // mag point
  183. 0x55, // anisotropic
  184. },
  185. {
  186. 0x01, // mip linear
  187. 0x00, // mip point
  188. 0x55, // anisotropic
  189. },
  190. };
  191. struct TextureFormatInfo
  192. {
  193. DXGI_FORMAT m_fmt;
  194. DXGI_FORMAT m_fmtSrv;
  195. DXGI_FORMAT m_fmtDsv;
  196. DXGI_FORMAT m_fmtSrgb;
  197. };
  198. static const TextureFormatInfo s_textureFormat[] =
  199. {
  200. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  201. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  202. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  203. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  204. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  205. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  206. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  208. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  209. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  211. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  216. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  217. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  218. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  219. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  220. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  221. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  222. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  223. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  224. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  225. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  226. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  227. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  228. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  229. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  230. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  231. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  232. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  233. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  234. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  235. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  236. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  237. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  238. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  239. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  240. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  241. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  242. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  243. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  244. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  245. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  246. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  247. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  248. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  249. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  250. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  251. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  252. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  253. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  254. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  255. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  256. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  257. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  258. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  259. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  260. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  261. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  262. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  263. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  264. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  265. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  266. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  267. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  268. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  269. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  270. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  271. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  272. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  273. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  274. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  275. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  276. };
  277. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  278. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  279. {
  280. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  289. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  290. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  291. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  292. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  293. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  294. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  295. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  296. };
  297. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  298. static const DXGI_FORMAT s_attribType[][4][2] =
  299. {
  300. { // Uint8
  301. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  302. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  303. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  304. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  305. },
  306. { // Uint10
  307. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  308. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  309. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  310. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  311. },
  312. { // Int16
  313. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  314. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  315. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  316. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  317. },
  318. { // Half
  319. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  320. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  321. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  322. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  323. },
  324. { // Float
  325. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  326. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  327. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  328. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  329. },
  330. };
  331. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  332. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  333. {
  334. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  335. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  336. {
  337. if (UINT16_MAX != _decl.m_attributes[attr])
  338. {
  339. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  340. if (0 == _decl.m_attributes[attr])
  341. {
  342. elem->AlignedByteOffset = 0;
  343. }
  344. else
  345. {
  346. uint8_t num;
  347. AttribType::Enum type;
  348. bool normalized;
  349. bool asInt;
  350. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  351. elem->Format = s_attribType[type][num-1][normalized];
  352. elem->AlignedByteOffset = _decl.m_offset[attr];
  353. }
  354. ++elem;
  355. }
  356. }
  357. return elem;
  358. }
  359. struct TextureStage
  360. {
  361. TextureStage()
  362. {
  363. clear();
  364. }
  365. void clear()
  366. {
  367. memset(m_srv, 0, sizeof(m_srv) );
  368. memset(m_sampler, 0, sizeof(m_sampler) );
  369. }
  370. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  371. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  372. };
  373. BX_PRAGMA_DIAGNOSTIC_PUSH();
  374. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  375. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  376. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  377. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  378. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  379. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  380. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  381. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  382. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  383. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  384. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  385. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  386. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  387. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  388. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  389. enum D3D11_FORMAT_SUPPORT2
  390. {
  391. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  392. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  393. };
  394. static const GUID s_d3dDeviceIIDs[] =
  395. {
  396. IID_ID3D11Device3,
  397. IID_ID3D11Device2,
  398. IID_ID3D11Device1,
  399. };
  400. static const GUID s_dxgiDeviceIIDs[] =
  401. {
  402. IID_IDXGIDevice3,
  403. IID_IDXGIDevice2,
  404. IID_IDXGIDevice1,
  405. IID_IDXGIDevice0,
  406. };
  407. inline bool isLost(HRESULT _hr)
  408. {
  409. return false
  410. || _hr == DXGI_ERROR_DEVICE_REMOVED
  411. || _hr == DXGI_ERROR_DEVICE_HUNG
  412. || _hr == DXGI_ERROR_DEVICE_RESET
  413. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  414. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  415. ;
  416. }
  417. template <typename Ty>
  418. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  419. {
  420. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  421. {
  422. char temp[2048];
  423. va_list argList;
  424. va_start(argList, _format);
  425. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  426. va_end(argList);
  427. temp[size] = '\0';
  428. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  429. }
  430. }
  431. BX_PRAGMA_DIAGNOSTIC_POP();
  432. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  433. {
  434. uint8_t temp[28];
  435. D3D11_BUFFER_DESC desc;
  436. desc.ByteWidth = sizeof(temp);
  437. desc.Usage = D3D11_USAGE_STAGING;
  438. desc.BindFlags = 0;
  439. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  440. desc.MiscFlags = 0;
  441. desc.StructureByteStride = 0;
  442. D3D11_SUBRESOURCE_DATA initData;
  443. initData.pSysMem = &temp;
  444. initData.SysMemPitch = sizeof(temp);
  445. initData.SysMemSlicePitch = 0;
  446. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  447. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  448. bx::write(&writer, UINT32_C(0x00010000) );
  449. bx::write(&writer, UINT32_C(0) );
  450. bx::write(&writer, UINT32_C(0) );
  451. ID3D11Buffer* buffer;
  452. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  453. if (SUCCEEDED(hr) )
  454. {
  455. buffer->Release();
  456. bx::MemoryReader reader(&temp, sizeof(temp) );
  457. bx::skip(&reader, 16);
  458. uint32_t version;
  459. bx::read(&reader, version);
  460. uint32_t driverVersion;
  461. bx::read(&reader, driverVersion);
  462. return version <= driverVersion;
  463. }
  464. return false;
  465. };
  466. void resume(ID3D11Device* _device)
  467. {
  468. BX_UNUSED(_device);
  469. }
  470. void suspend(ID3D11Device* _device)
  471. {
  472. BX_UNUSED(_device);
  473. }
  474. void trim(ID3D11Device* _device)
  475. {
  476. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  477. IDXGIDevice3* device;
  478. HRESULT hr = _device->QueryInterface(IID_IDXGIDevice3, (void**)&device);
  479. if (SUCCEEDED(hr) )
  480. {
  481. device->Trim();
  482. DX_RELEASE(device, 1);
  483. }
  484. #else
  485. BX_UNUSED(_device);
  486. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  487. }
  488. // Reference:
  489. // https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  490. enum AGS_RETURN_CODE
  491. {
  492. AGS_SUCCESS,
  493. AGS_INVALID_ARGS,
  494. AGS_OUT_OF_MEMORY,
  495. AGS_ERROR_MISSING_DLL,
  496. AGS_ERROR_LEGACY_DRIVER,
  497. AGS_EXTENSION_NOT_SUPPORTED,
  498. AGS_ADL_FAILURE,
  499. };
  500. enum AGS_DRIVER_EXTENSION
  501. {
  502. AGS_EXTENSION_QUADLIST = 1 << 0,
  503. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  504. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  505. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  506. };
  507. struct AGSDriverVersionInfo
  508. {
  509. char strDriverVersion[256];
  510. char strCatalystVersion[256];
  511. char strCatalystWebLink[256];
  512. };
  513. struct AGSContext;
  514. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  515. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  516. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  517. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  518. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  519. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  520. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  521. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  522. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  523. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  524. static PFN_AGS_INIT agsInit;
  525. static PFN_AGS_DEINIT agsDeInit;
  526. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  527. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  528. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  529. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  530. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  531. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  532. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  533. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  534. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  535. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  536. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  537. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  538. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  539. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  540. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  541. #if USE_D3D11_DYNAMIC_LIB
  542. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  543. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  544. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  545. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  546. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  547. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  548. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  549. #endif // USE_D3D11_DYNAMIC_LIB
  550. #if BGFX_CONFIG_USE_OVR
  551. class VRImplOVRD3D11 : public VRImplOVR
  552. {
  553. public:
  554. VRImplOVRD3D11();
  555. virtual bool createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight) BX_OVERRIDE;
  556. virtual void destroySwapChain() BX_OVERRIDE;
  557. virtual void destroyMirror() BX_OVERRIDE;
  558. virtual void makeRenderTargetActive(const VRDesc& _desc) BX_OVERRIDE;
  559. virtual bool submitSwapChain(const VRDesc& _desc) BX_OVERRIDE;
  560. private:
  561. ID3D11DepthStencilView* m_depthBuffer;
  562. ID3D11RenderTargetView* m_eyeRtv[4];
  563. ID3D11RenderTargetView* m_msaaRtv;
  564. ID3D11Texture2D* m_msaaTexture;
  565. ovrTextureSwapChain m_textureSwapChain;
  566. ovrMirrorTexture m_mirrorTexture;
  567. };
  568. #endif // BGFX_CONFIG_USE_OVR
  569. struct RendererContextD3D11 : public RendererContextI
  570. {
  571. RendererContextD3D11()
  572. : m_d3d9dll(NULL)
  573. , m_d3d11dll(NULL)
  574. , m_dxgidll(NULL)
  575. , m_dxgidebugdll(NULL)
  576. , m_renderdocdll(NULL)
  577. , m_agsdll(NULL)
  578. , m_ags(NULL)
  579. , m_driverType(D3D_DRIVER_TYPE_NULL)
  580. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  581. , m_adapter(NULL)
  582. , m_factory(NULL)
  583. , m_swapChain(NULL)
  584. , m_lost(0)
  585. , m_numWindows(0)
  586. , m_device(NULL)
  587. , m_deviceCtx(NULL)
  588. , m_infoQueue(NULL)
  589. , m_backBufferColor(NULL)
  590. , m_backBufferDepthStencil(NULL)
  591. , m_currentColor(NULL)
  592. , m_currentDepthStencil(NULL)
  593. , m_captureTexture(NULL)
  594. , m_captureResolve(NULL)
  595. , m_maxAnisotropy(1)
  596. , m_depthClamp(false)
  597. , m_wireframe(false)
  598. , m_currentProgram(NULL)
  599. , m_vsChanges(0)
  600. , m_fsChanges(0)
  601. , m_rtMsaa(false)
  602. , m_timerQuerySupport(false)
  603. {
  604. m_fbh.idx = invalidHandle;
  605. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  606. memset(&m_scd, 0, sizeof(m_scd) );
  607. memset(&m_windows, 0xff, sizeof(m_windows) );
  608. }
  609. ~RendererContextD3D11()
  610. {
  611. }
  612. bool init()
  613. {
  614. struct ErrorState
  615. {
  616. enum Enum
  617. {
  618. Default,
  619. LoadedD3D11,
  620. LoadedDXGI,
  621. CreatedDXGIFactory,
  622. };
  623. };
  624. ErrorState::Enum errorState = ErrorState::Default;
  625. // Must be before device creation, and before RenderDoc.
  626. VRImplI* vrImpl = NULL;
  627. #if BGFX_CONFIG_USE_OVR
  628. vrImpl = &m_ovrRender;
  629. #endif // BGFX_CONFIG_USE_OVR
  630. m_ovr.init(vrImpl);
  631. if (!m_ovr.isInitialized() )
  632. {
  633. m_renderdocdll = loadRenderDoc();
  634. }
  635. m_fbh.idx = invalidHandle;
  636. memset(m_uniforms, 0, sizeof(m_uniforms) );
  637. memset(&m_resolution, 0, sizeof(m_resolution) );
  638. m_ags = NULL;
  639. m_agsdll = bx::dlopen(
  640. #if BX_ARCH_32BIT
  641. "amd_ags_x86.dll"
  642. #else
  643. "amd_ags_x64.dll"
  644. #endif // BX_ARCH_32BIT
  645. );
  646. if (NULL != m_agsdll)
  647. {
  648. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  649. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  650. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  651. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  652. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  653. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  654. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  655. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  656. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  657. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  658. bool agsSupported = true
  659. && NULL != agsInit
  660. && NULL != agsDeInit
  661. && NULL != agsGetCrossfireGPUCount
  662. && NULL != agsGetTotalGPUCount
  663. && NULL != agsGetGPUMemorySize
  664. && NULL != agsGetDriverVersionInfo
  665. && NULL != agsDriverExtensions_Init
  666. && NULL != agsDriverExtensions_DeInit
  667. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  668. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  669. ;
  670. if (agsSupported)
  671. {
  672. AGS_RETURN_CODE result = agsInit(&m_ags);
  673. agsSupported = AGS_SUCCESS == result;
  674. if (agsSupported)
  675. {
  676. AGSDriverVersionInfo vi;
  677. result = agsGetDriverVersionInfo(m_ags, &vi);
  678. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  679. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  680. int32_t numCrossfireGPUs = 0;
  681. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  682. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  683. int32_t numGPUs = 0;
  684. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  685. BX_TRACE(" Num GPUs: %d", numGPUs);
  686. for (int32_t ii = 0; ii < numGPUs; ++ii)
  687. {
  688. long long memSize;
  689. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  690. if (AGS_SUCCESS == result)
  691. {
  692. char memSizeStr[16];
  693. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  694. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  695. }
  696. }
  697. }
  698. }
  699. BX_WARN(!agsSupported, "AMD/AGS supported.");
  700. if (!agsSupported)
  701. {
  702. if (NULL != m_ags)
  703. {
  704. agsDeInit(m_ags);
  705. m_ags = NULL;
  706. }
  707. bx::dlclose(m_agsdll);
  708. m_agsdll = NULL;
  709. }
  710. }
  711. #if USE_D3D11_DYNAMIC_LIB
  712. m_d3d11dll = bx::dlopen("d3d11.dll");
  713. if (NULL == m_d3d11dll)
  714. {
  715. BX_TRACE("Failed to load d3d11.dll.");
  716. goto error;
  717. }
  718. errorState = ErrorState::LoadedD3D11;
  719. m_d3d9dll = NULL;
  720. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  721. {
  722. // D3D11_1.h has ID3DUserDefinedAnnotation
  723. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  724. m_d3d9dll = bx::dlopen("d3d9.dll");
  725. if (NULL != m_d3d9dll)
  726. {
  727. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  728. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  729. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  730. BX_CHECK(NULL != D3DPERF_SetMarker
  731. && NULL != D3DPERF_BeginEvent
  732. && NULL != D3DPERF_EndEvent
  733. , "Failed to initialize PIX events."
  734. );
  735. }
  736. }
  737. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  738. if (NULL == D3D11CreateDevice)
  739. {
  740. BX_TRACE("Function D3D11CreateDevice not found.");
  741. goto error;
  742. }
  743. m_dxgidll = bx::dlopen("dxgi.dll");
  744. if (NULL == m_dxgidll)
  745. {
  746. BX_TRACE("Failed to load dxgi.dll.");
  747. goto error;
  748. }
  749. errorState = ErrorState::LoadedDXGI;
  750. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  751. if (NULL == CreateDXGIFactory)
  752. {
  753. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  754. }
  755. if (NULL == CreateDXGIFactory)
  756. {
  757. BX_TRACE("Function CreateDXGIFactory not found.");
  758. goto error;
  759. }
  760. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  761. if (NULL != m_dxgidebugdll)
  762. {
  763. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  764. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  765. if (NULL == DXGIGetDebugInterface
  766. && NULL == DXGIGetDebugInterface1)
  767. {
  768. bx::dlclose(m_dxgidebugdll);
  769. m_dxgidebugdll = NULL;
  770. }
  771. else
  772. {
  773. // Figure out how to access IDXGIInfoQueue on pre Win8...
  774. }
  775. }
  776. #endif // USE_D3D11_DYNAMIC_LIB
  777. HRESULT hr;
  778. IDXGIFactory* factory;
  779. #if BX_PLATFORM_WINRT
  780. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  781. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  782. #elif BX_PLATFORM_WINDOWS
  783. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  784. #else
  785. hr = S_OK;
  786. factory = NULL;
  787. #endif // BX_PLATFORM_*
  788. if (FAILED(hr) )
  789. {
  790. BX_TRACE("Unable to create DXGI factory.");
  791. goto error;
  792. }
  793. errorState = ErrorState::CreatedDXGIFactory;
  794. m_device = (ID3D11Device*)g_platformData.context;
  795. if (NULL == m_device)
  796. {
  797. m_adapter = NULL;
  798. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  799. ? D3D_DRIVER_TYPE_WARP
  800. : D3D_DRIVER_TYPE_HARDWARE
  801. ;
  802. if (NULL != factory)
  803. {
  804. IDXGIAdapter* adapter;
  805. for (uint32_t ii = 0
  806. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  807. ; ++ii
  808. )
  809. {
  810. DXGI_ADAPTER_DESC desc;
  811. hr = adapter->GetDesc(&desc);
  812. if (SUCCEEDED(hr) )
  813. {
  814. BX_TRACE("Adapter #%d", ii);
  815. char description[BX_COUNTOF(desc.Description)];
  816. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  817. BX_TRACE("\tDescription: %s", description);
  818. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  819. , desc.VendorId
  820. , desc.DeviceId
  821. , desc.SubSysId
  822. , desc.Revision
  823. );
  824. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  825. , desc.DedicatedVideoMemory
  826. , desc.DedicatedSystemMemory
  827. , desc.SharedSystemMemory
  828. );
  829. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  830. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  831. ++g_caps.numGPUs;
  832. if (NULL == m_adapter)
  833. {
  834. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  835. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  836. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  837. {
  838. m_adapter = adapter;
  839. m_adapter->AddRef();
  840. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  841. }
  842. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  843. && 0 != strstr(description, "PerfHUD") )
  844. {
  845. m_adapter = adapter;
  846. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  847. }
  848. }
  849. }
  850. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  851. }
  852. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  853. }
  854. D3D_FEATURE_LEVEL featureLevel[] =
  855. {
  856. D3D_FEATURE_LEVEL_12_1,
  857. D3D_FEATURE_LEVEL_12_0,
  858. D3D_FEATURE_LEVEL_11_1,
  859. D3D_FEATURE_LEVEL_11_0,
  860. D3D_FEATURE_LEVEL_10_1,
  861. D3D_FEATURE_LEVEL_10_0,
  862. #if BX_PLATFORM_WINRT
  863. D3D_FEATURE_LEVEL_9_3,
  864. D3D_FEATURE_LEVEL_9_2,
  865. #endif // BX_PLATFORM_WINRT
  866. };
  867. for (;;)
  868. {
  869. uint32_t flags = 0
  870. | D3D11_CREATE_DEVICE_SINGLETHREADED
  871. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  872. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  873. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  874. ;
  875. hr = E_FAIL;
  876. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  877. {
  878. hr = D3D11CreateDevice(m_adapter
  879. , m_driverType
  880. , NULL
  881. , flags
  882. , &featureLevel[ii]
  883. , BX_COUNTOF(featureLevel)-ii
  884. , D3D11_SDK_VERSION
  885. , &m_device
  886. , &m_featureLevel
  887. , &m_deviceCtx
  888. );
  889. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  890. , (m_featureLevel >> 12) & 0xf
  891. , (m_featureLevel >> 8) & 0xf
  892. );
  893. if (FAILED(hr)
  894. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  895. {
  896. // Try without debug in case D3D11 SDK Layers
  897. // is not present?
  898. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  899. continue;
  900. }
  901. // Enable debug flags.
  902. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  903. ++ii;
  904. }
  905. if (FAILED(hr)
  906. && D3D_DRIVER_TYPE_WARP != m_driverType)
  907. {
  908. // Try with WARP
  909. m_driverType = D3D_DRIVER_TYPE_WARP;
  910. continue;
  911. }
  912. break;
  913. }
  914. if (FAILED(hr) )
  915. {
  916. BX_TRACE("Unable to create Direct3D11 device.");
  917. goto error;
  918. }
  919. if (NULL != m_adapter)
  920. {
  921. DX_RELEASE(m_adapter, 2);
  922. }
  923. }
  924. else
  925. {
  926. m_device->GetImmediateContext(&m_deviceCtx);
  927. if (NULL == m_deviceCtx)
  928. {
  929. BX_TRACE("Unable to retrieve Direct3D11 ImmediateContext.");
  930. goto error;
  931. }
  932. m_featureLevel = m_device->GetFeatureLevel();
  933. }
  934. {
  935. m_deviceInterfaceVersion = 0;
  936. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  937. {
  938. ID3D11Device* device;
  939. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  940. if (SUCCEEDED(hr) )
  941. {
  942. device->Release(); // BK - ignore ref count.
  943. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  944. break;
  945. }
  946. }
  947. if (NULL != m_renderdocdll)
  948. {
  949. // RenderDoc doesn't support ID3D11Device3 yet:
  950. // https://github.com/baldurk/renderdoc/issues/235
  951. m_deviceInterfaceVersion = bx::uint32_min(m_deviceInterfaceVersion, 1);
  952. }
  953. IDXGIDevice* device = NULL;
  954. IDXGIAdapter* adapter = NULL;
  955. hr = E_FAIL;
  956. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiDeviceIIDs) && FAILED(hr); ++ii)
  957. {
  958. hr = m_device->QueryInterface(s_dxgiDeviceIIDs[ii], (void**)&device);
  959. BX_TRACE("DXGI device 11.%d, hr %x", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii, hr);
  960. if (SUCCEEDED(hr) )
  961. {
  962. #if BX_COMPILER_MSVC
  963. BX_PRAGMA_DIAGNOSTIC_PUSH();
  964. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  965. try
  966. {
  967. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  968. hr = device->GetAdapter(&adapter);
  969. }
  970. catch (...)
  971. {
  972. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii);
  973. DX_RELEASE(device, 0);
  974. hr = E_FAIL;
  975. }
  976. BX_PRAGMA_DIAGNOSTIC_POP();
  977. #else
  978. hr = device->GetAdapter(&adapter);
  979. #endif // BX_COMPILER_MSVC
  980. }
  981. }
  982. if (FAILED(hr) )
  983. {
  984. BX_TRACE("Unable to create Direct3D11 device.");
  985. goto error;
  986. }
  987. // GPA increases device ref count.
  988. // RenderDoc makes device ref count 0 here.
  989. //
  990. // This causes assert in debug. When debugger is present refcount
  991. // checks are off.
  992. IDXGIDevice* renderdoc;
  993. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  994. if (SUCCEEDED(hr) )
  995. {
  996. setGraphicsDebuggerPresent(true);
  997. DX_RELEASE(renderdoc, 2);
  998. }
  999. else
  1000. {
  1001. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  1002. DX_RELEASE(device, 2);
  1003. }
  1004. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  1005. hr = adapter->GetDesc(&m_adapterDesc);
  1006. BX_WARN(SUCCEEDED(hr), "Adapter GetDesc failed 0x%08x.", hr);
  1007. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  1008. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  1009. : (uint16_t)m_adapterDesc.VendorId
  1010. ;
  1011. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  1012. if (NULL == g_platformData.backBuffer)
  1013. {
  1014. #if !BX_PLATFORM_WINDOWS
  1015. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  1016. DX_RELEASE(adapter, 2);
  1017. if (FAILED(hr) )
  1018. {
  1019. BX_TRACE("Unable to create Direct3D11 device.");
  1020. goto error;
  1021. }
  1022. memset(&m_scd, 0, sizeof(m_scd) );
  1023. m_scd.Width = BGFX_DEFAULT_WIDTH;
  1024. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  1025. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1026. m_scd.Stereo = false;
  1027. m_scd.SampleDesc.Count = 1;
  1028. m_scd.SampleDesc.Quality = 0;
  1029. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1030. m_scd.BufferCount = 2;
  1031. m_scd.Scaling = 0 == g_platformData.ndt
  1032. ? DXGI_SCALING_NONE
  1033. : DXGI_SCALING_STRETCH;
  1034. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  1035. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1036. if (NULL == g_platformData.ndt)
  1037. {
  1038. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1039. , (::IUnknown*)g_platformData.nwh
  1040. , &m_scd
  1041. , NULL
  1042. , &m_swapChain
  1043. );
  1044. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1045. }
  1046. else
  1047. {
  1048. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1049. hr = m_factory->CreateSwapChainForComposition(m_device
  1050. , &m_scd
  1051. , NULL
  1052. , &m_swapChain
  1053. );
  1054. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  1055. # if BX_PLATFORM_WINRT
  1056. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1057. ISwapChainBackgroundPanelNative* panel = NULL;
  1058. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  1059. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1060. if (NULL != panel)
  1061. {
  1062. hr = panel->SetSwapChain(m_swapChain);
  1063. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1064. panel->Release();
  1065. }
  1066. # endif // BX_PLATFORM_WINRT
  1067. }
  1068. #else
  1069. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  1070. DX_RELEASE(adapter, 2);
  1071. if (FAILED(hr) )
  1072. {
  1073. BX_TRACE("Unable to create Direct3D11 device.");
  1074. goto error;
  1075. }
  1076. memset(&m_scd, 0, sizeof(m_scd) );
  1077. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  1078. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  1079. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  1080. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  1081. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1082. m_scd.SampleDesc.Count = 1;
  1083. m_scd.SampleDesc.Quality = 0;
  1084. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1085. m_scd.BufferCount = 1;
  1086. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  1087. m_scd.Windowed = true;
  1088. hr = m_factory->CreateSwapChain(m_device
  1089. , &m_scd
  1090. , &m_swapChain
  1091. );
  1092. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  1093. | DXGI_MWA_NO_WINDOW_CHANGES
  1094. | DXGI_MWA_NO_ALT_ENTER
  1095. ) );
  1096. #endif // BX_PLATFORM_*
  1097. if (FAILED(hr) )
  1098. {
  1099. BX_TRACE("Failed to create swap chain.");
  1100. goto error;
  1101. }
  1102. }
  1103. else
  1104. {
  1105. memset(&m_scd, 0, sizeof(m_scd) );
  1106. m_scd.SampleDesc.Count = 1;
  1107. m_scd.SampleDesc.Quality = 0;
  1108. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1109. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1110. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1111. }
  1112. }
  1113. m_numWindows = 1;
  1114. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1115. {
  1116. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1117. if (SUCCEEDED(hr) )
  1118. {
  1119. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1120. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1121. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1122. D3D11_INFO_QUEUE_FILTER filter;
  1123. memset(&filter, 0, sizeof(filter) );
  1124. D3D11_MESSAGE_CATEGORY catlist[] =
  1125. {
  1126. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1127. };
  1128. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1129. filter.DenyList.pCategoryList = catlist;
  1130. m_infoQueue->PushStorageFilter(&filter);
  1131. DX_RELEASE(m_infoQueue, 3);
  1132. }
  1133. }
  1134. {
  1135. g_caps.supported |= (0
  1136. | BGFX_CAPS_TEXTURE_3D
  1137. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1138. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1139. | BGFX_CAPS_FRAGMENT_DEPTH
  1140. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1141. | BGFX_CAPS_SWAP_CHAIN
  1142. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1143. | BGFX_CAPS_DRAW_INDIRECT
  1144. | BGFX_CAPS_TEXTURE_BLIT
  1145. | BGFX_CAPS_TEXTURE_READ_BACK
  1146. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  1147. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1148. | ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
  1149. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1150. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1151. );
  1152. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1153. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1154. {
  1155. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1156. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1157. }
  1158. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1159. {
  1160. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1161. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1162. }
  1163. else
  1164. {
  1165. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1166. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1167. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1168. }
  1169. // 32-bit indices only supported on 9_2+.
  1170. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1171. {
  1172. g_caps.supported |= BGFX_CAPS_INDEX32;
  1173. }
  1174. // Independent blend only supported on 10_1+.
  1175. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1176. {
  1177. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1178. }
  1179. // Compute support is optional on 10_0 and 10_1 targets.
  1180. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1181. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1182. {
  1183. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1184. {
  1185. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1186. };
  1187. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1188. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1189. if (SUCCEEDED(hr)
  1190. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1191. {
  1192. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1193. }
  1194. }
  1195. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1196. {
  1197. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1198. }
  1199. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1200. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1201. {
  1202. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1203. }
  1204. else
  1205. {
  1206. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1207. {
  1208. BOOL SimpleInstancingSupported;
  1209. };
  1210. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1211. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1212. if (SUCCEEDED(hr)
  1213. && data.SimpleInstancingSupported)
  1214. {
  1215. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1216. }
  1217. }
  1218. // shadow compare is optional on 9_1 through 9_3 targets
  1219. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1220. {
  1221. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1222. {
  1223. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1224. };
  1225. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1226. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1227. if (SUCCEEDED(hr)
  1228. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1229. {
  1230. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1231. }
  1232. }
  1233. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1234. {
  1235. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1236. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  1237. ? s_textureFormat[ii].m_fmtDsv
  1238. : s_textureFormat[ii].m_fmt
  1239. ;
  1240. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1241. if (DXGI_FORMAT_UNKNOWN != fmt)
  1242. {
  1243. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1244. {
  1245. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1246. {
  1247. DXGI_FORMAT InFormat;
  1248. UINT OutFormatSupport;
  1249. };
  1250. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1251. data.InFormat = fmt;
  1252. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1253. if (SUCCEEDED(hr) )
  1254. {
  1255. support |= 0 != (data.OutFormatSupport & (0
  1256. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1257. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1258. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1259. ) )
  1260. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1261. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1262. ;
  1263. support |= 0 != (data.OutFormatSupport & (0
  1264. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1265. ) )
  1266. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1267. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1268. ;
  1269. support |= 0 != (data.OutFormatSupport & (0
  1270. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1271. ) )
  1272. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1273. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1274. ;
  1275. support |= 0 != (data.OutFormatSupport & (0
  1276. | D3D11_FORMAT_SUPPORT_BUFFER
  1277. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1278. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1279. ) )
  1280. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1281. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1282. ;
  1283. support |= 0 != (data.OutFormatSupport & (0
  1284. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1285. ) )
  1286. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1287. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1288. ;
  1289. support |= 0 != (data.OutFormatSupport & (0
  1290. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1291. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1292. ) )
  1293. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1294. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1295. ;
  1296. support |= 0 != (data.OutFormatSupport & (0
  1297. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1298. ) )
  1299. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1300. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1301. ;
  1302. support |= 0 != (data.OutFormatSupport & (0
  1303. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1304. ) )
  1305. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1306. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1307. ;
  1308. support |= 0 != (data.OutFormatSupport & (0
  1309. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1310. ) )
  1311. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1312. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1313. ;
  1314. }
  1315. else
  1316. {
  1317. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1318. }
  1319. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1320. {
  1321. // clear image flag for additional testing
  1322. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1323. data.InFormat = s_textureFormat[ii].m_fmt;
  1324. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1325. if (SUCCEEDED(hr) )
  1326. {
  1327. support |= 0 != (data.OutFormatSupport & (0
  1328. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1329. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1330. ) )
  1331. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1332. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1333. ;
  1334. }
  1335. }
  1336. }
  1337. else
  1338. {
  1339. support |= 0
  1340. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1341. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1342. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1343. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1344. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1345. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1346. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1347. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1348. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1349. ;
  1350. }
  1351. }
  1352. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1353. {
  1354. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1355. {
  1356. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1357. {
  1358. DXGI_FORMAT InFormat;
  1359. UINT OutFormatSupport;
  1360. };
  1361. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1362. data.InFormat = fmtSrgb;
  1363. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1364. if (SUCCEEDED(hr) )
  1365. {
  1366. support |= 0 != (data.OutFormatSupport & (0
  1367. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1368. ) )
  1369. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1370. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1371. ;
  1372. support |= 0 != (data.OutFormatSupport & (0
  1373. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1374. ) )
  1375. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1376. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1377. ;
  1378. support |= 0 != (data.OutFormatSupport & (0
  1379. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1380. ) )
  1381. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1382. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1383. ;
  1384. }
  1385. else
  1386. {
  1387. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1388. }
  1389. }
  1390. else
  1391. {
  1392. support |= 0
  1393. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1394. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1395. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1396. ;
  1397. }
  1398. }
  1399. g_caps.formats[ii] = support;
  1400. }
  1401. // Init reserved part of view name.
  1402. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1403. {
  1404. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1405. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1406. }
  1407. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1408. && NULL != m_infoQueue)
  1409. {
  1410. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1411. }
  1412. { //
  1413. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1414. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1415. if (NULL != m_ags)
  1416. {
  1417. uint32_t flags;
  1418. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1419. bool hasExtensions = AGS_SUCCESS == result;
  1420. if (hasExtensions
  1421. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1422. {
  1423. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1424. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1425. }
  1426. else
  1427. {
  1428. if (hasExtensions)
  1429. {
  1430. agsDriverExtensions_DeInit(m_ags);
  1431. }
  1432. agsDeInit(m_ags);
  1433. m_ags = NULL;
  1434. }
  1435. }
  1436. }
  1437. //
  1438. updateMsaa();
  1439. postReset();
  1440. }
  1441. BGFX_GPU_PROFILER_BIND(m_device, m_deviceCtx);
  1442. g_internalData.context = m_device;
  1443. return true;
  1444. error:
  1445. switch (errorState)
  1446. {
  1447. case ErrorState::CreatedDXGIFactory:
  1448. DX_RELEASE(m_swapChain, 0);
  1449. DX_RELEASE(m_deviceCtx, 0);
  1450. DX_RELEASE(m_device, 0);
  1451. DX_RELEASE(m_factory, 0);
  1452. #if USE_D3D11_DYNAMIC_LIB
  1453. case ErrorState::LoadedDXGI:
  1454. if (NULL != m_dxgidebugdll)
  1455. {
  1456. bx::dlclose(m_dxgidebugdll);
  1457. m_dxgidebugdll = NULL;
  1458. }
  1459. if (NULL != m_d3d9dll)
  1460. {
  1461. bx::dlclose(m_d3d9dll);
  1462. m_d3d9dll = NULL;
  1463. }
  1464. bx::dlclose(m_dxgidll);
  1465. m_dxgidll = NULL;
  1466. case ErrorState::LoadedD3D11:
  1467. bx::dlclose(m_d3d11dll);
  1468. m_d3d11dll = NULL;
  1469. #endif // USE_D3D11_DYNAMIC_LIB
  1470. case ErrorState::Default:
  1471. default:
  1472. if (NULL != m_ags)
  1473. {
  1474. agsDeInit(m_ags);
  1475. }
  1476. bx::dlclose(m_agsdll);
  1477. m_agsdll = NULL;
  1478. unloadRenderDoc(m_renderdocdll);
  1479. m_ovr.shutdown();
  1480. break;
  1481. }
  1482. return false;
  1483. }
  1484. void shutdown()
  1485. {
  1486. BGFX_GPU_PROFILER_UNBIND();
  1487. preReset();
  1488. m_ovr.shutdown();
  1489. if (NULL != m_ags)
  1490. {
  1491. agsDeInit(m_ags);
  1492. m_ags = NULL;
  1493. }
  1494. bx::dlclose(m_agsdll);
  1495. m_agsdll = NULL;
  1496. m_deviceCtx->ClearState();
  1497. invalidateCache();
  1498. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1499. {
  1500. m_frameBuffers[ii].destroy();
  1501. }
  1502. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1503. {
  1504. m_indexBuffers[ii].destroy();
  1505. }
  1506. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1507. {
  1508. m_vertexBuffers[ii].destroy();
  1509. }
  1510. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1511. {
  1512. m_shaders[ii].destroy();
  1513. }
  1514. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1515. {
  1516. m_textures[ii].destroy();
  1517. }
  1518. DX_RELEASE(m_swapChain, 0);
  1519. DX_RELEASE(m_deviceCtx, 0);
  1520. DX_RELEASE(m_device, 0);
  1521. DX_RELEASE(m_factory, 0);
  1522. unloadRenderDoc(m_renderdocdll);
  1523. #if USE_D3D11_DYNAMIC_LIB
  1524. if (NULL != m_dxgidebugdll)
  1525. {
  1526. bx::dlclose(m_dxgidebugdll);
  1527. m_dxgidebugdll = NULL;
  1528. }
  1529. if (NULL != m_d3d9dll)
  1530. {
  1531. bx::dlclose(m_d3d9dll);
  1532. m_d3d9dll = NULL;
  1533. }
  1534. bx::dlclose(m_dxgidll);
  1535. m_dxgidll = NULL;
  1536. bx::dlclose(m_d3d11dll);
  1537. m_d3d11dll = NULL;
  1538. #endif // USE_D3D11_DYNAMIC_LIB
  1539. }
  1540. RendererType::Enum getRendererType() const BX_OVERRIDE
  1541. {
  1542. return RendererType::Direct3D11;
  1543. }
  1544. const char* getRendererName() const BX_OVERRIDE
  1545. {
  1546. return BGFX_RENDERER_DIRECT3D11_NAME;
  1547. }
  1548. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1549. {
  1550. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1551. }
  1552. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1553. {
  1554. m_indexBuffers[_handle.idx].destroy();
  1555. }
  1556. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1557. {
  1558. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1559. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1560. dump(decl);
  1561. }
  1562. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1563. {
  1564. }
  1565. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1566. {
  1567. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1568. }
  1569. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1570. {
  1571. m_vertexBuffers[_handle.idx].destroy();
  1572. }
  1573. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1574. {
  1575. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1576. }
  1577. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1578. {
  1579. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1580. }
  1581. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1582. {
  1583. m_indexBuffers[_handle.idx].destroy();
  1584. }
  1585. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1586. {
  1587. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1588. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1589. }
  1590. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1591. {
  1592. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1593. }
  1594. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1595. {
  1596. m_vertexBuffers[_handle.idx].destroy();
  1597. }
  1598. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1599. {
  1600. m_shaders[_handle.idx].create(_mem);
  1601. }
  1602. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1603. {
  1604. m_shaders[_handle.idx].destroy();
  1605. }
  1606. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1607. {
  1608. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1609. }
  1610. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1611. {
  1612. m_program[_handle.idx].destroy();
  1613. }
  1614. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1615. {
  1616. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1617. }
  1618. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1619. {
  1620. }
  1621. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1622. {
  1623. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1624. }
  1625. void updateTextureEnd() BX_OVERRIDE
  1626. {
  1627. }
  1628. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) BX_OVERRIDE
  1629. {
  1630. const TextureD3D11& texture = m_textures[_handle.idx];
  1631. D3D11_MAPPED_SUBRESOURCE mapped;
  1632. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1633. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1634. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1635. uint8_t* src = (uint8_t*)mapped.pData;
  1636. uint32_t srcPitch = mapped.RowPitch;
  1637. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1638. uint8_t* dst = (uint8_t*)_data;
  1639. uint32_t dstPitch = srcWidth*bpp/8;
  1640. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1641. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1642. {
  1643. memcpy(dst, src, pitch);
  1644. src += srcPitch;
  1645. dst += dstPitch;
  1646. }
  1647. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1648. }
  1649. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) BX_OVERRIDE
  1650. {
  1651. TextureD3D11& texture = m_textures[_handle.idx];
  1652. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1653. const Memory* mem = alloc(size);
  1654. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1655. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1656. bx::write(&writer, magic);
  1657. TextureCreate tc;
  1658. tc.m_width = _width;
  1659. tc.m_height = _height;
  1660. tc.m_depth = 0;
  1661. tc.m_numLayers = 1;
  1662. tc.m_numMips = _numMips;
  1663. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1664. tc.m_cubeMap = false;
  1665. tc.m_mem = NULL;
  1666. bx::write(&writer, tc);
  1667. texture.destroy();
  1668. texture.create(mem, texture.m_flags, 0);
  1669. release(mem);
  1670. }
  1671. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  1672. {
  1673. // Resource ref. counts might be messed up outside of bgfx.
  1674. // Disabling ref. count check once texture is overridden.
  1675. setGraphicsDebuggerPresent(true);
  1676. m_textures[_handle.idx].overrideInternal(_ptr);
  1677. }
  1678. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  1679. {
  1680. // Resource ref. counts might be messed up outside of bgfx.
  1681. // Disabling ref. count check once texture is overridden.
  1682. setGraphicsDebuggerPresent(true);
  1683. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1684. }
  1685. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1686. {
  1687. m_textures[_handle.idx].destroy();
  1688. }
  1689. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  1690. {
  1691. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1692. }
  1693. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1694. {
  1695. uint16_t denseIdx = m_numWindows++;
  1696. m_windows[denseIdx] = _handle;
  1697. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1698. }
  1699. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1700. {
  1701. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1702. if (UINT16_MAX != denseIdx)
  1703. {
  1704. --m_numWindows;
  1705. if (m_numWindows > 1)
  1706. {
  1707. FrameBufferHandle handle = m_windows[m_numWindows];
  1708. m_windows[denseIdx] = handle;
  1709. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1710. }
  1711. }
  1712. }
  1713. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1714. {
  1715. if (NULL != m_uniforms[_handle.idx])
  1716. {
  1717. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1718. }
  1719. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1720. void* data = BX_ALLOC(g_allocator, size);
  1721. memset(data, 0, size);
  1722. m_uniforms[_handle.idx] = data;
  1723. m_uniformReg.add(_handle, _name, data);
  1724. }
  1725. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1726. {
  1727. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1728. m_uniforms[_handle.idx] = NULL;
  1729. m_uniformReg.remove(_handle);
  1730. }
  1731. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1732. {
  1733. if (NULL == m_swapChain)
  1734. {
  1735. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1736. return;
  1737. }
  1738. ID3D11Texture2D* backBuffer;
  1739. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1740. D3D11_TEXTURE2D_DESC backBufferDesc;
  1741. backBuffer->GetDesc(&backBufferDesc);
  1742. D3D11_TEXTURE2D_DESC desc;
  1743. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1744. desc.SampleDesc.Count = 1;
  1745. desc.SampleDesc.Quality = 0;
  1746. desc.Usage = D3D11_USAGE_STAGING;
  1747. desc.BindFlags = 0;
  1748. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1749. ID3D11Texture2D* texture;
  1750. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1751. if (SUCCEEDED(hr) )
  1752. {
  1753. if (backBufferDesc.SampleDesc.Count == 1)
  1754. {
  1755. m_deviceCtx->CopyResource(texture, backBuffer);
  1756. }
  1757. else
  1758. {
  1759. desc.Usage = D3D11_USAGE_DEFAULT;
  1760. desc.CPUAccessFlags = 0;
  1761. ID3D11Texture2D* resolve;
  1762. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1763. if (SUCCEEDED(hr) )
  1764. {
  1765. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1766. m_deviceCtx->CopyResource(texture, resolve);
  1767. DX_RELEASE(resolve, 0);
  1768. }
  1769. }
  1770. D3D11_MAPPED_SUBRESOURCE mapped;
  1771. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1772. imageSwizzleBgra8(backBufferDesc.Width
  1773. , backBufferDesc.Height
  1774. , mapped.RowPitch
  1775. , mapped.pData
  1776. , mapped.pData
  1777. );
  1778. g_callback->screenShot(_filePath
  1779. , backBufferDesc.Width
  1780. , backBufferDesc.Height
  1781. , mapped.RowPitch
  1782. , mapped.pData
  1783. , backBufferDesc.Height*mapped.RowPitch
  1784. , false
  1785. );
  1786. m_deviceCtx->Unmap(texture, 0);
  1787. DX_RELEASE(texture, 0);
  1788. }
  1789. DX_RELEASE(backBuffer, 0);
  1790. }
  1791. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1792. {
  1793. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1794. {
  1795. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1796. , _name
  1797. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1798. );
  1799. }
  1800. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1801. , _name
  1802. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1803. );
  1804. }
  1805. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1806. {
  1807. memcpy(m_uniforms[_loc], _data, _size);
  1808. }
  1809. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1810. {
  1811. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1812. {
  1813. uint32_t size = _size*sizeof(wchar_t);
  1814. wchar_t* name = (wchar_t*)alloca(size);
  1815. mbstowcs(name, _marker, size-2);
  1816. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  1817. }
  1818. }
  1819. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1820. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1821. {
  1822. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1823. uint32_t width = getBufferWidth();
  1824. uint32_t height = getBufferHeight();
  1825. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1826. setFrameBuffer(fbh, false, false);
  1827. D3D11_VIEWPORT vp;
  1828. vp.TopLeftX = 0;
  1829. vp.TopLeftY = 0;
  1830. vp.Width = (float)width;
  1831. vp.Height = (float)height;
  1832. vp.MinDepth = 0.0f;
  1833. vp.MaxDepth = 1.0f;
  1834. deviceCtx->RSSetViewports(1, &vp);
  1835. uint64_t state = BGFX_STATE_RGB_WRITE
  1836. | BGFX_STATE_ALPHA_WRITE
  1837. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1838. ;
  1839. setBlendState(state);
  1840. setDepthStencilState(state);
  1841. setRasterizerState(state);
  1842. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1843. m_currentProgram = &program;
  1844. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1845. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1846. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1847. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1848. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1849. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1850. uint32_t stride = vertexDecl.m_stride;
  1851. uint32_t offset = 0;
  1852. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1853. setInputLayout(vertexDecl, program, 0);
  1854. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1855. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1856. float proj[16];
  1857. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1858. PredefinedUniform& predefined = program.m_predefined[0];
  1859. uint8_t flags = predefined.m_type;
  1860. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1861. commitShaderConstants();
  1862. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1863. commitTextureStage();
  1864. }
  1865. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1866. {
  1867. const uint32_t numVertices = _numIndices*4/6;
  1868. if (0 < numVertices)
  1869. {
  1870. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1871. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1872. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1873. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1874. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1875. }
  1876. }
  1877. void preReset()
  1878. {
  1879. m_needPresent = false;
  1880. ovrPreReset();
  1881. if (m_timerQuerySupport)
  1882. {
  1883. m_gpuTimer.preReset();
  1884. }
  1885. m_occlusionQuery.preReset();
  1886. if (NULL == g_platformData.backBufferDS)
  1887. {
  1888. DX_RELEASE(m_backBufferDepthStencil, 0);
  1889. }
  1890. if (NULL != m_swapChain)
  1891. {
  1892. DX_RELEASE(m_backBufferColor, 0);
  1893. }
  1894. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1895. {
  1896. m_frameBuffers[ii].preReset();
  1897. }
  1898. // invalidateCache();
  1899. capturePreReset();
  1900. }
  1901. void postReset()
  1902. {
  1903. if (NULL != m_swapChain)
  1904. {
  1905. ID3D11Texture2D* color;
  1906. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1907. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1908. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1909. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1910. : D3D11_RTV_DIMENSION_TEXTURE2D
  1911. ;
  1912. desc.Texture2D.MipSlice = 0;
  1913. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1914. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1915. : DXGI_FORMAT_R8G8B8A8_UNORM
  1916. ;
  1917. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1918. DX_RELEASE(color, 0);
  1919. }
  1920. if (m_timerQuerySupport)
  1921. {
  1922. m_gpuTimer.postReset();
  1923. }
  1924. m_occlusionQuery.postReset();
  1925. ovrPostReset();
  1926. // If OVR doesn't create separate depth stencil view, create default one.
  1927. if (!m_ovr.isEnabled() && NULL == m_backBufferDepthStencil)
  1928. {
  1929. D3D11_TEXTURE2D_DESC dsd;
  1930. dsd.Width = getBufferWidth();
  1931. dsd.Height = getBufferHeight();
  1932. dsd.MipLevels = 1;
  1933. dsd.ArraySize = 1;
  1934. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1935. dsd.SampleDesc = m_scd.SampleDesc;
  1936. dsd.Usage = D3D11_USAGE_DEFAULT;
  1937. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1938. dsd.CPUAccessFlags = 0;
  1939. dsd.MiscFlags = 0;
  1940. ID3D11Texture2D* depthStencil;
  1941. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1942. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1943. DX_RELEASE(depthStencil, 0);
  1944. }
  1945. if (m_ovr.isEnabled() )
  1946. {
  1947. m_ovr.makeRenderTargetActive();
  1948. }
  1949. else
  1950. {
  1951. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1952. }
  1953. m_currentColor = m_backBufferColor;
  1954. m_currentDepthStencil = m_backBufferDepthStencil;
  1955. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1956. {
  1957. m_frameBuffers[ii].postReset();
  1958. }
  1959. capturePostReset();
  1960. }
  1961. void flip(HMD& _hmd) BX_OVERRIDE
  1962. {
  1963. if (NULL != m_swapChain)
  1964. {
  1965. HRESULT hr = S_OK;
  1966. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  1967. ? 1 // sync interval of 0 is not supported on WinRT
  1968. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  1969. ;
  1970. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1971. {
  1972. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  1973. }
  1974. if (SUCCEEDED(hr) )
  1975. {
  1976. if (m_needPresent)
  1977. {
  1978. m_ovr.flip();
  1979. m_ovr.swap(_hmd);
  1980. if (!m_ovr.isEnabled() )
  1981. {
  1982. hr = m_swapChain->Present(syncInterval, 0);
  1983. }
  1984. m_needPresent = false;
  1985. }
  1986. else
  1987. {
  1988. m_deviceCtx->Flush();
  1989. }
  1990. }
  1991. if (isLost(hr) )
  1992. {
  1993. ++m_lost;
  1994. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1995. }
  1996. else
  1997. {
  1998. m_lost = 0;
  1999. }
  2000. }
  2001. }
  2002. void invalidateCache()
  2003. {
  2004. m_inputLayoutCache.invalidate();
  2005. m_blendStateCache.invalidate();
  2006. m_depthStencilStateCache.invalidate();
  2007. m_rasterizerStateCache.invalidate();
  2008. m_samplerStateCache.invalidate();
  2009. m_srvUavLru.invalidate();
  2010. }
  2011. void invalidateCompute()
  2012. {
  2013. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2014. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2015. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2016. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2017. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2018. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2019. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  2020. }
  2021. void updateMsaa()
  2022. {
  2023. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2024. {
  2025. uint32_t msaa = s_checkMsaa[ii];
  2026. uint32_t quality = 0;
  2027. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  2028. if (SUCCEEDED(hr)
  2029. && 0 < quality)
  2030. {
  2031. s_msaa[ii].Count = msaa;
  2032. s_msaa[ii].Quality = quality - 1;
  2033. last = ii;
  2034. }
  2035. else
  2036. {
  2037. s_msaa[ii] = s_msaa[last];
  2038. }
  2039. }
  2040. }
  2041. bool updateResolution(const Resolution& _resolution)
  2042. {
  2043. const bool suspended = !!( _resolution.m_flags & BGFX_RESET_SUSPEND);
  2044. const bool wasSuspended = !!(m_resolution.m_flags & BGFX_RESET_SUSPEND);
  2045. if (suspended && wasSuspended)
  2046. {
  2047. return true;
  2048. }
  2049. else if (suspended)
  2050. {
  2051. m_deviceCtx->Flush();
  2052. m_deviceCtx->ClearState();
  2053. trim(m_device);
  2054. suspend(m_device);
  2055. m_resolution.m_flags |= BGFX_RESET_SUSPEND;
  2056. return true;
  2057. }
  2058. else if (wasSuspended)
  2059. {
  2060. resume(m_device);
  2061. m_resolution.m_flags &= ~BGFX_RESET_SUSPEND;
  2062. }
  2063. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  2064. uint32_t maxAnisotropy = 1;
  2065. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  2066. {
  2067. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2068. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2069. : D3D11_REQ_MAXANISOTROPY
  2070. ;
  2071. }
  2072. if (m_maxAnisotropy != maxAnisotropy)
  2073. {
  2074. m_maxAnisotropy = maxAnisotropy;
  2075. m_samplerStateCache.invalidate();
  2076. }
  2077. bool depthClamp = true
  2078. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  2079. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2080. ;
  2081. if (m_depthClamp != depthClamp)
  2082. {
  2083. m_depthClamp = depthClamp;
  2084. m_rasterizerStateCache.invalidate();
  2085. }
  2086. const uint32_t maskFlags = ~(0
  2087. | BGFX_RESET_HMD_RECENTER
  2088. | BGFX_RESET_MAXANISOTROPY
  2089. | BGFX_RESET_DEPTH_CLAMP
  2090. | BGFX_RESET_SUSPEND
  2091. );
  2092. if (m_resolution.m_width != _resolution.m_width
  2093. || m_resolution.m_height != _resolution.m_height
  2094. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  2095. {
  2096. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  2097. bool resize = true
  2098. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2099. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2100. ;
  2101. m_resolution = _resolution;
  2102. m_resolution.m_flags = flags;
  2103. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  2104. m_textVideoMem.clear();
  2105. setBufferSize(_resolution.m_width, _resolution.m_height);
  2106. preReset();
  2107. m_deviceCtx->Flush();
  2108. m_deviceCtx->ClearState();
  2109. if (NULL == m_swapChain)
  2110. {
  2111. // Updated backbuffer if it changed in PlatformData.
  2112. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2113. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2114. }
  2115. else
  2116. {
  2117. if (resize)
  2118. {
  2119. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2120. DX_CHECK(m_swapChain->ResizeBuffers(2
  2121. , getBufferWidth()
  2122. , getBufferHeight()
  2123. , getBufferFormat()
  2124. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  2125. ) );
  2126. }
  2127. else
  2128. {
  2129. updateMsaa();
  2130. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2131. DX_RELEASE(m_swapChain, 0);
  2132. SwapChainDesc* scd = &m_scd;
  2133. SwapChainDesc swapChainScd;
  2134. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  2135. && m_ovr.isInitialized() )
  2136. {
  2137. swapChainScd = m_scd;
  2138. swapChainScd.SampleDesc = s_msaa[0];
  2139. scd = &swapChainScd;
  2140. }
  2141. #if !BX_PLATFORM_WINDOWS
  2142. HRESULT hr = S_OK;
  2143. if (g_platformData.ndt == 0)
  2144. {
  2145. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  2146. , (::IUnknown*)g_platformData.nwh
  2147. , scd
  2148. , NULL
  2149. , &m_swapChain
  2150. );
  2151. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2152. }
  2153. else
  2154. {
  2155. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  2156. hr = m_factory->CreateSwapChainForComposition(m_device
  2157. , &m_scd
  2158. , NULL
  2159. , &m_swapChain
  2160. );
  2161. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2162. # if BX_PLATFORM_WINRT
  2163. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  2164. ISwapChainBackgroundPanelNative* panel = NULL;
  2165. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  2166. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2167. if (NULL != panel)
  2168. {
  2169. hr = panel->SetSwapChain(m_swapChain);
  2170. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2171. panel->Release();
  2172. }
  2173. # endif // BX_PLATFORM_WINRT
  2174. }
  2175. #else
  2176. HRESULT hr;
  2177. hr = m_factory->CreateSwapChain(m_device
  2178. , scd
  2179. , &m_swapChain
  2180. );
  2181. #endif // !BX_PLATFORM_WINDOWS
  2182. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2183. }
  2184. }
  2185. postReset();
  2186. }
  2187. if (recenter)
  2188. {
  2189. m_ovr.recenter();
  2190. }
  2191. return false;
  2192. }
  2193. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2194. {
  2195. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2196. {
  2197. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2198. m_fsChanges += _numRegs;
  2199. }
  2200. else
  2201. {
  2202. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2203. m_vsChanges += _numRegs;
  2204. }
  2205. }
  2206. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2207. {
  2208. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2209. }
  2210. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2211. {
  2212. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2213. }
  2214. void commitShaderConstants()
  2215. {
  2216. if (0 < m_vsChanges)
  2217. {
  2218. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2219. {
  2220. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2221. }
  2222. m_vsChanges = 0;
  2223. }
  2224. if (0 < m_fsChanges)
  2225. {
  2226. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2227. {
  2228. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2229. }
  2230. m_fsChanges = 0;
  2231. }
  2232. }
  2233. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2234. {
  2235. if (isValid(m_fbh)
  2236. && m_fbh.idx != _fbh.idx
  2237. && m_rtMsaa)
  2238. {
  2239. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2240. frameBuffer.resolve();
  2241. }
  2242. if (!isValid(_fbh) )
  2243. {
  2244. if (m_ovr.isEnabled() )
  2245. {
  2246. m_ovr.makeRenderTargetActive();
  2247. }
  2248. else
  2249. {
  2250. m_currentColor = m_backBufferColor;
  2251. m_currentDepthStencil = m_backBufferDepthStencil;
  2252. }
  2253. m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
  2254. m_needPresent |= _needPresent;
  2255. }
  2256. else
  2257. {
  2258. invalidateTextureStage();
  2259. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2260. frameBuffer.set();
  2261. }
  2262. m_fbh = _fbh;
  2263. m_rtMsaa = _msaa;
  2264. }
  2265. void clear(const Clear& _clear, const float _palette[][4])
  2266. {
  2267. if (isValid(m_fbh) )
  2268. {
  2269. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2270. frameBuffer.clear(_clear, _palette);
  2271. }
  2272. else
  2273. {
  2274. if (NULL != m_currentColor
  2275. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2276. {
  2277. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2278. {
  2279. uint8_t index = _clear.m_index[0];
  2280. if (UINT8_MAX != index)
  2281. {
  2282. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2283. }
  2284. }
  2285. else
  2286. {
  2287. float frgba[4] =
  2288. {
  2289. _clear.m_index[0]*1.0f/255.0f,
  2290. _clear.m_index[1]*1.0f/255.0f,
  2291. _clear.m_index[2]*1.0f/255.0f,
  2292. _clear.m_index[3]*1.0f/255.0f,
  2293. };
  2294. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2295. }
  2296. }
  2297. if (NULL != m_currentDepthStencil
  2298. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2299. {
  2300. DWORD flags = 0;
  2301. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2302. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2303. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2304. }
  2305. }
  2306. }
  2307. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2308. {
  2309. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  2310. layoutHash ^= _numInstanceData;
  2311. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2312. if (NULL == layout)
  2313. {
  2314. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2315. VertexDecl decl;
  2316. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  2317. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  2318. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2319. {
  2320. uint16_t mask = attrMask[ii];
  2321. uint16_t attr = (decl.m_attributes[ii] & mask);
  2322. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2323. }
  2324. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  2325. uint32_t num = uint32_t(elem-vertexElements);
  2326. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2327. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2328. {
  2329. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2330. uint32_t jj;
  2331. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2332. for (jj = 0; jj < num; ++jj)
  2333. {
  2334. curr = &vertexElements[jj];
  2335. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  2336. && curr->SemanticIndex == index)
  2337. {
  2338. break;
  2339. }
  2340. }
  2341. if (jj == num)
  2342. {
  2343. curr = elem;
  2344. ++elem;
  2345. }
  2346. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2347. curr->InputSlot = 1;
  2348. curr->SemanticIndex = index;
  2349. curr->AlignedByteOffset = ii*16;
  2350. }
  2351. num = uint32_t(elem-vertexElements);
  2352. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2353. , num
  2354. , _program.m_vsh->m_code->data
  2355. , _program.m_vsh->m_code->size
  2356. , &layout
  2357. ) );
  2358. m_inputLayoutCache.add(layoutHash, layout);
  2359. }
  2360. m_deviceCtx->IASetInputLayout(layout);
  2361. }
  2362. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2363. {
  2364. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2365. bx::HashMurmur2A murmur;
  2366. murmur.begin();
  2367. murmur.add(_state);
  2368. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2369. ? _rgba
  2370. : -1
  2371. );
  2372. const uint32_t hash = murmur.end();
  2373. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2374. if (NULL == bs)
  2375. {
  2376. D3D11_BLEND_DESC desc;
  2377. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2378. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2379. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2380. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2381. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2382. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2383. const uint32_t srcRGB = (blend ) & 0xf;
  2384. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2385. const uint32_t srcA = (blend >> 8) & 0xf;
  2386. const uint32_t dstA = (blend >> 12) & 0xf;
  2387. const uint32_t equRGB = (equation ) & 0x7;
  2388. const uint32_t equA = (equation >> 3) & 0x7;
  2389. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2390. drt->DestBlend = s_blendFactor[dstRGB][0];
  2391. drt->BlendOp = s_blendEquation[equRGB];
  2392. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2393. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2394. drt->BlendOpAlpha = s_blendEquation[equA];
  2395. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2396. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2397. : 0
  2398. ;
  2399. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2400. ? D3D11_COLOR_WRITE_ENABLE_RED
  2401. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2402. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2403. : 0
  2404. ;
  2405. drt->RenderTargetWriteMask = writeMask;
  2406. if (desc.IndependentBlendEnable)
  2407. {
  2408. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2409. {
  2410. drt = &desc.RenderTarget[ii];
  2411. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2412. const uint32_t src = (rgba ) & 0xf;
  2413. const uint32_t dst = (rgba >> 4) & 0xf;
  2414. const uint32_t equ = (rgba >> 8) & 0x7;
  2415. drt->SrcBlend = s_blendFactor[src][0];
  2416. drt->DestBlend = s_blendFactor[dst][0];
  2417. drt->BlendOp = s_blendEquation[equ];
  2418. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2419. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2420. drt->BlendOpAlpha = s_blendEquation[equ];
  2421. drt->RenderTargetWriteMask = writeMask;
  2422. }
  2423. }
  2424. else
  2425. {
  2426. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2427. {
  2428. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2429. }
  2430. }
  2431. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2432. m_blendStateCache.add(hash, bs);
  2433. }
  2434. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2435. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2436. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2437. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2438. bool hasFactor = 0
  2439. || f0 == (_state & f0)
  2440. || f1 == (_state & f1)
  2441. || f2 == (_state & f2)
  2442. || f3 == (_state & f3)
  2443. ;
  2444. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2445. if (hasFactor)
  2446. {
  2447. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2448. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2449. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2450. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2451. }
  2452. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2453. }
  2454. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2455. {
  2456. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2457. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2458. uint32_t fstencil = unpackStencil(0, _stencil);
  2459. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2460. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2461. bx::HashMurmur2A murmur;
  2462. murmur.begin();
  2463. murmur.add(_state);
  2464. murmur.add(_stencil);
  2465. uint32_t hash = murmur.end();
  2466. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2467. if (NULL == dss)
  2468. {
  2469. D3D11_DEPTH_STENCIL_DESC desc;
  2470. memset(&desc, 0, sizeof(desc) );
  2471. desc.DepthEnable = 0 != func;
  2472. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2473. desc.DepthFunc = s_cmpFunc[func];
  2474. uint32_t bstencil = unpackStencil(1, _stencil);
  2475. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2476. bstencil = frontAndBack ? bstencil : fstencil;
  2477. desc.StencilEnable = 0 != _stencil;
  2478. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2479. desc.StencilWriteMask = 0xff;
  2480. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2481. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2482. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2483. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2484. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2485. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2486. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2487. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2488. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2489. m_depthStencilStateCache.add(hash, dss);
  2490. }
  2491. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2492. }
  2493. void setDebugWireframe(bool _wireframe)
  2494. {
  2495. if (m_wireframe != _wireframe)
  2496. {
  2497. m_wireframe = _wireframe;
  2498. m_rasterizerStateCache.invalidate();
  2499. }
  2500. }
  2501. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2502. {
  2503. _state &= 0
  2504. | BGFX_STATE_CULL_MASK
  2505. | BGFX_STATE_MSAA
  2506. | BGFX_STATE_LINEAA
  2507. | BGFX_STATE_CONSERVATIVE_RASTER
  2508. ;
  2509. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2510. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2511. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2512. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2513. if (NULL == rs)
  2514. {
  2515. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2516. #if BX_PLATFORM_WINDOWS
  2517. if (m_deviceInterfaceVersion >= 3)
  2518. {
  2519. D3D11_RASTERIZER_DESC2 desc;
  2520. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2521. desc.CullMode = s_cullMode[cull];
  2522. desc.FrontCounterClockwise = false;
  2523. desc.DepthBias = 0;
  2524. desc.DepthBiasClamp = 0.0f;
  2525. desc.SlopeScaledDepthBias = 0.0f;
  2526. desc.DepthClipEnable = !m_depthClamp;
  2527. desc.ScissorEnable = _scissor;
  2528. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2529. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2530. desc.ForcedSampleCount = 0;
  2531. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2532. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2533. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2534. ;
  2535. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2536. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2537. }
  2538. else
  2539. #endif // BX_PLATFORM_WINDOWS
  2540. {
  2541. D3D11_RASTERIZER_DESC desc;
  2542. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2543. desc.CullMode = s_cullMode[cull];
  2544. desc.FrontCounterClockwise = false;
  2545. desc.DepthBias = 0;
  2546. desc.DepthBiasClamp = 0.0f;
  2547. desc.SlopeScaledDepthBias = 0.0f;
  2548. desc.DepthClipEnable = !m_depthClamp;
  2549. desc.ScissorEnable = _scissor;
  2550. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2551. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2552. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2553. }
  2554. m_rasterizerStateCache.add(_state, rs);
  2555. }
  2556. m_deviceCtx->RSSetState(rs);
  2557. }
  2558. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2559. {
  2560. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2561. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2562. // Force both min+max anisotropic, can't be set individually.
  2563. _flags |= 0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2564. ? BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC
  2565. : 0
  2566. ;
  2567. uint32_t hash;
  2568. ID3D11SamplerState* sampler;
  2569. if (!needBorderColor(_flags) )
  2570. {
  2571. bx::HashMurmur2A murmur;
  2572. murmur.begin();
  2573. murmur.add(_flags);
  2574. murmur.add(-1);
  2575. hash = murmur.end();
  2576. _rgba = s_zero.m_zerof;
  2577. sampler = m_samplerStateCache.find(hash);
  2578. }
  2579. else
  2580. {
  2581. bx::HashMurmur2A murmur;
  2582. murmur.begin();
  2583. murmur.add(_flags);
  2584. murmur.add(index);
  2585. hash = murmur.end();
  2586. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2587. sampler = m_samplerStateCache.find(hash);
  2588. if (NULL != sampler)
  2589. {
  2590. D3D11_SAMPLER_DESC sd;
  2591. sampler->GetDesc(&sd);
  2592. if (0 != memcmp(_rgba, sd.BorderColor, 16) )
  2593. {
  2594. // Sampler will be released when updated sampler
  2595. // is added to cache.
  2596. sampler = NULL;
  2597. }
  2598. }
  2599. }
  2600. if (NULL == sampler)
  2601. {
  2602. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2603. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2604. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2605. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2606. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2607. D3D11_SAMPLER_DESC sd;
  2608. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2609. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2610. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2611. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2612. sd.MipLODBias = 0.0f;
  2613. sd.MaxAnisotropy = m_maxAnisotropy;
  2614. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2615. sd.BorderColor[0] = _rgba[0];
  2616. sd.BorderColor[1] = _rgba[1];
  2617. sd.BorderColor[2] = _rgba[2];
  2618. sd.BorderColor[3] = _rgba[3];
  2619. sd.MinLOD = 0;
  2620. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2621. m_device->CreateSamplerState(&sd, &sampler);
  2622. DX_CHECK_REFCOUNT(sampler, 1);
  2623. m_samplerStateCache.add(hash, sampler);
  2624. }
  2625. return sampler;
  2626. }
  2627. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2628. {
  2629. m_occlusionQuery.resolve(_render);
  2630. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2631. }
  2632. DXGI_FORMAT getBufferFormat()
  2633. {
  2634. #if BX_PLATFORM_WINDOWS
  2635. return m_scd.BufferDesc.Format;
  2636. #else
  2637. return m_scd.Format;
  2638. #endif
  2639. }
  2640. uint32_t getBufferWidth()
  2641. {
  2642. #if BX_PLATFORM_WINDOWS
  2643. return m_scd.BufferDesc.Width;
  2644. #else
  2645. return m_scd.Width;
  2646. #endif
  2647. }
  2648. uint32_t getBufferHeight()
  2649. {
  2650. #if BX_PLATFORM_WINDOWS
  2651. return m_scd.BufferDesc.Height;
  2652. #else
  2653. return m_scd.Height;
  2654. #endif
  2655. }
  2656. void setBufferSize(uint32_t _width, uint32_t _height)
  2657. {
  2658. #if BX_PLATFORM_WINDOWS
  2659. m_scd.BufferDesc.Width = _width;
  2660. m_scd.BufferDesc.Height = _height;
  2661. #else
  2662. m_scd.Width = _width;
  2663. m_scd.Height = _height;
  2664. #endif
  2665. }
  2666. void commitTextureStage()
  2667. {
  2668. // vertex texture fetch not supported on 9_1 through 9_3
  2669. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2670. {
  2671. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2672. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2673. }
  2674. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2675. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2676. }
  2677. void invalidateTextureStage()
  2678. {
  2679. m_textureStage.clear();
  2680. commitTextureStage();
  2681. }
  2682. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2683. {
  2684. bx::HashMurmur2A murmur;
  2685. murmur.begin();
  2686. murmur.add(_handle);
  2687. murmur.add(_mip);
  2688. murmur.add(0);
  2689. uint32_t hash = murmur.end();
  2690. IUnknown** ptr = m_srvUavLru.find(hash);
  2691. ID3D11UnorderedAccessView* uav;
  2692. if (NULL == ptr)
  2693. {
  2694. TextureD3D11& texture = m_textures[_handle.idx];
  2695. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2696. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2697. switch (texture.m_type)
  2698. {
  2699. case TextureD3D11::Texture2D:
  2700. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2701. desc.Texture2D.MipSlice = _mip;
  2702. break;
  2703. case TextureD3D11::TextureCube:
  2704. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2705. desc.Texture2DArray.ArraySize = 6;
  2706. desc.Texture2DArray.FirstArraySlice = 0;
  2707. desc.Texture2DArray.MipSlice = _mip;
  2708. break;
  2709. case TextureD3D11::Texture3D:
  2710. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2711. desc.Texture3D.MipSlice = _mip;
  2712. desc.Texture3D.FirstWSlice = 0;
  2713. desc.Texture3D.WSize = UINT32_MAX;
  2714. break;
  2715. }
  2716. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2717. m_srvUavLru.add(hash, uav, _handle.idx);
  2718. }
  2719. else
  2720. {
  2721. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2722. }
  2723. return uav;
  2724. }
  2725. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2726. {
  2727. bx::HashMurmur2A murmur;
  2728. murmur.begin();
  2729. murmur.add(_handle);
  2730. murmur.add(_mip);
  2731. murmur.add(0);
  2732. uint32_t hash = murmur.end();
  2733. IUnknown** ptr = m_srvUavLru.find(hash);
  2734. ID3D11ShaderResourceView* srv;
  2735. if (NULL == ptr)
  2736. {
  2737. const TextureD3D11& texture = m_textures[_handle.idx];
  2738. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2739. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2740. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2741. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2742. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2743. switch (texture.m_type)
  2744. {
  2745. case TextureD3D11::Texture2D:
  2746. desc.ViewDimension = msaaSample
  2747. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2748. : D3D11_SRV_DIMENSION_TEXTURE2D
  2749. ;
  2750. desc.Texture2D.MostDetailedMip = _mip;
  2751. desc.Texture2D.MipLevels = 1;
  2752. break;
  2753. case TextureD3D11::TextureCube:
  2754. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2755. desc.TextureCube.MostDetailedMip = _mip;
  2756. desc.TextureCube.MipLevels = 1;
  2757. break;
  2758. case TextureD3D11::Texture3D:
  2759. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2760. desc.Texture3D.MostDetailedMip = _mip;
  2761. desc.Texture3D.MipLevels = 1;
  2762. break;
  2763. }
  2764. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2765. m_srvUavLru.add(hash, srv, _handle.idx);
  2766. }
  2767. else
  2768. {
  2769. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2770. }
  2771. return srv;
  2772. }
  2773. void ovrPostReset()
  2774. {
  2775. #if BGFX_CONFIG_USE_OVR
  2776. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2777. {
  2778. const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
  2779. m_ovr.postReset(msaaSamples, m_resolution.m_width, m_resolution.m_height);
  2780. }
  2781. #endif // BGFX_CONFIG_USE_OVR
  2782. }
  2783. void ovrPreReset()
  2784. {
  2785. #if BGFX_CONFIG_USE_OVR
  2786. m_ovr.preReset();
  2787. #endif // BGFX_CONFIG_USE_OVR
  2788. }
  2789. void capturePostReset()
  2790. {
  2791. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2792. {
  2793. ID3D11Texture2D* backBuffer;
  2794. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2795. D3D11_TEXTURE2D_DESC backBufferDesc;
  2796. backBuffer->GetDesc(&backBufferDesc);
  2797. D3D11_TEXTURE2D_DESC desc;
  2798. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2799. desc.SampleDesc.Count = 1;
  2800. desc.SampleDesc.Quality = 0;
  2801. desc.Usage = D3D11_USAGE_STAGING;
  2802. desc.BindFlags = 0;
  2803. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2804. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2805. if (SUCCEEDED(hr) )
  2806. {
  2807. if (backBufferDesc.SampleDesc.Count != 1)
  2808. {
  2809. desc.Usage = D3D11_USAGE_DEFAULT;
  2810. desc.CPUAccessFlags = 0;
  2811. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2812. }
  2813. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2814. }
  2815. DX_RELEASE(backBuffer, 0);
  2816. }
  2817. }
  2818. void capturePreReset()
  2819. {
  2820. if (NULL != m_captureTexture)
  2821. {
  2822. g_callback->captureEnd();
  2823. }
  2824. DX_RELEASE(m_captureResolve, 0);
  2825. DX_RELEASE(m_captureTexture, 0);
  2826. }
  2827. void capture()
  2828. {
  2829. if (NULL != m_captureTexture)
  2830. {
  2831. ID3D11Texture2D* backBuffer;
  2832. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2833. if (NULL == m_captureResolve)
  2834. {
  2835. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2836. }
  2837. else
  2838. {
  2839. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2840. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2841. }
  2842. D3D11_MAPPED_SUBRESOURCE mapped;
  2843. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2844. imageSwizzleBgra8(getBufferWidth()
  2845. , getBufferHeight()
  2846. , mapped.RowPitch
  2847. , mapped.pData
  2848. , mapped.pData
  2849. );
  2850. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2851. m_deviceCtx->Unmap(m_captureTexture, 0);
  2852. DX_RELEASE(backBuffer, 0);
  2853. }
  2854. }
  2855. void commit(UniformBuffer& _uniformBuffer)
  2856. {
  2857. _uniformBuffer.reset();
  2858. for (;;)
  2859. {
  2860. uint32_t opcode = _uniformBuffer.read();
  2861. if (UniformType::End == opcode)
  2862. {
  2863. break;
  2864. }
  2865. UniformType::Enum type;
  2866. uint16_t loc;
  2867. uint16_t num;
  2868. uint16_t copy;
  2869. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2870. const char* data;
  2871. if (copy)
  2872. {
  2873. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2874. }
  2875. else
  2876. {
  2877. UniformHandle handle;
  2878. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2879. data = (const char*)m_uniforms[handle.idx];
  2880. }
  2881. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2882. case UniformType::_uniform: \
  2883. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2884. { \
  2885. setShaderUniform(uint8_t(type), loc, data, num); \
  2886. } \
  2887. break;
  2888. switch ( (uint32_t)type)
  2889. {
  2890. case UniformType::Mat3:
  2891. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2892. {
  2893. float* value = (float*)data;
  2894. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2895. {
  2896. Matrix4 mtx;
  2897. mtx.un.val[ 0] = value[0];
  2898. mtx.un.val[ 1] = value[1];
  2899. mtx.un.val[ 2] = value[2];
  2900. mtx.un.val[ 3] = 0.0f;
  2901. mtx.un.val[ 4] = value[3];
  2902. mtx.un.val[ 5] = value[4];
  2903. mtx.un.val[ 6] = value[5];
  2904. mtx.un.val[ 7] = 0.0f;
  2905. mtx.un.val[ 8] = value[6];
  2906. mtx.un.val[ 9] = value[7];
  2907. mtx.un.val[10] = value[8];
  2908. mtx.un.val[11] = 0.0f;
  2909. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2910. }
  2911. }
  2912. break;
  2913. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2914. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2915. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2916. case UniformType::End:
  2917. break;
  2918. default:
  2919. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2920. break;
  2921. }
  2922. #undef CASE_IMPLEMENT_UNIFORM
  2923. }
  2924. }
  2925. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2926. {
  2927. uint32_t width;
  2928. uint32_t height;
  2929. if (isValid(m_fbh) )
  2930. {
  2931. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2932. width = fb.m_width;
  2933. height = fb.m_height;
  2934. }
  2935. else
  2936. {
  2937. width = getBufferWidth();
  2938. height = getBufferHeight();
  2939. }
  2940. if (0 == _rect.m_x
  2941. && 0 == _rect.m_y
  2942. && width == _rect.m_width
  2943. && height == _rect.m_height)
  2944. {
  2945. clear(_clear, _palette);
  2946. }
  2947. else
  2948. {
  2949. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2950. uint64_t state = 0;
  2951. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2952. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2953. uint64_t stencil = 0;
  2954. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2955. | BGFX_STENCIL_TEST_ALWAYS
  2956. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2957. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2958. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2959. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2960. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2961. : 0
  2962. ;
  2963. setBlendState(state);
  2964. setDepthStencilState(state, stencil);
  2965. setRasterizerState(state);
  2966. uint32_t numMrt = 1;
  2967. FrameBufferHandle fbh = m_fbh;
  2968. if (isValid(fbh) )
  2969. {
  2970. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2971. numMrt = bx::uint32_max(1, fb.m_num);
  2972. }
  2973. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2974. m_currentProgram = &program;
  2975. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2976. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2977. if (NULL != m_currentColor)
  2978. {
  2979. const ShaderD3D11* fsh = program.m_fsh;
  2980. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2981. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2982. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2983. {
  2984. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2985. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2986. {
  2987. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2988. memcpy(mrtClear[ii], _palette[index], 16);
  2989. }
  2990. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2991. }
  2992. else
  2993. {
  2994. float rgba[4] =
  2995. {
  2996. _clear.m_index[0]*1.0f/255.0f,
  2997. _clear.m_index[1]*1.0f/255.0f,
  2998. _clear.m_index[2]*1.0f/255.0f,
  2999. _clear.m_index[3]*1.0f/255.0f,
  3000. };
  3001. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  3002. }
  3003. }
  3004. else
  3005. {
  3006. deviceCtx->PSSetShader(NULL, NULL, 0);
  3007. }
  3008. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  3009. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  3010. const uint32_t stride = vertexDecl.m_stride;
  3011. const uint32_t offset = 0;
  3012. {
  3013. struct Vertex
  3014. {
  3015. float m_x;
  3016. float m_y;
  3017. float m_z;
  3018. };
  3019. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  3020. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  3021. const float depth = _clear.m_depth;
  3022. vertex->m_x = -1.0f;
  3023. vertex->m_y = -1.0f;
  3024. vertex->m_z = depth;
  3025. vertex++;
  3026. vertex->m_x = 1.0f;
  3027. vertex->m_y = -1.0f;
  3028. vertex->m_z = depth;
  3029. vertex++;
  3030. vertex->m_x = -1.0f;
  3031. vertex->m_y = 1.0f;
  3032. vertex->m_z = depth;
  3033. vertex++;
  3034. vertex->m_x = 1.0f;
  3035. vertex->m_y = 1.0f;
  3036. vertex->m_z = depth;
  3037. }
  3038. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  3039. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3040. setInputLayout(vertexDecl, program, 0);
  3041. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3042. deviceCtx->Draw(4, 0);
  3043. }
  3044. }
  3045. void* m_d3d9dll;
  3046. void* m_d3d11dll;
  3047. void* m_dxgidll;
  3048. void* m_dxgidebugdll;
  3049. void* m_renderdocdll;
  3050. void* m_agsdll;
  3051. AGSContext* m_ags;
  3052. D3D_DRIVER_TYPE m_driverType;
  3053. D3D_FEATURE_LEVEL m_featureLevel;
  3054. IDXGIAdapter* m_adapter;
  3055. DXGI_ADAPTER_DESC m_adapterDesc;
  3056. #if BX_PLATFORM_WINDOWS
  3057. IDXGIFactory* m_factory;
  3058. IDXGISwapChain* m_swapChain;
  3059. #else
  3060. IDXGIFactory2* m_factory;
  3061. IDXGISwapChain1* m_swapChain;
  3062. #endif // BX_PLATFORM_WINDOWS
  3063. bool m_needPresent;
  3064. uint16_t m_lost;
  3065. uint16_t m_numWindows;
  3066. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3067. ID3D11Device* m_device;
  3068. ID3D11DeviceContext* m_deviceCtx;
  3069. ID3D11InfoQueue* m_infoQueue;
  3070. TimerQueryD3D11 m_gpuTimer;
  3071. OcclusionQueryD3D11 m_occlusionQuery;
  3072. uint32_t m_deviceInterfaceVersion;
  3073. ID3D11RenderTargetView* m_backBufferColor;
  3074. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3075. ID3D11RenderTargetView* m_currentColor;
  3076. ID3D11DepthStencilView* m_currentDepthStencil;
  3077. ID3D11Texture2D* m_captureTexture;
  3078. ID3D11Texture2D* m_captureResolve;
  3079. Resolution m_resolution;
  3080. #if BX_PLATFORM_WINDOWS
  3081. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  3082. #else
  3083. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  3084. #endif // BX_PLATFORM_WINDOWS
  3085. SwapChainDesc m_scd;
  3086. uint32_t m_maxAnisotropy;
  3087. bool m_depthClamp;
  3088. bool m_wireframe;
  3089. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3090. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3091. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3092. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3093. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3094. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  3095. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3096. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3097. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3098. UniformRegistry m_uniformReg;
  3099. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3100. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3101. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3102. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3103. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3104. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3105. TextVideoMem m_textVideoMem;
  3106. TextureStage m_textureStage;
  3107. ProgramD3D11* m_currentProgram;
  3108. uint8_t m_vsScratch[64<<10];
  3109. uint8_t m_fsScratch[64<<10];
  3110. uint32_t m_vsChanges;
  3111. uint32_t m_fsChanges;
  3112. FrameBufferHandle m_fbh;
  3113. bool m_rtMsaa;
  3114. bool m_timerQuerySupport;
  3115. VR m_ovr;
  3116. #if BGFX_CONFIG_USE_OVR
  3117. VRImplOVRD3D11 m_ovrRender;
  3118. #endif // BGFX_CONFIG_USE_OVR
  3119. };
  3120. static RendererContextD3D11* s_renderD3D11;
  3121. RendererContextI* rendererCreate()
  3122. {
  3123. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3124. if (!s_renderD3D11->init() )
  3125. {
  3126. BX_DELETE(g_allocator, s_renderD3D11);
  3127. s_renderD3D11 = NULL;
  3128. }
  3129. return s_renderD3D11;
  3130. }
  3131. void rendererDestroy()
  3132. {
  3133. s_renderD3D11->shutdown();
  3134. BX_DELETE(g_allocator, s_renderD3D11);
  3135. s_renderD3D11 = NULL;
  3136. }
  3137. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3138. {
  3139. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3140. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3141. {
  3142. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3143. _offset += _stride;
  3144. }
  3145. }
  3146. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3147. {
  3148. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3149. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3150. {
  3151. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3152. _offset += _stride;
  3153. }
  3154. }
  3155. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3156. {
  3157. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3158. }
  3159. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3160. {
  3161. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3162. }
  3163. #if BGFX_CONFIG_USE_OVR
  3164. VRImplOVRD3D11::VRImplOVRD3D11()
  3165. : m_depthBuffer(NULL)
  3166. , m_msaaRtv(NULL)
  3167. , m_msaaTexture(NULL)
  3168. , m_textureSwapChain(NULL)
  3169. , m_mirrorTexture(NULL)
  3170. {
  3171. memset(m_eyeRtv, 0, sizeof(m_eyeRtv));
  3172. }
  3173. bool VRImplOVRD3D11::createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
  3174. {
  3175. if (!m_session)
  3176. {
  3177. return false;
  3178. }
  3179. ID3D11Device* device = s_renderD3D11->m_device;
  3180. if (NULL == m_textureSwapChain)
  3181. {
  3182. ovrTextureSwapChainDesc swapchainDesc = {};
  3183. swapchainDesc.Type = ovrTexture_2D;
  3184. swapchainDesc.Width = _desc.m_eyeSize[0].m_w + _desc.m_eyeSize[1].m_w;
  3185. swapchainDesc.Height = bx::uint32_max(_desc.m_eyeSize[0].m_h, _desc.m_eyeSize[1].m_h);
  3186. swapchainDesc.MipLevels = 1;
  3187. swapchainDesc.ArraySize = 1;
  3188. swapchainDesc.SampleCount = 1;
  3189. swapchainDesc.MiscFlags = ovrTextureMisc_DX_Typeless;
  3190. swapchainDesc.BindFlags = ovrTextureBind_DX_RenderTarget;
  3191. swapchainDesc.StaticImage = ovrFalse;
  3192. swapchainDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3193. ovrResult result = ovr_CreateTextureSwapChainDX(m_session, device, &swapchainDesc, &m_textureSwapChain);
  3194. if (!OVR_SUCCESS(result) )
  3195. {
  3196. return false;
  3197. }
  3198. for (int eye = 0; eye < 2; ++eye)
  3199. {
  3200. m_renderLayer.ColorTexture[eye] = m_textureSwapChain;
  3201. }
  3202. // create MSAA target
  3203. if (_msaaSamples > 1)
  3204. {
  3205. D3D11_TEXTURE2D_DESC msDesc;
  3206. msDesc.Width = swapchainDesc.Width;
  3207. msDesc.Height = swapchainDesc.Height;
  3208. msDesc.MipLevels = 1;
  3209. msDesc.ArraySize = 1;
  3210. msDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3211. msDesc.SampleDesc.Count = _msaaSamples;
  3212. msDesc.SampleDesc.Quality = 0;
  3213. msDesc.Usage = D3D11_USAGE_DEFAULT;
  3214. msDesc.CPUAccessFlags = 0;
  3215. msDesc.MiscFlags = 0;
  3216. msDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
  3217. DX_CHECK(device->CreateTexture2D(&msDesc, NULL, &m_msaaTexture) );
  3218. DX_CHECK(device->CreateRenderTargetView(m_msaaTexture, NULL, &m_msaaRtv) );
  3219. }
  3220. else
  3221. {
  3222. int swapchainSize;
  3223. result = ovr_GetTextureSwapChainLength(m_session, m_textureSwapChain, &swapchainSize);
  3224. if (!OVR_SUCCESS(result) )
  3225. {
  3226. destroySwapChain();
  3227. return false;
  3228. }
  3229. BX_CHECK(swapchainSize <= BX_COUNTOF(m_eyeRtv), "Too many OVR swap chain entries %d", swapchainSize);
  3230. for (int ii = 0; ii < swapchainSize; ++ii)
  3231. {
  3232. ID3D11Texture2D* texture;
  3233. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, ii, IID_PPV_ARGS(&texture) );
  3234. D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
  3235. viewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3236. viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  3237. viewDesc.Texture2D.MipSlice = 0;
  3238. DX_CHECK(device->CreateRenderTargetView(texture, &viewDesc, &m_eyeRtv[ii]) );
  3239. DX_RELEASE(texture, 1);
  3240. }
  3241. }
  3242. // create depth buffer
  3243. D3D11_TEXTURE2D_DESC dbDesc = {};
  3244. dbDesc.Width = swapchainDesc.Width;
  3245. dbDesc.Height = swapchainDesc.Height;
  3246. dbDesc.MipLevels = 1;
  3247. dbDesc.ArraySize = 1;
  3248. dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
  3249. dbDesc.SampleDesc.Count = _msaaSamples;
  3250. dbDesc.SampleDesc.Quality = 0;
  3251. dbDesc.Usage = D3D11_USAGE_DEFAULT;
  3252. dbDesc.CPUAccessFlags = 0;
  3253. dbDesc.MiscFlags = 0;
  3254. dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3255. ID3D11Texture2D* depthTexture;
  3256. DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &depthTexture) );
  3257. DX_CHECK(device->CreateDepthStencilView(depthTexture, NULL, &m_depthBuffer) );
  3258. DX_RELEASE(depthTexture, 0);
  3259. }
  3260. if (NULL == m_mirrorTexture)
  3261. {
  3262. ovrMirrorTextureDesc mirrorDesc = {};
  3263. mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3264. mirrorDesc.Width = _mirrorWidth;
  3265. mirrorDesc.Height = _mirrorHeight;
  3266. ovrResult result = ovr_CreateMirrorTextureDX(m_session, device, &mirrorDesc, &m_mirrorTexture);
  3267. BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
  3268. BX_UNUSED(result);
  3269. }
  3270. return true;
  3271. }
  3272. void VRImplOVRD3D11::destroySwapChain()
  3273. {
  3274. if (NULL != m_textureSwapChain)
  3275. {
  3276. BX_CHECK(m_session, "VRSWapChain destroyed without valid OVR session");
  3277. ovr_DestroyTextureSwapChain(m_session, m_textureSwapChain);
  3278. m_textureSwapChain = NULL;
  3279. }
  3280. for (int ii = 0, nn = BX_COUNTOF(m_eyeRtv); ii < nn; ++ii)
  3281. {
  3282. DX_RELEASE(m_eyeRtv[ii], 0);
  3283. }
  3284. DX_RELEASE(m_msaaRtv, 0);
  3285. DX_RELEASE(m_msaaTexture, 0);
  3286. DX_RELEASE(m_depthBuffer, 0);
  3287. destroyMirror();
  3288. }
  3289. void VRImplOVRD3D11::destroyMirror()
  3290. {
  3291. if (NULL != m_mirrorTexture)
  3292. {
  3293. ovr_DestroyMirrorTexture(m_session, m_mirrorTexture);
  3294. m_mirrorTexture = NULL;
  3295. }
  3296. }
  3297. void VRImplOVRD3D11::makeRenderTargetActive(const VRDesc& /*_desc*/)
  3298. {
  3299. if (NULL != m_msaaRtv)
  3300. {
  3301. s_renderD3D11->m_currentColor = m_msaaRtv;
  3302. }
  3303. else
  3304. {
  3305. int index;
  3306. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3307. s_renderD3D11->m_currentColor = m_eyeRtv[index];
  3308. }
  3309. s_renderD3D11->m_currentDepthStencil = m_depthBuffer;
  3310. }
  3311. bool VRImplOVRD3D11::submitSwapChain(const VRDesc& /* _desc */)
  3312. {
  3313. BX_CHECK(NULL != m_session, "No session in VRImplOVRD3D11::submitSwapChain. Usage error");
  3314. BX_CHECK(NULL != m_textureSwapChain, "VRImplOVRD3D11 submitted without a valid swap chain");
  3315. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3316. int index;
  3317. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3318. ID3D11Texture2D* eyeTexture;
  3319. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, index, IID_PPV_ARGS(&eyeTexture));
  3320. // resolve MSAA
  3321. if (NULL != m_msaaRtv)
  3322. {
  3323. deviceCtx->ResolveSubresource(eyeTexture, 0, m_msaaTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
  3324. }
  3325. ovrResult result = ovr_CommitTextureSwapChain(m_session, m_textureSwapChain);
  3326. if (!OVR_SUCCESS(result) )
  3327. {
  3328. return false;
  3329. DX_RELEASE(eyeTexture, 1);
  3330. }
  3331. ovrLayerHeader* layerList = &m_renderLayer.Header;
  3332. result = ovr_SubmitFrame(m_session, 0, NULL, &layerList, 1);
  3333. if (!OVR_SUCCESS(result) )
  3334. {
  3335. DX_RELEASE(eyeTexture, 1);
  3336. return false;
  3337. }
  3338. if (result != ovrSuccess_NotVisible && NULL != m_mirrorTexture)
  3339. {
  3340. IDXGISwapChain* swapChain = s_renderD3D11->m_swapChain;
  3341. ID3D11Texture2D* tex = NULL;
  3342. ovr_GetMirrorTextureBufferDX(m_session, m_mirrorTexture, IID_PPV_ARGS(&tex));
  3343. ID3D11Texture2D* backBuffer;
  3344. DX_CHECK(swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)));
  3345. deviceCtx->CopyResource(backBuffer, tex);
  3346. DX_CHECK(swapChain->Present(0, 0));
  3347. DX_RELEASE(tex, 1);
  3348. DX_RELEASE(backBuffer, 0);
  3349. }
  3350. DX_RELEASE(eyeTexture, 1);
  3351. return true;
  3352. }
  3353. #endif // BGFX_CONFIG_USE_OVR
  3354. struct UavFormat
  3355. {
  3356. DXGI_FORMAT format[3];
  3357. uint32_t stride;
  3358. };
  3359. static const UavFormat s_uavFormat[] =
  3360. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3361. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3362. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3363. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3364. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3365. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3366. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3367. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3368. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3369. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3370. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3371. };
  3372. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3373. {
  3374. m_uav = NULL;
  3375. m_size = _size;
  3376. m_flags = _flags;
  3377. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3378. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3379. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3380. m_dynamic = NULL == _data && !needUav;
  3381. D3D11_BUFFER_DESC desc;
  3382. desc.ByteWidth = _size;
  3383. desc.BindFlags = 0
  3384. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3385. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3386. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3387. ;
  3388. desc.MiscFlags = 0
  3389. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3390. ;
  3391. desc.StructureByteStride = 0;
  3392. DXGI_FORMAT format;
  3393. uint32_t stride;
  3394. if (drawIndirect)
  3395. {
  3396. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3397. stride = 16;
  3398. }
  3399. else
  3400. {
  3401. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3402. if (0 == uavFormat)
  3403. {
  3404. if (_vertex)
  3405. {
  3406. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3407. stride = 16;
  3408. }
  3409. else
  3410. {
  3411. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3412. {
  3413. format = DXGI_FORMAT_R16_UINT;
  3414. stride = 2;
  3415. }
  3416. else
  3417. {
  3418. format = DXGI_FORMAT_R32_UINT;
  3419. stride = 4;
  3420. }
  3421. }
  3422. }
  3423. else
  3424. {
  3425. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3426. format = s_uavFormat[uavFormat].format[uavType];
  3427. stride = s_uavFormat[uavFormat].stride;
  3428. }
  3429. }
  3430. ID3D11Device* device = s_renderD3D11->m_device;
  3431. if (needUav)
  3432. {
  3433. desc.Usage = D3D11_USAGE_DEFAULT;
  3434. desc.CPUAccessFlags = 0;
  3435. desc.StructureByteStride = _stride;
  3436. DX_CHECK(device->CreateBuffer(&desc
  3437. , NULL
  3438. , &m_ptr
  3439. ) );
  3440. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3441. uavd.Format = format;
  3442. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3443. uavd.Buffer.FirstElement = 0;
  3444. uavd.Buffer.NumElements = m_size / stride;
  3445. uavd.Buffer.Flags = 0;
  3446. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3447. , &uavd
  3448. , &m_uav
  3449. ) );
  3450. }
  3451. else if (m_dynamic)
  3452. {
  3453. desc.Usage = D3D11_USAGE_DYNAMIC;
  3454. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3455. DX_CHECK(device->CreateBuffer(&desc
  3456. , NULL
  3457. , &m_ptr
  3458. ) );
  3459. }
  3460. else
  3461. {
  3462. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3463. desc.CPUAccessFlags = 0;
  3464. D3D11_SUBRESOURCE_DATA srd;
  3465. srd.pSysMem = _data;
  3466. srd.SysMemPitch = 0;
  3467. srd.SysMemSlicePitch = 0;
  3468. DX_CHECK(device->CreateBuffer(&desc
  3469. , &srd
  3470. , &m_ptr
  3471. ) );
  3472. }
  3473. if (needSrv)
  3474. {
  3475. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3476. srvd.Format = format;
  3477. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3478. srvd.Buffer.FirstElement = 0;
  3479. srvd.Buffer.NumElements = m_size / stride;
  3480. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3481. , &srvd
  3482. , &m_srv
  3483. ) );
  3484. }
  3485. }
  3486. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3487. {
  3488. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3489. BX_CHECK(m_dynamic, "Must be dynamic!");
  3490. #if 0
  3491. BX_UNUSED(_discard);
  3492. D3D11_BUFFER_DESC desc;
  3493. desc.ByteWidth = _size;
  3494. desc.Usage = D3D11_USAGE_STAGING;
  3495. desc.BindFlags = 0;
  3496. desc.MiscFlags = 0;
  3497. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3498. desc.StructureByteStride = 0;
  3499. D3D11_SUBRESOURCE_DATA srd;
  3500. srd.pSysMem = _data;
  3501. srd.SysMemPitch = 0;
  3502. srd.SysMemSlicePitch = 0;
  3503. D3D11_BOX srcBox;
  3504. srcBox.left = 0;
  3505. srcBox.top = 0;
  3506. srcBox.front = 0;
  3507. srcBox.right = _size;
  3508. srcBox.bottom = 1;
  3509. srcBox.back = 1;
  3510. ID3D11Device* device = s_renderD3D11->m_device;
  3511. ID3D11Buffer* ptr;
  3512. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3513. deviceCtx->CopySubresourceRegion(m_ptr
  3514. , 0
  3515. , _offset
  3516. , 0
  3517. , 0
  3518. , ptr
  3519. , 0
  3520. , &srcBox
  3521. );
  3522. DX_RELEASE(ptr, 0);
  3523. #else
  3524. D3D11_MAPPED_SUBRESOURCE mapped;
  3525. D3D11_MAP type = _discard
  3526. ? D3D11_MAP_WRITE_DISCARD
  3527. : D3D11_MAP_WRITE_NO_OVERWRITE
  3528. ;
  3529. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  3530. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3531. deviceCtx->Unmap(m_ptr, 0);
  3532. #endif // 0
  3533. }
  3534. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3535. {
  3536. m_decl = _declHandle;
  3537. uint16_t stride = isValid(_declHandle)
  3538. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3539. : 0
  3540. ;
  3541. BufferD3D11::create(_size, _data, _flags, stride, true);
  3542. }
  3543. static bool hasDepthOp(const void* _code, uint32_t _size)
  3544. {
  3545. bx::MemoryReader rd(_code, _size);
  3546. bx::Error err;
  3547. DxbcContext dxbc;
  3548. read(&rd, dxbc, &err);
  3549. struct FindDepthOp
  3550. {
  3551. FindDepthOp()
  3552. : m_found(false)
  3553. {
  3554. }
  3555. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3556. {
  3557. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3558. if (_instruction.opcode == DxbcOpcode::DISCARD
  3559. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3560. {
  3561. out.m_found = true;
  3562. return false;
  3563. }
  3564. return true;
  3565. }
  3566. bool m_found;
  3567. } find;
  3568. parse(dxbc.shader, FindDepthOp::find, &find);
  3569. return find.m_found;
  3570. }
  3571. void ShaderD3D11::create(const Memory* _mem)
  3572. {
  3573. bx::MemoryReader reader(_mem->data, _mem->size);
  3574. uint32_t magic;
  3575. bx::read(&reader, magic);
  3576. switch (magic)
  3577. {
  3578. case BGFX_CHUNK_MAGIC_CSH:
  3579. case BGFX_CHUNK_MAGIC_FSH:
  3580. case BGFX_CHUNK_MAGIC_VSH:
  3581. break;
  3582. default:
  3583. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3584. break;
  3585. }
  3586. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3587. uint32_t iohash;
  3588. bx::read(&reader, iohash);
  3589. uint16_t count;
  3590. bx::read(&reader, count);
  3591. m_numPredefined = 0;
  3592. m_numUniforms = count;
  3593. BX_TRACE("%s Shader consts %d"
  3594. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3595. , count
  3596. );
  3597. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3598. if (0 < count)
  3599. {
  3600. for (uint32_t ii = 0; ii < count; ++ii)
  3601. {
  3602. uint8_t nameSize = 0;
  3603. bx::read(&reader, nameSize);
  3604. char name[256] = { '\0' };
  3605. bx::read(&reader, &name, nameSize);
  3606. name[nameSize] = '\0';
  3607. uint8_t type = 0;
  3608. bx::read(&reader, type);
  3609. uint8_t num = 0;
  3610. bx::read(&reader, num);
  3611. uint16_t regIndex = 0;
  3612. bx::read(&reader, regIndex);
  3613. uint16_t regCount = 0;
  3614. bx::read(&reader, regCount);
  3615. const char* kind = "invalid";
  3616. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3617. if (PredefinedUniform::Count != predefined)
  3618. {
  3619. kind = "predefined";
  3620. m_predefined[m_numPredefined].m_loc = regIndex;
  3621. m_predefined[m_numPredefined].m_count = regCount;
  3622. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3623. m_numPredefined++;
  3624. }
  3625. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3626. {
  3627. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3628. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3629. if (NULL != info)
  3630. {
  3631. if (NULL == m_constantBuffer)
  3632. {
  3633. m_constantBuffer = UniformBuffer::create(1024);
  3634. }
  3635. kind = "user";
  3636. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3637. }
  3638. }
  3639. else
  3640. {
  3641. kind = "sampler";
  3642. }
  3643. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3644. , kind
  3645. , name
  3646. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3647. , num
  3648. , regIndex
  3649. , regCount
  3650. );
  3651. BX_UNUSED(kind);
  3652. }
  3653. if (NULL != m_constantBuffer)
  3654. {
  3655. m_constantBuffer->finish();
  3656. }
  3657. }
  3658. uint16_t shaderSize;
  3659. bx::read(&reader, shaderSize);
  3660. const void* code = reader.getDataPtr();
  3661. bx::skip(&reader, shaderSize+1);
  3662. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3663. {
  3664. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3665. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3666. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3667. }
  3668. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3669. {
  3670. m_hash = bx::hashMurmur2A(code, shaderSize);
  3671. m_code = copy(code, shaderSize);
  3672. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3673. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3674. }
  3675. else
  3676. {
  3677. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3678. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3679. }
  3680. uint8_t numAttrs = 0;
  3681. bx::read(&reader, numAttrs);
  3682. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3683. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3684. {
  3685. uint16_t id;
  3686. bx::read(&reader, id);
  3687. Attrib::Enum attr = idToAttrib(id);
  3688. if (Attrib::Count != attr)
  3689. {
  3690. m_attrMask[attr] = UINT16_MAX;
  3691. }
  3692. }
  3693. uint16_t size;
  3694. bx::read(&reader, size);
  3695. if (0 < size)
  3696. {
  3697. D3D11_BUFFER_DESC desc;
  3698. desc.ByteWidth = (size + 0xf) & ~0xf;
  3699. desc.Usage = D3D11_USAGE_DEFAULT;
  3700. desc.CPUAccessFlags = 0;
  3701. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3702. desc.MiscFlags = 0;
  3703. desc.StructureByteStride = 0;
  3704. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3705. }
  3706. }
  3707. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3708. {
  3709. ImageContainer imageContainer;
  3710. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3711. {
  3712. uint8_t numMips = imageContainer.m_numMips;
  3713. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3714. numMips -= startLod;
  3715. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3716. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3717. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3718. const uint16_t numLayers = imageContainer.m_numLayers;
  3719. m_flags = _flags;
  3720. m_width = textureWidth;
  3721. m_height = textureHeight;
  3722. m_depth = imageContainer.m_depth;
  3723. m_requestedFormat = uint8_t(imageContainer.m_format);
  3724. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3725. const bool convert = m_textureFormat != m_requestedFormat;
  3726. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3727. if (imageContainer.m_cubeMap)
  3728. {
  3729. m_type = TextureCube;
  3730. }
  3731. else if (imageContainer.m_depth > 1)
  3732. {
  3733. m_type = Texture3D;
  3734. }
  3735. else
  3736. {
  3737. m_type = Texture2D;
  3738. }
  3739. m_numMips = numMips;
  3740. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3741. const uint32_t numSrd = numSides * numMips;
  3742. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3743. uint32_t kk = 0;
  3744. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3745. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3746. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3747. , getHandle()
  3748. , getName( (TextureFormat::Enum)m_textureFormat)
  3749. , getName( (TextureFormat::Enum)m_requestedFormat)
  3750. , numLayers
  3751. , textureWidth
  3752. , textureHeight
  3753. , imageContainer.m_cubeMap ? "x6" : ""
  3754. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3755. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3756. );
  3757. for (uint16_t side = 0; side < numSides; ++side)
  3758. {
  3759. uint32_t width = textureWidth;
  3760. uint32_t height = textureHeight;
  3761. uint32_t depth = imageContainer.m_depth;
  3762. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3763. {
  3764. width = bx::uint32_max(1, width);
  3765. height = bx::uint32_max(1, height);
  3766. depth = bx::uint32_max(1, depth);
  3767. ImageMip mip;
  3768. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3769. {
  3770. srd[kk].pSysMem = mip.m_data;
  3771. if (convert)
  3772. {
  3773. uint32_t srcpitch = mip.m_width*bpp/8;
  3774. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3775. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3776. srd[kk].pSysMem = temp;
  3777. srd[kk].SysMemPitch = srcpitch;
  3778. }
  3779. else if (compressed)
  3780. {
  3781. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3782. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3783. }
  3784. else
  3785. {
  3786. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3787. }
  3788. if (swizzle)
  3789. {
  3790. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3791. }
  3792. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3793. ++kk;
  3794. }
  3795. width >>= 1;
  3796. height >>= 1;
  3797. depth >>= 1;
  3798. }
  3799. }
  3800. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3801. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3802. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3803. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3804. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3805. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3806. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3807. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3808. const bool msaaSample = true
  3809. && 1 < msaa.Count
  3810. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3811. && !writeOnly
  3812. ;
  3813. const bool needResolve = true
  3814. && 1 < msaa.Count
  3815. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3816. && !writeOnly
  3817. ;
  3818. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3819. memset(&srvd, 0, sizeof(srvd) );
  3820. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3821. if (swizzle)
  3822. {
  3823. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3824. srvd.Format = format;
  3825. }
  3826. else if (srgb)
  3827. {
  3828. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3829. srvd.Format = format;
  3830. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3831. }
  3832. if (format == DXGI_FORMAT_UNKNOWN)
  3833. {
  3834. // not swizzled and not sRGB, or sRGB unsupported
  3835. format = s_textureFormat[m_textureFormat].m_fmt;
  3836. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3837. }
  3838. switch (m_type)
  3839. {
  3840. case Texture2D:
  3841. case TextureCube:
  3842. {
  3843. D3D11_TEXTURE2D_DESC desc;
  3844. desc.Width = textureWidth;
  3845. desc.Height = textureHeight;
  3846. desc.MipLevels = numMips;
  3847. desc.ArraySize = numSides;
  3848. desc.Format = format;
  3849. desc.SampleDesc = msaa;
  3850. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3851. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3852. desc.CPUAccessFlags = 0;
  3853. desc.MiscFlags = 0;
  3854. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  3855. {
  3856. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3857. desc.Usage = D3D11_USAGE_DEFAULT;
  3858. }
  3859. else if (renderTarget)
  3860. {
  3861. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3862. desc.Usage = D3D11_USAGE_DEFAULT;
  3863. desc.MiscFlags |= 0
  3864. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3865. ;
  3866. }
  3867. if (computeWrite)
  3868. {
  3869. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3870. desc.Usage = D3D11_USAGE_DEFAULT;
  3871. }
  3872. if (readBack)
  3873. {
  3874. desc.BindFlags = 0;
  3875. desc.Usage = D3D11_USAGE_STAGING;
  3876. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3877. }
  3878. if (imageContainer.m_cubeMap)
  3879. {
  3880. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3881. if (1 < numLayers)
  3882. {
  3883. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3884. srvd.TextureCubeArray.MipLevels = numMips;
  3885. srvd.TextureCubeArray.NumCubes = numLayers;
  3886. }
  3887. else
  3888. {
  3889. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3890. srvd.TextureCube.MipLevels = numMips;
  3891. }
  3892. }
  3893. else
  3894. {
  3895. if (msaaSample)
  3896. {
  3897. if (1 < numLayers)
  3898. {
  3899. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3900. srvd.Texture2DMSArray.ArraySize = numLayers;
  3901. }
  3902. else
  3903. {
  3904. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3905. }
  3906. }
  3907. else
  3908. {
  3909. if (1 < numLayers)
  3910. {
  3911. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  3912. srvd.Texture2DArray.MipLevels = numMips;
  3913. srvd.Texture2DArray.ArraySize = numLayers;
  3914. }
  3915. else
  3916. {
  3917. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  3918. srvd.Texture2D.MipLevels = numMips;
  3919. }
  3920. }
  3921. }
  3922. if (needResolve)
  3923. {
  3924. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  3925. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  3926. desc.SampleDesc = s_msaa[0];
  3927. }
  3928. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3929. }
  3930. break;
  3931. case Texture3D:
  3932. {
  3933. D3D11_TEXTURE3D_DESC desc;
  3934. desc.Width = textureWidth;
  3935. desc.Height = textureHeight;
  3936. desc.Depth = imageContainer.m_depth;
  3937. desc.MipLevels = imageContainer.m_numMips;
  3938. desc.Format = format;
  3939. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3940. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3941. desc.CPUAccessFlags = 0;
  3942. desc.MiscFlags = 0;
  3943. if (computeWrite)
  3944. {
  3945. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3946. desc.Usage = D3D11_USAGE_DEFAULT;
  3947. }
  3948. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3949. srvd.Texture3D.MipLevels = numMips;
  3950. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3951. }
  3952. break;
  3953. }
  3954. if (!writeOnly)
  3955. {
  3956. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3957. }
  3958. if (computeWrite)
  3959. {
  3960. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3961. }
  3962. if (convert
  3963. && 0 != kk)
  3964. {
  3965. kk = 0;
  3966. for (uint16_t side = 0; side < numSides; ++side)
  3967. {
  3968. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3969. {
  3970. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3971. ++kk;
  3972. }
  3973. }
  3974. }
  3975. }
  3976. }
  3977. void TextureD3D11::destroy()
  3978. {
  3979. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3980. DX_RELEASE(m_rt, 0);
  3981. DX_RELEASE(m_srv, 0);
  3982. DX_RELEASE(m_uav, 0);
  3983. if (0 == (m_flags & BGFX_TEXTURE_INTERNAL_SHARED) )
  3984. {
  3985. DX_RELEASE(m_ptr, 0);
  3986. }
  3987. }
  3988. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  3989. {
  3990. destroy();
  3991. m_flags |= BGFX_TEXTURE_INTERNAL_SHARED;
  3992. m_ptr = (ID3D11Resource*)_ptr;
  3993. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  3994. }
  3995. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3996. {
  3997. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3998. D3D11_BOX box;
  3999. box.left = _rect.m_x;
  4000. box.top = _rect.m_y;
  4001. box.right = box.left + _rect.m_width;
  4002. box.bottom = box.top + _rect.m_height;
  4003. uint32_t layer = 0;
  4004. if (TextureD3D11::Texture3D == m_type)
  4005. {
  4006. box.front = _z;
  4007. box.back = box.front + _depth;
  4008. }
  4009. else
  4010. {
  4011. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4012. box.front = 0;
  4013. box.back = 1;
  4014. }
  4015. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4016. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  4017. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4018. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4019. const bool convert = m_textureFormat != m_requestedFormat;
  4020. uint8_t* data = _mem->data;
  4021. uint8_t* temp = NULL;
  4022. if (convert)
  4023. {
  4024. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  4025. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, TextureFormat::Enum(m_requestedFormat) );
  4026. data = temp;
  4027. }
  4028. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  4029. if (NULL != temp)
  4030. {
  4031. BX_FREE(g_allocator, temp);
  4032. }
  4033. }
  4034. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4035. {
  4036. TextureStage& ts = s_renderD3D11->m_textureStage;
  4037. ts.m_srv[_stage] = m_srv;
  4038. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  4039. ? _flags
  4040. : m_flags
  4041. ;
  4042. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  4043. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  4044. , _palette[index])
  4045. ;
  4046. }
  4047. void TextureD3D11::resolve() const
  4048. {
  4049. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4050. const bool needResolve = NULL != m_rt;
  4051. if (needResolve)
  4052. {
  4053. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  4054. }
  4055. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4056. if (renderTarget
  4057. && 1 < m_numMips)
  4058. {
  4059. deviceCtx->GenerateMips(m_srv);
  4060. }
  4061. }
  4062. TextureHandle TextureD3D11::getHandle() const
  4063. {
  4064. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4065. return handle;
  4066. }
  4067. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4068. {
  4069. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4070. {
  4071. m_rtv[ii] = NULL;
  4072. }
  4073. m_dsv = NULL;
  4074. m_swapChain = NULL;
  4075. m_numTh = _num;
  4076. m_needPresent = false;
  4077. memcpy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4078. postReset();
  4079. }
  4080. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4081. {
  4082. DXGI_SWAP_CHAIN_DESC scd;
  4083. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4084. scd.BufferDesc.Width = _width;
  4085. scd.BufferDesc.Height = _height;
  4086. scd.OutputWindow = (HWND)_nwh;
  4087. ID3D11Device* device = s_renderD3D11->m_device;
  4088. HRESULT hr;
  4089. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  4090. , &scd
  4091. , &m_swapChain
  4092. );
  4093. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4094. ID3D11Resource* ptr;
  4095. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4096. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4097. DX_RELEASE(ptr, 0);
  4098. DXGI_FORMAT fmtDsv = isDepth(_depthFormat)
  4099. ? s_textureFormat[_depthFormat].m_fmtDsv
  4100. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4101. ;
  4102. D3D11_TEXTURE2D_DESC dsd;
  4103. dsd.Width = scd.BufferDesc.Width;
  4104. dsd.Height = scd.BufferDesc.Height;
  4105. dsd.MipLevels = 1;
  4106. dsd.ArraySize = 1;
  4107. dsd.Format = fmtDsv;
  4108. dsd.SampleDesc = scd.SampleDesc;
  4109. dsd.Usage = D3D11_USAGE_DEFAULT;
  4110. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4111. dsd.CPUAccessFlags = 0;
  4112. dsd.MiscFlags = 0;
  4113. ID3D11Texture2D* depthStencil;
  4114. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4115. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4116. DX_RELEASE(depthStencil, 0);
  4117. m_srv[0] = NULL;
  4118. m_denseIdx = _denseIdx;
  4119. m_num = 1;
  4120. }
  4121. uint16_t FrameBufferD3D11::destroy()
  4122. {
  4123. preReset(true);
  4124. DX_RELEASE(m_swapChain, 0);
  4125. m_num = 0;
  4126. m_numTh = 0;
  4127. m_needPresent = false;
  4128. uint16_t denseIdx = m_denseIdx;
  4129. m_denseIdx = UINT16_MAX;
  4130. return denseIdx;
  4131. }
  4132. void FrameBufferD3D11::preReset(bool _force)
  4133. {
  4134. if (0 < m_numTh
  4135. || _force)
  4136. {
  4137. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4138. {
  4139. DX_RELEASE(m_srv[ii], 0);
  4140. DX_RELEASE(m_rtv[ii], 0);
  4141. }
  4142. DX_RELEASE(m_dsv, 0);
  4143. }
  4144. }
  4145. void FrameBufferD3D11::postReset()
  4146. {
  4147. m_width = 0;
  4148. m_height = 0;
  4149. if (0 < m_numTh)
  4150. {
  4151. m_num = 0;
  4152. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4153. {
  4154. TextureHandle handle = m_attachment[ii].handle;
  4155. if (isValid(handle) )
  4156. {
  4157. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4158. if (0 == m_width)
  4159. {
  4160. switch (texture.m_type)
  4161. {
  4162. case TextureD3D11::Texture2D:
  4163. case TextureD3D11::TextureCube:
  4164. {
  4165. D3D11_TEXTURE2D_DESC desc;
  4166. texture.m_texture2d->GetDesc(&desc);
  4167. m_width = desc.Width;
  4168. m_height = desc.Height;
  4169. }
  4170. break;
  4171. case TextureD3D11::Texture3D:
  4172. {
  4173. D3D11_TEXTURE3D_DESC desc;
  4174. texture.m_texture3d->GetDesc(&desc);
  4175. m_width = desc.Width;
  4176. m_height = desc.Height;
  4177. }
  4178. break;
  4179. }
  4180. }
  4181. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4182. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4183. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  4184. {
  4185. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4186. switch (texture.m_type)
  4187. {
  4188. default:
  4189. case TextureD3D11::Texture2D:
  4190. {
  4191. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4192. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4193. dsvDesc.ViewDimension = 1 < msaa.Count
  4194. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4195. : D3D11_DSV_DIMENSION_TEXTURE2D
  4196. ;
  4197. dsvDesc.Flags = 0;
  4198. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4199. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4200. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4201. , &dsvDesc
  4202. , &m_dsv
  4203. ) );
  4204. }
  4205. break;
  4206. case TextureD3D11::TextureCube:
  4207. {
  4208. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4209. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4210. if (1 < msaa.Count)
  4211. {
  4212. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4213. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4214. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4215. }
  4216. else
  4217. {
  4218. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4219. dsvDesc.Texture2DArray.ArraySize = 1;
  4220. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4221. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4222. }
  4223. dsvDesc.Flags = 0;
  4224. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4225. }
  4226. break;
  4227. }
  4228. }
  4229. else
  4230. {
  4231. switch (texture.m_type)
  4232. {
  4233. default:
  4234. case TextureD3D11::Texture2D:
  4235. {
  4236. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4237. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4238. if (1 < msaa.Count)
  4239. {
  4240. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4241. }
  4242. else
  4243. {
  4244. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4245. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4246. }
  4247. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4248. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4249. , &desc
  4250. , &m_rtv[m_num]
  4251. ) );
  4252. }
  4253. break;
  4254. case TextureD3D11::TextureCube:
  4255. {
  4256. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4257. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4258. if (1 < msaa.Count)
  4259. {
  4260. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4261. desc.Texture2DMSArray.ArraySize = 1;
  4262. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4263. }
  4264. else
  4265. {
  4266. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4267. desc.Texture2DArray.ArraySize = 1;
  4268. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4269. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4270. }
  4271. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4272. }
  4273. break;
  4274. case TextureD3D11::Texture3D:
  4275. {
  4276. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4277. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4278. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4279. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4280. desc.Texture3D.WSize = 1;
  4281. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4282. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4283. }
  4284. break;
  4285. }
  4286. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4287. m_num++;
  4288. }
  4289. }
  4290. }
  4291. }
  4292. }
  4293. void FrameBufferD3D11::resolve()
  4294. {
  4295. if (0 < m_numTh)
  4296. {
  4297. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4298. {
  4299. TextureHandle handle = m_attachment[ii].handle;
  4300. if (isValid(handle) )
  4301. {
  4302. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4303. texture.resolve();
  4304. }
  4305. }
  4306. }
  4307. }
  4308. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4309. {
  4310. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4311. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4312. {
  4313. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4314. {
  4315. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4316. {
  4317. uint8_t index = _clear.m_index[ii];
  4318. if (NULL != m_rtv[ii]
  4319. && UINT8_MAX != index)
  4320. {
  4321. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4322. }
  4323. }
  4324. }
  4325. else
  4326. {
  4327. float frgba[4] =
  4328. {
  4329. _clear.m_index[0]*1.0f/255.0f,
  4330. _clear.m_index[1]*1.0f/255.0f,
  4331. _clear.m_index[2]*1.0f/255.0f,
  4332. _clear.m_index[3]*1.0f/255.0f,
  4333. };
  4334. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4335. {
  4336. if (NULL != m_rtv[ii])
  4337. {
  4338. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4339. }
  4340. }
  4341. }
  4342. }
  4343. if (NULL != m_dsv
  4344. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4345. {
  4346. DWORD flags = 0;
  4347. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4348. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4349. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4350. }
  4351. }
  4352. void FrameBufferD3D11::set()
  4353. {
  4354. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4355. m_needPresent = UINT16_MAX != m_denseIdx;
  4356. s_renderD3D11->m_currentColor = m_rtv[0];
  4357. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4358. }
  4359. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4360. {
  4361. if (m_needPresent)
  4362. {
  4363. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4364. hr = !isLost(hr) ? S_OK : hr;
  4365. m_needPresent = false;
  4366. return hr;
  4367. }
  4368. return S_OK;
  4369. }
  4370. void TimerQueryD3D11::postReset()
  4371. {
  4372. ID3D11Device* device = s_renderD3D11->m_device;
  4373. D3D11_QUERY_DESC query;
  4374. query.MiscFlags = 0;
  4375. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4376. {
  4377. Frame& frame = m_frame[ii];
  4378. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4379. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  4380. query.Query = D3D11_QUERY_TIMESTAMP;
  4381. DX_CHECK(device->CreateQuery(&query, &frame.m_begin) );
  4382. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  4383. }
  4384. m_elapsed = 0;
  4385. m_frequency = 1;
  4386. m_control.reset();
  4387. }
  4388. void TimerQueryD3D11::preReset()
  4389. {
  4390. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4391. {
  4392. Frame& frame = m_frame[ii];
  4393. DX_RELEASE(frame.m_disjoint, 0);
  4394. DX_RELEASE(frame.m_begin, 0);
  4395. DX_RELEASE(frame.m_end, 0);
  4396. }
  4397. }
  4398. void TimerQueryD3D11::begin()
  4399. {
  4400. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4401. while (0 == m_control.reserve(1) )
  4402. {
  4403. get();
  4404. }
  4405. Frame& frame = m_frame[m_control.m_current];
  4406. deviceCtx->Begin(frame.m_disjoint);
  4407. deviceCtx->End(frame.m_begin);
  4408. }
  4409. void TimerQueryD3D11::end()
  4410. {
  4411. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4412. Frame& frame = m_frame[m_control.m_current];
  4413. deviceCtx->End(frame.m_end);
  4414. deviceCtx->End(frame.m_disjoint);
  4415. m_control.commit(1);
  4416. }
  4417. bool TimerQueryD3D11::get()
  4418. {
  4419. if (0 != m_control.available() )
  4420. {
  4421. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4422. Frame& frame = m_frame[m_control.m_read];
  4423. uint64_t timeEnd;
  4424. HRESULT hr = deviceCtx->GetData(frame.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4425. if (S_OK == hr
  4426. || isLost(hr) )
  4427. {
  4428. m_control.consume(1);
  4429. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4430. {
  4431. UINT64 Frequency;
  4432. BOOL Disjoint;
  4433. };
  4434. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4435. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  4436. uint64_t timeBegin;
  4437. deviceCtx->GetData(frame.m_begin, &timeBegin, sizeof(timeBegin), 0);
  4438. m_frequency = disjoint.Frequency;
  4439. m_begin = timeBegin;
  4440. m_end = timeEnd;
  4441. m_elapsed = timeEnd - timeBegin;
  4442. return true;
  4443. }
  4444. }
  4445. return false;
  4446. }
  4447. void OcclusionQueryD3D11::postReset()
  4448. {
  4449. ID3D11Device* device = s_renderD3D11->m_device;
  4450. D3D11_QUERY_DESC desc;
  4451. desc.Query = D3D11_QUERY_OCCLUSION;
  4452. desc.MiscFlags = 0;
  4453. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4454. {
  4455. Query& query = m_query[ii];
  4456. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4457. }
  4458. }
  4459. void OcclusionQueryD3D11::preReset()
  4460. {
  4461. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4462. {
  4463. Query& query = m_query[ii];
  4464. DX_RELEASE(query.m_ptr, 0);
  4465. }
  4466. }
  4467. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4468. {
  4469. while (0 == m_control.reserve(1) )
  4470. {
  4471. resolve(_render, true);
  4472. }
  4473. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4474. Query& query = m_query[m_control.m_current];
  4475. deviceCtx->Begin(query.m_ptr);
  4476. query.m_handle = _handle;
  4477. }
  4478. void OcclusionQueryD3D11::end()
  4479. {
  4480. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4481. Query& query = m_query[m_control.m_current];
  4482. deviceCtx->End(query.m_ptr);
  4483. m_control.commit(1);
  4484. }
  4485. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4486. {
  4487. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4488. while (0 != m_control.available() )
  4489. {
  4490. Query& query = m_query[m_control.m_read];
  4491. uint64_t result = 0;
  4492. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4493. if (S_FALSE == hr)
  4494. {
  4495. break;
  4496. }
  4497. _render->m_occlusion[query.m_handle.idx] = 0 < result;
  4498. m_control.consume(1);
  4499. }
  4500. }
  4501. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4502. {
  4503. if (updateResolution(_render->m_resolution) )
  4504. {
  4505. return;
  4506. }
  4507. if (_render->m_capture)
  4508. {
  4509. renderDocTriggerCapture();
  4510. }
  4511. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4512. BGFX_GPU_PROFILER_BEGIN_DYNAMIC("rendererSubmit");
  4513. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4514. int64_t elapsed = -bx::getHPCounter();
  4515. int64_t captureElapsed = 0;
  4516. if (m_timerQuerySupport)
  4517. {
  4518. m_gpuTimer.begin();
  4519. }
  4520. if (0 < _render->m_iboffset)
  4521. {
  4522. TransientIndexBuffer* ib = _render->m_transientIb;
  4523. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4524. }
  4525. if (0 < _render->m_vboffset)
  4526. {
  4527. TransientVertexBuffer* vb = _render->m_transientVb;
  4528. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4529. }
  4530. _render->sort();
  4531. RenderDraw currentState;
  4532. currentState.clear();
  4533. currentState.m_stateFlags = BGFX_STATE_NONE;
  4534. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4535. _render->m_hmdInitialized = m_ovr.isInitialized();
  4536. const bool hmdEnabled = m_ovr.isEnabled();
  4537. static ViewState viewState;
  4538. viewState.reset(_render, hmdEnabled);
  4539. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4540. bool scissorEnabled = false;
  4541. setDebugWireframe(wireframe);
  4542. uint16_t programIdx = invalidHandle;
  4543. SortKey key;
  4544. uint16_t view = UINT16_MAX;
  4545. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4546. BlitKey blitKey;
  4547. blitKey.decode(_render->m_blitKeys[0]);
  4548. uint16_t numBlitItems = _render->m_numBlitItems;
  4549. uint16_t blitItem = 0;
  4550. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4551. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4552. PrimInfo prim = s_primInfo[primIndex];
  4553. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4554. bool wasCompute = false;
  4555. bool viewHasScissor = false;
  4556. Rect viewScissorRect;
  4557. viewScissorRect.clear();
  4558. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4559. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4560. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4561. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4562. uint32_t statsNumIndices = 0;
  4563. uint32_t statsKeyType[2] = {};
  4564. m_occlusionQuery.resolve(_render);
  4565. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4566. {
  4567. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4568. // if we don't do this we'll only see one frame of output and then nothing
  4569. FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  4570. setFrameBuffer(invalid, true, false);
  4571. bool viewRestart = false;
  4572. uint8_t eye = 0;
  4573. uint8_t restartState = 0;
  4574. viewState.m_rect = _render->m_rect[0];
  4575. int32_t numItems = _render->m_num;
  4576. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4577. {
  4578. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  4579. statsKeyType[isCompute]++;
  4580. const bool viewChanged = 0
  4581. || key.m_view != view
  4582. || item == numItems
  4583. ;
  4584. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  4585. ++item;
  4586. if (viewChanged)
  4587. {
  4588. if (1 == restartState)
  4589. {
  4590. restartState = 2;
  4591. item = restartItem;
  4592. restartItem = numItems;
  4593. view = UINT16_MAX;
  4594. continue;
  4595. }
  4596. view = key.m_view;
  4597. programIdx = invalidHandle;
  4598. if (_render->m_fb[view].idx != fbh.idx)
  4599. {
  4600. fbh = _render->m_fb[view];
  4601. setFrameBuffer(fbh);
  4602. }
  4603. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  4604. viewRestart &= hmdEnabled;
  4605. if (viewRestart)
  4606. {
  4607. if (0 == restartState)
  4608. {
  4609. restartState = 1;
  4610. restartItem = item - 1;
  4611. }
  4612. eye = (restartState - 1) & 1;
  4613. restartState &= 1;
  4614. }
  4615. else
  4616. {
  4617. eye = 0;
  4618. }
  4619. PIX_ENDEVENT();
  4620. if (item > 1)
  4621. {
  4622. BGFX_GPU_PROFILER_END();
  4623. BGFX_PROFILER_END();
  4624. }
  4625. BGFX_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4626. BGFX_GPU_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4627. viewState.m_rect = _render->m_rect[view];
  4628. if (viewRestart)
  4629. {
  4630. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4631. {
  4632. wchar_t* viewNameW = s_viewNameW[view];
  4633. viewNameW[3] = L' ';
  4634. viewNameW[4] = eye ? L'R' : L'L';
  4635. PIX_BEGINEVENT(0 == ( (view*2+eye)&1)
  4636. ? D3DCOLOR_VIEW_L
  4637. : D3DCOLOR_VIEW_R
  4638. , viewNameW
  4639. );
  4640. }
  4641. if (m_ovr.isEnabled() )
  4642. {
  4643. m_ovr.getViewport(eye, &viewState.m_rect);
  4644. }
  4645. else
  4646. {
  4647. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4648. viewState.m_rect.m_width /= 2;
  4649. }
  4650. }
  4651. else
  4652. {
  4653. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4654. {
  4655. wchar_t* viewNameW = s_viewNameW[view];
  4656. viewNameW[3] = L' ';
  4657. viewNameW[4] = L' ';
  4658. PIX_BEGINEVENT(D3DCOLOR_VIEW, viewNameW);
  4659. }
  4660. }
  4661. const Rect& scissorRect = _render->m_scissor[view];
  4662. viewHasScissor = !scissorRect.isZero();
  4663. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4664. D3D11_VIEWPORT vp;
  4665. vp.TopLeftX = viewState.m_rect.m_x;
  4666. vp.TopLeftY = viewState.m_rect.m_y;
  4667. vp.Width = viewState.m_rect.m_width;
  4668. vp.Height = viewState.m_rect.m_height;
  4669. vp.MinDepth = 0.0f;
  4670. vp.MaxDepth = 1.0f;
  4671. deviceCtx->RSSetViewports(1, &vp);
  4672. Clear& clr = _render->m_clear[view];
  4673. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4674. {
  4675. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4676. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4677. }
  4678. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  4679. {
  4680. const BlitItem& blit = _render->m_blitItem[blitItem];
  4681. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  4682. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4683. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4684. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4685. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4686. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4687. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4688. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4689. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4690. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4691. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4692. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4693. if (TextureD3D11::Texture3D == src.m_type)
  4694. {
  4695. D3D11_BOX box;
  4696. box.left = blit.m_srcX;
  4697. box.top = blit.m_srcY;
  4698. box.front = blit.m_srcZ;
  4699. box.right = blit.m_srcX + width;
  4700. box.bottom = blit.m_srcY + height;;
  4701. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4702. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4703. , blit.m_dstMip
  4704. , blit.m_dstX
  4705. , blit.m_dstY
  4706. , blit.m_dstZ
  4707. , src.m_ptr
  4708. , blit.m_srcMip
  4709. , &box
  4710. );
  4711. }
  4712. else
  4713. {
  4714. bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  4715. BX_CHECK(!depthStencil
  4716. || (width == src.m_width && height == src.m_height)
  4717. , "When blitting depthstencil surface, source resolution must match destination."
  4718. );
  4719. D3D11_BOX box;
  4720. box.left = blit.m_srcX;
  4721. box.top = blit.m_srcY;
  4722. box.front = 0;
  4723. box.right = blit.m_srcX + width;
  4724. box.bottom = blit.m_srcY + height;
  4725. box.back = 1;
  4726. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4727. ? blit.m_srcZ
  4728. : 0
  4729. ;
  4730. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4731. ? blit.m_dstZ
  4732. : 0
  4733. ;
  4734. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4735. , dstZ*dst.m_numMips+blit.m_dstMip
  4736. , blit.m_dstX
  4737. , blit.m_dstY
  4738. , 0
  4739. , src.m_ptr
  4740. , srcZ*src.m_numMips+blit.m_srcMip
  4741. , depthStencil ? NULL : &box
  4742. );
  4743. }
  4744. }
  4745. }
  4746. if (isCompute)
  4747. {
  4748. if (!wasCompute)
  4749. {
  4750. wasCompute = true;
  4751. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4752. {
  4753. wchar_t* viewNameW = s_viewNameW[view];
  4754. viewNameW[3] = L'C';
  4755. PIX_ENDEVENT();
  4756. PIX_BEGINEVENT(D3DCOLOR_COMPUTE, viewNameW);
  4757. }
  4758. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4759. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4760. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4761. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4762. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4763. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4764. }
  4765. const RenderCompute& compute = renderItem.compute;
  4766. if (0 != eye
  4767. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4768. {
  4769. continue;
  4770. }
  4771. bool programChanged = false;
  4772. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  4773. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4774. if (key.m_program != programIdx)
  4775. {
  4776. programIdx = key.m_program;
  4777. ProgramD3D11& program = m_program[key.m_program];
  4778. m_currentProgram = &program;
  4779. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4780. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4781. programChanged =
  4782. constantsChanged = true;
  4783. }
  4784. if (invalidHandle != programIdx)
  4785. {
  4786. ProgramD3D11& program = m_program[programIdx];
  4787. if (constantsChanged)
  4788. {
  4789. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4790. if (NULL != vcb)
  4791. {
  4792. commit(*vcb);
  4793. }
  4794. }
  4795. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  4796. if (constantsChanged
  4797. || program.m_numPredefined > 0)
  4798. {
  4799. commitShaderConstants();
  4800. }
  4801. }
  4802. BX_UNUSED(programChanged);
  4803. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4804. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4805. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4806. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4807. {
  4808. const Binding& bind = compute.m_bind[ii];
  4809. if (invalidHandle != bind.m_idx)
  4810. {
  4811. switch (bind.m_type)
  4812. {
  4813. case Binding::Image:
  4814. {
  4815. TextureD3D11& texture = m_textures[bind.m_idx];
  4816. if (Access::Read != bind.m_un.m_compute.m_access)
  4817. {
  4818. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  4819. ? texture.m_uav
  4820. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4821. ;
  4822. }
  4823. else
  4824. {
  4825. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  4826. ? texture.m_srv
  4827. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4828. ;
  4829. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  4830. }
  4831. }
  4832. break;
  4833. case Binding::IndexBuffer:
  4834. case Binding::VertexBuffer:
  4835. {
  4836. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4837. ? m_indexBuffers[bind.m_idx]
  4838. : m_vertexBuffers[bind.m_idx]
  4839. ;
  4840. if (Access::Read != bind.m_un.m_compute.m_access)
  4841. {
  4842. uav[ii] = buffer.m_uav;
  4843. }
  4844. else
  4845. {
  4846. srv[ii] = buffer.m_srv;
  4847. }
  4848. }
  4849. break;
  4850. }
  4851. }
  4852. }
  4853. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  4854. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  4855. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  4856. if (isValid(compute.m_indirectBuffer) )
  4857. {
  4858. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4859. ID3D11Buffer* ptr = vb.m_ptr;
  4860. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4861. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4862. : compute.m_numIndirect
  4863. ;
  4864. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4865. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4866. {
  4867. deviceCtx->DispatchIndirect(ptr, args);
  4868. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4869. }
  4870. }
  4871. else
  4872. {
  4873. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4874. }
  4875. continue;
  4876. }
  4877. bool resetState = viewChanged || wasCompute;
  4878. if (wasCompute)
  4879. {
  4880. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4881. {
  4882. wchar_t* viewNameW = s_viewNameW[view];
  4883. viewNameW[3] = L' ';
  4884. PIX_ENDEVENT();
  4885. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4886. }
  4887. programIdx = invalidHandle;
  4888. m_currentProgram = NULL;
  4889. invalidateCompute();
  4890. }
  4891. const RenderDraw& draw = renderItem.draw;
  4892. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4893. if (isValid(draw.m_occlusionQuery)
  4894. && !hasOcclusionQuery
  4895. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4896. {
  4897. continue;
  4898. }
  4899. const uint64_t newFlags = draw.m_stateFlags;
  4900. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4901. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4902. currentState.m_stateFlags = newFlags;
  4903. const uint64_t newStencil = draw.m_stencil;
  4904. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4905. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4906. currentState.m_stencil = newStencil;
  4907. if (resetState)
  4908. {
  4909. wasCompute = false;
  4910. currentState.clear();
  4911. currentState.m_scissor = !draw.m_scissor;
  4912. changedFlags = BGFX_STATE_MASK;
  4913. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4914. currentState.m_stateFlags = newFlags;
  4915. currentState.m_stencil = newStencil;
  4916. setBlendState(newFlags);
  4917. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4918. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4919. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4920. }
  4921. if (prim.m_type != s_primInfo[primIndex].m_type)
  4922. {
  4923. prim = s_primInfo[primIndex];
  4924. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4925. }
  4926. uint16_t scissor = draw.m_scissor;
  4927. if (currentState.m_scissor != scissor)
  4928. {
  4929. currentState.m_scissor = scissor;
  4930. if (UINT16_MAX == scissor)
  4931. {
  4932. scissorEnabled = viewHasScissor;
  4933. if (viewHasScissor)
  4934. {
  4935. D3D11_RECT rc;
  4936. rc.left = viewScissorRect.m_x;
  4937. rc.top = viewScissorRect.m_y;
  4938. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4939. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4940. deviceCtx->RSSetScissorRects(1, &rc);
  4941. }
  4942. }
  4943. else
  4944. {
  4945. Rect scissorRect;
  4946. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  4947. scissorEnabled = true;
  4948. D3D11_RECT rc;
  4949. rc.left = scissorRect.m_x;
  4950. rc.top = scissorRect.m_y;
  4951. rc.right = scissorRect.m_x + scissorRect.m_width;
  4952. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4953. deviceCtx->RSSetScissorRects(1, &rc);
  4954. }
  4955. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4956. }
  4957. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4958. {
  4959. setDepthStencilState(newFlags, newStencil);
  4960. }
  4961. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4962. {
  4963. setBlendState(newFlags, draw.m_rgba);
  4964. currentState.m_rgba = draw.m_rgba;
  4965. }
  4966. if ( (0
  4967. | BGFX_STATE_CULL_MASK
  4968. | BGFX_STATE_ALPHA_REF_MASK
  4969. | BGFX_STATE_PT_MASK
  4970. | BGFX_STATE_POINT_SIZE_MASK
  4971. | BGFX_STATE_MSAA
  4972. | BGFX_STATE_LINEAA
  4973. | BGFX_STATE_CONSERVATIVE_RASTER
  4974. ) & changedFlags)
  4975. {
  4976. if ( (0
  4977. | BGFX_STATE_CULL_MASK
  4978. | BGFX_STATE_MSAA
  4979. | BGFX_STATE_LINEAA
  4980. | BGFX_STATE_CONSERVATIVE_RASTER
  4981. ) & changedFlags)
  4982. {
  4983. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4984. }
  4985. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4986. {
  4987. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4988. viewState.m_alphaRef = ref/255.0f;
  4989. }
  4990. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4991. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4992. if (prim.m_type != s_primInfo[primIndex].m_type)
  4993. {
  4994. prim = s_primInfo[primIndex];
  4995. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4996. }
  4997. }
  4998. bool programChanged = false;
  4999. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  5000. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  5001. if (key.m_program != programIdx)
  5002. {
  5003. programIdx = key.m_program;
  5004. if (invalidHandle == programIdx)
  5005. {
  5006. m_currentProgram = NULL;
  5007. deviceCtx->VSSetShader(NULL, NULL, 0);
  5008. deviceCtx->PSSetShader(NULL, NULL, 0);
  5009. }
  5010. else
  5011. {
  5012. ProgramD3D11& program = m_program[programIdx];
  5013. m_currentProgram = &program;
  5014. const ShaderD3D11* vsh = program.m_vsh;
  5015. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5016. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5017. const ShaderD3D11* fsh = program.m_fsh;
  5018. if (NULL != m_currentColor
  5019. || fsh->m_hasDepthOp)
  5020. {
  5021. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5022. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5023. }
  5024. else
  5025. {
  5026. deviceCtx->PSSetShader(NULL, NULL, 0);
  5027. }
  5028. }
  5029. programChanged =
  5030. constantsChanged = true;
  5031. }
  5032. if (invalidHandle != programIdx)
  5033. {
  5034. ProgramD3D11& program = m_program[programIdx];
  5035. if (constantsChanged)
  5036. {
  5037. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5038. if (NULL != vcb)
  5039. {
  5040. commit(*vcb);
  5041. }
  5042. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5043. if (NULL != fcb)
  5044. {
  5045. commit(*fcb);
  5046. }
  5047. }
  5048. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  5049. if (constantsChanged
  5050. || program.m_numPredefined > 0)
  5051. {
  5052. commitShaderConstants();
  5053. }
  5054. }
  5055. {
  5056. uint32_t changes = 0;
  5057. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5058. {
  5059. const Binding& bind = draw.m_bind[stage];
  5060. Binding& current = currentState.m_bind[stage];
  5061. if (current.m_idx != bind.m_idx
  5062. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  5063. || programChanged)
  5064. {
  5065. if (invalidHandle != bind.m_idx)
  5066. {
  5067. TextureD3D11& texture = m_textures[bind.m_idx];
  5068. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  5069. }
  5070. else
  5071. {
  5072. m_textureStage.m_srv[stage] = NULL;
  5073. m_textureStage.m_sampler[stage] = NULL;
  5074. }
  5075. ++changes;
  5076. }
  5077. current = bind;
  5078. }
  5079. if (0 < changes)
  5080. {
  5081. commitTextureStage();
  5082. }
  5083. }
  5084. if (programChanged
  5085. || currentState.m_streamMask != draw.m_streamMask
  5086. || currentState.m_stream[0].m_decl.idx != draw.m_stream[0].m_decl.idx
  5087. || currentState.m_stream[0].m_handle.idx != draw.m_stream[0].m_handle.idx
  5088. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  5089. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  5090. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  5091. {
  5092. currentState.m_streamMask = draw.m_streamMask;
  5093. currentState.m_stream[0].m_decl = draw.m_stream[0].m_decl;
  5094. currentState.m_stream[0].m_handle = draw.m_stream[0].m_handle;
  5095. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5096. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5097. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5098. uint16_t handle = draw.m_stream[0].m_handle.idx;
  5099. if (invalidHandle != handle)
  5100. {
  5101. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5102. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  5103. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5104. uint32_t stride = vertexDecl.m_stride;
  5105. uint32_t offset = 0;
  5106. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  5107. if (isValid(draw.m_instanceDataBuffer) )
  5108. {
  5109. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5110. uint32_t instStride = draw.m_instanceDataStride;
  5111. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5112. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  5113. }
  5114. else
  5115. {
  5116. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5117. setInputLayout(vertexDecl, m_program[programIdx], 0);
  5118. }
  5119. }
  5120. else
  5121. {
  5122. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5123. }
  5124. }
  5125. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5126. {
  5127. currentState.m_indexBuffer = draw.m_indexBuffer;
  5128. uint16_t handle = draw.m_indexBuffer.idx;
  5129. if (invalidHandle != handle)
  5130. {
  5131. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5132. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5133. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5134. , 0
  5135. );
  5136. }
  5137. else
  5138. {
  5139. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5140. }
  5141. }
  5142. if (0 != currentState.m_streamMask)
  5143. {
  5144. uint32_t numVertices = draw.m_numVertices;
  5145. if (UINT32_MAX == numVertices)
  5146. {
  5147. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_stream[0].m_handle.idx];
  5148. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  5149. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5150. numVertices = vb.m_size/vertexDecl.m_stride;
  5151. }
  5152. uint32_t numIndices = 0;
  5153. uint32_t numPrimsSubmitted = 0;
  5154. uint32_t numInstances = 0;
  5155. uint32_t numPrimsRendered = 0;
  5156. uint32_t numDrawIndirect = 0;
  5157. if (hasOcclusionQuery)
  5158. {
  5159. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5160. }
  5161. if (isValid(draw.m_indirectBuffer) )
  5162. {
  5163. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5164. ID3D11Buffer* ptr = vb.m_ptr;
  5165. if (isValid(draw.m_indexBuffer) )
  5166. {
  5167. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5168. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5169. : draw.m_numIndirect
  5170. ;
  5171. multiDrawIndexedInstancedIndirect(numDrawIndirect
  5172. , ptr
  5173. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5174. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5175. );
  5176. }
  5177. else
  5178. {
  5179. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5180. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5181. : draw.m_numIndirect
  5182. ;
  5183. multiDrawInstancedIndirect(numDrawIndirect
  5184. , ptr
  5185. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5186. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5187. );
  5188. }
  5189. }
  5190. else
  5191. {
  5192. if (isValid(draw.m_indexBuffer) )
  5193. {
  5194. if (UINT32_MAX == draw.m_numIndices)
  5195. {
  5196. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5197. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5198. numIndices = ib.m_size/indexSize;
  5199. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5200. numInstances = draw.m_numInstances;
  5201. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5202. if (numInstances > 1)
  5203. {
  5204. deviceCtx->DrawIndexedInstanced(numIndices
  5205. , draw.m_numInstances
  5206. , 0
  5207. , draw.m_stream[0].m_startVertex
  5208. , 0
  5209. );
  5210. }
  5211. else
  5212. {
  5213. deviceCtx->DrawIndexed(numIndices
  5214. , 0
  5215. , draw.m_stream[0].m_startVertex
  5216. );
  5217. }
  5218. }
  5219. else if (prim.m_min <= draw.m_numIndices)
  5220. {
  5221. numIndices = draw.m_numIndices;
  5222. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5223. numInstances = draw.m_numInstances;
  5224. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5225. if (numInstances > 1)
  5226. {
  5227. deviceCtx->DrawIndexedInstanced(numIndices
  5228. , draw.m_numInstances
  5229. , draw.m_startIndex
  5230. , draw.m_stream[0].m_startVertex
  5231. , 0
  5232. );
  5233. }
  5234. else
  5235. {
  5236. deviceCtx->DrawIndexed(numIndices
  5237. , draw.m_startIndex
  5238. , draw.m_stream[0].m_startVertex
  5239. );
  5240. }
  5241. }
  5242. }
  5243. else
  5244. {
  5245. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5246. numInstances = draw.m_numInstances;
  5247. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5248. if (numInstances > 1)
  5249. {
  5250. deviceCtx->DrawInstanced(numVertices
  5251. , draw.m_numInstances
  5252. , draw.m_stream[0].m_startVertex
  5253. , 0
  5254. );
  5255. }
  5256. else
  5257. {
  5258. deviceCtx->Draw(numVertices
  5259. , draw.m_stream[0].m_startVertex
  5260. );
  5261. }
  5262. }
  5263. if (hasOcclusionQuery)
  5264. {
  5265. m_occlusionQuery.end();
  5266. }
  5267. }
  5268. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5269. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5270. statsNumInstances[primIndex] += numInstances;
  5271. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5272. statsNumIndices += numIndices;
  5273. }
  5274. }
  5275. if (wasCompute)
  5276. {
  5277. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5278. {
  5279. wchar_t* viewNameW = s_viewNameW[view];
  5280. viewNameW[3] = L'C';
  5281. PIX_ENDEVENT();
  5282. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5283. }
  5284. invalidateCompute();
  5285. }
  5286. if (0 < _render->m_num)
  5287. {
  5288. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5289. {
  5290. deviceCtx->Flush();
  5291. }
  5292. captureElapsed = -bx::getHPCounter();
  5293. capture();
  5294. captureElapsed += bx::getHPCounter();
  5295. BGFX_GPU_PROFILER_END();
  5296. BGFX_PROFILER_END();
  5297. }
  5298. }
  5299. PIX_ENDEVENT();
  5300. BGFX_GPU_PROFILER_END();
  5301. int64_t now = bx::getHPCounter();
  5302. elapsed += now;
  5303. static int64_t last = now;
  5304. Stats& perfStats = _render->m_perfStats;
  5305. perfStats.cpuTimeBegin = last;
  5306. int64_t frameTime = now - last;
  5307. last = now;
  5308. static int64_t min = frameTime;
  5309. static int64_t max = frameTime;
  5310. min = min > frameTime ? frameTime : min;
  5311. max = max < frameTime ? frameTime : max;
  5312. static uint32_t maxGpuLatency = 0;
  5313. static double maxGpuElapsed = 0.0f;
  5314. double elapsedGpuMs = 0.0;
  5315. if (m_timerQuerySupport)
  5316. {
  5317. m_gpuTimer.end();
  5318. do
  5319. {
  5320. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5321. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  5322. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5323. }
  5324. while (m_gpuTimer.get() );
  5325. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5326. }
  5327. const int64_t timerFreq = bx::getHPFrequency();
  5328. perfStats.cpuTimeEnd = now;
  5329. perfStats.cpuTimerFreq = timerFreq;
  5330. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  5331. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  5332. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5333. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5334. {
  5335. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  5336. TextVideoMem& tvm = m_textVideoMem;
  5337. static int64_t next = now;
  5338. if (now >= next)
  5339. {
  5340. next = now + timerFreq;
  5341. double freq = double(bx::getHPFrequency() );
  5342. double toMs = 1000.0/freq;
  5343. tvm.clear();
  5344. uint16_t pos = 0;
  5345. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5346. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5347. , getRendererName()
  5348. , m_deviceInterfaceVersion
  5349. , (m_featureLevel >> 12) & 0xf
  5350. , (m_featureLevel >> 8) & 0xf
  5351. );
  5352. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5353. char description[BX_COUNTOF(desc.Description)];
  5354. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5355. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5356. char dedicatedVideo[16];
  5357. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5358. char dedicatedSystem[16];
  5359. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5360. char sharedSystem[16];
  5361. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5362. char processMemoryUsed[16];
  5363. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5364. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5365. , dedicatedVideo
  5366. , dedicatedSystem
  5367. , sharedSystem
  5368. , processMemoryUsed
  5369. );
  5370. pos = 10;
  5371. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5372. , double(frameTime)*toMs
  5373. , double(min)*toMs
  5374. , double(max)*toMs
  5375. , freq/frameTime
  5376. );
  5377. char hmd[16];
  5378. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5379. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5380. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5381. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5382. , 0 != msaa ? '\xfe' : ' '
  5383. , 1<<msaa
  5384. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  5385. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5386. );
  5387. double elapsedCpuMs = double(elapsed)*toMs;
  5388. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5389. , _render->m_num
  5390. , statsKeyType[0]
  5391. , statsKeyType[1]
  5392. , elapsedCpuMs
  5393. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5394. , maxGpuElapsed
  5395. , maxGpuLatency
  5396. );
  5397. maxGpuLatency = 0;
  5398. maxGpuElapsed = 0.0;
  5399. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5400. {
  5401. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5402. , s_primName[ii]
  5403. , statsNumPrimsRendered[ii]
  5404. , statsNumInstances[ii]
  5405. , statsNumPrimsSubmitted[ii]
  5406. , statsNumDrawIndirect[ii]
  5407. );
  5408. }
  5409. if (NULL != m_renderdocdll)
  5410. {
  5411. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5412. }
  5413. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5414. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5415. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5416. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5417. pos++;
  5418. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5419. pos++;
  5420. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5421. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  5422. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  5423. , m_blendStateCache.getCount()
  5424. , m_depthStencilStateCache.getCount()
  5425. , m_inputLayoutCache.getCount()
  5426. , m_rasterizerStateCache.getCount()
  5427. , m_samplerStateCache.getCount()
  5428. );
  5429. pos++;
  5430. double captureMs = double(captureElapsed)*toMs;
  5431. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5432. uint8_t attr[2] = { 0x89, 0x8a };
  5433. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5434. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5435. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5436. min = frameTime;
  5437. max = frameTime;
  5438. }
  5439. blit(this, _textVideoMemBlitter, tvm);
  5440. PIX_ENDEVENT();
  5441. }
  5442. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5443. {
  5444. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5445. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5446. PIX_ENDEVENT();
  5447. }
  5448. }
  5449. } /* namespace d3d11 */ } // namespace bgfx
  5450. #undef BGFX_GPU_PROFILER_BIND
  5451. #undef BGFX_GPU_PROFILER_UNBIND
  5452. #undef BGFX_GPU_PROFILER_BEGIN
  5453. #undef BGFX_GPU_PROFILER_BEGIN_DYNAMIC
  5454. #undef BGFX_GPU_PROFILER_END
  5455. #else
  5456. namespace bgfx { namespace d3d11
  5457. {
  5458. RendererContextI* rendererCreate()
  5459. {
  5460. return NULL;
  5461. }
  5462. void rendererDestroy()
  5463. {
  5464. }
  5465. } /* namespace d3d11 */ } // namespace bgfx
  5466. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11