renderer_d3d12.cpp 172 KB

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  1. /*
  2. * Copyright 2011-2016 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. namespace bgfx { namespace d3d12
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  11. struct PrimInfo
  12. {
  13. D3D_PRIMITIVE_TOPOLOGY m_topology;
  14. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  15. uint32_t m_min;
  16. uint32_t m_div;
  17. uint32_t m_sub;
  18. };
  19. static const PrimInfo s_primInfo[] =
  20. {
  21. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  22. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  23. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  24. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "Point",
  33. };
  34. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  35. static const uint32_t s_checkMsaa[] =
  36. {
  37. 0,
  38. 2,
  39. 4,
  40. 8,
  41. 16,
  42. };
  43. static DXGI_SAMPLE_DESC s_msaa[] =
  44. {
  45. { 1, 0 },
  46. { 2, 0 },
  47. { 4, 0 },
  48. { 8, 0 },
  49. { 16, 0 },
  50. };
  51. static const D3D12_BLEND s_blendFactor[][2] =
  52. {
  53. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  54. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  55. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  56. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  57. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  58. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  59. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  60. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  61. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  62. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  63. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  64. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  65. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  66. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  67. };
  68. static const D3D12_BLEND_OP s_blendEquation[] =
  69. {
  70. D3D12_BLEND_OP_ADD,
  71. D3D12_BLEND_OP_SUBTRACT,
  72. D3D12_BLEND_OP_REV_SUBTRACT,
  73. D3D12_BLEND_OP_MIN,
  74. D3D12_BLEND_OP_MAX,
  75. };
  76. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  77. {
  78. D3D12_COMPARISON_FUNC(0), // ignored
  79. D3D12_COMPARISON_FUNC_LESS,
  80. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  81. D3D12_COMPARISON_FUNC_EQUAL,
  82. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  83. D3D12_COMPARISON_FUNC_GREATER,
  84. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  85. D3D12_COMPARISON_FUNC_NEVER,
  86. D3D12_COMPARISON_FUNC_ALWAYS,
  87. };
  88. static const D3D12_STENCIL_OP s_stencilOp[] =
  89. {
  90. D3D12_STENCIL_OP_ZERO,
  91. D3D12_STENCIL_OP_KEEP,
  92. D3D12_STENCIL_OP_REPLACE,
  93. D3D12_STENCIL_OP_INCR,
  94. D3D12_STENCIL_OP_INCR_SAT,
  95. D3D12_STENCIL_OP_DECR,
  96. D3D12_STENCIL_OP_DECR_SAT,
  97. D3D12_STENCIL_OP_INVERT,
  98. };
  99. static const D3D12_CULL_MODE s_cullMode[] =
  100. {
  101. D3D12_CULL_MODE_NONE,
  102. D3D12_CULL_MODE_FRONT,
  103. D3D12_CULL_MODE_BACK,
  104. };
  105. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  106. {
  107. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  108. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  109. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  110. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  111. };
  112. /*
  113. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  114. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  115. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  116. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  117. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  118. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  119. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  120. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  121. * D3D11_FILTER_ANISOTROPIC = 0x55,
  122. *
  123. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  124. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  125. *
  126. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  127. * 0x10 // MIN_LINEAR
  128. * 0x04 // MAG_LINEAR
  129. * 0x01 // MIP_LINEAR
  130. */
  131. static const uint8_t s_textureFilter[3][3] =
  132. {
  133. {
  134. 0x10, // min linear
  135. 0x00, // min point
  136. 0x55, // anisotropic
  137. },
  138. {
  139. 0x04, // mag linear
  140. 0x00, // mag point
  141. 0x55, // anisotropic
  142. },
  143. {
  144. 0x01, // mip linear
  145. 0x00, // mip point
  146. 0x55, // anisotropic
  147. },
  148. };
  149. struct TextureFormatInfo
  150. {
  151. DXGI_FORMAT m_fmt;
  152. DXGI_FORMAT m_fmtSrv;
  153. DXGI_FORMAT m_fmtDsv;
  154. DXGI_FORMAT m_fmtSrgb;
  155. };
  156. static const TextureFormatInfo s_textureFormat[] =
  157. {
  158. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  159. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  160. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  161. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  162. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  163. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  164. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  165. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  166. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  176. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  177. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  178. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  179. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  180. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  181. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  182. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  183. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  184. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  185. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  186. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  187. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  188. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  189. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  190. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  191. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  192. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  193. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  194. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  195. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  196. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  197. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  198. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  199. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  200. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  201. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  206. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  207. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  208. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  209. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  210. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  211. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  212. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  213. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  214. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  215. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  216. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  217. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  218. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  219. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  220. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  221. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  222. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  223. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  224. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  225. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  226. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  227. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  229. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  230. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  232. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  233. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  234. };
  235. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  236. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  237. {
  238. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  239. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. };
  255. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  256. static const DXGI_FORMAT s_attribType[][4][2] =
  257. {
  258. { // Uint8
  259. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  260. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  261. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  262. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  263. },
  264. { // Uint10
  265. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  266. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  267. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  268. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  269. },
  270. { // Int16
  271. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  272. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  273. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  274. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  275. },
  276. { // Half
  277. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  278. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  279. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  280. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  281. },
  282. { // Float
  283. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  284. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  285. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  286. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  287. },
  288. };
  289. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  290. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  291. {
  292. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  293. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  294. {
  295. if (UINT16_MAX != _decl.m_attributes[attr])
  296. {
  297. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  298. if (0 == _decl.m_attributes[attr])
  299. {
  300. elem->AlignedByteOffset = 0;
  301. }
  302. else
  303. {
  304. uint8_t num;
  305. AttribType::Enum type;
  306. bool normalized;
  307. bool asInt;
  308. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  309. elem->Format = s_attribType[type][num-1][normalized];
  310. elem->AlignedByteOffset = _decl.m_offset[attr];
  311. }
  312. ++elem;
  313. }
  314. }
  315. return elem;
  316. }
  317. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  318. {
  319. D3D12_RESOURCE_BARRIER barrier;
  320. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  321. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  322. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  323. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  324. barrier.Transition.StateBefore = _stateBefore;
  325. barrier.Transition.StateAfter = _stateAfter;
  326. _commandList->ResourceBarrier(1, &barrier);
  327. }
  328. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  329. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  330. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  331. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  332. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  333. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  334. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  335. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  336. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  337. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  338. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  339. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  340. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  341. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  342. struct HeapProperty
  343. {
  344. enum Enum
  345. {
  346. Default,
  347. Upload,
  348. ReadBack,
  349. Count
  350. };
  351. D3D12_HEAP_PROPERTIES m_properties;
  352. D3D12_RESOURCE_STATES m_state;
  353. };
  354. static const HeapProperty s_heapProperties[] =
  355. {
  356. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  357. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  358. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  359. };
  360. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  361. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  362. {
  363. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  364. ID3D12Resource* resource;
  365. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  366. , D3D12_HEAP_FLAG_NONE
  367. , _resourceDesc
  368. , heapProperty.m_state
  369. , _clearValue
  370. , IID_ID3D12Resource
  371. , (void**)&resource
  372. ) );
  373. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  374. , _resourceDesc->Width
  375. );
  376. return resource;
  377. }
  378. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  379. {
  380. D3D12_RESOURCE_DESC resourceDesc;
  381. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  382. resourceDesc.Alignment = 0;
  383. resourceDesc.Width = _size;
  384. resourceDesc.Height = 1;
  385. resourceDesc.DepthOrArraySize = 1;
  386. resourceDesc.MipLevels = 1;
  387. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  388. resourceDesc.SampleDesc.Count = 1;
  389. resourceDesc.SampleDesc.Quality = 0;
  390. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  391. resourceDesc.Flags = _flags;
  392. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  393. }
  394. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  395. {
  396. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  397. {
  398. char temp[2048];
  399. va_list argList;
  400. va_start(argList, _format);
  401. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  402. va_end(argList);
  403. temp[size] = '\0';
  404. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  405. mbstowcs(wtemp, temp, size+1);
  406. _object->SetName(wtemp);
  407. }
  408. }
  409. #if USE_D3D12_DYNAMIC_LIB
  410. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  411. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  412. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  413. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  414. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  415. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  416. #endif // USE_D3D12_DYNAMIC_LIB
  417. struct RendererContextD3D12 : public RendererContextI
  418. {
  419. RendererContextD3D12()
  420. : m_wireframe(false)
  421. , m_maxAnisotropy(1)
  422. , m_depthClamp(false)
  423. , m_fsChanges(0)
  424. , m_vsChanges(0)
  425. , m_backBufferColorIdx(0)
  426. , m_rtMsaa(false)
  427. {
  428. }
  429. ~RendererContextD3D12()
  430. {
  431. }
  432. bool init()
  433. {
  434. struct ErrorState
  435. {
  436. enum Enum
  437. {
  438. Default,
  439. LoadedKernel32,
  440. LoadedD3D12,
  441. LoadedDXGI,
  442. CreatedDXGIFactory,
  443. CreatedCommandQueue,
  444. };
  445. };
  446. ErrorState::Enum errorState = ErrorState::Default;
  447. LUID luid;
  448. m_fbh.idx = invalidHandle;
  449. memset(m_uniforms, 0, sizeof(m_uniforms) );
  450. memset(&m_resolution, 0, sizeof(m_resolution) );
  451. #if USE_D3D12_DYNAMIC_LIB
  452. m_kernel32dll = bx::dlopen("kernel32.dll");
  453. BX_WARN(NULL != m_kernel32dll, "Failed to load kernel32.dll.");
  454. if (NULL == m_kernel32dll)
  455. {
  456. goto error;
  457. }
  458. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  459. BX_WARN(NULL != CreateEventExA, "Function CreateEventExA not found.");
  460. if (NULL == CreateEventExA)
  461. {
  462. goto error;
  463. }
  464. errorState = ErrorState::LoadedKernel32;
  465. m_d3d12dll = bx::dlopen("d3d12.dll");
  466. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  467. if (NULL == m_d3d12dll)
  468. {
  469. goto error;
  470. }
  471. errorState = ErrorState::LoadedD3D12;
  472. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  473. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  474. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  475. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  476. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  477. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  478. if (NULL == D3D12CreateDevice
  479. || NULL == D3D12GetDebugInterface
  480. || NULL == D3D12SerializeRootSignature)
  481. {
  482. goto error;
  483. }
  484. m_dxgidll = bx::dlopen("dxgi.dll");
  485. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  486. if (NULL == m_dxgidll)
  487. {
  488. goto error;
  489. }
  490. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  491. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  492. if (NULL == CreateDXGIFactory1)
  493. {
  494. goto error;
  495. }
  496. #endif // USE_D3D12_DYNAMIC_LIB
  497. errorState = ErrorState::LoadedDXGI;
  498. HRESULT hr;
  499. #if BX_PLATFORM_WINDOWS
  500. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  501. #else
  502. hr = S_OK;
  503. m_factory = NULL;
  504. #endif // BX_PLATFORM_*
  505. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  506. if (FAILED(hr) )
  507. {
  508. goto error;
  509. }
  510. errorState = ErrorState::CreatedDXGIFactory;
  511. m_adapter = NULL;
  512. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  513. {
  514. #if BX_PLATFORM_WINDOWS
  515. IDXGIAdapter3* adapter;
  516. #else
  517. IDXGIAdapter* adapter;
  518. #endif // BX_PLATFORM_*
  519. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  520. {
  521. DXGI_ADAPTER_DESC desc;
  522. hr = adapter->GetDesc(&desc);
  523. if (SUCCEEDED(hr) )
  524. {
  525. BX_TRACE("Adapter #%d", ii);
  526. char description[BX_COUNTOF(desc.Description)];
  527. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  528. BX_TRACE("\tDescription: %s", description);
  529. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  530. , desc.VendorId
  531. , desc.DeviceId
  532. , desc.SubSysId
  533. , desc.Revision
  534. );
  535. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  536. , desc.DedicatedVideoMemory
  537. , desc.DedicatedSystemMemory
  538. , desc.SharedSystemMemory
  539. );
  540. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  541. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  542. ++g_caps.numGPUs;
  543. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  544. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  545. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  546. {
  547. m_adapter = adapter;
  548. m_adapter->AddRef();
  549. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  550. }
  551. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  552. && 0 != strstr(description, "PerfHUD") )
  553. {
  554. m_adapter = adapter;
  555. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  556. }
  557. }
  558. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  559. }
  560. }
  561. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  562. {
  563. ID3D12Debug* debug;
  564. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  565. if (SUCCEEDED(hr) )
  566. {
  567. debug->EnableDebugLayer();
  568. }
  569. }
  570. {
  571. D3D_FEATURE_LEVEL featureLevel[] =
  572. {
  573. D3D_FEATURE_LEVEL_12_1,
  574. D3D_FEATURE_LEVEL_12_0,
  575. D3D_FEATURE_LEVEL_11_1,
  576. D3D_FEATURE_LEVEL_11_0,
  577. };
  578. hr = E_FAIL;
  579. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  580. {
  581. hr = D3D12CreateDevice(m_adapter
  582. , featureLevel[ii]
  583. , IID_ID3D12Device
  584. , (void**)&m_device
  585. );
  586. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  587. , (featureLevel[ii] >> 12) & 0xf
  588. , (featureLevel[ii] >> 8) & 0xf
  589. );
  590. }
  591. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device.");
  592. }
  593. if (FAILED(hr) )
  594. {
  595. goto error;
  596. }
  597. {
  598. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  599. luid = m_device->GetAdapterLuid();
  600. #if BX_PLATFORM_WINDOWS
  601. IDXGIAdapter3* adapter;
  602. #else
  603. IDXGIAdapter* adapter;
  604. #endif // BX_PLATFORM_*
  605. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  606. {
  607. adapter->GetDesc(&m_adapterDesc);
  608. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  609. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  610. {
  611. if (NULL == m_adapter)
  612. {
  613. m_adapter = adapter;
  614. }
  615. else
  616. {
  617. DX_RELEASE(adapter, 0);
  618. }
  619. break;
  620. }
  621. DX_RELEASE(adapter, 0);
  622. }
  623. }
  624. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  625. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  626. {
  627. uint32_t numNodes = m_device->GetNodeCount();
  628. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  629. for (uint32_t ii = 0; ii < numNodes; ++ii)
  630. {
  631. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  632. architecture.NodeIndex = ii;
  633. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  634. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  635. , ii
  636. , architecture.TileBasedRenderer
  637. , architecture.UMA
  638. , architecture.CacheCoherentUMA
  639. );
  640. if (0 == ii)
  641. {
  642. memcpy(&m_architecture, &architecture, sizeof(architecture) );
  643. }
  644. }
  645. }
  646. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  647. BX_TRACE("D3D12 options:")
  648. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  649. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  650. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  651. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  652. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  653. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  654. m_cmd.init(m_device);
  655. errorState = ErrorState::CreatedCommandQueue;
  656. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  657. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  658. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  659. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  660. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  661. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  662. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  663. m_scd.SampleDesc.Count = 1;
  664. m_scd.SampleDesc.Quality = 0;
  665. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  666. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  667. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  668. m_scd.Windowed = true;
  669. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  670. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  671. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  672. , m_scd.BufferCount
  673. , BX_COUNTOF(m_backBufferColor)
  674. );
  675. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  676. , &m_scd
  677. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  678. );
  679. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  680. if (FAILED(hr) )
  681. {
  682. goto error;
  683. }
  684. m_presentElapsed = 0;
  685. {
  686. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  687. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  688. m_numWindows = 1;
  689. #if BX_PLATFORM_WINDOWS
  690. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  691. , 0
  692. | DXGI_MWA_NO_WINDOW_CHANGES
  693. | DXGI_MWA_NO_ALT_ENTER
  694. ) );
  695. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  696. {
  697. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  698. if (SUCCEEDED(hr) )
  699. {
  700. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  701. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  702. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  703. D3D12_INFO_QUEUE_FILTER filter;
  704. memset(&filter, 0, sizeof(filter) );
  705. D3D12_MESSAGE_CATEGORY catlist[] =
  706. {
  707. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  708. D3D12_MESSAGE_CATEGORY_EXECUTION,
  709. };
  710. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  711. filter.DenyList.pCategoryList = catlist;
  712. m_infoQueue->PushStorageFilter(&filter);
  713. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  714. }
  715. }
  716. #endif // BX_PLATFORM_WINDOWS
  717. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  718. rtvDescHeap.NumDescriptors = 0
  719. + BX_COUNTOF(m_backBufferColor)
  720. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  721. ;
  722. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  723. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  724. rtvDescHeap.NodeMask = 1;
  725. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  726. , IID_ID3D12DescriptorHeap
  727. , (void**)&m_rtvDescriptorHeap
  728. ) );
  729. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  730. dsvDescHeap.NumDescriptors = 0
  731. + 1 // reserved for depth backbuffer.
  732. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  733. ;
  734. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  735. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  736. dsvDescHeap.NodeMask = 1;
  737. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  738. , IID_ID3D12DescriptorHeap
  739. , (void**)&m_dsvDescriptorHeap
  740. ) );
  741. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  742. {
  743. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  744. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  745. );
  746. }
  747. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  748. , 1024
  749. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  750. );
  751. D3D12_DESCRIPTOR_RANGE descRange[] =
  752. {
  753. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  754. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  755. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  756. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  757. };
  758. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  759. D3D12_ROOT_PARAMETER rootParameter[] =
  760. {
  761. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  762. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  763. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  764. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  765. };
  766. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  767. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  768. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  769. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  770. descRootSignature.pParameters = rootParameter;
  771. descRootSignature.NumStaticSamplers = 0;
  772. descRootSignature.pStaticSamplers = NULL;
  773. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  774. ID3DBlob* outBlob;
  775. ID3DBlob* errorBlob;
  776. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  777. , D3D_ROOT_SIGNATURE_VERSION_1
  778. , &outBlob
  779. , &errorBlob
  780. ) );
  781. DX_CHECK(m_device->CreateRootSignature(0
  782. , outBlob->GetBufferPointer()
  783. , outBlob->GetBufferSize()
  784. , IID_ID3D12RootSignature
  785. , (void**)&m_rootSignature
  786. ) );
  787. UniformHandle handle = BGFX_INVALID_HANDLE;
  788. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  789. {
  790. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  791. }
  792. g_caps.supported |= ( 0
  793. | BGFX_CAPS_TEXTURE_3D
  794. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  795. | BGFX_CAPS_INSTANCING
  796. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  797. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  798. | BGFX_CAPS_FRAGMENT_DEPTH
  799. | BGFX_CAPS_BLEND_INDEPENDENT
  800. | BGFX_CAPS_COMPUTE
  801. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  802. // | BGFX_CAPS_SWAP_CHAIN
  803. | BGFX_CAPS_TEXTURE_BLIT
  804. | BGFX_CAPS_TEXTURE_READ_BACK
  805. | BGFX_CAPS_OCCLUSION_QUERY
  806. );
  807. g_caps.maxTextureSize = 16384;
  808. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  809. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  810. {
  811. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  812. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  813. ? s_textureFormat[ii].m_fmtDsv
  814. : s_textureFormat[ii].m_fmt
  815. ;
  816. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  817. if (DXGI_FORMAT_UNKNOWN != fmt)
  818. {
  819. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  820. data.Format = fmt;
  821. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  822. if (SUCCEEDED(hr) )
  823. {
  824. support |= 0 != (data.Support1 & (0
  825. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  826. ) )
  827. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  828. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  829. ;
  830. support |= 0 != (data.Support1 & (0
  831. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  832. ) )
  833. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  834. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  835. ;
  836. support |= 0 != (data.Support1 & (0
  837. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  838. ) )
  839. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  840. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  841. ;
  842. support |= 0 != (data.Support1 & (0
  843. | D3D12_FORMAT_SUPPORT1_BUFFER
  844. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  845. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  846. ) )
  847. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  848. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  849. ;
  850. support |= 0 != (data.Support1 & (0
  851. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  852. ) )
  853. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  854. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  855. ;
  856. support |= 0 != (data.Support1 & (0
  857. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  858. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  859. ) )
  860. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  861. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  862. ;
  863. support |= 0 != (data.Support1 & (0
  864. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  865. ) )
  866. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  867. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  868. ;
  869. support |= 0 != (data.Support1 & (0
  870. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  871. ) )
  872. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  873. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  874. ;
  875. }
  876. else
  877. {
  878. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  879. }
  880. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  881. {
  882. // clear image flag for additional testing
  883. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  884. data.Format = s_textureFormat[ii].m_fmt;
  885. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  886. if (SUCCEEDED(hr) )
  887. {
  888. support |= 0 != (data.Support2 & (0
  889. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  890. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  891. ) )
  892. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  893. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  894. ;
  895. }
  896. }
  897. }
  898. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  899. {
  900. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  901. {
  902. DXGI_FORMAT InFormat;
  903. UINT OutFormatSupport;
  904. };
  905. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  906. data.Format = fmtSrgb;
  907. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  908. if (SUCCEEDED(hr) )
  909. {
  910. support |= 0 != (data.Support1 & (0
  911. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  912. ) )
  913. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  914. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  915. ;
  916. support |= 0 != (data.Support1 & (0
  917. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  918. ) )
  919. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  920. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  921. ;
  922. support |= 0 != (data.Support1 & (0
  923. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  924. ) )
  925. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  926. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  927. ;
  928. }
  929. else
  930. {
  931. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  932. }
  933. }
  934. g_caps.formats[ii] = support;
  935. }
  936. postReset();
  937. m_batch.create(4<<10);
  938. m_gpuTimer.init();
  939. m_occlusionQuery.init();
  940. }
  941. g_internalData.context = m_device;
  942. return true;
  943. error:
  944. switch (errorState)
  945. {
  946. case ErrorState::CreatedCommandQueue:
  947. m_cmd.shutdown();
  948. case ErrorState::CreatedDXGIFactory:
  949. DX_RELEASE(m_device, 0);
  950. DX_RELEASE(m_adapter, 0);
  951. DX_RELEASE(m_factory, 0);
  952. #if USE_D3D12_DYNAMIC_LIB
  953. case ErrorState::LoadedDXGI:
  954. bx::dlclose(m_dxgidll);
  955. case ErrorState::LoadedD3D12:
  956. bx::dlclose(m_d3d12dll);
  957. case ErrorState::LoadedKernel32:
  958. bx::dlclose(m_kernel32dll);
  959. #endif // USE_D3D12_DYNAMIC_LIB
  960. case ErrorState::Default:
  961. default:
  962. break;
  963. }
  964. return false;
  965. }
  966. void shutdown()
  967. {
  968. m_batch.destroy();
  969. preReset();
  970. m_gpuTimer.shutdown();
  971. m_occlusionQuery.shutdown();
  972. m_samplerAllocator.destroy();
  973. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  974. {
  975. m_scratchBuffer[ii].destroy();
  976. }
  977. m_pipelineStateCache.invalidate();
  978. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  979. {
  980. m_indexBuffers[ii].destroy();
  981. }
  982. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  983. {
  984. m_vertexBuffers[ii].destroy();
  985. }
  986. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  987. {
  988. m_shaders[ii].destroy();
  989. }
  990. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  991. {
  992. m_textures[ii].destroy();
  993. }
  994. DX_RELEASE(m_rtvDescriptorHeap, 0);
  995. DX_RELEASE(m_dsvDescriptorHeap, 0);
  996. DX_RELEASE(m_rootSignature, 0);
  997. DX_RELEASE(m_swapChain, 0);
  998. m_cmd.shutdown();
  999. DX_RELEASE(m_device, 0);
  1000. DX_RELEASE(m_adapter, 0);
  1001. DX_RELEASE(m_factory, 0);
  1002. #if USE_D3D12_DYNAMIC_LIB
  1003. bx::dlclose(m_dxgidll);
  1004. bx::dlclose(m_d3d12dll);
  1005. bx::dlclose(m_kernel32dll);
  1006. #endif // USE_D3D12_DYNAMIC_LIB
  1007. }
  1008. RendererType::Enum getRendererType() const BX_OVERRIDE
  1009. {
  1010. return RendererType::Direct3D12;
  1011. }
  1012. const char* getRendererName() const BX_OVERRIDE
  1013. {
  1014. return BGFX_RENDERER_DIRECT3D12_NAME;
  1015. }
  1016. static bool isLost(HRESULT _hr)
  1017. {
  1018. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1019. || DXGI_ERROR_DEVICE_HUNG == _hr
  1020. || DXGI_ERROR_DEVICE_RESET == _hr
  1021. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1022. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1023. ;
  1024. }
  1025. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  1026. {
  1027. if (NULL != m_swapChain)
  1028. {
  1029. int64_t start = bx::getHPCounter();
  1030. HRESULT hr = 0;
  1031. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1032. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1033. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1034. {
  1035. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1036. }
  1037. if (SUCCEEDED(hr) )
  1038. {
  1039. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1040. hr = m_swapChain->Present(syncInterval, flags);
  1041. }
  1042. int64_t now = bx::getHPCounter();
  1043. m_presentElapsed = now - start;
  1044. if (FAILED(hr)
  1045. && isLost(hr) )
  1046. {
  1047. ++m_lost;
  1048. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1049. }
  1050. else
  1051. {
  1052. m_lost = 0;
  1053. }
  1054. }
  1055. }
  1056. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1057. {
  1058. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1059. }
  1060. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1061. {
  1062. m_indexBuffers[_handle.idx].destroy();
  1063. }
  1064. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1065. {
  1066. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1067. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1068. dump(decl);
  1069. }
  1070. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1071. {
  1072. }
  1073. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1074. {
  1075. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1076. }
  1077. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1078. {
  1079. m_vertexBuffers[_handle.idx].destroy();
  1080. }
  1081. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1082. {
  1083. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1084. }
  1085. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1086. {
  1087. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1088. }
  1089. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1090. {
  1091. m_indexBuffers[_handle.idx].destroy();
  1092. }
  1093. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1094. {
  1095. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1096. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1097. }
  1098. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1099. {
  1100. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1101. }
  1102. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1103. {
  1104. m_vertexBuffers[_handle.idx].destroy();
  1105. }
  1106. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1107. {
  1108. m_shaders[_handle.idx].create(_mem);
  1109. }
  1110. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1111. {
  1112. m_shaders[_handle.idx].destroy();
  1113. }
  1114. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1115. {
  1116. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1117. }
  1118. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1119. {
  1120. m_program[_handle.idx].destroy();
  1121. }
  1122. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1123. {
  1124. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1125. }
  1126. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1127. {
  1128. }
  1129. 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
  1130. {
  1131. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1132. }
  1133. void updateTextureEnd() BX_OVERRIDE
  1134. {
  1135. }
  1136. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  1137. {
  1138. const TextureD3D12& texture = m_textures[_handle.idx];
  1139. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  1140. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1141. uint32_t numRows;
  1142. uint64_t total;
  1143. uint64_t srcPitch;
  1144. m_device->GetCopyableFootprints(&desc
  1145. , 0
  1146. , 1
  1147. , 0
  1148. , &layout
  1149. , &numRows
  1150. , &srcPitch
  1151. , &total
  1152. );
  1153. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1154. D3D12_BOX box;
  1155. box.left = 0;
  1156. box.top = 0;
  1157. box.right = texture.m_width;
  1158. box.bottom = texture.m_height;
  1159. box.front = 0;
  1160. box.back = 1;
  1161. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1162. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1163. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1164. finish();
  1165. m_commandList = m_cmd.alloc();
  1166. uint8_t* src;
  1167. readback->Map(0, NULL, (void**)&src);
  1168. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1169. uint8_t* dst = (uint8_t*)_data;
  1170. uint32_t dstPitch = texture.m_width*bpp/8;
  1171. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1172. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  1173. {
  1174. memcpy(dst, src, pitch);
  1175. src += srcPitch;
  1176. dst += dstPitch;
  1177. }
  1178. readback->Unmap(0, NULL);
  1179. DX_RELEASE(readback, 0);
  1180. }
  1181. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1182. {
  1183. TextureD3D12& texture = m_textures[_handle.idx];
  1184. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1185. const Memory* mem = alloc(size);
  1186. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1187. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1188. bx::write(&writer, magic);
  1189. TextureCreate tc;
  1190. tc.m_flags = texture.m_flags;
  1191. tc.m_width = _width;
  1192. tc.m_height = _height;
  1193. tc.m_sides = 0;
  1194. tc.m_depth = 0;
  1195. tc.m_numMips = 1;
  1196. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1197. tc.m_cubeMap = false;
  1198. tc.m_mem = NULL;
  1199. bx::write(&writer, tc);
  1200. texture.destroy();
  1201. texture.create(mem, tc.m_flags, 0);
  1202. release(mem);
  1203. }
  1204. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  1205. {
  1206. BX_UNUSED(_handle, _ptr);
  1207. }
  1208. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  1209. {
  1210. BX_UNUSED(_handle);
  1211. return 0;
  1212. }
  1213. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1214. {
  1215. m_textures[_handle.idx].destroy();
  1216. }
  1217. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  1218. {
  1219. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1220. }
  1221. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1222. {
  1223. uint16_t denseIdx = m_numWindows++;
  1224. m_windows[denseIdx] = _handle;
  1225. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1226. }
  1227. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1228. {
  1229. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1230. if (UINT16_MAX != denseIdx)
  1231. {
  1232. --m_numWindows;
  1233. if (m_numWindows > 1)
  1234. {
  1235. FrameBufferHandle handle = m_windows[m_numWindows];
  1236. m_windows[denseIdx] = handle;
  1237. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1238. }
  1239. }
  1240. }
  1241. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1242. {
  1243. if (NULL != m_uniforms[_handle.idx])
  1244. {
  1245. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1246. }
  1247. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1248. void* data = BX_ALLOC(g_allocator, size);
  1249. memset(data, 0, size);
  1250. m_uniforms[_handle.idx] = data;
  1251. m_uniformReg.add(_handle, _name, data);
  1252. }
  1253. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1254. {
  1255. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1256. m_uniforms[_handle.idx] = NULL;
  1257. }
  1258. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1259. {
  1260. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1261. m_cmd.finish(m_backBufferColorFence[idx]);
  1262. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1263. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1264. const uint32_t width = (uint32_t)desc.Width;
  1265. const uint32_t height = (uint32_t)desc.Height;
  1266. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1267. uint32_t numRows;
  1268. uint64_t total;
  1269. uint64_t pitch;
  1270. m_device->GetCopyableFootprints(&desc
  1271. , 0
  1272. , 1
  1273. , 0
  1274. , &layout
  1275. , &numRows
  1276. , &pitch
  1277. , &total
  1278. );
  1279. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1280. D3D12_BOX box;
  1281. box.left = 0;
  1282. box.top = 0;
  1283. box.right = width;
  1284. box.bottom = height;
  1285. box.front = 0;
  1286. box.back = 1;
  1287. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1288. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1289. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1290. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1291. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1292. finish();
  1293. m_commandList = m_cmd.alloc();
  1294. void* data;
  1295. readback->Map(0, NULL, (void**)&data);
  1296. imageSwizzleBgra8(width
  1297. , height
  1298. , (uint32_t)pitch
  1299. , data
  1300. , data
  1301. );
  1302. g_callback->screenShot(_filePath
  1303. , width
  1304. , height
  1305. , (uint32_t)pitch
  1306. , data
  1307. , (uint32_t)total
  1308. , false
  1309. );
  1310. readback->Unmap(0, NULL);
  1311. DX_RELEASE(readback, 0);
  1312. }
  1313. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1314. {
  1315. }
  1316. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1317. {
  1318. memcpy(m_uniforms[_loc], _data, _size);
  1319. }
  1320. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1321. {
  1322. }
  1323. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1324. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1325. {
  1326. const uint32_t width = m_scd.BufferDesc.Width;
  1327. const uint32_t height = m_scd.BufferDesc.Height;
  1328. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1329. setFrameBuffer(fbh, false);
  1330. D3D12_VIEWPORT vp;
  1331. vp.TopLeftX = 0;
  1332. vp.TopLeftY = 0;
  1333. vp.Width = (float)width;
  1334. vp.Height = (float)height;
  1335. vp.MinDepth = 0.0f;
  1336. vp.MaxDepth = 1.0f;
  1337. m_commandList->RSSetViewports(1, &vp);
  1338. D3D12_RECT rc;
  1339. rc.left = 0;
  1340. rc.top = 0;
  1341. rc.right = width;
  1342. rc.bottom = height;
  1343. m_commandList->RSSetScissorRects(1, &rc);
  1344. const uint64_t state = 0
  1345. | BGFX_STATE_RGB_WRITE
  1346. | BGFX_STATE_ALPHA_WRITE
  1347. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1348. ;
  1349. ID3D12PipelineState* pso = getPipelineState(state
  1350. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1351. , _blitter.m_vb->decl.idx
  1352. , _blitter.m_program.idx
  1353. , 0
  1354. );
  1355. m_commandList->SetPipelineState(pso);
  1356. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1357. float proj[16];
  1358. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1359. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1360. uint8_t flags = predefined.m_type;
  1361. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1362. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1363. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1364. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1365. ID3D12DescriptorHeap* heaps[] =
  1366. {
  1367. m_samplerAllocator.getHeap(),
  1368. scratchBuffer.getHeap(),
  1369. };
  1370. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1371. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1372. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1373. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1374. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1375. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1376. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1377. scratchBuffer.allocSrv(srvHandle, texture);
  1378. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1379. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1380. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1381. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1382. viewDesc.BufferLocation = vb.m_gpuVA;
  1383. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1384. viewDesc.SizeInBytes = vb.m_size;
  1385. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1386. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1387. D3D12_INDEX_BUFFER_VIEW ibv;
  1388. ibv.Format = DXGI_FORMAT_R16_UINT;
  1389. ibv.BufferLocation = ib.m_gpuVA;
  1390. ibv.SizeInBytes = ib.m_size;
  1391. m_commandList->IASetIndexBuffer(&ibv);
  1392. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1393. }
  1394. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1395. {
  1396. const uint32_t numVertices = _numIndices*4/6;
  1397. if (0 < numVertices)
  1398. {
  1399. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1400. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1401. m_commandList->DrawIndexedInstanced(_numIndices
  1402. , 1
  1403. , 0
  1404. , 0
  1405. , 0
  1406. );
  1407. }
  1408. }
  1409. void preReset()
  1410. {
  1411. finishAll();
  1412. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1413. {
  1414. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1415. }
  1416. DX_RELEASE(m_backBufferDepthStencil, 0);
  1417. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1418. {
  1419. m_frameBuffers[ii].preReset();
  1420. }
  1421. invalidateCache();
  1422. // capturePreReset();
  1423. }
  1424. void postReset()
  1425. {
  1426. memset(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1427. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1428. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1429. {
  1430. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1431. handle.ptr += ii * rtvDescriptorSize;
  1432. DX_CHECK(m_swapChain->GetBuffer(ii
  1433. , IID_ID3D12Resource
  1434. , (void**)&m_backBufferColor[ii]
  1435. ) );
  1436. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1437. }
  1438. D3D12_RESOURCE_DESC resourceDesc;
  1439. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1440. resourceDesc.Alignment = 0;
  1441. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1442. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1443. resourceDesc.DepthOrArraySize = 1;
  1444. resourceDesc.MipLevels = 0;
  1445. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1446. resourceDesc.SampleDesc.Count = 1;
  1447. resourceDesc.SampleDesc.Quality = 0;
  1448. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1449. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1450. D3D12_CLEAR_VALUE clearValue;
  1451. clearValue.Format = resourceDesc.Format;
  1452. clearValue.DepthStencil.Depth = 1.0f;
  1453. clearValue.DepthStencil.Stencil = 0;
  1454. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1455. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1456. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1457. dsvDesc.Format = resourceDesc.Format;
  1458. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1459. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1460. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1461. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1462. ;
  1463. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1464. , &dsvDesc
  1465. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1466. );
  1467. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1468. {
  1469. m_frameBuffers[ii].postReset();
  1470. }
  1471. m_commandList = m_cmd.alloc();
  1472. // capturePostReset();
  1473. }
  1474. void invalidateCache()
  1475. {
  1476. m_pipelineStateCache.invalidate();
  1477. m_samplerStateCache.invalidate();
  1478. m_samplerAllocator.reset();
  1479. }
  1480. void updateMsaa()
  1481. {
  1482. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1483. {
  1484. uint32_t msaa = s_checkMsaa[ii];
  1485. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1486. memset(&data, 0, sizeof(msaa) );
  1487. data.Format = m_scd.BufferDesc.Format;
  1488. data.SampleCount = msaa;
  1489. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1490. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1491. data.NumQualityLevels = 0;
  1492. if (SUCCEEDED(hr)
  1493. && 0 < data.NumQualityLevels)
  1494. {
  1495. s_msaa[ii].Count = data.SampleCount;
  1496. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1497. last = ii;
  1498. }
  1499. else
  1500. {
  1501. s_msaa[ii] = s_msaa[last];
  1502. }
  1503. }
  1504. }
  1505. void updateResolution(const Resolution& _resolution)
  1506. {
  1507. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1508. {
  1509. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1510. }
  1511. else
  1512. {
  1513. m_maxAnisotropy = 1;
  1514. }
  1515. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1516. if (m_depthClamp != depthClamp)
  1517. {
  1518. m_depthClamp = depthClamp;
  1519. m_pipelineStateCache.invalidate();
  1520. }
  1521. uint32_t flags = _resolution.m_flags & ~(0
  1522. | BGFX_RESET_HMD_RECENTER
  1523. | BGFX_RESET_MAXANISOTROPY
  1524. | BGFX_RESET_DEPTH_CLAMP
  1525. | BGFX_RESET_SUSPEND
  1526. );
  1527. if (m_resolution.m_width != _resolution.m_width
  1528. || m_resolution.m_height != _resolution.m_height
  1529. || m_resolution.m_flags != flags)
  1530. {
  1531. flags &= ~BGFX_RESET_INTERNAL_FORCE;
  1532. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1533. m_resolution = _resolution;
  1534. m_resolution.m_flags = flags;
  1535. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1536. m_textVideoMem.clear();
  1537. m_scd.BufferDesc.Width = _resolution.m_width;
  1538. m_scd.BufferDesc.Height = _resolution.m_height;
  1539. preReset();
  1540. BX_UNUSED(resize);
  1541. #if BX_PLATFORM_WINDOWS
  1542. if (resize)
  1543. {
  1544. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1545. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1546. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1547. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1548. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1549. , m_scd.BufferDesc.Width
  1550. , m_scd.BufferDesc.Height
  1551. , m_scd.BufferDesc.Format
  1552. , m_scd.Flags
  1553. , nodeMask
  1554. , presentQueue
  1555. ) );
  1556. }
  1557. else
  1558. #endif // BX_PLATFORM_WINDOWS
  1559. {
  1560. updateMsaa();
  1561. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1562. DX_RELEASE(m_swapChain, 0);
  1563. HRESULT hr;
  1564. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1565. , &m_scd
  1566. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1567. );
  1568. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1569. }
  1570. postReset();
  1571. }
  1572. }
  1573. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1574. {
  1575. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1576. {
  1577. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1578. m_fsChanges += _numRegs;
  1579. }
  1580. else
  1581. {
  1582. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1583. m_vsChanges += _numRegs;
  1584. }
  1585. }
  1586. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1587. {
  1588. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1589. }
  1590. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1591. {
  1592. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1593. }
  1594. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1595. {
  1596. const ProgramD3D12& program = m_program[_programIdx];
  1597. uint32_t total = bx::strideAlign(0
  1598. + program.m_vsh->m_size
  1599. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1600. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1601. );
  1602. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1603. {
  1604. uint32_t size = program.m_vsh->m_size;
  1605. memcpy(data, m_vsScratch, size);
  1606. data += size;
  1607. m_vsChanges = 0;
  1608. }
  1609. if (NULL != program.m_fsh)
  1610. {
  1611. memcpy(data, m_fsScratch, program.m_fsh->m_size);
  1612. m_fsChanges = 0;
  1613. }
  1614. }
  1615. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1616. {
  1617. if (isValid(m_fbh)
  1618. && m_fbh.idx != _fbh.idx)
  1619. {
  1620. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1621. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1622. {
  1623. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1624. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1625. }
  1626. if (isValid(frameBuffer.m_depth) )
  1627. {
  1628. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1629. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1630. if (!writeOnly)
  1631. {
  1632. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1633. }
  1634. }
  1635. }
  1636. if (!isValid(_fbh) )
  1637. {
  1638. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1639. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1640. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1641. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1642. m_currentColor = &m_rtvHandle;
  1643. m_currentDepthStencil = &m_dsvHandle;
  1644. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1645. }
  1646. else
  1647. {
  1648. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1649. if (0 < frameBuffer.m_num)
  1650. {
  1651. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1652. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1653. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1654. m_currentColor = &m_rtvHandle;
  1655. }
  1656. else
  1657. {
  1658. m_currentColor = NULL;
  1659. }
  1660. if (isValid(frameBuffer.m_depth) )
  1661. {
  1662. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1663. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1664. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1665. m_currentDepthStencil = &m_dsvHandle;
  1666. }
  1667. else
  1668. {
  1669. m_currentDepthStencil = NULL;
  1670. }
  1671. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1672. {
  1673. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1674. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1675. }
  1676. if (isValid(frameBuffer.m_depth) )
  1677. {
  1678. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1679. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1680. }
  1681. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1682. , m_currentColor
  1683. , true
  1684. , m_currentDepthStencil
  1685. );
  1686. }
  1687. m_fbh = _fbh;
  1688. m_rtMsaa = _msaa;
  1689. }
  1690. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1691. {
  1692. _desc.AlphaToCoverageEnable = false;
  1693. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1694. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1695. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1696. drt->LogicOpEnable = false;
  1697. {
  1698. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1699. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1700. const uint32_t srcRGB = (blend ) & 0xf;
  1701. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1702. const uint32_t srcA = (blend >> 8) & 0xf;
  1703. const uint32_t dstA = (blend >> 12) & 0xf;
  1704. const uint32_t equRGB = (equation ) & 0x7;
  1705. const uint32_t equA = (equation >> 3) & 0x7;
  1706. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1707. drt->DestBlend = s_blendFactor[dstRGB][0];
  1708. drt->BlendOp = s_blendEquation[equRGB];
  1709. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1710. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1711. drt->BlendOpAlpha = s_blendEquation[equA];
  1712. }
  1713. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1714. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1715. : 0
  1716. ;
  1717. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1718. ? D3D12_COLOR_WRITE_ENABLE_RED
  1719. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1720. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1721. : 0
  1722. ;
  1723. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1724. drt->RenderTargetWriteMask = writeMask;
  1725. if (_desc.IndependentBlendEnable)
  1726. {
  1727. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1728. {
  1729. drt = &_desc.RenderTarget[ii];
  1730. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1731. drt->LogicOpEnable = false;
  1732. const uint32_t src = (rgba ) & 0xf;
  1733. const uint32_t dst = (rgba >> 4) & 0xf;
  1734. const uint32_t equation = (rgba >> 8) & 0x7;
  1735. drt->SrcBlend = s_blendFactor[src][0];
  1736. drt->DestBlend = s_blendFactor[dst][0];
  1737. drt->BlendOp = s_blendEquation[equation];
  1738. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1739. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1740. drt->BlendOpAlpha = s_blendEquation[equation];
  1741. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1742. drt->RenderTargetWriteMask = writeMask;
  1743. }
  1744. }
  1745. else
  1746. {
  1747. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1748. {
  1749. memcpy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1750. }
  1751. }
  1752. }
  1753. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  1754. {
  1755. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1756. _desc.FillMode = _wireframe
  1757. ? D3D12_FILL_MODE_WIREFRAME
  1758. : D3D12_FILL_MODE_SOLID
  1759. ;
  1760. _desc.CullMode = s_cullMode[cull];
  1761. _desc.FrontCounterClockwise = false;
  1762. _desc.DepthBias = 0;
  1763. _desc.DepthBiasClamp = 0.0f;
  1764. _desc.SlopeScaledDepthBias = 0.0f;
  1765. _desc.DepthClipEnable = !m_depthClamp;
  1766. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1767. _desc.AntialiasedLineEnable = false;
  1768. _desc.ForcedSampleCount = 0;
  1769. _desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1770. }
  1771. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  1772. {
  1773. const uint32_t fstencil = unpackStencil(0, _stencil);
  1774. memset(&_desc, 0, sizeof(_desc) );
  1775. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1776. _desc.DepthEnable = 0 != func;
  1777. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1778. ? D3D12_DEPTH_WRITE_MASK_ALL
  1779. : D3D12_DEPTH_WRITE_MASK_ZERO
  1780. ;
  1781. _desc.DepthFunc = s_cmpFunc[func];
  1782. uint32_t bstencil = unpackStencil(1, _stencil);
  1783. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1784. bstencil = frontAndBack ? bstencil : fstencil;
  1785. _desc.StencilEnable = 0 != _stencil;
  1786. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1787. _desc.StencilWriteMask = 0xff;
  1788. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1789. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1790. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1791. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1792. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1793. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1794. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1795. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1796. }
  1797. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1798. {
  1799. VertexDecl decl;
  1800. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1801. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1802. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1803. {
  1804. uint16_t mask = attrMask[ii];
  1805. uint16_t attr = (decl.m_attributes[ii] & mask);
  1806. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1807. }
  1808. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1809. uint32_t num = uint32_t(elem-_vertexElements);
  1810. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1811. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1812. {
  1813. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1814. uint32_t jj;
  1815. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1816. for (jj = 0; jj < num; ++jj)
  1817. {
  1818. curr = &_vertexElements[jj];
  1819. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1820. && curr->SemanticIndex == index)
  1821. {
  1822. break;
  1823. }
  1824. }
  1825. if (jj == num)
  1826. {
  1827. curr = elem;
  1828. ++elem;
  1829. }
  1830. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1831. curr->InputSlot = 1;
  1832. curr->SemanticIndex = index;
  1833. curr->AlignedByteOffset = ii*16;
  1834. }
  1835. return uint32_t(elem-_vertexElements);
  1836. }
  1837. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1838. {
  1839. union { void* ptr; uint32_t offset; } cast = { _userData };
  1840. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1841. {
  1842. DxbcOperand& operand = _instruction.operand[ii];
  1843. if (DxbcOperandType::ConstantBuffer == operand.type)
  1844. {
  1845. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1846. && 0 == operand.regIndex[0]
  1847. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1848. {
  1849. operand.regIndex[1] += cast.offset;
  1850. }
  1851. }
  1852. }
  1853. }
  1854. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1855. {
  1856. ProgramD3D12& program = m_program[_programIdx];
  1857. const uint32_t hash = program.m_vsh->m_hash;
  1858. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1859. if (BX_LIKELY(NULL != pso) )
  1860. {
  1861. return pso;
  1862. }
  1863. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1864. memset(&desc, 0, sizeof(desc) );
  1865. desc.pRootSignature = m_rootSignature;
  1866. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1867. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1868. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1869. , IID_ID3D12PipelineState
  1870. , (void**)&pso
  1871. ) );
  1872. m_pipelineStateCache.add(hash, pso);
  1873. return pso;
  1874. }
  1875. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1876. {
  1877. ProgramD3D12& program = m_program[_programIdx];
  1878. _state &= 0
  1879. | BGFX_STATE_RGB_WRITE
  1880. | BGFX_STATE_ALPHA_WRITE
  1881. | BGFX_STATE_DEPTH_WRITE
  1882. | BGFX_STATE_DEPTH_TEST_MASK
  1883. | BGFX_STATE_BLEND_MASK
  1884. | BGFX_STATE_BLEND_EQUATION_MASK
  1885. | BGFX_STATE_BLEND_INDEPENDENT
  1886. | BGFX_STATE_CULL_MASK
  1887. | BGFX_STATE_MSAA
  1888. | BGFX_STATE_PT_MASK
  1889. ;
  1890. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1891. VertexDecl decl;
  1892. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1893. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  1894. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1895. {
  1896. uint16_t mask = attrMask[ii];
  1897. uint16_t attr = (decl.m_attributes[ii] & mask);
  1898. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1899. }
  1900. bx::HashMurmur2A murmur;
  1901. murmur.begin();
  1902. murmur.add(_state);
  1903. murmur.add(_stencil);
  1904. murmur.add(program.m_vsh->m_hash);
  1905. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1906. murmur.add(program.m_fsh->m_hash);
  1907. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1908. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1909. murmur.add(m_fbh.idx);
  1910. murmur.add(_numInstanceData);
  1911. const uint32_t hash = murmur.end();
  1912. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1913. if (NULL != pso)
  1914. {
  1915. return pso;
  1916. }
  1917. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1918. memset(&desc, 0, sizeof(desc) );
  1919. desc.pRootSignature = m_rootSignature;
  1920. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1921. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1922. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1923. memset(temp->data, 0, temp->size);
  1924. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1925. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1926. DxbcContext dxbc;
  1927. bx::Error err;
  1928. read(&rd, dxbc, &err);
  1929. bool patchShader = true;
  1930. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1931. {
  1932. union { uint32_t offset; void* ptr; } cast = { 0 };
  1933. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1934. write(&wr, dxbc, &err);
  1935. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1936. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1937. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1938. if (!patchShader)
  1939. {
  1940. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1941. {
  1942. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1943. {
  1944. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1945. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1946. break;
  1947. }
  1948. }
  1949. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1950. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1951. }
  1952. }
  1953. if (patchShader)
  1954. {
  1955. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1956. bx::seek(&wr, 0, bx::Whence::Begin);
  1957. union { uint32_t offset; void* ptr; } cast =
  1958. {
  1959. uint32_t(program.m_vsh->m_size)/16
  1960. };
  1961. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1962. write(&wr, dxbc, &err);
  1963. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1964. desc.PS.pShaderBytecode = temp->data;
  1965. desc.PS.BytecodeLength = temp->size;
  1966. }
  1967. desc.DS.pShaderBytecode = NULL;
  1968. desc.DS.BytecodeLength = 0;
  1969. desc.HS.pShaderBytecode = NULL;
  1970. desc.HS.BytecodeLength = 0;
  1971. desc.GS.pShaderBytecode = NULL;
  1972. desc.GS.BytecodeLength = 0;
  1973. desc.StreamOutput.pSODeclaration = NULL;
  1974. desc.StreamOutput.NumEntries = 0;
  1975. desc.StreamOutput.pBufferStrides = NULL;
  1976. desc.StreamOutput.NumStrides = 0;
  1977. desc.StreamOutput.RasterizedStream = 0;
  1978. setBlendState(desc.BlendState, _state);
  1979. desc.SampleMask = 1;
  1980. setRasterizerState(desc.RasterizerState, _state);
  1981. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1982. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1983. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1984. desc.InputLayout.pInputElementDescs = vertexElements;
  1985. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1986. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1987. if (isValid(m_fbh) )
  1988. {
  1989. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1990. desc.NumRenderTargets = frameBuffer.m_num;
  1991. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1992. {
  1993. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  1994. }
  1995. if (isValid(frameBuffer.m_depth) )
  1996. {
  1997. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  1998. }
  1999. else
  2000. {
  2001. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2002. }
  2003. }
  2004. else
  2005. {
  2006. desc.NumRenderTargets = 1;
  2007. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2008. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2009. }
  2010. desc.SampleDesc.Count = 1;
  2011. desc.SampleDesc.Quality = 0;
  2012. uint32_t length = g_callback->cacheReadSize(hash);
  2013. bool cached = length > 0;
  2014. void* cachedData = NULL;
  2015. if (cached)
  2016. {
  2017. cachedData = BX_ALLOC(g_allocator, length);
  2018. if (g_callback->cacheRead(hash, cachedData, length) )
  2019. {
  2020. BX_TRACE("Loading cached PSO (size %d).", length);
  2021. bx::MemoryReader reader(cachedData, length);
  2022. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2023. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2024. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2025. , IID_ID3D12PipelineState
  2026. , (void**)&pso
  2027. );
  2028. if (FAILED(hr) )
  2029. {
  2030. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2031. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2032. }
  2033. }
  2034. }
  2035. if (NULL == pso)
  2036. {
  2037. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2038. , IID_ID3D12PipelineState
  2039. , (void**)&pso
  2040. ) );
  2041. }
  2042. m_pipelineStateCache.add(hash, pso);
  2043. release(temp);
  2044. ID3DBlob* blob;
  2045. HRESULT hr = pso->GetCachedBlob(&blob);
  2046. if (SUCCEEDED(hr) )
  2047. {
  2048. void* data = blob->GetBufferPointer();
  2049. length = (uint32_t)blob->GetBufferSize();
  2050. g_callback->cacheWrite(hash, data, length);
  2051. DX_RELEASE(blob, 0);
  2052. }
  2053. if (NULL != cachedData)
  2054. {
  2055. BX_FREE(g_allocator, cachedData);
  2056. }
  2057. return pso;
  2058. }
  2059. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2060. {
  2061. bx::HashMurmur2A murmur;
  2062. murmur.begin();
  2063. murmur.add(_flags, _num * sizeof(uint32_t) );
  2064. uint32_t hash = murmur.end();
  2065. uint16_t sampler = m_samplerStateCache.find(hash);
  2066. if (UINT16_MAX == sampler)
  2067. {
  2068. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2069. m_samplerStateCache.add(hash, sampler);
  2070. }
  2071. return sampler;
  2072. }
  2073. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2074. {
  2075. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2076. }
  2077. void commit(UniformBuffer& _uniformBuffer)
  2078. {
  2079. _uniformBuffer.reset();
  2080. for (;;)
  2081. {
  2082. uint32_t opcode = _uniformBuffer.read();
  2083. if (UniformType::End == opcode)
  2084. {
  2085. break;
  2086. }
  2087. UniformType::Enum type;
  2088. uint16_t loc;
  2089. uint16_t num;
  2090. uint16_t copy;
  2091. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2092. const char* data;
  2093. if (copy)
  2094. {
  2095. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2096. }
  2097. else
  2098. {
  2099. UniformHandle handle;
  2100. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2101. data = (const char*)m_uniforms[handle.idx];
  2102. }
  2103. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2104. case UniformType::_uniform: \
  2105. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2106. { \
  2107. setShaderUniform(uint8_t(type), loc, data, num); \
  2108. } \
  2109. break;
  2110. switch ( (uint32_t)type)
  2111. {
  2112. case UniformType::Mat3:
  2113. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2114. {
  2115. float* value = (float*)data;
  2116. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2117. {
  2118. Matrix4 mtx;
  2119. mtx.un.val[ 0] = value[0];
  2120. mtx.un.val[ 1] = value[1];
  2121. mtx.un.val[ 2] = value[2];
  2122. mtx.un.val[ 3] = 0.0f;
  2123. mtx.un.val[ 4] = value[3];
  2124. mtx.un.val[ 5] = value[4];
  2125. mtx.un.val[ 6] = value[5];
  2126. mtx.un.val[ 7] = 0.0f;
  2127. mtx.un.val[ 8] = value[6];
  2128. mtx.un.val[ 9] = value[7];
  2129. mtx.un.val[10] = value[8];
  2130. mtx.un.val[11] = 0.0f;
  2131. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2132. }
  2133. }
  2134. break;
  2135. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2136. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2137. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2138. case UniformType::End:
  2139. break;
  2140. default:
  2141. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2142. break;
  2143. }
  2144. #undef CASE_IMPLEMENT_UNIFORM
  2145. }
  2146. }
  2147. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2148. {
  2149. if (isValid(m_fbh) )
  2150. {
  2151. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2152. frameBuffer.clear(m_commandList, _clear, _palette);
  2153. }
  2154. else
  2155. {
  2156. if (NULL != m_currentColor
  2157. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2158. {
  2159. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2160. {
  2161. uint8_t index = _clear.m_index[0];
  2162. if (UINT8_MAX != index)
  2163. {
  2164. m_commandList->ClearRenderTargetView(*m_currentColor
  2165. , _palette[index]
  2166. , _num
  2167. , _rect
  2168. );
  2169. }
  2170. }
  2171. else
  2172. {
  2173. float frgba[4] =
  2174. {
  2175. _clear.m_index[0] * 1.0f / 255.0f,
  2176. _clear.m_index[1] * 1.0f / 255.0f,
  2177. _clear.m_index[2] * 1.0f / 255.0f,
  2178. _clear.m_index[3] * 1.0f / 255.0f,
  2179. };
  2180. m_commandList->ClearRenderTargetView(*m_currentColor
  2181. , frgba
  2182. , _num
  2183. , _rect
  2184. );
  2185. }
  2186. }
  2187. if (NULL != m_currentDepthStencil
  2188. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2189. {
  2190. uint32_t flags = 0;
  2191. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2192. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2193. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2194. , D3D12_CLEAR_FLAGS(flags)
  2195. , _clear.m_depth
  2196. , _clear.m_stencil
  2197. , _num
  2198. , _rect
  2199. );
  2200. }
  2201. }
  2202. }
  2203. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2204. {
  2205. uint32_t width;
  2206. uint32_t height;
  2207. if (isValid(m_fbh) )
  2208. {
  2209. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2210. width = fb.m_width;
  2211. height = fb.m_height;
  2212. }
  2213. else
  2214. {
  2215. width = m_scd.BufferDesc.Width;
  2216. height = m_scd.BufferDesc.Height;
  2217. }
  2218. if (0 == _rect.m_x
  2219. && 0 == _rect.m_y
  2220. && width == _rect.m_width
  2221. && height == _rect.m_height)
  2222. {
  2223. clear(_clear, _palette);
  2224. }
  2225. else
  2226. {
  2227. D3D12_RECT rect;
  2228. rect.left = _rect.m_x;
  2229. rect.top = _rect.m_y;
  2230. rect.right = _rect.m_x + _rect.m_width;
  2231. rect.bottom = _rect.m_y + _rect.m_height;
  2232. clear(_clear, _palette, &rect, 1);
  2233. }
  2234. }
  2235. uint64_t kick()
  2236. {
  2237. uint64_t fence = m_cmd.kick();
  2238. m_commandList = m_cmd.alloc();
  2239. return fence;
  2240. }
  2241. void finish()
  2242. {
  2243. m_cmd.kick();
  2244. m_cmd.finish();
  2245. m_commandList = NULL;
  2246. }
  2247. void finishAll()
  2248. {
  2249. uint64_t fence = m_cmd.kick();
  2250. m_cmd.finish(fence, true);
  2251. m_commandList = NULL;
  2252. }
  2253. void* m_kernel32dll;
  2254. void* m_d3d12dll;
  2255. void* m_dxgidll;
  2256. D3D_DRIVER_TYPE m_driverType;
  2257. DXGI_ADAPTER_DESC m_adapterDesc;
  2258. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2259. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2260. #if BX_PLATFORM_WINDOWS
  2261. IDXGIAdapter3* m_adapter;
  2262. IDXGIFactory4* m_factory;
  2263. IDXGISwapChain3* m_swapChain;
  2264. ID3D12InfoQueue* m_infoQueue;
  2265. #else
  2266. IDXGIAdapter* m_adapter;
  2267. IDXGIFactory2* m_factory;
  2268. IDXGISwapChain1* m_swapChain;
  2269. #endif // BX_PLATFORM_WINDOWS
  2270. int64_t m_presentElapsed;
  2271. uint16_t m_lost;
  2272. uint16_t m_numWindows;
  2273. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2274. ID3D12Device* m_device;
  2275. TimerQueryD3D12 m_gpuTimer;
  2276. OcclusionQueryD3D12 m_occlusionQuery;
  2277. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2278. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2279. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2280. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2281. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2282. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2283. ID3D12Resource* m_backBufferColor[4];
  2284. uint64_t m_backBufferColorFence[4];
  2285. ID3D12Resource* m_backBufferDepthStencil;
  2286. ScratchBufferD3D12 m_scratchBuffer[4];
  2287. DescriptorAllocatorD3D12 m_samplerAllocator;
  2288. ID3D12RootSignature* m_rootSignature;
  2289. CommandQueueD3D12 m_cmd;
  2290. BatchD3D12 m_batch;
  2291. ID3D12GraphicsCommandList* m_commandList;
  2292. Resolution m_resolution;
  2293. bool m_wireframe;
  2294. DXGI_SWAP_CHAIN_DESC m_scd;
  2295. uint32_t m_maxAnisotropy;
  2296. bool m_depthClamp;
  2297. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2298. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2299. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2300. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2301. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2302. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2303. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2304. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2305. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2306. UniformRegistry m_uniformReg;
  2307. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2308. StateCache m_samplerStateCache;
  2309. TextVideoMem m_textVideoMem;
  2310. uint8_t m_fsScratch[64<<10];
  2311. uint8_t m_vsScratch[64<<10];
  2312. uint32_t m_fsChanges;
  2313. uint32_t m_vsChanges;
  2314. FrameBufferHandle m_fbh;
  2315. uint32_t m_backBufferColorIdx;
  2316. bool m_rtMsaa;
  2317. };
  2318. static RendererContextD3D12* s_renderD3D12;
  2319. RendererContextI* rendererCreate()
  2320. {
  2321. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2322. if (!s_renderD3D12->init() )
  2323. {
  2324. BX_DELETE(g_allocator, s_renderD3D12);
  2325. s_renderD3D12 = NULL;
  2326. }
  2327. return s_renderD3D12;
  2328. }
  2329. void rendererDestroy()
  2330. {
  2331. s_renderD3D12->shutdown();
  2332. BX_DELETE(g_allocator, s_renderD3D12);
  2333. s_renderD3D12 = NULL;
  2334. }
  2335. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2336. {
  2337. m_size = _size;
  2338. ID3D12Device* device = s_renderD3D12->m_device;
  2339. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2340. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2341. desc.NumDescriptors = _maxDescriptors;
  2342. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2343. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2344. desc.NodeMask = 1;
  2345. DX_CHECK(device->CreateDescriptorHeap(&desc
  2346. , IID_ID3D12DescriptorHeap
  2347. , (void**)&m_heap
  2348. ) );
  2349. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2350. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2351. m_upload->Map(0, NULL, (void**)&m_data);
  2352. reset(m_gpuHandle);
  2353. }
  2354. void ScratchBufferD3D12::destroy()
  2355. {
  2356. m_upload->Unmap(0, NULL);
  2357. DX_RELEASE(m_upload, 0);
  2358. DX_RELEASE(m_heap, 0);
  2359. }
  2360. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2361. {
  2362. m_pos = 0;
  2363. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2364. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2365. _gpuHandle = m_gpuHandle;
  2366. }
  2367. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2368. {
  2369. _gpuAddress = m_gpuVA + m_pos;
  2370. void* data = &m_data[m_pos];
  2371. m_pos += BX_ALIGN_256(_size);
  2372. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2373. // desc.BufferLocation = _gpuAddress;
  2374. // desc.SizeInBytes = _size;
  2375. // ID3D12Device* device = s_renderD3D12->m_device;
  2376. // device->CreateConstantBufferView(&desc
  2377. // , m_cpuHandle
  2378. // );
  2379. // m_cpuHandle.ptr += m_incrementSize;
  2380. // m_gpuHandle.ptr += m_incrementSize;
  2381. return data;
  2382. }
  2383. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2384. {
  2385. ID3D12Device* device = s_renderD3D12->m_device;
  2386. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2387. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2388. if (0 != _mip)
  2389. {
  2390. memcpy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2391. srvd = &tmpSrvd;
  2392. switch (_texture.m_srvd.ViewDimension)
  2393. {
  2394. default:
  2395. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2396. srvd->Texture2D.MostDetailedMip = _mip;
  2397. srvd->Texture2D.MipLevels = 1;
  2398. srvd->Texture2D.PlaneSlice = 0;
  2399. srvd->Texture2D.ResourceMinLODClamp = 0;
  2400. break;
  2401. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2402. srvd->TextureCube.MostDetailedMip = _mip;
  2403. srvd->TextureCube.MipLevels = 1;
  2404. srvd->TextureCube.ResourceMinLODClamp = 0;
  2405. break;
  2406. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2407. srvd->Texture3D.MostDetailedMip = _mip;
  2408. srvd->Texture3D.MipLevels = 1;
  2409. srvd->Texture3D.ResourceMinLODClamp = 0;
  2410. break;
  2411. }
  2412. }
  2413. device->CreateShaderResourceView(_texture.m_ptr
  2414. , srvd
  2415. , m_cpuHandle
  2416. );
  2417. m_cpuHandle.ptr += m_incrementSize;
  2418. _gpuHandle = m_gpuHandle;
  2419. m_gpuHandle.ptr += m_incrementSize;
  2420. }
  2421. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2422. {
  2423. ID3D12Device* device = s_renderD3D12->m_device;
  2424. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2425. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2426. if (0 != _mip)
  2427. {
  2428. memcpy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2429. uavd = &tmpUavd;
  2430. switch (_texture.m_uavd.ViewDimension)
  2431. {
  2432. default:
  2433. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2434. uavd->Texture2D.MipSlice = _mip;
  2435. uavd->Texture2D.PlaneSlice = 0;
  2436. break;
  2437. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2438. uavd->Texture3D.MipSlice = _mip;
  2439. break;
  2440. }
  2441. }
  2442. device->CreateUnorderedAccessView(_texture.m_ptr
  2443. , NULL
  2444. , uavd
  2445. , m_cpuHandle
  2446. );
  2447. m_cpuHandle.ptr += m_incrementSize;
  2448. _gpuHandle = m_gpuHandle;
  2449. m_gpuHandle.ptr += m_incrementSize;
  2450. }
  2451. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2452. {
  2453. ID3D12Device* device = s_renderD3D12->m_device;
  2454. device->CreateShaderResourceView(_buffer.m_ptr
  2455. , &_buffer.m_srvd
  2456. , m_cpuHandle
  2457. );
  2458. m_cpuHandle.ptr += m_incrementSize;
  2459. _gpuHandle = m_gpuHandle;
  2460. m_gpuHandle.ptr += m_incrementSize;
  2461. }
  2462. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2463. {
  2464. ID3D12Device* device = s_renderD3D12->m_device;
  2465. device->CreateUnorderedAccessView(_buffer.m_ptr
  2466. , NULL
  2467. , &_buffer.m_uavd
  2468. , m_cpuHandle
  2469. );
  2470. m_cpuHandle.ptr += m_incrementSize;
  2471. _gpuHandle = m_gpuHandle;
  2472. m_gpuHandle.ptr += m_incrementSize;
  2473. }
  2474. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2475. {
  2476. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2477. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2478. ID3D12Device* device = s_renderD3D12->m_device;
  2479. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2480. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2481. desc.NumDescriptors = _maxDescriptors;
  2482. desc.Type = _type;
  2483. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2484. desc.NodeMask = 1;
  2485. DX_CHECK(device->CreateDescriptorHeap(&desc
  2486. , IID_ID3D12DescriptorHeap
  2487. , (void**)&m_heap
  2488. ) );
  2489. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2490. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2491. }
  2492. void DescriptorAllocatorD3D12::destroy()
  2493. {
  2494. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2495. DX_RELEASE(m_heap, 0);
  2496. }
  2497. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2498. {
  2499. uint16_t idx = m_handleAlloc->alloc();
  2500. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2501. ID3D12Device* device = s_renderD3D12->m_device;
  2502. device->CreateShaderResourceView(_ptr
  2503. , _desc
  2504. , cpuHandle
  2505. );
  2506. return idx;
  2507. }
  2508. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2509. {
  2510. uint16_t idx = m_handleAlloc->alloc();
  2511. ID3D12Device* device = s_renderD3D12->m_device;
  2512. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2513. for (uint32_t ii = 0; ii < _num; ++ii)
  2514. {
  2515. uint32_t flags = _flags[ii];
  2516. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2517. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2518. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2519. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2520. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2521. D3D12_SAMPLER_DESC sd;
  2522. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2523. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2524. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2525. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2526. sd.MipLODBias = 0.0f;
  2527. sd.MaxAnisotropy = maxAnisotropy;
  2528. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2529. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2530. if (NULL != _palette
  2531. && needBorderColor(flags) )
  2532. {
  2533. const float* rgba = _palette[index];
  2534. sd.BorderColor[0] = rgba[0];
  2535. sd.BorderColor[1] = rgba[1];
  2536. sd.BorderColor[2] = rgba[2];
  2537. sd.BorderColor[3] = rgba[3];
  2538. }
  2539. else
  2540. {
  2541. sd.BorderColor[0] = 0.0f;
  2542. sd.BorderColor[1] = 0.0f;
  2543. sd.BorderColor[2] = 0.0f;
  2544. sd.BorderColor[3] = 0.0f;
  2545. }
  2546. sd.MinLOD = 0;
  2547. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2548. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2549. {
  2550. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2551. };
  2552. device->CreateSampler(&sd, cpuHandle);
  2553. }
  2554. return idx;
  2555. }
  2556. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2557. {
  2558. m_handleAlloc->free(_idx);
  2559. }
  2560. void DescriptorAllocatorD3D12::reset()
  2561. {
  2562. uint16_t max = m_handleAlloc->getMaxHandles();
  2563. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2564. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2565. }
  2566. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2567. {
  2568. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2569. return gpuHandle;
  2570. }
  2571. void CommandQueueD3D12::init(ID3D12Device* _device)
  2572. {
  2573. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2574. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2575. queueDesc.Priority = 0;
  2576. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2577. queueDesc.NodeMask = 1;
  2578. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2579. , IID_ID3D12CommandQueue
  2580. , (void**)&m_commandQueue
  2581. ) );
  2582. m_completedFence = 0;
  2583. m_currentFence = 0;
  2584. DX_CHECK(_device->CreateFence(0
  2585. , D3D12_FENCE_FLAG_NONE
  2586. , IID_ID3D12Fence
  2587. , (void**)&m_fence
  2588. ) );
  2589. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2590. {
  2591. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2592. , IID_ID3D12CommandAllocator
  2593. , (void**)&m_commandList[ii].m_commandAllocator
  2594. ) );
  2595. DX_CHECK(_device->CreateCommandList(0
  2596. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2597. , m_commandList[ii].m_commandAllocator
  2598. , NULL
  2599. , IID_ID3D12GraphicsCommandList
  2600. , (void**)&m_commandList[ii].m_commandList
  2601. ) );
  2602. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2603. }
  2604. }
  2605. void CommandQueueD3D12::shutdown()
  2606. {
  2607. finish(UINT64_MAX, true);
  2608. DX_RELEASE(m_fence, 0);
  2609. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2610. {
  2611. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2612. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2613. }
  2614. DX_RELEASE(m_commandQueue, 0);
  2615. }
  2616. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2617. {
  2618. while (0 == m_control.reserve(1) )
  2619. {
  2620. consume();
  2621. }
  2622. CommandList& commandList = m_commandList[m_control.m_current];
  2623. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2624. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2625. return commandList.m_commandList;
  2626. }
  2627. uint64_t CommandQueueD3D12::kick()
  2628. {
  2629. CommandList& commandList = m_commandList[m_control.m_current];
  2630. DX_CHECK(commandList.m_commandList->Close() );
  2631. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2632. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2633. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2634. const uint64_t fence = m_currentFence++;
  2635. m_commandQueue->Signal(m_fence, fence);
  2636. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2637. m_control.commit(1);
  2638. return fence;
  2639. }
  2640. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2641. {
  2642. while (0 < m_control.available() )
  2643. {
  2644. consume();
  2645. if (!_finishAll
  2646. && _waitFence <= m_completedFence)
  2647. {
  2648. return;
  2649. }
  2650. }
  2651. BX_CHECK(0 == m_control.available(), "");
  2652. }
  2653. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2654. {
  2655. if (0 < m_control.available() )
  2656. {
  2657. if (consume(0)
  2658. && _waitFence <= m_completedFence)
  2659. {
  2660. return true;
  2661. }
  2662. }
  2663. return false;
  2664. }
  2665. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2666. {
  2667. m_release[m_control.m_current].push_back(_ptr);
  2668. }
  2669. bool CommandQueueD3D12::consume(uint32_t _ms)
  2670. {
  2671. CommandList& commandList = m_commandList[m_control.m_read];
  2672. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2673. {
  2674. CloseHandle(commandList.m_event);
  2675. commandList.m_event = NULL;
  2676. m_completedFence = m_fence->GetCompletedValue();
  2677. m_commandQueue->Wait(m_fence, m_completedFence);
  2678. ResourceArray& ra = m_release[m_control.m_read];
  2679. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2680. {
  2681. DX_RELEASE(*it, 0);
  2682. }
  2683. ra.clear();
  2684. m_control.consume(1);
  2685. return true;
  2686. }
  2687. return false;
  2688. }
  2689. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2690. {
  2691. m_maxDrawPerBatch = _maxDrawPerBatch;
  2692. setSeqMode(false);
  2693. setIndirectMode(true);
  2694. ID3D12Device* device = s_renderD3D12->m_device;
  2695. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2696. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2697. {
  2698. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2699. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2700. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2701. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2702. };
  2703. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2704. {
  2705. sizeof(DrawIndirectCommand),
  2706. BX_COUNTOF(drawArgDesc),
  2707. drawArgDesc,
  2708. 1,
  2709. };
  2710. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2711. , rootSignature
  2712. , IID_ID3D12CommandSignature
  2713. , (void**)&m_commandSignature[Draw]
  2714. ) );
  2715. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2716. {
  2717. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2718. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2719. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2720. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2721. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2722. };
  2723. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2724. {
  2725. sizeof(DrawIndexedIndirectCommand),
  2726. BX_COUNTOF(drawIndexedArgDesc),
  2727. drawIndexedArgDesc,
  2728. 1,
  2729. };
  2730. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2731. , rootSignature
  2732. , IID_ID3D12CommandSignature
  2733. , (void**)&m_commandSignature[DrawIndexed]
  2734. ) );
  2735. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2736. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2737. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2738. {
  2739. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2740. , NULL
  2741. , BGFX_BUFFER_DRAW_INDIRECT
  2742. , false
  2743. , sizeof(DrawIndexedIndirectCommand)
  2744. );
  2745. }
  2746. }
  2747. void BatchD3D12::destroy()
  2748. {
  2749. BX_FREE(g_allocator, m_cmds[0]);
  2750. BX_FREE(g_allocator, m_cmds[1]);
  2751. DX_RELEASE(m_commandSignature[0], 0);
  2752. DX_RELEASE(m_commandSignature[1], 0);
  2753. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2754. {
  2755. m_indirect[ii].destroy();
  2756. }
  2757. }
  2758. template<typename Ty>
  2759. Ty& BatchD3D12::getCmd(Enum _type)
  2760. {
  2761. uint32_t index = m_num[_type];
  2762. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2763. m_num[_type]++;
  2764. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2765. return *cmd;
  2766. }
  2767. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2768. {
  2769. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2770. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_vertexBuffer.idx];
  2771. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2772. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_vertexDecl.idx : vb.m_decl.idx;
  2773. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2774. uint32_t numIndices = 0;
  2775. if (Draw == type)
  2776. {
  2777. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2778. ? vb.m_size / vertexDecl.m_stride
  2779. : _draw.m_numVertices
  2780. ;
  2781. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2782. cmd.cbv = _cbv;
  2783. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2784. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2785. cmd.vbv[0].SizeInBytes = vb.m_size;
  2786. if (isValid(_draw.m_instanceDataBuffer) )
  2787. {
  2788. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2789. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2790. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2791. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2792. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2793. }
  2794. else
  2795. {
  2796. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2797. }
  2798. cmd.draw.InstanceCount = _draw.m_numInstances;
  2799. cmd.draw.VertexCountPerInstance = numVertices;
  2800. cmd.draw.StartVertexLocation = _draw.m_startVertex;
  2801. cmd.draw.StartInstanceLocation = 0;
  2802. }
  2803. else
  2804. {
  2805. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2806. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2807. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2808. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2809. numIndices = UINT32_MAX == _draw.m_numIndices
  2810. ? ib.m_size / indexSize
  2811. : _draw.m_numIndices
  2812. ;
  2813. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  2814. cmd.cbv = _cbv;
  2815. cmd.ibv.BufferLocation = ib.m_gpuVA;
  2816. cmd.ibv.SizeInBytes = ib.m_size;
  2817. cmd.ibv.Format = hasIndex16
  2818. ? DXGI_FORMAT_R16_UINT
  2819. : DXGI_FORMAT_R32_UINT
  2820. ;
  2821. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2822. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2823. cmd.vbv[0].SizeInBytes = vb.m_size;
  2824. if (isValid(_draw.m_instanceDataBuffer) )
  2825. {
  2826. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2827. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2828. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2829. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2830. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2831. }
  2832. else
  2833. {
  2834. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2835. }
  2836. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  2837. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  2838. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  2839. cmd.drawIndexed.BaseVertexLocation = _draw.m_startVertex;
  2840. cmd.drawIndexed.StartInstanceLocation = 0;
  2841. }
  2842. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  2843. {
  2844. flush(_commandList, type);
  2845. }
  2846. return numIndices;
  2847. }
  2848. static const uint32_t s_indirectCommandSize[] =
  2849. {
  2850. sizeof(BatchD3D12::DrawIndirectCommand),
  2851. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  2852. };
  2853. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  2854. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  2855. {
  2856. uint32_t num = m_num[_type];
  2857. if (0 != num)
  2858. {
  2859. m_num[_type] = 0;
  2860. if (m_minIndirect < num)
  2861. {
  2862. m_stats.m_numIndirect[_type]++;
  2863. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  2864. m_currIndirect %= BX_COUNTOF(m_indirect);
  2865. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  2866. _commandList->ExecuteIndirect(m_commandSignature[_type]
  2867. , num
  2868. , indirect.m_ptr
  2869. , 0
  2870. , NULL
  2871. , 0
  2872. );
  2873. }
  2874. else
  2875. {
  2876. m_stats.m_numImmediate[_type]++;
  2877. if (Draw == _type)
  2878. {
  2879. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  2880. for (uint32_t ii = 0; ii < num; ++ii)
  2881. {
  2882. const DrawIndirectCommand& cmd = cmds[ii];
  2883. if (m_current.cbv != cmd.cbv)
  2884. {
  2885. m_current.cbv = cmd.cbv;
  2886. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2887. }
  2888. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2889. {
  2890. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2891. _commandList->IASetVertexBuffers(0
  2892. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2893. , cmd.vbv
  2894. );
  2895. }
  2896. _commandList->DrawInstanced(
  2897. cmd.draw.VertexCountPerInstance
  2898. , cmd.draw.InstanceCount
  2899. , cmd.draw.StartVertexLocation
  2900. , cmd.draw.StartInstanceLocation
  2901. );
  2902. }
  2903. }
  2904. else
  2905. {
  2906. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  2907. for (uint32_t ii = 0; ii < num; ++ii)
  2908. {
  2909. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  2910. if (m_current.cbv != cmd.cbv)
  2911. {
  2912. m_current.cbv = cmd.cbv;
  2913. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2914. }
  2915. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2916. {
  2917. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2918. _commandList->IASetVertexBuffers(0
  2919. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2920. , cmd.vbv
  2921. );
  2922. }
  2923. if (0 != memcmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  2924. {
  2925. memcpy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  2926. _commandList->IASetIndexBuffer(&cmd.ibv);
  2927. }
  2928. _commandList->DrawIndexedInstanced(
  2929. cmd.drawIndexed.IndexCountPerInstance
  2930. , cmd.drawIndexed.InstanceCount
  2931. , cmd.drawIndexed.StartIndexLocation
  2932. , cmd.drawIndexed.BaseVertexLocation
  2933. , cmd.drawIndexed.StartInstanceLocation
  2934. );
  2935. }
  2936. }
  2937. }
  2938. }
  2939. }
  2940. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  2941. {
  2942. flush(_commandList, Draw);
  2943. flush(_commandList, DrawIndexed);
  2944. if (_clean)
  2945. {
  2946. memset(&m_current, 0, sizeof(m_current) );
  2947. }
  2948. }
  2949. void BatchD3D12::begin()
  2950. {
  2951. memset(&m_stats, 0, sizeof(m_stats) );
  2952. memset(&m_current, 0, sizeof(m_current) );
  2953. }
  2954. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  2955. {
  2956. flush(_commandList);
  2957. }
  2958. struct UavFormat
  2959. {
  2960. DXGI_FORMAT format[3];
  2961. uint32_t stride;
  2962. };
  2963. static const UavFormat s_uavFormat[] =
  2964. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2965. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2966. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2967. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2968. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2969. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2970. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2971. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2972. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2973. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2974. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2975. };
  2976. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  2977. {
  2978. m_size = _size;
  2979. m_flags = _flags;
  2980. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2981. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2982. m_dynamic = NULL == _data || needUav;
  2983. DXGI_FORMAT format;
  2984. uint32_t stride;
  2985. D3D12_RESOURCE_FLAGS flags = needUav
  2986. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2987. : D3D12_RESOURCE_FLAG_NONE
  2988. ;
  2989. if (drawIndirect)
  2990. {
  2991. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2992. stride = 16;
  2993. }
  2994. else
  2995. {
  2996. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2997. if (0 == uavFormat)
  2998. {
  2999. if (_vertex)
  3000. {
  3001. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3002. stride = 16;
  3003. }
  3004. else
  3005. {
  3006. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3007. {
  3008. format = DXGI_FORMAT_R16_UINT;
  3009. stride = 2;
  3010. }
  3011. else
  3012. {
  3013. format = DXGI_FORMAT_R32_UINT;
  3014. stride = 4;
  3015. }
  3016. }
  3017. }
  3018. else
  3019. {
  3020. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3021. format = s_uavFormat[uavFormat].format[uavType];
  3022. stride = s_uavFormat[uavFormat].stride;
  3023. }
  3024. }
  3025. stride = 0 == _stride ? stride : _stride;
  3026. m_srvd.Format = format;
  3027. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3028. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3029. m_srvd.Buffer.FirstElement = 0;
  3030. m_srvd.Buffer.NumElements = m_size / stride;
  3031. m_srvd.Buffer.StructureByteStride = 0;
  3032. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3033. m_uavd.Format = format;
  3034. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3035. m_uavd.Buffer.FirstElement = 0;
  3036. m_uavd.Buffer.NumElements = m_size / stride;
  3037. m_uavd.Buffer.StructureByteStride = 0;
  3038. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3039. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3040. ID3D12Device* device = s_renderD3D12->m_device;
  3041. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3042. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  3043. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3044. setState(commandList, drawIndirect
  3045. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3046. : D3D12_RESOURCE_STATE_GENERIC_READ
  3047. );
  3048. if (!m_dynamic)
  3049. {
  3050. update(commandList, 0, _size, _data);
  3051. }
  3052. }
  3053. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3054. {
  3055. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3056. uint8_t* data;
  3057. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3058. memcpy(data, _data, _size);
  3059. staging->Unmap(0, NULL);
  3060. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3061. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3062. setState(_commandList, state);
  3063. s_renderD3D12->m_cmd.release(staging);
  3064. }
  3065. void BufferD3D12::destroy()
  3066. {
  3067. if (NULL != m_ptr)
  3068. {
  3069. s_renderD3D12->m_cmd.release(m_ptr);
  3070. m_dynamic = false;
  3071. }
  3072. }
  3073. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3074. {
  3075. if (m_state != _state)
  3076. {
  3077. setResourceBarrier(_commandList
  3078. , m_ptr
  3079. , m_state
  3080. , _state
  3081. );
  3082. bx::xchg(m_state, _state);
  3083. }
  3084. return _state;
  3085. }
  3086. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3087. {
  3088. BufferD3D12::create(_size, _data, _flags, true);
  3089. m_decl = _declHandle;
  3090. }
  3091. void ShaderD3D12::create(const Memory* _mem)
  3092. {
  3093. bx::MemoryReader reader(_mem->data, _mem->size);
  3094. uint32_t magic;
  3095. bx::read(&reader, magic);
  3096. switch (magic)
  3097. {
  3098. case BGFX_CHUNK_MAGIC_CSH:
  3099. case BGFX_CHUNK_MAGIC_FSH:
  3100. case BGFX_CHUNK_MAGIC_VSH:
  3101. break;
  3102. default:
  3103. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3104. break;
  3105. }
  3106. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3107. uint32_t iohash;
  3108. bx::read(&reader, iohash);
  3109. uint16_t count;
  3110. bx::read(&reader, count);
  3111. m_numPredefined = 0;
  3112. m_numUniforms = count;
  3113. BX_TRACE("%s Shader consts %d"
  3114. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3115. , count
  3116. );
  3117. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3118. if (0 < count)
  3119. {
  3120. for (uint32_t ii = 0; ii < count; ++ii)
  3121. {
  3122. uint8_t nameSize;
  3123. bx::read(&reader, nameSize);
  3124. char name[256];
  3125. bx::read(&reader, &name, nameSize);
  3126. name[nameSize] = '\0';
  3127. uint8_t type;
  3128. bx::read(&reader, type);
  3129. uint8_t num;
  3130. bx::read(&reader, num);
  3131. uint16_t regIndex;
  3132. bx::read(&reader, regIndex);
  3133. uint16_t regCount;
  3134. bx::read(&reader, regCount);
  3135. const char* kind = "invalid";
  3136. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3137. if (PredefinedUniform::Count != predefined)
  3138. {
  3139. kind = "predefined";
  3140. m_predefined[m_numPredefined].m_loc = regIndex;
  3141. m_predefined[m_numPredefined].m_count = regCount;
  3142. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3143. m_numPredefined++;
  3144. }
  3145. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3146. {
  3147. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3148. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3149. if (NULL != info)
  3150. {
  3151. if (NULL == m_constantBuffer)
  3152. {
  3153. m_constantBuffer = UniformBuffer::create(1024);
  3154. }
  3155. kind = "user";
  3156. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3157. }
  3158. }
  3159. else
  3160. {
  3161. kind = "sampler";
  3162. }
  3163. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3164. , kind
  3165. , name
  3166. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3167. , num
  3168. , regIndex
  3169. , regCount
  3170. );
  3171. BX_UNUSED(kind);
  3172. }
  3173. if (NULL != m_constantBuffer)
  3174. {
  3175. m_constantBuffer->finish();
  3176. }
  3177. }
  3178. uint16_t shaderSize;
  3179. bx::read(&reader, shaderSize);
  3180. const void* code = reader.getDataPtr();
  3181. bx::skip(&reader, shaderSize+1);
  3182. m_code = copy(code, shaderSize);
  3183. uint8_t numAttrs;
  3184. bx::read(&reader, numAttrs);
  3185. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3186. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3187. {
  3188. uint16_t id;
  3189. bx::read(&reader, id);
  3190. Attrib::Enum attr = idToAttrib(id);
  3191. if (Attrib::Count != attr)
  3192. {
  3193. m_attrMask[attr] = UINT16_MAX;
  3194. }
  3195. }
  3196. bx::HashMurmur2A murmur;
  3197. murmur.begin();
  3198. murmur.add(iohash);
  3199. murmur.add(code, shaderSize);
  3200. murmur.add(numAttrs);
  3201. murmur.add(m_attrMask, numAttrs);
  3202. m_hash = murmur.end();
  3203. bx::read(&reader, m_size);
  3204. }
  3205. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3206. {
  3207. ImageContainer imageContainer;
  3208. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3209. {
  3210. uint8_t numMips = imageContainer.m_numMips;
  3211. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3212. numMips -= startLod;
  3213. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3214. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3215. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3216. m_flags = _flags;
  3217. m_width = textureWidth;
  3218. m_height = textureHeight;
  3219. m_depth = imageContainer.m_depth;
  3220. m_requestedFormat = uint8_t(imageContainer.m_format);
  3221. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3222. const bool convert = m_textureFormat != m_requestedFormat;
  3223. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3224. if (imageContainer.m_cubeMap)
  3225. {
  3226. m_type = TextureCube;
  3227. }
  3228. else if (imageContainer.m_depth > 1)
  3229. {
  3230. m_type = Texture3D;
  3231. }
  3232. else
  3233. {
  3234. m_type = Texture2D;
  3235. }
  3236. m_numMips = numMips;
  3237. const uint16_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  3238. uint32_t numSrd = numMips*numSides;
  3239. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3240. uint32_t kk = 0;
  3241. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3242. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3243. uint32_t blockWidth = 1;
  3244. uint32_t blockHeight = 1;
  3245. if (convert && compressed)
  3246. {
  3247. blockWidth = blockInfo.blockWidth;
  3248. blockHeight = blockInfo.blockHeight;
  3249. }
  3250. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3251. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3252. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3253. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3254. , this - s_renderD3D12->m_textures
  3255. , getName( (TextureFormat::Enum)m_textureFormat)
  3256. , getName( (TextureFormat::Enum)m_requestedFormat)
  3257. , textureWidth
  3258. , textureHeight
  3259. , imageContainer.m_cubeMap ? "x6" : ""
  3260. , renderTarget ? 'x' : ' '
  3261. , writeOnly ? 'x' : ' '
  3262. , computeWrite ? 'x' : ' '
  3263. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3264. );
  3265. uint32_t totalSize = 0;
  3266. for (uint8_t side = 0; side < numSides; ++side)
  3267. {
  3268. uint32_t width = textureWidth;
  3269. uint32_t height = textureHeight;
  3270. uint32_t depth = imageContainer.m_depth;
  3271. for (uint8_t lod = 0; lod < numMips; ++lod)
  3272. {
  3273. width = bx::uint32_max(blockWidth, width);
  3274. height = bx::uint32_max(blockHeight, height);
  3275. depth = bx::uint32_max(1, depth);
  3276. ImageMip mip;
  3277. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3278. {
  3279. if (convert)
  3280. {
  3281. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3282. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3283. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3284. imageDecodeToBgra8(temp
  3285. , mip.m_data
  3286. , mip.m_width
  3287. , mip.m_height
  3288. , pitch, mip.m_format
  3289. );
  3290. srd[kk].pData = temp;
  3291. srd[kk].RowPitch = pitch;
  3292. srd[kk].SlicePitch = slice;
  3293. totalSize += slice;
  3294. }
  3295. else if (compressed)
  3296. {
  3297. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3298. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3299. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3300. imageCopy(mip.m_height/blockInfo.blockHeight
  3301. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3302. , mip.m_data
  3303. , pitch
  3304. , temp
  3305. );
  3306. srd[kk].pData = temp;
  3307. srd[kk].RowPitch = pitch;
  3308. srd[kk].SlicePitch = slice;
  3309. totalSize += slice;
  3310. }
  3311. else
  3312. {
  3313. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3314. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3315. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3316. imageCopy(mip.m_height
  3317. , mip.m_width*mip.m_bpp / 8
  3318. , mip.m_data
  3319. , pitch
  3320. , temp
  3321. );
  3322. srd[kk].pData = temp;
  3323. srd[kk].RowPitch = pitch;
  3324. srd[kk].SlicePitch = slice;
  3325. totalSize += slice;
  3326. }
  3327. if (swizzle)
  3328. {
  3329. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3330. }
  3331. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3332. ++kk;
  3333. }
  3334. else
  3335. {
  3336. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3337. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3338. totalSize += slice;
  3339. }
  3340. width >>= 1;
  3341. height >>= 1;
  3342. depth >>= 1;
  3343. }
  3344. }
  3345. BX_TRACE("texture total size: %d", totalSize);
  3346. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3347. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3348. memset(&m_srvd, 0, sizeof(m_srvd) );
  3349. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3350. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3351. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3352. if (swizzle)
  3353. {
  3354. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3355. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3356. }
  3357. m_uavd.Format = m_srvd.Format;
  3358. ID3D12Device* device = s_renderD3D12->m_device;
  3359. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3360. D3D12_RESOURCE_DESC resourceDesc;
  3361. resourceDesc.Alignment = 0;
  3362. resourceDesc.Width = textureWidth;
  3363. resourceDesc.Height = textureHeight;
  3364. resourceDesc.MipLevels = numMips;
  3365. resourceDesc.Format = format;
  3366. resourceDesc.SampleDesc = msaa;
  3367. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3368. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3369. resourceDesc.DepthOrArraySize = numSides;
  3370. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3371. D3D12_CLEAR_VALUE* clearValue = NULL;
  3372. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  3373. {
  3374. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3375. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3376. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3377. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3378. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3379. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3380. clearValue->DepthStencil.Depth = 1.0f;
  3381. clearValue->DepthStencil.Stencil = 0;
  3382. }
  3383. else if (renderTarget)
  3384. {
  3385. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3386. clearValue->Format = resourceDesc.Format;
  3387. clearValue->Color[0] = 0.0f;
  3388. clearValue->Color[1] = 0.0f;
  3389. clearValue->Color[2] = 0.0f;
  3390. clearValue->Color[3] = 0.0f;
  3391. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3392. }
  3393. if (writeOnly)
  3394. {
  3395. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3396. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3397. }
  3398. if (computeWrite)
  3399. {
  3400. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3401. }
  3402. switch (m_type)
  3403. {
  3404. case Texture2D:
  3405. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3406. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  3407. m_srvd.Texture2D.MostDetailedMip = 0;
  3408. m_srvd.Texture2D.MipLevels = numMips;
  3409. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3410. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3411. m_uavd.Texture2D.MipSlice = 0;
  3412. m_uavd.Texture2D.PlaneSlice = 0;
  3413. break;
  3414. case Texture3D:
  3415. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3416. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3417. m_srvd.Texture3D.MostDetailedMip = 0;
  3418. m_srvd.Texture3D.MipLevels = numMips;
  3419. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3420. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3421. m_uavd.Texture3D.MipSlice = 0;
  3422. m_uavd.Texture3D.FirstWSlice = 0;
  3423. m_uavd.Texture3D.WSize = 0;
  3424. break;
  3425. case TextureCube:
  3426. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3427. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3428. m_srvd.TextureCube.MostDetailedMip = 0;
  3429. m_srvd.TextureCube.MipLevels = numMips;
  3430. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3431. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3432. m_uavd.Texture2D.MipSlice = 0;
  3433. m_uavd.Texture2D.PlaneSlice = 0;
  3434. break;
  3435. }
  3436. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3437. {
  3438. uint64_t uploadBufferSize;
  3439. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3440. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3441. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3442. device->GetCopyableFootprints(&resourceDesc
  3443. , 0
  3444. , numSrd
  3445. , 0
  3446. , layouts
  3447. , numRows
  3448. , rowSizeInBytes
  3449. , &uploadBufferSize
  3450. );
  3451. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3452. , uploadBufferSize
  3453. , totalSize
  3454. , numRows[0]
  3455. , rowSizeInBytes[0]
  3456. );
  3457. }
  3458. if (kk != 0)
  3459. {
  3460. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3461. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3462. uint64_t result = UpdateSubresources(commandList
  3463. , m_ptr
  3464. , staging
  3465. , 0
  3466. , 0
  3467. , numSrd
  3468. , srd
  3469. );
  3470. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3471. BX_TRACE("Update subresource %" PRId64, result);
  3472. setState(commandList, state);
  3473. s_renderD3D12->m_cmd.release(staging);
  3474. }
  3475. else
  3476. {
  3477. setState(commandList, state);
  3478. }
  3479. if (0 != kk)
  3480. {
  3481. kk = 0;
  3482. for (uint8_t side = 0; side < numSides; ++side)
  3483. {
  3484. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3485. {
  3486. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3487. ++kk;
  3488. }
  3489. }
  3490. }
  3491. }
  3492. }
  3493. void TextureD3D12::destroy()
  3494. {
  3495. if (NULL != m_ptr)
  3496. {
  3497. s_renderD3D12->m_cmd.release(m_ptr);
  3498. m_ptr = NULL;
  3499. }
  3500. }
  3501. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3502. {
  3503. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3504. const uint32_t subres = _mip + (_side * m_numMips);
  3505. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3506. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3507. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3508. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3509. desc.Height = _rect.m_height;
  3510. uint32_t numRows;
  3511. uint64_t rowPitch;
  3512. uint64_t totalBytes;
  3513. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3514. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3515. , subres
  3516. , 1
  3517. , 0
  3518. , &layout
  3519. , &numRows
  3520. , &rowPitch
  3521. , &totalBytes
  3522. );
  3523. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3524. uint8_t* data;
  3525. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3526. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3527. {
  3528. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3529. }
  3530. staging->Unmap(0, NULL);
  3531. D3D12_BOX box;
  3532. box.left = 0;
  3533. box.top = 0;
  3534. box.right = box.left + _rect.m_width;
  3535. box.bottom = box.top + _rect.m_height;
  3536. box.front = _z;
  3537. box.back = _z+_depth;
  3538. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3539. dst.SubresourceIndex = subres;
  3540. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3541. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3542. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3543. s_renderD3D12->m_cmd.release(staging);
  3544. }
  3545. void TextureD3D12::resolve()
  3546. {
  3547. }
  3548. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3549. {
  3550. if (m_state != _state)
  3551. {
  3552. setResourceBarrier(_commandList
  3553. , m_ptr
  3554. , m_state
  3555. , _state
  3556. );
  3557. bx::xchg(m_state, _state);
  3558. }
  3559. return _state;
  3560. }
  3561. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  3562. {
  3563. m_numTh = _num;
  3564. memcpy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3565. postReset();
  3566. }
  3567. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3568. {
  3569. }
  3570. void FrameBufferD3D12::preReset()
  3571. {
  3572. }
  3573. void FrameBufferD3D12::postReset()
  3574. {
  3575. if (m_numTh != 0)
  3576. {
  3577. ID3D12Device* device = s_renderD3D12->m_device;
  3578. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3579. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3580. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3581. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3582. m_width = 0;
  3583. m_height = 0;
  3584. m_depth.idx = bgfx::invalidHandle;
  3585. m_num = 0;
  3586. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3587. {
  3588. TextureHandle handle = m_attachment[ii].handle;
  3589. if (isValid(handle) )
  3590. {
  3591. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3592. if (0 == m_width)
  3593. {
  3594. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  3595. m_width = uint32_t(desc.Width);
  3596. m_height = uint32_t(desc.Height);
  3597. }
  3598. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3599. {
  3600. BX_CHECK(!isValid(m_depth), "");
  3601. m_depth = handle;
  3602. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3603. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3604. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3605. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  3606. BX_UNUSED(blockInfo);
  3607. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3608. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3609. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3610. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3611. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3612. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3613. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3614. ;
  3615. device->CreateDepthStencilView(texture.m_ptr
  3616. , &dsvDesc
  3617. , dsvDescriptor
  3618. );
  3619. }
  3620. else
  3621. {
  3622. m_texture[m_num] = handle;
  3623. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3624. device->CreateRenderTargetView(texture.m_ptr
  3625. , NULL
  3626. , rtv
  3627. );
  3628. m_num++;
  3629. }
  3630. }
  3631. }
  3632. }
  3633. }
  3634. uint16_t FrameBufferD3D12::destroy()
  3635. {
  3636. m_numTh = 0;
  3637. m_depth.idx = bgfx::invalidHandle;
  3638. uint16_t denseIdx = m_denseIdx;
  3639. m_denseIdx = UINT16_MAX;
  3640. return denseIdx;
  3641. }
  3642. void FrameBufferD3D12::resolve()
  3643. {
  3644. }
  3645. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3646. {
  3647. ID3D12Device* device = s_renderD3D12->m_device;
  3648. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3649. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3650. && 0 != m_num)
  3651. {
  3652. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3653. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3654. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3655. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3656. {
  3657. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3658. {
  3659. uint8_t index = _clear.m_index[ii];
  3660. if (UINT8_MAX != index)
  3661. {
  3662. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3663. _commandList->ClearRenderTargetView(rtv
  3664. , _palette[index]
  3665. , _num
  3666. , _rect
  3667. );
  3668. }
  3669. }
  3670. }
  3671. else
  3672. {
  3673. float frgba[4] =
  3674. {
  3675. _clear.m_index[0]*1.0f/255.0f,
  3676. _clear.m_index[1]*1.0f/255.0f,
  3677. _clear.m_index[2]*1.0f/255.0f,
  3678. _clear.m_index[3]*1.0f/255.0f,
  3679. };
  3680. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3681. {
  3682. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3683. _commandList->ClearRenderTargetView(rtv
  3684. , frgba
  3685. , _num
  3686. , _rect
  3687. );
  3688. }
  3689. }
  3690. }
  3691. if (isValid(m_depth)
  3692. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3693. {
  3694. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3695. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3696. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3697. DWORD flags = 0;
  3698. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3699. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3700. _commandList->ClearDepthStencilView(dsvDescriptor
  3701. , D3D12_CLEAR_FLAGS(flags)
  3702. , _clear.m_depth
  3703. , _clear.m_stencil
  3704. , _num
  3705. , _rect
  3706. );
  3707. }
  3708. }
  3709. void TimerQueryD3D12::init()
  3710. {
  3711. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3712. queryHeapDesc.Count = m_control.m_size * 2;
  3713. queryHeapDesc.NodeMask = 1;
  3714. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  3715. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3716. , IID_ID3D12QueryHeap
  3717. , (void**)&m_queryHeap
  3718. ) );
  3719. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  3720. m_readback = createCommittedResource(s_renderD3D12->m_device
  3721. , HeapProperty::ReadBack
  3722. , size
  3723. );
  3724. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  3725. D3D12_RANGE range = { 0, size };
  3726. m_readback->Map(0, &range, (void**)&m_result);
  3727. }
  3728. void TimerQueryD3D12::shutdown()
  3729. {
  3730. D3D12_RANGE range = { 0, 0 };
  3731. m_readback->Unmap(0, &range);
  3732. DX_RELEASE(m_queryHeap, 0);
  3733. DX_RELEASE(m_readback, 0);
  3734. }
  3735. void TimerQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList)
  3736. {
  3737. BX_UNUSED(_commandList);
  3738. while (0 == m_control.reserve(1) )
  3739. {
  3740. m_control.consume(1);
  3741. }
  3742. uint32_t offset = m_control.m_current * 2 + 0;
  3743. _commandList->EndQuery(m_queryHeap
  3744. , D3D12_QUERY_TYPE_TIMESTAMP
  3745. , offset
  3746. );
  3747. }
  3748. void TimerQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3749. {
  3750. BX_UNUSED(_commandList);
  3751. uint32_t offset = m_control.m_current * 2;
  3752. _commandList->EndQuery(m_queryHeap
  3753. , D3D12_QUERY_TYPE_TIMESTAMP
  3754. , offset + 1
  3755. );
  3756. _commandList->ResolveQueryData(m_queryHeap
  3757. , D3D12_QUERY_TYPE_TIMESTAMP
  3758. , offset
  3759. , 2
  3760. , m_readback
  3761. , offset * sizeof(uint64_t)
  3762. );
  3763. m_control.commit(1);
  3764. }
  3765. bool TimerQueryD3D12::get()
  3766. {
  3767. if (0 != m_control.available() )
  3768. {
  3769. uint32_t offset = m_control.m_read * 2;
  3770. m_begin = m_result[offset+0];
  3771. m_end = m_result[offset+1];
  3772. m_elapsed = m_end - m_begin;
  3773. m_control.consume(1);
  3774. return true;
  3775. }
  3776. return false;
  3777. }
  3778. void OcclusionQueryD3D12::init()
  3779. {
  3780. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3781. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  3782. queryHeapDesc.NodeMask = 1;
  3783. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  3784. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3785. , IID_ID3D12QueryHeap
  3786. , (void**)&m_queryHeap
  3787. ) );
  3788. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  3789. m_readback = createCommittedResource(s_renderD3D12->m_device
  3790. , HeapProperty::ReadBack
  3791. , size
  3792. );
  3793. D3D12_RANGE range = { 0, size };
  3794. m_readback->Map(0, &range, (void**)&m_result);
  3795. }
  3796. void OcclusionQueryD3D12::shutdown()
  3797. {
  3798. D3D12_RANGE range = { 0, 0 };
  3799. m_readback->Unmap(0, &range);
  3800. DX_RELEASE(m_queryHeap, 0);
  3801. DX_RELEASE(m_readback, 0);
  3802. }
  3803. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  3804. {
  3805. while (0 == m_control.reserve(1) )
  3806. {
  3807. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  3808. _render->m_occlusion[handle.idx] = 0 < m_result[handle.idx];
  3809. m_control.consume(1);
  3810. }
  3811. m_handle[m_control.m_current] = _handle;
  3812. _commandList->BeginQuery(m_queryHeap
  3813. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  3814. , _handle.idx
  3815. );
  3816. }
  3817. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3818. {
  3819. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  3820. _commandList->EndQuery(m_queryHeap
  3821. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  3822. , handle.idx
  3823. );
  3824. _commandList->ResolveQueryData(m_queryHeap
  3825. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  3826. , handle.idx
  3827. , 1
  3828. , m_readback
  3829. , handle.idx * sizeof(uint64_t)
  3830. );
  3831. m_control.commit(1);
  3832. }
  3833. struct Bind
  3834. {
  3835. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  3836. uint16_t m_samplerStateIdx;
  3837. };
  3838. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  3839. {
  3840. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3841. updateResolution(_render->m_resolution);
  3842. int64_t elapsed = -bx::getHPCounter();
  3843. int64_t captureElapsed = 0;
  3844. m_gpuTimer.begin(m_commandList);
  3845. if (0 < _render->m_iboffset)
  3846. {
  3847. TransientIndexBuffer* ib = _render->m_transientIb;
  3848. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  3849. }
  3850. if (0 < _render->m_vboffset)
  3851. {
  3852. TransientVertexBuffer* vb = _render->m_transientVb;
  3853. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  3854. }
  3855. _render->sort();
  3856. RenderDraw currentState;
  3857. currentState.clear();
  3858. currentState.m_stateFlags = BGFX_STATE_NONE;
  3859. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3860. _render->m_hmdInitialized = false;
  3861. const bool hmdEnabled = false;
  3862. ViewState viewState(_render, hmdEnabled);
  3863. viewState.reset(_render, hmdEnabled);
  3864. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3865. // setDebugWireframe(wireframe);
  3866. uint16_t currentSamplerStateIdx = invalidHandle;
  3867. uint16_t currentProgramIdx = invalidHandle;
  3868. uint32_t currentBindHash = 0;
  3869. bool hasPredefined = false;
  3870. bool commandListChanged = false;
  3871. ID3D12PipelineState* currentPso = NULL;
  3872. SortKey key;
  3873. uint16_t view = UINT16_MAX;
  3874. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  3875. BlitKey blitKey;
  3876. blitKey.decode(_render->m_blitKeys[0]);
  3877. uint16_t numBlitItems = _render->m_numBlitItems;
  3878. uint16_t blitItem = 0;
  3879. uint32_t blendFactor = 0;
  3880. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3881. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3882. PrimInfo prim = s_primInfo[primIndex];
  3883. bool wasCompute = false;
  3884. bool viewHasScissor = false;
  3885. bool restoreScissor = false;
  3886. Rect viewScissorRect;
  3887. viewScissorRect.clear();
  3888. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3889. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3890. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3891. uint32_t statsNumIndices = 0;
  3892. uint32_t statsKeyType[2] = {};
  3893. #if BX_PLATFORM_WINDOWS
  3894. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  3895. #endif // BX_PLATFORM_WINDOWS
  3896. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  3897. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  3898. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  3899. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  3900. scratchBuffer.reset(gpuHandle);
  3901. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  3902. StateCacheLru<Bind, 64> bindLru;
  3903. setResourceBarrier(m_commandList
  3904. , m_backBufferColor[m_backBufferColorIdx]
  3905. , D3D12_RESOURCE_STATE_PRESENT
  3906. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3907. );
  3908. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3909. {
  3910. m_batch.begin();
  3911. // uint8_t eye = 0;
  3912. // uint8_t restartState = 0;
  3913. viewState.m_rect = _render->m_rect[0];
  3914. int32_t numItems = _render->m_num;
  3915. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3916. {
  3917. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3918. statsKeyType[isCompute]++;
  3919. const bool viewChanged = 0
  3920. || key.m_view != view
  3921. || item == numItems
  3922. ;
  3923. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3924. ++item;
  3925. if (viewChanged)
  3926. {
  3927. m_batch.flush(m_commandList, true);
  3928. kick();
  3929. view = key.m_view;
  3930. currentPso = NULL;
  3931. currentSamplerStateIdx = invalidHandle;
  3932. currentProgramIdx = invalidHandle;
  3933. hasPredefined = false;
  3934. fbh = _render->m_fb[view];
  3935. setFrameBuffer(fbh);
  3936. viewState.m_rect = _render->m_rect[view];
  3937. const Rect& rect = _render->m_rect[view];
  3938. const Rect& scissorRect = _render->m_scissor[view];
  3939. viewHasScissor = !scissorRect.isZero();
  3940. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3941. D3D12_VIEWPORT vp;
  3942. vp.TopLeftX = rect.m_x;
  3943. vp.TopLeftY = rect.m_y;
  3944. vp.Width = rect.m_width;
  3945. vp.Height = rect.m_height;
  3946. vp.MinDepth = 0.0f;
  3947. vp.MaxDepth = 1.0f;
  3948. m_commandList->RSSetViewports(1, &vp);
  3949. D3D12_RECT rc;
  3950. rc.left = viewScissorRect.m_x;
  3951. rc.top = viewScissorRect.m_y;
  3952. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3953. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3954. m_commandList->RSSetScissorRects(1, &rc);
  3955. restoreScissor = false;
  3956. Clear& clr = _render->m_clear[view];
  3957. if (BGFX_CLEAR_NONE != clr.m_flags)
  3958. {
  3959. Rect clearRect = rect;
  3960. clearRect.intersect(rect, viewScissorRect);
  3961. clearQuad(clearRect, clr, _render->m_colorPalette);
  3962. }
  3963. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  3964. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  3965. {
  3966. const BlitItem& blit = _render->m_blitItem[blitItem];
  3967. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  3968. const TextureD3D12& src = m_textures[blit.m_src.idx];
  3969. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  3970. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  3971. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  3972. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  3973. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  3974. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  3975. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  3976. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  3977. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  3978. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  3979. if (TextureD3D12::Texture3D == src.m_type)
  3980. {
  3981. D3D12_BOX box;
  3982. box.left = blit.m_srcX;
  3983. box.top = blit.m_srcY;
  3984. box.front = blit.m_srcZ;
  3985. box.right = blit.m_srcX + width;
  3986. box.bottom = blit.m_srcY + height;;
  3987. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  3988. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{ 0 }} };
  3989. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{ 0 }} };
  3990. m_commandList->CopyTextureRegion(&dstLocation
  3991. , blit.m_dstX
  3992. , blit.m_dstY
  3993. , blit.m_dstZ
  3994. , &srcLocation
  3995. , &box
  3996. );
  3997. }
  3998. else
  3999. {
  4000. D3D12_BOX box;
  4001. box.left = blit.m_srcX;
  4002. box.top = blit.m_srcY;
  4003. box.front = 0;
  4004. box.right = blit.m_srcX + width;
  4005. box.bottom = blit.m_srcY + height;;
  4006. box.back = 1;
  4007. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4008. ? blit.m_srcZ
  4009. : 0
  4010. ;
  4011. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4012. ? blit.m_dstZ
  4013. : 0
  4014. ;
  4015. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{ dstZ*dst.m_numMips+blit.m_dstMip }} };
  4016. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{ srcZ*src.m_numMips+blit.m_srcMip }} };
  4017. bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  4018. m_commandList->CopyTextureRegion(&dstLocation
  4019. , blit.m_dstX
  4020. , blit.m_dstY
  4021. , 0
  4022. , &srcLocation
  4023. , depthStencil ? NULL : &box
  4024. );
  4025. }
  4026. }
  4027. }
  4028. if (isCompute)
  4029. {
  4030. if (!wasCompute)
  4031. {
  4032. wasCompute = true;
  4033. m_commandList->SetComputeRootSignature(m_rootSignature);
  4034. ID3D12DescriptorHeap* heaps[] = {
  4035. m_samplerAllocator.getHeap(),
  4036. scratchBuffer.getHeap(),
  4037. };
  4038. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4039. }
  4040. const RenderCompute& compute = renderItem.compute;
  4041. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4042. if (pso != currentPso)
  4043. {
  4044. currentPso = pso;
  4045. m_commandList->SetPipelineState(pso);
  4046. currentBindHash = 0;
  4047. }
  4048. uint32_t bindHash = bx::hashMurmur2A(compute.m_bind, sizeof(compute.m_bind) );
  4049. if (currentBindHash != bindHash)
  4050. {
  4051. currentBindHash = bindHash;
  4052. Bind* bindCached = bindLru.find(bindHash);
  4053. if (NULL == bindCached)
  4054. {
  4055. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4056. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4057. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4058. {
  4059. const Binding& bind = compute.m_bind[ii];
  4060. if (invalidHandle != bind.m_idx)
  4061. {
  4062. switch (bind.m_type)
  4063. {
  4064. case Binding::Image:
  4065. {
  4066. TextureD3D12& texture = m_textures[bind.m_idx];
  4067. if (Access::Read != bind.m_un.m_compute.m_access)
  4068. {
  4069. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4070. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4071. }
  4072. else
  4073. {
  4074. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4075. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4076. samplerFlags[ii] = texture.m_flags;
  4077. }
  4078. }
  4079. break;
  4080. case Binding::IndexBuffer:
  4081. case Binding::VertexBuffer:
  4082. {
  4083. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4084. ? m_indexBuffers[bind.m_idx]
  4085. : m_vertexBuffers[bind.m_idx]
  4086. ;
  4087. if (Access::Read != bind.m_un.m_compute.m_access)
  4088. {
  4089. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4090. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4091. }
  4092. else
  4093. {
  4094. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4095. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4096. }
  4097. }
  4098. break;
  4099. }
  4100. }
  4101. }
  4102. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4103. if (samplerStateIdx != currentSamplerStateIdx)
  4104. {
  4105. currentSamplerStateIdx = samplerStateIdx;
  4106. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4107. }
  4108. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4109. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4110. Bind bind;
  4111. bind.m_srvHandle = srvHandle[0];
  4112. bind.m_samplerStateIdx = samplerStateIdx;
  4113. bindLru.add(bindHash, bind, 0);
  4114. }
  4115. else
  4116. {
  4117. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4118. if (samplerStateIdx != currentSamplerStateIdx)
  4119. {
  4120. currentSamplerStateIdx = samplerStateIdx;
  4121. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4122. }
  4123. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4124. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4125. }
  4126. }
  4127. bool constantsChanged = false;
  4128. if (compute.m_constBegin < compute.m_constEnd
  4129. || currentProgramIdx != key.m_program)
  4130. {
  4131. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4132. currentProgramIdx = key.m_program;
  4133. ProgramD3D12& program = m_program[currentProgramIdx];
  4134. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4135. if (NULL != vcb)
  4136. {
  4137. commit(*vcb);
  4138. }
  4139. hasPredefined = 0 < program.m_numPredefined;
  4140. constantsChanged = true;
  4141. }
  4142. if (constantsChanged
  4143. || hasPredefined)
  4144. {
  4145. ProgramD3D12& program = m_program[currentProgramIdx];
  4146. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4147. commitShaderConstants(key.m_program, gpuAddress);
  4148. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4149. }
  4150. if (isValid(compute.m_indirectBuffer) )
  4151. {
  4152. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4153. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4154. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4155. : compute.m_numIndirect
  4156. ;
  4157. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4158. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4159. {
  4160. // m_commandList->ExecuteIndirect(ptr, args);
  4161. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4162. }
  4163. }
  4164. else
  4165. {
  4166. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4167. }
  4168. continue;
  4169. }
  4170. const RenderDraw& draw = renderItem.draw;
  4171. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4172. if (isValid(draw.m_occlusionQuery)
  4173. && !hasOcclusionQuery
  4174. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4175. {
  4176. continue;
  4177. }
  4178. const uint64_t newFlags = draw.m_stateFlags;
  4179. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4180. currentState.m_stateFlags = newFlags;
  4181. const uint64_t newStencil = draw.m_stencil;
  4182. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4183. currentState.m_stencil = newStencil;
  4184. if (viewChanged
  4185. || wasCompute)
  4186. {
  4187. if (wasCompute)
  4188. {
  4189. wasCompute = false;
  4190. }
  4191. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4192. {
  4193. BX_UNUSED(s_viewNameW);
  4194. // wchar_t* viewNameW = s_viewNameW[view];
  4195. // viewNameW[3] = L' ';
  4196. // PIX_ENDEVENT();
  4197. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4198. }
  4199. commandListChanged = true;
  4200. }
  4201. if (commandListChanged)
  4202. {
  4203. commandListChanged = false;
  4204. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4205. ID3D12DescriptorHeap* heaps[] = {
  4206. m_samplerAllocator.getHeap(),
  4207. scratchBuffer.getHeap(),
  4208. };
  4209. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4210. currentPso = NULL;
  4211. currentBindHash = 0;
  4212. currentSamplerStateIdx = invalidHandle;
  4213. currentProgramIdx = invalidHandle;
  4214. currentState.clear();
  4215. currentState.m_scissor = !draw.m_scissor;
  4216. changedFlags = BGFX_STATE_MASK;
  4217. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4218. currentState.m_stateFlags = newFlags;
  4219. currentState.m_stencil = newStencil;
  4220. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4221. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4222. }
  4223. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4224. if (isValid(draw.m_vertexBuffer) )
  4225. {
  4226. const uint64_t state = draw.m_stateFlags;
  4227. bool hasFactor = 0
  4228. || f0 == (state & f0)
  4229. || f1 == (state & f1)
  4230. ;
  4231. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  4232. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4233. ID3D12PipelineState* pso =
  4234. getPipelineState(state
  4235. , draw.m_stencil
  4236. , declIdx
  4237. , key.m_program
  4238. , uint8_t(draw.m_instanceDataStride/16)
  4239. );
  4240. uint16_t scissor = draw.m_scissor;
  4241. uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) );
  4242. if (currentBindHash != bindHash
  4243. || 0 != changedStencil
  4244. || (hasFactor && blendFactor != draw.m_rgba)
  4245. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4246. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4247. || currentState.m_scissor != scissor
  4248. || pso != currentPso
  4249. || hasOcclusionQuery)
  4250. {
  4251. m_batch.flush(m_commandList);
  4252. }
  4253. if (currentBindHash != bindHash)
  4254. {
  4255. currentBindHash = bindHash;
  4256. Bind* bindCached = bindLru.find(bindHash);
  4257. if (NULL == bindCached)
  4258. {
  4259. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4260. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4261. {
  4262. srvHandle[0].ptr = 0;
  4263. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4264. {
  4265. const Binding& bind = draw.m_bind[stage];
  4266. if (invalidHandle != bind.m_idx)
  4267. {
  4268. TextureD3D12& texture = m_textures[bind.m_idx];
  4269. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4270. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4271. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4272. ? bind.m_un.m_draw.m_textureFlags
  4273. : texture.m_flags
  4274. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK|BGFX_TEXTURE_BORDER_COLOR_MASK)
  4275. ;
  4276. }
  4277. else
  4278. {
  4279. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4280. samplerFlags[stage] = 0;
  4281. }
  4282. }
  4283. }
  4284. if (srvHandle[0].ptr != 0)
  4285. {
  4286. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4287. if (samplerStateIdx != currentSamplerStateIdx)
  4288. {
  4289. currentSamplerStateIdx = samplerStateIdx;
  4290. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4291. }
  4292. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4293. Bind bind;
  4294. bind.m_srvHandle = srvHandle[0];
  4295. bind.m_samplerStateIdx = samplerStateIdx;
  4296. bindLru.add(bindHash, bind, 0);
  4297. }
  4298. }
  4299. else
  4300. {
  4301. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4302. if (samplerStateIdx != currentSamplerStateIdx)
  4303. {
  4304. currentSamplerStateIdx = samplerStateIdx;
  4305. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4306. }
  4307. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4308. }
  4309. }
  4310. if (0 != changedStencil)
  4311. {
  4312. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4313. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4314. m_commandList->OMSetStencilRef(ref);
  4315. }
  4316. if (hasFactor
  4317. && blendFactor != draw.m_rgba)
  4318. {
  4319. blendFactor = draw.m_rgba;
  4320. float bf[4];
  4321. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4322. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4323. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4324. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4325. m_commandList->OMSetBlendFactor(bf);
  4326. }
  4327. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4328. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4329. {
  4330. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4331. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4332. prim = s_primInfo[primIndex];
  4333. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4334. }
  4335. if (currentState.m_scissor != scissor)
  4336. {
  4337. currentState.m_scissor = scissor;
  4338. if (UINT16_MAX == scissor)
  4339. {
  4340. if (restoreScissor
  4341. || viewHasScissor)
  4342. {
  4343. restoreScissor = false;
  4344. D3D12_RECT rc;
  4345. rc.left = viewScissorRect.m_x;
  4346. rc.top = viewScissorRect.m_y;
  4347. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4348. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4349. m_commandList->RSSetScissorRects(1, &rc);
  4350. }
  4351. }
  4352. else
  4353. {
  4354. restoreScissor = true;
  4355. Rect scissorRect;
  4356. scissorRect.intersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4357. D3D12_RECT rc;
  4358. rc.left = scissorRect.m_x;
  4359. rc.top = scissorRect.m_y;
  4360. rc.right = scissorRect.m_x + scissorRect.m_width;
  4361. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4362. m_commandList->RSSetScissorRects(1, &rc);
  4363. }
  4364. }
  4365. if (pso != currentPso)
  4366. {
  4367. currentPso = pso;
  4368. m_commandList->SetPipelineState(pso);
  4369. }
  4370. bool constantsChanged = false;
  4371. if (draw.m_constBegin < draw.m_constEnd
  4372. || currentProgramIdx != key.m_program
  4373. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4374. {
  4375. currentProgramIdx = key.m_program;
  4376. ProgramD3D12& program = m_program[currentProgramIdx];
  4377. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4378. if (NULL != vcb)
  4379. {
  4380. commit(*vcb);
  4381. }
  4382. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4383. if (NULL != fcb)
  4384. {
  4385. commit(*fcb);
  4386. }
  4387. hasPredefined = 0 < program.m_numPredefined;
  4388. constantsChanged = true;
  4389. }
  4390. if (constantsChanged
  4391. || hasPredefined)
  4392. {
  4393. ProgramD3D12& program = m_program[currentProgramIdx];
  4394. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4395. viewState.m_alphaRef = ref/255.0f;
  4396. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4397. commitShaderConstants(key.m_program, gpuAddress);
  4398. }
  4399. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4400. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4401. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4402. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4403. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4404. statsNumInstances[primIndex] += draw.m_numInstances;
  4405. statsNumIndices += numIndices;
  4406. if (hasOcclusionQuery)
  4407. {
  4408. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  4409. m_batch.flush(m_commandList);
  4410. m_occlusionQuery.end(m_commandList);
  4411. }
  4412. }
  4413. }
  4414. m_batch.end(m_commandList);
  4415. }
  4416. int64_t now = bx::getHPCounter();
  4417. elapsed += now;
  4418. static int64_t last = now;
  4419. Stats& perfStats = _render->m_perfStats;
  4420. perfStats.cpuTimeBegin = last;
  4421. int64_t frameTime = now - last;
  4422. last = now;
  4423. static int64_t min = frameTime;
  4424. static int64_t max = frameTime;
  4425. min = bx::int64_min(min, frameTime);
  4426. max = bx::int64_max(max, frameTime);
  4427. static uint32_t maxGpuLatency = 0;
  4428. static double maxGpuElapsed = 0.0f;
  4429. double elapsedGpuMs = 0.0;
  4430. static int64_t presentMin = m_presentElapsed;
  4431. static int64_t presentMax = m_presentElapsed;
  4432. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4433. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4434. m_gpuTimer.end(m_commandList);
  4435. while (m_gpuTimer.get() )
  4436. {
  4437. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4438. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4439. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4440. }
  4441. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4442. const int64_t timerFreq = bx::getHPFrequency();
  4443. perfStats.cpuTimeEnd = now;
  4444. perfStats.cpuTimerFreq = timerFreq;
  4445. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  4446. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  4447. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4448. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  4449. {
  4450. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4451. TextVideoMem& tvm = m_textVideoMem;
  4452. static int64_t next = now;
  4453. if (now >= next)
  4454. {
  4455. next = now + bx::getHPFrequency();
  4456. double freq = double(bx::getHPFrequency() );
  4457. double toMs = 1000.0 / freq;
  4458. tvm.clear();
  4459. uint16_t pos = 0;
  4460. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4461. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4462. , getRendererName()
  4463. );
  4464. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4465. char description[BX_COUNTOF(desc.Description)];
  4466. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4467. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4468. char dedicatedVideo[16];
  4469. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4470. char dedicatedSystem[16];
  4471. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4472. char sharedSystem[16];
  4473. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4474. char processMemoryUsed[16];
  4475. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4476. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4477. , dedicatedVideo
  4478. , dedicatedSystem
  4479. , sharedSystem
  4480. , processMemoryUsed
  4481. );
  4482. #if BX_PLATFORM_WINDOWS
  4483. DXGI_QUERY_VIDEO_MEMORY_INFO memInfo;
  4484. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &memInfo) );
  4485. char budget[16];
  4486. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4487. char currentUsage[16];
  4488. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4489. char availableForReservation[16];
  4490. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4491. char currentReservation[16];
  4492. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4493. tvm.printf(0, pos++, 0x8f, " Budget: %s, Usage: %s, AvailRes: %s, CurrRes: %s "
  4494. , budget
  4495. , currentUsage
  4496. , availableForReservation
  4497. , currentReservation
  4498. );
  4499. #endif // BX_PLATFORM_WINDOWS
  4500. pos = 10;
  4501. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4502. , double(frameTime)*toMs
  4503. , double(min)*toMs
  4504. , double(max)*toMs
  4505. , freq/frameTime
  4506. );
  4507. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4508. , double(m_presentElapsed)*toMs
  4509. , double(presentMin)*toMs
  4510. , double(presentMax)*toMs
  4511. );
  4512. char hmd[16];
  4513. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4514. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4515. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4516. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4517. , 0 != msaa ? '\xfe' : ' '
  4518. , 1<<msaa
  4519. , ", no-HMD "
  4520. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4521. );
  4522. double elapsedCpuMs = double(elapsed)*toMs;
  4523. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4524. , _render->m_num
  4525. , statsKeyType[0]
  4526. , statsKeyType[1]
  4527. , elapsedCpuMs
  4528. );
  4529. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4530. {
  4531. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4532. , s_primName[ii]
  4533. , statsNumPrimsRendered[ii]
  4534. , statsNumInstances[ii]
  4535. , statsNumPrimsSubmitted[ii]
  4536. );
  4537. }
  4538. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4539. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4540. , m_batch.m_maxDrawPerBatch
  4541. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4542. );
  4543. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4544. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4545. , m_batch.m_maxDrawPerBatch
  4546. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4547. );
  4548. // if (NULL != m_renderdocdll)
  4549. // {
  4550. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4551. // }
  4552. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4553. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4554. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4555. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4556. pos++;
  4557. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4558. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4559. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4560. , m_pipelineStateCache.getCount()
  4561. , m_samplerStateCache.getCount()
  4562. , bindLru.getCount()
  4563. , m_cmd.m_control.available()
  4564. );
  4565. pos++;
  4566. double captureMs = double(captureElapsed)*toMs;
  4567. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4568. uint8_t attr[2] = { 0x89, 0x8a };
  4569. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4570. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4571. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4572. min = frameTime;
  4573. max = frameTime;
  4574. presentMin = m_presentElapsed;
  4575. presentMax = m_presentElapsed;
  4576. }
  4577. blit(this, _textVideoMemBlitter, tvm);
  4578. // PIX_ENDEVENT();
  4579. }
  4580. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4581. {
  4582. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4583. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4584. // PIX_ENDEVENT();
  4585. }
  4586. setResourceBarrier(m_commandList
  4587. , m_backBufferColor[m_backBufferColorIdx]
  4588. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4589. , D3D12_RESOURCE_STATE_PRESENT
  4590. );
  4591. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4592. }
  4593. } /* namespace d3d12 */ } // namespace bgfx
  4594. #else
  4595. namespace bgfx { namespace d3d12
  4596. {
  4597. RendererContextI* rendererCreate()
  4598. {
  4599. return NULL;
  4600. }
  4601. void rendererDestroy()
  4602. {
  4603. }
  4604. } /* namespace d3d12 */ } // namespace bgfx
  4605. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12