renderer_d3d11.cpp 116 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 !defined(__MINGW32__)
  614. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  615. {
  616. ID3D11InfoQueue* infoQueue;
  617. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&infoQueue);
  618. if (SUCCEEDED(hr) )
  619. {
  620. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  621. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  622. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  623. D3D11_INFO_QUEUE_FILTER filter;
  624. memset(&filter, 0, sizeof(filter) );
  625. D3D11_MESSAGE_CATEGORY catlist[] =
  626. {
  627. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  628. D3D11_MESSAGE_CATEGORY_EXECUTION,
  629. };
  630. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  631. filter.DenyList.pCategoryList = catlist;
  632. infoQueue->PushStorageFilter(&filter);
  633. DX_RELEASE(infoQueue, 3);
  634. }
  635. else
  636. {
  637. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  638. setGraphicsDebuggerPresent(true);
  639. }
  640. }
  641. #endif // __MINGW__
  642. UniformHandle handle = BGFX_INVALID_HANDLE;
  643. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  644. {
  645. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  646. }
  647. g_caps.supported |= ( 0
  648. | BGFX_CAPS_TEXTURE_3D
  649. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  650. | BGFX_CAPS_INSTANCING
  651. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  652. | BGFX_CAPS_FRAGMENT_DEPTH
  653. | BGFX_CAPS_BLEND_INDEPENDENT
  654. | BGFX_CAPS_COMPUTE
  655. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  656. | BGFX_CAPS_SWAP_CHAIN
  657. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  658. );
  659. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  660. g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  661. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  662. {
  663. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  664. if (DXGI_FORMAT_UNKNOWN != s_textureFormat[ii].m_fmt)
  665. {
  666. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  667. data.InFormat = s_textureFormat[ii].m_fmt;
  668. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  669. if (SUCCEEDED(hr) )
  670. {
  671. support |= 0 != (data.OutFormatSupport & (0
  672. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  673. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  674. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  675. ) )
  676. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  677. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  678. ;
  679. support |= 0 != (data.OutFormatSupport & (0
  680. | D3D11_FORMAT_SUPPORT_BUFFER
  681. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  682. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  683. ) )
  684. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  685. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  686. ;
  687. }
  688. else
  689. {
  690. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  691. }
  692. }
  693. g_caps.formats[ii] = support;
  694. }
  695. // Init reserved part of view name.
  696. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  697. {
  698. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  699. bx::snprintf(name, sizeof(name), "%3d ", ii);
  700. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  701. }
  702. updateMsaa();
  703. postReset();
  704. }
  705. void shutdown()
  706. {
  707. preReset();
  708. m_ovr.shutdown();
  709. m_deviceCtx->ClearState();
  710. invalidateCache();
  711. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  712. {
  713. m_indexBuffers[ii].destroy();
  714. }
  715. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  716. {
  717. m_vertexBuffers[ii].destroy();
  718. }
  719. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  720. {
  721. m_shaders[ii].destroy();
  722. }
  723. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  724. {
  725. m_textures[ii].destroy();
  726. }
  727. DX_RELEASE(m_swapChain, 0);
  728. DX_RELEASE(m_deviceCtx, 0);
  729. DX_RELEASE(m_device, 0);
  730. DX_RELEASE(m_factory, 0);
  731. unloadRenderDoc(m_renderdocdll);
  732. #if USE_D3D11_DYNAMIC_LIB
  733. bx::dlclose(m_dxgidll);
  734. bx::dlclose(m_d3d9dll);
  735. bx::dlclose(m_d3d11dll);
  736. #endif // USE_D3D11_DYNAMIC_LIB
  737. }
  738. RendererType::Enum getRendererType() const BX_OVERRIDE
  739. {
  740. return RendererType::Direct3D11;
  741. }
  742. const char* getRendererName() const BX_OVERRIDE
  743. {
  744. return BGFX_RENDERER_DIRECT3D11_NAME;
  745. }
  746. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint8_t _flags) BX_OVERRIDE
  747. {
  748. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  749. }
  750. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  751. {
  752. m_indexBuffers[_handle.idx].destroy();
  753. }
  754. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  755. {
  756. VertexDecl& decl = m_vertexDecls[_handle.idx];
  757. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  758. dump(decl);
  759. }
  760. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  761. {
  762. }
  763. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint8_t _flags) BX_OVERRIDE
  764. {
  765. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  766. }
  767. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  768. {
  769. m_vertexBuffers[_handle.idx].destroy();
  770. }
  771. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  772. {
  773. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  774. }
  775. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  776. {
  777. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  778. }
  779. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  780. {
  781. m_indexBuffers[_handle.idx].destroy();
  782. }
  783. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  784. {
  785. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  786. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  787. }
  788. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  789. {
  790. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  791. }
  792. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  793. {
  794. m_vertexBuffers[_handle.idx].destroy();
  795. }
  796. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  797. {
  798. m_shaders[_handle.idx].create(_mem);
  799. }
  800. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  801. {
  802. m_shaders[_handle.idx].destroy();
  803. }
  804. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  805. {
  806. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  807. }
  808. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  809. {
  810. m_program[_handle.idx].destroy();
  811. }
  812. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  813. {
  814. m_textures[_handle.idx].create(_mem, _flags, _skip);
  815. }
  816. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  817. {
  818. }
  819. 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
  820. {
  821. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  822. }
  823. void updateTextureEnd() BX_OVERRIDE
  824. {
  825. }
  826. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  827. {
  828. m_textures[_handle.idx].destroy();
  829. }
  830. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  831. {
  832. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  833. }
  834. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  835. {
  836. uint16_t denseIdx = m_numWindows++;
  837. m_windows[denseIdx] = _handle;
  838. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  839. }
  840. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  841. {
  842. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  843. if (UINT16_MAX != denseIdx)
  844. {
  845. --m_numWindows;
  846. if (m_numWindows > 1)
  847. {
  848. FrameBufferHandle handle = m_windows[m_numWindows];
  849. m_windows[denseIdx] = handle;
  850. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  851. }
  852. }
  853. }
  854. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  855. {
  856. if (NULL != m_uniforms[_handle.idx])
  857. {
  858. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  859. }
  860. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  861. void* data = BX_ALLOC(g_allocator, size);
  862. memset(data, 0, size);
  863. m_uniforms[_handle.idx] = data;
  864. m_uniformReg.add(_handle, _name, data);
  865. }
  866. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  867. {
  868. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  869. m_uniforms[_handle.idx] = NULL;
  870. }
  871. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  872. {
  873. ID3D11Texture2D* backBuffer;
  874. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  875. D3D11_TEXTURE2D_DESC backBufferDesc;
  876. backBuffer->GetDesc(&backBufferDesc);
  877. D3D11_TEXTURE2D_DESC desc;
  878. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  879. desc.SampleDesc.Count = 1;
  880. desc.SampleDesc.Quality = 0;
  881. desc.Usage = D3D11_USAGE_STAGING;
  882. desc.BindFlags = 0;
  883. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  884. ID3D11Texture2D* texture;
  885. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  886. if (SUCCEEDED(hr) )
  887. {
  888. if (backBufferDesc.SampleDesc.Count == 1)
  889. {
  890. m_deviceCtx->CopyResource(texture, backBuffer);
  891. }
  892. else
  893. {
  894. desc.Usage = D3D11_USAGE_DEFAULT;
  895. desc.CPUAccessFlags = 0;
  896. ID3D11Texture2D* resolve;
  897. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  898. if (SUCCEEDED(hr) )
  899. {
  900. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  901. m_deviceCtx->CopyResource(texture, resolve);
  902. DX_RELEASE(resolve, 0);
  903. }
  904. }
  905. D3D11_MAPPED_SUBRESOURCE mapped;
  906. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  907. imageSwizzleBgra8(backBufferDesc.Width
  908. , backBufferDesc.Height
  909. , mapped.RowPitch
  910. , mapped.pData
  911. , mapped.pData
  912. );
  913. g_callback->screenShot(_filePath
  914. , backBufferDesc.Width
  915. , backBufferDesc.Height
  916. , mapped.RowPitch
  917. , mapped.pData
  918. , backBufferDesc.Height*mapped.RowPitch
  919. , false
  920. );
  921. m_deviceCtx->Unmap(texture, 0);
  922. DX_RELEASE(texture, 0);
  923. }
  924. DX_RELEASE(backBuffer, 0);
  925. }
  926. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  927. {
  928. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  929. , _name
  930. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  931. );
  932. }
  933. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  934. {
  935. memcpy(m_uniforms[_loc], _data, _size);
  936. }
  937. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  938. {
  939. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  940. {
  941. uint32_t size = _size*sizeof(wchar_t);
  942. wchar_t* name = (wchar_t*)alloca(size);
  943. mbstowcs(name, _marker, size-2);
  944. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  945. }
  946. }
  947. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  948. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  949. {
  950. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  951. uint32_t width = getBufferWidth();
  952. uint32_t height = getBufferHeight();
  953. if (m_ovr.isEnabled() )
  954. {
  955. m_ovr.getSize(width, height);
  956. }
  957. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  958. setFrameBuffer(fbh, false);
  959. D3D11_VIEWPORT vp;
  960. vp.TopLeftX = 0;
  961. vp.TopLeftY = 0;
  962. vp.Width = (float)width;
  963. vp.Height = (float)height;
  964. vp.MinDepth = 0.0f;
  965. vp.MaxDepth = 1.0f;
  966. deviceCtx->RSSetViewports(1, &vp);
  967. uint64_t state = BGFX_STATE_RGB_WRITE
  968. | BGFX_STATE_ALPHA_WRITE
  969. | BGFX_STATE_DEPTH_TEST_ALWAYS
  970. ;
  971. setBlendState(state);
  972. setDepthStencilState(state);
  973. setRasterizerState(state);
  974. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  975. m_currentProgram = &program;
  976. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  977. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  978. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  979. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  980. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  981. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  982. uint32_t stride = vertexDecl.m_stride;
  983. uint32_t offset = 0;
  984. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  985. setInputLayout(vertexDecl, program, 0);
  986. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  987. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  988. float proj[16];
  989. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  990. PredefinedUniform& predefined = program.m_predefined[0];
  991. uint8_t flags = predefined.m_type;
  992. setShaderUniform(flags, predefined.m_loc, proj, 4);
  993. commitShaderConstants();
  994. m_textures[_blitter.m_texture.idx].commit(0);
  995. commitTextureStage();
  996. }
  997. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  998. {
  999. const uint32_t numVertices = _numIndices*4/6;
  1000. if (0 < numVertices)
  1001. {
  1002. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1003. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1004. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1005. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1006. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1007. }
  1008. }
  1009. void preReset()
  1010. {
  1011. ovrPreReset();
  1012. DX_RELEASE(m_backBufferDepthStencil, 0);
  1013. DX_RELEASE(m_backBufferColor, 0);
  1014. // invalidateCache();
  1015. capturePreReset();
  1016. }
  1017. void postReset()
  1018. {
  1019. ID3D11Texture2D* color;
  1020. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color));
  1021. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  1022. DX_RELEASE(color, 0);
  1023. ovrPostReset();
  1024. // If OVR doesn't create separate depth stencil view, create default one.
  1025. if (NULL == m_backBufferDepthStencil)
  1026. {
  1027. D3D11_TEXTURE2D_DESC dsd;
  1028. dsd.Width = getBufferWidth();
  1029. dsd.Height = getBufferHeight();
  1030. dsd.MipLevels = 1;
  1031. dsd.ArraySize = 1;
  1032. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1033. dsd.SampleDesc = m_scd.SampleDesc;
  1034. dsd.Usage = D3D11_USAGE_DEFAULT;
  1035. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1036. dsd.CPUAccessFlags = 0;
  1037. dsd.MiscFlags = 0;
  1038. ID3D11Texture2D* depthStencil;
  1039. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1040. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1041. DX_RELEASE(depthStencil, 0);
  1042. }
  1043. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1044. m_currentColor = m_backBufferColor;
  1045. m_currentDepthStencil = m_backBufferDepthStencil;
  1046. capturePostReset();
  1047. }
  1048. static bool isLost(HRESULT _hr)
  1049. {
  1050. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1051. || DXGI_ERROR_DEVICE_HUNG == _hr
  1052. || DXGI_ERROR_DEVICE_RESET == _hr
  1053. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1054. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1055. ;
  1056. }
  1057. void flip() BX_OVERRIDE
  1058. {
  1059. if (NULL != m_swapChain)
  1060. {
  1061. HRESULT hr = S_OK;
  1062. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  1063. #if BX_PLATFORM_WINRT
  1064. syncInterval = 1; // sync interval of 0 is not supported on WinRT
  1065. #endif
  1066. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1067. {
  1068. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1069. }
  1070. if (SUCCEEDED(hr) )
  1071. {
  1072. if (!m_ovr.swap() )
  1073. {
  1074. hr = m_swapChain->Present(syncInterval, 0);
  1075. }
  1076. }
  1077. if (FAILED(hr)
  1078. && isLost(hr) )
  1079. {
  1080. ++m_lost;
  1081. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1082. }
  1083. else
  1084. {
  1085. m_lost = 0;
  1086. }
  1087. }
  1088. }
  1089. void invalidateCache()
  1090. {
  1091. m_inputLayoutCache.invalidate();
  1092. m_blendStateCache.invalidate();
  1093. m_depthStencilStateCache.invalidate();
  1094. m_rasterizerStateCache.invalidate();
  1095. m_samplerStateCache.invalidate();
  1096. }
  1097. void invalidateCompute()
  1098. {
  1099. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1100. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1101. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1102. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1103. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1104. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1105. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1106. }
  1107. void updateMsaa()
  1108. {
  1109. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1110. {
  1111. uint32_t msaa = s_checkMsaa[ii];
  1112. uint32_t quality = 0;
  1113. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1114. if (SUCCEEDED(hr)
  1115. && 0 < quality)
  1116. {
  1117. s_msaa[ii].Count = msaa;
  1118. s_msaa[ii].Quality = quality - 1;
  1119. last = ii;
  1120. }
  1121. else
  1122. {
  1123. s_msaa[ii] = s_msaa[last];
  1124. }
  1125. }
  1126. }
  1127. void updateResolution(const Resolution& _resolution)
  1128. {
  1129. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1130. m_maxAnisotropy = !!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY)
  1131. ? D3D11_REQ_MAXANISOTROPY
  1132. : 1
  1133. ;
  1134. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1135. if ( getBufferWidth() != _resolution.m_width
  1136. || getBufferHeight() != _resolution.m_height
  1137. || m_flags != flags)
  1138. {
  1139. bool resize = true
  1140. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1141. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1142. ;
  1143. m_flags = flags;
  1144. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1145. m_textVideoMem.clear();
  1146. m_resolution = _resolution;
  1147. m_resolution.m_flags = flags;
  1148. setBufferSize(_resolution.m_width, _resolution.m_height);
  1149. preReset();
  1150. if (resize)
  1151. {
  1152. DX_CHECK(m_swapChain->ResizeBuffers(2
  1153. , getBufferWidth()
  1154. , getBufferHeight()
  1155. , getBufferFormat()
  1156. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1157. ) );
  1158. }
  1159. else
  1160. {
  1161. updateMsaa();
  1162. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1163. DX_RELEASE(m_swapChain, 0);
  1164. #if BX_PLATFORM_WINRT
  1165. HRESULT hr;
  1166. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1167. , g_bgfxCoreWindow
  1168. , &m_scd
  1169. , NULL
  1170. , &m_swapChain
  1171. );
  1172. #else
  1173. HRESULT hr;
  1174. hr = m_factory->CreateSwapChain(m_device
  1175. , &m_scd
  1176. , &m_swapChain
  1177. );
  1178. #endif // BX_PLATFORM_WINRT
  1179. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1180. }
  1181. postReset();
  1182. }
  1183. if (recenter)
  1184. {
  1185. m_ovr.recenter();
  1186. }
  1187. }
  1188. void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1189. {
  1190. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1191. {
  1192. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1193. m_fsChanges += _numRegs;
  1194. }
  1195. else
  1196. {
  1197. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1198. m_vsChanges += _numRegs;
  1199. }
  1200. }
  1201. void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1202. {
  1203. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1204. }
  1205. void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1206. {
  1207. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1208. }
  1209. void commitShaderConstants()
  1210. {
  1211. if (0 < m_vsChanges)
  1212. {
  1213. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1214. {
  1215. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1216. }
  1217. m_vsChanges = 0;
  1218. }
  1219. if (0 < m_fsChanges)
  1220. {
  1221. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1222. {
  1223. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1224. }
  1225. m_fsChanges = 0;
  1226. }
  1227. }
  1228. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1229. {
  1230. BX_UNUSED(_msaa);
  1231. if (!isValid(_fbh) )
  1232. {
  1233. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1234. m_currentColor = m_backBufferColor;
  1235. m_currentDepthStencil = m_backBufferDepthStencil;
  1236. }
  1237. else
  1238. {
  1239. invalidateTextureStage();
  1240. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1241. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1242. m_currentColor = frameBuffer.m_rtv[0];
  1243. m_currentDepthStencil = frameBuffer.m_dsv;
  1244. }
  1245. if (isValid(m_fbh)
  1246. && m_fbh.idx != _fbh.idx
  1247. && m_rtMsaa)
  1248. {
  1249. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1250. frameBuffer.resolve();
  1251. }
  1252. m_fbh = _fbh;
  1253. m_rtMsaa = _msaa;
  1254. }
  1255. void clear(const Clear& _clear, const float _palette[][4])
  1256. {
  1257. if (isValid(m_fbh) )
  1258. {
  1259. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1260. frameBuffer.clear(_clear, _palette);
  1261. }
  1262. else
  1263. {
  1264. if (NULL != m_currentColor
  1265. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1266. {
  1267. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1268. {
  1269. uint8_t index = _clear.m_index[0];
  1270. if (UINT8_MAX != index)
  1271. {
  1272. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1273. }
  1274. }
  1275. else
  1276. {
  1277. float frgba[4] =
  1278. {
  1279. _clear.m_index[0]*1.0f/255.0f,
  1280. _clear.m_index[1]*1.0f/255.0f,
  1281. _clear.m_index[2]*1.0f/255.0f,
  1282. _clear.m_index[3]*1.0f/255.0f,
  1283. };
  1284. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1285. }
  1286. }
  1287. if (NULL != m_currentDepthStencil
  1288. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1289. {
  1290. DWORD flags = 0;
  1291. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1292. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1293. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1294. }
  1295. }
  1296. }
  1297. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint8_t _numInstanceData)
  1298. {
  1299. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1300. layoutHash ^= _numInstanceData;
  1301. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1302. if (NULL == layout)
  1303. {
  1304. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1305. VertexDecl decl;
  1306. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1307. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1308. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1309. {
  1310. uint8_t mask = attrMask[ii];
  1311. uint8_t attr = (decl.m_attributes[ii] & mask);
  1312. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1313. }
  1314. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1315. uint32_t num = uint32_t(elem-vertexElements);
  1316. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1317. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1318. {
  1319. uint32_t index = 8-_numInstanceData+ii;
  1320. uint32_t jj;
  1321. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1322. for (jj = 0; jj < num; ++jj)
  1323. {
  1324. curr = &vertexElements[jj];
  1325. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1326. && curr->SemanticIndex == index)
  1327. {
  1328. break;
  1329. }
  1330. }
  1331. if (jj == num)
  1332. {
  1333. curr = elem;
  1334. ++elem;
  1335. }
  1336. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1337. curr->InputSlot = 1;
  1338. curr->SemanticIndex = index;
  1339. curr->AlignedByteOffset = ii*16;
  1340. }
  1341. num = uint32_t(elem-vertexElements);
  1342. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1343. , num
  1344. , _program.m_vsh->m_code->data
  1345. , _program.m_vsh->m_code->size
  1346. , &layout
  1347. ) );
  1348. m_inputLayoutCache.add(layoutHash, layout);
  1349. }
  1350. m_deviceCtx->IASetInputLayout(layout);
  1351. }
  1352. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1353. {
  1354. _state &= 0
  1355. | BGFX_STATE_BLEND_MASK
  1356. | BGFX_STATE_BLEND_EQUATION_MASK
  1357. | BGFX_STATE_BLEND_INDEPENDENT
  1358. | BGFX_STATE_ALPHA_WRITE
  1359. | BGFX_STATE_RGB_WRITE
  1360. ;
  1361. bx::HashMurmur2A murmur;
  1362. murmur.begin();
  1363. murmur.add(_state);
  1364. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1365. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1366. bool hasFactor = f0 == (_state & f0)
  1367. || f1 == (_state & f1)
  1368. ;
  1369. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1370. if (hasFactor)
  1371. {
  1372. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1373. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1374. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1375. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1376. }
  1377. else
  1378. {
  1379. murmur.add(_rgba);
  1380. }
  1381. uint32_t hash = murmur.end();
  1382. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1383. if (NULL == bs)
  1384. {
  1385. D3D11_BLEND_DESC desc;
  1386. memset(&desc, 0, sizeof(desc) );
  1387. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1388. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1389. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1390. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1391. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1392. const uint32_t srcRGB = (blend )&0xf;
  1393. const uint32_t dstRGB = (blend>> 4)&0xf;
  1394. const uint32_t srcA = (blend>> 8)&0xf;
  1395. const uint32_t dstA = (blend>>12)&0xf;
  1396. const uint32_t equRGB = (equation )&0x7;
  1397. const uint32_t equA = (equation>>3)&0x7;
  1398. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1399. drt->DestBlend = s_blendFactor[dstRGB][0];
  1400. drt->BlendOp = s_blendEquation[equRGB];
  1401. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1402. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1403. drt->BlendOpAlpha = s_blendEquation[equA];
  1404. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1405. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1406. drt->RenderTargetWriteMask = writeMask;
  1407. if (desc.IndependentBlendEnable)
  1408. {
  1409. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1410. {
  1411. drt = &desc.RenderTarget[ii];
  1412. drt->BlendEnable = 0 != (rgba&0x7ff);
  1413. const uint32_t src = (rgba )&0xf;
  1414. const uint32_t dst = (rgba>>4)&0xf;
  1415. const uint32_t equationIndex = (rgba>>8)&0x7;
  1416. drt->SrcBlend = s_blendFactor[src][0];
  1417. drt->DestBlend = s_blendFactor[dst][0];
  1418. drt->BlendOp = s_blendEquation[equationIndex];
  1419. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1420. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1421. drt->BlendOpAlpha = s_blendEquation[equationIndex];
  1422. drt->RenderTargetWriteMask = writeMask;
  1423. }
  1424. }
  1425. else
  1426. {
  1427. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1428. {
  1429. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1430. }
  1431. }
  1432. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1433. m_blendStateCache.add(hash, bs);
  1434. }
  1435. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1436. }
  1437. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1438. {
  1439. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1440. uint32_t fstencil = unpackStencil(0, _stencil);
  1441. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1442. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1443. bx::HashMurmur2A murmur;
  1444. murmur.begin();
  1445. murmur.add(_state);
  1446. murmur.add(_stencil);
  1447. uint32_t hash = murmur.end();
  1448. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1449. if (NULL == dss)
  1450. {
  1451. D3D11_DEPTH_STENCIL_DESC desc;
  1452. memset(&desc, 0, sizeof(desc) );
  1453. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1454. desc.DepthEnable = 0 != func;
  1455. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1456. desc.DepthFunc = s_cmpFunc[func];
  1457. uint32_t bstencil = unpackStencil(1, _stencil);
  1458. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1459. bstencil = frontAndBack ? bstencil : fstencil;
  1460. desc.StencilEnable = 0 != _stencil;
  1461. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1462. desc.StencilWriteMask = 0xff;
  1463. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1464. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1465. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1466. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1467. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1468. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1469. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1470. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1471. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1472. m_depthStencilStateCache.add(hash, dss);
  1473. }
  1474. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1475. }
  1476. void setDebugWireframe(bool _wireframe)
  1477. {
  1478. if (m_wireframe != _wireframe)
  1479. {
  1480. m_wireframe = _wireframe;
  1481. m_rasterizerStateCache.invalidate();
  1482. }
  1483. }
  1484. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1485. {
  1486. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1487. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1488. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1489. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1490. if (NULL == rs)
  1491. {
  1492. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1493. D3D11_RASTERIZER_DESC desc;
  1494. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1495. desc.CullMode = s_cullMode[cull];
  1496. desc.FrontCounterClockwise = false;
  1497. desc.DepthBias = 0;
  1498. desc.DepthBiasClamp = 0.0f;
  1499. desc.SlopeScaledDepthBias = 0.0f;
  1500. desc.DepthClipEnable = false;
  1501. desc.ScissorEnable = _scissor;
  1502. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1503. desc.AntialiasedLineEnable = false;
  1504. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1505. m_rasterizerStateCache.add(_state, rs);
  1506. }
  1507. m_deviceCtx->RSSetState(rs);
  1508. }
  1509. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1510. {
  1511. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1512. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1513. if (NULL == sampler)
  1514. {
  1515. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1516. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1517. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1518. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1519. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1520. D3D11_SAMPLER_DESC sd;
  1521. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1522. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1523. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1524. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1525. sd.MipLODBias = 0.0f;
  1526. sd.MaxAnisotropy = m_maxAnisotropy;
  1527. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1528. sd.BorderColor[0] = 0.0f;
  1529. sd.BorderColor[1] = 0.0f;
  1530. sd.BorderColor[2] = 0.0f;
  1531. sd.BorderColor[3] = 0.0f;
  1532. sd.MinLOD = 0;
  1533. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1534. m_device->CreateSamplerState(&sd, &sampler);
  1535. DX_CHECK_REFCOUNT(sampler, 1);
  1536. m_samplerStateCache.add(_flags, sampler);
  1537. }
  1538. return sampler;
  1539. }
  1540. DXGI_FORMAT getBufferFormat()
  1541. {
  1542. #if BX_PLATFORM_WINRT
  1543. return m_scd.Format;
  1544. #else
  1545. return m_scd.BufferDesc.Format;
  1546. #endif
  1547. }
  1548. uint32_t getBufferWidth()
  1549. {
  1550. #if BX_PLATFORM_WINRT
  1551. return m_scd.Width;
  1552. #else
  1553. return m_scd.BufferDesc.Width;
  1554. #endif
  1555. }
  1556. uint32_t getBufferHeight()
  1557. {
  1558. #if BX_PLATFORM_WINRT
  1559. return m_scd.Height;
  1560. #else
  1561. return m_scd.BufferDesc.Height;
  1562. #endif
  1563. }
  1564. void setBufferSize(uint32_t _width, uint32_t _height)
  1565. {
  1566. #if BX_PLATFORM_WINRT
  1567. m_scd.Width = _width;
  1568. m_scd.Height = _height;
  1569. #else
  1570. m_scd.BufferDesc.Width = _width;
  1571. m_scd.BufferDesc.Height = _height;
  1572. #endif
  1573. }
  1574. void commitTextureStage()
  1575. {
  1576. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1577. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1578. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1579. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1580. }
  1581. void invalidateTextureStage()
  1582. {
  1583. m_textureStage.clear();
  1584. commitTextureStage();
  1585. }
  1586. void ovrPostReset()
  1587. {
  1588. #if BGFX_CONFIG_USE_OVR
  1589. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1590. {
  1591. ovrD3D11Config config;
  1592. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  1593. # if OVR_VERSION > OVR_VERSION_043
  1594. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  1595. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  1596. config.D3D11.pBackBufferUAV = NULL;
  1597. # else
  1598. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  1599. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  1600. # endif // OVR_VERSION > OVR_VERSION_042
  1601. config.D3D11.Header.Multisample = 0;
  1602. config.D3D11.pDevice = m_device;
  1603. config.D3D11.pDeviceContext = m_deviceCtx;
  1604. config.D3D11.pBackBufferRT = m_backBufferColor;
  1605. config.D3D11.pSwapChain = m_swapChain;
  1606. if (m_ovr.postReset(g_bgfxHwnd, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1607. {
  1608. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1609. const Memory* mem = alloc(size);
  1610. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1611. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1612. bx::write(&writer, magic);
  1613. TextureCreate tc;
  1614. tc.m_flags = BGFX_TEXTURE_RT;
  1615. tc.m_width = m_ovr.m_rtSize.w;
  1616. tc.m_height = m_ovr.m_rtSize.h;
  1617. tc.m_sides = 0;
  1618. tc.m_depth = 0;
  1619. tc.m_numMips = 1;
  1620. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1621. tc.m_cubeMap = false;
  1622. tc.m_mem = NULL;
  1623. bx::write(&writer, tc);
  1624. m_ovrRT.create(mem, tc.m_flags, 0);
  1625. release(mem);
  1626. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  1627. D3D11_TEXTURE2D_DESC dsd;
  1628. dsd.Width = m_ovr.m_rtSize.w;
  1629. dsd.Height = m_ovr.m_rtSize.h;
  1630. dsd.MipLevels = 1;
  1631. dsd.ArraySize = 1;
  1632. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1633. dsd.SampleDesc = m_scd.SampleDesc;
  1634. dsd.Usage = D3D11_USAGE_DEFAULT;
  1635. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1636. dsd.CPUAccessFlags = 0;
  1637. dsd.MiscFlags = 0;
  1638. ID3D11Texture2D* depthStencil;
  1639. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1640. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  1641. DX_RELEASE(depthStencil, 0);
  1642. ovrD3D11Texture texture;
  1643. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  1644. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  1645. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  1646. texture.D3D11.pSRView = m_ovrRT.m_srv;
  1647. m_ovr.postReset(texture.Texture);
  1648. bx::xchg(m_ovrRtv, m_backBufferColor);
  1649. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1650. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1651. }
  1652. }
  1653. #endif // BGFX_CONFIG_USE_OVR
  1654. }
  1655. void ovrPreReset()
  1656. {
  1657. #if BGFX_CONFIG_USE_OVR
  1658. m_ovr.preReset();
  1659. if (NULL != m_ovrRtv)
  1660. {
  1661. bx::xchg(m_ovrRtv, m_backBufferColor);
  1662. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1663. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1664. DX_RELEASE(m_ovrRtv, 0);
  1665. DX_RELEASE(m_ovrDsv, 0);
  1666. m_ovrRT.destroy();
  1667. }
  1668. #endif // BGFX_CONFIG_USE_OVR
  1669. }
  1670. void capturePostReset()
  1671. {
  1672. if (m_flags&BGFX_RESET_CAPTURE)
  1673. {
  1674. ID3D11Texture2D* backBuffer;
  1675. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1676. D3D11_TEXTURE2D_DESC backBufferDesc;
  1677. backBuffer->GetDesc(&backBufferDesc);
  1678. D3D11_TEXTURE2D_DESC desc;
  1679. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1680. desc.SampleDesc.Count = 1;
  1681. desc.SampleDesc.Quality = 0;
  1682. desc.Usage = D3D11_USAGE_STAGING;
  1683. desc.BindFlags = 0;
  1684. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1685. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1686. if (SUCCEEDED(hr) )
  1687. {
  1688. if (backBufferDesc.SampleDesc.Count != 1)
  1689. {
  1690. desc.Usage = D3D11_USAGE_DEFAULT;
  1691. desc.CPUAccessFlags = 0;
  1692. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  1693. }
  1694. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  1695. }
  1696. DX_RELEASE(backBuffer, 0);
  1697. }
  1698. }
  1699. void capturePreReset()
  1700. {
  1701. if (NULL != m_captureTexture)
  1702. {
  1703. g_callback->captureEnd();
  1704. }
  1705. DX_RELEASE(m_captureResolve, 0);
  1706. DX_RELEASE(m_captureTexture, 0);
  1707. }
  1708. void capture()
  1709. {
  1710. if (NULL != m_captureTexture)
  1711. {
  1712. ID3D11Texture2D* backBuffer;
  1713. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1714. if (NULL == m_captureResolve)
  1715. {
  1716. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  1717. }
  1718. else
  1719. {
  1720. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat());
  1721. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  1722. }
  1723. D3D11_MAPPED_SUBRESOURCE mapped;
  1724. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  1725. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  1726. m_deviceCtx->Unmap(m_captureTexture, 0);
  1727. DX_RELEASE(backBuffer, 0);
  1728. }
  1729. }
  1730. void commit(ConstantBuffer& _constantBuffer)
  1731. {
  1732. _constantBuffer.reset();
  1733. for (;;)
  1734. {
  1735. uint32_t opcode = _constantBuffer.read();
  1736. if (UniformType::End == opcode)
  1737. {
  1738. break;
  1739. }
  1740. UniformType::Enum type;
  1741. uint16_t loc;
  1742. uint16_t num;
  1743. uint16_t copy;
  1744. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1745. const char* data;
  1746. if (copy)
  1747. {
  1748. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1749. }
  1750. else
  1751. {
  1752. UniformHandle handle;
  1753. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1754. data = (const char*)m_uniforms[handle.idx];
  1755. }
  1756. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1757. case UniformType::_uniform: \
  1758. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1759. { \
  1760. setShaderUniform(type, loc, data, num); \
  1761. } \
  1762. break;
  1763. switch ( (int32_t)type)
  1764. {
  1765. case UniformType::Uniform3x3fv:
  1766. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  1767. {
  1768. float* value = (float*)data;
  1769. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1770. {
  1771. Matrix4 mtx;
  1772. mtx.un.val[ 0] = value[0];
  1773. mtx.un.val[ 1] = value[1];
  1774. mtx.un.val[ 2] = value[2];
  1775. mtx.un.val[ 3] = 0.0f;
  1776. mtx.un.val[ 4] = value[3];
  1777. mtx.un.val[ 5] = value[4];
  1778. mtx.un.val[ 6] = value[5];
  1779. mtx.un.val[ 7] = 0.0f;
  1780. mtx.un.val[ 8] = value[6];
  1781. mtx.un.val[ 9] = value[7];
  1782. mtx.un.val[10] = value[8];
  1783. mtx.un.val[11] = 0.0f;
  1784. setShaderUniform(type, loc, &mtx.un.val[0], 3);
  1785. }
  1786. }
  1787. break;
  1788. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  1789. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  1790. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  1791. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  1792. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  1793. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  1794. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  1795. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  1796. case UniformType::End:
  1797. break;
  1798. default:
  1799. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1800. break;
  1801. }
  1802. #undef CASE_IMPLEMENT_UNIFORM
  1803. }
  1804. }
  1805. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1806. {
  1807. uint32_t width = getBufferWidth();
  1808. uint32_t height = getBufferHeight();
  1809. if (0 == _rect.m_x
  1810. && 0 == _rect.m_y
  1811. && width == _rect.m_width
  1812. && height == _rect.m_height)
  1813. {
  1814. clear(_clear, _palette);
  1815. }
  1816. else
  1817. {
  1818. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1819. uint64_t state = 0;
  1820. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1821. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1822. uint64_t stencil = 0;
  1823. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  1824. | BGFX_STENCIL_TEST_ALWAYS
  1825. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1826. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1827. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1828. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1829. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1830. : 0
  1831. ;
  1832. setBlendState(state);
  1833. setDepthStencilState(state, stencil);
  1834. setRasterizerState(state);
  1835. uint32_t numMrt = 1;
  1836. FrameBufferHandle fbh = m_fbh;
  1837. if (isValid(fbh) )
  1838. {
  1839. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  1840. numMrt = bx::uint32_max(1, fb.m_num);
  1841. }
  1842. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1843. m_currentProgram = &program;
  1844. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1845. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1846. if (NULL != m_currentColor)
  1847. {
  1848. const ShaderD3D11* fsh = program.m_fsh;
  1849. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  1850. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  1851. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1852. {
  1853. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1854. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1855. {
  1856. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  1857. memcpy(mrtClear[ii], _palette[index], 16);
  1858. }
  1859. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  1860. }
  1861. else
  1862. {
  1863. float rgba[4] =
  1864. {
  1865. _clear.m_index[0]*1.0f/255.0f,
  1866. _clear.m_index[1]*1.0f/255.0f,
  1867. _clear.m_index[2]*1.0f/255.0f,
  1868. _clear.m_index[3]*1.0f/255.0f,
  1869. };
  1870. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  1871. }
  1872. }
  1873. else
  1874. {
  1875. deviceCtx->PSSetShader(NULL, NULL, 0);
  1876. }
  1877. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1878. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1879. const uint32_t stride = vertexDecl.m_stride;
  1880. const uint32_t offset = 0;
  1881. {
  1882. struct Vertex
  1883. {
  1884. float m_x;
  1885. float m_y;
  1886. float m_z;
  1887. };
  1888. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  1889. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1890. const float depth = _clear.m_depth;
  1891. vertex->m_x = -1.0f;
  1892. vertex->m_y = -1.0f;
  1893. vertex->m_z = depth;
  1894. vertex++;
  1895. vertex->m_x = 1.0f;
  1896. vertex->m_y = -1.0f;
  1897. vertex->m_z = depth;
  1898. vertex++;
  1899. vertex->m_x = -1.0f;
  1900. vertex->m_y = 1.0f;
  1901. vertex->m_z = depth;
  1902. vertex++;
  1903. vertex->m_x = 1.0f;
  1904. vertex->m_y = 1.0f;
  1905. vertex->m_z = depth;
  1906. }
  1907. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  1908. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1909. setInputLayout(vertexDecl, program, 0);
  1910. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  1911. deviceCtx->Draw(4, 0);
  1912. }
  1913. }
  1914. #if USE_D3D11_DYNAMIC_LIB
  1915. void* m_d3d9dll;
  1916. void* m_d3d11dll;
  1917. void* m_dxgidll;
  1918. #endif // USE_D3D11_DYNAMIC_LIB
  1919. void* m_renderdocdll;
  1920. D3D_DRIVER_TYPE m_driverType;
  1921. IDXGIAdapter* m_adapter;
  1922. DXGI_ADAPTER_DESC m_adapterDesc;
  1923. #if BX_PLATFORM_WINRT
  1924. IDXGIFactory2* m_factory;
  1925. IDXGISwapChain1* m_swapChain;
  1926. #else
  1927. IDXGIFactory* m_factory;
  1928. IDXGISwapChain* m_swapChain;
  1929. #endif
  1930. uint16_t m_lost;
  1931. uint16_t m_numWindows;
  1932. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1933. ID3D11Device* m_device;
  1934. ID3D11DeviceContext* m_deviceCtx;
  1935. ID3D11RenderTargetView* m_backBufferColor;
  1936. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1937. ID3D11RenderTargetView* m_currentColor;
  1938. ID3D11DepthStencilView* m_currentDepthStencil;
  1939. ID3D11Texture2D* m_captureTexture;
  1940. ID3D11Texture2D* m_captureResolve;
  1941. Resolution m_resolution;
  1942. bool m_wireframe;
  1943. #if BX_PLATFORM_WINRT
  1944. DXGI_SWAP_CHAIN_DESC1 m_scd;
  1945. #else
  1946. DXGI_SWAP_CHAIN_DESC m_scd;
  1947. #endif
  1948. uint32_t m_flags;
  1949. uint32_t m_maxAnisotropy;
  1950. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1951. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1952. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1953. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1954. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1955. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1956. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1957. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1958. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  1959. UniformRegistry m_uniformReg;
  1960. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1961. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1962. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1963. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1964. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1965. TextVideoMem m_textVideoMem;
  1966. TextureStage m_textureStage;
  1967. ProgramD3D11* m_currentProgram;
  1968. uint8_t m_vsScratch[64<<10];
  1969. uint8_t m_fsScratch[64<<10];
  1970. uint32_t m_vsChanges;
  1971. uint32_t m_fsChanges;
  1972. FrameBufferHandle m_fbh;
  1973. bool m_rtMsaa;
  1974. OVR m_ovr;
  1975. TextureD3D11 m_ovrRT;
  1976. ID3D11RenderTargetView* m_ovrRtv;
  1977. ID3D11DepthStencilView* m_ovrDsv;
  1978. };
  1979. static RendererContextD3D11* s_renderD3D11;
  1980. RendererContextI* rendererCreate()
  1981. {
  1982. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  1983. s_renderD3D11->init();
  1984. return s_renderD3D11;
  1985. }
  1986. void rendererDestroy()
  1987. {
  1988. s_renderD3D11->shutdown();
  1989. BX_DELETE(g_allocator, s_renderD3D11);
  1990. s_renderD3D11 = NULL;
  1991. }
  1992. void BufferD3D11::create(uint32_t _size, void* _data, uint8_t _flags, uint16_t _stride, bool _vertex)
  1993. {
  1994. m_uav = NULL;
  1995. m_size = _size;
  1996. const bool needUav = 0 != (_flags & BGFX_BUFFER_COMPUTE_WRITE);
  1997. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  1998. m_dynamic = NULL == _data && !needUav;
  1999. D3D11_BUFFER_DESC desc;
  2000. desc.ByteWidth = _size;
  2001. desc.BindFlags = 0
  2002. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2003. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2004. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2005. ;
  2006. desc.MiscFlags = 0;
  2007. desc.StructureByteStride = 0;
  2008. DXGI_FORMAT format = _vertex
  2009. ? DXGI_FORMAT_R32G32B32A32_FLOAT
  2010. : DXGI_FORMAT_R16_UINT
  2011. ;
  2012. ID3D11Device* device = s_renderD3D11->m_device;
  2013. if (needUav)
  2014. {
  2015. desc.Usage = D3D11_USAGE_DEFAULT;
  2016. desc.CPUAccessFlags = 0;
  2017. desc.StructureByteStride = _stride;
  2018. DX_CHECK(device->CreateBuffer(&desc
  2019. , NULL
  2020. , &m_ptr
  2021. ));
  2022. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2023. uavd.Format = format;
  2024. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2025. uavd.Buffer.FirstElement = 0;
  2026. uavd.Buffer.NumElements = m_size / 16;
  2027. uavd.Buffer.Flags = 0;
  2028. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2029. , &uavd
  2030. , &m_uav
  2031. ));
  2032. }
  2033. else if (m_dynamic)
  2034. {
  2035. desc.Usage = D3D11_USAGE_DYNAMIC;
  2036. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2037. DX_CHECK(device->CreateBuffer(&desc
  2038. , NULL
  2039. , &m_ptr
  2040. ));
  2041. }
  2042. else
  2043. {
  2044. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2045. desc.CPUAccessFlags = 0;
  2046. D3D11_SUBRESOURCE_DATA srd;
  2047. srd.pSysMem = _data;
  2048. srd.SysMemPitch = 0;
  2049. srd.SysMemSlicePitch = 0;
  2050. DX_CHECK(device->CreateBuffer(&desc
  2051. , &srd
  2052. , &m_ptr
  2053. ));
  2054. }
  2055. if (needSrv)
  2056. {
  2057. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2058. srvd.Format = format;
  2059. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2060. srvd.Buffer.FirstElement = 0;
  2061. srvd.Buffer.NumElements = m_size / 16;
  2062. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2063. , &srvd
  2064. , &m_srv
  2065. ));
  2066. }
  2067. }
  2068. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2069. {
  2070. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2071. BX_CHECK(m_dynamic, "Must be dynamic!");
  2072. #if 1
  2073. BX_UNUSED(_discard);
  2074. ID3D11Device* device = s_renderD3D11->m_device;
  2075. D3D11_BUFFER_DESC desc;
  2076. desc.ByteWidth = _size;
  2077. desc.Usage = D3D11_USAGE_STAGING;
  2078. desc.BindFlags = 0;
  2079. desc.MiscFlags = 0;
  2080. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2081. desc.StructureByteStride = 0;
  2082. D3D11_SUBRESOURCE_DATA srd;
  2083. srd.pSysMem = _data;
  2084. srd.SysMemPitch = 0;
  2085. srd.SysMemSlicePitch = 0;
  2086. ID3D11Buffer* ptr;
  2087. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  2088. D3D11_BOX box;
  2089. box.left = 0;
  2090. box.top = 0;
  2091. box.front = 0;
  2092. box.right = _size;
  2093. box.bottom = 1;
  2094. box.back = 1;
  2095. deviceCtx->CopySubresourceRegion(m_ptr
  2096. , 0
  2097. , _offset
  2098. , 0
  2099. , 0
  2100. , ptr
  2101. , 0
  2102. , &box
  2103. );
  2104. DX_RELEASE(ptr, 0);
  2105. #else
  2106. D3D11_MAPPED_SUBRESOURCE mapped;
  2107. BX_UNUSED(_discard);
  2108. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  2109. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped));
  2110. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2111. deviceCtx->Unmap(m_ptr, 0);
  2112. #endif // 0
  2113. }
  2114. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint8_t _flags)
  2115. {
  2116. m_decl = _declHandle;
  2117. uint16_t stride = isValid(_declHandle)
  2118. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2119. : 0
  2120. ;
  2121. BufferD3D11::create(_size, _data, _flags, stride);
  2122. }
  2123. void ShaderD3D11::create(const Memory* _mem)
  2124. {
  2125. bx::MemoryReader reader(_mem->data, _mem->size);
  2126. uint32_t magic;
  2127. bx::read(&reader, magic);
  2128. switch (magic)
  2129. {
  2130. case BGFX_CHUNK_MAGIC_CSH:
  2131. case BGFX_CHUNK_MAGIC_FSH:
  2132. case BGFX_CHUNK_MAGIC_VSH:
  2133. break;
  2134. default:
  2135. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2136. break;
  2137. }
  2138. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2139. uint32_t iohash;
  2140. bx::read(&reader, iohash);
  2141. uint16_t count;
  2142. bx::read(&reader, count);
  2143. m_numPredefined = 0;
  2144. m_numUniforms = count;
  2145. BX_TRACE("%s Shader consts %d"
  2146. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2147. , count
  2148. );
  2149. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2150. if (0 < count)
  2151. {
  2152. for (uint32_t ii = 0; ii < count; ++ii)
  2153. {
  2154. uint8_t nameSize;
  2155. bx::read(&reader, nameSize);
  2156. char name[256];
  2157. bx::read(&reader, &name, nameSize);
  2158. name[nameSize] = '\0';
  2159. uint8_t type;
  2160. bx::read(&reader, type);
  2161. uint8_t num;
  2162. bx::read(&reader, num);
  2163. uint16_t regIndex;
  2164. bx::read(&reader, regIndex);
  2165. uint16_t regCount;
  2166. bx::read(&reader, regCount);
  2167. const char* kind = "invalid";
  2168. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2169. if (PredefinedUniform::Count != predefined)
  2170. {
  2171. kind = "predefined";
  2172. m_predefined[m_numPredefined].m_loc = regIndex;
  2173. m_predefined[m_numPredefined].m_count = regCount;
  2174. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  2175. m_numPredefined++;
  2176. }
  2177. else
  2178. {
  2179. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2180. if (NULL != info)
  2181. {
  2182. if (NULL == m_constantBuffer)
  2183. {
  2184. m_constantBuffer = ConstantBuffer::create(1024);
  2185. }
  2186. kind = "user";
  2187. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2188. }
  2189. }
  2190. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2191. , kind
  2192. , name
  2193. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2194. , num
  2195. , regIndex
  2196. , regCount
  2197. );
  2198. BX_UNUSED(kind);
  2199. }
  2200. if (NULL != m_constantBuffer)
  2201. {
  2202. m_constantBuffer->finish();
  2203. }
  2204. }
  2205. uint16_t shaderSize;
  2206. bx::read(&reader, shaderSize);
  2207. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2208. bx::skip(&reader, shaderSize+1);
  2209. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2210. {
  2211. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2212. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2213. }
  2214. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2215. {
  2216. m_hash = bx::hashMurmur2A(code, shaderSize);
  2217. m_code = copy(code, shaderSize);
  2218. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2219. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2220. }
  2221. else
  2222. {
  2223. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2224. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2225. }
  2226. uint8_t numAttrs;
  2227. bx::read(&reader, numAttrs);
  2228. memset(m_attrMask, 0, sizeof(m_attrMask));
  2229. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2230. {
  2231. uint16_t id;
  2232. bx::read(&reader, id);
  2233. Attrib::Enum attr = idToAttrib(id);
  2234. if (Attrib::Count != attr)
  2235. {
  2236. m_attrMask[attr] = 0xff;
  2237. }
  2238. }
  2239. uint16_t size;
  2240. bx::read(&reader, size);
  2241. if (0 < size)
  2242. {
  2243. D3D11_BUFFER_DESC desc;
  2244. desc.ByteWidth = size;
  2245. desc.Usage = D3D11_USAGE_DEFAULT;
  2246. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2247. desc.CPUAccessFlags = 0;
  2248. desc.MiscFlags = 0;
  2249. desc.StructureByteStride = 0;
  2250. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2251. }
  2252. }
  2253. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2254. {
  2255. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2256. ImageContainer imageContainer;
  2257. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2258. {
  2259. uint8_t numMips = imageContainer.m_numMips;
  2260. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2261. numMips -= startLod;
  2262. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2263. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2264. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2265. m_flags = _flags;
  2266. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2267. m_textureFormat = (uint8_t)imageContainer.m_format;
  2268. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2269. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2270. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2271. if (convert)
  2272. {
  2273. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2274. bpp = 32;
  2275. }
  2276. if (imageContainer.m_cubeMap)
  2277. {
  2278. m_type = TextureCube;
  2279. }
  2280. else if (imageContainer.m_depth > 1)
  2281. {
  2282. m_type = Texture3D;
  2283. }
  2284. else
  2285. {
  2286. m_type = Texture2D;
  2287. }
  2288. m_numMips = numMips;
  2289. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2290. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2291. uint32_t kk = 0;
  2292. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2293. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2294. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2295. , this - s_renderD3D11->m_textures
  2296. , getName( (TextureFormat::Enum)m_textureFormat)
  2297. , getName( (TextureFormat::Enum)m_requestedFormat)
  2298. , textureWidth
  2299. , textureHeight
  2300. , imageContainer.m_cubeMap ? "x6" : ""
  2301. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2302. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2303. );
  2304. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2305. {
  2306. uint32_t width = textureWidth;
  2307. uint32_t height = textureHeight;
  2308. uint32_t depth = imageContainer.m_depth;
  2309. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2310. {
  2311. width = bx::uint32_max(1, width);
  2312. height = bx::uint32_max(1, height);
  2313. depth = bx::uint32_max(1, depth);
  2314. ImageMip mip;
  2315. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2316. {
  2317. srd[kk].pSysMem = mip.m_data;
  2318. if (convert)
  2319. {
  2320. uint32_t srcpitch = mip.m_width*bpp/8;
  2321. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2322. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2323. srd[kk].pSysMem = temp;
  2324. srd[kk].SysMemPitch = srcpitch;
  2325. }
  2326. else if (compressed)
  2327. {
  2328. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2329. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2330. }
  2331. else
  2332. {
  2333. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2334. }
  2335. if (swizzle)
  2336. {
  2337. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2338. }
  2339. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2340. ++kk;
  2341. }
  2342. width >>= 1;
  2343. height >>= 1;
  2344. depth >>= 1;
  2345. }
  2346. }
  2347. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2348. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2349. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2350. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2351. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2352. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2353. memset(&srvd, 0, sizeof(srvd) );
  2354. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2355. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2356. if (swizzle)
  2357. {
  2358. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2359. srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2360. }
  2361. switch (m_type)
  2362. {
  2363. case Texture2D:
  2364. case TextureCube:
  2365. {
  2366. D3D11_TEXTURE2D_DESC desc;
  2367. desc.Width = textureWidth;
  2368. desc.Height = textureHeight;
  2369. desc.MipLevels = numMips;
  2370. desc.Format = format;
  2371. desc.SampleDesc = msaa;
  2372. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2373. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2374. desc.CPUAccessFlags = 0;
  2375. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2376. {
  2377. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2378. desc.Usage = D3D11_USAGE_DEFAULT;
  2379. }
  2380. else if (renderTarget)
  2381. {
  2382. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2383. desc.Usage = D3D11_USAGE_DEFAULT;
  2384. }
  2385. if (computeWrite)
  2386. {
  2387. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2388. desc.Usage = D3D11_USAGE_DEFAULT;
  2389. }
  2390. if (imageContainer.m_cubeMap)
  2391. {
  2392. desc.ArraySize = 6;
  2393. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2394. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2395. srvd.TextureCube.MipLevels = numMips;
  2396. }
  2397. else
  2398. {
  2399. desc.ArraySize = 1;
  2400. desc.MiscFlags = 0;
  2401. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2402. srvd.Texture2D.MipLevels = numMips;
  2403. }
  2404. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2405. }
  2406. break;
  2407. case Texture3D:
  2408. {
  2409. D3D11_TEXTURE3D_DESC desc;
  2410. desc.Width = textureWidth;
  2411. desc.Height = textureHeight;
  2412. desc.Depth = imageContainer.m_depth;
  2413. desc.MipLevels = imageContainer.m_numMips;
  2414. desc.Format = format;
  2415. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2416. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2417. desc.CPUAccessFlags = 0;
  2418. desc.MiscFlags = 0;
  2419. if (computeWrite)
  2420. {
  2421. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2422. desc.Usage = D3D11_USAGE_DEFAULT;
  2423. }
  2424. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2425. srvd.Texture3D.MipLevels = numMips;
  2426. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2427. }
  2428. break;
  2429. }
  2430. if (!bufferOnly)
  2431. {
  2432. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2433. }
  2434. if (computeWrite)
  2435. {
  2436. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2437. }
  2438. if (convert
  2439. && 0 != kk)
  2440. {
  2441. kk = 0;
  2442. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2443. {
  2444. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2445. {
  2446. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2447. ++kk;
  2448. }
  2449. }
  2450. }
  2451. }
  2452. }
  2453. void TextureD3D11::destroy()
  2454. {
  2455. DX_RELEASE(m_srv, 0);
  2456. DX_RELEASE(m_uav, 0);
  2457. DX_RELEASE(m_ptr, 0);
  2458. }
  2459. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2460. {
  2461. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2462. D3D11_BOX box;
  2463. box.left = _rect.m_x;
  2464. box.top = _rect.m_y;
  2465. box.right = box.left + _rect.m_width;
  2466. box.bottom = box.top + _rect.m_height;
  2467. box.front = _z;
  2468. box.back = box.front + _depth;
  2469. const uint32_t subres = _mip + (_side * m_numMips);
  2470. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2471. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2472. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2473. const bool convert = m_textureFormat != m_requestedFormat;
  2474. uint8_t* data = _mem->data;
  2475. uint8_t* temp = NULL;
  2476. if (convert)
  2477. {
  2478. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2479. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2480. data = temp;
  2481. }
  2482. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  2483. if (NULL != temp)
  2484. {
  2485. BX_FREE(g_allocator, temp);
  2486. }
  2487. }
  2488. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  2489. {
  2490. TextureStage& ts = s_renderD3D11->m_textureStage;
  2491. ts.m_srv[_stage] = m_srv;
  2492. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  2493. ? s_renderD3D11->getSamplerState(_flags)
  2494. : m_sampler
  2495. ;
  2496. }
  2497. void TextureD3D11::resolve()
  2498. {
  2499. }
  2500. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  2501. {
  2502. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  2503. {
  2504. m_rtv[ii] = NULL;
  2505. }
  2506. m_dsv = NULL;
  2507. m_swapChain = NULL;
  2508. m_num = 0;
  2509. for (uint32_t ii = 0; ii < _num; ++ii)
  2510. {
  2511. TextureHandle handle = _handles[ii];
  2512. if (isValid(handle) )
  2513. {
  2514. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  2515. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2516. {
  2517. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  2518. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2519. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2520. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2521. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2522. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  2523. dsvDesc.Flags = 0;
  2524. dsvDesc.Texture2D.MipSlice = 0;
  2525. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  2526. }
  2527. else
  2528. {
  2529. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  2530. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  2531. m_num++;
  2532. }
  2533. }
  2534. }
  2535. }
  2536. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2537. {
  2538. BX_UNUSED(_depthFormat);
  2539. DXGI_SWAP_CHAIN_DESC scd;
  2540. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  2541. scd.BufferDesc.Width = _width;
  2542. scd.BufferDesc.Height = _height;
  2543. scd.OutputWindow = (HWND)_nwh;
  2544. HRESULT hr;
  2545. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  2546. , &scd
  2547. , &m_swapChain
  2548. );
  2549. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  2550. ID3D11Resource* ptr;
  2551. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr));
  2552. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  2553. DX_RELEASE(ptr, 0);
  2554. m_srv[0] = NULL;
  2555. m_dsv = NULL;
  2556. m_denseIdx = _denseIdx;
  2557. m_num = 1;
  2558. }
  2559. uint16_t FrameBufferD3D11::destroy()
  2560. {
  2561. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2562. {
  2563. DX_RELEASE(m_srv[ii], 0);
  2564. DX_RELEASE(m_rtv[ii], 0);
  2565. }
  2566. DX_RELEASE(m_dsv, 0);
  2567. DX_RELEASE(m_swapChain, 0);
  2568. m_num = 0;
  2569. uint16_t denseIdx = m_denseIdx;
  2570. m_denseIdx = UINT16_MAX;
  2571. return denseIdx;
  2572. }
  2573. void FrameBufferD3D11::resolve()
  2574. {
  2575. }
  2576. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  2577. {
  2578. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2579. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  2580. {
  2581. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2582. {
  2583. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2584. {
  2585. uint8_t index = _clear.m_index[ii];
  2586. if (NULL != m_rtv[ii]
  2587. && UINT8_MAX != index)
  2588. {
  2589. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  2590. }
  2591. }
  2592. }
  2593. else
  2594. {
  2595. float frgba[4] =
  2596. {
  2597. _clear.m_index[0]*1.0f/255.0f,
  2598. _clear.m_index[1]*1.0f/255.0f,
  2599. _clear.m_index[2]*1.0f/255.0f,
  2600. _clear.m_index[3]*1.0f/255.0f,
  2601. };
  2602. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2603. {
  2604. if (NULL != m_rtv[ii])
  2605. {
  2606. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2607. }
  2608. }
  2609. }
  2610. }
  2611. if (NULL != m_dsv
  2612. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2613. {
  2614. DWORD flags = 0;
  2615. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2616. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2617. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2618. }
  2619. }
  2620. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2621. {
  2622. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2623. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2624. updateResolution(_render->m_resolution);
  2625. int64_t elapsed = -bx::getHPCounter();
  2626. int64_t captureElapsed = 0;
  2627. if (0 < _render->m_iboffset)
  2628. {
  2629. TransientIndexBuffer* ib = _render->m_transientIb;
  2630. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2631. }
  2632. if (0 < _render->m_vboffset)
  2633. {
  2634. TransientVertexBuffer* vb = _render->m_transientVb;
  2635. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2636. }
  2637. _render->sort();
  2638. RenderDraw currentState;
  2639. currentState.clear();
  2640. currentState.m_flags = BGFX_STATE_NONE;
  2641. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2642. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  2643. _render->m_hmdEnabled = hmdEnabled;
  2644. if (hmdEnabled)
  2645. {
  2646. HMD& hmd = _render->m_hmd;
  2647. m_ovr.getEyePose(hmd);
  2648. }
  2649. ViewState viewState(_render, hmdEnabled);
  2650. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2651. bool scissorEnabled = false;
  2652. setDebugWireframe(wireframe);
  2653. uint16_t programIdx = invalidHandle;
  2654. SortKey key;
  2655. uint8_t view = 0xff;
  2656. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2657. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2658. uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
  2659. PrimInfo prim = s_primInfo[primIndex];
  2660. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2661. bool wasCompute = false;
  2662. bool viewHasScissor = false;
  2663. Rect viewScissorRect;
  2664. viewScissorRect.clear();
  2665. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2666. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2667. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2668. uint32_t statsNumIndices = 0;
  2669. uint32_t statsKeyType[2] = {};
  2670. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2671. {
  2672. bool viewRestart = false;
  2673. uint8_t eye = 0;
  2674. uint8_t restartState = 0;
  2675. viewState.m_rect = _render->m_rect[0];
  2676. int32_t numItems = _render->m_num;
  2677. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  2678. {
  2679. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  2680. statsKeyType[isCompute]++;
  2681. const bool viewChanged = 0
  2682. || key.m_view != view
  2683. || item == numItems
  2684. ;
  2685. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2686. ++item;
  2687. if (viewChanged)
  2688. {
  2689. if (1 == restartState)
  2690. {
  2691. restartState = 2;
  2692. item = restartItem;
  2693. restartItem = numItems;
  2694. view = 0xff;
  2695. continue;
  2696. }
  2697. view = key.m_view;
  2698. programIdx = invalidHandle;
  2699. if (_render->m_fb[view].idx != fbh.idx)
  2700. {
  2701. fbh = _render->m_fb[view];
  2702. setFrameBuffer(fbh);
  2703. }
  2704. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  2705. viewRestart &= hmdEnabled;
  2706. if (viewRestart)
  2707. {
  2708. if (0 == restartState)
  2709. {
  2710. restartState = 1;
  2711. restartItem = item - 1;
  2712. }
  2713. eye = (restartState - 1) & 1;
  2714. restartState &= 1;
  2715. }
  2716. else
  2717. {
  2718. eye = 0;
  2719. }
  2720. PIX_ENDEVENT();
  2721. viewState.m_rect = _render->m_rect[view];
  2722. if (viewRestart)
  2723. {
  2724. wchar_t* viewNameW = s_viewNameW[view];
  2725. viewNameW[3] = eye ? L'R' : L'L';
  2726. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2727. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  2728. viewState.m_rect.m_width /= 2;
  2729. }
  2730. else
  2731. {
  2732. wchar_t* viewNameW = s_viewNameW[view];
  2733. viewNameW[3] = L' ';
  2734. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2735. }
  2736. const Rect& scissorRect = _render->m_scissor[view];
  2737. viewHasScissor = !scissorRect.isZero();
  2738. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  2739. D3D11_VIEWPORT vp;
  2740. vp.TopLeftX = viewState.m_rect.m_x;
  2741. vp.TopLeftY = viewState.m_rect.m_y;
  2742. vp.Width = viewState.m_rect.m_width;
  2743. vp.Height = viewState.m_rect.m_height;
  2744. vp.MinDepth = 0.0f;
  2745. vp.MaxDepth = 1.0f;
  2746. deviceCtx->RSSetViewports(1, &vp);
  2747. Clear& clear = _render->m_clear[view];
  2748. if (BGFX_CLEAR_NONE != (clear.m_flags & BGFX_CLEAR_MASK) )
  2749. {
  2750. clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_clearColor);
  2751. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  2752. }
  2753. }
  2754. if (isCompute)
  2755. {
  2756. if (!wasCompute)
  2757. {
  2758. wasCompute = true;
  2759. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  2760. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2761. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  2762. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  2763. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  2764. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  2765. }
  2766. const RenderCompute& compute = renderItem.compute;
  2767. if (0 != eye
  2768. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  2769. {
  2770. continue;
  2771. }
  2772. bool programChanged = false;
  2773. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  2774. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  2775. if (key.m_program != programIdx)
  2776. {
  2777. programIdx = key.m_program;
  2778. ProgramD3D11& program = m_program[key.m_program];
  2779. m_currentProgram = &program;
  2780. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  2781. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2782. programChanged =
  2783. constantsChanged = true;
  2784. }
  2785. if (invalidHandle != programIdx)
  2786. {
  2787. ProgramD3D11& program = m_program[programIdx];
  2788. if (constantsChanged)
  2789. {
  2790. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2791. if (NULL != vcb)
  2792. {
  2793. commit(*vcb);
  2794. }
  2795. }
  2796. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  2797. if (constantsChanged
  2798. || program.m_numPredefined > 0)
  2799. {
  2800. commitShaderConstants();
  2801. }
  2802. }
  2803. BX_UNUSED(programChanged);
  2804. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2805. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2806. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2807. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  2808. {
  2809. const Binding& bind = compute.m_bind[ii];
  2810. if (invalidHandle != bind.m_idx)
  2811. {
  2812. switch (bind.m_type)
  2813. {
  2814. case Binding::Image:
  2815. {
  2816. const TextureD3D11& texture = m_textures[bind.m_idx];
  2817. if (Access::Read != bind.m_un.m_compute.m_access)
  2818. {
  2819. uav[ii] = texture.m_uav;
  2820. }
  2821. else
  2822. {
  2823. srv[ii] = texture.m_srv;
  2824. sampler[ii] = texture.m_sampler;
  2825. }
  2826. }
  2827. break;
  2828. case Binding::IndexBuffer:
  2829. case Binding::VertexBuffer:
  2830. {
  2831. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  2832. ? m_indexBuffers[bind.m_idx]
  2833. : m_vertexBuffers[bind.m_idx]
  2834. ;
  2835. if (Access::Read != bind.m_un.m_compute.m_access)
  2836. {
  2837. uav[ii] = buffer.m_uav;
  2838. }
  2839. else
  2840. {
  2841. srv[ii] = buffer.m_srv;
  2842. }
  2843. }
  2844. break;
  2845. }
  2846. }
  2847. }
  2848. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2849. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2850. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  2851. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  2852. continue;
  2853. }
  2854. bool resetState = viewChanged || wasCompute;
  2855. if (wasCompute)
  2856. {
  2857. wasCompute = false;
  2858. programIdx = invalidHandle;
  2859. m_currentProgram = NULL;
  2860. invalidateCompute();
  2861. }
  2862. const RenderDraw& draw = renderItem.draw;
  2863. const uint64_t newFlags = draw.m_flags;
  2864. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  2865. currentState.m_flags = newFlags;
  2866. const uint64_t newStencil = draw.m_stencil;
  2867. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  2868. currentState.m_stencil = newStencil;
  2869. if (resetState)
  2870. {
  2871. currentState.clear();
  2872. currentState.m_scissor = !draw.m_scissor;
  2873. changedFlags = BGFX_STATE_MASK;
  2874. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2875. currentState.m_flags = newFlags;
  2876. currentState.m_stencil = newStencil;
  2877. setBlendState(newFlags);
  2878. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  2879. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2880. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2881. }
  2882. if (prim.m_type != s_primInfo[primIndex].m_type)
  2883. {
  2884. prim = s_primInfo[primIndex];
  2885. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2886. }
  2887. uint16_t scissor = draw.m_scissor;
  2888. if (currentState.m_scissor != scissor)
  2889. {
  2890. currentState.m_scissor = scissor;
  2891. if (UINT16_MAX == scissor)
  2892. {
  2893. scissorEnabled = viewHasScissor;
  2894. if (viewHasScissor)
  2895. {
  2896. D3D11_RECT rc;
  2897. rc.left = viewScissorRect.m_x;
  2898. rc.top = viewScissorRect.m_y;
  2899. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2900. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2901. deviceCtx->RSSetScissorRects(1, &rc);
  2902. }
  2903. }
  2904. else
  2905. {
  2906. Rect scissorRect;
  2907. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  2908. scissorEnabled = true;
  2909. D3D11_RECT rc;
  2910. rc.left = scissorRect.m_x;
  2911. rc.top = scissorRect.m_y;
  2912. rc.right = scissorRect.m_x + scissorRect.m_width;
  2913. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  2914. deviceCtx->RSSetScissorRects(1, &rc);
  2915. }
  2916. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2917. }
  2918. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  2919. || 0 != changedStencil)
  2920. {
  2921. setDepthStencilState(newFlags, newStencil);
  2922. }
  2923. if ( (0
  2924. | BGFX_STATE_CULL_MASK
  2925. | BGFX_STATE_RGB_WRITE
  2926. | BGFX_STATE_ALPHA_WRITE
  2927. | BGFX_STATE_BLEND_MASK
  2928. | BGFX_STATE_BLEND_EQUATION_MASK
  2929. | BGFX_STATE_ALPHA_REF_MASK
  2930. | BGFX_STATE_PT_MASK
  2931. | BGFX_STATE_POINT_SIZE_MASK
  2932. | BGFX_STATE_MSAA
  2933. ) & changedFlags)
  2934. {
  2935. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2936. {
  2937. setBlendState(newFlags, draw.m_rgba);
  2938. }
  2939. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  2940. {
  2941. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2942. }
  2943. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2944. {
  2945. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2946. viewState.m_alphaRef = ref/255.0f;
  2947. }
  2948. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2949. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2950. if (prim.m_type != s_primInfo[primIndex].m_type)
  2951. {
  2952. prim = s_primInfo[primIndex];
  2953. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2954. }
  2955. }
  2956. bool programChanged = false;
  2957. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  2958. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  2959. if (key.m_program != programIdx)
  2960. {
  2961. programIdx = key.m_program;
  2962. if (invalidHandle == programIdx)
  2963. {
  2964. m_currentProgram = NULL;
  2965. deviceCtx->VSSetShader(NULL, NULL, 0);
  2966. deviceCtx->PSSetShader(NULL, NULL, 0);
  2967. }
  2968. else
  2969. {
  2970. ProgramD3D11& program = m_program[programIdx];
  2971. m_currentProgram = &program;
  2972. const ShaderD3D11* vsh = program.m_vsh;
  2973. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2974. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2975. if (NULL != m_currentColor)
  2976. {
  2977. const ShaderD3D11* fsh = program.m_fsh;
  2978. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2979. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2980. }
  2981. else
  2982. {
  2983. deviceCtx->PSSetShader(NULL, NULL, 0);
  2984. }
  2985. }
  2986. programChanged =
  2987. constantsChanged = true;
  2988. }
  2989. if (invalidHandle != programIdx)
  2990. {
  2991. ProgramD3D11& program = m_program[programIdx];
  2992. if (constantsChanged)
  2993. {
  2994. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2995. if (NULL != vcb)
  2996. {
  2997. commit(*vcb);
  2998. }
  2999. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3000. if (NULL != fcb)
  3001. {
  3002. commit(*fcb);
  3003. }
  3004. }
  3005. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  3006. if (constantsChanged
  3007. || program.m_numPredefined > 0)
  3008. {
  3009. commitShaderConstants();
  3010. }
  3011. }
  3012. {
  3013. uint32_t changes = 0;
  3014. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3015. {
  3016. const Binding& sampler = draw.m_bind[stage];
  3017. Binding& current = currentState.m_bind[stage];
  3018. if (current.m_idx != sampler.m_idx
  3019. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  3020. || programChanged)
  3021. {
  3022. if (invalidHandle != sampler.m_idx)
  3023. {
  3024. TextureD3D11& texture = m_textures[sampler.m_idx];
  3025. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  3026. }
  3027. else
  3028. {
  3029. m_textureStage.m_srv[stage] = NULL;
  3030. m_textureStage.m_sampler[stage] = NULL;
  3031. }
  3032. ++changes;
  3033. }
  3034. current = sampler;
  3035. }
  3036. if (0 < changes)
  3037. {
  3038. commitTextureStage();
  3039. }
  3040. }
  3041. if (programChanged
  3042. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  3043. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3044. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3045. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3046. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3047. {
  3048. currentState.m_vertexDecl = draw.m_vertexDecl;
  3049. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3050. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3051. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3052. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3053. uint16_t handle = draw.m_vertexBuffer.idx;
  3054. if (invalidHandle != handle)
  3055. {
  3056. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  3057. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3058. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3059. uint32_t stride = vertexDecl.m_stride;
  3060. uint32_t offset = 0;
  3061. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3062. if (isValid(draw.m_instanceDataBuffer) )
  3063. {
  3064. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3065. uint32_t instStride = draw.m_instanceDataStride;
  3066. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  3067. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  3068. }
  3069. else
  3070. {
  3071. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  3072. setInputLayout(vertexDecl, m_program[programIdx], 0);
  3073. }
  3074. }
  3075. else
  3076. {
  3077. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  3078. }
  3079. }
  3080. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3081. {
  3082. currentState.m_indexBuffer = draw.m_indexBuffer;
  3083. uint16_t handle = draw.m_indexBuffer.idx;
  3084. if (invalidHandle != handle)
  3085. {
  3086. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  3087. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  3088. }
  3089. else
  3090. {
  3091. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3092. }
  3093. }
  3094. if (isValid(currentState.m_vertexBuffer) )
  3095. {
  3096. uint32_t numVertices = draw.m_numVertices;
  3097. if (UINT32_MAX == numVertices)
  3098. {
  3099. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3100. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3101. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3102. numVertices = vb.m_size/vertexDecl.m_stride;
  3103. }
  3104. uint32_t numIndices = 0;
  3105. uint32_t numPrimsSubmitted = 0;
  3106. uint32_t numInstances = 0;
  3107. uint32_t numPrimsRendered = 0;
  3108. if (isValid(draw.m_indexBuffer) )
  3109. {
  3110. if (UINT32_MAX == draw.m_numIndices)
  3111. {
  3112. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  3113. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3114. numInstances = draw.m_numInstances;
  3115. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3116. deviceCtx->DrawIndexedInstanced(numIndices
  3117. , draw.m_numInstances
  3118. , 0
  3119. , draw.m_startVertex
  3120. , 0
  3121. );
  3122. }
  3123. else if (prim.m_min <= draw.m_numIndices)
  3124. {
  3125. numIndices = draw.m_numIndices;
  3126. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3127. numInstances = draw.m_numInstances;
  3128. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3129. deviceCtx->DrawIndexedInstanced(numIndices
  3130. , draw.m_numInstances
  3131. , draw.m_startIndex
  3132. , draw.m_startVertex
  3133. , 0
  3134. );
  3135. }
  3136. }
  3137. else
  3138. {
  3139. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3140. numInstances = draw.m_numInstances;
  3141. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3142. deviceCtx->DrawInstanced(numVertices
  3143. , draw.m_numInstances
  3144. , draw.m_startVertex
  3145. , 0
  3146. );
  3147. }
  3148. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3149. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3150. statsNumInstances[primIndex] += numInstances;
  3151. statsNumIndices += numIndices;
  3152. }
  3153. }
  3154. if (wasCompute)
  3155. {
  3156. invalidateCompute();
  3157. }
  3158. if (0 < _render->m_num)
  3159. {
  3160. captureElapsed = -bx::getHPCounter();
  3161. capture();
  3162. captureElapsed += bx::getHPCounter();
  3163. }
  3164. }
  3165. PIX_ENDEVENT();
  3166. int64_t now = bx::getHPCounter();
  3167. elapsed += now;
  3168. static int64_t last = now;
  3169. int64_t frameTime = now - last;
  3170. last = now;
  3171. static int64_t min = frameTime;
  3172. static int64_t max = frameTime;
  3173. min = min > frameTime ? frameTime : min;
  3174. max = max < frameTime ? frameTime : max;
  3175. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3176. {
  3177. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3178. TextVideoMem& tvm = m_textVideoMem;
  3179. static int64_t next = now;
  3180. if (now >= next)
  3181. {
  3182. next = now + bx::getHPFrequency();
  3183. double freq = double(bx::getHPFrequency() );
  3184. double toMs = 1000.0/freq;
  3185. tvm.clear();
  3186. uint16_t pos = 0;
  3187. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3188. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3189. , getRendererName()
  3190. );
  3191. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3192. char description[BX_COUNTOF(desc.Description)];
  3193. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3194. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3195. char dedicatedVideo[16];
  3196. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3197. char dedicatedSystem[16];
  3198. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3199. char sharedSystem[16];
  3200. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3201. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3202. , dedicatedVideo
  3203. , dedicatedSystem
  3204. , sharedSystem
  3205. );
  3206. pos = 10;
  3207. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3208. , double(frameTime)*toMs
  3209. , double(min)*toMs
  3210. , double(max)*toMs
  3211. , freq/frameTime
  3212. );
  3213. char hmd[16];
  3214. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3215. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3216. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3217. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3218. , 0 != msaa ? '\xfe' : ' '
  3219. , 1<<msaa
  3220. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3221. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3222. );
  3223. double elapsedCpuMs = double(elapsed)*toMs;
  3224. tvm.printf(10, pos++, 0x8e, " Submitted: %4d (draw %4d, compute %4d) / CPU %3.4f [ms]"
  3225. , _render->m_num
  3226. , statsKeyType[0]
  3227. , statsKeyType[1]
  3228. , elapsedCpuMs
  3229. );
  3230. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3231. {
  3232. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d"
  3233. , s_primName[ii]
  3234. , statsNumPrimsRendered[ii]
  3235. , statsNumInstances[ii]
  3236. , statsNumPrimsSubmitted[ii]
  3237. );
  3238. }
  3239. if (NULL != m_renderdocdll)
  3240. {
  3241. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3242. }
  3243. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3244. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3245. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3246. pos++;
  3247. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3248. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  3249. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  3250. , m_blendStateCache.getCount()
  3251. , m_depthStencilStateCache.getCount()
  3252. , m_inputLayoutCache.getCount()
  3253. , m_rasterizerStateCache.getCount()
  3254. , m_samplerStateCache.getCount()
  3255. );
  3256. pos++;
  3257. double captureMs = double(captureElapsed)*toMs;
  3258. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3259. uint8_t attr[2] = { 0x89, 0x8a };
  3260. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3261. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3262. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3263. min = frameTime;
  3264. max = frameTime;
  3265. }
  3266. blit(this, _textVideoMemBlitter, tvm);
  3267. PIX_ENDEVENT();
  3268. }
  3269. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3270. {
  3271. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3272. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3273. PIX_ENDEVENT();
  3274. }
  3275. }
  3276. } /* namespace d3d11 */ } // namespace bgfx
  3277. #else
  3278. namespace bgfx { namespace d3d11
  3279. {
  3280. RendererContextI* rendererCreate()
  3281. {
  3282. return NULL;
  3283. }
  3284. void rendererDestroy()
  3285. {
  3286. }
  3287. } /* namespace d3d11 */ } // namespace bgfx
  3288. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11