renderer_d3d11.cpp 115 KB

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