renderer_d3d11.cpp 173 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. #if BX_PLATFORM_WINRT
  9. # include <inspectable.h>
  10. # include <windows.ui.xaml.media.dxinterop.h>
  11. #endif // BX_PLATFORM_WINRT
  12. #if BGFX_CONFIG_PROFILER_REMOTERY
  13. # define BGFX_GPU_PROFILER_BIND(_device, _context) rmt_BindD3D11(_device, _context)
  14. # define BGFX_GPU_PROFILER_UNBIND() rmt_UnbindD3D11()
  15. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) rmt_BeginD3D11Sample(_group##_##_name)
  16. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) rmt_BeginD3D11SampleDynamic(_namestr)
  17. # define BGFX_GPU_PROFILER_END() rmt_EndD3D11Sample()
  18. #else
  19. # define BGFX_GPU_PROFILER_BIND(_device, _context) BX_NOOP()
  20. # define BGFX_GPU_PROFILER_UNBIND() BX_NOOP()
  21. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
  22. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
  23. # define BGFX_GPU_PROFILER_END() BX_NOOP()
  24. #endif
  25. namespace bgfx { namespace d3d11
  26. {
  27. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  28. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  29. struct PrimInfo
  30. {
  31. D3D11_PRIMITIVE_TOPOLOGY m_type;
  32. uint32_t m_min;
  33. uint32_t m_div;
  34. uint32_t m_sub;
  35. };
  36. static const PrimInfo s_primInfo[] =
  37. {
  38. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  39. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  40. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  41. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  42. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  43. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  44. };
  45. static const char* s_primName[] =
  46. {
  47. "TriList",
  48. "TriStrip",
  49. "Line",
  50. "LineStrip",
  51. "Point",
  52. };
  53. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  54. union Zero
  55. {
  56. Zero()
  57. {
  58. memset(this, 0, sizeof(Zero) );
  59. }
  60. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  61. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  62. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  63. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  64. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  65. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  66. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  67. };
  68. BX_PRAGMA_DIAGNOSTIC_PUSH();
  69. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  70. static const Zero s_zero;
  71. BX_PRAGMA_DIAGNOSTIC_POP();
  72. static const uint32_t s_checkMsaa[] =
  73. {
  74. 0,
  75. 2,
  76. 4,
  77. 8,
  78. 16,
  79. };
  80. static DXGI_SAMPLE_DESC s_msaa[] =
  81. {
  82. { 1, 0 },
  83. { 2, 0 },
  84. { 4, 0 },
  85. { 8, 0 },
  86. { 16, 0 },
  87. };
  88. static const D3D11_BLEND s_blendFactor[][2] =
  89. {
  90. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  91. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  92. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  93. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  94. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  95. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  96. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  97. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  98. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  99. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  100. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  101. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  102. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  103. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  104. };
  105. static const D3D11_BLEND_OP s_blendEquation[] =
  106. {
  107. D3D11_BLEND_OP_ADD,
  108. D3D11_BLEND_OP_SUBTRACT,
  109. D3D11_BLEND_OP_REV_SUBTRACT,
  110. D3D11_BLEND_OP_MIN,
  111. D3D11_BLEND_OP_MAX,
  112. };
  113. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  114. {
  115. D3D11_COMPARISON_FUNC(0), // ignored
  116. D3D11_COMPARISON_LESS,
  117. D3D11_COMPARISON_LESS_EQUAL,
  118. D3D11_COMPARISON_EQUAL,
  119. D3D11_COMPARISON_GREATER_EQUAL,
  120. D3D11_COMPARISON_GREATER,
  121. D3D11_COMPARISON_NOT_EQUAL,
  122. D3D11_COMPARISON_NEVER,
  123. D3D11_COMPARISON_ALWAYS,
  124. };
  125. static const D3D11_STENCIL_OP s_stencilOp[] =
  126. {
  127. D3D11_STENCIL_OP_ZERO,
  128. D3D11_STENCIL_OP_KEEP,
  129. D3D11_STENCIL_OP_REPLACE,
  130. D3D11_STENCIL_OP_INCR,
  131. D3D11_STENCIL_OP_INCR_SAT,
  132. D3D11_STENCIL_OP_DECR,
  133. D3D11_STENCIL_OP_DECR_SAT,
  134. D3D11_STENCIL_OP_INVERT,
  135. };
  136. static const D3D11_CULL_MODE s_cullMode[] =
  137. {
  138. D3D11_CULL_NONE,
  139. D3D11_CULL_FRONT,
  140. D3D11_CULL_BACK,
  141. };
  142. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  143. {
  144. D3D11_TEXTURE_ADDRESS_WRAP,
  145. D3D11_TEXTURE_ADDRESS_MIRROR,
  146. D3D11_TEXTURE_ADDRESS_CLAMP,
  147. D3D11_TEXTURE_ADDRESS_BORDER,
  148. };
  149. /*
  150. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  151. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  152. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  153. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  154. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  155. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  156. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  157. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  158. * D3D11_FILTER_ANISOTROPIC = 0x55,
  159. *
  160. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  161. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  162. *
  163. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  164. * 0x10 // MIN_LINEAR
  165. * 0x04 // MAG_LINEAR
  166. * 0x01 // MIP_LINEAR
  167. */
  168. static const uint8_t s_textureFilter[3][3] =
  169. {
  170. {
  171. 0x10, // min linear
  172. 0x00, // min point
  173. 0x55, // anisotropic
  174. },
  175. {
  176. 0x04, // mag linear
  177. 0x00, // mag point
  178. 0x55, // anisotropic
  179. },
  180. {
  181. 0x01, // mip linear
  182. 0x00, // mip point
  183. 0x55, // anisotropic
  184. },
  185. };
  186. struct TextureFormatInfo
  187. {
  188. DXGI_FORMAT m_fmt;
  189. DXGI_FORMAT m_fmtSrv;
  190. DXGI_FORMAT m_fmtDsv;
  191. DXGI_FORMAT m_fmtSrgb;
  192. };
  193. static const TextureFormatInfo s_textureFormat[] =
  194. {
  195. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  196. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  197. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  198. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  199. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  200. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  201. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  206. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  208. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  209. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  211. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  213. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  214. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  215. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  216. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  217. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  218. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  219. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  220. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  221. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  222. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  223. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  224. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  225. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  226. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  227. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  228. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  229. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  230. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  231. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  232. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  233. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  234. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  235. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  236. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  237. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  238. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  239. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  240. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  241. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  242. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  243. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  244. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  245. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  246. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  247. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  248. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  249. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  250. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  251. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  252. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  253. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  254. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  255. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  256. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  257. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  258. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  259. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  260. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  261. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  262. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  263. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  264. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  265. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  266. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  267. };
  268. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  269. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  270. {
  271. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. };
  288. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  289. static const DXGI_FORMAT s_attribType[][4][2] =
  290. {
  291. { // Uint8
  292. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  293. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  294. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  295. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  296. },
  297. { // Uint10
  298. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  299. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  300. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  301. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  302. },
  303. { // Int16
  304. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  305. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  306. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  307. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  308. },
  309. { // Half
  310. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  311. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  312. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  313. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  314. },
  315. { // Float
  316. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  317. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  318. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  319. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  320. },
  321. };
  322. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  323. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  324. {
  325. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  326. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  327. {
  328. if (UINT16_MAX != _decl.m_attributes[attr])
  329. {
  330. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  331. if (0 == _decl.m_attributes[attr])
  332. {
  333. elem->AlignedByteOffset = 0;
  334. }
  335. else
  336. {
  337. uint8_t num;
  338. AttribType::Enum type;
  339. bool normalized;
  340. bool asInt;
  341. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  342. elem->Format = s_attribType[type][num-1][normalized];
  343. elem->AlignedByteOffset = _decl.m_offset[attr];
  344. }
  345. ++elem;
  346. }
  347. }
  348. return elem;
  349. }
  350. struct TextureStage
  351. {
  352. TextureStage()
  353. {
  354. clear();
  355. }
  356. void clear()
  357. {
  358. memset(m_srv, 0, sizeof(m_srv) );
  359. memset(m_sampler, 0, sizeof(m_sampler) );
  360. }
  361. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  362. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  363. };
  364. BX_PRAGMA_DIAGNOSTIC_PUSH();
  365. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  366. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  367. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  368. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  369. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  370. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  371. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  372. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  373. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  374. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  375. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  376. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  377. enum D3D11_FORMAT_SUPPORT2
  378. {
  379. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  380. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  381. };
  382. static const GUID s_deviceIIDs[] =
  383. {
  384. IID_IDXGIDevice3,
  385. IID_IDXGIDevice2,
  386. IID_IDXGIDevice1,
  387. IID_IDXGIDevice0,
  388. };
  389. template <typename Ty>
  390. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  391. {
  392. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  393. {
  394. char temp[2048];
  395. va_list argList;
  396. va_start(argList, _format);
  397. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  398. va_end(argList);
  399. temp[size] = '\0';
  400. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  401. }
  402. }
  403. BX_PRAGMA_DIAGNOSTIC_POP();
  404. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  405. {
  406. uint8_t temp[28];
  407. D3D11_BUFFER_DESC desc;
  408. desc.ByteWidth = sizeof(temp);
  409. desc.Usage = D3D11_USAGE_STAGING;
  410. desc.BindFlags = 0;
  411. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  412. desc.MiscFlags = 0;
  413. desc.StructureByteStride = 0;
  414. D3D11_SUBRESOURCE_DATA initData;
  415. initData.pSysMem = &temp;
  416. initData.SysMemPitch = sizeof(temp);
  417. initData.SysMemSlicePitch = 0;
  418. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  419. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  420. bx::write(&writer, UINT32_C(0x00010000) );
  421. bx::write(&writer, UINT32_C(0) );
  422. bx::write(&writer, UINT32_C(0) );
  423. ID3D11Buffer* buffer;
  424. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  425. if (SUCCEEDED(hr) )
  426. {
  427. buffer->Release();
  428. bx::MemoryReader reader(&temp, sizeof(temp) );
  429. bx::skip(&reader, 16);
  430. uint32_t version;
  431. bx::read(&reader, version);
  432. uint32_t driverVersion;
  433. bx::read(&reader, driverVersion);
  434. return version <= driverVersion;
  435. }
  436. return false;
  437. };
  438. enum AGS_RETURN_CODE
  439. {
  440. AGS_SUCCESS,
  441. AGS_INVALID_ARGS,
  442. AGS_OUT_OF_MEMORY,
  443. AGS_ERROR_MISSING_DLL,
  444. AGS_ERROR_LEGACY_DRIVER,
  445. AGS_EXTENSION_NOT_SUPPORTED,
  446. AGS_ADL_FAILURE,
  447. };
  448. enum AGS_DRIVER_EXTENSION
  449. {
  450. AGS_EXTENSION_QUADLIST = 1 << 0,
  451. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  452. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  453. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  454. };
  455. struct AGSDriverVersionInfo
  456. {
  457. char strDriverVersion[256];
  458. char strCatalystVersion[256];
  459. char strCatalystWebLink[256];
  460. };
  461. struct AGSContext;
  462. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  463. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  464. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  465. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  466. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  467. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  468. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  469. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  470. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  471. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  472. static PFN_AGS_INIT agsInit;
  473. static PFN_AGS_DEINIT agsDeInit;
  474. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  475. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  476. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  477. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  478. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  479. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  480. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  481. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  482. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  483. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  484. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  485. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  486. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  487. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  488. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  489. #if USE_D3D11_DYNAMIC_LIB
  490. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  491. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  492. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  493. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  494. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  495. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  496. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  497. #endif // USE_D3D11_DYNAMIC_LIB
  498. struct RendererContextD3D11 : public RendererContextI
  499. {
  500. RendererContextD3D11()
  501. : m_d3d9dll(NULL)
  502. , m_d3d11dll(NULL)
  503. , m_dxgidll(NULL)
  504. , m_dxgidebugdll(NULL)
  505. , m_renderdocdll(NULL)
  506. , m_agsdll(NULL)
  507. , m_ags(NULL)
  508. , m_driverType(D3D_DRIVER_TYPE_NULL)
  509. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  510. , m_adapter(NULL)
  511. , m_factory(NULL)
  512. , m_swapChain(NULL)
  513. , m_lost(0)
  514. , m_numWindows(0)
  515. , m_device(NULL)
  516. , m_deviceCtx(NULL)
  517. , m_infoQueue(NULL)
  518. , m_backBufferColor(NULL)
  519. , m_backBufferDepthStencil(NULL)
  520. , m_currentColor(NULL)
  521. , m_currentDepthStencil(NULL)
  522. , m_captureTexture(NULL)
  523. , m_captureResolve(NULL)
  524. , m_wireframe(false)
  525. , m_maxAnisotropy(1)
  526. , m_currentProgram(NULL)
  527. , m_vsChanges(0)
  528. , m_fsChanges(0)
  529. , m_rtMsaa(false)
  530. , m_ovrRtv(NULL)
  531. , m_ovrDsv(NULL)
  532. {
  533. m_fbh.idx = invalidHandle;
  534. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  535. memset(&m_scd, 0, sizeof(m_scd) );
  536. memset(&m_windows, 0xff, sizeof(m_windows) );
  537. }
  538. ~RendererContextD3D11()
  539. {
  540. }
  541. bool init()
  542. {
  543. struct ErrorState
  544. {
  545. enum Enum
  546. {
  547. Default,
  548. LoadedD3D11,
  549. LoadedDXGI,
  550. CreatedDXGIFactory,
  551. };
  552. };
  553. ErrorState::Enum errorState = ErrorState::Default;
  554. // Must be before device creation, and before RenderDoc.
  555. m_ovr.init();
  556. if (!m_ovr.isInitialized() )
  557. {
  558. m_renderdocdll = loadRenderDoc();
  559. }
  560. m_fbh.idx = invalidHandle;
  561. memset(m_uniforms, 0, sizeof(m_uniforms) );
  562. memset(&m_resolution, 0, sizeof(m_resolution) );
  563. m_ags = NULL;
  564. m_agsdll = bx::dlopen(
  565. #if BX_ARCH_32BIT
  566. "amd_ags_x86.dll"
  567. #else
  568. "amd_ags_x64.dll"
  569. #endif // BX_ARCH_32BIT
  570. );
  571. if (NULL != m_agsdll)
  572. {
  573. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  574. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  575. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  576. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  577. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  578. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  579. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  580. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  581. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  582. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  583. bool agsSupported = true
  584. && NULL != agsInit
  585. && NULL != agsDeInit
  586. && NULL != agsGetCrossfireGPUCount
  587. && NULL != agsGetTotalGPUCount
  588. && NULL != agsGetGPUMemorySize
  589. && NULL != agsGetDriverVersionInfo
  590. && NULL != agsDriverExtensions_Init
  591. && NULL != agsDriverExtensions_DeInit
  592. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  593. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  594. ;
  595. if (agsSupported)
  596. {
  597. AGS_RETURN_CODE result = agsInit(&m_ags);
  598. agsSupported = AGS_SUCCESS == result;
  599. if (agsSupported)
  600. {
  601. AGSDriverVersionInfo vi;
  602. result = agsGetDriverVersionInfo(m_ags, &vi);
  603. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  604. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  605. int32_t numCrossfireGPUs = 0;
  606. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  607. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  608. int32_t numGPUs = 0;
  609. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  610. BX_TRACE(" Num GPUs: %d", numGPUs);
  611. for (int32_t ii = 0; ii < numGPUs; ++ii)
  612. {
  613. long long memSize;
  614. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  615. if (AGS_SUCCESS == result)
  616. {
  617. char memSizeStr[16];
  618. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  619. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  620. }
  621. }
  622. }
  623. }
  624. BX_WARN(!agsSupported, "AMD/AGS supported.");
  625. if (!agsSupported)
  626. {
  627. if (NULL != m_ags)
  628. {
  629. agsDeInit(m_ags);
  630. m_ags = NULL;
  631. }
  632. bx::dlclose(m_agsdll);
  633. m_agsdll = NULL;
  634. }
  635. }
  636. #if USE_D3D11_DYNAMIC_LIB
  637. m_d3d11dll = bx::dlopen("d3d11.dll");
  638. BX_WARN(NULL != m_d3d11dll, "Failed to load d3d11.dll.");
  639. if (NULL == m_d3d11dll)
  640. {
  641. goto error;
  642. }
  643. errorState = ErrorState::LoadedD3D11;
  644. m_d3d9dll = NULL;
  645. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  646. {
  647. // D3D11_1.h has ID3DUserDefinedAnnotation
  648. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  649. m_d3d9dll = bx::dlopen("d3d9.dll");
  650. if (NULL != m_d3d9dll)
  651. {
  652. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  653. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  654. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  655. BX_CHECK(NULL != D3DPERF_SetMarker
  656. && NULL != D3DPERF_BeginEvent
  657. && NULL != D3DPERF_EndEvent
  658. , "Failed to initialize PIX events."
  659. );
  660. }
  661. }
  662. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  663. BX_WARN(NULL != D3D11CreateDevice, "Function D3D11CreateDevice not found.");
  664. if (NULL == D3D11CreateDevice)
  665. {
  666. goto error;
  667. }
  668. m_dxgidll = bx::dlopen("dxgi.dll");
  669. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  670. if (NULL == m_dxgidll)
  671. {
  672. goto error;
  673. }
  674. errorState = ErrorState::LoadedDXGI;
  675. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  676. BX_WARN(NULL != CreateDXGIFactory, "Function CreateDXGIFactory not found.");
  677. if (NULL == CreateDXGIFactory)
  678. {
  679. goto error;
  680. }
  681. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  682. if (NULL != m_dxgidebugdll)
  683. {
  684. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  685. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  686. if (NULL == DXGIGetDebugInterface
  687. && NULL == DXGIGetDebugInterface1)
  688. {
  689. bx::dlclose(m_dxgidebugdll);
  690. m_dxgidebugdll = NULL;
  691. }
  692. else
  693. {
  694. // Figure out how to access IDXGIInfoQueue on pre Win8...
  695. }
  696. }
  697. #endif // USE_D3D11_DYNAMIC_LIB
  698. HRESULT hr;
  699. IDXGIFactory* factory;
  700. #if BX_PLATFORM_WINRT
  701. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  702. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  703. #else
  704. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  705. #endif // BX_PLATFORM_WINRT
  706. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  707. if (FAILED(hr) )
  708. {
  709. goto error;
  710. }
  711. errorState = ErrorState::CreatedDXGIFactory;
  712. m_device = (ID3D11Device*)g_platformData.context;
  713. if (NULL == m_device)
  714. {
  715. m_adapter = NULL;
  716. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  717. ? D3D_DRIVER_TYPE_WARP
  718. : D3D_DRIVER_TYPE_HARDWARE
  719. ;
  720. IDXGIAdapter* adapter;
  721. for (uint32_t ii = 0
  722. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  723. ; ++ii
  724. )
  725. {
  726. DXGI_ADAPTER_DESC desc;
  727. hr = adapter->GetDesc(&desc);
  728. if (SUCCEEDED(hr) )
  729. {
  730. BX_TRACE("Adapter #%d", ii);
  731. char description[BX_COUNTOF(desc.Description)];
  732. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  733. BX_TRACE("\tDescription: %s", description);
  734. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  735. , desc.VendorId
  736. , desc.DeviceId
  737. , desc.SubSysId
  738. , desc.Revision
  739. );
  740. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  741. , desc.DedicatedVideoMemory
  742. , desc.DedicatedSystemMemory
  743. , desc.SharedSystemMemory
  744. );
  745. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  746. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  747. ++g_caps.numGPUs;
  748. if (NULL == m_adapter)
  749. {
  750. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  751. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  752. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  753. {
  754. m_adapter = adapter;
  755. m_adapter->AddRef();
  756. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  757. }
  758. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  759. && 0 != strstr(description, "PerfHUD") )
  760. {
  761. m_adapter = adapter;
  762. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  763. }
  764. }
  765. }
  766. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  767. }
  768. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  769. D3D_FEATURE_LEVEL featureLevel[] =
  770. {
  771. D3D_FEATURE_LEVEL_11_1,
  772. D3D_FEATURE_LEVEL_11_0,
  773. D3D_FEATURE_LEVEL_10_1,
  774. D3D_FEATURE_LEVEL_10_0,
  775. D3D_FEATURE_LEVEL_9_3,
  776. D3D_FEATURE_LEVEL_9_2,
  777. D3D_FEATURE_LEVEL_9_1,
  778. };
  779. for (;;)
  780. {
  781. uint32_t flags = 0
  782. | D3D11_CREATE_DEVICE_SINGLETHREADED
  783. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  784. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  785. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  786. ;
  787. hr = E_FAIL;
  788. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  789. {
  790. hr = D3D11CreateDevice(m_adapter
  791. , m_driverType
  792. , NULL
  793. , flags
  794. , &featureLevel[ii]
  795. , BX_COUNTOF(featureLevel)-ii
  796. , D3D11_SDK_VERSION
  797. , &m_device
  798. , &m_featureLevel
  799. , &m_deviceCtx
  800. );
  801. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  802. , (m_featureLevel >> 12) & 0xf
  803. , (m_featureLevel >> 8) & 0xf
  804. );
  805. if (FAILED(hr)
  806. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  807. {
  808. // Try without debug in case D3D11 SDK Layers
  809. // is not present?
  810. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  811. continue;
  812. }
  813. // Enable debug flags.
  814. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  815. ++ii;
  816. }
  817. if (FAILED(hr)
  818. && D3D_DRIVER_TYPE_WARP != m_driverType)
  819. {
  820. // Try with WARP
  821. m_driverType = D3D_DRIVER_TYPE_WARP;
  822. continue;
  823. }
  824. break;
  825. }
  826. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  827. if (FAILED(hr) )
  828. {
  829. goto error;
  830. }
  831. if (NULL != m_adapter)
  832. {
  833. DX_RELEASE(m_adapter, 2);
  834. }
  835. }
  836. else
  837. {
  838. m_device->GetImmediateContext(&m_deviceCtx);
  839. BX_WARN(NULL != m_deviceCtx, "Unable to create Direct3D11 device.");
  840. if (NULL == m_deviceCtx)
  841. {
  842. goto error;
  843. }
  844. }
  845. {
  846. IDXGIDevice* device = NULL;
  847. IDXGIAdapter* adapter = NULL;
  848. hr = E_FAIL;
  849. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  850. {
  851. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  852. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  853. if (SUCCEEDED(hr) )
  854. {
  855. #if BX_COMPILER_MSVC
  856. BX_PRAGMA_DIAGNOSTIC_PUSH();
  857. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  858. try
  859. {
  860. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  861. hr = device->GetAdapter(&adapter);
  862. }
  863. catch (...)
  864. {
  865. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  866. DX_RELEASE(device, 0);
  867. hr = E_FAIL;
  868. }
  869. BX_PRAGMA_DIAGNOSTIC_POP();
  870. #else
  871. hr = device->GetAdapter(&adapter);
  872. #endif // BX_COMPILER_MSVC
  873. }
  874. }
  875. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  876. if (FAILED(hr) )
  877. {
  878. goto error;
  879. }
  880. // GPA increases device ref count.
  881. // RenderDoc makes device ref count 0 here.
  882. //
  883. // This causes assert in debug. When debugger is present refcount
  884. // checks are off.
  885. IDXGIDevice* renderdoc;
  886. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  887. if (SUCCEEDED(hr) )
  888. {
  889. setGraphicsDebuggerPresent(true);
  890. DX_RELEASE(renderdoc, 2);
  891. }
  892. else
  893. {
  894. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  895. DX_RELEASE(device, 2);
  896. }
  897. hr = adapter->GetDesc(&m_adapterDesc);
  898. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  899. if (FAILED(hr) )
  900. {
  901. DX_RELEASE(adapter, 2);
  902. goto error;
  903. }
  904. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  905. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  906. : (uint16_t)m_adapterDesc.VendorId
  907. ;
  908. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  909. if (NULL == g_platformData.backBuffer)
  910. {
  911. #if BX_PLATFORM_WINRT
  912. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  913. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  914. DX_RELEASE(adapter, 2);
  915. if (FAILED(hr) )
  916. {
  917. goto error;
  918. }
  919. memset(&m_scd, 0, sizeof(m_scd) );
  920. m_scd.Width = BGFX_DEFAULT_WIDTH;
  921. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  922. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  923. m_scd.Stereo = false;
  924. m_scd.SampleDesc.Count = 1;
  925. m_scd.SampleDesc.Quality = 0;
  926. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  927. m_scd.BufferCount = 2;
  928. m_scd.Scaling = 0 == g_platformData.ndt
  929. ? DXGI_SCALING_NONE
  930. : DXGI_SCALING_STRETCH;
  931. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  932. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  933. if (NULL == g_platformData.ndt)
  934. {
  935. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  936. , (::IUnknown*)g_platformData.nwh
  937. , &m_scd
  938. , NULL
  939. , &m_swapChain
  940. );
  941. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  942. }
  943. else
  944. {
  945. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  946. hr = m_factory->CreateSwapChainForComposition(m_device
  947. , &m_scd
  948. , NULL
  949. , &m_swapChain
  950. );
  951. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  952. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  953. ISwapChainBackgroundPanelNative* panel = NULL;
  954. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  955. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  956. if (NULL != panel)
  957. {
  958. hr = panel->SetSwapChain(m_swapChain);
  959. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  960. panel->Release();
  961. }
  962. }
  963. #else
  964. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  965. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  966. DX_RELEASE(adapter, 2);
  967. if (FAILED(hr) )
  968. {
  969. goto error;
  970. }
  971. memset(&m_scd, 0, sizeof(m_scd) );
  972. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  973. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  974. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  975. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  976. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  977. m_scd.SampleDesc.Count = 1;
  978. m_scd.SampleDesc.Quality = 0;
  979. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  980. m_scd.BufferCount = 1;
  981. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  982. m_scd.Windowed = true;
  983. hr = m_factory->CreateSwapChain(m_device
  984. , &m_scd
  985. , &m_swapChain
  986. );
  987. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  988. | DXGI_MWA_NO_WINDOW_CHANGES
  989. | DXGI_MWA_NO_ALT_ENTER
  990. ) );
  991. #endif // BX_PLATFORM_WINRT
  992. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  993. if (FAILED(hr) )
  994. {
  995. goto error;
  996. }
  997. }
  998. else
  999. {
  1000. memset(&m_scd, 0, sizeof(m_scd) );
  1001. m_scd.SampleDesc.Count = 1;
  1002. m_scd.SampleDesc.Quality = 0;
  1003. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1004. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1005. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1006. }
  1007. }
  1008. m_numWindows = 1;
  1009. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1010. {
  1011. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1012. if (SUCCEEDED(hr) )
  1013. {
  1014. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1015. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1016. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1017. D3D11_INFO_QUEUE_FILTER filter;
  1018. memset(&filter, 0, sizeof(filter) );
  1019. D3D11_MESSAGE_CATEGORY catlist[] =
  1020. {
  1021. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1022. };
  1023. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1024. filter.DenyList.pCategoryList = catlist;
  1025. m_infoQueue->PushStorageFilter(&filter);
  1026. DX_RELEASE(m_infoQueue, 3);
  1027. }
  1028. }
  1029. {
  1030. UniformHandle handle = BGFX_INVALID_HANDLE;
  1031. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  1032. {
  1033. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  1034. }
  1035. g_caps.supported |= (0
  1036. | BGFX_CAPS_TEXTURE_3D
  1037. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1038. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1039. | BGFX_CAPS_FRAGMENT_DEPTH
  1040. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1041. | BGFX_CAPS_SWAP_CHAIN
  1042. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1043. | BGFX_CAPS_DRAW_INDIRECT
  1044. | BGFX_CAPS_TEXTURE_BLIT
  1045. | BGFX_CAPS_TEXTURE_READ_BACK
  1046. | BGFX_CAPS_OCCLUSION_QUERY
  1047. );
  1048. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1049. {
  1050. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1051. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1052. }
  1053. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1054. {
  1055. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1056. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1057. }
  1058. else
  1059. {
  1060. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1061. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1062. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1063. }
  1064. // 32-bit indices only supported on 9_2+.
  1065. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1066. {
  1067. g_caps.supported |= BGFX_CAPS_INDEX32;
  1068. }
  1069. // Independent blend only supported on 10_1+.
  1070. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1071. {
  1072. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1073. }
  1074. // Compute support is optional on 10_0 and 10_1 targets.
  1075. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1076. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1077. {
  1078. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1079. {
  1080. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1081. };
  1082. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1083. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1084. if (SUCCEEDED(hr)
  1085. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1086. {
  1087. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1088. }
  1089. }
  1090. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1091. {
  1092. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1093. }
  1094. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1095. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1096. {
  1097. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1098. }
  1099. else
  1100. {
  1101. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1102. {
  1103. BOOL SimpleInstancingSupported;
  1104. };
  1105. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1106. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1107. if (SUCCEEDED(hr)
  1108. && data.SimpleInstancingSupported)
  1109. {
  1110. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1111. }
  1112. }
  1113. // shadow compare is optional on 9_1 through 9_3 targets
  1114. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1115. {
  1116. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1117. {
  1118. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1119. };
  1120. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1121. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1122. if (SUCCEEDED(hr)
  1123. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1124. {
  1125. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1126. }
  1127. }
  1128. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1129. {
  1130. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1131. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  1132. ? s_textureFormat[ii].m_fmtDsv
  1133. : s_textureFormat[ii].m_fmt
  1134. ;
  1135. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1136. if (DXGI_FORMAT_UNKNOWN != fmt)
  1137. {
  1138. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1139. {
  1140. DXGI_FORMAT InFormat;
  1141. UINT OutFormatSupport;
  1142. };
  1143. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1144. data.InFormat = fmt;
  1145. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1146. if (SUCCEEDED(hr) )
  1147. {
  1148. support |= 0 != (data.OutFormatSupport & (0
  1149. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1150. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1151. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1152. ) )
  1153. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1154. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1155. ;
  1156. support |= 0 != (data.OutFormatSupport & (0
  1157. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1158. ) )
  1159. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1160. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1161. ;
  1162. support |= 0 != (data.OutFormatSupport & (0
  1163. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1164. ) )
  1165. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1166. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1167. ;
  1168. support |= 0 != (data.OutFormatSupport & (0
  1169. | D3D11_FORMAT_SUPPORT_BUFFER
  1170. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1171. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1172. ) )
  1173. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1174. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1175. ;
  1176. support |= 0 != (data.OutFormatSupport & (0
  1177. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1178. ) )
  1179. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1180. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1181. ;
  1182. support |= 0 != (data.OutFormatSupport & (0
  1183. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1184. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1185. ) )
  1186. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1187. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1188. ;
  1189. support |= 0 != (data.OutFormatSupport & (0
  1190. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1191. ) )
  1192. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1193. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1194. ;
  1195. support |= 0 != (data.OutFormatSupport & (0
  1196. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1197. ) )
  1198. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1199. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1200. ;
  1201. }
  1202. else
  1203. {
  1204. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1205. }
  1206. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1207. {
  1208. // clear image flag for additional testing
  1209. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1210. data.InFormat = s_textureFormat[ii].m_fmt;
  1211. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1212. if (SUCCEEDED(hr) )
  1213. {
  1214. support |= 0 != (data.OutFormatSupport & (0
  1215. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1216. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1217. ) )
  1218. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1219. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1220. ;
  1221. }
  1222. }
  1223. }
  1224. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1225. {
  1226. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1227. {
  1228. DXGI_FORMAT InFormat;
  1229. UINT OutFormatSupport;
  1230. };
  1231. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1232. data.InFormat = fmtSrgb;
  1233. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1234. if (SUCCEEDED(hr) )
  1235. {
  1236. support |= 0 != (data.OutFormatSupport & (0
  1237. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1238. ) )
  1239. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1240. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1241. ;
  1242. support |= 0 != (data.OutFormatSupport & (0
  1243. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1244. ) )
  1245. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1246. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1247. ;
  1248. support |= 0 != (data.OutFormatSupport & (0
  1249. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1250. ) )
  1251. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1252. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1253. ;
  1254. }
  1255. else
  1256. {
  1257. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1258. }
  1259. }
  1260. g_caps.formats[ii] = support;
  1261. }
  1262. // Init reserved part of view name.
  1263. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1264. {
  1265. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1266. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1267. }
  1268. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1269. && NULL != m_infoQueue)
  1270. {
  1271. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1272. }
  1273. { //
  1274. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1275. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1276. if (NULL != m_ags)
  1277. {
  1278. uint32_t flags;
  1279. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1280. bool hasExtensions = AGS_SUCCESS == result;
  1281. if (hasExtensions
  1282. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1283. {
  1284. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1285. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1286. }
  1287. else
  1288. {
  1289. if (hasExtensions)
  1290. {
  1291. agsDriverExtensions_DeInit(m_ags);
  1292. }
  1293. agsDeInit(m_ags);
  1294. m_ags = NULL;
  1295. }
  1296. }
  1297. }
  1298. //
  1299. updateMsaa();
  1300. postReset();
  1301. }
  1302. BGFX_GPU_PROFILER_BIND(m_device, m_deviceCtx);
  1303. return true;
  1304. error:
  1305. switch (errorState)
  1306. {
  1307. case ErrorState::CreatedDXGIFactory:
  1308. DX_RELEASE(m_swapChain, 0);
  1309. DX_RELEASE(m_deviceCtx, 0);
  1310. DX_RELEASE(m_device, 0);
  1311. DX_RELEASE(m_factory, 0);
  1312. case ErrorState::LoadedDXGI:
  1313. #if USE_D3D11_DYNAMIC_LIB
  1314. if (NULL != m_dxgidebugdll)
  1315. {
  1316. bx::dlclose(m_dxgidebugdll);
  1317. m_dxgidebugdll = NULL;
  1318. }
  1319. if (NULL != m_d3d9dll)
  1320. {
  1321. bx::dlclose(m_d3d9dll);
  1322. m_d3d9dll = NULL;
  1323. }
  1324. bx::dlclose(m_dxgidll);
  1325. m_dxgidll = NULL;
  1326. #endif // USE_D3D11_DYNAMIC_LIB
  1327. case ErrorState::LoadedD3D11:
  1328. #if USE_D3D11_DYNAMIC_LIB
  1329. bx::dlclose(m_d3d11dll);
  1330. m_d3d11dll = NULL;
  1331. #endif // USE_D3D11_DYNAMIC_LIB
  1332. case ErrorState::Default:
  1333. if (NULL != m_ags)
  1334. {
  1335. agsDeInit(m_ags);
  1336. }
  1337. bx::dlclose(m_agsdll);
  1338. m_agsdll = NULL;
  1339. unloadRenderDoc(m_renderdocdll);
  1340. m_ovr.shutdown();
  1341. break;
  1342. }
  1343. return false;
  1344. }
  1345. void shutdown()
  1346. {
  1347. BGFX_GPU_PROFILER_UNBIND();
  1348. preReset();
  1349. m_ovr.shutdown();
  1350. if (NULL != m_ags)
  1351. {
  1352. agsDeInit(m_ags);
  1353. m_ags = NULL;
  1354. }
  1355. bx::dlclose(m_agsdll);
  1356. m_agsdll = NULL;
  1357. m_deviceCtx->ClearState();
  1358. invalidateCache();
  1359. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1360. {
  1361. m_frameBuffers[ii].destroy();
  1362. }
  1363. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1364. {
  1365. m_indexBuffers[ii].destroy();
  1366. }
  1367. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1368. {
  1369. m_vertexBuffers[ii].destroy();
  1370. }
  1371. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1372. {
  1373. m_shaders[ii].destroy();
  1374. }
  1375. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1376. {
  1377. m_textures[ii].destroy();
  1378. }
  1379. DX_RELEASE(m_swapChain, 0);
  1380. DX_RELEASE(m_deviceCtx, 0);
  1381. DX_RELEASE(m_device, 0);
  1382. DX_RELEASE(m_factory, 0);
  1383. unloadRenderDoc(m_renderdocdll);
  1384. #if USE_D3D11_DYNAMIC_LIB
  1385. if (NULL != m_dxgidebugdll)
  1386. {
  1387. bx::dlclose(m_dxgidebugdll);
  1388. m_dxgidebugdll = NULL;
  1389. }
  1390. if (NULL != m_d3d9dll)
  1391. {
  1392. bx::dlclose(m_d3d9dll);
  1393. m_d3d9dll = NULL;
  1394. }
  1395. bx::dlclose(m_dxgidll);
  1396. m_dxgidll = NULL;
  1397. bx::dlclose(m_d3d11dll);
  1398. m_d3d11dll = NULL;
  1399. #endif // USE_D3D11_DYNAMIC_LIB
  1400. }
  1401. RendererType::Enum getRendererType() const BX_OVERRIDE
  1402. {
  1403. return RendererType::Direct3D11;
  1404. }
  1405. const char* getRendererName() const BX_OVERRIDE
  1406. {
  1407. return BGFX_RENDERER_DIRECT3D11_NAME;
  1408. }
  1409. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1410. {
  1411. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1412. }
  1413. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1414. {
  1415. m_indexBuffers[_handle.idx].destroy();
  1416. }
  1417. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1418. {
  1419. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1420. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1421. dump(decl);
  1422. }
  1423. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1424. {
  1425. }
  1426. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1427. {
  1428. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1429. }
  1430. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1431. {
  1432. m_vertexBuffers[_handle.idx].destroy();
  1433. }
  1434. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1435. {
  1436. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1437. }
  1438. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1439. {
  1440. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1441. }
  1442. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1443. {
  1444. m_indexBuffers[_handle.idx].destroy();
  1445. }
  1446. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1447. {
  1448. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1449. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1450. }
  1451. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1452. {
  1453. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1454. }
  1455. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1456. {
  1457. m_vertexBuffers[_handle.idx].destroy();
  1458. }
  1459. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1460. {
  1461. m_shaders[_handle.idx].create(_mem);
  1462. }
  1463. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1464. {
  1465. m_shaders[_handle.idx].destroy();
  1466. }
  1467. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1468. {
  1469. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1470. }
  1471. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1472. {
  1473. m_program[_handle.idx].destroy();
  1474. }
  1475. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1476. {
  1477. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1478. }
  1479. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1480. {
  1481. }
  1482. 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
  1483. {
  1484. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1485. }
  1486. void updateTextureEnd() BX_OVERRIDE
  1487. {
  1488. }
  1489. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  1490. {
  1491. const TextureD3D11& texture = m_textures[_handle.idx];
  1492. D3D11_MAPPED_SUBRESOURCE mapped;
  1493. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, 0, D3D11_MAP_READ, 0, &mapped) );
  1494. uint8_t* src = (uint8_t*)mapped.pData;
  1495. uint32_t srcPitch = mapped.RowPitch;
  1496. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1497. uint8_t* dst = (uint8_t*)_data;
  1498. uint32_t dstPitch = texture.m_width*bpp/8;
  1499. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1500. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  1501. {
  1502. memcpy(dst, src, pitch);
  1503. src += srcPitch;
  1504. dst += dstPitch;
  1505. }
  1506. m_deviceCtx->Unmap(texture.m_ptr, 0);
  1507. }
  1508. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1509. {
  1510. TextureD3D11& texture = m_textures[_handle.idx];
  1511. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1512. const Memory* mem = alloc(size);
  1513. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1514. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1515. bx::write(&writer, magic);
  1516. TextureCreate tc;
  1517. tc.m_flags = texture.m_flags;
  1518. tc.m_width = _width;
  1519. tc.m_height = _height;
  1520. tc.m_sides = 0;
  1521. tc.m_depth = 0;
  1522. tc.m_numMips = 1;
  1523. tc.m_format = texture.m_requestedFormat;
  1524. tc.m_cubeMap = false;
  1525. tc.m_mem = NULL;
  1526. bx::write(&writer, tc);
  1527. texture.destroy();
  1528. texture.create(mem, tc.m_flags, 0);
  1529. release(mem);
  1530. }
  1531. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1532. {
  1533. m_textures[_handle.idx].destroy();
  1534. }
  1535. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1536. {
  1537. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1538. }
  1539. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1540. {
  1541. uint16_t denseIdx = m_numWindows++;
  1542. m_windows[denseIdx] = _handle;
  1543. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1544. }
  1545. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1546. {
  1547. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1548. if (UINT16_MAX != denseIdx)
  1549. {
  1550. --m_numWindows;
  1551. if (m_numWindows > 1)
  1552. {
  1553. FrameBufferHandle handle = m_windows[m_numWindows];
  1554. m_windows[denseIdx] = handle;
  1555. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1556. }
  1557. }
  1558. }
  1559. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1560. {
  1561. if (NULL != m_uniforms[_handle.idx])
  1562. {
  1563. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1564. }
  1565. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1566. void* data = BX_ALLOC(g_allocator, size);
  1567. memset(data, 0, size);
  1568. m_uniforms[_handle.idx] = data;
  1569. m_uniformReg.add(_handle, _name, data);
  1570. }
  1571. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1572. {
  1573. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1574. m_uniforms[_handle.idx] = NULL;
  1575. }
  1576. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1577. {
  1578. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1579. if (NULL == m_swapChain)
  1580. {
  1581. return;
  1582. }
  1583. ID3D11Texture2D* backBuffer;
  1584. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1585. D3D11_TEXTURE2D_DESC backBufferDesc;
  1586. backBuffer->GetDesc(&backBufferDesc);
  1587. D3D11_TEXTURE2D_DESC desc;
  1588. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1589. desc.SampleDesc.Count = 1;
  1590. desc.SampleDesc.Quality = 0;
  1591. desc.Usage = D3D11_USAGE_STAGING;
  1592. desc.BindFlags = 0;
  1593. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1594. ID3D11Texture2D* texture;
  1595. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1596. if (SUCCEEDED(hr) )
  1597. {
  1598. if (backBufferDesc.SampleDesc.Count == 1)
  1599. {
  1600. m_deviceCtx->CopyResource(texture, backBuffer);
  1601. }
  1602. else
  1603. {
  1604. desc.Usage = D3D11_USAGE_DEFAULT;
  1605. desc.CPUAccessFlags = 0;
  1606. ID3D11Texture2D* resolve;
  1607. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1608. if (SUCCEEDED(hr) )
  1609. {
  1610. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1611. m_deviceCtx->CopyResource(texture, resolve);
  1612. DX_RELEASE(resolve, 0);
  1613. }
  1614. }
  1615. D3D11_MAPPED_SUBRESOURCE mapped;
  1616. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1617. imageSwizzleBgra8(backBufferDesc.Width
  1618. , backBufferDesc.Height
  1619. , mapped.RowPitch
  1620. , mapped.pData
  1621. , mapped.pData
  1622. );
  1623. g_callback->screenShot(_filePath
  1624. , backBufferDesc.Width
  1625. , backBufferDesc.Height
  1626. , mapped.RowPitch
  1627. , mapped.pData
  1628. , backBufferDesc.Height*mapped.RowPitch
  1629. , false
  1630. );
  1631. m_deviceCtx->Unmap(texture, 0);
  1632. DX_RELEASE(texture, 0);
  1633. }
  1634. DX_RELEASE(backBuffer, 0);
  1635. }
  1636. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1637. {
  1638. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1639. {
  1640. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1641. , _name
  1642. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1643. );
  1644. }
  1645. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1646. , _name
  1647. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1648. );
  1649. }
  1650. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1651. {
  1652. memcpy(m_uniforms[_loc], _data, _size);
  1653. }
  1654. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1655. {
  1656. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1657. {
  1658. uint32_t size = _size*sizeof(wchar_t);
  1659. wchar_t* name = (wchar_t*)alloca(size);
  1660. mbstowcs(name, _marker, size-2);
  1661. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1662. }
  1663. }
  1664. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1665. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1666. {
  1667. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1668. uint32_t width = getBufferWidth();
  1669. uint32_t height = getBufferHeight();
  1670. if (m_ovr.isEnabled() )
  1671. {
  1672. m_ovr.getSize(width, height);
  1673. }
  1674. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1675. setFrameBuffer(fbh, false);
  1676. D3D11_VIEWPORT vp;
  1677. vp.TopLeftX = 0;
  1678. vp.TopLeftY = 0;
  1679. vp.Width = (float)width;
  1680. vp.Height = (float)height;
  1681. vp.MinDepth = 0.0f;
  1682. vp.MaxDepth = 1.0f;
  1683. deviceCtx->RSSetViewports(1, &vp);
  1684. uint64_t state = BGFX_STATE_RGB_WRITE
  1685. | BGFX_STATE_ALPHA_WRITE
  1686. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1687. ;
  1688. setBlendState(state);
  1689. setDepthStencilState(state);
  1690. setRasterizerState(state);
  1691. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1692. m_currentProgram = &program;
  1693. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1694. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1695. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1696. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1697. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1698. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1699. uint32_t stride = vertexDecl.m_stride;
  1700. uint32_t offset = 0;
  1701. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1702. setInputLayout(vertexDecl, program, 0);
  1703. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1704. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1705. float proj[16];
  1706. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1707. PredefinedUniform& predefined = program.m_predefined[0];
  1708. uint8_t flags = predefined.m_type;
  1709. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1710. commitShaderConstants();
  1711. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1712. commitTextureStage();
  1713. }
  1714. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1715. {
  1716. const uint32_t numVertices = _numIndices*4/6;
  1717. if (0 < numVertices)
  1718. {
  1719. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1720. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1721. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1722. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1723. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1724. }
  1725. }
  1726. void preReset()
  1727. {
  1728. ovrPreReset();
  1729. m_gpuTimer.preReset();
  1730. m_occlusionQuery.preReset();
  1731. if (NULL == g_platformData.backBufferDS)
  1732. {
  1733. DX_RELEASE(m_backBufferDepthStencil, 0);
  1734. }
  1735. if (NULL != m_swapChain)
  1736. {
  1737. DX_RELEASE(m_backBufferColor, 0);
  1738. }
  1739. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1740. {
  1741. m_frameBuffers[ii].preReset();
  1742. }
  1743. // invalidateCache();
  1744. capturePreReset();
  1745. }
  1746. void postReset()
  1747. {
  1748. if (NULL != m_swapChain)
  1749. {
  1750. ID3D11Texture2D* color;
  1751. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1752. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1753. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1754. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1755. : D3D11_RTV_DIMENSION_TEXTURE2D
  1756. ;
  1757. desc.Texture2D.MipSlice = 0;
  1758. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1759. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1760. : DXGI_FORMAT_R8G8B8A8_UNORM
  1761. ;
  1762. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1763. DX_RELEASE(color, 0);
  1764. }
  1765. m_gpuTimer.postReset();
  1766. m_occlusionQuery.postReset();
  1767. ovrPostReset();
  1768. // If OVR doesn't create separate depth stencil view, create default one.
  1769. if (NULL == m_backBufferDepthStencil)
  1770. {
  1771. D3D11_TEXTURE2D_DESC dsd;
  1772. dsd.Width = getBufferWidth();
  1773. dsd.Height = getBufferHeight();
  1774. dsd.MipLevels = 1;
  1775. dsd.ArraySize = 1;
  1776. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1777. dsd.SampleDesc = m_scd.SampleDesc;
  1778. dsd.Usage = D3D11_USAGE_DEFAULT;
  1779. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1780. dsd.CPUAccessFlags = 0;
  1781. dsd.MiscFlags = 0;
  1782. ID3D11Texture2D* depthStencil;
  1783. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1784. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1785. DX_RELEASE(depthStencil, 0);
  1786. }
  1787. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1788. m_currentColor = m_backBufferColor;
  1789. m_currentDepthStencil = m_backBufferDepthStencil;
  1790. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1791. {
  1792. m_frameBuffers[ii].postReset();
  1793. }
  1794. capturePostReset();
  1795. }
  1796. static bool isLost(HRESULT _hr)
  1797. {
  1798. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1799. || DXGI_ERROR_DEVICE_HUNG == _hr
  1800. || DXGI_ERROR_DEVICE_RESET == _hr
  1801. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1802. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1803. ;
  1804. }
  1805. void flip(HMD& _hmd) BX_OVERRIDE
  1806. {
  1807. if (NULL != m_swapChain)
  1808. {
  1809. HRESULT hr = S_OK;
  1810. uint32_t syncInterval = BX_ENABLED(BX_PLATFORM_WINRT)
  1811. ? 1 // sync interval of 0 is not supported on WinRT
  1812. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  1813. ;
  1814. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1815. {
  1816. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1817. }
  1818. if (SUCCEEDED(hr) )
  1819. {
  1820. if (!m_ovr.swap(_hmd) )
  1821. {
  1822. hr = m_swapChain->Present(syncInterval, 0);
  1823. }
  1824. }
  1825. if (FAILED(hr)
  1826. && isLost(hr) )
  1827. {
  1828. ++m_lost;
  1829. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1830. }
  1831. else
  1832. {
  1833. m_lost = 0;
  1834. }
  1835. }
  1836. }
  1837. void invalidateCache()
  1838. {
  1839. m_inputLayoutCache.invalidate();
  1840. m_blendStateCache.invalidate();
  1841. m_depthStencilStateCache.invalidate();
  1842. m_rasterizerStateCache.invalidate();
  1843. m_samplerStateCache.invalidate();
  1844. m_srvUavLru.invalidate();
  1845. }
  1846. void invalidateCompute()
  1847. {
  1848. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1849. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1850. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1851. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1852. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1853. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1854. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1855. }
  1856. void updateMsaa()
  1857. {
  1858. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1859. {
  1860. uint32_t msaa = s_checkMsaa[ii];
  1861. uint32_t quality = 0;
  1862. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1863. if (SUCCEEDED(hr)
  1864. && 0 < quality)
  1865. {
  1866. s_msaa[ii].Count = msaa;
  1867. s_msaa[ii].Quality = quality - 1;
  1868. last = ii;
  1869. }
  1870. else
  1871. {
  1872. s_msaa[ii] = s_msaa[last];
  1873. }
  1874. }
  1875. }
  1876. void updateResolution(const Resolution& _resolution)
  1877. {
  1878. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1879. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1880. {
  1881. m_maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1882. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1883. : D3D11_REQ_MAXANISOTROPY
  1884. ;
  1885. }
  1886. else
  1887. {
  1888. m_maxAnisotropy = 1;
  1889. }
  1890. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1891. if (m_resolution.m_width != _resolution.m_width
  1892. || m_resolution.m_height != _resolution.m_height
  1893. || m_resolution.m_flags != flags)
  1894. {
  1895. flags &= ~BGFX_RESET_INTERNAL_FORCE;
  1896. bool resize = true
  1897. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1898. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1899. ;
  1900. m_resolution = _resolution;
  1901. m_resolution.m_flags = flags;
  1902. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1903. m_textVideoMem.clear();
  1904. setBufferSize(_resolution.m_width, _resolution.m_height);
  1905. preReset();
  1906. if (NULL == m_swapChain)
  1907. {
  1908. // Updated backbuffer if it changed in PlatformData.
  1909. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1910. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1911. }
  1912. else
  1913. {
  1914. if (resize)
  1915. {
  1916. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  1917. DX_CHECK(m_swapChain->ResizeBuffers(2
  1918. , getBufferWidth()
  1919. , getBufferHeight()
  1920. , getBufferFormat()
  1921. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1922. ) );
  1923. }
  1924. else
  1925. {
  1926. updateMsaa();
  1927. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1928. DX_RELEASE(m_swapChain, 0);
  1929. SwapChainDesc* scd = &m_scd;
  1930. SwapChainDesc swapChainScd;
  1931. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  1932. && m_ovr.isInitialized() )
  1933. {
  1934. swapChainScd = m_scd;
  1935. swapChainScd.SampleDesc = s_msaa[0];
  1936. scd = &swapChainScd;
  1937. }
  1938. #if BX_PLATFORM_WINRT
  1939. HRESULT hr;
  1940. if (g_platformData.ndt == 0)
  1941. {
  1942. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1943. , (::IUnknown*)g_platformData.nwh
  1944. , scd
  1945. , NULL
  1946. , &m_swapChain
  1947. );
  1948. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1949. }
  1950. else
  1951. {
  1952. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  1953. hr = m_factory->CreateSwapChainForComposition(m_device
  1954. , &m_scd
  1955. , NULL
  1956. , &m_swapChain
  1957. );
  1958. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1959. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1960. ISwapChainBackgroundPanelNative* panel = NULL;
  1961. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  1962. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1963. if (NULL != panel)
  1964. {
  1965. hr = panel->SetSwapChain(m_swapChain);
  1966. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1967. panel->Release();
  1968. }
  1969. }
  1970. #else
  1971. HRESULT hr;
  1972. hr = m_factory->CreateSwapChain(m_device
  1973. , scd
  1974. , &m_swapChain
  1975. );
  1976. #endif // BX_PLATFORM_WINRT
  1977. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1978. }
  1979. }
  1980. postReset();
  1981. }
  1982. if (recenter)
  1983. {
  1984. m_ovr.recenter();
  1985. }
  1986. }
  1987. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1988. {
  1989. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1990. {
  1991. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1992. m_fsChanges += _numRegs;
  1993. }
  1994. else
  1995. {
  1996. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1997. m_vsChanges += _numRegs;
  1998. }
  1999. }
  2000. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2001. {
  2002. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2003. }
  2004. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2005. {
  2006. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2007. }
  2008. void commitShaderConstants()
  2009. {
  2010. if (0 < m_vsChanges)
  2011. {
  2012. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2013. {
  2014. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2015. }
  2016. m_vsChanges = 0;
  2017. }
  2018. if (0 < m_fsChanges)
  2019. {
  2020. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2021. {
  2022. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2023. }
  2024. m_fsChanges = 0;
  2025. }
  2026. }
  2027. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2028. {
  2029. if (isValid(m_fbh)
  2030. && m_fbh.idx != _fbh.idx
  2031. && m_rtMsaa)
  2032. {
  2033. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2034. frameBuffer.resolve();
  2035. }
  2036. if (!isValid(_fbh) )
  2037. {
  2038. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2039. m_currentColor = m_backBufferColor;
  2040. m_currentDepthStencil = m_backBufferDepthStencil;
  2041. }
  2042. else
  2043. {
  2044. invalidateTextureStage();
  2045. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2046. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  2047. m_currentColor = frameBuffer.m_rtv[0];
  2048. m_currentDepthStencil = frameBuffer.m_dsv;
  2049. }
  2050. m_fbh = _fbh;
  2051. m_rtMsaa = _msaa;
  2052. }
  2053. void clear(const Clear& _clear, const float _palette[][4])
  2054. {
  2055. if (isValid(m_fbh) )
  2056. {
  2057. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2058. frameBuffer.clear(_clear, _palette);
  2059. }
  2060. else
  2061. {
  2062. if (NULL != m_currentColor
  2063. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2064. {
  2065. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2066. {
  2067. uint8_t index = _clear.m_index[0];
  2068. if (UINT8_MAX != index)
  2069. {
  2070. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2071. }
  2072. }
  2073. else
  2074. {
  2075. float frgba[4] =
  2076. {
  2077. _clear.m_index[0]*1.0f/255.0f,
  2078. _clear.m_index[1]*1.0f/255.0f,
  2079. _clear.m_index[2]*1.0f/255.0f,
  2080. _clear.m_index[3]*1.0f/255.0f,
  2081. };
  2082. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2083. }
  2084. }
  2085. if (NULL != m_currentDepthStencil
  2086. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2087. {
  2088. DWORD flags = 0;
  2089. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2090. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2091. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2092. }
  2093. }
  2094. }
  2095. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2096. {
  2097. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  2098. layoutHash ^= _numInstanceData;
  2099. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2100. if (NULL == layout)
  2101. {
  2102. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2103. VertexDecl decl;
  2104. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  2105. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  2106. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2107. {
  2108. uint16_t mask = attrMask[ii];
  2109. uint16_t attr = (decl.m_attributes[ii] & mask);
  2110. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2111. }
  2112. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  2113. uint32_t num = uint32_t(elem-vertexElements);
  2114. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2115. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2116. {
  2117. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2118. uint32_t jj;
  2119. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2120. for (jj = 0; jj < num; ++jj)
  2121. {
  2122. curr = &vertexElements[jj];
  2123. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  2124. && curr->SemanticIndex == index)
  2125. {
  2126. break;
  2127. }
  2128. }
  2129. if (jj == num)
  2130. {
  2131. curr = elem;
  2132. ++elem;
  2133. }
  2134. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2135. curr->InputSlot = 1;
  2136. curr->SemanticIndex = index;
  2137. curr->AlignedByteOffset = ii*16;
  2138. }
  2139. num = uint32_t(elem-vertexElements);
  2140. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2141. , num
  2142. , _program.m_vsh->m_code->data
  2143. , _program.m_vsh->m_code->size
  2144. , &layout
  2145. ) );
  2146. m_inputLayoutCache.add(layoutHash, layout);
  2147. }
  2148. m_deviceCtx->IASetInputLayout(layout);
  2149. }
  2150. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2151. {
  2152. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2153. bx::HashMurmur2A murmur;
  2154. murmur.begin();
  2155. murmur.add(_state);
  2156. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  2157. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  2158. bool hasFactor = f0 == (_state & f0)
  2159. || f1 == (_state & f1)
  2160. ;
  2161. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2162. if (hasFactor)
  2163. {
  2164. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2165. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2166. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2167. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2168. }
  2169. else
  2170. {
  2171. murmur.add(_rgba);
  2172. }
  2173. uint32_t hash = murmur.end();
  2174. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2175. if (NULL == bs)
  2176. {
  2177. D3D11_BLEND_DESC desc;
  2178. memset(&desc, 0, sizeof(desc) );
  2179. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2180. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2181. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2182. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  2183. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2184. const uint32_t srcRGB = (blend ) & 0xf;
  2185. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2186. const uint32_t srcA = (blend >> 8) & 0xf;
  2187. const uint32_t dstA = (blend >> 12) & 0xf;
  2188. const uint32_t equRGB = (equation ) & 0x7;
  2189. const uint32_t equA = (equation >> 3) & 0x7;
  2190. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2191. drt->DestBlend = s_blendFactor[dstRGB][0];
  2192. drt->BlendOp = s_blendEquation[equRGB];
  2193. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2194. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2195. drt->BlendOpAlpha = s_blendEquation[equA];
  2196. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2197. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2198. : 0
  2199. ;
  2200. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2201. ? D3D11_COLOR_WRITE_ENABLE_RED
  2202. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2203. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2204. : 0
  2205. ;
  2206. drt->RenderTargetWriteMask = writeMask;
  2207. if (desc.IndependentBlendEnable)
  2208. {
  2209. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2210. {
  2211. drt = &desc.RenderTarget[ii];
  2212. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2213. const uint32_t src = (rgba ) & 0xf;
  2214. const uint32_t dst = (rgba >> 4) & 0xf;
  2215. const uint32_t equ = (rgba >> 8) & 0x7;
  2216. drt->SrcBlend = s_blendFactor[src][0];
  2217. drt->DestBlend = s_blendFactor[dst][0];
  2218. drt->BlendOp = s_blendEquation[equ];
  2219. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2220. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2221. drt->BlendOpAlpha = s_blendEquation[equ];
  2222. drt->RenderTargetWriteMask = writeMask;
  2223. }
  2224. }
  2225. else
  2226. {
  2227. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2228. {
  2229. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2230. }
  2231. }
  2232. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2233. m_blendStateCache.add(hash, bs);
  2234. }
  2235. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2236. }
  2237. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2238. {
  2239. _state &= BGFX_D3D11_DEPTH_STENCIL_MASK;
  2240. uint32_t fstencil = unpackStencil(0, _stencil);
  2241. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2242. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2243. bx::HashMurmur2A murmur;
  2244. murmur.begin();
  2245. murmur.add(_state);
  2246. murmur.add(_stencil);
  2247. uint32_t hash = murmur.end();
  2248. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2249. if (NULL == dss)
  2250. {
  2251. D3D11_DEPTH_STENCIL_DESC desc;
  2252. memset(&desc, 0, sizeof(desc) );
  2253. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2254. desc.DepthEnable = 0 != func;
  2255. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2256. desc.DepthFunc = s_cmpFunc[func];
  2257. uint32_t bstencil = unpackStencil(1, _stencil);
  2258. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2259. bstencil = frontAndBack ? bstencil : fstencil;
  2260. desc.StencilEnable = 0 != _stencil;
  2261. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2262. desc.StencilWriteMask = 0xff;
  2263. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2264. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2265. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2266. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2267. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2268. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2269. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2270. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2271. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2272. m_depthStencilStateCache.add(hash, dss);
  2273. }
  2274. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2275. }
  2276. void setDebugWireframe(bool _wireframe)
  2277. {
  2278. if (m_wireframe != _wireframe)
  2279. {
  2280. m_wireframe = _wireframe;
  2281. m_rasterizerStateCache.invalidate();
  2282. }
  2283. }
  2284. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2285. {
  2286. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  2287. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2288. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2289. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2290. if (NULL == rs)
  2291. {
  2292. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2293. D3D11_RASTERIZER_DESC desc;
  2294. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2295. desc.CullMode = s_cullMode[cull];
  2296. desc.FrontCounterClockwise = false;
  2297. desc.DepthBias = 0;
  2298. desc.DepthBiasClamp = 0.0f;
  2299. desc.SlopeScaledDepthBias = 0.0f;
  2300. desc.DepthClipEnable = m_featureLevel <= D3D_FEATURE_LEVEL_9_3; // disabling depth clip is only supported on 10_0+
  2301. desc.ScissorEnable = _scissor;
  2302. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2303. desc.AntialiasedLineEnable = false;
  2304. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2305. m_rasterizerStateCache.add(_state, rs);
  2306. }
  2307. m_deviceCtx->RSSetState(rs);
  2308. }
  2309. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2310. {
  2311. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2312. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2313. uint32_t hash;
  2314. ID3D11SamplerState* sampler;
  2315. if (!needBorderColor(_flags) )
  2316. {
  2317. bx::HashMurmur2A murmur;
  2318. murmur.begin();
  2319. murmur.add(_flags);
  2320. murmur.add(-1);
  2321. hash = murmur.end();
  2322. _rgba = s_zero.m_zerof;
  2323. sampler = m_samplerStateCache.find(hash);
  2324. }
  2325. else
  2326. {
  2327. bx::HashMurmur2A murmur;
  2328. murmur.begin();
  2329. murmur.add(_flags);
  2330. murmur.add(index);
  2331. hash = murmur.end();
  2332. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2333. sampler = m_samplerStateCache.find(hash);
  2334. if (NULL != sampler)
  2335. {
  2336. D3D11_SAMPLER_DESC sd;
  2337. sampler->GetDesc(&sd);
  2338. if (0 != memcmp(_rgba, sd.BorderColor, 16) )
  2339. {
  2340. // Sampler will be released when updated sampler
  2341. // is added to cache.
  2342. sampler = NULL;
  2343. }
  2344. }
  2345. }
  2346. if (NULL == sampler)
  2347. {
  2348. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2349. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2350. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2351. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2352. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2353. D3D11_SAMPLER_DESC sd;
  2354. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2355. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2356. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2357. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2358. sd.MipLODBias = 0.0f;
  2359. sd.MaxAnisotropy = m_maxAnisotropy;
  2360. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2361. sd.BorderColor[0] = _rgba[0];
  2362. sd.BorderColor[1] = _rgba[1];
  2363. sd.BorderColor[2] = _rgba[2];
  2364. sd.BorderColor[3] = _rgba[3];
  2365. sd.MinLOD = 0;
  2366. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2367. m_device->CreateSamplerState(&sd, &sampler);
  2368. DX_CHECK_REFCOUNT(sampler, 1);
  2369. m_samplerStateCache.add(hash, sampler);
  2370. }
  2371. return sampler;
  2372. }
  2373. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2374. {
  2375. m_occlusionQuery.resolve(_render);
  2376. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2377. }
  2378. DXGI_FORMAT getBufferFormat()
  2379. {
  2380. #if BX_PLATFORM_WINRT
  2381. return m_scd.Format;
  2382. #else
  2383. return m_scd.BufferDesc.Format;
  2384. #endif
  2385. }
  2386. uint32_t getBufferWidth()
  2387. {
  2388. #if BX_PLATFORM_WINRT
  2389. return m_scd.Width;
  2390. #else
  2391. return m_scd.BufferDesc.Width;
  2392. #endif
  2393. }
  2394. uint32_t getBufferHeight()
  2395. {
  2396. #if BX_PLATFORM_WINRT
  2397. return m_scd.Height;
  2398. #else
  2399. return m_scd.BufferDesc.Height;
  2400. #endif
  2401. }
  2402. void setBufferSize(uint32_t _width, uint32_t _height)
  2403. {
  2404. #if BX_PLATFORM_WINRT
  2405. m_scd.Width = _width;
  2406. m_scd.Height = _height;
  2407. #else
  2408. m_scd.BufferDesc.Width = _width;
  2409. m_scd.BufferDesc.Height = _height;
  2410. #endif
  2411. }
  2412. void commitTextureStage()
  2413. {
  2414. // vertex texture fetch not supported on 9_1 through 9_3
  2415. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2416. {
  2417. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2418. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2419. }
  2420. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2421. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2422. }
  2423. void invalidateTextureStage()
  2424. {
  2425. m_textureStage.clear();
  2426. commitTextureStage();
  2427. }
  2428. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2429. {
  2430. bx::HashMurmur2A murmur;
  2431. murmur.begin();
  2432. murmur.add(_handle);
  2433. murmur.add(_mip);
  2434. murmur.add(0);
  2435. uint32_t hash = murmur.end();
  2436. IUnknown** ptr = m_srvUavLru.find(hash);
  2437. ID3D11UnorderedAccessView* uav;
  2438. if (NULL == ptr)
  2439. {
  2440. TextureD3D11& texture = m_textures[_handle.idx];
  2441. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2442. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2443. switch (texture.m_type)
  2444. {
  2445. case TextureD3D11::Texture2D:
  2446. case TextureD3D11::TextureCube:
  2447. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2448. desc.Texture2D.MipSlice = _mip;
  2449. break;
  2450. case TextureD3D11::Texture3D:
  2451. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2452. desc.Texture3D.MipSlice = _mip;
  2453. desc.Texture3D.FirstWSlice = 0;
  2454. desc.Texture3D.WSize = UINT32_MAX;
  2455. break;
  2456. }
  2457. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2458. m_srvUavLru.add(hash, uav, _handle.idx);
  2459. }
  2460. else
  2461. {
  2462. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2463. }
  2464. return uav;
  2465. }
  2466. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2467. {
  2468. bx::HashMurmur2A murmur;
  2469. murmur.begin();
  2470. murmur.add(_handle);
  2471. murmur.add(_mip);
  2472. murmur.add(0);
  2473. uint32_t hash = murmur.end();
  2474. IUnknown** ptr = m_srvUavLru.find(hash);
  2475. ID3D11ShaderResourceView* srv;
  2476. if (NULL == ptr)
  2477. {
  2478. TextureD3D11& texture = m_textures[_handle.idx];
  2479. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2480. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2481. switch (texture.m_type)
  2482. {
  2483. case TextureD3D11::Texture2D:
  2484. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2485. desc.Texture2D.MostDetailedMip = _mip;
  2486. desc.Texture2D.MipLevels = 1;
  2487. break;
  2488. case TextureD3D11::TextureCube:
  2489. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2490. desc.TextureCube.MostDetailedMip = _mip;
  2491. desc.TextureCube.MipLevels = 1;
  2492. break;
  2493. case TextureD3D11::Texture3D:
  2494. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2495. desc.Texture3D.MostDetailedMip = _mip;
  2496. desc.Texture3D.MipLevels = 1;
  2497. break;
  2498. }
  2499. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2500. m_srvUavLru.add(hash, srv, _handle.idx);
  2501. }
  2502. else
  2503. {
  2504. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2505. }
  2506. return srv;
  2507. }
  2508. void ovrPostReset()
  2509. {
  2510. #if BGFX_CONFIG_USE_OVR
  2511. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2512. {
  2513. ovrD3D11Config config;
  2514. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  2515. # if OVR_VERSION > OVR_VERSION_043
  2516. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  2517. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  2518. config.D3D11.pBackBufferUAV = NULL;
  2519. # else
  2520. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  2521. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  2522. # endif // OVR_VERSION > OVR_VERSION_042
  2523. config.D3D11.Header.Multisample = 0;
  2524. config.D3D11.pDevice = m_device;
  2525. config.D3D11.pDeviceContext = m_deviceCtx;
  2526. config.D3D11.pBackBufferRT = m_backBufferColor;
  2527. config.D3D11.pSwapChain = m_swapChain;
  2528. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  2529. {
  2530. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  2531. const Memory* mem = alloc(size);
  2532. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  2533. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  2534. bx::write(&writer, magic);
  2535. TextureCreate tc;
  2536. tc.m_flags = BGFX_TEXTURE_RT|( ((m_flags & BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT) << BGFX_TEXTURE_RT_MSAA_SHIFT);
  2537. tc.m_width = m_ovr.m_rtSize.w;
  2538. tc.m_height = m_ovr.m_rtSize.h;
  2539. tc.m_sides = 0;
  2540. tc.m_depth = 0;
  2541. tc.m_numMips = 1;
  2542. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  2543. tc.m_cubeMap = false;
  2544. tc.m_mem = NULL;
  2545. bx::write(&writer, tc);
  2546. m_ovrRT.create(mem, tc.m_flags, 0);
  2547. release(mem);
  2548. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  2549. D3D11_TEXTURE2D_DESC dsd;
  2550. dsd.Width = m_ovr.m_rtSize.w;
  2551. dsd.Height = m_ovr.m_rtSize.h;
  2552. dsd.MipLevels = 1;
  2553. dsd.ArraySize = 1;
  2554. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2555. dsd.SampleDesc = m_scd.SampleDesc;
  2556. dsd.Usage = D3D11_USAGE_DEFAULT;
  2557. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2558. dsd.CPUAccessFlags = 0;
  2559. dsd.MiscFlags = 0;
  2560. ID3D11Texture2D* depthStencil;
  2561. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2562. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  2563. DX_RELEASE(depthStencil, 0);
  2564. ovrD3D11Texture texture;
  2565. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  2566. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  2567. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  2568. texture.D3D11.pSRView = m_ovrRT.m_srv;
  2569. m_ovr.postReset(texture.Texture);
  2570. bx::xchg(m_ovrRtv, m_backBufferColor);
  2571. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2572. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2573. }
  2574. }
  2575. #endif // BGFX_CONFIG_USE_OVR
  2576. }
  2577. void ovrPreReset()
  2578. {
  2579. #if BGFX_CONFIG_USE_OVR
  2580. m_ovr.preReset();
  2581. if (NULL != m_ovrRtv)
  2582. {
  2583. bx::xchg(m_ovrRtv, m_backBufferColor);
  2584. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2585. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2586. DX_RELEASE(m_ovrRtv, 0);
  2587. DX_RELEASE(m_ovrDsv, 0);
  2588. m_ovrRT.destroy();
  2589. }
  2590. #endif // BGFX_CONFIG_USE_OVR
  2591. }
  2592. void capturePostReset()
  2593. {
  2594. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2595. {
  2596. ID3D11Texture2D* backBuffer;
  2597. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2598. D3D11_TEXTURE2D_DESC backBufferDesc;
  2599. backBuffer->GetDesc(&backBufferDesc);
  2600. D3D11_TEXTURE2D_DESC desc;
  2601. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2602. desc.SampleDesc.Count = 1;
  2603. desc.SampleDesc.Quality = 0;
  2604. desc.Usage = D3D11_USAGE_STAGING;
  2605. desc.BindFlags = 0;
  2606. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2607. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2608. if (SUCCEEDED(hr) )
  2609. {
  2610. if (backBufferDesc.SampleDesc.Count != 1)
  2611. {
  2612. desc.Usage = D3D11_USAGE_DEFAULT;
  2613. desc.CPUAccessFlags = 0;
  2614. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2615. }
  2616. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2617. }
  2618. DX_RELEASE(backBuffer, 0);
  2619. }
  2620. }
  2621. void capturePreReset()
  2622. {
  2623. if (NULL != m_captureTexture)
  2624. {
  2625. g_callback->captureEnd();
  2626. }
  2627. DX_RELEASE(m_captureResolve, 0);
  2628. DX_RELEASE(m_captureTexture, 0);
  2629. }
  2630. void capture()
  2631. {
  2632. if (NULL != m_captureTexture)
  2633. {
  2634. ID3D11Texture2D* backBuffer;
  2635. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2636. if (NULL == m_captureResolve)
  2637. {
  2638. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2639. }
  2640. else
  2641. {
  2642. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2643. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2644. }
  2645. D3D11_MAPPED_SUBRESOURCE mapped;
  2646. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2647. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2648. m_deviceCtx->Unmap(m_captureTexture, 0);
  2649. DX_RELEASE(backBuffer, 0);
  2650. }
  2651. }
  2652. void commit(UniformBuffer& _uniformBuffer)
  2653. {
  2654. _uniformBuffer.reset();
  2655. for (;;)
  2656. {
  2657. uint32_t opcode = _uniformBuffer.read();
  2658. if (UniformType::End == opcode)
  2659. {
  2660. break;
  2661. }
  2662. UniformType::Enum type;
  2663. uint16_t loc;
  2664. uint16_t num;
  2665. uint16_t copy;
  2666. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2667. const char* data;
  2668. if (copy)
  2669. {
  2670. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2671. }
  2672. else
  2673. {
  2674. UniformHandle handle;
  2675. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2676. data = (const char*)m_uniforms[handle.idx];
  2677. }
  2678. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2679. case UniformType::_uniform: \
  2680. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2681. { \
  2682. setShaderUniform(uint8_t(type), loc, data, num); \
  2683. } \
  2684. break;
  2685. switch ( (uint32_t)type)
  2686. {
  2687. case UniformType::Mat3:
  2688. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2689. {
  2690. float* value = (float*)data;
  2691. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2692. {
  2693. Matrix4 mtx;
  2694. mtx.un.val[ 0] = value[0];
  2695. mtx.un.val[ 1] = value[1];
  2696. mtx.un.val[ 2] = value[2];
  2697. mtx.un.val[ 3] = 0.0f;
  2698. mtx.un.val[ 4] = value[3];
  2699. mtx.un.val[ 5] = value[4];
  2700. mtx.un.val[ 6] = value[5];
  2701. mtx.un.val[ 7] = 0.0f;
  2702. mtx.un.val[ 8] = value[6];
  2703. mtx.un.val[ 9] = value[7];
  2704. mtx.un.val[10] = value[8];
  2705. mtx.un.val[11] = 0.0f;
  2706. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2707. }
  2708. }
  2709. break;
  2710. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2711. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2712. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2713. case UniformType::End:
  2714. break;
  2715. default:
  2716. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2717. break;
  2718. }
  2719. #undef CASE_IMPLEMENT_UNIFORM
  2720. }
  2721. }
  2722. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2723. {
  2724. uint32_t width;
  2725. uint32_t height;
  2726. if (isValid(m_fbh) )
  2727. {
  2728. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2729. width = fb.m_width;
  2730. height = fb.m_height;
  2731. }
  2732. else
  2733. {
  2734. width = getBufferWidth();
  2735. height = getBufferHeight();
  2736. }
  2737. if (0 == _rect.m_x
  2738. && 0 == _rect.m_y
  2739. && width == _rect.m_width
  2740. && height == _rect.m_height)
  2741. {
  2742. clear(_clear, _palette);
  2743. }
  2744. else
  2745. {
  2746. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2747. uint64_t state = 0;
  2748. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2749. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2750. uint64_t stencil = 0;
  2751. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2752. | BGFX_STENCIL_TEST_ALWAYS
  2753. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2754. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2755. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2756. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2757. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2758. : 0
  2759. ;
  2760. setBlendState(state);
  2761. setDepthStencilState(state, stencil);
  2762. setRasterizerState(state);
  2763. uint32_t numMrt = 1;
  2764. FrameBufferHandle fbh = m_fbh;
  2765. if (isValid(fbh) )
  2766. {
  2767. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2768. numMrt = bx::uint32_max(1, fb.m_num);
  2769. }
  2770. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2771. m_currentProgram = &program;
  2772. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2773. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2774. if (NULL != m_currentColor)
  2775. {
  2776. const ShaderD3D11* fsh = program.m_fsh;
  2777. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2778. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2779. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2780. {
  2781. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2782. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2783. {
  2784. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2785. memcpy(mrtClear[ii], _palette[index], 16);
  2786. }
  2787. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2788. }
  2789. else
  2790. {
  2791. float rgba[4] =
  2792. {
  2793. _clear.m_index[0]*1.0f/255.0f,
  2794. _clear.m_index[1]*1.0f/255.0f,
  2795. _clear.m_index[2]*1.0f/255.0f,
  2796. _clear.m_index[3]*1.0f/255.0f,
  2797. };
  2798. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2799. }
  2800. }
  2801. else
  2802. {
  2803. deviceCtx->PSSetShader(NULL, NULL, 0);
  2804. }
  2805. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2806. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2807. const uint32_t stride = vertexDecl.m_stride;
  2808. const uint32_t offset = 0;
  2809. {
  2810. struct Vertex
  2811. {
  2812. float m_x;
  2813. float m_y;
  2814. float m_z;
  2815. };
  2816. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2817. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2818. const float depth = _clear.m_depth;
  2819. vertex->m_x = -1.0f;
  2820. vertex->m_y = -1.0f;
  2821. vertex->m_z = depth;
  2822. vertex++;
  2823. vertex->m_x = 1.0f;
  2824. vertex->m_y = -1.0f;
  2825. vertex->m_z = depth;
  2826. vertex++;
  2827. vertex->m_x = -1.0f;
  2828. vertex->m_y = 1.0f;
  2829. vertex->m_z = depth;
  2830. vertex++;
  2831. vertex->m_x = 1.0f;
  2832. vertex->m_y = 1.0f;
  2833. vertex->m_z = depth;
  2834. }
  2835. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2836. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2837. setInputLayout(vertexDecl, program, 0);
  2838. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2839. deviceCtx->Draw(4, 0);
  2840. }
  2841. }
  2842. void* m_d3d9dll;
  2843. void* m_d3d11dll;
  2844. void* m_dxgidll;
  2845. void* m_dxgidebugdll;
  2846. void* m_renderdocdll;
  2847. void* m_agsdll;
  2848. AGSContext* m_ags;
  2849. D3D_DRIVER_TYPE m_driverType;
  2850. D3D_FEATURE_LEVEL m_featureLevel;
  2851. IDXGIAdapter* m_adapter;
  2852. DXGI_ADAPTER_DESC m_adapterDesc;
  2853. #if BX_PLATFORM_WINRT
  2854. IDXGIFactory2* m_factory;
  2855. IDXGISwapChain1* m_swapChain;
  2856. #else
  2857. IDXGIFactory* m_factory;
  2858. IDXGISwapChain* m_swapChain;
  2859. #endif // BX_PLATFORM_WINRT
  2860. uint16_t m_lost;
  2861. uint16_t m_numWindows;
  2862. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2863. ID3D11Device* m_device;
  2864. ID3D11DeviceContext* m_deviceCtx;
  2865. ID3D11InfoQueue* m_infoQueue;
  2866. TimerQueryD3D11 m_gpuTimer;
  2867. OcclusionQueryD3D11 m_occlusionQuery;
  2868. ID3D11RenderTargetView* m_backBufferColor;
  2869. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2870. ID3D11RenderTargetView* m_currentColor;
  2871. ID3D11DepthStencilView* m_currentDepthStencil;
  2872. ID3D11Texture2D* m_captureTexture;
  2873. ID3D11Texture2D* m_captureResolve;
  2874. Resolution m_resolution;
  2875. bool m_wireframe;
  2876. #if BX_PLATFORM_WINRT
  2877. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  2878. #else
  2879. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  2880. #endif // BX_PLATFORM_WINRT
  2881. SwapChainDesc m_scd;
  2882. uint32_t m_maxAnisotropy;
  2883. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2884. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2885. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2886. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2887. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2888. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2889. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2890. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2891. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2892. UniformRegistry m_uniformReg;
  2893. ViewState m_viewState;
  2894. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2895. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2896. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2897. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2898. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2899. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  2900. TextVideoMem m_textVideoMem;
  2901. TextureStage m_textureStage;
  2902. ProgramD3D11* m_currentProgram;
  2903. uint8_t m_vsScratch[64<<10];
  2904. uint8_t m_fsScratch[64<<10];
  2905. uint32_t m_vsChanges;
  2906. uint32_t m_fsChanges;
  2907. FrameBufferHandle m_fbh;
  2908. bool m_rtMsaa;
  2909. OVR m_ovr;
  2910. TextureD3D11 m_ovrRT;
  2911. ID3D11RenderTargetView* m_ovrRtv;
  2912. ID3D11DepthStencilView* m_ovrDsv;
  2913. };
  2914. static RendererContextD3D11* s_renderD3D11;
  2915. RendererContextI* rendererCreate()
  2916. {
  2917. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2918. if (!s_renderD3D11->init() )
  2919. {
  2920. BX_DELETE(g_allocator, s_renderD3D11);
  2921. s_renderD3D11 = NULL;
  2922. }
  2923. return s_renderD3D11;
  2924. }
  2925. void rendererDestroy()
  2926. {
  2927. s_renderD3D11->shutdown();
  2928. BX_DELETE(g_allocator, s_renderD3D11);
  2929. s_renderD3D11 = NULL;
  2930. }
  2931. void trim()
  2932. {
  2933. #if BX_PLATFORM_WINRT
  2934. if (NULL != s_renderD3D11)
  2935. {
  2936. if (s_renderD3D11->m_device)
  2937. {
  2938. IDXGIDevice3* pDXGIDevice;
  2939. HRESULT hr = s_renderD3D11->m_device->QueryInterface(__uuidof(IDXGIDevice3),(void **)&pDXGIDevice);
  2940. if (SUCCEEDED(hr) )
  2941. {
  2942. pDXGIDevice->Trim();
  2943. pDXGIDevice->Release();
  2944. }
  2945. }
  2946. }
  2947. #endif // BX_PLATFORM_WINRT
  2948. }
  2949. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2950. {
  2951. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2952. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2953. {
  2954. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  2955. _offset += _stride;
  2956. }
  2957. }
  2958. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2959. {
  2960. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2961. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2962. {
  2963. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  2964. _offset += _stride;
  2965. }
  2966. }
  2967. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2968. {
  2969. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2970. }
  2971. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2972. {
  2973. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2974. }
  2975. struct UavFormat
  2976. {
  2977. DXGI_FORMAT format[3];
  2978. uint32_t stride;
  2979. };
  2980. static const UavFormat s_uavFormat[] =
  2981. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2982. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2983. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2984. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2985. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2986. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2987. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2988. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2989. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2990. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2991. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2992. };
  2993. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  2994. {
  2995. m_uav = NULL;
  2996. m_size = _size;
  2997. m_flags = _flags;
  2998. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2999. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3000. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3001. m_dynamic = NULL == _data && !needUav;
  3002. D3D11_BUFFER_DESC desc;
  3003. desc.ByteWidth = _size;
  3004. desc.BindFlags = 0
  3005. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3006. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3007. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3008. ;
  3009. desc.MiscFlags = 0
  3010. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3011. ;
  3012. desc.StructureByteStride = 0;
  3013. DXGI_FORMAT format;
  3014. uint32_t stride;
  3015. if (drawIndirect)
  3016. {
  3017. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3018. stride = 16;
  3019. }
  3020. else
  3021. {
  3022. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3023. if (0 == uavFormat)
  3024. {
  3025. if (_vertex)
  3026. {
  3027. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3028. stride = 16;
  3029. }
  3030. else
  3031. {
  3032. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3033. {
  3034. format = DXGI_FORMAT_R16_UINT;
  3035. stride = 2;
  3036. }
  3037. else
  3038. {
  3039. format = DXGI_FORMAT_R32_UINT;
  3040. stride = 4;
  3041. }
  3042. }
  3043. }
  3044. else
  3045. {
  3046. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3047. format = s_uavFormat[uavFormat].format[uavType];
  3048. stride = s_uavFormat[uavFormat].stride;
  3049. }
  3050. }
  3051. ID3D11Device* device = s_renderD3D11->m_device;
  3052. if (needUav)
  3053. {
  3054. desc.Usage = D3D11_USAGE_DEFAULT;
  3055. desc.CPUAccessFlags = 0;
  3056. desc.StructureByteStride = _stride;
  3057. DX_CHECK(device->CreateBuffer(&desc
  3058. , NULL
  3059. , &m_ptr
  3060. ) );
  3061. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3062. uavd.Format = format;
  3063. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3064. uavd.Buffer.FirstElement = 0;
  3065. uavd.Buffer.NumElements = m_size / stride;
  3066. uavd.Buffer.Flags = 0;
  3067. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3068. , &uavd
  3069. , &m_uav
  3070. ) );
  3071. }
  3072. else if (m_dynamic)
  3073. {
  3074. desc.Usage = D3D11_USAGE_DYNAMIC;
  3075. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3076. DX_CHECK(device->CreateBuffer(&desc
  3077. , NULL
  3078. , &m_ptr
  3079. ) );
  3080. }
  3081. else
  3082. {
  3083. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3084. desc.CPUAccessFlags = 0;
  3085. D3D11_SUBRESOURCE_DATA srd;
  3086. srd.pSysMem = _data;
  3087. srd.SysMemPitch = 0;
  3088. srd.SysMemSlicePitch = 0;
  3089. DX_CHECK(device->CreateBuffer(&desc
  3090. , &srd
  3091. , &m_ptr
  3092. ) );
  3093. }
  3094. if (needSrv)
  3095. {
  3096. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3097. srvd.Format = format;
  3098. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3099. srvd.Buffer.FirstElement = 0;
  3100. srvd.Buffer.NumElements = m_size / stride;
  3101. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3102. , &srvd
  3103. , &m_srv
  3104. ) );
  3105. }
  3106. }
  3107. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3108. {
  3109. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3110. BX_CHECK(m_dynamic, "Must be dynamic!");
  3111. #if 0
  3112. BX_UNUSED(_discard);
  3113. ID3D11Device* device = s_renderD3D11->m_device;
  3114. D3D11_BUFFER_DESC desc;
  3115. desc.ByteWidth = _size;
  3116. desc.Usage = D3D11_USAGE_STAGING;
  3117. desc.BindFlags = 0;
  3118. desc.MiscFlags = 0;
  3119. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3120. desc.StructureByteStride = 0;
  3121. D3D11_SUBRESOURCE_DATA srd;
  3122. srd.pSysMem = _data;
  3123. srd.SysMemPitch = 0;
  3124. srd.SysMemSlicePitch = 0;
  3125. ID3D11Buffer* ptr;
  3126. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3127. D3D11_BOX box;
  3128. box.left = 0;
  3129. box.top = 0;
  3130. box.front = 0;
  3131. box.right = _size;
  3132. box.bottom = 1;
  3133. box.back = 1;
  3134. deviceCtx->CopySubresourceRegion(m_ptr
  3135. , 0
  3136. , _offset
  3137. , 0
  3138. , 0
  3139. , ptr
  3140. , 0
  3141. , &box
  3142. );
  3143. DX_RELEASE(ptr, 0);
  3144. #else
  3145. D3D11_MAPPED_SUBRESOURCE mapped;
  3146. BX_UNUSED(_discard);
  3147. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  3148. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  3149. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3150. deviceCtx->Unmap(m_ptr, 0);
  3151. #endif // 0
  3152. }
  3153. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3154. {
  3155. m_decl = _declHandle;
  3156. uint16_t stride = isValid(_declHandle)
  3157. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3158. : 0
  3159. ;
  3160. BufferD3D11::create(_size, _data, _flags, stride, true);
  3161. }
  3162. static bool hasDepthOp(const void* _code, uint32_t _size)
  3163. {
  3164. bx::MemoryReader rd(_code, _size);
  3165. DxbcContext dxbc;
  3166. read(&rd, dxbc);
  3167. struct FindDepthOp
  3168. {
  3169. FindDepthOp()
  3170. : m_found(false)
  3171. {
  3172. }
  3173. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3174. {
  3175. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3176. if (_instruction.opcode == DxbcOpcode::DISCARD
  3177. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3178. {
  3179. out.m_found = true;
  3180. return false;
  3181. }
  3182. return true;
  3183. }
  3184. bool m_found;
  3185. } find;
  3186. parse(dxbc.shader, FindDepthOp::find, &find);
  3187. return find.m_found;
  3188. }
  3189. void ShaderD3D11::create(const Memory* _mem)
  3190. {
  3191. bx::MemoryReader reader(_mem->data, _mem->size);
  3192. uint32_t magic;
  3193. bx::read(&reader, magic);
  3194. switch (magic)
  3195. {
  3196. case BGFX_CHUNK_MAGIC_CSH:
  3197. case BGFX_CHUNK_MAGIC_FSH:
  3198. case BGFX_CHUNK_MAGIC_VSH:
  3199. break;
  3200. default:
  3201. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3202. break;
  3203. }
  3204. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3205. uint32_t iohash;
  3206. bx::read(&reader, iohash);
  3207. uint16_t count;
  3208. bx::read(&reader, count);
  3209. m_numPredefined = 0;
  3210. m_numUniforms = count;
  3211. BX_TRACE("%s Shader consts %d"
  3212. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3213. , count
  3214. );
  3215. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3216. if (0 < count)
  3217. {
  3218. for (uint32_t ii = 0; ii < count; ++ii)
  3219. {
  3220. uint8_t nameSize;
  3221. bx::read(&reader, nameSize);
  3222. char name[256];
  3223. bx::read(&reader, &name, nameSize);
  3224. name[nameSize] = '\0';
  3225. uint8_t type;
  3226. bx::read(&reader, type);
  3227. uint8_t num;
  3228. bx::read(&reader, num);
  3229. uint16_t regIndex;
  3230. bx::read(&reader, regIndex);
  3231. uint16_t regCount;
  3232. bx::read(&reader, regCount);
  3233. const char* kind = "invalid";
  3234. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3235. if (PredefinedUniform::Count != predefined)
  3236. {
  3237. kind = "predefined";
  3238. m_predefined[m_numPredefined].m_loc = regIndex;
  3239. m_predefined[m_numPredefined].m_count = regCount;
  3240. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3241. m_numPredefined++;
  3242. }
  3243. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3244. {
  3245. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3246. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3247. if (NULL != info)
  3248. {
  3249. if (NULL == m_constantBuffer)
  3250. {
  3251. m_constantBuffer = UniformBuffer::create(1024);
  3252. }
  3253. kind = "user";
  3254. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3255. }
  3256. }
  3257. else
  3258. {
  3259. kind = "sampler";
  3260. }
  3261. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3262. , kind
  3263. , name
  3264. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3265. , num
  3266. , regIndex
  3267. , regCount
  3268. );
  3269. BX_UNUSED(kind);
  3270. }
  3271. if (NULL != m_constantBuffer)
  3272. {
  3273. m_constantBuffer->finish();
  3274. }
  3275. }
  3276. uint16_t shaderSize;
  3277. bx::read(&reader, shaderSize);
  3278. const DWORD* code = (const DWORD*)reader.getDataPtr();
  3279. bx::skip(&reader, shaderSize+1);
  3280. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3281. {
  3282. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3283. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3284. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3285. }
  3286. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3287. {
  3288. m_hash = bx::hashMurmur2A(code, shaderSize);
  3289. m_code = copy(code, shaderSize);
  3290. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3291. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3292. }
  3293. else
  3294. {
  3295. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3296. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3297. }
  3298. uint8_t numAttrs;
  3299. bx::read(&reader, numAttrs);
  3300. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3301. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3302. {
  3303. uint16_t id;
  3304. bx::read(&reader, id);
  3305. Attrib::Enum attr = idToAttrib(id);
  3306. if (Attrib::Count != attr)
  3307. {
  3308. m_attrMask[attr] = UINT16_MAX;
  3309. }
  3310. }
  3311. uint16_t size;
  3312. bx::read(&reader, size);
  3313. if (0 < size)
  3314. {
  3315. D3D11_BUFFER_DESC desc;
  3316. desc.ByteWidth = (size + 0xf) & ~0xf;
  3317. desc.Usage = D3D11_USAGE_DEFAULT;
  3318. desc.CPUAccessFlags = 0;
  3319. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3320. desc.MiscFlags = 0;
  3321. desc.StructureByteStride = 0;
  3322. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3323. }
  3324. }
  3325. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3326. {
  3327. ImageContainer imageContainer;
  3328. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3329. {
  3330. uint8_t numMips = imageContainer.m_numMips;
  3331. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3332. numMips -= startLod;
  3333. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3334. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3335. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3336. m_flags = _flags;
  3337. m_width = textureWidth;
  3338. m_height = textureHeight;
  3339. m_depth = imageContainer.m_depth;
  3340. m_requestedFormat = (uint8_t)imageContainer.m_format;
  3341. m_textureFormat = (uint8_t)imageContainer.m_format;
  3342. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  3343. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  3344. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3345. if (convert)
  3346. {
  3347. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  3348. bpp = 32;
  3349. }
  3350. if (imageContainer.m_cubeMap)
  3351. {
  3352. m_type = TextureCube;
  3353. }
  3354. else if (imageContainer.m_depth > 1)
  3355. {
  3356. m_type = Texture3D;
  3357. }
  3358. else
  3359. {
  3360. m_type = Texture2D;
  3361. }
  3362. m_numMips = numMips;
  3363. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  3364. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3365. uint32_t kk = 0;
  3366. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3367. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3368. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  3369. , getHandle()
  3370. , getName( (TextureFormat::Enum)m_textureFormat)
  3371. , getName( (TextureFormat::Enum)m_requestedFormat)
  3372. , textureWidth
  3373. , textureHeight
  3374. , imageContainer.m_cubeMap ? "x6" : ""
  3375. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3376. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3377. );
  3378. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3379. {
  3380. uint32_t width = textureWidth;
  3381. uint32_t height = textureHeight;
  3382. uint32_t depth = imageContainer.m_depth;
  3383. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3384. {
  3385. width = bx::uint32_max(1, width);
  3386. height = bx::uint32_max(1, height);
  3387. depth = bx::uint32_max(1, depth);
  3388. ImageMip mip;
  3389. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3390. {
  3391. srd[kk].pSysMem = mip.m_data;
  3392. if (convert)
  3393. {
  3394. uint32_t srcpitch = mip.m_width*bpp/8;
  3395. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3396. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3397. srd[kk].pSysMem = temp;
  3398. srd[kk].SysMemPitch = srcpitch;
  3399. }
  3400. else if (compressed)
  3401. {
  3402. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3403. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3404. }
  3405. else
  3406. {
  3407. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3408. }
  3409. if (swizzle)
  3410. {
  3411. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3412. }
  3413. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3414. ++kk;
  3415. }
  3416. width >>= 1;
  3417. height >>= 1;
  3418. depth >>= 1;
  3419. }
  3420. }
  3421. const bool bufferOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_BUFFER_ONLY|BGFX_TEXTURE_READ_BACK) );
  3422. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3423. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3424. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3425. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3426. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3427. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3428. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3429. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3430. memset(&srvd, 0, sizeof(srvd) );
  3431. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3432. if (swizzle)
  3433. {
  3434. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3435. srvd.Format = format;
  3436. }
  3437. else if (srgb)
  3438. {
  3439. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3440. srvd.Format = format;
  3441. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3442. }
  3443. if (format == DXGI_FORMAT_UNKNOWN)
  3444. {
  3445. // not swizzled and not sRGB, or sRGB unsupported
  3446. format = s_textureFormat[m_textureFormat].m_fmt;
  3447. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3448. }
  3449. switch (m_type)
  3450. {
  3451. case Texture2D:
  3452. case TextureCube:
  3453. {
  3454. D3D11_TEXTURE2D_DESC desc;
  3455. desc.Width = textureWidth;
  3456. desc.Height = textureHeight;
  3457. desc.MipLevels = numMips;
  3458. desc.Format = format;
  3459. desc.SampleDesc = msaa;
  3460. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3461. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3462. desc.CPUAccessFlags = 0;
  3463. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  3464. {
  3465. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3466. desc.Usage = D3D11_USAGE_DEFAULT;
  3467. }
  3468. else if (renderTarget)
  3469. {
  3470. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3471. desc.Usage = D3D11_USAGE_DEFAULT;
  3472. }
  3473. if (computeWrite)
  3474. {
  3475. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3476. desc.Usage = D3D11_USAGE_DEFAULT;
  3477. }
  3478. if (readBack)
  3479. {
  3480. desc.BindFlags = 0;
  3481. desc.Usage = D3D11_USAGE_STAGING;
  3482. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3483. }
  3484. if (imageContainer.m_cubeMap)
  3485. {
  3486. desc.ArraySize = 6;
  3487. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  3488. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3489. srvd.TextureCube.MipLevels = numMips;
  3490. }
  3491. else
  3492. {
  3493. desc.ArraySize = 1;
  3494. desc.MiscFlags = 0;
  3495. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  3496. srvd.Texture2D.MipLevels = numMips;
  3497. }
  3498. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3499. }
  3500. break;
  3501. case Texture3D:
  3502. {
  3503. D3D11_TEXTURE3D_DESC desc;
  3504. desc.Width = textureWidth;
  3505. desc.Height = textureHeight;
  3506. desc.Depth = imageContainer.m_depth;
  3507. desc.MipLevels = imageContainer.m_numMips;
  3508. desc.Format = format;
  3509. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3510. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3511. desc.CPUAccessFlags = 0;
  3512. desc.MiscFlags = 0;
  3513. if (computeWrite)
  3514. {
  3515. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3516. desc.Usage = D3D11_USAGE_DEFAULT;
  3517. }
  3518. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3519. srvd.Texture3D.MipLevels = numMips;
  3520. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3521. }
  3522. break;
  3523. }
  3524. if (!bufferOnly)
  3525. {
  3526. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3527. }
  3528. if (computeWrite)
  3529. {
  3530. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3531. }
  3532. if (convert
  3533. && 0 != kk)
  3534. {
  3535. kk = 0;
  3536. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3537. {
  3538. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3539. {
  3540. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3541. ++kk;
  3542. }
  3543. }
  3544. }
  3545. }
  3546. }
  3547. void TextureD3D11::destroy()
  3548. {
  3549. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3550. DX_RELEASE(m_srv, 0);
  3551. DX_RELEASE(m_uav, 0);
  3552. DX_RELEASE(m_ptr, 0);
  3553. }
  3554. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3555. {
  3556. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3557. D3D11_BOX box;
  3558. box.left = _rect.m_x;
  3559. box.top = _rect.m_y;
  3560. box.right = box.left + _rect.m_width;
  3561. box.bottom = box.top + _rect.m_height;
  3562. box.front = _z;
  3563. box.back = box.front + _depth;
  3564. const uint32_t subres = _mip + (_side * m_numMips);
  3565. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3566. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3567. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3568. const bool convert = m_textureFormat != m_requestedFormat;
  3569. uint8_t* data = _mem->data;
  3570. uint8_t* temp = NULL;
  3571. if (convert)
  3572. {
  3573. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  3574. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  3575. data = temp;
  3576. }
  3577. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  3578. if (NULL != temp)
  3579. {
  3580. BX_FREE(g_allocator, temp);
  3581. }
  3582. }
  3583. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  3584. {
  3585. TextureStage& ts = s_renderD3D11->m_textureStage;
  3586. ts.m_srv[_stage] = m_srv;
  3587. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  3588. ? _flags
  3589. : m_flags
  3590. ;
  3591. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  3592. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  3593. , _palette[index])
  3594. ;
  3595. }
  3596. void TextureD3D11::resolve()
  3597. {
  3598. }
  3599. TextureHandle TextureD3D11::getHandle() const
  3600. {
  3601. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3602. return handle;
  3603. }
  3604. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  3605. {
  3606. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3607. {
  3608. m_rtv[ii] = NULL;
  3609. }
  3610. m_dsv = NULL;
  3611. m_swapChain = NULL;
  3612. m_numTh = _num;
  3613. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3614. postReset();
  3615. }
  3616. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3617. {
  3618. DXGI_SWAP_CHAIN_DESC scd;
  3619. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  3620. scd.BufferDesc.Width = _width;
  3621. scd.BufferDesc.Height = _height;
  3622. scd.OutputWindow = (HWND)_nwh;
  3623. ID3D11Device* device = s_renderD3D11->m_device;
  3624. HRESULT hr;
  3625. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  3626. , &scd
  3627. , &m_swapChain
  3628. );
  3629. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3630. ID3D11Resource* ptr;
  3631. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3632. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3633. DX_RELEASE(ptr, 0);
  3634. DXGI_FORMAT fmtDsv = isDepth(_depthFormat)
  3635. ? s_textureFormat[_depthFormat].m_fmtDsv
  3636. : DXGI_FORMAT_D24_UNORM_S8_UINT
  3637. ;
  3638. D3D11_TEXTURE2D_DESC dsd;
  3639. dsd.Width = scd.BufferDesc.Width;
  3640. dsd.Height = scd.BufferDesc.Height;
  3641. dsd.MipLevels = 1;
  3642. dsd.ArraySize = 1;
  3643. dsd.Format = fmtDsv;
  3644. dsd.SampleDesc = scd.SampleDesc;
  3645. dsd.Usage = D3D11_USAGE_DEFAULT;
  3646. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3647. dsd.CPUAccessFlags = 0;
  3648. dsd.MiscFlags = 0;
  3649. ID3D11Texture2D* depthStencil;
  3650. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  3651. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  3652. DX_RELEASE(depthStencil, 0);
  3653. m_srv[0] = NULL;
  3654. m_denseIdx = _denseIdx;
  3655. m_num = 1;
  3656. }
  3657. uint16_t FrameBufferD3D11::destroy()
  3658. {
  3659. preReset(true);
  3660. DX_RELEASE(m_swapChain, 0);
  3661. m_num = 0;
  3662. m_numTh = 0;
  3663. uint16_t denseIdx = m_denseIdx;
  3664. m_denseIdx = UINT16_MAX;
  3665. return denseIdx;
  3666. }
  3667. void FrameBufferD3D11::preReset(bool _force)
  3668. {
  3669. if (0 < m_numTh
  3670. || _force)
  3671. {
  3672. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3673. {
  3674. DX_RELEASE(m_srv[ii], 0);
  3675. DX_RELEASE(m_rtv[ii], 0);
  3676. }
  3677. DX_RELEASE(m_dsv, 0);
  3678. }
  3679. }
  3680. void FrameBufferD3D11::postReset()
  3681. {
  3682. m_width = 0;
  3683. m_height = 0;
  3684. if (0 < m_numTh)
  3685. {
  3686. m_num = 0;
  3687. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3688. {
  3689. TextureHandle handle = m_th[ii];
  3690. if (isValid(handle) )
  3691. {
  3692. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3693. if (0 == m_width)
  3694. {
  3695. switch (texture.m_type)
  3696. {
  3697. case TextureD3D11::Texture2D:
  3698. case TextureD3D11::TextureCube:
  3699. {
  3700. D3D11_TEXTURE2D_DESC desc;
  3701. texture.m_texture2d->GetDesc(&desc);
  3702. m_width = desc.Width;
  3703. m_height = desc.Height;
  3704. }
  3705. break;
  3706. case TextureD3D11::Texture3D:
  3707. {
  3708. D3D11_TEXTURE3D_DESC desc;
  3709. texture.m_texture3d->GetDesc(&desc);
  3710. m_width = desc.Width;
  3711. m_height = desc.Height;
  3712. }
  3713. break;
  3714. }
  3715. }
  3716. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3717. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3718. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3719. {
  3720. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  3721. switch (texture.m_type)
  3722. {
  3723. default:
  3724. case TextureD3D11::Texture2D:
  3725. {
  3726. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3727. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3728. dsvDesc.ViewDimension = 1 < msaa.Count
  3729. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  3730. : D3D11_DSV_DIMENSION_TEXTURE2D
  3731. ;
  3732. dsvDesc.Flags = 0;
  3733. dsvDesc.Texture2D.MipSlice = 0;
  3734. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3735. }
  3736. break;
  3737. case TextureD3D11::TextureCube:
  3738. {
  3739. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3740. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3741. if (1 < msaa.Count)
  3742. {
  3743. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  3744. dsvDesc.Texture2DMSArray.ArraySize = 1;
  3745. dsvDesc.Texture2DMSArray.FirstArraySlice = 0;
  3746. }
  3747. else
  3748. {
  3749. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  3750. dsvDesc.Texture2DArray.ArraySize = 1;
  3751. dsvDesc.Texture2DArray.FirstArraySlice = 0;
  3752. dsvDesc.Texture2DArray.MipSlice = 0;
  3753. }
  3754. dsvDesc.Flags = 0;
  3755. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3756. }
  3757. break;
  3758. }
  3759. }
  3760. else
  3761. {
  3762. switch (texture.m_type)
  3763. {
  3764. default:
  3765. case TextureD3D11::Texture2D:
  3766. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  3767. break;
  3768. case TextureD3D11::TextureCube:
  3769. {
  3770. D3D11_RENDER_TARGET_VIEW_DESC desc;
  3771. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  3772. if (1 < msaa.Count)
  3773. {
  3774. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  3775. desc.Texture2DMSArray.ArraySize = 1;
  3776. desc.Texture2DMSArray.FirstArraySlice = 0;
  3777. }
  3778. else
  3779. {
  3780. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  3781. desc.Texture2DArray.ArraySize = 1;
  3782. desc.Texture2DArray.FirstArraySlice = 0;
  3783. desc.Texture2DArray.MipSlice = 0;
  3784. }
  3785. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  3786. }
  3787. break;
  3788. case TextureD3D11::Texture3D:
  3789. {
  3790. D3D11_RENDER_TARGET_VIEW_DESC desc;
  3791. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  3792. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  3793. desc.Texture3D.MipSlice = 0;
  3794. desc.Texture3D.WSize = 1;
  3795. desc.Texture3D.FirstWSlice = 0;
  3796. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  3797. }
  3798. break;
  3799. }
  3800. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  3801. m_num++;
  3802. }
  3803. }
  3804. }
  3805. }
  3806. }
  3807. void FrameBufferD3D11::resolve()
  3808. {
  3809. }
  3810. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  3811. {
  3812. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3813. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  3814. {
  3815. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3816. {
  3817. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3818. {
  3819. uint8_t index = _clear.m_index[ii];
  3820. if (NULL != m_rtv[ii]
  3821. && UINT8_MAX != index)
  3822. {
  3823. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  3824. }
  3825. }
  3826. }
  3827. else
  3828. {
  3829. float frgba[4] =
  3830. {
  3831. _clear.m_index[0]*1.0f/255.0f,
  3832. _clear.m_index[1]*1.0f/255.0f,
  3833. _clear.m_index[2]*1.0f/255.0f,
  3834. _clear.m_index[3]*1.0f/255.0f,
  3835. };
  3836. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3837. {
  3838. if (NULL != m_rtv[ii])
  3839. {
  3840. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  3841. }
  3842. }
  3843. }
  3844. }
  3845. if (NULL != m_dsv
  3846. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3847. {
  3848. DWORD flags = 0;
  3849. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  3850. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  3851. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  3852. }
  3853. }
  3854. void TimerQueryD3D11::postReset()
  3855. {
  3856. ID3D11Device* device = s_renderD3D11->m_device;
  3857. D3D11_QUERY_DESC query;
  3858. query.MiscFlags = 0;
  3859. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3860. {
  3861. Frame& frame = m_frame[ii];
  3862. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  3863. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  3864. query.Query = D3D11_QUERY_TIMESTAMP;
  3865. DX_CHECK(device->CreateQuery(&query, &frame.m_begin) );
  3866. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  3867. }
  3868. m_elapsed = 0;
  3869. m_frequency = 1;
  3870. m_control.reset();
  3871. }
  3872. void TimerQueryD3D11::preReset()
  3873. {
  3874. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3875. {
  3876. Frame& frame = m_frame[ii];
  3877. DX_RELEASE(frame.m_disjoint, 0);
  3878. DX_RELEASE(frame.m_begin, 0);
  3879. DX_RELEASE(frame.m_end, 0);
  3880. }
  3881. }
  3882. void TimerQueryD3D11::begin()
  3883. {
  3884. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3885. while (0 == m_control.reserve(1) )
  3886. {
  3887. get();
  3888. }
  3889. Frame& frame = m_frame[m_control.m_current];
  3890. deviceCtx->Begin(frame.m_disjoint);
  3891. deviceCtx->End(frame.m_begin);
  3892. }
  3893. void TimerQueryD3D11::end()
  3894. {
  3895. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3896. Frame& frame = m_frame[m_control.m_current];
  3897. deviceCtx->End(frame.m_end);
  3898. deviceCtx->End(frame.m_disjoint);
  3899. m_control.commit(1);
  3900. }
  3901. bool TimerQueryD3D11::get()
  3902. {
  3903. if (0 != m_control.available() )
  3904. {
  3905. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3906. Frame& frame = m_frame[m_control.m_read];
  3907. uint64_t timeEnd;
  3908. HRESULT hr = deviceCtx->GetData(frame.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  3909. if (S_OK == hr)
  3910. {
  3911. m_control.consume(1);
  3912. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  3913. {
  3914. UINT64 Frequency;
  3915. BOOL Disjoint;
  3916. };
  3917. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  3918. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  3919. uint64_t timeBegin;
  3920. deviceCtx->GetData(frame.m_begin, &timeBegin, sizeof(timeBegin), 0);
  3921. m_frequency = disjoint.Frequency;
  3922. m_begin = timeBegin;
  3923. m_end = timeEnd;
  3924. m_elapsed = timeEnd - timeBegin;
  3925. return true;
  3926. }
  3927. }
  3928. return false;
  3929. }
  3930. void OcclusionQueryD3D11::postReset()
  3931. {
  3932. ID3D11Device* device = s_renderD3D11->m_device;
  3933. D3D11_QUERY_DESC desc;
  3934. desc.Query = D3D11_QUERY_OCCLUSION;
  3935. desc.MiscFlags = 0;
  3936. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3937. {
  3938. Query& query = m_query[ii];
  3939. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  3940. }
  3941. }
  3942. void OcclusionQueryD3D11::preReset()
  3943. {
  3944. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3945. {
  3946. Query& query = m_query[ii];
  3947. DX_RELEASE(query.m_ptr, 0);
  3948. }
  3949. }
  3950. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  3951. {
  3952. while (0 == m_control.reserve(1) )
  3953. {
  3954. resolve(_render, true);
  3955. }
  3956. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3957. Query& query = m_query[m_control.m_current];
  3958. deviceCtx->Begin(query.m_ptr);
  3959. query.m_handle = _handle;
  3960. }
  3961. void OcclusionQueryD3D11::end()
  3962. {
  3963. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3964. Query& query = m_query[m_control.m_current];
  3965. deviceCtx->End(query.m_ptr);
  3966. m_control.commit(1);
  3967. }
  3968. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  3969. {
  3970. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3971. while (0 != m_control.available() )
  3972. {
  3973. Query& query = m_query[m_control.m_read];
  3974. uint64_t result = 0;
  3975. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  3976. if (S_FALSE == hr)
  3977. {
  3978. break;
  3979. }
  3980. _render->m_occlusion[query.m_handle.idx] = 0 < result;
  3981. m_control.consume(1);
  3982. }
  3983. }
  3984. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3985. {
  3986. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3987. BGFX_GPU_PROFILER_BEGIN_DYNAMIC("rendererSubmit");
  3988. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3989. updateResolution(_render->m_resolution);
  3990. int64_t elapsed = -bx::getHPCounter();
  3991. int64_t captureElapsed = 0;
  3992. m_gpuTimer.begin();
  3993. if (0 < _render->m_iboffset)
  3994. {
  3995. TransientIndexBuffer* ib = _render->m_transientIb;
  3996. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3997. }
  3998. if (0 < _render->m_vboffset)
  3999. {
  4000. TransientVertexBuffer* vb = _render->m_transientVb;
  4001. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  4002. }
  4003. _render->sort();
  4004. RenderDraw currentState;
  4005. currentState.clear();
  4006. currentState.m_stateFlags = BGFX_STATE_NONE;
  4007. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4008. _render->m_hmdInitialized = m_ovr.isInitialized();
  4009. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  4010. ViewState& viewState = m_viewState;
  4011. viewState.reset(_render, hmdEnabled);
  4012. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4013. bool scissorEnabled = false;
  4014. setDebugWireframe(wireframe);
  4015. uint16_t programIdx = invalidHandle;
  4016. SortKey key;
  4017. uint16_t view = UINT16_MAX;
  4018. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  4019. BlitKey blitKey;
  4020. blitKey.decode(_render->m_blitKeys[0]);
  4021. uint16_t numBlitItems = _render->m_numBlitItems;
  4022. uint16_t blitItem = 0;
  4023. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4024. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4025. PrimInfo prim = s_primInfo[primIndex];
  4026. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4027. bool wasCompute = false;
  4028. bool viewHasScissor = false;
  4029. Rect viewScissorRect;
  4030. viewScissorRect.clear();
  4031. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4032. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4033. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4034. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4035. uint32_t statsNumIndices = 0;
  4036. uint32_t statsKeyType[2] = {};
  4037. m_occlusionQuery.resolve(_render);
  4038. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4039. {
  4040. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4041. // if we don't do this we'll only see one frame of output and then nothing
  4042. setFrameBuffer(fbh);
  4043. bool viewRestart = false;
  4044. uint8_t eye = 0;
  4045. uint8_t restartState = 0;
  4046. viewState.m_rect = _render->m_rect[0];
  4047. int32_t numItems = _render->m_num;
  4048. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4049. {
  4050. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  4051. statsKeyType[isCompute]++;
  4052. const bool viewChanged = 0
  4053. || key.m_view != view
  4054. || item == numItems
  4055. ;
  4056. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  4057. ++item;
  4058. if (viewChanged)
  4059. {
  4060. if (1 == restartState)
  4061. {
  4062. restartState = 2;
  4063. item = restartItem;
  4064. restartItem = numItems;
  4065. view = UINT16_MAX;
  4066. continue;
  4067. }
  4068. view = key.m_view;
  4069. programIdx = invalidHandle;
  4070. if (_render->m_fb[view].idx != fbh.idx)
  4071. {
  4072. fbh = _render->m_fb[view];
  4073. setFrameBuffer(fbh);
  4074. }
  4075. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  4076. viewRestart &= hmdEnabled;
  4077. if (viewRestart)
  4078. {
  4079. if (0 == restartState)
  4080. {
  4081. restartState = 1;
  4082. restartItem = item - 1;
  4083. }
  4084. eye = (restartState - 1) & 1;
  4085. restartState &= 1;
  4086. }
  4087. else
  4088. {
  4089. eye = 0;
  4090. }
  4091. PIX_ENDEVENT();
  4092. if (item > 1)
  4093. {
  4094. BGFX_GPU_PROFILER_END();
  4095. BGFX_PROFILER_END();
  4096. }
  4097. BGFX_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4098. BGFX_GPU_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4099. viewState.m_rect = _render->m_rect[view];
  4100. if (viewRestart)
  4101. {
  4102. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4103. {
  4104. wchar_t* viewNameW = s_viewNameW[view];
  4105. viewNameW[3] = L' ';
  4106. viewNameW[4] = eye ? L'R' : L'L';
  4107. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4108. }
  4109. if (m_ovr.isEnabled() )
  4110. {
  4111. m_ovr.getViewport(eye, &viewState.m_rect);
  4112. }
  4113. else
  4114. {
  4115. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4116. viewState.m_rect.m_width /= 2;
  4117. }
  4118. }
  4119. else
  4120. {
  4121. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4122. {
  4123. wchar_t* viewNameW = s_viewNameW[view];
  4124. viewNameW[3] = L' ';
  4125. viewNameW[4] = L' ';
  4126. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4127. }
  4128. }
  4129. const Rect& scissorRect = _render->m_scissor[view];
  4130. viewHasScissor = !scissorRect.isZero();
  4131. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4132. D3D11_VIEWPORT vp;
  4133. vp.TopLeftX = viewState.m_rect.m_x;
  4134. vp.TopLeftY = viewState.m_rect.m_y;
  4135. vp.Width = viewState.m_rect.m_width;
  4136. vp.Height = viewState.m_rect.m_height;
  4137. vp.MinDepth = 0.0f;
  4138. vp.MaxDepth = 1.0f;
  4139. deviceCtx->RSSetViewports(1, &vp);
  4140. Clear& clr = _render->m_clear[view];
  4141. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4142. {
  4143. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4144. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4145. }
  4146. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  4147. {
  4148. const BlitItem& blit = _render->m_blitItem[blitItem];
  4149. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  4150. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4151. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4152. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4153. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4154. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4155. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4156. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4157. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4158. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4159. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4160. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4161. if (TextureD3D11::Texture3D == src.m_type)
  4162. {
  4163. D3D11_BOX box;
  4164. box.left = blit.m_srcX;
  4165. box.top = blit.m_srcY;
  4166. box.front = blit.m_srcZ;
  4167. box.right = blit.m_srcX + width;
  4168. box.bottom = blit.m_srcY + height;;
  4169. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4170. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4171. , blit.m_dstMip
  4172. , blit.m_dstX
  4173. , blit.m_dstY
  4174. , blit.m_dstZ
  4175. , src.m_ptr
  4176. , blit.m_srcMip
  4177. , &box
  4178. );
  4179. }
  4180. else
  4181. {
  4182. D3D11_BOX box;
  4183. box.left = blit.m_srcX;
  4184. box.top = blit.m_srcY;
  4185. box.front = 0;
  4186. box.right = blit.m_srcX + width;
  4187. box.bottom = blit.m_srcY + height;;
  4188. box.back = 1;
  4189. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4190. ? blit.m_srcZ
  4191. : 0
  4192. ;
  4193. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4194. ? blit.m_dstZ
  4195. : 0
  4196. ;
  4197. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4198. , dstZ*dst.m_numMips+blit.m_dstMip
  4199. , blit.m_dstX
  4200. , blit.m_dstY
  4201. , 0
  4202. , src.m_ptr
  4203. , srcZ*src.m_numMips+blit.m_srcMip
  4204. , &box
  4205. );
  4206. }
  4207. }
  4208. }
  4209. if (isCompute)
  4210. {
  4211. if (!wasCompute)
  4212. {
  4213. wasCompute = true;
  4214. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4215. {
  4216. wchar_t* viewNameW = s_viewNameW[view];
  4217. viewNameW[3] = L'C';
  4218. PIX_ENDEVENT();
  4219. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4220. }
  4221. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4222. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4223. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4224. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4225. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4226. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4227. }
  4228. const RenderCompute& compute = renderItem.compute;
  4229. if (0 != eye
  4230. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4231. {
  4232. continue;
  4233. }
  4234. bool programChanged = false;
  4235. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  4236. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4237. if (key.m_program != programIdx)
  4238. {
  4239. programIdx = key.m_program;
  4240. ProgramD3D11& program = m_program[key.m_program];
  4241. m_currentProgram = &program;
  4242. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4243. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4244. programChanged =
  4245. constantsChanged = true;
  4246. }
  4247. if (invalidHandle != programIdx)
  4248. {
  4249. ProgramD3D11& program = m_program[programIdx];
  4250. if (constantsChanged)
  4251. {
  4252. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4253. if (NULL != vcb)
  4254. {
  4255. commit(*vcb);
  4256. }
  4257. }
  4258. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  4259. if (constantsChanged
  4260. || program.m_numPredefined > 0)
  4261. {
  4262. commitShaderConstants();
  4263. }
  4264. }
  4265. BX_UNUSED(programChanged);
  4266. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4267. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4268. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4269. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4270. {
  4271. const Binding& bind = compute.m_bind[ii];
  4272. if (invalidHandle != bind.m_idx)
  4273. {
  4274. switch (bind.m_type)
  4275. {
  4276. case Binding::Image:
  4277. {
  4278. TextureD3D11& texture = m_textures[bind.m_idx];
  4279. if (Access::Read != bind.m_un.m_compute.m_access)
  4280. {
  4281. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  4282. ? texture.m_uav
  4283. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4284. ;
  4285. }
  4286. else
  4287. {
  4288. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  4289. ? texture.m_srv
  4290. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4291. ;
  4292. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  4293. }
  4294. }
  4295. break;
  4296. case Binding::IndexBuffer:
  4297. case Binding::VertexBuffer:
  4298. {
  4299. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4300. ? m_indexBuffers[bind.m_idx]
  4301. : m_vertexBuffers[bind.m_idx]
  4302. ;
  4303. if (Access::Read != bind.m_un.m_compute.m_access)
  4304. {
  4305. uav[ii] = buffer.m_uav;
  4306. }
  4307. else
  4308. {
  4309. srv[ii] = buffer.m_srv;
  4310. }
  4311. }
  4312. break;
  4313. }
  4314. }
  4315. }
  4316. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  4317. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  4318. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  4319. if (isValid(compute.m_indirectBuffer) )
  4320. {
  4321. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4322. ID3D11Buffer* ptr = vb.m_ptr;
  4323. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4324. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4325. : compute.m_numIndirect
  4326. ;
  4327. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4328. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4329. {
  4330. deviceCtx->DispatchIndirect(ptr, args);
  4331. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4332. }
  4333. }
  4334. else
  4335. {
  4336. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4337. }
  4338. continue;
  4339. }
  4340. bool resetState = viewChanged || wasCompute;
  4341. if (wasCompute)
  4342. {
  4343. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4344. {
  4345. wchar_t* viewNameW = s_viewNameW[view];
  4346. viewNameW[3] = L' ';
  4347. PIX_ENDEVENT();
  4348. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4349. }
  4350. programIdx = invalidHandle;
  4351. m_currentProgram = NULL;
  4352. invalidateCompute();
  4353. }
  4354. const RenderDraw& draw = renderItem.draw;
  4355. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4356. if (isValid(draw.m_occlusionQuery)
  4357. && !hasOcclusionQuery
  4358. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4359. {
  4360. continue;
  4361. }
  4362. const uint64_t newFlags = draw.m_stateFlags;
  4363. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4364. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4365. currentState.m_stateFlags = newFlags;
  4366. const uint64_t newStencil = draw.m_stencil;
  4367. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4368. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4369. currentState.m_stencil = newStencil;
  4370. if (resetState)
  4371. {
  4372. wasCompute = false;
  4373. currentState.clear();
  4374. currentState.m_scissor = !draw.m_scissor;
  4375. changedFlags = BGFX_STATE_MASK;
  4376. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4377. currentState.m_stateFlags = newFlags;
  4378. currentState.m_stencil = newStencil;
  4379. setBlendState(newFlags);
  4380. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4381. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4382. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4383. }
  4384. if (prim.m_type != s_primInfo[primIndex].m_type)
  4385. {
  4386. prim = s_primInfo[primIndex];
  4387. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4388. }
  4389. uint16_t scissor = draw.m_scissor;
  4390. if (currentState.m_scissor != scissor)
  4391. {
  4392. currentState.m_scissor = scissor;
  4393. if (UINT16_MAX == scissor)
  4394. {
  4395. scissorEnabled = viewHasScissor;
  4396. if (viewHasScissor)
  4397. {
  4398. D3D11_RECT rc;
  4399. rc.left = viewScissorRect.m_x;
  4400. rc.top = viewScissorRect.m_y;
  4401. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4402. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4403. deviceCtx->RSSetScissorRects(1, &rc);
  4404. }
  4405. }
  4406. else
  4407. {
  4408. Rect scissorRect;
  4409. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  4410. scissorEnabled = true;
  4411. D3D11_RECT rc;
  4412. rc.left = scissorRect.m_x;
  4413. rc.top = scissorRect.m_y;
  4414. rc.right = scissorRect.m_x + scissorRect.m_width;
  4415. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4416. deviceCtx->RSSetScissorRects(1, &rc);
  4417. }
  4418. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4419. }
  4420. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4421. {
  4422. setDepthStencilState(newFlags, newStencil);
  4423. }
  4424. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4425. {
  4426. setBlendState(newFlags, draw.m_rgba);
  4427. currentState.m_rgba = draw.m_rgba;
  4428. }
  4429. if ( (0
  4430. | BGFX_STATE_CULL_MASK
  4431. | BGFX_STATE_ALPHA_REF_MASK
  4432. | BGFX_STATE_PT_MASK
  4433. | BGFX_STATE_POINT_SIZE_MASK
  4434. | BGFX_STATE_MSAA
  4435. ) & changedFlags)
  4436. {
  4437. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  4438. {
  4439. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4440. }
  4441. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4442. {
  4443. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4444. viewState.m_alphaRef = ref/255.0f;
  4445. }
  4446. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4447. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4448. if (prim.m_type != s_primInfo[primIndex].m_type)
  4449. {
  4450. prim = s_primInfo[primIndex];
  4451. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4452. }
  4453. }
  4454. bool programChanged = false;
  4455. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  4456. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4457. if (key.m_program != programIdx)
  4458. {
  4459. programIdx = key.m_program;
  4460. if (invalidHandle == programIdx)
  4461. {
  4462. m_currentProgram = NULL;
  4463. deviceCtx->VSSetShader(NULL, NULL, 0);
  4464. deviceCtx->PSSetShader(NULL, NULL, 0);
  4465. }
  4466. else
  4467. {
  4468. ProgramD3D11& program = m_program[programIdx];
  4469. m_currentProgram = &program;
  4470. const ShaderD3D11* vsh = program.m_vsh;
  4471. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  4472. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  4473. const ShaderD3D11* fsh = program.m_fsh;
  4474. if (NULL != m_currentColor
  4475. || fsh->m_hasDepthOp)
  4476. {
  4477. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  4478. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  4479. }
  4480. else
  4481. {
  4482. deviceCtx->PSSetShader(NULL, NULL, 0);
  4483. }
  4484. }
  4485. programChanged =
  4486. constantsChanged = true;
  4487. }
  4488. if (invalidHandle != programIdx)
  4489. {
  4490. ProgramD3D11& program = m_program[programIdx];
  4491. if (constantsChanged)
  4492. {
  4493. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4494. if (NULL != vcb)
  4495. {
  4496. commit(*vcb);
  4497. }
  4498. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4499. if (NULL != fcb)
  4500. {
  4501. commit(*fcb);
  4502. }
  4503. }
  4504. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  4505. if (constantsChanged
  4506. || program.m_numPredefined > 0)
  4507. {
  4508. commitShaderConstants();
  4509. }
  4510. }
  4511. {
  4512. uint32_t changes = 0;
  4513. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4514. {
  4515. const Binding& bind = draw.m_bind[stage];
  4516. Binding& current = currentState.m_bind[stage];
  4517. if (current.m_idx != bind.m_idx
  4518. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  4519. || programChanged)
  4520. {
  4521. if (invalidHandle != bind.m_idx)
  4522. {
  4523. TextureD3D11& texture = m_textures[bind.m_idx];
  4524. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  4525. }
  4526. else
  4527. {
  4528. m_textureStage.m_srv[stage] = NULL;
  4529. m_textureStage.m_sampler[stage] = NULL;
  4530. }
  4531. ++changes;
  4532. }
  4533. current = bind;
  4534. }
  4535. if (0 < changes)
  4536. {
  4537. commitTextureStage();
  4538. }
  4539. }
  4540. if (programChanged
  4541. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  4542. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4543. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4544. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4545. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4546. {
  4547. currentState.m_vertexDecl = draw.m_vertexDecl;
  4548. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4549. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4550. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4551. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4552. uint16_t handle = draw.m_vertexBuffer.idx;
  4553. if (invalidHandle != handle)
  4554. {
  4555. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  4556. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4557. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4558. uint32_t stride = vertexDecl.m_stride;
  4559. uint32_t offset = 0;
  4560. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  4561. if (isValid(draw.m_instanceDataBuffer) )
  4562. {
  4563. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  4564. uint32_t instStride = draw.m_instanceDataStride;
  4565. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  4566. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  4567. }
  4568. else
  4569. {
  4570. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4571. setInputLayout(vertexDecl, m_program[programIdx], 0);
  4572. }
  4573. }
  4574. else
  4575. {
  4576. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4577. }
  4578. }
  4579. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  4580. {
  4581. currentState.m_indexBuffer = draw.m_indexBuffer;
  4582. uint16_t handle = draw.m_indexBuffer.idx;
  4583. if (invalidHandle != handle)
  4584. {
  4585. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  4586. deviceCtx->IASetIndexBuffer(ib.m_ptr
  4587. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  4588. , 0
  4589. );
  4590. }
  4591. else
  4592. {
  4593. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4594. }
  4595. }
  4596. if (isValid(currentState.m_vertexBuffer) )
  4597. {
  4598. uint32_t numVertices = draw.m_numVertices;
  4599. if (UINT32_MAX == numVertices)
  4600. {
  4601. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  4602. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4603. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4604. numVertices = vb.m_size/vertexDecl.m_stride;
  4605. }
  4606. uint32_t numIndices = 0;
  4607. uint32_t numPrimsSubmitted = 0;
  4608. uint32_t numInstances = 0;
  4609. uint32_t numPrimsRendered = 0;
  4610. uint32_t numDrawIndirect = 0;
  4611. if (hasOcclusionQuery)
  4612. {
  4613. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  4614. }
  4615. if (isValid(draw.m_indirectBuffer) )
  4616. {
  4617. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  4618. ID3D11Buffer* ptr = vb.m_ptr;
  4619. if (isValid(draw.m_indexBuffer) )
  4620. {
  4621. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4622. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4623. : draw.m_numIndirect
  4624. ;
  4625. multiDrawIndexedInstancedIndirect(numDrawIndirect
  4626. , ptr
  4627. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4628. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4629. );
  4630. }
  4631. else
  4632. {
  4633. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4634. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4635. : draw.m_numIndirect
  4636. ;
  4637. multiDrawInstancedIndirect(numDrawIndirect
  4638. , ptr
  4639. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4640. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4641. );
  4642. }
  4643. }
  4644. else
  4645. {
  4646. if (isValid(draw.m_indexBuffer) )
  4647. {
  4648. if (UINT32_MAX == draw.m_numIndices)
  4649. {
  4650. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  4651. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  4652. numIndices = ib.m_size/indexSize;
  4653. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4654. numInstances = draw.m_numInstances;
  4655. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4656. if (numInstances > 1)
  4657. {
  4658. deviceCtx->DrawIndexedInstanced(numIndices
  4659. , draw.m_numInstances
  4660. , 0
  4661. , draw.m_startVertex
  4662. , 0
  4663. );
  4664. }
  4665. else
  4666. {
  4667. deviceCtx->DrawIndexed(numIndices
  4668. , 0
  4669. , draw.m_startVertex
  4670. );
  4671. }
  4672. }
  4673. else if (prim.m_min <= draw.m_numIndices)
  4674. {
  4675. numIndices = draw.m_numIndices;
  4676. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4677. numInstances = draw.m_numInstances;
  4678. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4679. if (numInstances > 1)
  4680. {
  4681. deviceCtx->DrawIndexedInstanced(numIndices
  4682. , draw.m_numInstances
  4683. , draw.m_startIndex
  4684. , draw.m_startVertex
  4685. , 0
  4686. );
  4687. }
  4688. else
  4689. {
  4690. deviceCtx->DrawIndexed(numIndices
  4691. , draw.m_startIndex
  4692. , draw.m_startVertex
  4693. );
  4694. }
  4695. }
  4696. }
  4697. else
  4698. {
  4699. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  4700. numInstances = draw.m_numInstances;
  4701. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4702. if (numInstances > 1)
  4703. {
  4704. deviceCtx->DrawInstanced(numVertices
  4705. , draw.m_numInstances
  4706. , draw.m_startVertex
  4707. , 0
  4708. );
  4709. }
  4710. else
  4711. {
  4712. deviceCtx->Draw(numVertices
  4713. , draw.m_startVertex
  4714. );
  4715. }
  4716. }
  4717. if (hasOcclusionQuery)
  4718. {
  4719. m_occlusionQuery.end();
  4720. }
  4721. }
  4722. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4723. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4724. statsNumInstances[primIndex] += numInstances;
  4725. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  4726. statsNumIndices += numIndices;
  4727. }
  4728. }
  4729. if (wasCompute)
  4730. {
  4731. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4732. {
  4733. wchar_t* viewNameW = s_viewNameW[view];
  4734. viewNameW[3] = L'C';
  4735. PIX_ENDEVENT();
  4736. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4737. }
  4738. invalidateCompute();
  4739. }
  4740. if (0 < _render->m_num)
  4741. {
  4742. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  4743. {
  4744. deviceCtx->Flush();
  4745. }
  4746. captureElapsed = -bx::getHPCounter();
  4747. capture();
  4748. captureElapsed += bx::getHPCounter();
  4749. BGFX_GPU_PROFILER_END();
  4750. BGFX_PROFILER_END();
  4751. }
  4752. }
  4753. PIX_ENDEVENT();
  4754. BGFX_GPU_PROFILER_END();
  4755. int64_t now = bx::getHPCounter();
  4756. elapsed += now;
  4757. static int64_t last = now;
  4758. Stats& perfStats = _render->m_perfStats;
  4759. perfStats.cpuTimeBegin = last;
  4760. int64_t frameTime = now - last;
  4761. last = now;
  4762. static int64_t min = frameTime;
  4763. static int64_t max = frameTime;
  4764. min = min > frameTime ? frameTime : min;
  4765. max = max < frameTime ? frameTime : max;
  4766. static uint32_t maxGpuLatency = 0;
  4767. static double maxGpuElapsed = 0.0f;
  4768. double elapsedGpuMs = 0.0;
  4769. m_gpuTimer.end();
  4770. while (m_gpuTimer.get() )
  4771. {
  4772. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4773. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4774. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4775. }
  4776. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4777. const int64_t timerFreq = bx::getHPFrequency();
  4778. perfStats.cpuTimeEnd = now;
  4779. perfStats.cpuTimerFreq = timerFreq;
  4780. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  4781. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  4782. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4783. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4784. {
  4785. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4786. TextVideoMem& tvm = m_textVideoMem;
  4787. static int64_t next = now;
  4788. if (now >= next)
  4789. {
  4790. next = now + timerFreq;
  4791. double freq = double(bx::getHPFrequency() );
  4792. double toMs = 1000.0/freq;
  4793. tvm.clear();
  4794. uint16_t pos = 0;
  4795. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4796. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4797. , getRendererName()
  4798. );
  4799. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4800. char description[BX_COUNTOF(desc.Description)];
  4801. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4802. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4803. char dedicatedVideo[16];
  4804. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4805. char dedicatedSystem[16];
  4806. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4807. char sharedSystem[16];
  4808. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4809. char processMemoryUsed[16];
  4810. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4811. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4812. , dedicatedVideo
  4813. , dedicatedSystem
  4814. , sharedSystem
  4815. , processMemoryUsed
  4816. );
  4817. pos = 10;
  4818. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4819. , double(frameTime)*toMs
  4820. , double(min)*toMs
  4821. , double(max)*toMs
  4822. , freq/frameTime
  4823. );
  4824. char hmd[16];
  4825. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4826. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4827. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4828. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4829. , 0 != msaa ? '\xfe' : ' '
  4830. , 1<<msaa
  4831. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  4832. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4833. );
  4834. double elapsedCpuMs = double(elapsed)*toMs;
  4835. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  4836. , _render->m_num
  4837. , statsKeyType[0]
  4838. , statsKeyType[1]
  4839. , elapsedCpuMs
  4840. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  4841. , maxGpuElapsed
  4842. , maxGpuLatency
  4843. );
  4844. maxGpuLatency = 0;
  4845. maxGpuElapsed = 0.0;
  4846. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4847. {
  4848. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  4849. , s_primName[ii]
  4850. , statsNumPrimsRendered[ii]
  4851. , statsNumInstances[ii]
  4852. , statsNumPrimsSubmitted[ii]
  4853. , statsNumDrawIndirect[ii]
  4854. );
  4855. }
  4856. if (NULL != m_renderdocdll)
  4857. {
  4858. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4859. }
  4860. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4861. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4862. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4863. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4864. pos++;
  4865. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  4866. pos++;
  4867. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4868. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  4869. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  4870. , m_blendStateCache.getCount()
  4871. , m_depthStencilStateCache.getCount()
  4872. , m_inputLayoutCache.getCount()
  4873. , m_rasterizerStateCache.getCount()
  4874. , m_samplerStateCache.getCount()
  4875. );
  4876. pos++;
  4877. double captureMs = double(captureElapsed)*toMs;
  4878. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4879. uint8_t attr[2] = { 0x89, 0x8a };
  4880. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4881. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4882. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4883. min = frameTime;
  4884. max = frameTime;
  4885. }
  4886. blit(this, _textVideoMemBlitter, tvm);
  4887. PIX_ENDEVENT();
  4888. }
  4889. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4890. {
  4891. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4892. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4893. PIX_ENDEVENT();
  4894. }
  4895. }
  4896. } /* namespace d3d11 */ } // namespace bgfx
  4897. #else
  4898. namespace bgfx { namespace d3d11
  4899. {
  4900. RendererContextI* rendererCreate()
  4901. {
  4902. return NULL;
  4903. }
  4904. void rendererDestroy()
  4905. {
  4906. }
  4907. } /* namespace d3d11 */ } // namespace bgfx
  4908. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11