renderer_d3d12.cpp 240 KB

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  1. /*
  2. * Copyright 2011-2022 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS && !BX_PLATFORM_LINUX
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. inline void setViewType(ViewId _view, const bx::StringView _str)
  22. {
  23. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION || BGFX_CONFIG_PROFILER) )
  24. {
  25. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), _str.getLength() );
  26. }
  27. }
  28. struct PrimInfo
  29. {
  30. D3D_PRIMITIVE_TOPOLOGY m_topology;
  31. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  32. uint32_t m_min;
  33. uint32_t m_div;
  34. uint32_t m_sub;
  35. };
  36. static const PrimInfo s_primInfo[] =
  37. {
  38. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  39. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  40. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  41. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  42. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  43. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  44. };
  45. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  46. static const uint32_t s_checkMsaa[] =
  47. {
  48. 0,
  49. 2,
  50. 4,
  51. 8,
  52. 16,
  53. };
  54. static DXGI_SAMPLE_DESC s_msaa[] =
  55. {
  56. { 1, 0 },
  57. { 2, 0 },
  58. { 4, 0 },
  59. { 8, 0 },
  60. { 16, 0 },
  61. };
  62. static const D3D12_BLEND s_blendFactor[][2] =
  63. {
  64. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  65. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  66. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  67. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  68. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  69. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  70. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  71. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  72. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  73. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  74. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  75. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  76. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  77. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  78. };
  79. static const D3D12_BLEND_OP s_blendEquation[] =
  80. {
  81. D3D12_BLEND_OP_ADD,
  82. D3D12_BLEND_OP_SUBTRACT,
  83. D3D12_BLEND_OP_REV_SUBTRACT,
  84. D3D12_BLEND_OP_MIN,
  85. D3D12_BLEND_OP_MAX,
  86. };
  87. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  88. {
  89. D3D12_COMPARISON_FUNC(0), // ignored
  90. D3D12_COMPARISON_FUNC_LESS,
  91. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  92. D3D12_COMPARISON_FUNC_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  94. D3D12_COMPARISON_FUNC_GREATER,
  95. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  96. D3D12_COMPARISON_FUNC_NEVER,
  97. D3D12_COMPARISON_FUNC_ALWAYS,
  98. };
  99. static const D3D12_STENCIL_OP s_stencilOp[] =
  100. {
  101. D3D12_STENCIL_OP_ZERO,
  102. D3D12_STENCIL_OP_KEEP,
  103. D3D12_STENCIL_OP_REPLACE,
  104. D3D12_STENCIL_OP_INCR,
  105. D3D12_STENCIL_OP_INCR_SAT,
  106. D3D12_STENCIL_OP_DECR,
  107. D3D12_STENCIL_OP_DECR_SAT,
  108. D3D12_STENCIL_OP_INVERT,
  109. };
  110. static const D3D12_CULL_MODE s_cullMode[] =
  111. {
  112. D3D12_CULL_MODE_NONE,
  113. D3D12_CULL_MODE_FRONT,
  114. D3D12_CULL_MODE_BACK,
  115. };
  116. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  117. {
  118. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  119. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  120. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  121. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  122. };
  123. /*
  124. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  125. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  126. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  127. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  129. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  130. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  131. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  132. * D3D11_FILTER_ANISOTROPIC = 0x55,
  133. *
  134. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  135. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  136. *
  137. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  138. * 0x10 // MIN_LINEAR
  139. * 0x04 // MAG_LINEAR
  140. * 0x01 // MIP_LINEAR
  141. */
  142. static const uint8_t s_textureFilter[3][3] =
  143. {
  144. {
  145. 0x10, // min linear
  146. 0x00, // min point
  147. 0x55, // anisotropic
  148. },
  149. {
  150. 0x04, // mag linear
  151. 0x00, // mag point
  152. 0x55, // anisotropic
  153. },
  154. {
  155. 0x01, // mip linear
  156. 0x00, // mip point
  157. 0x55, // anisotropic
  158. },
  159. };
  160. struct TextureFormatInfo
  161. {
  162. DXGI_FORMAT m_fmt;
  163. DXGI_FORMAT m_fmtSrv;
  164. DXGI_FORMAT m_fmtDsv;
  165. DXGI_FORMAT m_fmtSrgb;
  166. uint32_t m_mapping;
  167. };
  168. static const TextureFormatInfo s_textureFormat[] =
  169. {
  170. #define $0 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0
  171. #define $1 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1
  172. #define $R D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0
  173. #define $G D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1
  174. #define $B D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2
  175. #define $A D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3
  176. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC1
  177. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC2
  178. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC3
  179. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC4
  180. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC5
  181. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC6H
  182. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC7
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC1
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC2
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC2A
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC2A1
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC12
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC14
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC12A
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC14A
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC22
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC24
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ATC
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ATCE
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ATCI
  196. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC4x4
  197. { DXGI_FORMAT_ASTC_5X4_UNORM, DXGI_FORMAT_ASTC_5X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X4_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC5x4
  198. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC5x5
  199. { DXGI_FORMAT_ASTC_6X5_UNORM, DXGI_FORMAT_ASTC_6X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC6x5
  200. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC6x6
  201. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC8x5
  202. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC8x6
  203. { DXGI_FORMAT_ASTC_8X8_UNORM, DXGI_FORMAT_ASTC_8X8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC8x8
  204. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x5
  205. { DXGI_FORMAT_ASTC_10X6_UNORM, DXGI_FORMAT_ASTC_10X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X6_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x6
  206. { DXGI_FORMAT_ASTC_10X8_UNORM, DXGI_FORMAT_ASTC_10X8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x8
  207. { DXGI_FORMAT_ASTC_10X10_UNORM, DXGI_FORMAT_ASTC_10X10_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X10_UNORM_SRGB,D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x10
  208. { DXGI_FORMAT_ASTC_12X10_UNORM, DXGI_FORMAT_ASTC_12X10_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_12X10_UNORM_SRGB,D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC12x10
  209. { DXGI_FORMAT_ASTC_12X12_UNORM, DXGI_FORMAT_ASTC_12X12_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_12X12_UNORM_SRGB,D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC12x12
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // Unknown
  211. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R1
  212. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // A8
  213. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8
  214. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8I
  215. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8U
  216. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8S
  217. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16
  218. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16I
  219. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16U
  220. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16F
  221. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16S
  222. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R32I
  223. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R32U
  224. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R32F
  225. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8
  226. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8I
  227. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8U
  228. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8S
  229. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16
  230. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16I
  231. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16U
  232. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16F
  233. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16S
  234. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG32I
  235. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG32U
  236. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG32F
  237. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8
  238. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8I
  239. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8U
  240. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8S
  241. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB9E5F
  242. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BGRA8
  243. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8
  244. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8I
  245. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8U
  246. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8S
  247. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16
  248. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16I
  249. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16U
  250. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16F
  251. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16S
  252. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA32I
  253. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA32U
  254. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA32F
  255. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // B5G6R5
  256. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING($B, $G, $R, $1) }, // R5G6B5
  257. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BGRA4
  258. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING($B, $G, $R, $A) }, // RGBA4
  259. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BGR5A1
  260. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING($B, $G, $R, $A) }, // RGB5A1
  261. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB10A2
  262. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG11B10F
  263. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // UnknownDepth
  264. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D16
  265. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D24
  266. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D24S8
  267. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D32
  268. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D16F
  269. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D24F
  270. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D32F
  271. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D0S8
  272. #undef $0
  273. #undef $1
  274. #undef $R
  275. #undef $G
  276. #undef $B
  277. #undef $A
  278. };
  279. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  280. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  281. {
  282. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  283. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  284. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  285. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  286. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  287. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  288. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  289. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  290. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  291. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  292. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  293. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  294. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  295. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  296. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  297. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  298. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  299. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  300. };
  301. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  302. static const DXGI_FORMAT s_attribType[][4][2] =
  303. {
  304. { // Uint8
  305. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  306. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  307. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  308. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  309. },
  310. { // Uint10
  311. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  312. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  313. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  314. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  315. },
  316. { // Int16
  317. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  318. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  319. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  320. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  321. },
  322. { // Half
  323. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  324. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  325. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  326. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  327. },
  328. { // Float
  329. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  330. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  331. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  332. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  333. },
  334. };
  335. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  336. static D3D12_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  337. {
  338. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  339. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  340. {
  341. if (UINT16_MAX != _layout.m_attributes[attr])
  342. {
  343. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  344. elem->InputSlot = _stream;
  345. if (0 == _layout.m_attributes[attr])
  346. {
  347. elem->AlignedByteOffset = 0;
  348. }
  349. else
  350. {
  351. uint8_t num;
  352. AttribType::Enum type;
  353. bool normalized;
  354. bool asInt;
  355. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  356. elem->Format = s_attribType[type][num-1][normalized];
  357. elem->AlignedByteOffset = _layout.m_offset[attr];
  358. }
  359. ++elem;
  360. }
  361. }
  362. return elem;
  363. }
  364. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  365. {
  366. D3D12_RESOURCE_BARRIER barrier;
  367. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  368. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  369. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  370. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  371. barrier.Transition.StateBefore = _stateBefore;
  372. barrier.Transition.StateAfter = _stateAfter;
  373. _commandList->ResourceBarrier(1, &barrier);
  374. }
  375. BX_PRAGMA_DIAGNOSTIC_PUSH();
  376. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  377. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  378. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  379. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  380. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  381. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  382. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  383. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  384. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  385. static const GUID IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
  386. static const GUID IID_ID3D12Device2 = { 0x30baa41e, 0xb15b, 0x475c, { 0xa0, 0xbb, 0x1a, 0xf5, 0xc5, 0xb6, 0x43, 0x28 } };
  387. static const GUID IID_ID3D12Device3 = { 0x81dadc15, 0x2bad, 0x4392, { 0x93, 0xc5, 0x10, 0x13, 0x45, 0xc4, 0xaa, 0x98 } };
  388. static const GUID IID_ID3D12Device4 = { 0xe865df17, 0xa9ee, 0x46f9, { 0xa4, 0x63, 0x30, 0x98, 0x31, 0x5a, 0xa2, 0xe5 } };
  389. static const GUID IID_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } };
  390. static const GUID IID_ID3D12Device6 = { 0xc70b221b, 0x40e4, 0x4a17, { 0x89, 0xaf, 0x02, 0x5a, 0x07, 0x27, 0xa6, 0xdc } };
  391. static const GUID IID_ID3D12Device7 = { 0x5c014b53, 0x68a1, 0x4b9b, { 0x8b, 0xd1, 0xdd, 0x60, 0x46, 0xb9, 0x35, 0x8b } };
  392. static const GUID IID_ID3D12Device8 = { 0x9218e6bb, 0xf944, 0x4f7e, { 0xa7, 0x5c, 0xb1, 0xb2, 0xc7, 0xb7, 0x01, 0xf3 } };
  393. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  394. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  395. static const GUID IID_ID3D12GraphicsCommandList1 = { 0x553103fb, 0x1fe7, 0x4557, { 0xbb, 0x38, 0x94, 0x6d, 0x7d, 0x0e, 0x7c, 0xa7 } };
  396. static const GUID IID_ID3D12GraphicsCommandList2 = { 0x38c3e585, 0xff17, 0x412c, { 0x91, 0x50, 0x4f, 0xc6, 0xf9, 0xd7, 0x2a, 0x28 } };
  397. static const GUID IID_ID3D12GraphicsCommandList3 = { 0x6fda83a7, 0xb84c, 0x4e38, { 0x9a, 0xc8, 0xc7, 0xbd, 0x22, 0x01, 0x6b, 0x3d } };
  398. static const GUID IID_ID3D12GraphicsCommandList4 = { 0x8754318e, 0xd3a9, 0x4541, { 0x98, 0xcf, 0x64, 0x5b, 0x50, 0xdc, 0x48, 0x74 } };
  399. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  400. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  401. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  402. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  403. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  404. BX_PRAGMA_DIAGNOSTIC_POP();
  405. static const GUID s_d3dDeviceIIDs[] =
  406. {
  407. IID_ID3D12Device8,
  408. IID_ID3D12Device7,
  409. IID_ID3D12Device6,
  410. IID_ID3D12Device5,
  411. IID_ID3D12Device4,
  412. IID_ID3D12Device3,
  413. IID_ID3D12Device2,
  414. IID_ID3D12Device1,
  415. };
  416. struct HeapProperty
  417. {
  418. enum Enum
  419. {
  420. Default,
  421. Texture,
  422. Upload,
  423. ReadBack,
  424. Count
  425. };
  426. D3D12_HEAP_PROPERTIES m_properties;
  427. D3D12_RESOURCE_STATES m_state;
  428. };
  429. static HeapProperty s_heapProperties[] =
  430. {
  431. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  432. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  433. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  434. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  435. };
  436. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  437. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, uint32_t nodeMask, D3D12_HEAP_TYPE heapType)
  438. {
  439. #if BX_COMPILER_MSVC
  440. return device->GetCustomHeapProperties(nodeMask, heapType);
  441. #else
  442. D3D12_HEAP_PROPERTIES ret;
  443. device->GetCustomHeapProperties(&ret, nodeMask, heapType);
  444. return ret;
  445. #endif // BX_COMPILER_MSVC
  446. }
  447. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  448. {
  449. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  450. {
  451. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  452. }
  453. }
  454. static void initHeapProperties(ID3D12Device* _device)
  455. {
  456. #if BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS
  457. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  458. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  459. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  460. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  461. #else
  462. BX_UNUSED(_device);
  463. #endif // BX_PLATFORM_WINDOWS
  464. }
  465. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  466. {
  467. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  468. ID3D12Resource* resource;
  469. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  470. , D3D12_HEAP_FLAG_NONE
  471. , _resourceDesc
  472. , heapProperty.m_state
  473. , _clearValue
  474. , IID_ID3D12Resource
  475. , (void**)&resource
  476. ) );
  477. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  478. , _resourceDesc->Width
  479. );
  480. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  481. && _memSet)
  482. {
  483. void* ptr;
  484. DX_CHECK(resource->Map(0, NULL, &ptr) );
  485. D3D12_RESOURCE_ALLOCATION_INFO rai;
  486. #if BX_COMPILER_MSVC
  487. rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  488. #else
  489. _device->GetResourceAllocationInfo(&rai, 1, 1, _resourceDesc);
  490. #endif // BX_COMPILER_MSVC
  491. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  492. resource->Unmap(0, NULL);
  493. }
  494. return resource;
  495. }
  496. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  497. {
  498. D3D12_RESOURCE_DESC resourceDesc = {};
  499. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  500. resourceDesc.Alignment = 0;
  501. resourceDesc.Width = _size;
  502. resourceDesc.Height = 1;
  503. resourceDesc.DepthOrArraySize = 1;
  504. resourceDesc.MipLevels = 1;
  505. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  506. resourceDesc.SampleDesc.Count = 1;
  507. resourceDesc.SampleDesc.Quality = 0;
  508. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  509. resourceDesc.Flags = _flags;
  510. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  511. }
  512. inline bool isLost(HRESULT _hr)
  513. {
  514. return false
  515. || _hr == DXGI_ERROR_DEVICE_REMOVED
  516. || _hr == DXGI_ERROR_DEVICE_HUNG
  517. || _hr == DXGI_ERROR_DEVICE_RESET
  518. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  519. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  520. ;
  521. }
  522. static const char* getLostReason(HRESULT _hr)
  523. {
  524. switch (_hr)
  525. {
  526. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  527. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  528. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  529. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  530. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  531. // The calling application should re-create the device and continue.
  532. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  533. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  534. // suspect, and the application should not continue.
  535. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  536. // A resource is not available at the time of the call, but may become available later.
  537. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  538. case S_OK: return "S_OK";
  539. default: break;
  540. }
  541. return "Unknown HRESULT?";
  542. }
  543. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  544. {
  545. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  546. {
  547. char temp[2048];
  548. va_list argList;
  549. va_start(argList, _format);
  550. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  551. va_end(argList);
  552. temp[size] = '\0';
  553. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  554. mbstowcs(wtemp, temp, size+1);
  555. _object->SetName(wtemp);
  556. }
  557. }
  558. #if USE_D3D12_DYNAMIC_LIB
  559. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  560. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  561. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  562. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  563. # if !BX_PLATFORM_LINUX
  564. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  565. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  566. # endif // !BX_PLATFORM_LINUX
  567. #endif // USE_D3D12_DYNAMIC_LIB
  568. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  569. {
  570. #if BX_COMPILER_MSVC
  571. return _heap->GetCPUDescriptorHandleForHeapStart();
  572. #else
  573. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  574. _heap->GetCPUDescriptorHandleForHeapStart(&handle);
  575. return handle;
  576. #endif // BX_COMPILER_MSVC
  577. }
  578. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  579. {
  580. #if BX_COMPILER_MSVC
  581. return _heap->GetGPUDescriptorHandleForHeapStart();
  582. #else
  583. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  584. _heap->GetGPUDescriptorHandleForHeapStart(&handle);
  585. return handle;
  586. #endif // BX_COMPILER_MSVC
  587. }
  588. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  589. {
  590. #if BX_COMPILER_MSVC
  591. return _resource->GetDesc();
  592. #else
  593. D3D12_RESOURCE_DESC desc;
  594. _resource->GetDesc(&desc);
  595. return desc;
  596. #endif // BX_COMPILER_MSVC
  597. }
  598. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  599. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  600. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  601. {
  602. return &s_pixEventsThreadInfo;
  603. }
  604. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  605. {
  606. BX_UNUSED(_getEarliestTime);
  607. return 0;
  608. }
  609. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  610. struct RendererContextD3D12 : public RendererContextI
  611. {
  612. RendererContextD3D12()
  613. : m_d3d12Dll(NULL)
  614. , m_renderDocDll(NULL)
  615. , m_winPixEvent(NULL)
  616. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  617. , m_swapChain(NULL)
  618. , m_wireframe(false)
  619. , m_lost(false)
  620. , m_maxAnisotropy(1)
  621. , m_depthClamp(false)
  622. , m_backBufferColorIdx(0)
  623. , m_rtMsaa(false)
  624. , m_directAccessSupport(false)
  625. {
  626. }
  627. ~RendererContextD3D12()
  628. {
  629. }
  630. bool init(const Init& _init)
  631. {
  632. struct ErrorState
  633. {
  634. enum Enum
  635. {
  636. Default,
  637. LoadedKernel32,
  638. LoadedD3D12,
  639. LoadedDXGI,
  640. CreatedDXGIFactory,
  641. CreatedCommandQueue,
  642. };
  643. };
  644. ErrorState::Enum errorState = ErrorState::Default;
  645. // LUID luid;
  646. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  647. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  648. if (NULL != m_winPixEvent)
  649. {
  650. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  651. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  652. }
  653. if (NULL == bgfx_PIXGetThreadInfo
  654. || NULL == bgfx_PIXEventsReplaceBlock)
  655. {
  656. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  657. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  658. }
  659. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  660. if (_init.debug
  661. || _init.profile)
  662. {
  663. m_renderDocDll = loadRenderDoc();
  664. }
  665. setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
  666. m_fbh.idx = kInvalidHandle;
  667. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  668. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  669. #if USE_D3D12_DYNAMIC_LIB
  670. # if !BX_PLATFORM_LINUX
  671. m_kernel32Dll = bx::dlopen("kernel32.dll");
  672. if (NULL == m_kernel32Dll)
  673. {
  674. BX_TRACE("Init error: Failed to load kernel32.dll.");
  675. goto error;
  676. }
  677. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
  678. if (NULL == CreateEventExA)
  679. {
  680. BX_TRACE("Init error: Function CreateEventExA not found.");
  681. goto error;
  682. }
  683. errorState = ErrorState::LoadedKernel32;
  684. # endif // !BX_PLATFORM_LINUX
  685. m_nvapi.init();
  686. {
  687. const char* d3d12DllName =
  688. #if BX_PLATFORM_LINUX
  689. "libd3d12.so"
  690. #else
  691. "d3d12.dll"
  692. #endif // BX_PLATFORM_LINUX
  693. ;
  694. m_d3d12Dll = bx::dlopen(d3d12DllName);
  695. if (NULL == m_d3d12Dll)
  696. {
  697. BX_TRACE("Init error: Failed to load %s.", d3d12DllName);
  698. goto error;
  699. }
  700. }
  701. errorState = ErrorState::LoadedD3D12;
  702. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
  703. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  704. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12Dll, "D3D12CreateDevice");
  705. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  706. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12Dll, "D3D12GetDebugInterface");
  707. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  708. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12Dll, "D3D12SerializeRootSignature");
  709. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  710. if (NULL == D3D12CreateDevice
  711. || NULL == D3D12GetDebugInterface
  712. || NULL == D3D12SerializeRootSignature)
  713. {
  714. BX_TRACE("Init error: Function not found.");
  715. goto error;
  716. }
  717. #endif // USE_D3D12_DYNAMIC_LIB
  718. #if !BX_PLATFORM_LINUX
  719. if (!m_dxgi.init(g_caps) )
  720. {
  721. goto error;
  722. }
  723. errorState = ErrorState::LoadedDXGI;
  724. #endif // !BX_PLATFORM_LINUX
  725. HRESULT hr;
  726. {
  727. #if BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  728. if (_init.debug
  729. || _init.profile)
  730. {
  731. ID3D12Debug* debug0;
  732. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  733. if (SUCCEEDED(hr) )
  734. {
  735. if (_init.debug)
  736. {
  737. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  738. debug0->EnableDebugLayer();
  739. {
  740. ID3D12Debug1* debug1;
  741. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  742. if (SUCCEEDED(hr))
  743. {
  744. // debug1->SetEnableGPUBasedValidation(true);
  745. // https://discordapp.com/channels/590611987420020747/593519198995742733/703642988345032804
  746. // D3D12 Bug Number: 26131261
  747. // There is a bug in the D3D12 validation that causes example-21 to fail when using UAV
  748. // Setting this function below to false avoids the bug
  749. debug1->SetEnableSynchronizedCommandQueueValidation(false);
  750. }
  751. DX_RELEASE(debug1, 1);
  752. }
  753. #endif // BX_PLATFORM_WINDOWS
  754. }
  755. DX_RELEASE(debug0, 0);
  756. }
  757. }
  758. D3D_FEATURE_LEVEL featureLevel[] =
  759. {
  760. D3D_FEATURE_LEVEL_12_2,
  761. D3D_FEATURE_LEVEL_12_1,
  762. D3D_FEATURE_LEVEL_12_0,
  763. D3D_FEATURE_LEVEL_11_1,
  764. D3D_FEATURE_LEVEL_11_0,
  765. };
  766. hr = E_FAIL;
  767. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  768. {
  769. hr = D3D12CreateDevice(
  770. #if BX_PLATFORM_LINUX
  771. NULL
  772. #else
  773. m_dxgi.m_adapter
  774. #endif // BX_PLATFORM_LINUX
  775. , featureLevel[ii]
  776. , IID_ID3D12Device
  777. , (void**)&m_device
  778. );
  779. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  780. , (featureLevel[ii] >> 12) & 0xf
  781. , (featureLevel[ii] >> 8) & 0xf
  782. );
  783. m_featureLevel = featureLevel[ii];
  784. }
  785. #else
  786. // Reference(s):
  787. // - https://github.com/Microsoft/Xbox-ATG-Samples/blob/1271bfd61b4883c775f395b6f13aeabea70290ca/XDKSamples/Graphics/AdvancedESRAM12/DeviceResources.cpp#L64
  788. D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
  789. params.Version = D3D12_SDK_VERSION;
  790. params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAGS(0
  791. | (_init.debug ? D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG : 0)
  792. | (_init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0)
  793. );
  794. params.GraphicsCommandQueueRingSizeBytes = UINT32_MAX;
  795. params.GraphicsScratchMemorySizeBytes = UINT32_MAX;
  796. params.ComputeScratchMemorySizeBytes = UINT32_MAX;
  797. params.DisableGeometryShaderAllocations = true;
  798. params.DisableTessellationShaderAllocations = true;
  799. hr = D3D12XboxCreateDevice(
  800. m_dxgi.m_adapter
  801. , &params
  802. , IID_ID3D12Device
  803. , (void**)&m_device
  804. );
  805. m_featureLevel = D3D_FEATURE_LEVEL_12_1;
  806. if (SUCCEEDED(hr) )
  807. {
  808. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  809. m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
  810. }
  811. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  812. }
  813. if (FAILED(hr) )
  814. {
  815. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  816. goto error;
  817. }
  818. #if !BX_PLATFORM_LINUX
  819. m_dxgi.update(m_device);
  820. #endif // !BX_PLATFORM_LINUX
  821. {
  822. m_deviceInterfaceVersion = 0;
  823. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  824. {
  825. ID3D12Device* device;
  826. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  827. if (SUCCEEDED(hr) )
  828. {
  829. device->Release(); // BK - ignore ref count.
  830. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs) - ii;
  831. break;
  832. }
  833. }
  834. }
  835. #if !BX_PLATFORM_LINUX
  836. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  837. {
  838. m_nvapi.shutdown();
  839. }
  840. #endif // !BX_PLATFORM_LINUX
  841. {
  842. uint32_t numNodes = m_device->GetNodeCount();
  843. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  844. for (uint32_t ii = 0; ii < numNodes; ++ii)
  845. {
  846. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  847. architecture.NodeIndex = ii;
  848. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  849. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  850. , ii
  851. , architecture.TileBasedRenderer
  852. , architecture.UMA
  853. , architecture.CacheCoherentUMA
  854. );
  855. if (0 == ii)
  856. {
  857. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  858. }
  859. }
  860. }
  861. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  862. BX_TRACE("D3D12 options:");
  863. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  864. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  865. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  866. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  867. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  868. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  869. for (D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1)));)
  870. {
  871. BX_TRACE("D3D12 options 1:");
  872. BX_TRACE("\tWaveOps %d", options1.WaveOps);
  873. BX_TRACE("\tWaveLaneCountMin %d", options1.WaveLaneCountMin);
  874. BX_TRACE("\tWaveLaneCountMax %d", options1.WaveLaneCountMax);
  875. BX_TRACE("\tTotalLaneCount %d", options1.TotalLaneCount);
  876. BX_TRACE("\tExpandedComputeResourceStates %d", options1.ExpandedComputeResourceStates);
  877. BX_TRACE("\tInt64ShaderOps %d", options1.Int64ShaderOps);
  878. break;
  879. }
  880. for (D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2, &options2, sizeof(options2)));)
  881. {
  882. BX_TRACE("D3D12 options 2:");
  883. BX_TRACE("\tCopyQueueTimestampQueriesSupported %d", options2.DepthBoundsTestSupported);
  884. BX_TRACE("\tCastingFullyTypedFormatSupported %d", options2.ProgrammableSamplePositionsTier);
  885. break;
  886. }
  887. for (D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3)));)
  888. {
  889. BX_TRACE("D3D12 options 3:");
  890. BX_TRACE("\tCopyQueueTimestampQueriesSupported %d", options3.CopyQueueTimestampQueriesSupported);
  891. BX_TRACE("\tCastingFullyTypedFormatSupported %d", options3.CastingFullyTypedFormatSupported);
  892. BX_TRACE("\tWriteBufferImmediateSupportFlags %d", options3.WriteBufferImmediateSupportFlags);
  893. BX_TRACE("\tViewInstancingTier %d", options3.ViewInstancingTier);
  894. BX_TRACE("\tBarycentricsSupported %d", options3.BarycentricsSupported);
  895. break;
  896. }
  897. for (D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4)));)
  898. {
  899. BX_TRACE("D3D12 options 4:");
  900. BX_TRACE("\tMSAA64KBAlignedTextureSupported %d", options4.MSAA64KBAlignedTextureSupported);
  901. BX_TRACE("\tSharedResourceCompatibilityTier %d", options4.SharedResourceCompatibilityTier);
  902. BX_TRACE("\tNative16BitShaderOpsSupported %d", options4.Native16BitShaderOpsSupported);
  903. break;
  904. }
  905. for (D3D12_FEATURE_DATA_D3D12_OPTIONS5 options5; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5, &options5, sizeof(options5) ) );)
  906. {
  907. BX_TRACE("D3D12 options 5:");
  908. BX_TRACE("\tSRVOnlyTiledResourceTier3 %d", options5.SRVOnlyTiledResourceTier3);
  909. BX_TRACE("\tRenderPassesTier %d", options5.RenderPassesTier);
  910. BX_TRACE("\tRaytracingTier %d", options5.RaytracingTier);
  911. break;
  912. }
  913. for (D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6)));)
  914. {
  915. BX_TRACE("D3D12 options 6:");
  916. BX_TRACE("\tAdditionalShadingRatesSupported %d", options6.AdditionalShadingRatesSupported);
  917. BX_TRACE("\tPerPrimitiveShadingRateSupportedWithViewportIndexing %d", options6.PerPrimitiveShadingRateSupportedWithViewportIndexing);
  918. BX_TRACE("\tVariableShadingRateTier %d", options6.VariableShadingRateTier);
  919. BX_TRACE("\tShadingRateImageTileSize %d", options6.ShadingRateImageTileSize);
  920. BX_TRACE("\tBackgroundProcessingSupported %d", options6.BackgroundProcessingSupported);
  921. break;
  922. }
  923. for (D3D12_FEATURE_DATA_D3D12_OPTIONS7 options7; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7, &options7, sizeof(options7)));)
  924. {
  925. BX_TRACE("D3D12 options 7:");
  926. BX_TRACE("\tMeshShaderTier %d", options7.MeshShaderTier);
  927. BX_TRACE("\tSamplerFeedbackTier %d", options7.SamplerFeedbackTier);
  928. break;
  929. }
  930. for (D3D12_FEATURE_DATA_D3D12_OPTIONS8 options8; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS8, &options8, sizeof(options8)));)
  931. {
  932. BX_TRACE("D3D12 options 8:");
  933. BX_TRACE("\tUnalignedBlockTexturesSupported %d", options8.UnalignedBlockTexturesSupported);
  934. break;
  935. }
  936. for (D3D12_FEATURE_DATA_D3D12_OPTIONS9 options9; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS9, &options9, sizeof(options9)));)
  937. {
  938. BX_TRACE("D3D12 options 9:");
  939. BX_TRACE("\tMeshShaderPipelineStatsSupported %d", options9.MeshShaderPipelineStatsSupported);
  940. BX_TRACE("\tMeshShaderSupportsFullRangeRenderTargetArrayIndex %d", options9.MeshShaderSupportsFullRangeRenderTargetArrayIndex);
  941. BX_TRACE("\tAtomicInt64OnTypedResourceSupported %d", options9.AtomicInt64OnTypedResourceSupported);
  942. BX_TRACE("\tAtomicInt64OnGroupSharedSupported %d", options9.AtomicInt64OnGroupSharedSupported);
  943. BX_TRACE("\tDerivativesInMeshAndAmplificationShadersSupported %d", options9.DerivativesInMeshAndAmplificationShadersSupported);
  944. BX_TRACE("\tWaveMMATier %d", options9.WaveMMATier);
  945. break;
  946. }
  947. for (D3D12_FEATURE_DATA_D3D12_OPTIONS10 options10; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS10, &options10, sizeof(options10)));)
  948. {
  949. BX_TRACE("D3D12 options 10:");
  950. BX_TRACE("\tVariableRateShadingSumCombinerSupported %d", options10.VariableRateShadingSumCombinerSupported);
  951. BX_TRACE("\tMeshShaderPerPrimitiveShadingRateSupported %d", options10.MeshShaderPerPrimitiveShadingRateSupported);
  952. break;
  953. }
  954. for (D3D12_FEATURE_DATA_D3D12_OPTIONS11 options11; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS11, &options11, sizeof(options11)));)
  955. {
  956. BX_TRACE("D3D12 options 11:");
  957. BX_TRACE("\tAtomicInt64OnDescriptorHeapResourceSupported %d", options11.AtomicInt64OnDescriptorHeapResourceSupported);
  958. break;
  959. }
  960. for (D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12)));)
  961. {
  962. BX_TRACE("D3D12 options 12:");
  963. BX_TRACE("\tMSPrimitivesPipelineStatisticIncludesCulledPrimitives %d", options12.MSPrimitivesPipelineStatisticIncludesCulledPrimitives);
  964. BX_TRACE("\tEnhancedBarriersSupported %d", options12.EnhancedBarriersSupported);
  965. BX_TRACE("\tRelaxedFormatCastingSupported %d", options12.RelaxedFormatCastingSupported);
  966. break;
  967. }
  968. for (D3D12_FEATURE_DATA_D3D12_OPTIONS13 options13; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options13, sizeof(options13)));)
  969. {
  970. BX_TRACE("D3D12 options 13:");
  971. BX_TRACE("\tUnrestrictedBufferTextureCopyPitchSupported %d", options13.UnrestrictedBufferTextureCopyPitchSupported);
  972. BX_TRACE("\tUnrestrictedVertexElementAlignmentSupported %d", options13.UnrestrictedVertexElementAlignmentSupported);
  973. BX_TRACE("\tInvertedViewportHeightFlipsYSupported %d", options13.InvertedViewportHeightFlipsYSupported);
  974. BX_TRACE("\tInvertedViewportDepthFlipsZSupported %d", options13.InvertedViewportDepthFlipsZSupported);
  975. BX_TRACE("\tTextureCopyBetweenDimensionsSupported %d", options13.TextureCopyBetweenDimensionsSupported);
  976. BX_TRACE("\tAlphaBlendFactorSupported %d", options13.AlphaBlendFactorSupported);
  977. break;
  978. }
  979. for (D3D12_FEATURE_DATA_D3D12_OPTIONS14 options14; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options14, sizeof(options14)));)
  980. {
  981. BX_TRACE("D3D12 options 14:");
  982. BX_TRACE("\tAdvancedTextureOpsSupported %d", options14.AdvancedTextureOpsSupported);
  983. BX_TRACE("\tWriteableMSAATexturesSupported %d", options14.WriteableMSAATexturesSupported);
  984. BX_TRACE("\tIndependentFrontAndBackStencilRefMaskSupported %d", options14.IndependentFrontAndBackStencilRefMaskSupported);
  985. break;
  986. }
  987. for (D3D12_FEATURE_DATA_D3D12_OPTIONS15 options15; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options15, sizeof(options15)));)
  988. {
  989. BX_TRACE("D3D12 options 15:");
  990. BX_TRACE("\tTriangleFanSupported %d", options15.TriangleFanSupported);
  991. BX_TRACE("\tDynamicIndexBufferStripCutSupported %d", options15.DynamicIndexBufferStripCutSupported);
  992. break;
  993. }
  994. initHeapProperties(m_device);
  995. m_cmd.init(m_device);
  996. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, m_cmd.m_commandQueue);
  997. errorState = ErrorState::CreatedCommandQueue;
  998. if (NULL == g_platformData.backBuffer)
  999. {
  1000. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1001. m_scd.width = _init.resolution.width;
  1002. m_scd.height = _init.resolution.height;
  1003. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  1004. m_scd.stereo = false;
  1005. updateMsaa(m_scd.format);
  1006. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1007. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1008. m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
  1009. m_scd.scaling = 0 == g_platformData.ndt
  1010. ? DXGI_SCALING_NONE
  1011. : DXGI_SCALING_STRETCH
  1012. ;
  1013. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  1014. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  1015. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  1016. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, BGFX_CONFIG_MAX_FRAME_LATENCY);
  1017. m_scd.nwh = g_platformData.nwh;
  1018. m_scd.ndt = g_platformData.ndt;
  1019. m_scd.windowed = true;
  1020. m_backBufferColorIdx = m_scd.bufferCount-1;
  1021. m_msaaRt = NULL;
  1022. if (NULL != m_scd.nwh)
  1023. {
  1024. #if BX_PLATFORM_LINUX
  1025. hr = E_FAIL;
  1026. #else
  1027. hr = m_dxgi.createSwapChain(
  1028. getDeviceForSwapChain()
  1029. , m_scd
  1030. , &m_swapChain
  1031. );
  1032. #endif // BX_PLATFORM_LINUX
  1033. if (FAILED(hr) )
  1034. {
  1035. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  1036. goto error;
  1037. }
  1038. else
  1039. {
  1040. m_resolution = _init.resolution;
  1041. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1042. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  1043. m_textVideoMem.clear();
  1044. }
  1045. if (1 < m_scd.sampleDesc.Count)
  1046. {
  1047. D3D12_RESOURCE_DESC resourceDesc;
  1048. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1049. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1050. resourceDesc.Width = m_scd.width;
  1051. resourceDesc.Height = m_scd.height;
  1052. resourceDesc.MipLevels = 1;
  1053. resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1054. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  1055. : s_textureFormat[m_resolution.format].m_fmt;
  1056. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1057. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1058. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1059. resourceDesc.DepthOrArraySize = 1;
  1060. D3D12_CLEAR_VALUE clearValue;
  1061. clearValue.Format = resourceDesc.Format;
  1062. clearValue.Color[0] = 0.0f;
  1063. clearValue.Color[1] = 0.0f;
  1064. clearValue.Color[2] = 0.0f;
  1065. clearValue.Color[3] = 0.0f;
  1066. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1067. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1068. }
  1069. }
  1070. }
  1071. m_presentElapsed = 0;
  1072. {
  1073. m_resolution.width = _init.resolution.width;
  1074. m_resolution.height = _init.resolution.height;
  1075. m_windows[0] = BGFX_INVALID_HANDLE;
  1076. m_numWindows = 1;
  1077. #if BX_PLATFORM_WINDOWS
  1078. m_infoQueue = NULL;
  1079. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  1080. , 0
  1081. | DXGI_MWA_NO_WINDOW_CHANGES
  1082. | DXGI_MWA_NO_ALT_ENTER
  1083. ) );
  1084. if (_init.debug)
  1085. {
  1086. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  1087. if (SUCCEEDED(hr) )
  1088. {
  1089. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  1090. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  1091. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  1092. D3D12_INFO_QUEUE_FILTER filter;
  1093. bx::memSet(&filter, 0, sizeof(filter) );
  1094. D3D12_MESSAGE_CATEGORY catlist[] =
  1095. {
  1096. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  1097. D3D12_MESSAGE_CATEGORY_EXECUTION,
  1098. };
  1099. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1100. filter.DenyList.pCategoryList = catlist;
  1101. m_infoQueue->PushStorageFilter(&filter);
  1102. }
  1103. }
  1104. #endif // BX_PLATFORM_WINDOWS
  1105. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  1106. rtvDescHeap.NumDescriptors = 0
  1107. + BX_COUNTOF(m_backBufferColor)
  1108. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1109. ;
  1110. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  1111. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1112. rtvDescHeap.NodeMask = 1;
  1113. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  1114. , IID_ID3D12DescriptorHeap
  1115. , (void**)&m_rtvDescriptorHeap
  1116. ) );
  1117. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  1118. dsvDescHeap.NumDescriptors = 0
  1119. + 1 // reserved for depth backbuffer.
  1120. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  1121. ;
  1122. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  1123. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1124. dsvDescHeap.NodeMask = 1;
  1125. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  1126. , IID_ID3D12DescriptorHeap
  1127. , (void**)&m_dsvDescriptorHeap
  1128. ) );
  1129. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1130. {
  1131. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  1132. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  1133. );
  1134. }
  1135. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  1136. , 1024
  1137. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  1138. );
  1139. D3D12_DESCRIPTOR_RANGE descRange[] =
  1140. {
  1141. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1142. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1143. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1144. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1145. };
  1146. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  1147. D3D12_ROOT_PARAMETER rootParameter[] =
  1148. {
  1149. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  1150. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1151. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  1152. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1153. };
  1154. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  1155. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  1156. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  1157. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  1158. descRootSignature.pParameters = rootParameter;
  1159. descRootSignature.NumStaticSamplers = 0;
  1160. descRootSignature.pStaticSamplers = NULL;
  1161. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  1162. ID3DBlob* outBlob;
  1163. ID3DBlob* errorBlob;
  1164. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  1165. , D3D_ROOT_SIGNATURE_VERSION_1
  1166. , &outBlob
  1167. , &errorBlob
  1168. ) );
  1169. DX_CHECK(m_device->CreateRootSignature(0
  1170. , outBlob->GetBufferPointer()
  1171. , outBlob->GetBufferSize()
  1172. , IID_ID3D12RootSignature
  1173. , (void**)&m_rootSignature
  1174. ) );
  1175. ///
  1176. m_directAccessSupport = true
  1177. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  1178. && m_architecture.UMA
  1179. ;
  1180. g_caps.supported |= ( 0
  1181. | BGFX_CAPS_TEXTURE_3D
  1182. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1183. | BGFX_CAPS_INDEX32
  1184. | BGFX_CAPS_INSTANCING
  1185. | BGFX_CAPS_DRAW_INDIRECT
  1186. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1187. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1188. | BGFX_CAPS_VERTEX_ID
  1189. | BGFX_CAPS_FRAGMENT_DEPTH
  1190. | BGFX_CAPS_BLEND_INDEPENDENT
  1191. | BGFX_CAPS_COMPUTE
  1192. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1193. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1194. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  1195. | BGFX_CAPS_TEXTURE_BLIT
  1196. | BGFX_CAPS_TEXTURE_READ_BACK
  1197. | BGFX_CAPS_OCCLUSION_QUERY
  1198. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1199. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1200. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1201. | BGFX_CAPS_IMAGE_RW
  1202. | BGFX_CAPS_VIEWPORT_LAYER_ARRAY
  1203. | BGFX_CAPS_DRAW_INDIRECT_COUNT
  1204. );
  1205. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1206. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1207. g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1208. g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
  1209. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1210. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1211. {
  1212. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1213. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1214. ? s_textureFormat[ii].m_fmtDsv
  1215. : s_textureFormat[ii].m_fmt
  1216. ;
  1217. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1218. if (DXGI_FORMAT_UNKNOWN != fmt)
  1219. {
  1220. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1221. data.Format = fmt;
  1222. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1223. if (SUCCEEDED(hr) )
  1224. {
  1225. support |= 0 != (data.Support1 & (0
  1226. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1227. ) )
  1228. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1229. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1230. ;
  1231. support |= 0 != (data.Support1 & (0
  1232. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1233. ) )
  1234. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1235. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1236. ;
  1237. support |= 0 != (data.Support1 & (0
  1238. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1239. ) )
  1240. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1241. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1242. ;
  1243. support |= 0 != (data.Support1 & (0
  1244. | D3D12_FORMAT_SUPPORT1_BUFFER
  1245. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1246. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1247. ) )
  1248. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1249. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1250. ;
  1251. support |= 0 != (data.Support1 & (0
  1252. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1253. ) )
  1254. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1255. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1256. ;
  1257. support |= 0 != (data.Support1 & (0
  1258. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1259. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1260. ) )
  1261. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1262. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1263. ;
  1264. support |= 0 != (data.Support1 & (0
  1265. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1266. ) )
  1267. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1268. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1269. ;
  1270. support |= 0 != (data.Support1 & (0
  1271. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1272. ) )
  1273. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1274. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1275. ;
  1276. }
  1277. else
  1278. {
  1279. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1280. }
  1281. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ) )
  1282. {
  1283. // clear image flag for additional testing
  1284. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ;
  1285. data.Format = s_textureFormat[ii].m_fmt;
  1286. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1287. if (SUCCEEDED(hr) )
  1288. {
  1289. support |= 0 != (data.Support2 & (0
  1290. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1291. ) )
  1292. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1293. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1294. ;
  1295. support |= 0 != (data.Support2 & (0
  1296. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1297. ) )
  1298. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1299. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1300. ;
  1301. }
  1302. }
  1303. }
  1304. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1305. {
  1306. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1307. {
  1308. DXGI_FORMAT InFormat;
  1309. uint32_t OutFormatSupport;
  1310. };
  1311. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1312. data.Format = fmtSrgb;
  1313. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1314. if (SUCCEEDED(hr) )
  1315. {
  1316. support |= 0 != (data.Support1 & (0
  1317. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1318. ) )
  1319. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1320. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1321. ;
  1322. support |= 0 != (data.Support1 & (0
  1323. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1324. ) )
  1325. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1326. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1327. ;
  1328. support |= 0 != (data.Support1 & (0
  1329. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1330. ) )
  1331. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1332. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1333. ;
  1334. }
  1335. else
  1336. {
  1337. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1338. }
  1339. }
  1340. g_caps.formats[ii] = support;
  1341. }
  1342. // Init reserved part of view name.
  1343. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1344. {
  1345. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1346. }
  1347. postReset();
  1348. m_batch.create(4<<10);
  1349. #if !BX_PLATFORM_LINUX
  1350. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId && BGFX_PCI_ID_MICROSOFT != m_dxgi.m_adapterDesc.VendorId);
  1351. #endif // !BX_PLATFORM_LINUX
  1352. m_gpuTimer.init();
  1353. m_occlusionQuery.init();
  1354. {
  1355. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1356. {
  1357. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1358. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1359. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1360. };
  1361. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1362. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1363. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1364. {
  1365. argDesc.Type = argType[ii];
  1366. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1367. m_commandSignature[ii] = NULL;
  1368. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1369. , NULL
  1370. , IID_ID3D12CommandSignature
  1371. , (void**)&m_commandSignature[ii]
  1372. ) );
  1373. }
  1374. }
  1375. }
  1376. if (m_nvapi.isInitialized() )
  1377. {
  1378. finish();
  1379. m_commandList = m_cmd.alloc();
  1380. m_nvapi.initAftermath(m_device, m_commandList);
  1381. }
  1382. g_internalData.context = m_device;
  1383. return true;
  1384. error:
  1385. switch (errorState)
  1386. {
  1387. case ErrorState::CreatedCommandQueue:
  1388. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1389. m_cmd.shutdown();
  1390. BX_FALLTHROUGH;
  1391. case ErrorState::CreatedDXGIFactory:
  1392. DX_RELEASE(m_device, 0);
  1393. #if !BX_PLATFORM_LINUX
  1394. m_dxgi.shutdown();
  1395. #endif // !BX_PLATFORM_LINUX
  1396. BX_FALLTHROUGH;
  1397. #if USE_D3D12_DYNAMIC_LIB
  1398. case ErrorState::LoadedDXGI:
  1399. case ErrorState::LoadedD3D12:
  1400. bx::dlclose(m_d3d12Dll);
  1401. BX_FALLTHROUGH;
  1402. case ErrorState::LoadedKernel32:
  1403. bx::dlclose(m_kernel32Dll);
  1404. BX_FALLTHROUGH;
  1405. #endif // USE_D3D12_DYNAMIC_LIB
  1406. case ErrorState::Default:
  1407. default:
  1408. m_nvapi.shutdown();
  1409. unloadRenderDoc(m_renderDocDll);
  1410. bx::dlclose(m_winPixEvent);
  1411. m_winPixEvent = NULL;
  1412. break;
  1413. }
  1414. return false;
  1415. }
  1416. void shutdown()
  1417. {
  1418. m_cmd.finish();
  1419. m_batch.destroy();
  1420. preReset();
  1421. m_gpuTimer.shutdown();
  1422. m_occlusionQuery.shutdown();
  1423. m_samplerAllocator.destroy();
  1424. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1425. {
  1426. m_scratchBuffer[ii].destroy();
  1427. }
  1428. m_pipelineStateCache.invalidate();
  1429. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1430. {
  1431. m_indexBuffers[ii].destroy();
  1432. }
  1433. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1434. {
  1435. m_vertexBuffers[ii].destroy();
  1436. }
  1437. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1438. {
  1439. m_shaders[ii].destroy();
  1440. }
  1441. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1442. {
  1443. m_textures[ii].destroy();
  1444. }
  1445. #if BX_PLATFORM_WINDOWS
  1446. DX_RELEASE_W(m_infoQueue, 0);
  1447. #endif // BX_PLATFORM_WINDOWS
  1448. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1449. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1450. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1451. {
  1452. DX_RELEASE(m_commandSignature[ii], 0);
  1453. }
  1454. DX_RELEASE(m_rootSignature, 0);
  1455. DX_RELEASE(m_msaaRt, 0);
  1456. DX_RELEASE(m_swapChain, 0);
  1457. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1458. m_cmd.shutdown();
  1459. DX_RELEASE(m_device, 0);
  1460. m_nvapi.shutdown();
  1461. #if !BX_PLATFORM_LINUX
  1462. m_dxgi.shutdown();
  1463. #endif // !BX_PLATFORM_LINUX
  1464. unloadRenderDoc(m_renderDocDll);
  1465. bx::dlclose(m_winPixEvent);
  1466. m_winPixEvent = NULL;
  1467. #if USE_D3D12_DYNAMIC_LIB
  1468. bx::dlclose(m_d3d12Dll);
  1469. bx::dlclose(m_kernel32Dll);
  1470. #endif // USE_D3D12_DYNAMIC_LIB
  1471. }
  1472. RendererType::Enum getRendererType() const override
  1473. {
  1474. return RendererType::Direct3D12;
  1475. }
  1476. const char* getRendererName() const override
  1477. {
  1478. return BGFX_RENDERER_DIRECT3D12_NAME;
  1479. }
  1480. bool isDeviceRemoved() override
  1481. {
  1482. return m_lost;
  1483. }
  1484. void flip() override
  1485. {
  1486. if (!m_lost)
  1487. {
  1488. int64_t start = bx::getHPCounter();
  1489. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1490. HRESULT hr = S_OK;
  1491. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1492. uint32_t presentFlags = 0;
  1493. if (syncInterval)
  1494. {
  1495. presentFlags |= DXGI_PRESENT_RESTART;
  1496. }
  1497. #if !BX_PLATFORM_LINUX
  1498. else if (m_dxgi.tearingSupported() )
  1499. {
  1500. presentFlags |= DXGI_PRESENT_ALLOW_TEARING;
  1501. }
  1502. #endif // !BX_PLATFORM_LINUX
  1503. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1504. {
  1505. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1506. hr = frameBuffer.present(syncInterval, presentFlags);
  1507. }
  1508. if (SUCCEEDED(hr)
  1509. && NULL != m_swapChain)
  1510. {
  1511. hr = m_swapChain->Present(syncInterval, presentFlags);
  1512. }
  1513. int64_t now = bx::getHPCounter();
  1514. m_presentElapsed = now - start;
  1515. m_lost = isLost(hr);
  1516. BGFX_FATAL(!m_lost
  1517. , bgfx::Fatal::DeviceLost
  1518. , "Device is lost. FAILED 0x%08x %s (%s)"
  1519. , hr
  1520. , getLostReason(hr)
  1521. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1522. );
  1523. }
  1524. }
  1525. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1526. {
  1527. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1528. }
  1529. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1530. {
  1531. m_indexBuffers[_handle.idx].destroy();
  1532. }
  1533. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1534. {
  1535. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1536. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1537. dump(layout);
  1538. }
  1539. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1540. {
  1541. }
  1542. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1543. {
  1544. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1545. }
  1546. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1547. {
  1548. m_vertexBuffers[_handle.idx].destroy();
  1549. }
  1550. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1551. {
  1552. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1553. }
  1554. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1555. {
  1556. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1557. }
  1558. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1559. {
  1560. m_indexBuffers[_handle.idx].destroy();
  1561. }
  1562. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1563. {
  1564. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1565. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1566. }
  1567. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1568. {
  1569. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1570. }
  1571. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1572. {
  1573. m_vertexBuffers[_handle.idx].destroy();
  1574. }
  1575. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1576. {
  1577. m_shaders[_handle.idx].create(_mem);
  1578. }
  1579. void destroyShader(ShaderHandle _handle) override
  1580. {
  1581. m_shaders[_handle.idx].destroy();
  1582. }
  1583. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1584. {
  1585. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1586. }
  1587. void destroyProgram(ProgramHandle _handle) override
  1588. {
  1589. m_program[_handle.idx].destroy();
  1590. }
  1591. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1592. {
  1593. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1594. }
  1595. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1596. {
  1597. }
  1598. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1599. {
  1600. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1601. }
  1602. void updateTextureEnd() override
  1603. {
  1604. }
  1605. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1606. {
  1607. const TextureD3D12& texture = m_textures[_handle.idx];
  1608. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1609. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1610. uint32_t numRows;
  1611. uint64_t total;
  1612. m_device->GetCopyableFootprints(&desc
  1613. , _mip
  1614. , 1
  1615. , 0
  1616. , &layout
  1617. , &numRows
  1618. , NULL
  1619. , &total
  1620. );
  1621. uint32_t srcPitch = layout.Footprint.RowPitch;
  1622. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1623. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1624. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1625. D3D12_BOX box;
  1626. box.left = 0;
  1627. box.top = 0;
  1628. box.right = srcWidth;
  1629. box.bottom = srcHeight;
  1630. box.front = 0;
  1631. box.back = 1;
  1632. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1633. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  1634. srcLocation.SubresourceIndex = _mip;
  1635. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1636. finish();
  1637. m_commandList = m_cmd.alloc();
  1638. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1639. uint8_t* dst = (uint8_t*)_data;
  1640. uint32_t dstPitch = srcWidth*bpp/8;
  1641. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1642. uint8_t* src;
  1643. readback->Map(0, NULL, (void**)&src);
  1644. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1645. {
  1646. bx::memCopy(dst, src, pitch);
  1647. src += srcPitch;
  1648. dst += dstPitch;
  1649. }
  1650. D3D12_RANGE writeRange = { 0, 0 };
  1651. readback->Unmap(0, &writeRange);
  1652. DX_RELEASE(readback, 0);
  1653. }
  1654. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1655. {
  1656. TextureD3D12& texture = m_textures[_handle.idx];
  1657. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1658. const Memory* mem = alloc(size);
  1659. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1660. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1661. bx::write(&writer, magic, bx::ErrorAssert{});
  1662. TextureCreate tc;
  1663. tc.m_width = _width;
  1664. tc.m_height = _height;
  1665. tc.m_depth = 0;
  1666. tc.m_numLayers = _numLayers;
  1667. tc.m_numMips = _numMips;
  1668. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1669. tc.m_cubeMap = false;
  1670. tc.m_mem = NULL;
  1671. bx::write(&writer, tc, bx::ErrorAssert{});
  1672. texture.destroy();
  1673. texture.create(mem, texture.m_flags, 0);
  1674. release(mem);
  1675. }
  1676. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1677. {
  1678. // Resource ref. counts might be messed up outside of bgfx.
  1679. // Disabling ref. count check once texture is overridden.
  1680. setGraphicsDebuggerPresent(true);
  1681. m_textures[_handle.idx].overrideInternal(_ptr);
  1682. }
  1683. uintptr_t getInternal(TextureHandle _handle) override
  1684. {
  1685. setGraphicsDebuggerPresent(true);
  1686. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1687. }
  1688. void destroyTexture(TextureHandle _handle) override
  1689. {
  1690. m_textures[_handle.idx].destroy();
  1691. }
  1692. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1693. {
  1694. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1695. }
  1696. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1697. {
  1698. finishAll(true);
  1699. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1700. {
  1701. FrameBufferHandle handle = m_windows[ii];
  1702. if (isValid(handle)
  1703. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1704. {
  1705. destroyFrameBuffer(handle);
  1706. }
  1707. }
  1708. uint16_t denseIdx = m_numWindows++;
  1709. m_windows[denseIdx] = _handle;
  1710. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1711. }
  1712. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1713. {
  1714. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1715. if (NULL != frameBuffer.m_swapChain)
  1716. {
  1717. finishAll(true);
  1718. }
  1719. uint16_t denseIdx = frameBuffer.destroy();
  1720. if (UINT16_MAX != denseIdx)
  1721. {
  1722. --m_numWindows;
  1723. if (m_numWindows > 1)
  1724. {
  1725. FrameBufferHandle handle = m_windows[m_numWindows];
  1726. m_windows[m_numWindows] = {kInvalidHandle};
  1727. if (m_numWindows != denseIdx)
  1728. {
  1729. m_windows[denseIdx] = handle;
  1730. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1731. }
  1732. }
  1733. }
  1734. }
  1735. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1736. {
  1737. if (NULL != m_uniforms[_handle.idx])
  1738. {
  1739. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1740. }
  1741. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type] * _num, 16);
  1742. void* data = BX_ALLOC(g_allocator, size);
  1743. bx::memSet(data, 0, size);
  1744. m_uniforms[_handle.idx] = data;
  1745. m_uniformReg.add(_handle, _name);
  1746. }
  1747. void destroyUniform(UniformHandle _handle) override
  1748. {
  1749. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1750. m_uniforms[_handle.idx] = NULL;
  1751. m_uniformReg.remove(_handle);
  1752. }
  1753. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1754. {
  1755. BX_UNUSED(_handle);
  1756. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1757. m_cmd.finish(m_backBufferColorFence[idx]);
  1758. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1759. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1760. const uint32_t width = (uint32_t)desc.Width;
  1761. const uint32_t height = (uint32_t)desc.Height;
  1762. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1763. uint32_t numRows;
  1764. uint64_t total;
  1765. uint64_t pitch;
  1766. m_device->GetCopyableFootprints(&desc
  1767. , 0
  1768. , 1
  1769. , 0
  1770. , &layout
  1771. , &numRows
  1772. , &pitch
  1773. , &total
  1774. );
  1775. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1776. D3D12_BOX box;
  1777. box.left = 0;
  1778. box.top = 0;
  1779. box.right = width;
  1780. box.bottom = height;
  1781. box.front = 0;
  1782. box.back = 1;
  1783. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1784. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1785. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1786. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1787. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1788. finish();
  1789. m_commandList = m_cmd.alloc();
  1790. void* data;
  1791. readback->Map(0, NULL, (void**)&data);
  1792. bimg::imageSwizzleBgra8(
  1793. data
  1794. , layout.Footprint.RowPitch
  1795. , width
  1796. , height
  1797. , data
  1798. , layout.Footprint.RowPitch
  1799. );
  1800. g_callback->screenShot(_filePath
  1801. , width
  1802. , height
  1803. , layout.Footprint.RowPitch
  1804. , data
  1805. , (uint32_t)total
  1806. , false
  1807. );
  1808. D3D12_RANGE writeRange = { 0, 0 };
  1809. readback->Unmap(0, &writeRange);
  1810. DX_RELEASE(readback, 0);
  1811. }
  1812. void updateViewName(ViewId _id, const char* _name) override
  1813. {
  1814. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1815. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1816. , _name
  1817. );
  1818. }
  1819. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1820. {
  1821. bx::memCopy(m_uniforms[_loc], _data, _size);
  1822. }
  1823. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1824. {
  1825. m_occlusionQuery.invalidate(_handle);
  1826. }
  1827. void setMarker(const char* _marker, uint16_t _len) override
  1828. {
  1829. BX_UNUSED(_len);
  1830. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1831. {
  1832. PIX3_SETMARKER(m_commandList, kColorMarker, _marker);
  1833. }
  1834. }
  1835. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1836. {
  1837. switch (_handle.type)
  1838. {
  1839. case Handle::IndexBuffer:
  1840. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1841. break;
  1842. case Handle::Shader:
  1843. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1844. break;
  1845. case Handle::Texture:
  1846. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1847. break;
  1848. case Handle::VertexBuffer:
  1849. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1850. break;
  1851. default:
  1852. BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
  1853. break;
  1854. }
  1855. }
  1856. void submitBlit(BlitState& _bs, uint16_t _view);
  1857. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1858. void blitSetup(TextVideoMemBlitter& _blitter) override
  1859. {
  1860. const uint32_t width = m_scd.width;
  1861. const uint32_t height = m_scd.height;
  1862. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1863. D3D12_VIEWPORT vp;
  1864. vp.TopLeftX = 0;
  1865. vp.TopLeftY = 0;
  1866. vp.Width = (float)width;
  1867. vp.Height = (float)height;
  1868. vp.MinDepth = 0.0f;
  1869. vp.MaxDepth = 1.0f;
  1870. m_commandList->RSSetViewports(1, &vp);
  1871. D3D12_RECT rc;
  1872. rc.left = 0;
  1873. rc.top = 0;
  1874. rc.right = width;
  1875. rc.bottom = height;
  1876. m_commandList->RSSetScissorRects(1, &rc);
  1877. const uint64_t state = 0
  1878. | BGFX_STATE_WRITE_RGB
  1879. | BGFX_STATE_WRITE_A
  1880. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1881. ;
  1882. const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layoutHandle.idx] };
  1883. ID3D12PipelineState* pso = getPipelineState(state
  1884. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1885. , 1
  1886. , layouts
  1887. , _blitter.m_program
  1888. , 0
  1889. );
  1890. m_commandList->SetPipelineState(pso);
  1891. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1892. float proj[16];
  1893. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1894. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1895. uint8_t flags = predefined.m_type;
  1896. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1897. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1898. commitShaderConstants(_blitter.m_program, gpuAddress);
  1899. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1900. ID3D12DescriptorHeap* heaps[] =
  1901. {
  1902. m_samplerAllocator.getHeap(),
  1903. scratchBuffer.getHeap(),
  1904. };
  1905. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1906. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1907. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1908. uint32_t samplerFlags[] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
  1909. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BX_COUNTOF(samplerFlags), NULL);
  1910. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1911. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1912. scratchBuffer.allocSrv(srvHandle, texture);
  1913. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1914. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1915. const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1916. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1917. viewDesc.BufferLocation = vb.m_gpuVA;
  1918. viewDesc.StrideInBytes = layout.m_stride;
  1919. viewDesc.SizeInBytes = vb.m_size;
  1920. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1921. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1922. D3D12_INDEX_BUFFER_VIEW ibv;
  1923. ibv.Format = DXGI_FORMAT_R16_UINT;
  1924. ibv.BufferLocation = ib.m_gpuVA;
  1925. ibv.SizeInBytes = ib.m_size;
  1926. m_commandList->IASetIndexBuffer(&ibv);
  1927. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1928. }
  1929. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1930. {
  1931. const uint32_t numVertices = _numIndices*4/6;
  1932. if (0 < numVertices)
  1933. {
  1934. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1935. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1936. m_commandList->DrawIndexedInstanced(_numIndices
  1937. , 1
  1938. , 0
  1939. , 0
  1940. , 0
  1941. );
  1942. }
  1943. }
  1944. void preReset()
  1945. {
  1946. finishAll();
  1947. if (NULL != m_swapChain)
  1948. {
  1949. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1950. {
  1951. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1952. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1953. #else
  1954. DX_RELEASE(m_backBufferColor[ii], 1);
  1955. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1956. }
  1957. DX_RELEASE(m_backBufferDepthStencil, 0);
  1958. }
  1959. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1960. {
  1961. m_frameBuffers[ii].preReset();
  1962. }
  1963. invalidateCache();
  1964. // capturePreReset();
  1965. }
  1966. void postReset()
  1967. {
  1968. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1969. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1970. if (NULL != m_swapChain)
  1971. {
  1972. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1973. {
  1974. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1975. handle.ptr += ii * rtvDescriptorSize;
  1976. DX_CHECK(m_swapChain->GetBuffer(ii
  1977. , IID_ID3D12Resource
  1978. , (void**)&m_backBufferColor[ii]
  1979. ) );
  1980. D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
  1981. rtvDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1982. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  1983. : s_textureFormat[m_resolution.format].m_fmt;
  1984. if (1 < getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize)
  1985. {
  1986. rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
  1987. D3D12_RTV_DIMENSION_TEXTURE2DARRAY : D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  1988. rtvDesc.Texture2DArray.FirstArraySlice = 0;
  1989. rtvDesc.Texture2DArray.ArraySize = getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize;
  1990. rtvDesc.Texture2DArray.MipSlice = 0;
  1991. rtvDesc.Texture2DArray.PlaneSlice = 0;
  1992. }
  1993. else
  1994. {
  1995. rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
  1996. D3D12_RTV_DIMENSION_TEXTURE2D : D3D12_RTV_DIMENSION_TEXTURE2DMS;
  1997. rtvDesc.Texture2D.MipSlice = 0;
  1998. rtvDesc.Texture2D.PlaneSlice = 0;
  1999. }
  2000. m_device->CreateRenderTargetView(
  2001. NULL == m_msaaRt
  2002. ? m_backBufferColor[ii]
  2003. : m_msaaRt
  2004. , &rtvDesc
  2005. , handle
  2006. );
  2007. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  2008. {
  2009. ID3D12Resource* resource = m_backBufferColor[ii];
  2010. BX_ASSERT(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  2011. const uint32_t size = m_scd.width*m_scd.height*4;
  2012. void* ptr;
  2013. DX_CHECK(resource->Map(0, NULL, &ptr) );
  2014. bx::memSet(ptr, 0, size);
  2015. resource->Unmap(0, NULL);
  2016. }
  2017. }
  2018. }
  2019. D3D12_RESOURCE_DESC resourceDesc;
  2020. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2021. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  2022. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  2023. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  2024. resourceDesc.DepthOrArraySize = 1;
  2025. resourceDesc.MipLevels = 1;
  2026. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2027. resourceDesc.SampleDesc = m_scd.sampleDesc;
  2028. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  2029. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  2030. D3D12_CLEAR_VALUE clearValue;
  2031. clearValue.Format = resourceDesc.Format;
  2032. clearValue.DepthStencil.Depth = 1.0f;
  2033. clearValue.DepthStencil.Stencil = 0;
  2034. m_commandList = m_cmd.alloc();
  2035. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  2036. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  2037. setResourceBarrier(m_commandList
  2038. , m_backBufferDepthStencil
  2039. , D3D12_RESOURCE_STATE_COMMON
  2040. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  2041. );
  2042. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  2043. {
  2044. m_frameBuffers[ii].postReset();
  2045. }
  2046. if (NULL != m_msaaRt)
  2047. {
  2048. setResourceBarrier(m_commandList
  2049. , m_msaaRt
  2050. , D3D12_RESOURCE_STATE_COMMON
  2051. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  2052. );
  2053. }
  2054. // capturePostReset();
  2055. }
  2056. void invalidateCache()
  2057. {
  2058. m_pipelineStateCache.invalidate();
  2059. m_samplerStateCache.invalidate();
  2060. m_samplerAllocator.reset();
  2061. }
  2062. void updateMsaa(DXGI_FORMAT _format) const
  2063. {
  2064. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2065. {
  2066. uint32_t msaa = s_checkMsaa[ii];
  2067. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  2068. bx::memSet(&data, 0, sizeof(msaa) );
  2069. data.Format = _format;
  2070. data.SampleCount = msaa;
  2071. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  2072. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  2073. if (SUCCEEDED(hr)
  2074. && 0 < data.NumQualityLevels)
  2075. {
  2076. s_msaa[ii].Count = data.SampleCount;
  2077. s_msaa[ii].Quality = data.NumQualityLevels-1;
  2078. last = ii;
  2079. }
  2080. else
  2081. {
  2082. s_msaa[ii] = s_msaa[last];
  2083. }
  2084. }
  2085. }
  2086. IUnknown* getDeviceForSwapChain() const
  2087. {
  2088. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  2089. return m_cmd.m_commandQueue;
  2090. # else
  2091. return m_device;
  2092. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  2093. }
  2094. bool updateResolution(const Resolution& _resolution)
  2095. {
  2096. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  2097. {
  2098. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  2099. }
  2100. else
  2101. {
  2102. m_maxAnisotropy = 1;
  2103. }
  2104. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  2105. if (m_depthClamp != depthClamp)
  2106. {
  2107. m_depthClamp = depthClamp;
  2108. m_pipelineStateCache.invalidate();
  2109. }
  2110. const uint32_t maskFlags = ~(0
  2111. | BGFX_RESET_MAXANISOTROPY
  2112. | BGFX_RESET_DEPTH_CLAMP
  2113. | BGFX_RESET_SUSPEND
  2114. );
  2115. if (m_resolution.width != _resolution.width
  2116. || m_resolution.height != _resolution.height
  2117. || m_resolution.format != _resolution.format
  2118. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  2119. {
  2120. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  2121. bool resize = true
  2122. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  2123. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  2124. ;
  2125. m_resolution = _resolution;
  2126. m_resolution.reset = flags;
  2127. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  2128. m_textVideoMem.clear();
  2129. m_scd.width = _resolution.width;
  2130. m_scd.height = _resolution.height;
  2131. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  2132. preReset();
  2133. DX_RELEASE(m_msaaRt, 0);
  2134. if (NULL == m_swapChain)
  2135. {
  2136. }
  2137. else
  2138. {
  2139. if (resize)
  2140. {
  2141. #if BX_PLATFORM_WINDOWS
  2142. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  2143. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  2144. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  2145. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  2146. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
  2147. #elif BX_PLATFORM_WINRT
  2148. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd));
  2149. m_backBufferColorIdx = m_scd.bufferCount-1;
  2150. #endif // BX_PLATFORM_WINDOWS
  2151. }
  2152. else
  2153. {
  2154. updateMsaa(m_scd.format);
  2155. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2156. DX_RELEASE(m_swapChain, 0);
  2157. HRESULT hr;
  2158. #if BX_PLATFORM_LINUX
  2159. hr = E_FAIL;
  2160. #else
  2161. hr = m_dxgi.createSwapChain(
  2162. getDeviceForSwapChain()
  2163. , m_scd
  2164. , &m_swapChain
  2165. );
  2166. #endif // BX_PLATFORM_LINUX
  2167. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2168. }
  2169. if (1 < m_scd.sampleDesc.Count)
  2170. {
  2171. D3D12_RESOURCE_DESC resourceDesc;
  2172. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2173. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  2174. resourceDesc.Width = m_scd.width;
  2175. resourceDesc.Height = m_scd.height;
  2176. resourceDesc.MipLevels = 1;
  2177. resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  2178. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  2179. : s_textureFormat[m_resolution.format].m_fmt;
  2180. resourceDesc.SampleDesc = m_scd.sampleDesc;
  2181. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  2182. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  2183. resourceDesc.DepthOrArraySize = 1;
  2184. D3D12_CLEAR_VALUE clearValue;
  2185. clearValue.Format = resourceDesc.Format;
  2186. clearValue.Color[0] = 0.0f;
  2187. clearValue.Color[1] = 0.0f;
  2188. clearValue.Color[2] = 0.0f;
  2189. clearValue.Color[3] = 0.0f;
  2190. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  2191. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  2192. }
  2193. }
  2194. postReset();
  2195. }
  2196. return false;
  2197. }
  2198. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2199. {
  2200. if (_flags&kUniformFragmentBit)
  2201. {
  2202. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2203. }
  2204. else
  2205. {
  2206. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2207. }
  2208. }
  2209. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2210. {
  2211. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2212. }
  2213. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2214. {
  2215. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2216. }
  2217. void commitShaderConstants(ProgramHandle _program, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  2218. {
  2219. const ProgramD3D12& program = m_program[_program.idx];
  2220. uint32_t total = bx::strideAlign(0
  2221. + program.m_vsh->m_size
  2222. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  2223. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  2224. );
  2225. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  2226. {
  2227. uint32_t size = program.m_vsh->m_size;
  2228. bx::memCopy(data, m_vsScratch, size);
  2229. data += size;
  2230. }
  2231. if (NULL != program.m_fsh)
  2232. {
  2233. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  2234. }
  2235. }
  2236. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  2237. {
  2238. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2239. if (NULL != frameBuffer.m_swapChain)
  2240. {
  2241. #if BX_PLATFORM_WINDOWS
  2242. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  2243. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2244. return getRtv(_fbh, idx);
  2245. #endif // BX_PLATFORM_WINDOWS
  2246. }
  2247. return getRtv(_fbh, 0);
  2248. }
  2249. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  2250. {
  2251. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2252. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2253. D3D12_CPU_DESCRIPTOR_HANDLE result =
  2254. {
  2255. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  2256. };
  2257. return result;
  2258. }
  2259. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2260. {
  2261. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2262. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2263. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2264. return result;
  2265. }
  2266. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2267. {
  2268. if (isValid(m_fbh)
  2269. && m_fbh.idx != _fbh.idx)
  2270. {
  2271. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2272. if (m_rtMsaa) frameBuffer.resolve();
  2273. if (NULL == frameBuffer.m_swapChain)
  2274. {
  2275. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2276. {
  2277. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2278. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2279. }
  2280. if (isValid(frameBuffer.m_depth) )
  2281. {
  2282. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2283. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2284. if (!writeOnly)
  2285. {
  2286. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2287. }
  2288. }
  2289. }
  2290. }
  2291. if (!isValid(_fbh) )
  2292. {
  2293. if (NULL != m_swapChain)
  2294. {
  2295. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2296. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2297. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2298. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2299. m_currentColor = &m_rtvHandle;
  2300. m_currentDepthStencil = &m_dsvHandle;
  2301. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2302. }
  2303. }
  2304. else
  2305. {
  2306. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2307. if (0 < frameBuffer.m_num)
  2308. {
  2309. m_rtvHandle = getRtv(_fbh);
  2310. m_currentColor = &m_rtvHandle;
  2311. }
  2312. else
  2313. {
  2314. m_currentColor = NULL;
  2315. }
  2316. if (isValid(frameBuffer.m_depth) )
  2317. {
  2318. m_dsvHandle = getDsv(_fbh);
  2319. m_currentDepthStencil = &m_dsvHandle;
  2320. }
  2321. else
  2322. {
  2323. m_currentDepthStencil = NULL;
  2324. }
  2325. if (NULL != frameBuffer.m_swapChain)
  2326. {
  2327. frameBuffer.m_needPresent = true;
  2328. }
  2329. else
  2330. {
  2331. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2332. {
  2333. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2334. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2335. }
  2336. if (isValid(frameBuffer.m_depth) )
  2337. {
  2338. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2339. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2340. }
  2341. }
  2342. m_commandList->OMSetRenderTargets(
  2343. frameBuffer.m_num
  2344. , m_currentColor
  2345. , true
  2346. , m_currentDepthStencil
  2347. );
  2348. }
  2349. m_fbh = _fbh;
  2350. m_rtMsaa = _msaa;
  2351. }
  2352. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2353. {
  2354. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2355. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2356. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2357. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2358. drt->LogicOpEnable = false;
  2359. {
  2360. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2361. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2362. const uint32_t srcRGB = (blend ) & 0xf;
  2363. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2364. const uint32_t srcA = (blend >> 8) & 0xf;
  2365. const uint32_t dstA = (blend >> 12) & 0xf;
  2366. const uint32_t equRGB = (equation ) & 0x7;
  2367. const uint32_t equA = (equation >> 3) & 0x7;
  2368. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2369. drt->DestBlend = s_blendFactor[dstRGB][0];
  2370. drt->BlendOp = s_blendEquation[equRGB];
  2371. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2372. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2373. drt->BlendOpAlpha = s_blendEquation[equA];
  2374. }
  2375. uint8_t writeMask = 0;
  2376. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2377. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2378. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2379. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2380. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2381. drt->RenderTargetWriteMask = writeMask;
  2382. if (_desc.IndependentBlendEnable)
  2383. {
  2384. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2385. {
  2386. drt = &_desc.RenderTarget[ii];
  2387. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2388. drt->LogicOpEnable = false;
  2389. const uint32_t src = (rgba ) & 0xf;
  2390. const uint32_t dst = (rgba >> 4) & 0xf;
  2391. const uint32_t equation = (rgba >> 8) & 0x7;
  2392. drt->SrcBlend = s_blendFactor[src][0];
  2393. drt->DestBlend = s_blendFactor[dst][0];
  2394. drt->BlendOp = s_blendEquation[equation];
  2395. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2396. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2397. drt->BlendOpAlpha = s_blendEquation[equation];
  2398. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2399. drt->RenderTargetWriteMask = writeMask;
  2400. }
  2401. }
  2402. else
  2403. {
  2404. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2405. {
  2406. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2407. }
  2408. }
  2409. }
  2410. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2411. {
  2412. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2413. _desc.FillMode = _wireframe
  2414. ? D3D12_FILL_MODE_WIREFRAME
  2415. : D3D12_FILL_MODE_SOLID
  2416. ;
  2417. _desc.CullMode = s_cullMode[cull];
  2418. _desc.FrontCounterClockwise = !!(_state&BGFX_STATE_FRONT_CCW);;
  2419. _desc.DepthBias = 0;
  2420. _desc.DepthBiasClamp = 0.0f;
  2421. _desc.SlopeScaledDepthBias = 0.0f;
  2422. _desc.DepthClipEnable = !m_depthClamp;
  2423. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2424. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2425. _desc.ForcedSampleCount = 0;
  2426. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2427. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2428. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2429. ;
  2430. }
  2431. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2432. {
  2433. const uint32_t fstencil = unpackStencil(0, _stencil);
  2434. bx::memSet(&_desc, 0, sizeof(_desc) );
  2435. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2436. _desc.DepthEnable = 0 != func;
  2437. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2438. ? D3D12_DEPTH_WRITE_MASK_ALL
  2439. : D3D12_DEPTH_WRITE_MASK_ZERO
  2440. ;
  2441. _desc.DepthFunc = s_cmpFunc[func];
  2442. uint32_t bstencil = unpackStencil(1, _stencil);
  2443. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2444. bstencil = frontAndBack ? bstencil : fstencil;
  2445. _desc.StencilEnable = 0 != _stencil;
  2446. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2447. _desc.StencilWriteMask = 0xff;
  2448. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2449. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2450. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2451. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2452. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2453. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2454. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2455. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2456. }
  2457. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2458. {
  2459. uint16_t attrMask[Attrib::Count];
  2460. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2461. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2462. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2463. {
  2464. VertexLayout layout;
  2465. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout));
  2466. const bool last = stream == _numStreams-1;
  2467. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2468. {
  2469. uint16_t mask = attrMask[ii];
  2470. uint16_t attr = (layout.m_attributes[ii] & mask);
  2471. if (0 == attr
  2472. || UINT16_MAX == attr)
  2473. {
  2474. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2475. }
  2476. else
  2477. {
  2478. attrMask[ii] = 0;
  2479. }
  2480. }
  2481. elem = fillVertexLayout(stream, elem, layout);
  2482. }
  2483. uint32_t num = uint32_t(elem-_vertexElements);
  2484. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2485. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2486. {
  2487. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2488. uint32_t jj;
  2489. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2490. for (jj = 0; jj < num; ++jj)
  2491. {
  2492. curr = &_vertexElements[jj];
  2493. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2494. && curr->SemanticIndex == index)
  2495. {
  2496. break;
  2497. }
  2498. }
  2499. if (jj == num)
  2500. {
  2501. curr = elem;
  2502. ++elem;
  2503. }
  2504. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2505. curr->InputSlot = _numStreams;
  2506. curr->SemanticIndex = index;
  2507. curr->AlignedByteOffset = ii*16;
  2508. }
  2509. return uint32_t(elem-_vertexElements);
  2510. }
  2511. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexLayout& _layout, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2512. {
  2513. const VertexLayout* layouts[1] = { &_layout };
  2514. return setInputLayout(_vertexElements, BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2515. }
  2516. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2517. {
  2518. union { void* ptr; uint32_t offset; } cast = { _userData };
  2519. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2520. {
  2521. DxbcOperand& operand = _instruction.operand[ii];
  2522. if (DxbcOperandType::ConstantBuffer == operand.type)
  2523. {
  2524. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2525. && 0 == operand.regIndex[0])
  2526. {
  2527. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2528. {
  2529. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2530. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2531. {
  2532. operand.regIndex[jj] += cast.offset;
  2533. }
  2534. else if (0 != cast.offset)
  2535. {
  2536. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2537. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2538. operand.regIndex[jj] = cast.offset;
  2539. }
  2540. }
  2541. }
  2542. }
  2543. }
  2544. }
  2545. ID3D12PipelineState* getPipelineState(ProgramHandle _program)
  2546. {
  2547. ProgramD3D12& program = m_program[_program.idx];
  2548. const uint32_t hash = program.m_vsh->m_hash;
  2549. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2550. if (BX_LIKELY(NULL != pso) )
  2551. {
  2552. return pso;
  2553. }
  2554. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2555. bx::memSet(&desc, 0, sizeof(desc) );
  2556. desc.pRootSignature = m_rootSignature;
  2557. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2558. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2559. desc.NodeMask = 1;
  2560. desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  2561. uint32_t length = g_callback->cacheReadSize(hash);
  2562. const bool cached = length > 0;
  2563. void* cachedData = NULL;
  2564. if (cached)
  2565. {
  2566. cachedData = BX_ALLOC(g_allocator, length);
  2567. if (g_callback->cacheRead(hash, cachedData, length) )
  2568. {
  2569. BX_TRACE("Loading cached compute PSO (size %d).", length);
  2570. bx::MemoryReader reader(cachedData, length);
  2571. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2572. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2573. HRESULT hr = m_device->CreateComputePipelineState(&desc
  2574. , IID_ID3D12PipelineState
  2575. , (void**)&pso
  2576. );
  2577. if (FAILED(hr) )
  2578. {
  2579. BX_TRACE("Failed to load cached compute PSO (HRESULT 0x%08x).", hr);
  2580. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2581. }
  2582. }
  2583. }
  2584. if (NULL == pso)
  2585. {
  2586. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2587. , IID_ID3D12PipelineState
  2588. , (void**)&pso
  2589. ) );
  2590. }
  2591. m_pipelineStateCache.add(hash, pso);
  2592. ID3DBlob* blob;
  2593. HRESULT hr = pso->GetCachedBlob(&blob);
  2594. if (SUCCEEDED(hr) )
  2595. {
  2596. void* data = blob->GetBufferPointer();
  2597. length = (uint32_t)blob->GetBufferSize();
  2598. g_callback->cacheWrite(hash, data, length);
  2599. DX_RELEASE(blob, 0);
  2600. }
  2601. if (NULL != cachedData)
  2602. {
  2603. BX_FREE(g_allocator, cachedData);
  2604. }
  2605. return pso;
  2606. }
  2607. ID3D12PipelineState* getPipelineState(
  2608. uint64_t _state
  2609. , uint64_t _stencil
  2610. , uint8_t _numStreams
  2611. , const VertexLayout** _layouts
  2612. , ProgramHandle _program
  2613. , uint8_t _numInstanceData
  2614. )
  2615. {
  2616. ProgramD3D12& program = m_program[_program.idx];
  2617. _state &= 0
  2618. | BGFX_STATE_WRITE_RGB
  2619. | BGFX_STATE_WRITE_A
  2620. | BGFX_STATE_WRITE_Z
  2621. | BGFX_STATE_DEPTH_TEST_MASK
  2622. | BGFX_STATE_BLEND_MASK
  2623. | BGFX_STATE_BLEND_EQUATION_MASK
  2624. | BGFX_STATE_BLEND_INDEPENDENT
  2625. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2626. | BGFX_STATE_CULL_MASK
  2627. | BGFX_STATE_FRONT_CCW
  2628. | BGFX_STATE_MSAA
  2629. | BGFX_STATE_LINEAA
  2630. | BGFX_STATE_CONSERVATIVE_RASTER
  2631. | BGFX_STATE_PT_MASK
  2632. ;
  2633. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2634. VertexLayout layout;
  2635. if (0 < _numStreams)
  2636. {
  2637. bx::memCopy(&layout, _layouts[0], sizeof(VertexLayout) );
  2638. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2639. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2640. {
  2641. uint16_t mask = attrMask[ii];
  2642. uint16_t attr = (layout.m_attributes[ii] & mask);
  2643. layout.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2644. }
  2645. }
  2646. bx::HashMurmur2A murmur;
  2647. murmur.begin();
  2648. murmur.add(_state);
  2649. murmur.add(_stencil);
  2650. murmur.add(program.m_vsh->m_hash);
  2651. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2652. if (NULL != program.m_fsh)
  2653. {
  2654. murmur.add(program.m_fsh->m_hash);
  2655. }
  2656. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2657. {
  2658. murmur.add(_layouts[ii]->m_hash);
  2659. }
  2660. murmur.add(layout.m_attributes, sizeof(layout.m_attributes) );
  2661. murmur.add(m_fbh.idx);
  2662. murmur.add(_numInstanceData);
  2663. const uint32_t hash = murmur.end();
  2664. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2665. if (NULL != pso)
  2666. {
  2667. return pso;
  2668. }
  2669. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2670. bx::memSet(&desc, 0, sizeof(desc) );
  2671. desc.pRootSignature = m_rootSignature;
  2672. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2673. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2674. const Memory* temp = NULL;
  2675. if (NULL != program.m_fsh)
  2676. {
  2677. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2678. DxbcContext dxbc;
  2679. bx::Error err;
  2680. read(&rd, dxbc, &err);
  2681. bool patchShader = !dxbc.shader.aon9;
  2682. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2683. && patchShader)
  2684. {
  2685. union { uint32_t offset; void* ptr; } cast = { 0 };
  2686. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2687. temp = alloc(uint32_t(dxbc.header.size));
  2688. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2689. int32_t size = write(&wr, dxbc, &err);
  2690. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2691. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2692. BX_ASSERT(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2693. if (!patchShader)
  2694. {
  2695. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2696. {
  2697. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2698. {
  2699. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2700. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2701. break;
  2702. }
  2703. }
  2704. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2705. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2706. }
  2707. release(temp);
  2708. temp = NULL;
  2709. }
  2710. if (patchShader)
  2711. {
  2712. union { uint32_t offset; void* ptr; } cast =
  2713. {
  2714. uint32_t(program.m_vsh->m_size)/16
  2715. };
  2716. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2717. temp = alloc(uint32_t(dxbc.header.size));
  2718. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2719. int32_t size = write(&wr, dxbc, &err);
  2720. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2721. desc.PS.pShaderBytecode = temp->data;
  2722. desc.PS.BytecodeLength = size;
  2723. }
  2724. else
  2725. {
  2726. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2727. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2728. }
  2729. }
  2730. else
  2731. {
  2732. desc.PS.pShaderBytecode = NULL;
  2733. desc.PS.BytecodeLength = 0;
  2734. }
  2735. desc.DS.pShaderBytecode = NULL;
  2736. desc.DS.BytecodeLength = 0;
  2737. desc.HS.pShaderBytecode = NULL;
  2738. desc.HS.BytecodeLength = 0;
  2739. desc.GS.pShaderBytecode = NULL;
  2740. desc.GS.BytecodeLength = 0;
  2741. desc.StreamOutput.pSODeclaration = NULL;
  2742. desc.StreamOutput.NumEntries = 0;
  2743. desc.StreamOutput.pBufferStrides = NULL;
  2744. desc.StreamOutput.NumStrides = 0;
  2745. desc.StreamOutput.RasterizedStream = 0;
  2746. setBlendState(desc.BlendState, _state);
  2747. desc.SampleMask = UINT32_MAX;
  2748. setRasterizerState(desc.RasterizerState, _state);
  2749. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2750. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2751. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _layouts, program, _numInstanceData);
  2752. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2753. ? NULL
  2754. : vertexElements
  2755. ;
  2756. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2757. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2758. if (isValid(m_fbh) )
  2759. {
  2760. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2761. if (NULL == frameBuffer.m_swapChain)
  2762. {
  2763. desc.NumRenderTargets = frameBuffer.m_num;
  2764. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2765. {
  2766. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2767. }
  2768. if (isValid(frameBuffer.m_depth) )
  2769. {
  2770. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2771. }
  2772. else
  2773. {
  2774. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2775. }
  2776. }
  2777. else
  2778. {
  2779. desc.NumRenderTargets = 1;
  2780. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2781. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2782. }
  2783. }
  2784. else
  2785. {
  2786. desc.NumRenderTargets = 1;
  2787. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2788. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2789. }
  2790. desc.SampleDesc = m_scd.sampleDesc;
  2791. uint32_t length = g_callback->cacheReadSize(hash);
  2792. const bool cached = length > 0;
  2793. void* cachedData = NULL;
  2794. if (cached)
  2795. {
  2796. cachedData = BX_ALLOC(g_allocator, length);
  2797. if (g_callback->cacheRead(hash, cachedData, length) )
  2798. {
  2799. BX_TRACE("Loading cached graphics PSO (size %d).", length);
  2800. bx::MemoryReader reader(cachedData, length);
  2801. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2802. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2803. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2804. , IID_ID3D12PipelineState
  2805. , (void**)&pso
  2806. );
  2807. if (FAILED(hr) )
  2808. {
  2809. BX_TRACE("Failed to load cached graphics PSO (HRESULT 0x%08x).", hr);
  2810. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2811. }
  2812. }
  2813. }
  2814. if (NULL == pso)
  2815. {
  2816. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2817. , IID_ID3D12PipelineState
  2818. , (void**)&pso
  2819. ) );
  2820. }
  2821. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2822. m_pipelineStateCache.add(hash, pso);
  2823. if (NULL != temp)
  2824. {
  2825. release(temp);
  2826. }
  2827. ID3DBlob* blob;
  2828. HRESULT hr = pso->GetCachedBlob(&blob);
  2829. if (SUCCEEDED(hr) )
  2830. {
  2831. void* data = blob->GetBufferPointer();
  2832. length = (uint32_t)blob->GetBufferSize();
  2833. g_callback->cacheWrite(hash, data, length);
  2834. DX_RELEASE(blob, 0);
  2835. }
  2836. if (NULL != cachedData)
  2837. {
  2838. BX_FREE(g_allocator, cachedData);
  2839. }
  2840. return pso;
  2841. }
  2842. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2843. {
  2844. bx::HashMurmur2A murmur;
  2845. murmur.begin();
  2846. murmur.add(_flags, _num * sizeof(uint32_t) );
  2847. uint32_t hash = murmur.end();
  2848. uint16_t sampler = m_samplerStateCache.find(hash);
  2849. if (UINT16_MAX == sampler)
  2850. {
  2851. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2852. m_samplerStateCache.add(hash, sampler);
  2853. }
  2854. return sampler;
  2855. }
  2856. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2857. {
  2858. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2859. }
  2860. void commit(UniformBuffer& _uniformBuffer)
  2861. {
  2862. _uniformBuffer.reset();
  2863. for (;;)
  2864. {
  2865. uint32_t opcode = _uniformBuffer.read();
  2866. if (UniformType::End == opcode)
  2867. {
  2868. break;
  2869. }
  2870. UniformType::Enum type;
  2871. uint16_t loc;
  2872. uint16_t num;
  2873. uint16_t copy;
  2874. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2875. const char* data;
  2876. if (copy)
  2877. {
  2878. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2879. }
  2880. else
  2881. {
  2882. UniformHandle handle;
  2883. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2884. data = (const char*)m_uniforms[handle.idx];
  2885. }
  2886. switch ( (uint32_t)type)
  2887. {
  2888. case UniformType::Mat3:
  2889. case UniformType::Mat3|kUniformFragmentBit:
  2890. {
  2891. float* value = (float*)data;
  2892. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2893. {
  2894. Matrix4 mtx;
  2895. mtx.un.val[ 0] = value[0];
  2896. mtx.un.val[ 1] = value[1];
  2897. mtx.un.val[ 2] = value[2];
  2898. mtx.un.val[ 3] = 0.0f;
  2899. mtx.un.val[ 4] = value[3];
  2900. mtx.un.val[ 5] = value[4];
  2901. mtx.un.val[ 6] = value[5];
  2902. mtx.un.val[ 7] = 0.0f;
  2903. mtx.un.val[ 8] = value[6];
  2904. mtx.un.val[ 9] = value[7];
  2905. mtx.un.val[10] = value[8];
  2906. mtx.un.val[11] = 0.0f;
  2907. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2908. }
  2909. }
  2910. break;
  2911. case UniformType::Sampler:
  2912. case UniformType::Sampler | kUniformFragmentBit:
  2913. case UniformType::Vec4:
  2914. case UniformType::Vec4 | kUniformFragmentBit:
  2915. case UniformType::Mat4:
  2916. case UniformType::Mat4 | kUniformFragmentBit:
  2917. {
  2918. setShaderUniform(uint8_t(type), loc, data, num);
  2919. }
  2920. break;
  2921. case UniformType::End:
  2922. break;
  2923. default:
  2924. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2925. break;
  2926. }
  2927. }
  2928. }
  2929. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2930. {
  2931. if (isValid(m_fbh) )
  2932. {
  2933. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2934. frameBuffer.clear(m_commandList, _clear, _palette);
  2935. }
  2936. else
  2937. {
  2938. if (NULL != m_currentColor
  2939. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2940. {
  2941. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2942. {
  2943. uint8_t index = _clear.m_index[0];
  2944. if (UINT8_MAX != index)
  2945. {
  2946. m_commandList->ClearRenderTargetView(*m_currentColor
  2947. , _palette[index]
  2948. , _num
  2949. , _rect
  2950. );
  2951. }
  2952. }
  2953. else
  2954. {
  2955. float frgba[4] =
  2956. {
  2957. _clear.m_index[0] * 1.0f / 255.0f,
  2958. _clear.m_index[1] * 1.0f / 255.0f,
  2959. _clear.m_index[2] * 1.0f / 255.0f,
  2960. _clear.m_index[3] * 1.0f / 255.0f,
  2961. };
  2962. m_commandList->ClearRenderTargetView(*m_currentColor
  2963. , frgba
  2964. , _num
  2965. , _rect
  2966. );
  2967. }
  2968. }
  2969. if (NULL != m_currentDepthStencil
  2970. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2971. {
  2972. uint32_t flags = 0;
  2973. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2974. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2975. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2976. , D3D12_CLEAR_FLAGS(flags)
  2977. , _clear.m_depth
  2978. , _clear.m_stencil
  2979. , _num
  2980. , _rect
  2981. );
  2982. }
  2983. }
  2984. }
  2985. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2986. {
  2987. uint32_t width;
  2988. uint32_t height;
  2989. if (isValid(m_fbh) )
  2990. {
  2991. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2992. width = fb.m_width;
  2993. height = fb.m_height;
  2994. }
  2995. else
  2996. {
  2997. width = m_scd.width;
  2998. height = m_scd.height;
  2999. }
  3000. if (0 == _rect.m_x
  3001. && 0 == _rect.m_y
  3002. && width == _rect.m_width
  3003. && height == _rect.m_height)
  3004. {
  3005. clear(_clear, _palette);
  3006. }
  3007. else
  3008. {
  3009. D3D12_RECT rect;
  3010. rect.left = _rect.m_x;
  3011. rect.top = _rect.m_y;
  3012. rect.right = _rect.m_x + _rect.m_width;
  3013. rect.bottom = _rect.m_y + _rect.m_height;
  3014. clear(_clear, _palette, &rect, 1);
  3015. }
  3016. }
  3017. uint64_t kick()
  3018. {
  3019. uint64_t fence = m_cmd.kick();
  3020. m_commandList = m_cmd.alloc();
  3021. return fence;
  3022. }
  3023. void finish()
  3024. {
  3025. m_cmd.kick();
  3026. m_cmd.finish();
  3027. m_commandList = NULL;
  3028. }
  3029. void finishAll(bool _alloc = false)
  3030. {
  3031. uint64_t fence = m_cmd.kick();
  3032. m_cmd.finish(fence, true);
  3033. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  3034. }
  3035. #if !BX_PLATFORM_LINUX
  3036. Dxgi m_dxgi;
  3037. #endif // !BX_PLATFORM_LINUX
  3038. NvApi m_nvapi;
  3039. void* m_kernel32Dll;
  3040. void* m_d3d12Dll;
  3041. void* m_renderDocDll;
  3042. void* m_winPixEvent;
  3043. D3D_FEATURE_LEVEL m_featureLevel;
  3044. D3D_DRIVER_TYPE m_driverType;
  3045. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  3046. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  3047. Dxgi::SwapChainI* m_swapChain;
  3048. ID3D12Resource* m_msaaRt;
  3049. #if BX_PLATFORM_WINDOWS
  3050. ID3D12InfoQueue* m_infoQueue;
  3051. #endif // BX_PLATFORM_WINDOWS
  3052. int64_t m_presentElapsed;
  3053. uint16_t m_numWindows;
  3054. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3055. ID3D12Device* m_device;
  3056. TimerQueryD3D12 m_gpuTimer;
  3057. OcclusionQueryD3D12 m_occlusionQuery;
  3058. uint32_t m_deviceInterfaceVersion;
  3059. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  3060. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  3061. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  3062. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  3063. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  3064. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  3065. ID3D12Resource* m_backBufferColor[BGFX_CONFIG_MAX_BACK_BUFFERS];
  3066. uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
  3067. ID3D12Resource* m_backBufferDepthStencil;
  3068. ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
  3069. DescriptorAllocatorD3D12 m_samplerAllocator;
  3070. ID3D12RootSignature* m_rootSignature;
  3071. ID3D12CommandSignature* m_commandSignature[3];
  3072. CommandQueueD3D12 m_cmd;
  3073. BatchD3D12 m_batch;
  3074. ID3D12GraphicsCommandList* m_commandList;
  3075. Resolution m_resolution;
  3076. bool m_wireframe;
  3077. bool m_lost;
  3078. SwapChainDesc m_scd;
  3079. uint32_t m_maxAnisotropy;
  3080. bool m_depthClamp;
  3081. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3082. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3083. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3084. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3085. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3086. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  3087. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3088. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3089. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3090. UniformRegistry m_uniformReg;
  3091. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  3092. StateCache m_samplerStateCache;
  3093. TextVideoMem m_textVideoMem;
  3094. uint8_t m_fsScratch[64<<10];
  3095. uint8_t m_vsScratch[64<<10];
  3096. FrameBufferHandle m_fbh;
  3097. uint32_t m_backBufferColorIdx;
  3098. bool m_rtMsaa;
  3099. bool m_directAccessSupport;
  3100. };
  3101. static RendererContextD3D12* s_renderD3D12;
  3102. RendererContextI* rendererCreate(const Init& _init)
  3103. {
  3104. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  3105. if (!s_renderD3D12->init(_init) )
  3106. {
  3107. BX_DELETE(g_allocator, s_renderD3D12);
  3108. s_renderD3D12 = NULL;
  3109. }
  3110. return s_renderD3D12;
  3111. }
  3112. void rendererDestroy()
  3113. {
  3114. s_renderD3D12->shutdown();
  3115. BX_DELETE(g_allocator, s_renderD3D12);
  3116. s_renderD3D12 = NULL;
  3117. }
  3118. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  3119. {
  3120. m_size = _size;
  3121. ID3D12Device* device = s_renderD3D12->m_device;
  3122. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3123. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3124. desc.NumDescriptors = _maxDescriptors;
  3125. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  3126. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3127. desc.NodeMask = 1;
  3128. DX_CHECK(device->CreateDescriptorHeap(&desc
  3129. , IID_ID3D12DescriptorHeap
  3130. , (void**)&m_heap
  3131. ) );
  3132. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  3133. m_gpuVA = m_upload->GetGPUVirtualAddress();
  3134. D3D12_RANGE readRange = { 0, 0 };
  3135. m_upload->Map(0, &readRange, (void**)&m_data);
  3136. reset(m_gpuHandle);
  3137. }
  3138. void ScratchBufferD3D12::destroy()
  3139. {
  3140. D3D12_RANGE writeRange = { 0, 0 };
  3141. m_upload->Unmap(0, &writeRange);
  3142. DX_RELEASE(m_upload, 0);
  3143. DX_RELEASE(m_heap, 0);
  3144. }
  3145. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  3146. {
  3147. m_pos = 0;
  3148. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3149. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3150. _gpuHandle = m_gpuHandle;
  3151. }
  3152. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  3153. {
  3154. m_cpuHandle.ptr += m_incrementSize;
  3155. _gpuHandle = m_gpuHandle;
  3156. m_gpuHandle.ptr += m_incrementSize;
  3157. }
  3158. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  3159. {
  3160. _gpuAddress = m_gpuVA + m_pos;
  3161. void* data = &m_data[m_pos];
  3162. m_pos += bx::alignUp(_size, 256);
  3163. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  3164. // desc.BufferLocation = _gpuAddress;
  3165. // desc.SizeInBytes = _size;
  3166. // ID3D12Device* device = s_renderD3D12->m_device;
  3167. // device->CreateConstantBufferView(&desc
  3168. // , m_cpuHandle
  3169. // );
  3170. // m_cpuHandle.ptr += m_incrementSize;
  3171. // m_gpuHandle.ptr += m_incrementSize;
  3172. return data;
  3173. }
  3174. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  3175. {
  3176. ID3D12Device* device = s_renderD3D12->m_device;
  3177. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  3178. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  3179. if (0 != _mip)
  3180. {
  3181. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  3182. srvd = &tmpSrvd;
  3183. switch (_texture.m_srvd.ViewDimension)
  3184. {
  3185. default:
  3186. case D3D12_SRV_DIMENSION_TEXTURE2D:
  3187. srvd->Texture2D.MostDetailedMip = _mip;
  3188. srvd->Texture2D.MipLevels = 1;
  3189. srvd->Texture2D.PlaneSlice = 0;
  3190. srvd->Texture2D.ResourceMinLODClamp = 0;
  3191. break;
  3192. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  3193. srvd->TextureCube.MostDetailedMip = _mip;
  3194. srvd->TextureCube.MipLevels = 1;
  3195. srvd->TextureCube.ResourceMinLODClamp = 0;
  3196. break;
  3197. case D3D12_SRV_DIMENSION_TEXTURE3D:
  3198. srvd->Texture3D.MostDetailedMip = _mip;
  3199. srvd->Texture3D.MipLevels = 1;
  3200. srvd->Texture3D.ResourceMinLODClamp = 0;
  3201. break;
  3202. }
  3203. }
  3204. device->CreateShaderResourceView(NULL != _texture.m_singleMsaa ? _texture.m_singleMsaa : _texture.m_ptr
  3205. , srvd
  3206. , m_cpuHandle
  3207. );
  3208. m_cpuHandle.ptr += m_incrementSize;
  3209. _gpuHandle = m_gpuHandle;
  3210. m_gpuHandle.ptr += m_incrementSize;
  3211. }
  3212. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  3213. {
  3214. ID3D12Device* device = s_renderD3D12->m_device;
  3215. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  3216. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  3217. if (0 != _mip)
  3218. {
  3219. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  3220. uavd = &tmpUavd;
  3221. switch (_texture.m_uavd.ViewDimension)
  3222. {
  3223. default:
  3224. case D3D12_UAV_DIMENSION_TEXTURE2D:
  3225. uavd->Texture2D.MipSlice = _mip;
  3226. uavd->Texture2D.PlaneSlice = 0;
  3227. break;
  3228. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  3229. uavd->Texture2DArray.MipSlice = _mip;
  3230. uavd->Texture2DArray.PlaneSlice = 0;
  3231. break;
  3232. case D3D12_UAV_DIMENSION_TEXTURE3D:
  3233. uavd->Texture3D.MipSlice = _mip;
  3234. break;
  3235. }
  3236. }
  3237. device->CreateUnorderedAccessView(_texture.m_ptr
  3238. , NULL
  3239. , uavd
  3240. , m_cpuHandle
  3241. );
  3242. m_cpuHandle.ptr += m_incrementSize;
  3243. _gpuHandle = m_gpuHandle;
  3244. m_gpuHandle.ptr += m_incrementSize;
  3245. }
  3246. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3247. {
  3248. ID3D12Device* device = s_renderD3D12->m_device;
  3249. device->CreateShaderResourceView(_buffer.m_ptr
  3250. , &_buffer.m_srvd
  3251. , m_cpuHandle
  3252. );
  3253. m_cpuHandle.ptr += m_incrementSize;
  3254. _gpuHandle = m_gpuHandle;
  3255. m_gpuHandle.ptr += m_incrementSize;
  3256. }
  3257. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3258. {
  3259. ID3D12Device* device = s_renderD3D12->m_device;
  3260. device->CreateUnorderedAccessView(_buffer.m_ptr
  3261. , NULL
  3262. , &_buffer.m_uavd
  3263. , m_cpuHandle
  3264. );
  3265. m_cpuHandle.ptr += m_incrementSize;
  3266. _gpuHandle = m_gpuHandle;
  3267. m_gpuHandle.ptr += m_incrementSize;
  3268. }
  3269. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  3270. {
  3271. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  3272. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  3273. ID3D12Device* device = s_renderD3D12->m_device;
  3274. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  3275. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3276. desc.NumDescriptors = _maxDescriptors;
  3277. desc.Type = _type;
  3278. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3279. desc.NodeMask = 1;
  3280. DX_CHECK(device->CreateDescriptorHeap(&desc
  3281. , IID_ID3D12DescriptorHeap
  3282. , (void**)&m_heap
  3283. ) );
  3284. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3285. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3286. }
  3287. void DescriptorAllocatorD3D12::destroy()
  3288. {
  3289. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3290. DX_RELEASE(m_heap, 0);
  3291. }
  3292. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  3293. {
  3294. uint16_t idx = m_handleAlloc->alloc();
  3295. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  3296. ID3D12Device* device = s_renderD3D12->m_device;
  3297. device->CreateShaderResourceView(_ptr
  3298. , _desc
  3299. , cpuHandle
  3300. );
  3301. return idx;
  3302. }
  3303. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3304. {
  3305. uint16_t idx = m_handleAlloc->alloc();
  3306. ID3D12Device* device = s_renderD3D12->m_device;
  3307. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3308. for (uint32_t ii = 0; ii < _num; ++ii)
  3309. {
  3310. uint32_t flags = _flags[ii];
  3311. const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  3312. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  3313. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  3314. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  3315. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3316. D3D12_SAMPLER_DESC sd;
  3317. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3318. sd.AddressU = s_textureAddress[(flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  3319. sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  3320. sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  3321. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3322. sd.MaxAnisotropy = maxAnisotropy;
  3323. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3324. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3325. if (NULL != _palette
  3326. && needBorderColor(flags) )
  3327. {
  3328. const float* rgba = _palette[index];
  3329. sd.BorderColor[0] = rgba[0];
  3330. sd.BorderColor[1] = rgba[1];
  3331. sd.BorderColor[2] = rgba[2];
  3332. sd.BorderColor[3] = rgba[3];
  3333. }
  3334. else
  3335. {
  3336. sd.BorderColor[0] = 0.0f;
  3337. sd.BorderColor[1] = 0.0f;
  3338. sd.BorderColor[2] = 0.0f;
  3339. sd.BorderColor[3] = 0.0f;
  3340. }
  3341. sd.MinLOD = 0;
  3342. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3343. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3344. {
  3345. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3346. };
  3347. device->CreateSampler(&sd, cpuHandle);
  3348. }
  3349. return idx;
  3350. }
  3351. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3352. {
  3353. m_handleAlloc->free(_idx);
  3354. }
  3355. void DescriptorAllocatorD3D12::reset()
  3356. {
  3357. uint16_t max = m_handleAlloc->getMaxHandles();
  3358. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3359. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3360. }
  3361. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3362. {
  3363. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3364. return gpuHandle;
  3365. }
  3366. void CommandQueueD3D12::init(ID3D12Device* _device)
  3367. {
  3368. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3369. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3370. queueDesc.Priority = 0;
  3371. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3372. queueDesc.NodeMask = 1;
  3373. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3374. , IID_ID3D12CommandQueue
  3375. , (void**)&m_commandQueue
  3376. ) );
  3377. m_completedFence = 0;
  3378. m_currentFence = 0;
  3379. DX_CHECK(_device->CreateFence(0
  3380. , D3D12_FENCE_FLAG_NONE
  3381. , IID_ID3D12Fence
  3382. , (void**)&m_fence
  3383. ) );
  3384. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3385. {
  3386. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3387. , IID_ID3D12CommandAllocator
  3388. , (void**)&m_commandList[ii].m_commandAllocator
  3389. ) );
  3390. DX_CHECK(_device->CreateCommandList(0
  3391. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3392. , m_commandList[ii].m_commandAllocator
  3393. , NULL
  3394. , IID_ID3D12GraphicsCommandList
  3395. , (void**)&m_commandList[ii].m_commandList
  3396. ) );
  3397. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3398. }
  3399. }
  3400. void CommandQueueD3D12::shutdown()
  3401. {
  3402. finish(UINT64_MAX, true);
  3403. DX_RELEASE(m_fence, 0);
  3404. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3405. {
  3406. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3407. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3408. }
  3409. DX_RELEASE(m_commandQueue, 0);
  3410. }
  3411. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3412. {
  3413. while (0 == m_control.reserve(1) )
  3414. {
  3415. consume();
  3416. }
  3417. CommandList& commandList = m_commandList[m_control.m_current];
  3418. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3419. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3420. return commandList.m_commandList;
  3421. }
  3422. uint64_t CommandQueueD3D12::kick()
  3423. {
  3424. CommandList& commandList = m_commandList[m_control.m_current];
  3425. DX_CHECK(commandList.m_commandList->Close() );
  3426. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3427. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3428. #if BX_PLATFORM_LINUX
  3429. commandList.m_event = NULL;
  3430. #else
  3431. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3432. #endif // BX_PLATFORM_LINUX
  3433. const uint64_t fence = m_currentFence++;
  3434. m_commandQueue->Signal(m_fence, fence);
  3435. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3436. m_control.commit(1);
  3437. return fence;
  3438. }
  3439. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3440. {
  3441. while (0 < m_control.available() )
  3442. {
  3443. consume();
  3444. if (!_finishAll
  3445. && _waitFence <= m_completedFence)
  3446. {
  3447. return;
  3448. }
  3449. }
  3450. BX_ASSERT(0 == m_control.available(), "");
  3451. }
  3452. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3453. {
  3454. if (0 < m_control.available() )
  3455. {
  3456. if (consume(0)
  3457. && _waitFence <= m_completedFence)
  3458. {
  3459. return true;
  3460. }
  3461. }
  3462. return false;
  3463. }
  3464. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3465. {
  3466. m_release[m_control.m_current].push_back(_ptr);
  3467. }
  3468. bool CommandQueueD3D12::consume(uint32_t _ms)
  3469. {
  3470. CommandList& commandList = m_commandList[m_control.m_read];
  3471. #if BX_PLATFORM_LINUX
  3472. BX_UNUSED(commandList, _ms);
  3473. #else
  3474. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3475. {
  3476. CloseHandle(commandList.m_event);
  3477. commandList.m_event = NULL;
  3478. m_completedFence = m_fence->GetCompletedValue();
  3479. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3480. m_commandQueue->Wait(m_fence, m_completedFence);
  3481. ResourceArray& ra = m_release[m_control.m_read];
  3482. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3483. {
  3484. DX_RELEASE(*it, 0);
  3485. }
  3486. ra.clear();
  3487. m_control.consume(1);
  3488. return true;
  3489. }
  3490. #endif // !BX_PLATFORM_LINUX
  3491. return false;
  3492. }
  3493. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3494. {
  3495. m_maxDrawPerBatch = _maxDrawPerBatch;
  3496. setSeqMode(false);
  3497. setIndirectMode(true);
  3498. ID3D12Device* device = s_renderD3D12->m_device;
  3499. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3500. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3501. {
  3502. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3503. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3504. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3505. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3506. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3507. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3508. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3509. };
  3510. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3511. {
  3512. sizeof(DrawIndirectCommand),
  3513. BX_COUNTOF(drawArgDesc),
  3514. drawArgDesc,
  3515. 1,
  3516. };
  3517. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3518. , rootSignature
  3519. , IID_ID3D12CommandSignature
  3520. , (void**)&m_commandSignature[Draw]
  3521. ) );
  3522. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3523. {
  3524. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3525. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3526. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3527. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3528. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3529. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3530. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3531. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3532. };
  3533. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3534. {
  3535. sizeof(DrawIndexedIndirectCommand),
  3536. BX_COUNTOF(drawIndexedArgDesc),
  3537. drawIndexedArgDesc,
  3538. 1,
  3539. };
  3540. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3541. , rootSignature
  3542. , IID_ID3D12CommandSignature
  3543. , (void**)&m_commandSignature[DrawIndexed]
  3544. ) );
  3545. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3546. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3547. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3548. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3549. {
  3550. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3551. , NULL
  3552. , BGFX_BUFFER_DRAW_INDIRECT
  3553. , false
  3554. , cmdSize
  3555. );
  3556. }
  3557. }
  3558. void BatchD3D12::destroy()
  3559. {
  3560. BX_FREE(g_allocator, m_cmds[0]);
  3561. BX_FREE(g_allocator, m_cmds[1]);
  3562. DX_RELEASE(m_commandSignature[0], 0);
  3563. DX_RELEASE(m_commandSignature[1], 0);
  3564. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3565. {
  3566. m_indirect[ii].destroy();
  3567. }
  3568. }
  3569. template<typename Ty>
  3570. Ty& BatchD3D12::getCmd(Enum _type)
  3571. {
  3572. uint32_t index = m_num[_type];
  3573. BX_ASSERT(index < m_maxDrawPerBatch, "Memory corruption...");
  3574. m_num[_type]++;
  3575. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3576. return *cmd;
  3577. }
  3578. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3579. {
  3580. uint8_t numStreams = 0;
  3581. _outNumVertices = _draw.m_numVertices;
  3582. if (UINT8_MAX != _draw.m_streamMask)
  3583. {
  3584. for (uint32_t idx = 0, streamMask = _draw.m_streamMask
  3585. ; 0 != streamMask
  3586. ; streamMask >>= 1, idx += 1, ++numStreams
  3587. )
  3588. {
  3589. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  3590. streamMask >>= ntz;
  3591. idx += ntz;
  3592. const Stream& stream = _draw.m_stream[idx];
  3593. uint16_t handle = stream.m_handle.idx;
  3594. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3595. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3596. const uint16_t layoutIdx = !isValid(vb.m_layoutHandle) ? stream.m_layoutHandle.idx : vb.m_layoutHandle.idx;
  3597. const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[layoutIdx];
  3598. uint32_t stride = layout.m_stride;
  3599. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3600. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3601. vbv.StrideInBytes = layout.m_stride;
  3602. vbv.SizeInBytes = vb.m_size;
  3603. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3604. ? vb.m_size/stride
  3605. : _draw.m_numVertices
  3606. , _outNumVertices
  3607. );
  3608. }
  3609. }
  3610. return numStreams;
  3611. }
  3612. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3613. {
  3614. if (isValid(_draw.m_indirectBuffer) )
  3615. {
  3616. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3617. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3618. uint32_t numVertices;
  3619. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3620. if (isValid(_draw.m_instanceDataBuffer) )
  3621. {
  3622. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3623. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3624. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3625. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3626. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3627. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3628. }
  3629. _commandList->IASetVertexBuffers(0
  3630. , numStreams
  3631. , vbvs
  3632. );
  3633. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3634. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3635. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3636. : _draw.m_numIndirect
  3637. ;
  3638. ID3D12Resource* numIndirect = NULL;
  3639. uint32_t numOffsetIndirect = 0;
  3640. if (isValid(_draw.m_numIndirectBuffer) )
  3641. {
  3642. numIndirect = s_renderD3D12->m_indexBuffers[_draw.m_numIndirectBuffer.idx].m_ptr;
  3643. numOffsetIndirect = _draw.m_numIndirectIndex * sizeof(uint32_t);
  3644. }
  3645. uint32_t numIndices = 0;
  3646. if (isValid(_draw.m_indexBuffer) )
  3647. {
  3648. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3649. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3650. const bool isIndex16 = _draw.isIndex16();
  3651. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3652. const DXGI_FORMAT indexFormat = isIndex16
  3653. ? DXGI_FORMAT_R16_UINT
  3654. : DXGI_FORMAT_R32_UINT
  3655. ;
  3656. numIndices = UINT32_MAX == _draw.m_numIndices
  3657. ? ib.m_size / indexSize
  3658. : _draw.m_numIndices
  3659. ;
  3660. D3D12_INDEX_BUFFER_VIEW ibv;
  3661. ibv.BufferLocation = ib.m_gpuVA;
  3662. ibv.SizeInBytes = ib.m_size;
  3663. ibv.Format = indexFormat;
  3664. _commandList->IASetIndexBuffer(&ibv);
  3665. _commandList->ExecuteIndirect(
  3666. s_renderD3D12->m_commandSignature[2]
  3667. , numDrawIndirect
  3668. , indirect.m_ptr
  3669. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3670. , numIndirect
  3671. , numOffsetIndirect
  3672. );
  3673. }
  3674. else
  3675. {
  3676. _commandList->ExecuteIndirect(
  3677. s_renderD3D12->m_commandSignature[1]
  3678. , numDrawIndirect
  3679. , indirect.m_ptr
  3680. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3681. , numIndirect
  3682. , numOffsetIndirect
  3683. );
  3684. }
  3685. return numIndices;
  3686. }
  3687. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3688. uint32_t numIndices = 0;
  3689. if (Draw == type)
  3690. {
  3691. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3692. cmd.cbv = _cbv;
  3693. uint32_t numVertices;
  3694. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3695. if (isValid(_draw.m_instanceDataBuffer) )
  3696. {
  3697. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3698. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3699. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3700. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3701. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3702. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3703. }
  3704. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3705. {
  3706. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3707. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3708. }
  3709. cmd.args.InstanceCount = _draw.m_numInstances;
  3710. cmd.args.VertexCountPerInstance = numVertices;
  3711. cmd.args.StartVertexLocation = 0;
  3712. cmd.args.StartInstanceLocation = 0;
  3713. }
  3714. else
  3715. {
  3716. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3717. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3718. const bool isIndex16 = _draw.isIndex16();
  3719. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3720. const DXGI_FORMAT indexFormat = isIndex16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  3721. numIndices = UINT32_MAX == _draw.m_numIndices
  3722. ? ib.m_size / indexSize
  3723. : _draw.m_numIndices
  3724. ;
  3725. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3726. cmd.cbv = _cbv;
  3727. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3728. cmd.ibv.SizeInBytes = ib.m_size;
  3729. cmd.ibv.Format = indexFormat;
  3730. uint32_t numVertices;
  3731. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3732. if (isValid(_draw.m_instanceDataBuffer) )
  3733. {
  3734. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3735. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3736. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3737. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3738. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3739. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3740. }
  3741. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3742. {
  3743. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3744. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3745. }
  3746. cmd.args.IndexCountPerInstance = numIndices;
  3747. cmd.args.InstanceCount = _draw.m_numInstances;
  3748. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3749. cmd.args.BaseVertexLocation = 0;
  3750. cmd.args.StartInstanceLocation = 0;
  3751. }
  3752. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3753. {
  3754. flush(_commandList, type);
  3755. }
  3756. return numIndices;
  3757. }
  3758. static const uint32_t s_indirectCommandSize[] =
  3759. {
  3760. sizeof(BatchD3D12::DrawIndirectCommand),
  3761. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3762. };
  3763. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3764. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3765. {
  3766. uint32_t num = m_num[_type];
  3767. if (0 != num)
  3768. {
  3769. m_num[_type] = 0;
  3770. if (m_minIndirect < num)
  3771. {
  3772. m_stats.m_numIndirect[_type]++;
  3773. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3774. m_currIndirect %= BX_COUNTOF(m_indirect);
  3775. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3776. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3777. , num
  3778. , indirect.m_ptr
  3779. , 0
  3780. , NULL
  3781. , 0
  3782. );
  3783. }
  3784. else
  3785. {
  3786. m_stats.m_numImmediate[_type]++;
  3787. if (Draw == _type)
  3788. {
  3789. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3790. for (uint32_t ii = 0; ii < num; ++ii)
  3791. {
  3792. const DrawIndirectCommand& cmd = cmds[ii];
  3793. if (m_current.cbv != cmd.cbv)
  3794. {
  3795. m_current.cbv = cmd.cbv;
  3796. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3797. }
  3798. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3799. {
  3800. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3801. _commandList->IASetVertexBuffers(0
  3802. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3803. , cmd.vbv
  3804. );
  3805. }
  3806. _commandList->DrawInstanced(
  3807. cmd.args.VertexCountPerInstance
  3808. , cmd.args.InstanceCount
  3809. , cmd.args.StartVertexLocation
  3810. , cmd.args.StartInstanceLocation
  3811. );
  3812. }
  3813. }
  3814. else
  3815. {
  3816. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3817. for (uint32_t ii = 0; ii < num; ++ii)
  3818. {
  3819. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3820. if (m_current.cbv != cmd.cbv)
  3821. {
  3822. m_current.cbv = cmd.cbv;
  3823. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3824. }
  3825. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3826. {
  3827. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3828. _commandList->IASetVertexBuffers(0
  3829. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3830. , cmd.vbv
  3831. );
  3832. }
  3833. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3834. {
  3835. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3836. _commandList->IASetIndexBuffer(&cmd.ibv);
  3837. }
  3838. _commandList->DrawIndexedInstanced(
  3839. cmd.args.IndexCountPerInstance
  3840. , cmd.args.InstanceCount
  3841. , cmd.args.StartIndexLocation
  3842. , cmd.args.BaseVertexLocation
  3843. , cmd.args.StartInstanceLocation
  3844. );
  3845. }
  3846. }
  3847. }
  3848. }
  3849. }
  3850. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3851. {
  3852. flush(_commandList, Draw);
  3853. flush(_commandList, DrawIndexed);
  3854. if (_clean)
  3855. {
  3856. bx::memSet(&m_current, 0, sizeof(m_current) );
  3857. }
  3858. }
  3859. void BatchD3D12::begin()
  3860. {
  3861. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3862. bx::memSet(&m_current, 0, sizeof(m_current) );
  3863. }
  3864. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3865. {
  3866. flush(_commandList);
  3867. }
  3868. struct UavFormat
  3869. {
  3870. DXGI_FORMAT format[3];
  3871. uint32_t stride;
  3872. };
  3873. static const UavFormat s_uavFormat[] =
  3874. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3875. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3876. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3877. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3878. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3879. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3880. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3881. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3882. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3883. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3884. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3885. };
  3886. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3887. {
  3888. m_size = _size;
  3889. m_flags = _flags;
  3890. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3891. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3892. m_dynamic = NULL == _data || needUav;
  3893. DXGI_FORMAT format;
  3894. uint32_t stride;
  3895. uint32_t flags = needUav
  3896. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3897. : D3D12_RESOURCE_FLAG_NONE
  3898. ;
  3899. if (drawIndirect)
  3900. {
  3901. #if BX_PLATFORM_XBOXONE
  3902. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3903. #endif // BX_PLATFORM_XBOXONE
  3904. format = _vertex ? DXGI_FORMAT_R32G32B32A32_UINT : DXGI_FORMAT_R32_UINT;
  3905. stride = _vertex ? 16 : 4;
  3906. }
  3907. else
  3908. {
  3909. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3910. if (0 == uavFormat)
  3911. {
  3912. if (_vertex)
  3913. {
  3914. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3915. stride = 16;
  3916. }
  3917. else
  3918. {
  3919. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3920. {
  3921. format = DXGI_FORMAT_R16_UINT;
  3922. stride = 2;
  3923. }
  3924. else
  3925. {
  3926. format = DXGI_FORMAT_R32_UINT;
  3927. stride = 4;
  3928. }
  3929. }
  3930. }
  3931. else
  3932. {
  3933. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3934. format = s_uavFormat[uavFormat].format[uavType];
  3935. stride = s_uavFormat[uavFormat].stride;
  3936. }
  3937. }
  3938. stride = 0 == _stride ? stride : _stride;
  3939. m_srvd.Format = format;
  3940. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3941. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3942. m_srvd.Buffer.FirstElement = 0;
  3943. m_srvd.Buffer.NumElements = m_size / stride;
  3944. m_srvd.Buffer.StructureByteStride = 0;
  3945. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3946. m_uavd.Format = format;
  3947. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3948. m_uavd.Buffer.FirstElement = 0;
  3949. m_uavd.Buffer.NumElements = m_size / stride;
  3950. m_uavd.Buffer.StructureByteStride = 0;
  3951. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3952. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3953. ID3D12Device* device = s_renderD3D12->m_device;
  3954. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3955. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3956. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3957. setState(commandList, drawIndirect
  3958. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3959. : D3D12_RESOURCE_STATE_GENERIC_READ
  3960. );
  3961. if (!m_dynamic)
  3962. {
  3963. update(commandList, 0, _size, _data);
  3964. }
  3965. }
  3966. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3967. {
  3968. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3969. uint8_t* data;
  3970. D3D12_RANGE readRange = { 0, 0 };
  3971. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3972. bx::memCopy(data, _data, _size);
  3973. D3D12_RANGE writeRange = { 0, _size };
  3974. staging->Unmap(0, &writeRange);
  3975. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3976. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3977. setState(_commandList, state);
  3978. s_renderD3D12->m_cmd.release(staging);
  3979. }
  3980. void BufferD3D12::destroy()
  3981. {
  3982. if (NULL != m_ptr)
  3983. {
  3984. s_renderD3D12->m_cmd.release(m_ptr);
  3985. m_dynamic = false;
  3986. m_state = D3D12_RESOURCE_STATE_COMMON;
  3987. }
  3988. }
  3989. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3990. {
  3991. if (m_state != _state)
  3992. {
  3993. setResourceBarrier(_commandList
  3994. , m_ptr
  3995. , m_state
  3996. , _state
  3997. );
  3998. bx::swap(m_state, _state);
  3999. }
  4000. return _state;
  4001. }
  4002. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  4003. {
  4004. BufferD3D12::create(_size, _data, _flags, true);
  4005. m_layoutHandle = _layoutHandle;
  4006. }
  4007. void ShaderD3D12::create(const Memory* _mem)
  4008. {
  4009. bx::MemoryReader reader(_mem->data, _mem->size);
  4010. bx::ErrorAssert err;
  4011. uint32_t magic;
  4012. bx::read(&reader, magic, &err);
  4013. const bool fragment = isShaderType(magic, 'F');
  4014. uint32_t hashIn;
  4015. bx::read(&reader, hashIn, &err);
  4016. uint32_t hashOut;
  4017. if (isShaderVerLess(magic, 6) )
  4018. {
  4019. hashOut = hashIn;
  4020. }
  4021. else
  4022. {
  4023. bx::read(&reader, hashOut, &err);
  4024. }
  4025. uint16_t count;
  4026. bx::read(&reader, count, &err);
  4027. m_numPredefined = 0;
  4028. m_numUniforms = count;
  4029. BX_TRACE("%s Shader consts %d"
  4030. , getShaderTypeName(magic)
  4031. , count
  4032. );
  4033. uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  4034. if (0 < count)
  4035. {
  4036. for (uint32_t ii = 0; ii < count; ++ii)
  4037. {
  4038. uint8_t nameSize = 0;
  4039. bx::read(&reader, nameSize, &err);
  4040. char name[256] = {};
  4041. bx::read(&reader, &name, nameSize, &err);
  4042. name[nameSize] = '\0';
  4043. uint8_t type = 0;
  4044. bx::read(&reader, type, &err);
  4045. uint8_t num = 0;
  4046. bx::read(&reader, num, &err);
  4047. uint16_t regIndex = 0;
  4048. bx::read(&reader, regIndex, &err);
  4049. uint16_t regCount = 0;
  4050. bx::read(&reader, regCount, &err);
  4051. if (!isShaderVerLess(magic, 8) )
  4052. {
  4053. uint16_t texInfo = 0;
  4054. bx::read(&reader, texInfo, &err);
  4055. }
  4056. if (!isShaderVerLess(magic, 10) )
  4057. {
  4058. uint16_t texFormat = 0;
  4059. bx::read(&reader, texFormat, &err);
  4060. }
  4061. const char* kind = "invalid";
  4062. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  4063. if (PredefinedUniform::Count != predefined)
  4064. {
  4065. kind = "predefined";
  4066. m_predefined[m_numPredefined].m_loc = regIndex;
  4067. m_predefined[m_numPredefined].m_count = regCount;
  4068. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  4069. m_numPredefined++;
  4070. }
  4071. else if (0 == (kUniformSamplerBit & type) )
  4072. {
  4073. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  4074. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  4075. if (NULL != info)
  4076. {
  4077. if (NULL == m_constantBuffer)
  4078. {
  4079. m_constantBuffer = UniformBuffer::create(1024);
  4080. }
  4081. kind = "user";
  4082. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  4083. }
  4084. }
  4085. else
  4086. {
  4087. kind = "sampler";
  4088. }
  4089. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  4090. , kind
  4091. , name
  4092. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  4093. , num
  4094. , regIndex
  4095. , regCount
  4096. );
  4097. BX_UNUSED(kind);
  4098. }
  4099. if (NULL != m_constantBuffer)
  4100. {
  4101. m_constantBuffer->finish();
  4102. }
  4103. }
  4104. uint32_t shaderSize;
  4105. bx::read(&reader, shaderSize, &err);
  4106. const void* code = reader.getDataPtr();
  4107. bx::skip(&reader, shaderSize+1);
  4108. m_code = copy(code, shaderSize);
  4109. uint8_t numAttrs = 0;
  4110. bx::read(&reader, numAttrs, &err);
  4111. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  4112. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  4113. {
  4114. uint16_t id;
  4115. bx::read(&reader, id, &err);
  4116. Attrib::Enum attr = idToAttrib(id);
  4117. if (Attrib::Count != attr)
  4118. {
  4119. m_attrMask[attr] = UINT16_MAX;
  4120. }
  4121. }
  4122. bx::HashMurmur2A murmur;
  4123. murmur.begin();
  4124. murmur.add(hashIn);
  4125. murmur.add(hashOut);
  4126. murmur.add(code, shaderSize);
  4127. murmur.add(numAttrs);
  4128. murmur.add(m_attrMask, numAttrs);
  4129. m_hash = murmur.end();
  4130. bx::read(&reader, m_size, &err);
  4131. }
  4132. static void memcpySubresource(
  4133. const D3D12_MEMCPY_DEST* _dst
  4134. , const D3D12_SUBRESOURCE_DATA* _src
  4135. , uint64_t _rowSizeInBytes
  4136. , uint32_t _numRows
  4137. , uint32_t _numSlices
  4138. )
  4139. {
  4140. for (uint32_t zz = 0; zz < _numSlices; ++zz)
  4141. {
  4142. uint8_t* _dstSlice = ( uint8_t*)(_dst->pData) + _dst->SlicePitch * zz;
  4143. const uint8_t* _srcSlice = (const uint8_t*)(_src->pData) + _src->SlicePitch * zz;
  4144. for (uint32_t yy = 0; yy < _numRows; ++yy)
  4145. {
  4146. bx::memCopy(
  4147. _dstSlice + _dst->RowPitch * yy
  4148. , _srcSlice + _src->RowPitch * yy
  4149. , size_t(_rowSizeInBytes)
  4150. );
  4151. }
  4152. }
  4153. }
  4154. static uint64_t updateSubresources(
  4155. ID3D12GraphicsCommandList* _commandList
  4156. , ID3D12Resource* _dstResource
  4157. , ID3D12Resource* _intermediate
  4158. , uint32_t _firstSubresource
  4159. , uint32_t _numSubresources
  4160. , uint64_t _requiredSize
  4161. , const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* _layouts
  4162. , const uint32_t* _numRows
  4163. , const uint64_t* _rowSizesInBytes
  4164. , const D3D12_SUBRESOURCE_DATA* _srcData
  4165. )
  4166. {
  4167. uint8_t* data;
  4168. DX_CHECK(_intermediate->Map(0, NULL, (void**)&data) );
  4169. for (uint32_t ii = 0; ii < _numSubresources; ++ii)
  4170. {
  4171. D3D12_MEMCPY_DEST dstData =
  4172. {
  4173. data + _layouts[ii].Offset,
  4174. _layouts[ii].Footprint.RowPitch,
  4175. _layouts[ii].Footprint.RowPitch * _numRows[ii],
  4176. };
  4177. memcpySubresource(
  4178. &dstData
  4179. , &_srcData[ii]
  4180. , _rowSizesInBytes[ii]
  4181. , _numRows[ii]
  4182. , _layouts[ii].Footprint.Depth
  4183. );
  4184. }
  4185. _intermediate->Unmap(0, NULL);
  4186. D3D12_RESOURCE_DESC dstDesc = getResourceDesc(_dstResource);
  4187. if (dstDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
  4188. {
  4189. _commandList->CopyBufferRegion(
  4190. _dstResource
  4191. , 0
  4192. , _intermediate
  4193. , _layouts[0].Offset
  4194. , _layouts[0].Footprint.Width
  4195. );
  4196. }
  4197. else
  4198. {
  4199. for (uint32_t i = 0; i < _numSubresources; ++i)
  4200. {
  4201. D3D12_TEXTURE_COPY_LOCATION src;
  4202. src.pResource = _intermediate;
  4203. src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
  4204. src.PlacedFootprint = _layouts[i];
  4205. D3D12_TEXTURE_COPY_LOCATION dst;
  4206. dst.pResource = _dstResource;
  4207. dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4208. dst.SubresourceIndex = i + _firstSubresource;
  4209. _commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
  4210. }
  4211. }
  4212. return _requiredSize;
  4213. }
  4214. static uint64_t updateSubresources(
  4215. ID3D12GraphicsCommandList* _commandList
  4216. , ID3D12Resource* _dstResource
  4217. , ID3D12Resource* _intermediate
  4218. , uint64_t _intermediateOffset
  4219. , uint32_t _firstSubresource
  4220. , uint32_t _numSubresources
  4221. , D3D12_SUBRESOURCE_DATA* _srcData
  4222. )
  4223. {
  4224. uint64_t requiredSize = 0;
  4225. const size_t sizeInBytes = size_t(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT) + sizeof(uint32_t) + sizeof(uint64_t) ) * _numSubresources;
  4226. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)BX_ALLOC(g_allocator, sizeInBytes);
  4227. uint64_t* rowSizesInBytes = (uint64_t*)(layouts + _numSubresources);
  4228. uint32_t* numRows = (uint32_t*)(rowSizesInBytes + _numSubresources);
  4229. D3D12_RESOURCE_DESC desc = getResourceDesc(_dstResource);
  4230. s_renderD3D12->m_device->GetCopyableFootprints(
  4231. &desc
  4232. , _firstSubresource
  4233. , _numSubresources
  4234. , _intermediateOffset
  4235. , layouts
  4236. , numRows
  4237. , rowSizesInBytes
  4238. , &requiredSize
  4239. );
  4240. const uint64_t result = updateSubresources(
  4241. _commandList
  4242. , _dstResource
  4243. , _intermediate
  4244. , _firstSubresource
  4245. , _numSubresources
  4246. , requiredSize
  4247. , layouts
  4248. , numRows
  4249. , rowSizesInBytes
  4250. , _srcData
  4251. );
  4252. BX_FREE(g_allocator, layouts);
  4253. return result;
  4254. }
  4255. void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  4256. {
  4257. bimg::ImageContainer imageContainer;
  4258. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  4259. {
  4260. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  4261. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  4262. bimg::TextureInfo ti;
  4263. bimg::imageGetSize(
  4264. &ti
  4265. , uint16_t(imageContainer.m_width >>startLod)
  4266. , uint16_t(imageContainer.m_height>>startLod)
  4267. , uint16_t(imageContainer.m_depth >>startLod)
  4268. , imageContainer.m_cubeMap
  4269. , 1 < imageContainer.m_numMips
  4270. , imageContainer.m_numLayers
  4271. , imageContainer.m_format
  4272. );
  4273. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  4274. m_flags = _flags;
  4275. m_width = ti.width;
  4276. m_height = ti.height;
  4277. m_depth = ti.depth;
  4278. m_numLayers = ti.numLayers;
  4279. m_requestedFormat = uint8_t(imageContainer.m_format);
  4280. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  4281. const bool convert = m_textureFormat != m_requestedFormat;
  4282. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4283. if (imageContainer.m_cubeMap)
  4284. {
  4285. m_type = TextureCube;
  4286. }
  4287. else if (imageContainer.m_depth > 1)
  4288. {
  4289. m_type = Texture3D;
  4290. }
  4291. else
  4292. {
  4293. m_type = Texture2D;
  4294. }
  4295. m_numMips = ti.numMips;
  4296. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  4297. const uint32_t numSrd = numSides * ti.numMips;
  4298. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  4299. uint32_t kk = 0;
  4300. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  4301. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  4302. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  4303. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  4304. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4305. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  4306. const uint32_t msaaQuality = bx::uint32_satsub((m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4307. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4308. const bool needResolve = true
  4309. && 1 < msaa.Count
  4310. && 0 == (m_flags & BGFX_TEXTURE_MSAA_SAMPLE)
  4311. && !writeOnly
  4312. ;
  4313. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  4314. , this - s_renderD3D12->m_textures
  4315. , getName( (TextureFormat::Enum)m_textureFormat)
  4316. , getName( (TextureFormat::Enum)m_requestedFormat)
  4317. , ti.width
  4318. , ti.height
  4319. , imageContainer.m_cubeMap ? "x6" : ""
  4320. , renderTarget ? 'x' : ' '
  4321. , writeOnly ? 'x' : ' '
  4322. , computeWrite ? 'x' : ' '
  4323. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  4324. );
  4325. for (uint8_t side = 0; side < numSides; ++side)
  4326. {
  4327. for (uint8_t lod = 0; lod < ti.numMips; ++lod)
  4328. {
  4329. bimg::ImageMip mip;
  4330. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  4331. {
  4332. if (convert)
  4333. {
  4334. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4335. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4336. const uint32_t size = slice*mip.m_depth;
  4337. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  4338. bimg::imageDecodeToBgra8(
  4339. g_allocator
  4340. , temp
  4341. , mip.m_data
  4342. , mip.m_width
  4343. , mip.m_height
  4344. , pitch
  4345. , mip.m_format
  4346. );
  4347. srd[kk].pData = temp;
  4348. srd[kk].RowPitch = pitch;
  4349. srd[kk].SlicePitch = slice;
  4350. }
  4351. else if (compressed)
  4352. {
  4353. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4354. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4355. const uint32_t size = slice*mip.m_depth;
  4356. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  4357. bimg::imageCopy(temp
  4358. , mip.m_height/blockInfo.blockHeight
  4359. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  4360. , mip.m_depth
  4361. , mip.m_data
  4362. , pitch
  4363. );
  4364. srd[kk].pData = temp;
  4365. srd[kk].RowPitch = pitch;
  4366. srd[kk].SlicePitch = slice;
  4367. }
  4368. else
  4369. {
  4370. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4371. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4372. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
  4373. bimg::imageCopy(temp
  4374. , mip.m_height
  4375. , mip.m_width*mip.m_bpp/8
  4376. , mip.m_depth
  4377. , mip.m_data
  4378. , pitch
  4379. );
  4380. srd[kk].pData = temp;
  4381. srd[kk].RowPitch = pitch;
  4382. srd[kk].SlicePitch = slice;
  4383. }
  4384. ++kk;
  4385. }
  4386. }
  4387. }
  4388. const TextureFormatInfo& tfi = s_textureFormat[m_textureFormat];
  4389. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  4390. m_srvd.Shader4ComponentMapping = tfi.m_mapping;
  4391. m_srvd.Format = (m_flags & BGFX_TEXTURE_SRGB) ? tfi.m_fmtSrgb : tfi.m_fmtSrv;
  4392. m_uavd.Format = tfi.m_fmtSrv;
  4393. DXGI_FORMAT format = tfi.m_fmt;
  4394. if (swizzle)
  4395. {
  4396. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4397. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4398. m_uavd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4399. }
  4400. ID3D12Device* device = s_renderD3D12->m_device;
  4401. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4402. D3D12_RESOURCE_DESC resourceDesc;
  4403. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  4404. resourceDesc.Width = ti.width;
  4405. resourceDesc.Height = ti.height;
  4406. resourceDesc.MipLevels = ti.numMips;
  4407. resourceDesc.Format = format;
  4408. resourceDesc.SampleDesc = msaa;
  4409. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  4410. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  4411. resourceDesc.DepthOrArraySize = numSides;
  4412. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4413. D3D12_CLEAR_VALUE* clearValue = NULL;
  4414. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4415. {
  4416. resourceDesc.Format = tfi.m_fmt;
  4417. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  4418. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  4419. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4420. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4421. clearValue->Format = tfi.m_fmtDsv;
  4422. clearValue->DepthStencil.Depth = 1.0f;
  4423. clearValue->DepthStencil.Stencil = 0;
  4424. }
  4425. else if (renderTarget)
  4426. {
  4427. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  4428. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  4429. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4430. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4431. clearValue->Format = resourceDesc.Format;
  4432. clearValue->Color[0] = 0.0f;
  4433. clearValue->Color[1] = 0.0f;
  4434. clearValue->Color[2] = 0.0f;
  4435. clearValue->Color[3] = 0.0f;
  4436. }
  4437. if (writeOnly)
  4438. {
  4439. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  4440. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4441. }
  4442. if (computeWrite)
  4443. {
  4444. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  4445. }
  4446. if (blit)
  4447. {
  4448. state = D3D12_RESOURCE_STATE_COPY_DEST;
  4449. }
  4450. const bool directAccess = s_renderD3D12->m_directAccessSupport
  4451. && !renderTarget
  4452. // && !readBack
  4453. && !blit
  4454. && !writeOnly
  4455. ;
  4456. switch (m_type)
  4457. {
  4458. case Texture2D:
  4459. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4460. if (1 < ti.numLayers)
  4461. {
  4462. if (1 < msaa.Count && !needResolve)
  4463. {
  4464. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY;
  4465. m_srvd.Texture2DMSArray.FirstArraySlice = 0;
  4466. m_srvd.Texture2DMSArray.ArraySize = ti.numLayers;
  4467. }
  4468. else
  4469. {
  4470. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  4471. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4472. m_srvd.Texture2DArray.MipLevels = ti.numMips;
  4473. m_srvd.Texture2DArray.FirstArraySlice = 0;
  4474. m_srvd.Texture2DArray.ArraySize = ti.numLayers;
  4475. m_srvd.Texture2DArray.PlaneSlice = 0;
  4476. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4477. }
  4478. }
  4479. else
  4480. {
  4481. if (1 < msaa.Count && !needResolve)
  4482. {
  4483. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
  4484. }
  4485. else
  4486. {
  4487. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  4488. m_srvd.Texture2D.MostDetailedMip = 0;
  4489. m_srvd.Texture2D.MipLevels = ti.numMips;
  4490. m_srvd.Texture2D.PlaneSlice = 0;
  4491. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4492. }
  4493. }
  4494. if (1 < ti.numLayers)
  4495. {
  4496. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4497. m_uavd.Texture2DArray.MipSlice = 0;
  4498. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4499. m_uavd.Texture2DArray.ArraySize = ti.numLayers;
  4500. m_uavd.Texture2DArray.PlaneSlice = 0;
  4501. }
  4502. else
  4503. {
  4504. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4505. m_uavd.Texture2D.MipSlice = 0;
  4506. m_uavd.Texture2D.PlaneSlice = 0;
  4507. }
  4508. break;
  4509. case Texture3D:
  4510. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4511. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4512. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4513. m_srvd.Texture3D.MostDetailedMip = 0;
  4514. m_srvd.Texture3D.MipLevels = ti.numMips;
  4515. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4516. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4517. m_uavd.Texture3D.MipSlice = 0;
  4518. m_uavd.Texture3D.FirstWSlice = 0;
  4519. m_uavd.Texture3D.WSize = m_depth;
  4520. break;
  4521. case TextureCube:
  4522. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4523. if (1 < ti.numLayers)
  4524. {
  4525. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  4526. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  4527. m_srvd.TextureCubeArray.MipLevels = ti.numMips;
  4528. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4529. m_srvd.TextureCubeArray.NumCubes = ti.numLayers;
  4530. }
  4531. else
  4532. {
  4533. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4534. m_srvd.TextureCube.MostDetailedMip = 0;
  4535. m_srvd.TextureCube.MipLevels = ti.numMips;
  4536. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4537. }
  4538. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4539. m_uavd.Texture2DArray.MipSlice = 0;
  4540. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4541. m_uavd.Texture2DArray.ArraySize = 6;
  4542. m_uavd.Texture2DArray.PlaneSlice = 0;
  4543. break;
  4544. }
  4545. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4546. if (directAccess)
  4547. {
  4548. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4549. }
  4550. if (kk != 0)
  4551. {
  4552. uint64_t uploadBufferSize;
  4553. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4554. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4555. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4556. uint64_t result = updateSubresources(commandList
  4557. , m_ptr
  4558. , staging
  4559. , 0
  4560. , 0
  4561. , numSrd
  4562. , srd
  4563. );
  4564. BX_ASSERT(0 != result, "Invalid size"); BX_UNUSED(result);
  4565. BX_TRACE("Update subresource %" PRId64, result);
  4566. setState(commandList, state);
  4567. s_renderD3D12->m_cmd.release(staging);
  4568. }
  4569. else
  4570. {
  4571. setState(commandList, state);
  4572. }
  4573. if (0 != kk)
  4574. {
  4575. kk = 0;
  4576. for (uint8_t side = 0; side < numSides; ++side)
  4577. {
  4578. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  4579. {
  4580. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4581. ++kk;
  4582. }
  4583. }
  4584. }
  4585. if (needResolve)
  4586. {
  4587. D3D12_RESOURCE_DESC rd = resourceDesc;
  4588. rd.Alignment = 0;
  4589. rd.SampleDesc = s_msaa[0];
  4590. rd.Flags &= ~(D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  4591. m_singleMsaa = createCommittedResource(device, HeapProperty::Texture, &rd, NULL);
  4592. setResourceBarrier(commandList
  4593. , m_singleMsaa
  4594. , D3D12_RESOURCE_STATE_COMMON
  4595. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4596. );
  4597. }
  4598. }
  4599. return m_directAccessPtr;
  4600. }
  4601. void TextureD3D12::destroy()
  4602. {
  4603. if (NULL != m_ptr)
  4604. {
  4605. if (NULL != m_directAccessPtr)
  4606. {
  4607. D3D12_RANGE writeRange = { 0, 0 };
  4608. m_ptr->Unmap(0, &writeRange);
  4609. m_directAccessPtr = NULL;
  4610. }
  4611. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED))
  4612. {
  4613. s_renderD3D12->m_cmd.release(m_ptr);
  4614. m_ptr = NULL;
  4615. m_state = D3D12_RESOURCE_STATE_COMMON;
  4616. if (NULL != m_singleMsaa)
  4617. {
  4618. s_renderD3D12->m_cmd.release(m_singleMsaa);
  4619. m_singleMsaa = NULL;
  4620. }
  4621. }
  4622. }
  4623. }
  4624. void TextureD3D12::overrideInternal(uintptr_t _ptr)
  4625. {
  4626. destroy();
  4627. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  4628. m_ptr = (ID3D12Resource*)_ptr;
  4629. }
  4630. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4631. {
  4632. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4633. const uint32_t subres = _mip + (_side * m_numMips);
  4634. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4635. uint32_t rectpitch = _rect.m_width*bpp/8;
  4636. if (bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat)))
  4637. {
  4638. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat));
  4639. rectpitch = (_rect.m_width / blockInfo.blockWidth) * blockInfo.blockSize;
  4640. }
  4641. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4642. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4643. const bool convert = m_textureFormat != m_requestedFormat;
  4644. D3D12_BOX box;
  4645. box.left = 0;
  4646. box.top = 0;
  4647. box.right = box.left + _rect.m_width;
  4648. box.bottom = box.top + _rect.m_height;
  4649. if (TextureD3D12::Texture3D == m_type)
  4650. {
  4651. box.front = _z;
  4652. box.back = box.front + _depth;
  4653. }
  4654. else
  4655. {
  4656. box.front = 0;
  4657. box.back = 1;
  4658. }
  4659. uint8_t* srcData = _mem->data;
  4660. uint8_t* temp = NULL;
  4661. if (convert)
  4662. {
  4663. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4664. bimg::imageDecodeToBgra8(g_allocator, temp, srcData, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat));
  4665. srcData = temp;
  4666. box.right = bx::max(1u, m_width >> _mip);
  4667. box.bottom = bx::max(1u, m_height >> _mip);
  4668. }
  4669. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4670. desc.Width = _rect.m_width;
  4671. desc.Height = _rect.m_height;
  4672. uint32_t numRows;
  4673. uint64_t totalBytes;
  4674. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4675. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4676. , 0
  4677. , 1
  4678. , 0
  4679. , &layout
  4680. , &numRows
  4681. , NULL
  4682. , &totalBytes
  4683. );
  4684. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4685. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4686. uint8_t* dstData;
  4687. D3D12_RANGE readRange = { 0, 0 };
  4688. DX_CHECK(staging->Map(0, &readRange, (void**)&dstData) );
  4689. for (uint32_t ii = 0, height = numRows; ii < height; ++ii)
  4690. {
  4691. bx::memCopy(&dstData[ii*rowPitch], &srcData[ii*srcpitch], srcpitch);
  4692. }
  4693. if (NULL != temp)
  4694. {
  4695. BX_FREE(g_allocator, temp);
  4696. }
  4697. D3D12_RANGE writeRange = { 0, numRows*rowPitch };
  4698. staging->Unmap(0, &writeRange);
  4699. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4700. dst.SubresourceIndex = subres;
  4701. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4702. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4703. setState(_commandList, state);
  4704. s_renderD3D12->m_cmd.release(staging);
  4705. }
  4706. void TextureD3D12::resolve(ID3D12GraphicsCommandList* _commandList, uint8_t _resolve, uint32_t _layer, uint32_t _numLayers, uint32_t _mip)
  4707. {
  4708. BX_UNUSED(_resolve);
  4709. bool needResolve = NULL != m_singleMsaa;
  4710. if (needResolve)
  4711. {
  4712. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  4713. setResourceBarrier(_commandList
  4714. , m_singleMsaa
  4715. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4716. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4717. );
  4718. for (uint32_t ii = _layer; ii < _numLayers; ++ii)
  4719. {
  4720. const uint32_t resource = _mip + (ii * m_numMips);
  4721. _commandList->ResolveSubresource(m_singleMsaa
  4722. , resource
  4723. , m_ptr
  4724. , resource
  4725. , s_textureFormat[m_textureFormat].m_fmt
  4726. );
  4727. }
  4728. setResourceBarrier(_commandList
  4729. , m_singleMsaa
  4730. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4731. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4732. );
  4733. setState(_commandList, state);
  4734. }
  4735. }
  4736. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4737. {
  4738. if (m_state != _state)
  4739. {
  4740. setResourceBarrier(_commandList
  4741. , m_ptr
  4742. , m_state
  4743. , _state
  4744. );
  4745. bx::swap(m_state, _state);
  4746. }
  4747. return _state;
  4748. }
  4749. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4750. {
  4751. m_denseIdx = UINT16_MAX;
  4752. m_numTh = _num;
  4753. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4754. postReset();
  4755. }
  4756. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4757. {
  4758. BX_UNUSED(_nwh, _width, _height, _format, _depthFormat);
  4759. #if BX_PLATFORM_WINDOWS
  4760. SwapChainDesc scd;
  4761. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(SwapChainDesc) );
  4762. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4763. scd.width = _width;
  4764. scd.height = _height;
  4765. scd.nwh = _nwh;
  4766. scd.sampleDesc = s_msaa[0];
  4767. HRESULT hr;
  4768. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4769. s_renderD3D12->getDeviceForSwapChain()
  4770. , scd
  4771. , &m_swapChain
  4772. );
  4773. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4774. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4775. DX_CHECK(s_renderD3D12->m_dxgi.m_factory->MakeWindowAssociation(
  4776. (HWND)_nwh
  4777. , 0
  4778. | DXGI_MWA_NO_WINDOW_CHANGES
  4779. | DXGI_MWA_NO_ALT_ENTER
  4780. ) );
  4781. ID3D12Device* device = s_renderD3D12->m_device;
  4782. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4783. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4784. {
  4785. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4786. ID3D12Resource* colorBuffer;
  4787. DX_CHECK(m_swapChain->GetBuffer(ii
  4788. , IID_ID3D12Resource
  4789. , (void**)&colorBuffer
  4790. ) );
  4791. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4792. DX_RELEASE(colorBuffer, 0);
  4793. }
  4794. #endif // BX_PLATFORM_WINDOWS
  4795. m_nwh = _nwh;
  4796. m_denseIdx = _denseIdx;
  4797. m_num = 1;
  4798. }
  4799. uint16_t FrameBufferD3D12::destroy()
  4800. {
  4801. DX_RELEASE(m_swapChain, 0);
  4802. m_nwh = NULL;
  4803. m_numTh = 0;
  4804. m_needPresent = false;
  4805. m_depth.idx = bgfx::kInvalidHandle;
  4806. uint16_t denseIdx = m_denseIdx;
  4807. m_denseIdx = UINT16_MAX;
  4808. return denseIdx;
  4809. }
  4810. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4811. {
  4812. if (m_needPresent)
  4813. {
  4814. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4815. hr = !isLost(hr) ? S_OK : hr;
  4816. m_needPresent = false;
  4817. return hr;
  4818. }
  4819. return S_OK;
  4820. }
  4821. void FrameBufferD3D12::preReset()
  4822. {
  4823. }
  4824. void FrameBufferD3D12::postReset()
  4825. {
  4826. if (m_numTh != 0)
  4827. {
  4828. ID3D12Device* device = s_renderD3D12->m_device;
  4829. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4830. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4831. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4832. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4833. m_width = 0;
  4834. m_height = 0;
  4835. m_depth.idx = bgfx::kInvalidHandle;
  4836. m_num = 0;
  4837. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4838. {
  4839. const Attachment& at = m_attachment[ii];
  4840. if (isValid(at.handle) )
  4841. {
  4842. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4843. if (0 == m_width)
  4844. {
  4845. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4846. m_width = uint32_t(desc.Width);
  4847. m_height = uint32_t(desc.Height);
  4848. }
  4849. const uint32_t msaaQuality = bx::uint32_satsub((texture.m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4850. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4851. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4852. {
  4853. BX_ASSERT(!isValid(m_depth), "");
  4854. m_depth = at.handle;
  4855. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4856. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4857. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4858. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4859. BX_UNUSED(blockInfo);
  4860. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4861. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4862. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4863. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4864. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4865. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4866. ;
  4867. switch (texture.m_type)
  4868. {
  4869. default:
  4870. case TextureD3D12::Texture2D:
  4871. if (1 < msaa.Count)
  4872. {
  4873. if (1 < texture.m_numLayers)
  4874. {
  4875. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4876. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4877. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4878. }
  4879. else
  4880. {
  4881. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  4882. }
  4883. }
  4884. else
  4885. {
  4886. if (1 < texture.m_numLayers)
  4887. {
  4888. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4889. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4890. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4891. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4892. }
  4893. else
  4894. {
  4895. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4896. dsvDesc.Texture2D.MipSlice = at.mip;
  4897. }
  4898. }
  4899. break;
  4900. case TextureD3D12::TextureCube:
  4901. if (1 < msaa.Count)
  4902. {
  4903. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4904. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4905. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4906. }
  4907. else
  4908. {
  4909. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4910. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4911. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4912. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4913. }
  4914. break;
  4915. }
  4916. device->CreateDepthStencilView(texture.m_ptr
  4917. , &dsvDesc
  4918. , dsvDescriptor
  4919. );
  4920. }
  4921. else if (Access::Write == at.access)
  4922. {
  4923. m_texture[m_num] = at.handle;
  4924. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4925. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4926. desc.Format = texture.m_srvd.Format;
  4927. switch (texture.m_type)
  4928. {
  4929. default:
  4930. case TextureD3D12::Texture2D:
  4931. if (1 < msaa.Count)
  4932. {
  4933. if (1 < texture.m_numLayers)
  4934. {
  4935. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4936. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4937. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4938. }
  4939. else
  4940. {
  4941. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4942. }
  4943. }
  4944. else
  4945. {
  4946. if (1 < texture.m_numLayers)
  4947. {
  4948. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4949. desc.Texture2DArray.FirstArraySlice = at.layer;
  4950. desc.Texture2DArray.ArraySize = at.numLayers;
  4951. desc.Texture2DArray.MipSlice = at.mip;
  4952. desc.Texture2DArray.PlaneSlice = 0;
  4953. }
  4954. else
  4955. {
  4956. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4957. desc.Texture2D.MipSlice = at.mip;
  4958. desc.Texture2D.PlaneSlice = 0;
  4959. }
  4960. }
  4961. break;
  4962. case TextureD3D12::TextureCube:
  4963. if (1 < msaa.Count)
  4964. {
  4965. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4966. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4967. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4968. }
  4969. else
  4970. {
  4971. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4972. desc.Texture2DArray.FirstArraySlice = at.layer;
  4973. desc.Texture2DArray.ArraySize = at.numLayers;
  4974. desc.Texture2DArray.MipSlice = at.mip;
  4975. desc.Texture2DArray.PlaneSlice = 0;
  4976. }
  4977. break;
  4978. case TextureD3D12::Texture3D:
  4979. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4980. desc.Texture3D.MipSlice = at.mip;
  4981. desc.Texture3D.FirstWSlice = at.layer;
  4982. desc.Texture3D.WSize = at.numLayers;
  4983. break;
  4984. }
  4985. device->CreateRenderTargetView(texture.m_ptr
  4986. , &desc
  4987. , rtv
  4988. );
  4989. m_num++;
  4990. }
  4991. else
  4992. {
  4993. BX_ASSERT(false, "");
  4994. }
  4995. }
  4996. }
  4997. }
  4998. }
  4999. void FrameBufferD3D12::resolve()
  5000. {
  5001. if (0 < m_numTh)
  5002. {
  5003. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  5004. {
  5005. const Attachment& at = m_attachment[ii];
  5006. if (isValid(at.handle) )
  5007. {
  5008. TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  5009. texture.resolve(s_renderD3D12->m_commandList, at.resolve, at.layer, at.numLayers, at.mip);
  5010. }
  5011. }
  5012. }
  5013. }
  5014. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  5015. {
  5016. ID3D12Device* device = s_renderD3D12->m_device;
  5017. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  5018. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  5019. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  5020. if (BGFX_CLEAR_COLOR & _clear.m_flags
  5021. && 0 != m_num)
  5022. {
  5023. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  5024. {
  5025. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  5026. {
  5027. uint8_t index = _clear.m_index[ii];
  5028. if (UINT8_MAX != index)
  5029. {
  5030. _commandList->ClearRenderTargetView(rtv
  5031. , _palette[index]
  5032. , _num
  5033. , _rect
  5034. );
  5035. rtv.ptr += rtvDescriptorSize;
  5036. }
  5037. }
  5038. }
  5039. else
  5040. {
  5041. float frgba[4] =
  5042. {
  5043. _clear.m_index[0]*1.0f/255.0f,
  5044. _clear.m_index[1]*1.0f/255.0f,
  5045. _clear.m_index[2]*1.0f/255.0f,
  5046. _clear.m_index[3]*1.0f/255.0f,
  5047. };
  5048. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  5049. {
  5050. _commandList->ClearRenderTargetView(rtv
  5051. , frgba
  5052. , _num
  5053. , _rect
  5054. );
  5055. rtv.ptr += rtvDescriptorSize;
  5056. }
  5057. }
  5058. }
  5059. if (isValid(m_depth)
  5060. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  5061. {
  5062. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  5063. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  5064. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  5065. DWORD flags = 0;
  5066. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  5067. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  5068. _commandList->ClearDepthStencilView(dsvDescriptor
  5069. , D3D12_CLEAR_FLAGS(flags)
  5070. , _clear.m_depth
  5071. , _clear.m_stencil
  5072. , _num
  5073. , _rect
  5074. );
  5075. }
  5076. }
  5077. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  5078. {
  5079. if (m_state != _state)
  5080. {
  5081. ID3D12Resource* colorBuffer;
  5082. DX_CHECK(m_swapChain->GetBuffer(_idx
  5083. , IID_ID3D12Resource
  5084. , (void**)&colorBuffer
  5085. ) );
  5086. setResourceBarrier(_commandList
  5087. , colorBuffer
  5088. , m_state
  5089. , _state
  5090. );
  5091. DX_RELEASE(colorBuffer, 0);
  5092. bx::swap(m_state, _state);
  5093. }
  5094. return _state;
  5095. }
  5096. void TimerQueryD3D12::init()
  5097. {
  5098. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  5099. queryHeapDesc.Count = m_control.m_size * 2;
  5100. queryHeapDesc.NodeMask = 1;
  5101. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  5102. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  5103. , IID_ID3D12QueryHeap
  5104. , (void**)&m_queryHeap
  5105. ) );
  5106. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  5107. m_readback = createCommittedResource(s_renderD3D12->m_device
  5108. , HeapProperty::ReadBack
  5109. , size
  5110. );
  5111. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  5112. D3D12_RANGE range = { 0, size };
  5113. m_readback->Map(0, &range, (void**)&m_queryResult);
  5114. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  5115. {
  5116. Result& result = m_result[ii];
  5117. result.reset();
  5118. }
  5119. m_control.reset();
  5120. }
  5121. void TimerQueryD3D12::shutdown()
  5122. {
  5123. D3D12_RANGE range = { 0, 0 };
  5124. m_readback->Unmap(0, &range);
  5125. DX_RELEASE(m_queryHeap, 0);
  5126. DX_RELEASE(m_readback, 0);
  5127. }
  5128. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx, uint32_t _frameNum)
  5129. {
  5130. while (0 == m_control.reserve(1) )
  5131. {
  5132. m_control.consume(1);
  5133. }
  5134. Result& result = m_result[_resultIdx];
  5135. ++result.m_pending;
  5136. const uint32_t idx = m_control.m_current;
  5137. Query& query = m_query[idx];
  5138. query.m_resultIdx = _resultIdx;
  5139. query.m_ready = false;
  5140. query.m_frameNum = _frameNum;
  5141. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  5142. uint32_t offset = idx * 2 + 0;
  5143. commandList->EndQuery(m_queryHeap
  5144. , D3D12_QUERY_TYPE_TIMESTAMP
  5145. , offset
  5146. );
  5147. m_control.commit(1);
  5148. return idx;
  5149. }
  5150. void TimerQueryD3D12::end(uint32_t _idx)
  5151. {
  5152. Query& query = m_query[_idx];
  5153. query.m_ready = true;
  5154. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  5155. uint32_t offset = _idx * 2;
  5156. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  5157. commandList->EndQuery(m_queryHeap
  5158. , D3D12_QUERY_TYPE_TIMESTAMP
  5159. , offset + 1
  5160. );
  5161. commandList->ResolveQueryData(m_queryHeap
  5162. , D3D12_QUERY_TYPE_TIMESTAMP
  5163. , offset
  5164. , 2
  5165. , m_readback
  5166. , offset * sizeof(uint64_t)
  5167. );
  5168. while (update() )
  5169. {
  5170. }
  5171. }
  5172. bool TimerQueryD3D12::update()
  5173. {
  5174. if (0 != m_control.available() )
  5175. {
  5176. uint32_t idx = m_control.m_read;
  5177. Query& query = m_query[idx];
  5178. if (!query.m_ready)
  5179. {
  5180. return false;
  5181. }
  5182. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  5183. {
  5184. return false;
  5185. }
  5186. m_control.consume(1);
  5187. Result& result = m_result[query.m_resultIdx];
  5188. --result.m_pending;
  5189. result.m_frameNum = query.m_frameNum;
  5190. uint32_t offset = idx * 2;
  5191. result.m_begin = m_queryResult[offset+0];
  5192. result.m_end = m_queryResult[offset+1];
  5193. return true;
  5194. }
  5195. return false;
  5196. }
  5197. void OcclusionQueryD3D12::init()
  5198. {
  5199. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  5200. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  5201. queryHeapDesc.NodeMask = 1;
  5202. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  5203. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  5204. , IID_ID3D12QueryHeap
  5205. , (void**)&m_queryHeap
  5206. ) );
  5207. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  5208. m_readback = createCommittedResource(s_renderD3D12->m_device
  5209. , HeapProperty::ReadBack
  5210. , size
  5211. );
  5212. D3D12_RANGE range = { 0, size };
  5213. m_readback->Map(0, &range, (void**)&m_result);
  5214. }
  5215. void OcclusionQueryD3D12::shutdown()
  5216. {
  5217. D3D12_RANGE range = { 0, 0 };
  5218. m_readback->Unmap(0, &range);
  5219. DX_RELEASE(m_queryHeap, 0);
  5220. DX_RELEASE(m_readback, 0);
  5221. }
  5222. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  5223. {
  5224. while (0 == m_control.reserve(1) )
  5225. {
  5226. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  5227. if (isValid(handle) )
  5228. {
  5229. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  5230. }
  5231. m_control.consume(1);
  5232. }
  5233. m_handle[m_control.m_current] = _handle;
  5234. _commandList->BeginQuery(m_queryHeap
  5235. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  5236. , _handle.idx
  5237. );
  5238. }
  5239. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  5240. {
  5241. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  5242. _commandList->EndQuery(m_queryHeap
  5243. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  5244. , handle.idx
  5245. );
  5246. _commandList->ResolveQueryData(m_queryHeap
  5247. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  5248. , handle.idx
  5249. , 1
  5250. , m_readback
  5251. , handle.idx * sizeof(uint64_t)
  5252. );
  5253. m_control.commit(1);
  5254. }
  5255. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  5256. {
  5257. const uint32_t size = m_control.m_size;
  5258. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  5259. {
  5260. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  5261. if (handle.idx == _handle.idx)
  5262. {
  5263. handle.idx = bgfx::kInvalidHandle;
  5264. }
  5265. }
  5266. }
  5267. struct Bind
  5268. {
  5269. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  5270. uint16_t m_samplerStateIdx;
  5271. };
  5272. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  5273. {
  5274. TextureHandle currentSrc = { kInvalidHandle };
  5275. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  5276. while (_bs.hasItem(_view) )
  5277. {
  5278. const BlitItem& blit = _bs.advance();
  5279. TextureD3D12& src = m_textures[blit.m_src.idx];
  5280. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  5281. if (currentSrc.idx != blit.m_src.idx)
  5282. {
  5283. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  5284. {
  5285. m_textures[currentSrc.idx].setState(m_commandList, state);
  5286. }
  5287. currentSrc = blit.m_src.to<TextureHandle>();
  5288. if (NULL != src.m_singleMsaa)
  5289. {
  5290. setResourceBarrier(m_commandList
  5291. , src.m_singleMsaa
  5292. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  5293. , D3D12_RESOURCE_STATE_COPY_SOURCE
  5294. );
  5295. }
  5296. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  5297. }
  5298. if (TextureD3D12::Texture3D == src.m_type)
  5299. {
  5300. D3D12_BOX box;
  5301. box.left = blit.m_srcX;
  5302. box.top = blit.m_srcY;
  5303. box.front = blit.m_srcZ;
  5304. box.right = blit.m_srcX + blit.m_width;
  5305. box.bottom = blit.m_srcY + blit.m_height;
  5306. box.back = blit.m_srcZ + bx::uint32_imax(1, blit.m_depth);
  5307. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  5308. dstLocation.pResource = dst.m_ptr;
  5309. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5310. dstLocation.SubresourceIndex = blit.m_dstMip;
  5311. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  5312. srcLocation.pResource = src.m_ptr;
  5313. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5314. srcLocation.SubresourceIndex = blit.m_srcMip;
  5315. m_commandList->CopyTextureRegion(&dstLocation
  5316. , blit.m_dstX
  5317. , blit.m_dstY
  5318. , blit.m_dstZ
  5319. , &srcLocation
  5320. , &box
  5321. );
  5322. }
  5323. else
  5324. {
  5325. D3D12_BOX box;
  5326. box.left = blit.m_srcX;
  5327. box.top = blit.m_srcY;
  5328. box.front = 0;
  5329. box.right = blit.m_srcX + blit.m_width;
  5330. box.bottom = blit.m_srcY + blit.m_height;
  5331. box.back = 1;
  5332. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  5333. ? blit.m_srcZ
  5334. : 0
  5335. ;
  5336. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  5337. ? blit.m_dstZ
  5338. : 0
  5339. ;
  5340. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  5341. dstLocation.pResource = dst.m_ptr;
  5342. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5343. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  5344. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  5345. srcLocation.pResource = NULL != src.m_singleMsaa ? src.m_singleMsaa : src.m_ptr;
  5346. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5347. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  5348. const bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  5349. m_commandList->CopyTextureRegion(
  5350. &dstLocation
  5351. , blit.m_dstX
  5352. , blit.m_dstY
  5353. , 0
  5354. , &srcLocation
  5355. , depthStencil ? NULL : &box
  5356. );
  5357. }
  5358. if (NULL != src.m_singleMsaa)
  5359. {
  5360. setResourceBarrier(
  5361. m_commandList
  5362. , src.m_singleMsaa
  5363. , D3D12_RESOURCE_STATE_COPY_SOURCE
  5364. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  5365. );
  5366. }
  5367. }
  5368. if (isValid(currentSrc)
  5369. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  5370. {
  5371. m_textures[currentSrc.idx].setState(m_commandList, state);
  5372. }
  5373. }
  5374. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  5375. {
  5376. if (m_lost
  5377. || updateResolution(_render->m_resolution) )
  5378. {
  5379. return;
  5380. }
  5381. if (_render->m_capture)
  5382. {
  5383. renderDocTriggerCapture();
  5384. }
  5385. BGFX_D3D12_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorFrame);
  5386. int64_t timeBegin = bx::getHPCounter();
  5387. int64_t captureElapsed = 0;
  5388. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS, _render->m_frameNum);
  5389. if (0 < _render->m_iboffset)
  5390. {
  5391. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  5392. TransientIndexBuffer* ib = _render->m_transientIb;
  5393. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  5394. }
  5395. if (0 < _render->m_vboffset)
  5396. {
  5397. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  5398. TransientVertexBuffer* vb = _render->m_transientVb;
  5399. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  5400. }
  5401. _render->sort();
  5402. RenderDraw currentState;
  5403. currentState.clear();
  5404. currentState.m_stateFlags = BGFX_STATE_NONE;
  5405. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  5406. RenderBind currentBind;
  5407. currentBind.clear();
  5408. static ViewState viewState;
  5409. viewState.reset(_render);
  5410. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  5411. // setDebugWireframe(wireframe);
  5412. uint16_t currentSamplerStateIdx = kInvalidHandle;
  5413. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  5414. uint32_t currentBindHash = 0;
  5415. bool hasPredefined = false;
  5416. bool commandListChanged = false;
  5417. ID3D12PipelineState* currentPso = NULL;
  5418. SortKey key;
  5419. uint16_t view = UINT16_MAX;
  5420. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  5421. BlitState bs(_render);
  5422. uint32_t blendFactor = 0;
  5423. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  5424. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  5425. PrimInfo prim = s_primInfo[primIndex];
  5426. bool wasCompute = false;
  5427. bool viewHasScissor = false;
  5428. bool restoreScissor = false;
  5429. Rect viewScissorRect;
  5430. viewScissorRect.clear();
  5431. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  5432. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  5433. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  5434. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  5435. uint32_t statsNumIndices = 0;
  5436. uint32_t statsKeyType[2] = {};
  5437. Profiler<TimerQueryD3D12> profiler(
  5438. _render
  5439. , m_gpuTimer
  5440. , s_viewName
  5441. );
  5442. #if BX_PLATFORM_WINDOWS
  5443. if (NULL != m_swapChain)
  5444. {
  5445. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  5446. }
  5447. else
  5448. {
  5449. m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
  5450. }
  5451. #else
  5452. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  5453. #endif // BX_PLATFORM_WINDOWS
  5454. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  5455. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  5456. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  5457. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  5458. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  5459. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  5460. scratchBuffer.reset(gpuHandle);
  5461. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  5462. StateCacheLru<Bind, 64> bindLru;
  5463. if (NULL != m_msaaRt)
  5464. {
  5465. setResourceBarrier(m_commandList
  5466. , m_msaaRt
  5467. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5468. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5469. );
  5470. setResourceBarrier(m_commandList
  5471. , m_backBufferColor[m_backBufferColorIdx]
  5472. , D3D12_RESOURCE_STATE_PRESENT
  5473. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5474. );
  5475. }
  5476. else if (NULL != m_swapChain)
  5477. {
  5478. setResourceBarrier(m_commandList
  5479. , m_backBufferColor[m_backBufferColorIdx]
  5480. , D3D12_RESOURCE_STATE_PRESENT
  5481. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5482. );
  5483. }
  5484. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  5485. {
  5486. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  5487. m_batch.begin();
  5488. viewState.m_rect = _render->m_view[0].m_rect;
  5489. int32_t numItems = _render->m_numRenderItems;
  5490. for (int32_t item = 0; item < numItems;)
  5491. {
  5492. const uint64_t encodedKey = _render->m_sortKeys[item];
  5493. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  5494. statsKeyType[isCompute]++;
  5495. const bool viewChanged = 0
  5496. || key.m_view != view
  5497. || item == numItems
  5498. ;
  5499. const uint32_t itemIdx = _render->m_sortValues[item];
  5500. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  5501. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  5502. ++item;
  5503. if (viewChanged)
  5504. {
  5505. m_batch.flush(m_commandList, true);
  5506. kick();
  5507. commandListChanged = true;
  5508. view = key.m_view;
  5509. currentPso = NULL;
  5510. currentSamplerStateIdx = kInvalidHandle;
  5511. currentProgram = BGFX_INVALID_HANDLE;
  5512. hasPredefined = false;
  5513. if (item > 1)
  5514. {
  5515. profiler.end();
  5516. }
  5517. BGFX_D3D12_PROFILER_END();
  5518. setViewType(view, " ");
  5519. BGFX_D3D12_PROFILER_BEGIN(view, kColorView);
  5520. profiler.begin(view);
  5521. fbh = _render->m_view[view].m_fbh;
  5522. setFrameBuffer(fbh);
  5523. viewState.m_rect = _render->m_view[view].m_rect;
  5524. const Rect& rect = _render->m_view[view].m_rect;
  5525. const Rect& scissorRect = _render->m_view[view].m_scissor;
  5526. viewHasScissor = !scissorRect.isZero();
  5527. viewScissorRect = viewHasScissor ? scissorRect : rect;
  5528. D3D12_VIEWPORT vp;
  5529. vp.TopLeftX = rect.m_x;
  5530. vp.TopLeftY = rect.m_y;
  5531. vp.Width = rect.m_width;
  5532. vp.Height = rect.m_height;
  5533. vp.MinDepth = 0.0f;
  5534. vp.MaxDepth = 1.0f;
  5535. m_commandList->RSSetViewports(1, &vp);
  5536. D3D12_RECT rc;
  5537. rc.left = viewScissorRect.m_x;
  5538. rc.top = viewScissorRect.m_y;
  5539. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5540. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5541. m_commandList->RSSetScissorRects(1, &rc);
  5542. restoreScissor = false;
  5543. Clear& clr = _render->m_view[view].m_clear;
  5544. if (BGFX_CLEAR_NONE != clr.m_flags)
  5545. {
  5546. Rect clearRect = rect;
  5547. clearRect.setIntersect(rect, viewScissorRect);
  5548. clearQuad(clearRect, clr, _render->m_colorPalette);
  5549. }
  5550. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  5551. submitBlit(bs, view);
  5552. }
  5553. if (isCompute)
  5554. {
  5555. if (!wasCompute)
  5556. {
  5557. wasCompute = true;
  5558. setViewType(view, "C");
  5559. BGFX_D3D12_PROFILER_END();
  5560. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5561. commandListChanged = true;
  5562. }
  5563. if (commandListChanged)
  5564. {
  5565. commandListChanged = false;
  5566. m_commandList->SetComputeRootSignature(m_rootSignature);
  5567. ID3D12DescriptorHeap* heaps[] = {
  5568. m_samplerAllocator.getHeap(),
  5569. scratchBuffer.getHeap(),
  5570. };
  5571. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5572. }
  5573. const RenderCompute& compute = renderItem.compute;
  5574. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  5575. if (pso != currentPso)
  5576. {
  5577. currentPso = pso;
  5578. m_commandList->SetPipelineState(pso);
  5579. currentBindHash = 0;
  5580. }
  5581. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5582. if (currentBindHash != bindHash)
  5583. {
  5584. currentBindHash = bindHash;
  5585. Bind* bindCached = bindLru.find(bindHash);
  5586. if (NULL == bindCached)
  5587. {
  5588. uint32_t numSet = 0;
  5589. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5590. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5591. {
  5592. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  5593. {
  5594. const Binding& bind = renderBind.m_bind[stage];
  5595. if (kInvalidHandle != bind.m_idx)
  5596. {
  5597. switch (bind.m_type)
  5598. {
  5599. case Binding::Image:
  5600. {
  5601. TextureD3D12& texture = m_textures[bind.m_idx];
  5602. if (Access::Read != bind.m_access)
  5603. {
  5604. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5605. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5606. }
  5607. else
  5608. {
  5609. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5610. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5611. samplerFlags[stage] = uint32_t(texture.m_flags);
  5612. }
  5613. ++numSet;
  5614. }
  5615. break;
  5616. case Binding::Texture:
  5617. {
  5618. TextureD3D12& texture = m_textures[bind.m_idx];
  5619. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5620. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5621. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5622. ? bind.m_samplerFlags
  5623. : texture.m_flags
  5624. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5625. ;
  5626. ++numSet;
  5627. }
  5628. break;
  5629. case Binding::IndexBuffer:
  5630. case Binding::VertexBuffer:
  5631. {
  5632. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5633. ? m_indexBuffers[bind.m_idx]
  5634. : m_vertexBuffers[bind.m_idx]
  5635. ;
  5636. if (Access::Read != bind.m_access)
  5637. {
  5638. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5639. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5640. }
  5641. else
  5642. {
  5643. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5644. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5645. }
  5646. ++numSet;
  5647. }
  5648. break;
  5649. }
  5650. }
  5651. else
  5652. {
  5653. samplerFlags[stage] = 0;
  5654. scratchBuffer.allocEmpty(srvHandle[stage]);
  5655. }
  5656. }
  5657. if (0 != numSet)
  5658. {
  5659. Bind bind;
  5660. bind.m_srvHandle = srvHandle[0];
  5661. bind.m_samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
  5662. bindCached = bindLru.add(bindHash, bind, 0);
  5663. }
  5664. }
  5665. }
  5666. if (NULL != bindCached)
  5667. {
  5668. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5669. if (samplerStateIdx != currentSamplerStateIdx)
  5670. {
  5671. currentSamplerStateIdx = samplerStateIdx;
  5672. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5673. }
  5674. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5675. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5676. }
  5677. }
  5678. bool constantsChanged = false;
  5679. if (compute.m_uniformBegin < compute.m_uniformEnd
  5680. || currentProgram.idx != key.m_program.idx)
  5681. {
  5682. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5683. currentProgram = key.m_program;
  5684. ProgramD3D12& program = m_program[currentProgram.idx];
  5685. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5686. if (NULL != vcb)
  5687. {
  5688. commit(*vcb);
  5689. }
  5690. hasPredefined = 0 < program.m_numPredefined;
  5691. constantsChanged = true;
  5692. }
  5693. if (constantsChanged
  5694. || hasPredefined)
  5695. {
  5696. ProgramD3D12& program = m_program[currentProgram.idx];
  5697. viewState.setPredefined<4>(this, view, program, _render, compute);
  5698. commitShaderConstants(key.m_program, gpuAddress);
  5699. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5700. }
  5701. if (isValid(compute.m_indirectBuffer) )
  5702. {
  5703. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5704. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5705. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5706. : compute.m_numIndirect
  5707. ;
  5708. m_commandList->ExecuteIndirect(
  5709. s_renderD3D12->m_commandSignature[0]
  5710. , numDrawIndirect
  5711. , indirect.m_ptr
  5712. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5713. , NULL
  5714. , 0
  5715. );
  5716. }
  5717. else
  5718. {
  5719. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5720. }
  5721. continue;
  5722. }
  5723. bool resetState = viewChanged || wasCompute;
  5724. if (wasCompute)
  5725. {
  5726. wasCompute = false;
  5727. setViewType(view, " ");
  5728. BGFX_D3D12_PROFILER_END();
  5729. BGFX_D3D12_PROFILER_BEGIN(view, kColorDraw);
  5730. commandListChanged = true;
  5731. }
  5732. const RenderDraw& draw = renderItem.draw;
  5733. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5734. {
  5735. const bool occluded = true
  5736. && isValid(draw.m_occlusionQuery)
  5737. && !hasOcclusionQuery
  5738. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5739. ;
  5740. if (occluded
  5741. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5742. {
  5743. if (resetState)
  5744. {
  5745. currentState.clear();
  5746. currentState.m_scissor = !draw.m_scissor;
  5747. currentBind.clear();
  5748. commandListChanged = true;
  5749. }
  5750. continue;
  5751. }
  5752. }
  5753. if (0 != draw.m_streamMask)
  5754. {
  5755. const uint64_t newFlags = draw.m_stateFlags;
  5756. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5757. currentState.m_stateFlags = newFlags;
  5758. if (0 != (BGFX_STATE_PT_MASK & changedFlags) )
  5759. {
  5760. primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  5761. }
  5762. const uint64_t newStencil = draw.m_stencil;
  5763. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5764. currentState.m_stencil = newStencil;
  5765. if (resetState
  5766. || commandListChanged)
  5767. {
  5768. wasCompute = false;
  5769. commandListChanged = false;
  5770. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5771. ID3D12DescriptorHeap* heaps[] = {
  5772. m_samplerAllocator.getHeap(),
  5773. scratchBuffer.getHeap(),
  5774. };
  5775. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5776. currentPso = NULL;
  5777. currentBindHash = 0;
  5778. currentSamplerStateIdx = kInvalidHandle;
  5779. currentProgram = BGFX_INVALID_HANDLE;
  5780. currentState.clear();
  5781. currentState.m_scissor = !draw.m_scissor;
  5782. changedFlags = BGFX_STATE_MASK;
  5783. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5784. currentState.m_stateFlags = newFlags;
  5785. currentState.m_stencil = newStencil;
  5786. currentBind.clear();
  5787. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5788. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5789. }
  5790. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5791. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5792. currentState.m_streamMask = draw.m_streamMask;
  5793. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5794. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5795. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5796. const uint64_t state = draw.m_stateFlags;
  5797. bool hasFactor = 0
  5798. || f0 == (state & f0)
  5799. || f1 == (state & f1)
  5800. || f2 == (state & f2)
  5801. || f3 == (state & f3)
  5802. ;
  5803. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5804. uint8_t numStreams = 0;
  5805. if (UINT8_MAX != draw.m_streamMask)
  5806. {
  5807. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5808. ; 0 != streamMask
  5809. ; streamMask >>= 1, idx += 1, ++numStreams
  5810. )
  5811. {
  5812. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5813. streamMask >>= ntz;
  5814. idx += ntz;
  5815. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5816. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5817. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5818. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5819. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5820. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5821. ? draw.m_stream[idx].m_layoutHandle.idx
  5822. : vb.m_layoutHandle.idx;
  5823. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5824. layouts[numStreams] = &layout;
  5825. }
  5826. }
  5827. ID3D12PipelineState* pso = getPipelineState(
  5828. state
  5829. , draw.m_stencil
  5830. , numStreams
  5831. , layouts
  5832. , key.m_program
  5833. , uint8_t(draw.m_instanceDataStride/16)
  5834. );
  5835. const uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5836. if (currentBindHash != bindHash
  5837. || 0 != changedStencil
  5838. || (hasFactor && blendFactor != draw.m_rgba)
  5839. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5840. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5841. || currentState.m_scissor != draw.m_scissor
  5842. || pso != currentPso
  5843. || hasOcclusionQuery)
  5844. {
  5845. m_batch.flush(m_commandList);
  5846. }
  5847. if (currentBindHash != bindHash)
  5848. {
  5849. currentBindHash = bindHash;
  5850. Bind* bindCached = bindLru.find(bindHash);
  5851. if (NULL == bindCached)
  5852. {
  5853. uint32_t numSet = 0;
  5854. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  5855. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  5856. {
  5857. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5858. {
  5859. const Binding& bind = renderBind.m_bind[stage];
  5860. if (kInvalidHandle != bind.m_idx)
  5861. {
  5862. switch (bind.m_type)
  5863. {
  5864. case Binding::Image:
  5865. {
  5866. TextureD3D12& texture = m_textures[bind.m_idx];
  5867. if (Access::Read != bind.m_access)
  5868. {
  5869. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5870. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5871. }
  5872. else
  5873. {
  5874. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5875. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5876. samplerFlags[stage] = uint32_t(texture.m_flags);
  5877. }
  5878. ++numSet;
  5879. }
  5880. break;
  5881. case Binding::Texture:
  5882. {
  5883. TextureD3D12& texture = m_textures[bind.m_idx];
  5884. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5885. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5886. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5887. ? bind.m_samplerFlags
  5888. : texture.m_flags
  5889. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5890. ;
  5891. ++numSet;
  5892. }
  5893. break;
  5894. case Binding::IndexBuffer:
  5895. case Binding::VertexBuffer:
  5896. {
  5897. samplerFlags[stage] = 0;
  5898. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5899. ? m_indexBuffers[bind.m_idx]
  5900. : m_vertexBuffers[bind.m_idx]
  5901. ;
  5902. if (Access::Read != bind.m_access)
  5903. {
  5904. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5905. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5906. }
  5907. else
  5908. {
  5909. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5910. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5911. }
  5912. ++numSet;
  5913. }
  5914. break;
  5915. }
  5916. }
  5917. else
  5918. {
  5919. scratchBuffer.allocEmpty(srvHandle[stage]);
  5920. samplerFlags[stage] = 0;
  5921. }
  5922. }
  5923. }
  5924. if (0 != numSet)
  5925. {
  5926. Bind bind;
  5927. bind.m_srvHandle = srvHandle[0];
  5928. bind.m_samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5929. bindCached = bindLru.add(bindHash, bind, 0);
  5930. }
  5931. }
  5932. if (NULL != bindCached)
  5933. {
  5934. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5935. if (samplerStateIdx != currentSamplerStateIdx)
  5936. {
  5937. currentSamplerStateIdx = samplerStateIdx;
  5938. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5939. }
  5940. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5941. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5942. }
  5943. }
  5944. if (0 != changedStencil)
  5945. {
  5946. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5947. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5948. m_commandList->OMSetStencilRef(ref);
  5949. }
  5950. if (hasFactor
  5951. && blendFactor != draw.m_rgba)
  5952. {
  5953. blendFactor = draw.m_rgba;
  5954. float bf[4];
  5955. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5956. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5957. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5958. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5959. m_commandList->OMSetBlendFactor(bf);
  5960. }
  5961. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5962. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5963. {
  5964. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5965. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5966. prim = s_primInfo[primIndex];
  5967. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5968. }
  5969. const uint16_t scissor = draw.m_scissor;
  5970. if (currentState.m_scissor != scissor)
  5971. {
  5972. currentState.m_scissor = scissor;
  5973. if (UINT16_MAX == scissor)
  5974. {
  5975. if (restoreScissor
  5976. || viewHasScissor)
  5977. {
  5978. restoreScissor = false;
  5979. D3D12_RECT rc;
  5980. rc.left = viewScissorRect.m_x;
  5981. rc.top = viewScissorRect.m_y;
  5982. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5983. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5984. m_commandList->RSSetScissorRects(1, &rc);
  5985. }
  5986. }
  5987. else
  5988. {
  5989. restoreScissor = true;
  5990. Rect scissorRect;
  5991. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5992. if (scissorRect.isZeroArea() )
  5993. {
  5994. continue;
  5995. }
  5996. D3D12_RECT rc;
  5997. rc.left = scissorRect.m_x;
  5998. rc.top = scissorRect.m_y;
  5999. rc.right = scissorRect.m_x + scissorRect.m_width;
  6000. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  6001. m_commandList->RSSetScissorRects(1, &rc);
  6002. }
  6003. }
  6004. if (pso != currentPso)
  6005. {
  6006. currentPso = pso;
  6007. m_commandList->SetPipelineState(pso);
  6008. }
  6009. if (constantsChanged
  6010. || currentProgram.idx != key.m_program.idx
  6011. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  6012. {
  6013. currentProgram = key.m_program;
  6014. ProgramD3D12& program = m_program[currentProgram.idx];
  6015. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  6016. if (NULL != vcb)
  6017. {
  6018. commit(*vcb);
  6019. }
  6020. if (NULL != program.m_fsh)
  6021. {
  6022. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  6023. if (NULL != fcb)
  6024. {
  6025. commit(*fcb);
  6026. }
  6027. }
  6028. hasPredefined = 0 < program.m_numPredefined;
  6029. constantsChanged = true;
  6030. }
  6031. if (constantsChanged
  6032. || hasPredefined)
  6033. {
  6034. ProgramD3D12& program = m_program[currentProgram.idx];
  6035. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  6036. viewState.m_alphaRef = ref/255.0f;
  6037. viewState.setPredefined<4>(this, view, program, _render, draw);
  6038. commitShaderConstants(key.m_program, gpuAddress);
  6039. }
  6040. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  6041. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  6042. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  6043. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  6044. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  6045. statsNumInstances[primIndex] += draw.m_numInstances;
  6046. statsNumIndices += numIndices;
  6047. if (hasOcclusionQuery)
  6048. {
  6049. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  6050. m_batch.flush(m_commandList);
  6051. m_occlusionQuery.end(m_commandList);
  6052. }
  6053. }
  6054. }
  6055. m_batch.end(m_commandList);
  6056. kick();
  6057. if (wasCompute)
  6058. {
  6059. setViewType(view, "C");
  6060. BGFX_D3D12_PROFILER_END();
  6061. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  6062. }
  6063. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  6064. if (0 < _render->m_numRenderItems)
  6065. {
  6066. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  6067. {
  6068. // deviceCtx->Flush();
  6069. }
  6070. // captureElapsed = -bx::getHPCounter();
  6071. // capture();
  6072. // captureElapsed += bx::getHPCounter();
  6073. profiler.end();
  6074. }
  6075. }
  6076. BGFX_D3D12_PROFILER_END();
  6077. int64_t timeEnd = bx::getHPCounter();
  6078. int64_t frameTime = timeEnd - timeBegin;
  6079. static int64_t min = frameTime;
  6080. static int64_t max = frameTime;
  6081. min = bx::min<int64_t>(min, frameTime);
  6082. max = bx::max<int64_t>(max, frameTime);
  6083. static uint32_t maxGpuLatency = 0;
  6084. static double maxGpuElapsed = 0.0f;
  6085. double elapsedGpuMs = 0.0;
  6086. static int64_t presentMin = m_presentElapsed;
  6087. static int64_t presentMax = m_presentElapsed;
  6088. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  6089. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  6090. if (UINT32_MAX != frameQueryIdx)
  6091. {
  6092. m_gpuTimer.end(frameQueryIdx);
  6093. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  6094. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  6095. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  6096. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  6097. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  6098. }
  6099. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  6100. const int64_t timerFreq = bx::getHPFrequency();
  6101. Stats& perfStats = _render->m_perfStats;
  6102. perfStats.cpuTimeBegin = timeBegin;
  6103. perfStats.cpuTimeEnd = timeEnd;
  6104. perfStats.cpuTimerFreq = timerFreq;
  6105. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  6106. perfStats.gpuTimeBegin = result.m_begin;
  6107. perfStats.gpuTimeEnd = result.m_end;
  6108. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  6109. perfStats.numDraw = statsKeyType[0];
  6110. perfStats.numCompute = statsKeyType[1];
  6111. perfStats.numBlit = _render->m_numBlitItems;
  6112. perfStats.maxGpuLatency = maxGpuLatency;
  6113. perfStats.gpuFrameNum = result.m_frameNum;
  6114. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  6115. perfStats.gpuMemoryMax = -INT64_MAX;
  6116. perfStats.gpuMemoryUsed = -INT64_MAX;
  6117. #if BX_PLATFORM_WINDOWS
  6118. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  6119. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  6120. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  6121. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  6122. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  6123. #endif // BX_PLATFORM_WINDOWS
  6124. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  6125. {
  6126. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  6127. // m_needPresent = true;
  6128. TextVideoMem& tvm = m_textVideoMem;
  6129. static int64_t next = timeEnd;
  6130. if (timeEnd >= next)
  6131. {
  6132. next = timeEnd + timerFreq;
  6133. double freq = double(timerFreq);
  6134. double toMs = 1000.0 / freq;
  6135. tvm.clear();
  6136. uint16_t pos = 0;
  6137. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  6138. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME
  6139. " / " BX_CPU_NAME
  6140. " / " BX_ARCH_NAME
  6141. " / " BX_PLATFORM_NAME
  6142. " / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
  6143. , getRendererName()
  6144. , m_deviceInterfaceVersion
  6145. , (m_featureLevel >> 12) & 0xf
  6146. , (m_featureLevel >> 8) & 0xf
  6147. , BGFX_API_VERSION
  6148. , BGFX_REV_NUMBER
  6149. );
  6150. #if BX_PLATFORM_LINUX
  6151. const DXGI_ADAPTER_DESC desc = {};
  6152. #else
  6153. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  6154. #endif // BX_PLATFORM_LINUX
  6155. char description[BX_COUNTOF(desc.Description)];
  6156. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  6157. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  6158. char dedicatedVideo[16];
  6159. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  6160. char dedicatedSystem[16];
  6161. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  6162. char sharedSystem[16];
  6163. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  6164. char processMemoryUsed[16];
  6165. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  6166. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  6167. , dedicatedVideo
  6168. , dedicatedSystem
  6169. , sharedSystem
  6170. , processMemoryUsed
  6171. );
  6172. #if BX_PLATFORM_WINDOWS
  6173. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  6174. {
  6175. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  6176. char budget[16];
  6177. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  6178. char currentUsage[16];
  6179. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  6180. char availableForReservation[16];
  6181. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  6182. char currentReservation[16];
  6183. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  6184. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  6185. , 0 == ii ? "Local " : "Non-local"
  6186. , budget
  6187. , currentUsage
  6188. , availableForReservation
  6189. , currentReservation
  6190. );
  6191. }
  6192. #endif // BX_PLATFORM_WINDOWS
  6193. pos = 10;
  6194. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  6195. , double(frameTime)*toMs
  6196. , double(min)*toMs
  6197. , double(max)*toMs
  6198. , freq/frameTime
  6199. );
  6200. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  6201. , double(m_presentElapsed)*toMs
  6202. , double(presentMin)*toMs
  6203. , double(presentMax)*toMs
  6204. );
  6205. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  6206. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  6207. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  6208. , 0 != msaa ? '\xfe' : ' '
  6209. , 1<<msaa
  6210. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  6211. );
  6212. double elapsedCpuMs = double(frameTime)*toMs;
  6213. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  6214. , _render->m_numRenderItems
  6215. , statsKeyType[0]
  6216. , statsKeyType[1]
  6217. , elapsedCpuMs
  6218. );
  6219. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  6220. {
  6221. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  6222. , getName(Topology::Enum(ii) )
  6223. , statsNumPrimsRendered[ii]
  6224. , statsNumInstances[ii]
  6225. , statsNumPrimsSubmitted[ii]
  6226. );
  6227. }
  6228. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  6229. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  6230. , m_batch.m_maxDrawPerBatch
  6231. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  6232. );
  6233. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  6234. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  6235. , m_batch.m_maxDrawPerBatch
  6236. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  6237. );
  6238. if (NULL != m_renderDocDll)
  6239. {
  6240. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  6241. }
  6242. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  6243. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  6244. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  6245. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  6246. pos++;
  6247. tvm.printf(10, pos++, 0x8b, " State cache: ");
  6248. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  6249. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  6250. , m_pipelineStateCache.getCount()
  6251. , m_samplerStateCache.getCount()
  6252. , bindLru.getCount()
  6253. , m_cmd.m_control.available()
  6254. );
  6255. pos++;
  6256. double captureMs = double(captureElapsed)*toMs;
  6257. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  6258. uint8_t attr[2] = { 0x8c, 0x8a };
  6259. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  6260. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  6261. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  6262. min = frameTime;
  6263. max = frameTime;
  6264. presentMin = m_presentElapsed;
  6265. presentMax = m_presentElapsed;
  6266. }
  6267. blit(this, _textVideoMemBlitter, tvm);
  6268. BGFX_D3D12_PROFILER_END();
  6269. }
  6270. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  6271. {
  6272. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  6273. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  6274. BGFX_D3D12_PROFILER_END();
  6275. }
  6276. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  6277. if (NULL != m_msaaRt)
  6278. {
  6279. setResourceBarrier(m_commandList
  6280. , m_msaaRt
  6281. , D3D12_RESOURCE_STATE_RENDER_TARGET
  6282. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  6283. );
  6284. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  6285. setResourceBarrier(m_commandList
  6286. , m_backBufferColor[m_backBufferColorIdx]
  6287. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  6288. , D3D12_RESOURCE_STATE_PRESENT
  6289. );
  6290. }
  6291. else if (NULL != m_swapChain)
  6292. {
  6293. setResourceBarrier(m_commandList
  6294. , m_backBufferColor[m_backBufferColorIdx]
  6295. , D3D12_RESOURCE_STATE_RENDER_TARGET
  6296. , D3D12_RESOURCE_STATE_PRESENT
  6297. );
  6298. }
  6299. #if BX_PLATFORM_WINDOWS
  6300. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  6301. {
  6302. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  6303. if (NULL != frameBuffer.m_swapChain)
  6304. {
  6305. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  6306. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  6307. }
  6308. }
  6309. #endif // BX_PLATFORM_WINDOWS
  6310. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  6311. }
  6312. } /* namespace d3d12 */ } // namespace bgfx
  6313. #else
  6314. namespace bgfx { namespace d3d12
  6315. {
  6316. RendererContextI* rendererCreate(const Init& _init)
  6317. {
  6318. BX_UNUSED(_init);
  6319. return NULL;
  6320. }
  6321. void rendererDestroy()
  6322. {
  6323. }
  6324. } /* namespace d3d12 */ } // namespace bgfx
  6325. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12