renderer_d3d12.cpp 182 KB

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  1. /*
  2. * Copyright 2011-2017 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 }, // RG11B10F
  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. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. };
  257. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  258. static const DXGI_FORMAT s_attribType[][4][2] =
  259. {
  260. { // Uint8
  261. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  262. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  263. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  264. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  265. },
  266. { // Uint10
  267. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  268. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  269. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  270. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  271. },
  272. { // Int16
  273. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  274. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  275. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  276. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  277. },
  278. { // Half
  279. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  280. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  281. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  282. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  283. },
  284. { // Float
  285. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  286. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  287. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  288. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  289. },
  290. };
  291. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  292. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  293. {
  294. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  295. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  296. {
  297. if (UINT16_MAX != _decl.m_attributes[attr])
  298. {
  299. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  300. if (0 == _decl.m_attributes[attr])
  301. {
  302. elem->AlignedByteOffset = 0;
  303. }
  304. else
  305. {
  306. uint8_t num;
  307. AttribType::Enum type;
  308. bool normalized;
  309. bool asInt;
  310. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  311. elem->Format = s_attribType[type][num-1][normalized];
  312. elem->AlignedByteOffset = _decl.m_offset[attr];
  313. }
  314. ++elem;
  315. }
  316. }
  317. return elem;
  318. }
  319. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  320. {
  321. D3D12_RESOURCE_BARRIER barrier;
  322. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  323. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  324. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  325. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  326. barrier.Transition.StateBefore = _stateBefore;
  327. barrier.Transition.StateAfter = _stateAfter;
  328. _commandList->ResourceBarrier(1, &barrier);
  329. }
  330. #if USE_D3D12_DYNAMIC_LIB
  331. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  332. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  333. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  334. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  335. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  336. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  337. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  338. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  339. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  340. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  341. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  342. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  343. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  344. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  345. #else
  346. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  347. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  348. #endif // USE_D3D12_DYNAMIC_LIB
  349. struct HeapProperty
  350. {
  351. enum Enum
  352. {
  353. Default,
  354. Upload,
  355. ReadBack,
  356. Count
  357. };
  358. D3D12_HEAP_PROPERTIES m_properties;
  359. D3D12_RESOURCE_STATES m_state;
  360. };
  361. static const HeapProperty s_heapProperties[] =
  362. {
  363. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  364. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  365. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  366. };
  367. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  368. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  369. {
  370. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  371. ID3D12Resource* resource;
  372. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  373. , D3D12_HEAP_FLAG_NONE
  374. , _resourceDesc
  375. , heapProperty.m_state
  376. , _clearValue
  377. , IID_ID3D12Resource
  378. , (void**)&resource
  379. ) );
  380. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  381. , _resourceDesc->Width
  382. );
  383. return resource;
  384. }
  385. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  386. {
  387. D3D12_RESOURCE_DESC resourceDesc;
  388. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  389. resourceDesc.Alignment = 0;
  390. resourceDesc.Width = _size;
  391. resourceDesc.Height = 1;
  392. resourceDesc.DepthOrArraySize = 1;
  393. resourceDesc.MipLevels = 1;
  394. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  395. resourceDesc.SampleDesc.Count = 1;
  396. resourceDesc.SampleDesc.Quality = 0;
  397. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  398. resourceDesc.Flags = _flags;
  399. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  400. }
  401. inline bool isLost(HRESULT _hr)
  402. {
  403. return false
  404. || _hr == DXGI_ERROR_DEVICE_REMOVED
  405. || _hr == DXGI_ERROR_DEVICE_HUNG
  406. || _hr == DXGI_ERROR_DEVICE_RESET
  407. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  408. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  409. ;
  410. }
  411. static const char* getLostReason(HRESULT _hr)
  412. {
  413. switch (_hr)
  414. {
  415. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  416. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  417. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  418. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  419. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  420. // The calling application should re-create the device and continue.
  421. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  422. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  423. // suspect, and the application should not continue.
  424. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  425. // A resource is not available at the time of the call, but may become available later.
  426. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  427. case S_OK: return "S_OK";
  428. default: break;
  429. }
  430. return "Unknown HRESULT?";
  431. }
  432. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  433. {
  434. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  435. {
  436. char temp[2048];
  437. va_list argList;
  438. va_start(argList, _format);
  439. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  440. va_end(argList);
  441. temp[size] = '\0';
  442. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  443. mbstowcs(wtemp, temp, size+1);
  444. _object->SetName(wtemp);
  445. }
  446. }
  447. #if USE_D3D12_DYNAMIC_LIB
  448. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  449. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  450. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  451. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  452. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  453. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  454. #endif // USE_D3D12_DYNAMIC_LIB
  455. struct RendererContextD3D12 : public RendererContextI
  456. {
  457. RendererContextD3D12()
  458. : m_d3d12dll(NULL)
  459. , m_dxgidll(NULL)
  460. , m_renderdocdll(NULL)
  461. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  462. , m_wireframe(false)
  463. , m_lost(false)
  464. , m_maxAnisotropy(1)
  465. , m_depthClamp(false)
  466. , m_fsChanges(0)
  467. , m_vsChanges(0)
  468. , m_backBufferColorIdx(0)
  469. , m_rtMsaa(false)
  470. {
  471. }
  472. ~RendererContextD3D12()
  473. {
  474. }
  475. bool init()
  476. {
  477. struct ErrorState
  478. {
  479. enum Enum
  480. {
  481. Default,
  482. LoadedKernel32,
  483. LoadedD3D12,
  484. LoadedDXGI,
  485. CreatedDXGIFactory,
  486. CreatedCommandQueue,
  487. };
  488. };
  489. ErrorState::Enum errorState = ErrorState::Default;
  490. LUID luid;
  491. m_renderdocdll = loadRenderDoc();
  492. setGraphicsDebuggerPresent(NULL != m_renderdocdll);
  493. m_fbh.idx = kInvalidHandle;
  494. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  495. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  496. #if USE_D3D12_DYNAMIC_LIB
  497. m_kernel32dll = bx::dlopen("kernel32.dll");
  498. if (NULL == m_kernel32dll)
  499. {
  500. BX_TRACE("Init error: Failed to load kernel32.dll.");
  501. goto error;
  502. }
  503. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  504. if (NULL == CreateEventExA)
  505. {
  506. BX_TRACE("Init error: Function CreateEventExA not found.");
  507. goto error;
  508. }
  509. errorState = ErrorState::LoadedKernel32;
  510. m_d3d12dll = bx::dlopen("d3d12.dll");
  511. if (NULL == m_d3d12dll)
  512. {
  513. BX_TRACE("Init error: Failed to load d3d12.dll.");
  514. goto error;
  515. }
  516. errorState = ErrorState::LoadedD3D12;
  517. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  518. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  519. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  520. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  521. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  522. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  523. if (NULL == D3D12CreateDevice
  524. || NULL == D3D12GetDebugInterface
  525. || NULL == D3D12SerializeRootSignature)
  526. {
  527. BX_TRACE("Init error: Function not found.");
  528. goto error;
  529. }
  530. m_dxgidll = bx::dlopen("dxgi.dll");
  531. if (NULL == m_dxgidll)
  532. {
  533. BX_TRACE("Init error: Failed to load dxgi.dll.");
  534. goto error;
  535. }
  536. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  537. if (NULL == CreateDXGIFactory1)
  538. {
  539. BX_TRACE("Init error: Function CreateDXGIFactory1 not found.");
  540. goto error;
  541. }
  542. #endif // USE_D3D12_DYNAMIC_LIB
  543. errorState = ErrorState::LoadedDXGI;
  544. HRESULT hr;
  545. #if BX_PLATFORM_WINDOWS
  546. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  547. #else
  548. hr = S_OK;
  549. m_factory = NULL;
  550. #endif // BX_PLATFORM_*
  551. if (FAILED(hr) )
  552. {
  553. BX_TRACE("Init error: Unable to create DXGI factory.");
  554. goto error;
  555. }
  556. errorState = ErrorState::CreatedDXGIFactory;
  557. m_adapter = NULL;
  558. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  559. if (NULL != m_factory)
  560. {
  561. #if BX_PLATFORM_WINDOWS
  562. IDXGIAdapter3* adapter;
  563. #else
  564. IDXGIAdapter* adapter;
  565. #endif // BX_PLATFORM_*
  566. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  567. {
  568. DXGI_ADAPTER_DESC desc;
  569. hr = adapter->GetDesc(&desc);
  570. if (SUCCEEDED(hr) )
  571. {
  572. BX_TRACE("Adapter #%d", ii);
  573. char description[BX_COUNTOF(desc.Description)];
  574. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  575. BX_TRACE("\tDescription: %s", description);
  576. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  577. , desc.VendorId
  578. , desc.DeviceId
  579. , desc.SubSysId
  580. , desc.Revision
  581. );
  582. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  583. , desc.DedicatedVideoMemory
  584. , desc.DedicatedSystemMemory
  585. , desc.SharedSystemMemory
  586. );
  587. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  588. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  589. ++g_caps.numGPUs;
  590. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  591. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  592. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  593. {
  594. m_adapter = adapter;
  595. m_adapter->AddRef();
  596. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  597. }
  598. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  599. && 0 != bx::strFind(description, "PerfHUD") )
  600. {
  601. m_adapter = adapter;
  602. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  603. }
  604. }
  605. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  606. }
  607. }
  608. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  609. {
  610. ID3D12Debug* debug;
  611. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  612. if (SUCCEEDED(hr) )
  613. {
  614. debug->EnableDebugLayer();
  615. }
  616. }
  617. {
  618. D3D_FEATURE_LEVEL featureLevel[] =
  619. {
  620. D3D_FEATURE_LEVEL_12_1,
  621. D3D_FEATURE_LEVEL_12_0,
  622. D3D_FEATURE_LEVEL_11_1,
  623. D3D_FEATURE_LEVEL_11_0,
  624. };
  625. hr = E_FAIL;
  626. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  627. {
  628. hr = D3D12CreateDevice(m_adapter
  629. , featureLevel[ii]
  630. , IID_ID3D12Device
  631. , (void**)&m_device
  632. );
  633. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  634. , (featureLevel[ii] >> 12) & 0xf
  635. , (featureLevel[ii] >> 8) & 0xf
  636. );
  637. m_featureLevel = featureLevel[ii];
  638. }
  639. }
  640. if (FAILED(hr) )
  641. {
  642. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  643. goto error;
  644. }
  645. if (NULL != m_factory)
  646. {
  647. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  648. luid = m_device->GetAdapterLuid();
  649. #if BX_PLATFORM_WINDOWS
  650. IDXGIAdapter3* adapter;
  651. #else
  652. IDXGIAdapter* adapter;
  653. #endif // BX_PLATFORM_*
  654. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  655. {
  656. adapter->GetDesc(&m_adapterDesc);
  657. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  658. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  659. {
  660. if (NULL == m_adapter)
  661. {
  662. m_adapter = adapter;
  663. }
  664. else
  665. {
  666. DX_RELEASE(adapter, 0);
  667. }
  668. break;
  669. }
  670. DX_RELEASE(adapter, 0);
  671. }
  672. }
  673. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  674. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  675. {
  676. uint32_t numNodes = m_device->GetNodeCount();
  677. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  678. for (uint32_t ii = 0; ii < numNodes; ++ii)
  679. {
  680. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  681. architecture.NodeIndex = ii;
  682. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  683. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  684. , ii
  685. , architecture.TileBasedRenderer
  686. , architecture.UMA
  687. , architecture.CacheCoherentUMA
  688. );
  689. if (0 == ii)
  690. {
  691. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  692. }
  693. }
  694. }
  695. #if !BX_PLATFORM_WINDOWS
  696. if (NULL == m_factory)
  697. {
  698. IDXGIDevice1* dxgiDevice;
  699. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  700. if (FAILED(hr) )
  701. {
  702. BX_TRACE("Init error: Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  703. goto error;
  704. }
  705. hr = dxgiDevice->GetAdapter(&m_adapter);
  706. if (FAILED(hr) )
  707. {
  708. BX_TRACE("Init error: DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  709. goto error;
  710. }
  711. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  712. if (FAILED(hr) )
  713. {
  714. BX_TRACE("Init error: IDXGIAdapter::GetParent failed 0x%08x.", hr);
  715. goto error;
  716. }
  717. }
  718. #endif // !BX_PLATFORM_WINDOWS
  719. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  720. BX_TRACE("D3D12 options:")
  721. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  722. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  723. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  724. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  725. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  726. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  727. m_cmd.init(m_device);
  728. errorState = ErrorState::CreatedCommandQueue;
  729. if (NULL == g_platformData.backBuffer)
  730. {
  731. #if !BX_PLATFORM_WINDOWS
  732. hr = m_adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  733. DX_RELEASE(m_adapter, 1);
  734. if (FAILED(hr) )
  735. {
  736. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  737. goto error;
  738. }
  739. m_scd.Width = BGFX_DEFAULT_WIDTH;
  740. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  741. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  742. m_scd.Stereo = false;
  743. m_scd.SampleDesc.Count = 1;
  744. m_scd.SampleDesc.Quality = 0;
  745. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  746. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  747. m_scd.Scaling = DXGI_SCALING_STRETCH;
  748. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  749. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  750. if (NULL == g_platformData.ndt)
  751. {
  752. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  753. , (::IUnknown*)g_platformData.nwh
  754. , &m_scd
  755. , NULL
  756. , &m_swapChain
  757. );
  758. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  759. }
  760. else
  761. {
  762. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  763. hr = m_factory->CreateSwapChainForComposition(m_device
  764. , &m_scd
  765. , NULL
  766. , &m_swapChain
  767. );
  768. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  769. # if BX_PLATFORM_WINRT
  770. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  771. ISwapChainBackgroundPanelNative* panel = NULL;
  772. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  773. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  774. if (NULL != panel)
  775. {
  776. hr = panel->SetSwapChain(m_swapChain);
  777. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  778. panel->Release();
  779. }
  780. # endif // BX_PLATFORM_WINRT
  781. }
  782. #else
  783. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  784. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  785. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  786. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  787. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  788. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  789. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  790. m_scd.SampleDesc.Count = 1;
  791. m_scd.SampleDesc.Quality = 0;
  792. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  793. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  794. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  795. m_scd.Windowed = true;
  796. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  797. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  798. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  799. , m_scd.BufferCount
  800. , BX_COUNTOF(m_backBufferColor)
  801. );
  802. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  803. , &m_scd
  804. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  805. );
  806. #endif // BX_PLATFORM_*
  807. if (FAILED(hr) )
  808. {
  809. BX_TRACE("Init error: Failed to create swap chain.");
  810. goto error;
  811. }
  812. }
  813. m_presentElapsed = 0;
  814. {
  815. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  816. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  817. m_numWindows = 1;
  818. #if BX_PLATFORM_WINDOWS
  819. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  820. , 0
  821. | DXGI_MWA_NO_WINDOW_CHANGES
  822. | DXGI_MWA_NO_ALT_ENTER
  823. ) );
  824. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  825. {
  826. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  827. if (SUCCEEDED(hr) )
  828. {
  829. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  830. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  831. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  832. D3D12_INFO_QUEUE_FILTER filter;
  833. bx::memSet(&filter, 0, sizeof(filter) );
  834. D3D12_MESSAGE_CATEGORY catlist[] =
  835. {
  836. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  837. D3D12_MESSAGE_CATEGORY_EXECUTION,
  838. };
  839. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  840. filter.DenyList.pCategoryList = catlist;
  841. m_infoQueue->PushStorageFilter(&filter);
  842. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  843. }
  844. }
  845. #endif // BX_PLATFORM_WINDOWS
  846. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  847. rtvDescHeap.NumDescriptors = 0
  848. + BX_COUNTOF(m_backBufferColor)
  849. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  850. ;
  851. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  852. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  853. rtvDescHeap.NodeMask = 1;
  854. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  855. , IID_ID3D12DescriptorHeap
  856. , (void**)&m_rtvDescriptorHeap
  857. ) );
  858. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  859. dsvDescHeap.NumDescriptors = 0
  860. + 1 // reserved for depth backbuffer.
  861. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  862. ;
  863. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  864. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  865. dsvDescHeap.NodeMask = 1;
  866. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  867. , IID_ID3D12DescriptorHeap
  868. , (void**)&m_dsvDescriptorHeap
  869. ) );
  870. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  871. {
  872. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  873. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  874. );
  875. }
  876. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  877. , 1024
  878. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  879. );
  880. D3D12_DESCRIPTOR_RANGE descRange[] =
  881. {
  882. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  883. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  884. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  885. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  886. };
  887. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  888. D3D12_ROOT_PARAMETER rootParameter[] =
  889. {
  890. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  891. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  892. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  893. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  894. };
  895. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  896. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  897. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  898. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  899. descRootSignature.pParameters = rootParameter;
  900. descRootSignature.NumStaticSamplers = 0;
  901. descRootSignature.pStaticSamplers = NULL;
  902. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  903. ID3DBlob* outBlob;
  904. ID3DBlob* errorBlob;
  905. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  906. , D3D_ROOT_SIGNATURE_VERSION_1
  907. , &outBlob
  908. , &errorBlob
  909. ) );
  910. DX_CHECK(m_device->CreateRootSignature(0
  911. , outBlob->GetBufferPointer()
  912. , outBlob->GetBufferSize()
  913. , IID_ID3D12RootSignature
  914. , (void**)&m_rootSignature
  915. ) );
  916. g_caps.supported |= ( 0
  917. | BGFX_CAPS_TEXTURE_3D
  918. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  919. | BGFX_CAPS_INSTANCING
  920. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  921. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  922. | BGFX_CAPS_FRAGMENT_DEPTH
  923. | BGFX_CAPS_BLEND_INDEPENDENT
  924. | BGFX_CAPS_COMPUTE
  925. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  926. // | BGFX_CAPS_SWAP_CHAIN
  927. | BGFX_CAPS_TEXTURE_BLIT
  928. | BGFX_CAPS_TEXTURE_READ_BACK
  929. | BGFX_CAPS_OCCLUSION_QUERY
  930. | BGFX_CAPS_ALPHA_TO_COVERAGE
  931. | BGFX_CAPS_TEXTURE_2D_ARRAY
  932. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  933. );
  934. g_caps.limits.maxTextureSize = 16384;
  935. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  936. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  937. {
  938. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  939. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  940. ? s_textureFormat[ii].m_fmtDsv
  941. : s_textureFormat[ii].m_fmt
  942. ;
  943. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  944. if (DXGI_FORMAT_UNKNOWN != fmt)
  945. {
  946. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  947. data.Format = fmt;
  948. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  949. if (SUCCEEDED(hr) )
  950. {
  951. support |= 0 != (data.Support1 & (0
  952. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  953. ) )
  954. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  955. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  956. ;
  957. support |= 0 != (data.Support1 & (0
  958. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  959. ) )
  960. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  961. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  962. ;
  963. support |= 0 != (data.Support1 & (0
  964. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  965. ) )
  966. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  967. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  968. ;
  969. support |= 0 != (data.Support1 & (0
  970. | D3D12_FORMAT_SUPPORT1_BUFFER
  971. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  972. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  973. ) )
  974. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  975. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  976. ;
  977. support |= 0 != (data.Support1 & (0
  978. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  979. ) )
  980. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  981. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  982. ;
  983. support |= 0 != (data.Support1 & (0
  984. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  985. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  986. ) )
  987. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  988. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  989. ;
  990. support |= 0 != (data.Support1 & (0
  991. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  992. ) )
  993. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  994. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  995. ;
  996. support |= 0 != (data.Support1 & (0
  997. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  998. ) )
  999. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1000. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1001. ;
  1002. }
  1003. else
  1004. {
  1005. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1006. }
  1007. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1008. {
  1009. // clear image flag for additional testing
  1010. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1011. data.Format = s_textureFormat[ii].m_fmt;
  1012. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1013. if (SUCCEEDED(hr) )
  1014. {
  1015. support |= 0 != (data.Support2 & (0
  1016. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1017. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1018. ) )
  1019. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1020. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1021. ;
  1022. }
  1023. }
  1024. }
  1025. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1026. {
  1027. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1028. {
  1029. DXGI_FORMAT InFormat;
  1030. UINT OutFormatSupport;
  1031. };
  1032. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1033. data.Format = fmtSrgb;
  1034. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1035. if (SUCCEEDED(hr) )
  1036. {
  1037. support |= 0 != (data.Support1 & (0
  1038. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1039. ) )
  1040. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1041. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1042. ;
  1043. support |= 0 != (data.Support1 & (0
  1044. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1045. ) )
  1046. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1047. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1048. ;
  1049. support |= 0 != (data.Support1 & (0
  1050. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1051. ) )
  1052. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1053. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1054. ;
  1055. }
  1056. else
  1057. {
  1058. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1059. }
  1060. }
  1061. g_caps.formats[ii] = support;
  1062. }
  1063. postReset();
  1064. m_batch.create(4<<10);
  1065. m_gpuTimer.init();
  1066. m_occlusionQuery.init();
  1067. }
  1068. g_internalData.context = m_device;
  1069. return true;
  1070. error:
  1071. switch (errorState)
  1072. {
  1073. case ErrorState::CreatedCommandQueue:
  1074. m_cmd.shutdown();
  1075. case ErrorState::CreatedDXGIFactory:
  1076. DX_RELEASE(m_device, 0);
  1077. DX_RELEASE(m_adapter, 0);
  1078. DX_RELEASE(m_factory, 0);
  1079. #if USE_D3D12_DYNAMIC_LIB
  1080. case ErrorState::LoadedDXGI:
  1081. bx::dlclose(m_dxgidll);
  1082. case ErrorState::LoadedD3D12:
  1083. bx::dlclose(m_d3d12dll);
  1084. case ErrorState::LoadedKernel32:
  1085. bx::dlclose(m_kernel32dll);
  1086. #endif // USE_D3D12_DYNAMIC_LIB
  1087. case ErrorState::Default:
  1088. default:
  1089. unloadRenderDoc(m_renderdocdll);
  1090. break;
  1091. }
  1092. return false;
  1093. }
  1094. void shutdown()
  1095. {
  1096. m_batch.destroy();
  1097. preReset();
  1098. m_gpuTimer.shutdown();
  1099. m_occlusionQuery.shutdown();
  1100. m_samplerAllocator.destroy();
  1101. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1102. {
  1103. m_scratchBuffer[ii].destroy();
  1104. }
  1105. m_pipelineStateCache.invalidate();
  1106. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1107. {
  1108. m_indexBuffers[ii].destroy();
  1109. }
  1110. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1111. {
  1112. m_vertexBuffers[ii].destroy();
  1113. }
  1114. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1115. {
  1116. m_shaders[ii].destroy();
  1117. }
  1118. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1119. {
  1120. m_textures[ii].destroy();
  1121. }
  1122. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1123. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1124. DX_RELEASE(m_rootSignature, 0);
  1125. DX_RELEASE(m_swapChain, 0);
  1126. m_cmd.shutdown();
  1127. DX_RELEASE(m_device, 0);
  1128. DX_RELEASE(m_adapter, 0);
  1129. DX_RELEASE(m_factory, 0);
  1130. unloadRenderDoc(m_renderdocdll);
  1131. #if USE_D3D12_DYNAMIC_LIB
  1132. bx::dlclose(m_dxgidll);
  1133. bx::dlclose(m_d3d12dll);
  1134. bx::dlclose(m_kernel32dll);
  1135. #endif // USE_D3D12_DYNAMIC_LIB
  1136. }
  1137. RendererType::Enum getRendererType() const override
  1138. {
  1139. return RendererType::Direct3D12;
  1140. }
  1141. const char* getRendererName() const override
  1142. {
  1143. return BGFX_RENDERER_DIRECT3D12_NAME;
  1144. }
  1145. bool isDeviceRemoved() override
  1146. {
  1147. return m_lost;
  1148. }
  1149. void flip(HMD& /*_hmd*/) override
  1150. {
  1151. if (NULL != m_swapChain
  1152. && !m_lost)
  1153. {
  1154. int64_t start = bx::getHPCounter();
  1155. HRESULT hr = 0;
  1156. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1157. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1158. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1159. {
  1160. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1161. }
  1162. if (SUCCEEDED(hr) )
  1163. {
  1164. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1165. hr = m_swapChain->Present(syncInterval, flags);
  1166. }
  1167. int64_t now = bx::getHPCounter();
  1168. m_presentElapsed = now - start;
  1169. m_lost = isLost(hr);
  1170. BGFX_FATAL(!m_lost
  1171. , bgfx::Fatal::DeviceLost
  1172. , "Device is lost. FAILED 0x%08x %s (%s)"
  1173. , hr
  1174. , getLostReason(hr)
  1175. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1176. );
  1177. }
  1178. }
  1179. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1180. {
  1181. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1182. }
  1183. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1184. {
  1185. m_indexBuffers[_handle.idx].destroy();
  1186. }
  1187. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1188. {
  1189. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1190. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1191. dump(decl);
  1192. }
  1193. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1194. {
  1195. }
  1196. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1197. {
  1198. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1199. }
  1200. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1201. {
  1202. m_vertexBuffers[_handle.idx].destroy();
  1203. }
  1204. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1205. {
  1206. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1207. }
  1208. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1209. {
  1210. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1211. }
  1212. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1213. {
  1214. m_indexBuffers[_handle.idx].destroy();
  1215. }
  1216. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1217. {
  1218. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1219. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1220. }
  1221. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1222. {
  1223. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1224. }
  1225. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1226. {
  1227. m_vertexBuffers[_handle.idx].destroy();
  1228. }
  1229. void createShader(ShaderHandle _handle, Memory* _mem) override
  1230. {
  1231. m_shaders[_handle.idx].create(_mem);
  1232. }
  1233. void destroyShader(ShaderHandle _handle) override
  1234. {
  1235. m_shaders[_handle.idx].destroy();
  1236. }
  1237. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1238. {
  1239. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1240. }
  1241. void destroyProgram(ProgramHandle _handle) override
  1242. {
  1243. m_program[_handle.idx].destroy();
  1244. }
  1245. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1246. {
  1247. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1248. }
  1249. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1250. {
  1251. }
  1252. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1253. {
  1254. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1255. }
  1256. void updateTextureEnd() override
  1257. {
  1258. }
  1259. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1260. {
  1261. const TextureD3D12& texture = m_textures[_handle.idx];
  1262. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  1263. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1264. uint32_t numRows;
  1265. uint64_t total;
  1266. uint64_t srcPitch;
  1267. m_device->GetCopyableFootprints(&desc
  1268. , _mip
  1269. , 1
  1270. , 0
  1271. , &layout
  1272. , &numRows
  1273. , &srcPitch
  1274. , &total
  1275. );
  1276. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1277. D3D12_BOX box;
  1278. box.left = 0;
  1279. box.top = 0;
  1280. box.right = texture.m_width;
  1281. box.bottom = texture.m_height;
  1282. box.front = 0;
  1283. box.back = 1;
  1284. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1285. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1286. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1287. finish();
  1288. m_commandList = m_cmd.alloc();
  1289. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1290. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1291. uint8_t* src;
  1292. readback->Map(0, NULL, (void**)&src);
  1293. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1294. uint8_t* dst = (uint8_t*)_data;
  1295. uint32_t dstPitch = srcWidth*bpp/8;
  1296. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1297. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1298. {
  1299. bx::memCopy(dst, src, pitch);
  1300. src += srcPitch;
  1301. dst += dstPitch;
  1302. }
  1303. readback->Unmap(0, NULL);
  1304. DX_RELEASE(readback, 0);
  1305. }
  1306. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1307. {
  1308. TextureD3D12& texture = m_textures[_handle.idx];
  1309. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1310. const Memory* mem = alloc(size);
  1311. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1312. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1313. bx::write(&writer, magic);
  1314. TextureCreate tc;
  1315. tc.m_width = _width;
  1316. tc.m_height = _height;
  1317. tc.m_depth = 0;
  1318. tc.m_numLayers = 1;
  1319. tc.m_numMips = _numMips;
  1320. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1321. tc.m_cubeMap = false;
  1322. tc.m_mem = NULL;
  1323. bx::write(&writer, tc);
  1324. texture.destroy();
  1325. texture.create(mem, texture.m_flags, 0);
  1326. release(mem);
  1327. }
  1328. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1329. {
  1330. BX_UNUSED(_handle, _ptr);
  1331. }
  1332. uintptr_t getInternal(TextureHandle _handle) override
  1333. {
  1334. BX_UNUSED(_handle);
  1335. return 0;
  1336. }
  1337. void destroyTexture(TextureHandle _handle) override
  1338. {
  1339. m_textures[_handle.idx].destroy();
  1340. }
  1341. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1342. {
  1343. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1344. }
  1345. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1346. {
  1347. uint16_t denseIdx = m_numWindows++;
  1348. m_windows[denseIdx] = _handle;
  1349. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1350. }
  1351. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1352. {
  1353. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1354. if (UINT16_MAX != denseIdx)
  1355. {
  1356. --m_numWindows;
  1357. if (m_numWindows > 1)
  1358. {
  1359. FrameBufferHandle handle = m_windows[m_numWindows];
  1360. m_windows[denseIdx] = handle;
  1361. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1362. }
  1363. }
  1364. }
  1365. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1366. {
  1367. if (NULL != m_uniforms[_handle.idx])
  1368. {
  1369. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1370. }
  1371. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1372. void* data = BX_ALLOC(g_allocator, size);
  1373. bx::memSet(data, 0, size);
  1374. m_uniforms[_handle.idx] = data;
  1375. m_uniformReg.add(_handle, _name, data);
  1376. }
  1377. void destroyUniform(UniformHandle _handle) override
  1378. {
  1379. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1380. m_uniforms[_handle.idx] = NULL;
  1381. m_uniformReg.remove(_handle);
  1382. }
  1383. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1384. {
  1385. BX_UNUSED(_handle);
  1386. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1387. m_cmd.finish(m_backBufferColorFence[idx]);
  1388. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1389. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1390. const uint32_t width = (uint32_t)desc.Width;
  1391. const uint32_t height = (uint32_t)desc.Height;
  1392. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1393. uint32_t numRows;
  1394. uint64_t total;
  1395. uint64_t pitch;
  1396. m_device->GetCopyableFootprints(&desc
  1397. , 0
  1398. , 1
  1399. , 0
  1400. , &layout
  1401. , &numRows
  1402. , &pitch
  1403. , &total
  1404. );
  1405. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1406. D3D12_BOX box;
  1407. box.left = 0;
  1408. box.top = 0;
  1409. box.right = width;
  1410. box.bottom = height;
  1411. box.front = 0;
  1412. box.back = 1;
  1413. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1414. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1415. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1416. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1417. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1418. finish();
  1419. m_commandList = m_cmd.alloc();
  1420. void* data;
  1421. readback->Map(0, NULL, (void**)&data);
  1422. bimg::imageSwizzleBgra8(
  1423. data
  1424. , width
  1425. , height
  1426. , (uint32_t)pitch
  1427. , data
  1428. );
  1429. g_callback->screenShot(_filePath
  1430. , width
  1431. , height
  1432. , (uint32_t)pitch
  1433. , data
  1434. , (uint32_t)total
  1435. , false
  1436. );
  1437. readback->Unmap(0, NULL);
  1438. DX_RELEASE(readback, 0);
  1439. }
  1440. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) override
  1441. {
  1442. }
  1443. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1444. {
  1445. bx::memCopy(m_uniforms[_loc], _data, _size);
  1446. }
  1447. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) override
  1448. {
  1449. }
  1450. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1451. {
  1452. m_occlusionQuery.invalidate(_handle);
  1453. }
  1454. void submitBlit(BlitState& _bs, uint16_t _view);
  1455. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1456. void blitSetup(TextVideoMemBlitter& _blitter) override
  1457. {
  1458. const uint32_t width = getBufferWidth();
  1459. const uint32_t height = getBufferHeight();
  1460. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1461. setFrameBuffer(fbh, false);
  1462. D3D12_VIEWPORT vp;
  1463. vp.TopLeftX = 0;
  1464. vp.TopLeftY = 0;
  1465. vp.Width = (float)width;
  1466. vp.Height = (float)height;
  1467. vp.MinDepth = 0.0f;
  1468. vp.MaxDepth = 1.0f;
  1469. m_commandList->RSSetViewports(1, &vp);
  1470. D3D12_RECT rc;
  1471. rc.left = 0;
  1472. rc.top = 0;
  1473. rc.right = width;
  1474. rc.bottom = height;
  1475. m_commandList->RSSetScissorRects(1, &rc);
  1476. const uint64_t state = 0
  1477. | BGFX_STATE_RGB_WRITE
  1478. | BGFX_STATE_ALPHA_WRITE
  1479. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1480. ;
  1481. ID3D12PipelineState* pso = getPipelineState(state
  1482. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1483. , _blitter.m_vb->decl.idx
  1484. , _blitter.m_program.idx
  1485. , 0
  1486. );
  1487. m_commandList->SetPipelineState(pso);
  1488. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1489. float proj[16];
  1490. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1491. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1492. uint8_t flags = predefined.m_type;
  1493. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1494. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1495. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1496. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1497. ID3D12DescriptorHeap* heaps[] =
  1498. {
  1499. m_samplerAllocator.getHeap(),
  1500. scratchBuffer.getHeap(),
  1501. };
  1502. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1503. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1504. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1505. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1506. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1507. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1508. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1509. scratchBuffer.allocSrv(srvHandle, texture);
  1510. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1511. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1512. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1513. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1514. viewDesc.BufferLocation = vb.m_gpuVA;
  1515. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1516. viewDesc.SizeInBytes = vb.m_size;
  1517. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1518. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1519. D3D12_INDEX_BUFFER_VIEW ibv;
  1520. ibv.Format = DXGI_FORMAT_R16_UINT;
  1521. ibv.BufferLocation = ib.m_gpuVA;
  1522. ibv.SizeInBytes = ib.m_size;
  1523. m_commandList->IASetIndexBuffer(&ibv);
  1524. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1525. }
  1526. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1527. {
  1528. const uint32_t numVertices = _numIndices*4/6;
  1529. if (0 < numVertices)
  1530. {
  1531. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1532. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1533. m_commandList->DrawIndexedInstanced(_numIndices
  1534. , 1
  1535. , 0
  1536. , 0
  1537. , 0
  1538. );
  1539. }
  1540. }
  1541. void preReset()
  1542. {
  1543. finishAll();
  1544. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1545. {
  1546. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1547. }
  1548. DX_RELEASE(m_backBufferDepthStencil, 0);
  1549. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1550. {
  1551. m_frameBuffers[ii].preReset();
  1552. }
  1553. invalidateCache();
  1554. // capturePreReset();
  1555. }
  1556. void postReset()
  1557. {
  1558. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1559. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1560. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1561. {
  1562. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1563. handle.ptr += ii * rtvDescriptorSize;
  1564. DX_CHECK(m_swapChain->GetBuffer(ii
  1565. , IID_ID3D12Resource
  1566. , (void**)&m_backBufferColor[ii]
  1567. ) );
  1568. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1569. }
  1570. D3D12_RESOURCE_DESC resourceDesc;
  1571. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1572. resourceDesc.Alignment = 0;
  1573. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1574. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1575. resourceDesc.DepthOrArraySize = 1;
  1576. resourceDesc.MipLevels = 0;
  1577. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1578. resourceDesc.SampleDesc.Count = 1;
  1579. resourceDesc.SampleDesc.Quality = 0;
  1580. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1581. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1582. D3D12_CLEAR_VALUE clearValue;
  1583. clearValue.Format = resourceDesc.Format;
  1584. clearValue.DepthStencil.Depth = 1.0f;
  1585. clearValue.DepthStencil.Stencil = 0;
  1586. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1587. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1588. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1589. dsvDesc.Format = resourceDesc.Format;
  1590. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1591. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1592. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1593. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1594. ;
  1595. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1596. , &dsvDesc
  1597. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1598. );
  1599. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1600. {
  1601. m_frameBuffers[ii].postReset();
  1602. }
  1603. m_commandList = m_cmd.alloc();
  1604. // capturePostReset();
  1605. }
  1606. void invalidateCache()
  1607. {
  1608. m_pipelineStateCache.invalidate();
  1609. m_samplerStateCache.invalidate();
  1610. m_samplerAllocator.reset();
  1611. }
  1612. void updateMsaa()
  1613. {
  1614. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1615. {
  1616. uint32_t msaa = s_checkMsaa[ii];
  1617. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1618. bx::memSet(&data, 0, sizeof(msaa) );
  1619. data.Format = getBufferFormat();
  1620. data.SampleCount = msaa;
  1621. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1622. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1623. data.NumQualityLevels = 0;
  1624. if (SUCCEEDED(hr)
  1625. && 0 < data.NumQualityLevels)
  1626. {
  1627. s_msaa[ii].Count = data.SampleCount;
  1628. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1629. last = ii;
  1630. }
  1631. else
  1632. {
  1633. s_msaa[ii] = s_msaa[last];
  1634. }
  1635. }
  1636. }
  1637. bool updateResolution(const Resolution& _resolution)
  1638. {
  1639. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1640. {
  1641. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1642. }
  1643. else
  1644. {
  1645. m_maxAnisotropy = 1;
  1646. }
  1647. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1648. if (m_depthClamp != depthClamp)
  1649. {
  1650. m_depthClamp = depthClamp;
  1651. m_pipelineStateCache.invalidate();
  1652. }
  1653. const uint32_t maskFlags = ~(0
  1654. | BGFX_RESET_HMD_RECENTER
  1655. | BGFX_RESET_MAXANISOTROPY
  1656. | BGFX_RESET_DEPTH_CLAMP
  1657. | BGFX_RESET_SUSPEND
  1658. );
  1659. if (m_resolution.m_width != _resolution.m_width
  1660. || m_resolution.m_height != _resolution.m_height
  1661. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1662. {
  1663. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1664. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1665. m_resolution = _resolution;
  1666. m_resolution.m_flags = flags;
  1667. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1668. m_textVideoMem.clear();
  1669. setBufferSize(_resolution.m_width, _resolution.m_height);
  1670. preReset();
  1671. BX_UNUSED(resize);
  1672. #if BX_PLATFORM_WINDOWS
  1673. if (resize)
  1674. {
  1675. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1676. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1677. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1678. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1679. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1680. , m_scd.BufferDesc.Width
  1681. , m_scd.BufferDesc.Height
  1682. , m_scd.BufferDesc.Format
  1683. , m_scd.Flags
  1684. , nodeMask
  1685. , presentQueue
  1686. ) );
  1687. }
  1688. else
  1689. #endif // BX_PLATFORM_WINDOWS
  1690. {
  1691. updateMsaa();
  1692. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1693. DX_RELEASE(m_swapChain, 0);
  1694. #if BX_PLATFORM_WINDOWS
  1695. HRESULT hr;
  1696. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1697. , &m_scd
  1698. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1699. );
  1700. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1701. #endif // BX_PLATFORM_WINDOWS
  1702. }
  1703. postReset();
  1704. }
  1705. return false;
  1706. }
  1707. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1708. {
  1709. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1710. {
  1711. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1712. m_fsChanges += _numRegs;
  1713. }
  1714. else
  1715. {
  1716. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1717. m_vsChanges += _numRegs;
  1718. }
  1719. }
  1720. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1721. {
  1722. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1723. }
  1724. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1725. {
  1726. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1727. }
  1728. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1729. {
  1730. const ProgramD3D12& program = m_program[_programIdx];
  1731. uint32_t total = bx::strideAlign(0
  1732. + program.m_vsh->m_size
  1733. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1734. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1735. );
  1736. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1737. {
  1738. uint32_t size = program.m_vsh->m_size;
  1739. bx::memCopy(data, m_vsScratch, size);
  1740. data += size;
  1741. m_vsChanges = 0;
  1742. }
  1743. if (NULL != program.m_fsh)
  1744. {
  1745. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1746. m_fsChanges = 0;
  1747. }
  1748. }
  1749. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1750. {
  1751. if (isValid(m_fbh)
  1752. && m_fbh.idx != _fbh.idx)
  1753. {
  1754. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1755. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1756. {
  1757. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1758. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1759. }
  1760. if (isValid(frameBuffer.m_depth) )
  1761. {
  1762. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1763. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1764. if (!writeOnly)
  1765. {
  1766. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1767. }
  1768. }
  1769. }
  1770. if (!isValid(_fbh) )
  1771. {
  1772. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1773. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1774. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1775. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1776. m_currentColor = &m_rtvHandle;
  1777. m_currentDepthStencil = &m_dsvHandle;
  1778. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1779. }
  1780. else
  1781. {
  1782. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1783. if (0 < frameBuffer.m_num)
  1784. {
  1785. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1786. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1787. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1788. m_currentColor = &m_rtvHandle;
  1789. }
  1790. else
  1791. {
  1792. m_currentColor = NULL;
  1793. }
  1794. if (isValid(frameBuffer.m_depth) )
  1795. {
  1796. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1797. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1798. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1799. m_currentDepthStencil = &m_dsvHandle;
  1800. }
  1801. else
  1802. {
  1803. m_currentDepthStencil = NULL;
  1804. }
  1805. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1806. {
  1807. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1808. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1809. }
  1810. if (isValid(frameBuffer.m_depth) )
  1811. {
  1812. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1813. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1814. }
  1815. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1816. , m_currentColor
  1817. , true
  1818. , m_currentDepthStencil
  1819. );
  1820. }
  1821. m_fbh = _fbh;
  1822. m_rtMsaa = _msaa;
  1823. }
  1824. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1825. {
  1826. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  1827. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1828. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1829. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1830. drt->LogicOpEnable = false;
  1831. {
  1832. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1833. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1834. const uint32_t srcRGB = (blend ) & 0xf;
  1835. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1836. const uint32_t srcA = (blend >> 8) & 0xf;
  1837. const uint32_t dstA = (blend >> 12) & 0xf;
  1838. const uint32_t equRGB = (equation ) & 0x7;
  1839. const uint32_t equA = (equation >> 3) & 0x7;
  1840. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1841. drt->DestBlend = s_blendFactor[dstRGB][0];
  1842. drt->BlendOp = s_blendEquation[equRGB];
  1843. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1844. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1845. drt->BlendOpAlpha = s_blendEquation[equA];
  1846. }
  1847. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1848. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1849. : 0
  1850. ;
  1851. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1852. ? D3D12_COLOR_WRITE_ENABLE_RED
  1853. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1854. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1855. : 0
  1856. ;
  1857. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1858. drt->RenderTargetWriteMask = writeMask;
  1859. if (_desc.IndependentBlendEnable)
  1860. {
  1861. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1862. {
  1863. drt = &_desc.RenderTarget[ii];
  1864. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1865. drt->LogicOpEnable = false;
  1866. const uint32_t src = (rgba ) & 0xf;
  1867. const uint32_t dst = (rgba >> 4) & 0xf;
  1868. const uint32_t equation = (rgba >> 8) & 0x7;
  1869. drt->SrcBlend = s_blendFactor[src][0];
  1870. drt->DestBlend = s_blendFactor[dst][0];
  1871. drt->BlendOp = s_blendEquation[equation];
  1872. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1873. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1874. drt->BlendOpAlpha = s_blendEquation[equation];
  1875. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1876. drt->RenderTargetWriteMask = writeMask;
  1877. }
  1878. }
  1879. else
  1880. {
  1881. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1882. {
  1883. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1884. }
  1885. }
  1886. }
  1887. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  1888. {
  1889. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1890. _desc.FillMode = _wireframe
  1891. ? D3D12_FILL_MODE_WIREFRAME
  1892. : D3D12_FILL_MODE_SOLID
  1893. ;
  1894. _desc.CullMode = s_cullMode[cull];
  1895. _desc.FrontCounterClockwise = false;
  1896. _desc.DepthBias = 0;
  1897. _desc.DepthBiasClamp = 0.0f;
  1898. _desc.SlopeScaledDepthBias = 0.0f;
  1899. _desc.DepthClipEnable = !m_depthClamp;
  1900. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1901. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  1902. _desc.ForcedSampleCount = 0;
  1903. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  1904. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  1905. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  1906. ;
  1907. }
  1908. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  1909. {
  1910. const uint32_t fstencil = unpackStencil(0, _stencil);
  1911. bx::memSet(&_desc, 0, sizeof(_desc) );
  1912. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1913. _desc.DepthEnable = 0 != func;
  1914. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1915. ? D3D12_DEPTH_WRITE_MASK_ALL
  1916. : D3D12_DEPTH_WRITE_MASK_ZERO
  1917. ;
  1918. _desc.DepthFunc = s_cmpFunc[func];
  1919. uint32_t bstencil = unpackStencil(1, _stencil);
  1920. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1921. bstencil = frontAndBack ? bstencil : fstencil;
  1922. _desc.StencilEnable = 0 != _stencil;
  1923. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1924. _desc.StencilWriteMask = 0xff;
  1925. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1926. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1927. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1928. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1929. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1930. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1931. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1932. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1933. }
  1934. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1935. {
  1936. VertexDecl decl;
  1937. bx::memCopy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1938. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1939. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1940. {
  1941. uint16_t mask = attrMask[ii];
  1942. uint16_t attr = (decl.m_attributes[ii] & mask);
  1943. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1944. }
  1945. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1946. uint32_t num = uint32_t(elem-_vertexElements);
  1947. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1948. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1949. {
  1950. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1951. uint32_t jj;
  1952. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1953. for (jj = 0; jj < num; ++jj)
  1954. {
  1955. curr = &_vertexElements[jj];
  1956. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  1957. && curr->SemanticIndex == index)
  1958. {
  1959. break;
  1960. }
  1961. }
  1962. if (jj == num)
  1963. {
  1964. curr = elem;
  1965. ++elem;
  1966. }
  1967. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1968. curr->InputSlot = 1;
  1969. curr->SemanticIndex = index;
  1970. curr->AlignedByteOffset = ii*16;
  1971. }
  1972. return uint32_t(elem-_vertexElements);
  1973. }
  1974. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1975. {
  1976. union { void* ptr; uint32_t offset; } cast = { _userData };
  1977. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1978. {
  1979. DxbcOperand& operand = _instruction.operand[ii];
  1980. if (DxbcOperandType::ConstantBuffer == operand.type)
  1981. {
  1982. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1983. && 0 == operand.regIndex[0]
  1984. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1985. {
  1986. operand.regIndex[1] += cast.offset;
  1987. }
  1988. }
  1989. }
  1990. }
  1991. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1992. {
  1993. ProgramD3D12& program = m_program[_programIdx];
  1994. const uint32_t hash = program.m_vsh->m_hash;
  1995. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1996. if (BX_LIKELY(NULL != pso) )
  1997. {
  1998. return pso;
  1999. }
  2000. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2001. bx::memSet(&desc, 0, sizeof(desc) );
  2002. desc.pRootSignature = m_rootSignature;
  2003. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2004. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2005. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2006. , IID_ID3D12PipelineState
  2007. , (void**)&pso
  2008. ) );
  2009. m_pipelineStateCache.add(hash, pso);
  2010. return pso;
  2011. }
  2012. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  2013. {
  2014. ProgramD3D12& program = m_program[_programIdx];
  2015. _state &= 0
  2016. | BGFX_STATE_RGB_WRITE
  2017. | BGFX_STATE_ALPHA_WRITE
  2018. | BGFX_STATE_DEPTH_WRITE
  2019. | BGFX_STATE_DEPTH_TEST_MASK
  2020. | BGFX_STATE_BLEND_MASK
  2021. | BGFX_STATE_BLEND_EQUATION_MASK
  2022. | BGFX_STATE_BLEND_INDEPENDENT
  2023. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2024. | BGFX_STATE_CULL_MASK
  2025. | BGFX_STATE_MSAA
  2026. | BGFX_STATE_LINEAA
  2027. | BGFX_STATE_CONSERVATIVE_RASTER
  2028. | BGFX_STATE_PT_MASK
  2029. ;
  2030. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2031. VertexDecl decl;
  2032. bx::memCopy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  2033. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2034. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2035. {
  2036. uint16_t mask = attrMask[ii];
  2037. uint16_t attr = (decl.m_attributes[ii] & mask);
  2038. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2039. }
  2040. bx::HashMurmur2A murmur;
  2041. murmur.begin();
  2042. murmur.add(_state);
  2043. murmur.add(_stencil);
  2044. murmur.add(program.m_vsh->m_hash);
  2045. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2046. murmur.add(program.m_fsh->m_hash);
  2047. murmur.add(m_vertexDecls[_declIdx].m_hash);
  2048. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2049. murmur.add(m_fbh.idx);
  2050. murmur.add(_numInstanceData);
  2051. const uint32_t hash = murmur.end();
  2052. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2053. if (NULL != pso)
  2054. {
  2055. return pso;
  2056. }
  2057. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2058. bx::memSet(&desc, 0, sizeof(desc) );
  2059. desc.pRootSignature = m_rootSignature;
  2060. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2061. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2062. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2063. bx::memSet(temp->data, 0, temp->size);
  2064. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2065. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2066. DxbcContext dxbc;
  2067. bx::Error err;
  2068. read(&rd, dxbc, &err);
  2069. bool patchShader = !dxbc.shader.aon9;
  2070. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2071. && patchShader)
  2072. {
  2073. union { uint32_t offset; void* ptr; } cast = { 0 };
  2074. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2075. write(&wr, dxbc, &err);
  2076. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2077. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2078. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2079. if (!patchShader)
  2080. {
  2081. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2082. {
  2083. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2084. {
  2085. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2086. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2087. break;
  2088. }
  2089. }
  2090. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2091. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2092. }
  2093. }
  2094. if (patchShader)
  2095. {
  2096. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2097. bx::seek(&wr, 0, bx::Whence::Begin);
  2098. union { uint32_t offset; void* ptr; } cast =
  2099. {
  2100. uint32_t(program.m_vsh->m_size)/16
  2101. };
  2102. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2103. write(&wr, dxbc, &err);
  2104. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2105. desc.PS.pShaderBytecode = temp->data;
  2106. desc.PS.BytecodeLength = temp->size;
  2107. }
  2108. else
  2109. {
  2110. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2111. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2112. }
  2113. desc.DS.pShaderBytecode = NULL;
  2114. desc.DS.BytecodeLength = 0;
  2115. desc.HS.pShaderBytecode = NULL;
  2116. desc.HS.BytecodeLength = 0;
  2117. desc.GS.pShaderBytecode = NULL;
  2118. desc.GS.BytecodeLength = 0;
  2119. desc.StreamOutput.pSODeclaration = NULL;
  2120. desc.StreamOutput.NumEntries = 0;
  2121. desc.StreamOutput.pBufferStrides = NULL;
  2122. desc.StreamOutput.NumStrides = 0;
  2123. desc.StreamOutput.RasterizedStream = 0;
  2124. setBlendState(desc.BlendState, _state);
  2125. desc.SampleMask = 1;
  2126. setRasterizerState(desc.RasterizerState, _state);
  2127. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2128. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2129. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  2130. desc.InputLayout.pInputElementDescs = vertexElements;
  2131. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2132. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2133. if (isValid(m_fbh) )
  2134. {
  2135. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2136. desc.NumRenderTargets = frameBuffer.m_num;
  2137. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2138. {
  2139. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2140. }
  2141. if (isValid(frameBuffer.m_depth) )
  2142. {
  2143. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2144. }
  2145. else
  2146. {
  2147. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2148. }
  2149. }
  2150. else
  2151. {
  2152. desc.NumRenderTargets = 1;
  2153. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2154. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2155. }
  2156. desc.SampleDesc.Count = 1;
  2157. desc.SampleDesc.Quality = 0;
  2158. uint32_t length = g_callback->cacheReadSize(hash);
  2159. bool cached = length > 0;
  2160. void* cachedData = NULL;
  2161. if (cached)
  2162. {
  2163. cachedData = BX_ALLOC(g_allocator, length);
  2164. if (g_callback->cacheRead(hash, cachedData, length) )
  2165. {
  2166. BX_TRACE("Loading cached PSO (size %d).", length);
  2167. bx::MemoryReader reader(cachedData, length);
  2168. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2169. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2170. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2171. , IID_ID3D12PipelineState
  2172. , (void**)&pso
  2173. );
  2174. if (FAILED(hr) )
  2175. {
  2176. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2177. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2178. }
  2179. }
  2180. }
  2181. if (NULL == pso)
  2182. {
  2183. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2184. , IID_ID3D12PipelineState
  2185. , (void**)&pso
  2186. ) );
  2187. }
  2188. m_pipelineStateCache.add(hash, pso);
  2189. release(temp);
  2190. ID3DBlob* blob;
  2191. HRESULT hr = pso->GetCachedBlob(&blob);
  2192. if (SUCCEEDED(hr) )
  2193. {
  2194. void* data = blob->GetBufferPointer();
  2195. length = (uint32_t)blob->GetBufferSize();
  2196. g_callback->cacheWrite(hash, data, length);
  2197. DX_RELEASE(blob, 0);
  2198. }
  2199. if (NULL != cachedData)
  2200. {
  2201. BX_FREE(g_allocator, cachedData);
  2202. }
  2203. return pso;
  2204. }
  2205. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2206. {
  2207. bx::HashMurmur2A murmur;
  2208. murmur.begin();
  2209. murmur.add(_flags, _num * sizeof(uint32_t) );
  2210. uint32_t hash = murmur.end();
  2211. uint16_t sampler = m_samplerStateCache.find(hash);
  2212. if (UINT16_MAX == sampler)
  2213. {
  2214. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2215. m_samplerStateCache.add(hash, sampler);
  2216. }
  2217. return sampler;
  2218. }
  2219. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2220. {
  2221. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2222. }
  2223. DXGI_FORMAT getBufferFormat()
  2224. {
  2225. #if BX_PLATFORM_WINDOWS
  2226. return m_scd.BufferDesc.Format;
  2227. #else
  2228. return m_scd.Format;
  2229. #endif
  2230. }
  2231. uint32_t getBufferWidth()
  2232. {
  2233. #if BX_PLATFORM_WINDOWS
  2234. return m_scd.BufferDesc.Width;
  2235. #else
  2236. return m_scd.Width;
  2237. #endif
  2238. }
  2239. uint32_t getBufferHeight()
  2240. {
  2241. #if BX_PLATFORM_WINDOWS
  2242. return m_scd.BufferDesc.Height;
  2243. #else
  2244. return m_scd.Height;
  2245. #endif
  2246. }
  2247. void setBufferSize(uint32_t _width, uint32_t _height)
  2248. {
  2249. #if BX_PLATFORM_WINDOWS
  2250. m_scd.BufferDesc.Width = _width;
  2251. m_scd.BufferDesc.Height = _height;
  2252. #else
  2253. m_scd.Width = _width;
  2254. m_scd.Height = _height;
  2255. #endif
  2256. }
  2257. void commit(UniformBuffer& _uniformBuffer)
  2258. {
  2259. _uniformBuffer.reset();
  2260. for (;;)
  2261. {
  2262. uint32_t opcode = _uniformBuffer.read();
  2263. if (UniformType::End == opcode)
  2264. {
  2265. break;
  2266. }
  2267. UniformType::Enum type;
  2268. uint16_t loc;
  2269. uint16_t num;
  2270. uint16_t copy;
  2271. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2272. const char* data;
  2273. if (copy)
  2274. {
  2275. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2276. }
  2277. else
  2278. {
  2279. UniformHandle handle;
  2280. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2281. data = (const char*)m_uniforms[handle.idx];
  2282. }
  2283. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2284. case UniformType::_uniform: \
  2285. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2286. { \
  2287. setShaderUniform(uint8_t(type), loc, data, num); \
  2288. } \
  2289. break;
  2290. switch ( (uint32_t)type)
  2291. {
  2292. case UniformType::Mat3:
  2293. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2294. {
  2295. float* value = (float*)data;
  2296. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2297. {
  2298. Matrix4 mtx;
  2299. mtx.un.val[ 0] = value[0];
  2300. mtx.un.val[ 1] = value[1];
  2301. mtx.un.val[ 2] = value[2];
  2302. mtx.un.val[ 3] = 0.0f;
  2303. mtx.un.val[ 4] = value[3];
  2304. mtx.un.val[ 5] = value[4];
  2305. mtx.un.val[ 6] = value[5];
  2306. mtx.un.val[ 7] = 0.0f;
  2307. mtx.un.val[ 8] = value[6];
  2308. mtx.un.val[ 9] = value[7];
  2309. mtx.un.val[10] = value[8];
  2310. mtx.un.val[11] = 0.0f;
  2311. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2312. }
  2313. }
  2314. break;
  2315. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2316. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2317. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2318. case UniformType::End:
  2319. break;
  2320. default:
  2321. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2322. break;
  2323. }
  2324. #undef CASE_IMPLEMENT_UNIFORM
  2325. }
  2326. }
  2327. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2328. {
  2329. if (isValid(m_fbh) )
  2330. {
  2331. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2332. frameBuffer.clear(m_commandList, _clear, _palette);
  2333. }
  2334. else
  2335. {
  2336. if (NULL != m_currentColor
  2337. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2338. {
  2339. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2340. {
  2341. uint8_t index = _clear.m_index[0];
  2342. if (UINT8_MAX != index)
  2343. {
  2344. m_commandList->ClearRenderTargetView(*m_currentColor
  2345. , _palette[index]
  2346. , _num
  2347. , _rect
  2348. );
  2349. }
  2350. }
  2351. else
  2352. {
  2353. float frgba[4] =
  2354. {
  2355. _clear.m_index[0] * 1.0f / 255.0f,
  2356. _clear.m_index[1] * 1.0f / 255.0f,
  2357. _clear.m_index[2] * 1.0f / 255.0f,
  2358. _clear.m_index[3] * 1.0f / 255.0f,
  2359. };
  2360. m_commandList->ClearRenderTargetView(*m_currentColor
  2361. , frgba
  2362. , _num
  2363. , _rect
  2364. );
  2365. }
  2366. }
  2367. if (NULL != m_currentDepthStencil
  2368. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2369. {
  2370. uint32_t flags = 0;
  2371. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2372. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2373. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2374. , D3D12_CLEAR_FLAGS(flags)
  2375. , _clear.m_depth
  2376. , _clear.m_stencil
  2377. , _num
  2378. , _rect
  2379. );
  2380. }
  2381. }
  2382. }
  2383. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2384. {
  2385. uint32_t width;
  2386. uint32_t height;
  2387. if (isValid(m_fbh) )
  2388. {
  2389. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2390. width = fb.m_width;
  2391. height = fb.m_height;
  2392. }
  2393. else
  2394. {
  2395. width = getBufferWidth();
  2396. height = getBufferHeight();
  2397. }
  2398. if (0 == _rect.m_x
  2399. && 0 == _rect.m_y
  2400. && width == _rect.m_width
  2401. && height == _rect.m_height)
  2402. {
  2403. clear(_clear, _palette);
  2404. }
  2405. else
  2406. {
  2407. D3D12_RECT rect;
  2408. rect.left = _rect.m_x;
  2409. rect.top = _rect.m_y;
  2410. rect.right = _rect.m_x + _rect.m_width;
  2411. rect.bottom = _rect.m_y + _rect.m_height;
  2412. clear(_clear, _palette, &rect, 1);
  2413. }
  2414. }
  2415. uint64_t kick()
  2416. {
  2417. uint64_t fence = m_cmd.kick();
  2418. m_commandList = m_cmd.alloc();
  2419. return fence;
  2420. }
  2421. void finish()
  2422. {
  2423. m_cmd.kick();
  2424. m_cmd.finish();
  2425. m_commandList = NULL;
  2426. }
  2427. void finishAll()
  2428. {
  2429. uint64_t fence = m_cmd.kick();
  2430. m_cmd.finish(fence, true);
  2431. m_commandList = NULL;
  2432. }
  2433. void* m_kernel32dll;
  2434. void* m_d3d12dll;
  2435. void* m_dxgidll;
  2436. void* m_renderdocdll;
  2437. D3D_FEATURE_LEVEL m_featureLevel;
  2438. D3D_DRIVER_TYPE m_driverType;
  2439. DXGI_ADAPTER_DESC m_adapterDesc;
  2440. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2441. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2442. #if BX_PLATFORM_WINDOWS
  2443. IDXGIAdapter3* m_adapter;
  2444. IDXGIFactory4* m_factory;
  2445. IDXGISwapChain3* m_swapChain;
  2446. ID3D12InfoQueue* m_infoQueue;
  2447. #else
  2448. IDXGIAdapter* m_adapter;
  2449. IDXGIFactory2* m_factory;
  2450. IDXGISwapChain1* m_swapChain;
  2451. #endif // BX_PLATFORM_WINDOWS
  2452. int64_t m_presentElapsed;
  2453. uint16_t m_numWindows;
  2454. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2455. ID3D12Device* m_device;
  2456. TimerQueryD3D12 m_gpuTimer;
  2457. OcclusionQueryD3D12 m_occlusionQuery;
  2458. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2459. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2460. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2461. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2462. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2463. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2464. ID3D12Resource* m_backBufferColor[4];
  2465. uint64_t m_backBufferColorFence[4];
  2466. ID3D12Resource* m_backBufferDepthStencil;
  2467. ScratchBufferD3D12 m_scratchBuffer[4];
  2468. DescriptorAllocatorD3D12 m_samplerAllocator;
  2469. ID3D12RootSignature* m_rootSignature;
  2470. CommandQueueD3D12 m_cmd;
  2471. BatchD3D12 m_batch;
  2472. ID3D12GraphicsCommandList* m_commandList;
  2473. Resolution m_resolution;
  2474. bool m_wireframe;
  2475. bool m_lost;
  2476. #if BX_PLATFORM_WINDOWS
  2477. DXGI_SWAP_CHAIN_DESC m_scd;
  2478. #else
  2479. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2480. #endif // BX_PLATFORM_WINDOWS
  2481. uint32_t m_maxAnisotropy;
  2482. bool m_depthClamp;
  2483. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2484. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2485. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2486. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2487. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2488. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2489. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2490. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2491. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2492. UniformRegistry m_uniformReg;
  2493. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2494. StateCache m_samplerStateCache;
  2495. TextVideoMem m_textVideoMem;
  2496. uint8_t m_fsScratch[64<<10];
  2497. uint8_t m_vsScratch[64<<10];
  2498. uint32_t m_fsChanges;
  2499. uint32_t m_vsChanges;
  2500. FrameBufferHandle m_fbh;
  2501. uint32_t m_backBufferColorIdx;
  2502. bool m_rtMsaa;
  2503. };
  2504. static RendererContextD3D12* s_renderD3D12;
  2505. RendererContextI* rendererCreate()
  2506. {
  2507. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2508. if (!s_renderD3D12->init() )
  2509. {
  2510. BX_DELETE(g_allocator, s_renderD3D12);
  2511. s_renderD3D12 = NULL;
  2512. }
  2513. return s_renderD3D12;
  2514. }
  2515. void rendererDestroy()
  2516. {
  2517. s_renderD3D12->shutdown();
  2518. BX_DELETE(g_allocator, s_renderD3D12);
  2519. s_renderD3D12 = NULL;
  2520. }
  2521. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2522. {
  2523. m_size = _size;
  2524. ID3D12Device* device = s_renderD3D12->m_device;
  2525. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2526. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2527. desc.NumDescriptors = _maxDescriptors;
  2528. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2529. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2530. desc.NodeMask = 1;
  2531. DX_CHECK(device->CreateDescriptorHeap(&desc
  2532. , IID_ID3D12DescriptorHeap
  2533. , (void**)&m_heap
  2534. ) );
  2535. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2536. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2537. m_upload->Map(0, NULL, (void**)&m_data);
  2538. reset(m_gpuHandle);
  2539. }
  2540. void ScratchBufferD3D12::destroy()
  2541. {
  2542. m_upload->Unmap(0, NULL);
  2543. DX_RELEASE(m_upload, 0);
  2544. DX_RELEASE(m_heap, 0);
  2545. }
  2546. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2547. {
  2548. m_pos = 0;
  2549. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2550. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2551. _gpuHandle = m_gpuHandle;
  2552. }
  2553. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2554. {
  2555. _gpuAddress = m_gpuVA + m_pos;
  2556. void* data = &m_data[m_pos];
  2557. m_pos += BX_ALIGN_256(_size);
  2558. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2559. // desc.BufferLocation = _gpuAddress;
  2560. // desc.SizeInBytes = _size;
  2561. // ID3D12Device* device = s_renderD3D12->m_device;
  2562. // device->CreateConstantBufferView(&desc
  2563. // , m_cpuHandle
  2564. // );
  2565. // m_cpuHandle.ptr += m_incrementSize;
  2566. // m_gpuHandle.ptr += m_incrementSize;
  2567. return data;
  2568. }
  2569. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2570. {
  2571. ID3D12Device* device = s_renderD3D12->m_device;
  2572. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2573. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2574. if (0 != _mip)
  2575. {
  2576. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2577. srvd = &tmpSrvd;
  2578. switch (_texture.m_srvd.ViewDimension)
  2579. {
  2580. default:
  2581. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2582. srvd->Texture2D.MostDetailedMip = _mip;
  2583. srvd->Texture2D.MipLevels = 1;
  2584. srvd->Texture2D.PlaneSlice = 0;
  2585. srvd->Texture2D.ResourceMinLODClamp = 0;
  2586. break;
  2587. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2588. srvd->TextureCube.MostDetailedMip = _mip;
  2589. srvd->TextureCube.MipLevels = 1;
  2590. srvd->TextureCube.ResourceMinLODClamp = 0;
  2591. break;
  2592. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2593. srvd->Texture3D.MostDetailedMip = _mip;
  2594. srvd->Texture3D.MipLevels = 1;
  2595. srvd->Texture3D.ResourceMinLODClamp = 0;
  2596. break;
  2597. }
  2598. }
  2599. device->CreateShaderResourceView(_texture.m_ptr
  2600. , srvd
  2601. , m_cpuHandle
  2602. );
  2603. m_cpuHandle.ptr += m_incrementSize;
  2604. _gpuHandle = m_gpuHandle;
  2605. m_gpuHandle.ptr += m_incrementSize;
  2606. }
  2607. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2608. {
  2609. ID3D12Device* device = s_renderD3D12->m_device;
  2610. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2611. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2612. if (0 != _mip)
  2613. {
  2614. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2615. uavd = &tmpUavd;
  2616. switch (_texture.m_uavd.ViewDimension)
  2617. {
  2618. default:
  2619. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2620. uavd->Texture2D.MipSlice = _mip;
  2621. uavd->Texture2D.PlaneSlice = 0;
  2622. break;
  2623. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2624. uavd->Texture2DArray.MipSlice = _mip;
  2625. uavd->Texture2DArray.PlaneSlice = 0;
  2626. break;
  2627. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2628. uavd->Texture3D.MipSlice = _mip;
  2629. break;
  2630. }
  2631. }
  2632. device->CreateUnorderedAccessView(_texture.m_ptr
  2633. , NULL
  2634. , uavd
  2635. , m_cpuHandle
  2636. );
  2637. m_cpuHandle.ptr += m_incrementSize;
  2638. _gpuHandle = m_gpuHandle;
  2639. m_gpuHandle.ptr += m_incrementSize;
  2640. }
  2641. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2642. {
  2643. ID3D12Device* device = s_renderD3D12->m_device;
  2644. device->CreateShaderResourceView(_buffer.m_ptr
  2645. , &_buffer.m_srvd
  2646. , m_cpuHandle
  2647. );
  2648. m_cpuHandle.ptr += m_incrementSize;
  2649. _gpuHandle = m_gpuHandle;
  2650. m_gpuHandle.ptr += m_incrementSize;
  2651. }
  2652. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2653. {
  2654. ID3D12Device* device = s_renderD3D12->m_device;
  2655. device->CreateUnorderedAccessView(_buffer.m_ptr
  2656. , NULL
  2657. , &_buffer.m_uavd
  2658. , m_cpuHandle
  2659. );
  2660. m_cpuHandle.ptr += m_incrementSize;
  2661. _gpuHandle = m_gpuHandle;
  2662. m_gpuHandle.ptr += m_incrementSize;
  2663. }
  2664. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2665. {
  2666. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2667. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2668. ID3D12Device* device = s_renderD3D12->m_device;
  2669. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2670. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2671. desc.NumDescriptors = _maxDescriptors;
  2672. desc.Type = _type;
  2673. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2674. desc.NodeMask = 1;
  2675. DX_CHECK(device->CreateDescriptorHeap(&desc
  2676. , IID_ID3D12DescriptorHeap
  2677. , (void**)&m_heap
  2678. ) );
  2679. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2680. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2681. }
  2682. void DescriptorAllocatorD3D12::destroy()
  2683. {
  2684. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2685. DX_RELEASE(m_heap, 0);
  2686. }
  2687. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2688. {
  2689. uint16_t idx = m_handleAlloc->alloc();
  2690. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2691. ID3D12Device* device = s_renderD3D12->m_device;
  2692. device->CreateShaderResourceView(_ptr
  2693. , _desc
  2694. , cpuHandle
  2695. );
  2696. return idx;
  2697. }
  2698. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2699. {
  2700. uint16_t idx = m_handleAlloc->alloc();
  2701. ID3D12Device* device = s_renderD3D12->m_device;
  2702. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2703. for (uint32_t ii = 0; ii < _num; ++ii)
  2704. {
  2705. uint32_t flags = _flags[ii];
  2706. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2707. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2708. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2709. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2710. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2711. D3D12_SAMPLER_DESC sd;
  2712. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2713. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2714. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2715. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2716. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2717. sd.MaxAnisotropy = maxAnisotropy;
  2718. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2719. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2720. if (NULL != _palette
  2721. && needBorderColor(flags) )
  2722. {
  2723. const float* rgba = _palette[index];
  2724. sd.BorderColor[0] = rgba[0];
  2725. sd.BorderColor[1] = rgba[1];
  2726. sd.BorderColor[2] = rgba[2];
  2727. sd.BorderColor[3] = rgba[3];
  2728. }
  2729. else
  2730. {
  2731. sd.BorderColor[0] = 0.0f;
  2732. sd.BorderColor[1] = 0.0f;
  2733. sd.BorderColor[2] = 0.0f;
  2734. sd.BorderColor[3] = 0.0f;
  2735. }
  2736. sd.MinLOD = 0;
  2737. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2738. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2739. {
  2740. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2741. };
  2742. device->CreateSampler(&sd, cpuHandle);
  2743. }
  2744. return idx;
  2745. }
  2746. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2747. {
  2748. m_handleAlloc->free(_idx);
  2749. }
  2750. void DescriptorAllocatorD3D12::reset()
  2751. {
  2752. uint16_t max = m_handleAlloc->getMaxHandles();
  2753. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2754. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2755. }
  2756. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2757. {
  2758. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2759. return gpuHandle;
  2760. }
  2761. void CommandQueueD3D12::init(ID3D12Device* _device)
  2762. {
  2763. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2764. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2765. queueDesc.Priority = 0;
  2766. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2767. queueDesc.NodeMask = 1;
  2768. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2769. , IID_ID3D12CommandQueue
  2770. , (void**)&m_commandQueue
  2771. ) );
  2772. m_completedFence = 0;
  2773. m_currentFence = 0;
  2774. DX_CHECK(_device->CreateFence(0
  2775. , D3D12_FENCE_FLAG_NONE
  2776. , IID_ID3D12Fence
  2777. , (void**)&m_fence
  2778. ) );
  2779. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2780. {
  2781. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2782. , IID_ID3D12CommandAllocator
  2783. , (void**)&m_commandList[ii].m_commandAllocator
  2784. ) );
  2785. DX_CHECK(_device->CreateCommandList(0
  2786. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2787. , m_commandList[ii].m_commandAllocator
  2788. , NULL
  2789. , IID_ID3D12GraphicsCommandList
  2790. , (void**)&m_commandList[ii].m_commandList
  2791. ) );
  2792. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2793. }
  2794. }
  2795. void CommandQueueD3D12::shutdown()
  2796. {
  2797. finish(UINT64_MAX, true);
  2798. DX_RELEASE(m_fence, 0);
  2799. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2800. {
  2801. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2802. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2803. }
  2804. DX_RELEASE(m_commandQueue, 0);
  2805. }
  2806. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2807. {
  2808. while (0 == m_control.reserve(1) )
  2809. {
  2810. consume();
  2811. }
  2812. CommandList& commandList = m_commandList[m_control.m_current];
  2813. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2814. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2815. return commandList.m_commandList;
  2816. }
  2817. uint64_t CommandQueueD3D12::kick()
  2818. {
  2819. CommandList& commandList = m_commandList[m_control.m_current];
  2820. DX_CHECK(commandList.m_commandList->Close() );
  2821. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2822. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2823. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2824. const uint64_t fence = m_currentFence++;
  2825. m_commandQueue->Signal(m_fence, fence);
  2826. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2827. m_control.commit(1);
  2828. return fence;
  2829. }
  2830. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2831. {
  2832. while (0 < m_control.available() )
  2833. {
  2834. consume();
  2835. if (!_finishAll
  2836. && _waitFence <= m_completedFence)
  2837. {
  2838. return;
  2839. }
  2840. }
  2841. BX_CHECK(0 == m_control.available(), "");
  2842. }
  2843. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2844. {
  2845. if (0 < m_control.available() )
  2846. {
  2847. if (consume(0)
  2848. && _waitFence <= m_completedFence)
  2849. {
  2850. return true;
  2851. }
  2852. }
  2853. return false;
  2854. }
  2855. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2856. {
  2857. m_release[m_control.m_current].push_back(_ptr);
  2858. }
  2859. bool CommandQueueD3D12::consume(uint32_t _ms)
  2860. {
  2861. CommandList& commandList = m_commandList[m_control.m_read];
  2862. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2863. {
  2864. CloseHandle(commandList.m_event);
  2865. commandList.m_event = NULL;
  2866. m_completedFence = m_fence->GetCompletedValue();
  2867. m_commandQueue->Wait(m_fence, m_completedFence);
  2868. ResourceArray& ra = m_release[m_control.m_read];
  2869. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2870. {
  2871. DX_RELEASE(*it, 0);
  2872. }
  2873. ra.clear();
  2874. m_control.consume(1);
  2875. return true;
  2876. }
  2877. return false;
  2878. }
  2879. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2880. {
  2881. m_maxDrawPerBatch = _maxDrawPerBatch;
  2882. setSeqMode(false);
  2883. setIndirectMode(true);
  2884. ID3D12Device* device = s_renderD3D12->m_device;
  2885. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2886. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2887. {
  2888. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2889. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2890. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2891. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2892. };
  2893. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2894. {
  2895. sizeof(DrawIndirectCommand),
  2896. BX_COUNTOF(drawArgDesc),
  2897. drawArgDesc,
  2898. 1,
  2899. };
  2900. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2901. , rootSignature
  2902. , IID_ID3D12CommandSignature
  2903. , (void**)&m_commandSignature[Draw]
  2904. ) );
  2905. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2906. {
  2907. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2908. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2909. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2910. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2911. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2912. };
  2913. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2914. {
  2915. sizeof(DrawIndexedIndirectCommand),
  2916. BX_COUNTOF(drawIndexedArgDesc),
  2917. drawIndexedArgDesc,
  2918. 1,
  2919. };
  2920. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2921. , rootSignature
  2922. , IID_ID3D12CommandSignature
  2923. , (void**)&m_commandSignature[DrawIndexed]
  2924. ) );
  2925. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2926. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2927. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2928. {
  2929. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2930. , NULL
  2931. , BGFX_BUFFER_DRAW_INDIRECT
  2932. , false
  2933. , sizeof(DrawIndexedIndirectCommand)
  2934. );
  2935. }
  2936. }
  2937. void BatchD3D12::destroy()
  2938. {
  2939. BX_FREE(g_allocator, m_cmds[0]);
  2940. BX_FREE(g_allocator, m_cmds[1]);
  2941. DX_RELEASE(m_commandSignature[0], 0);
  2942. DX_RELEASE(m_commandSignature[1], 0);
  2943. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2944. {
  2945. m_indirect[ii].destroy();
  2946. }
  2947. }
  2948. template<typename Ty>
  2949. Ty& BatchD3D12::getCmd(Enum _type)
  2950. {
  2951. uint32_t index = m_num[_type];
  2952. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2953. m_num[_type]++;
  2954. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2955. return *cmd;
  2956. }
  2957. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2958. {
  2959. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2960. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_stream[0].m_handle.idx];
  2961. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2962. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  2963. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2964. uint32_t numIndices = 0;
  2965. if (Draw == type)
  2966. {
  2967. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2968. ? vb.m_size / vertexDecl.m_stride
  2969. : _draw.m_numVertices
  2970. ;
  2971. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2972. cmd.cbv = _cbv;
  2973. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2974. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2975. cmd.vbv[0].SizeInBytes = vb.m_size;
  2976. if (isValid(_draw.m_instanceDataBuffer) )
  2977. {
  2978. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2979. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2980. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2981. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2982. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2983. }
  2984. else
  2985. {
  2986. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2987. }
  2988. cmd.draw.InstanceCount = _draw.m_numInstances;
  2989. cmd.draw.VertexCountPerInstance = numVertices;
  2990. cmd.draw.StartVertexLocation = _draw.m_stream[0].m_startVertex;
  2991. cmd.draw.StartInstanceLocation = 0;
  2992. }
  2993. else
  2994. {
  2995. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2996. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2997. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2998. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2999. numIndices = UINT32_MAX == _draw.m_numIndices
  3000. ? ib.m_size / indexSize
  3001. : _draw.m_numIndices
  3002. ;
  3003. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3004. cmd.cbv = _cbv;
  3005. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3006. cmd.ibv.SizeInBytes = ib.m_size;
  3007. cmd.ibv.Format = hasIndex16
  3008. ? DXGI_FORMAT_R16_UINT
  3009. : DXGI_FORMAT_R32_UINT
  3010. ;
  3011. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  3012. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  3013. cmd.vbv[0].SizeInBytes = vb.m_size;
  3014. if (isValid(_draw.m_instanceDataBuffer) )
  3015. {
  3016. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3017. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3018. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3019. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  3020. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3021. }
  3022. else
  3023. {
  3024. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  3025. }
  3026. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  3027. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  3028. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  3029. cmd.drawIndexed.BaseVertexLocation = _draw.m_stream[0].m_startVertex;
  3030. cmd.drawIndexed.StartInstanceLocation = 0;
  3031. }
  3032. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3033. {
  3034. flush(_commandList, type);
  3035. }
  3036. return numIndices;
  3037. }
  3038. static const uint32_t s_indirectCommandSize[] =
  3039. {
  3040. sizeof(BatchD3D12::DrawIndirectCommand),
  3041. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3042. };
  3043. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3044. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3045. {
  3046. uint32_t num = m_num[_type];
  3047. if (0 != num)
  3048. {
  3049. m_num[_type] = 0;
  3050. if (m_minIndirect < num)
  3051. {
  3052. m_stats.m_numIndirect[_type]++;
  3053. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3054. m_currIndirect %= BX_COUNTOF(m_indirect);
  3055. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3056. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3057. , num
  3058. , indirect.m_ptr
  3059. , 0
  3060. , NULL
  3061. , 0
  3062. );
  3063. }
  3064. else
  3065. {
  3066. m_stats.m_numImmediate[_type]++;
  3067. if (Draw == _type)
  3068. {
  3069. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3070. for (uint32_t ii = 0; ii < num; ++ii)
  3071. {
  3072. const DrawIndirectCommand& cmd = cmds[ii];
  3073. if (m_current.cbv != cmd.cbv)
  3074. {
  3075. m_current.cbv = cmd.cbv;
  3076. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3077. }
  3078. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3079. {
  3080. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3081. _commandList->IASetVertexBuffers(0
  3082. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3083. , cmd.vbv
  3084. );
  3085. }
  3086. _commandList->DrawInstanced(
  3087. cmd.draw.VertexCountPerInstance
  3088. , cmd.draw.InstanceCount
  3089. , cmd.draw.StartVertexLocation
  3090. , cmd.draw.StartInstanceLocation
  3091. );
  3092. }
  3093. }
  3094. else
  3095. {
  3096. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3097. for (uint32_t ii = 0; ii < num; ++ii)
  3098. {
  3099. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3100. if (m_current.cbv != cmd.cbv)
  3101. {
  3102. m_current.cbv = cmd.cbv;
  3103. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3104. }
  3105. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3106. {
  3107. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3108. _commandList->IASetVertexBuffers(0
  3109. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3110. , cmd.vbv
  3111. );
  3112. }
  3113. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3114. {
  3115. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3116. _commandList->IASetIndexBuffer(&cmd.ibv);
  3117. }
  3118. _commandList->DrawIndexedInstanced(
  3119. cmd.drawIndexed.IndexCountPerInstance
  3120. , cmd.drawIndexed.InstanceCount
  3121. , cmd.drawIndexed.StartIndexLocation
  3122. , cmd.drawIndexed.BaseVertexLocation
  3123. , cmd.drawIndexed.StartInstanceLocation
  3124. );
  3125. }
  3126. }
  3127. }
  3128. }
  3129. }
  3130. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3131. {
  3132. flush(_commandList, Draw);
  3133. flush(_commandList, DrawIndexed);
  3134. if (_clean)
  3135. {
  3136. bx::memSet(&m_current, 0, sizeof(m_current) );
  3137. }
  3138. }
  3139. void BatchD3D12::begin()
  3140. {
  3141. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3142. bx::memSet(&m_current, 0, sizeof(m_current) );
  3143. }
  3144. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3145. {
  3146. flush(_commandList);
  3147. }
  3148. struct UavFormat
  3149. {
  3150. DXGI_FORMAT format[3];
  3151. uint32_t stride;
  3152. };
  3153. static const UavFormat s_uavFormat[] =
  3154. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3155. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3156. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3157. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3158. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3159. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3160. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3161. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3162. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3163. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3164. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3165. };
  3166. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3167. {
  3168. m_size = _size;
  3169. m_flags = _flags;
  3170. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3171. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3172. m_dynamic = NULL == _data || needUav;
  3173. DXGI_FORMAT format;
  3174. uint32_t stride;
  3175. uint32_t flags = needUav
  3176. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3177. : D3D12_RESOURCE_FLAG_NONE
  3178. ;
  3179. if (drawIndirect)
  3180. {
  3181. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3182. stride = 16;
  3183. }
  3184. else
  3185. {
  3186. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3187. if (0 == uavFormat)
  3188. {
  3189. if (_vertex)
  3190. {
  3191. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3192. stride = 16;
  3193. }
  3194. else
  3195. {
  3196. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3197. {
  3198. format = DXGI_FORMAT_R16_UINT;
  3199. stride = 2;
  3200. }
  3201. else
  3202. {
  3203. format = DXGI_FORMAT_R32_UINT;
  3204. stride = 4;
  3205. }
  3206. }
  3207. }
  3208. else
  3209. {
  3210. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3211. format = s_uavFormat[uavFormat].format[uavType];
  3212. stride = s_uavFormat[uavFormat].stride;
  3213. }
  3214. }
  3215. stride = 0 == _stride ? stride : _stride;
  3216. m_srvd.Format = format;
  3217. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3218. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3219. m_srvd.Buffer.FirstElement = 0;
  3220. m_srvd.Buffer.NumElements = m_size / stride;
  3221. m_srvd.Buffer.StructureByteStride = 0;
  3222. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3223. m_uavd.Format = format;
  3224. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3225. m_uavd.Buffer.FirstElement = 0;
  3226. m_uavd.Buffer.NumElements = m_size / stride;
  3227. m_uavd.Buffer.StructureByteStride = 0;
  3228. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3229. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3230. ID3D12Device* device = s_renderD3D12->m_device;
  3231. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3232. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3233. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3234. setState(commandList, drawIndirect
  3235. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3236. : D3D12_RESOURCE_STATE_GENERIC_READ
  3237. );
  3238. if (!m_dynamic)
  3239. {
  3240. update(commandList, 0, _size, _data);
  3241. }
  3242. }
  3243. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3244. {
  3245. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3246. uint8_t* data;
  3247. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3248. bx::memCopy(data, _data, _size);
  3249. staging->Unmap(0, NULL);
  3250. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3251. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3252. setState(_commandList, state);
  3253. s_renderD3D12->m_cmd.release(staging);
  3254. }
  3255. void BufferD3D12::destroy()
  3256. {
  3257. if (NULL != m_ptr)
  3258. {
  3259. s_renderD3D12->m_cmd.release(m_ptr);
  3260. m_dynamic = false;
  3261. }
  3262. }
  3263. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3264. {
  3265. if (m_state != _state)
  3266. {
  3267. setResourceBarrier(_commandList
  3268. , m_ptr
  3269. , m_state
  3270. , _state
  3271. );
  3272. bx::xchg(m_state, _state);
  3273. }
  3274. return _state;
  3275. }
  3276. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3277. {
  3278. BufferD3D12::create(_size, _data, _flags, true);
  3279. m_decl = _declHandle;
  3280. }
  3281. void ShaderD3D12::create(const Memory* _mem)
  3282. {
  3283. bx::MemoryReader reader(_mem->data, _mem->size);
  3284. uint32_t magic;
  3285. bx::read(&reader, magic);
  3286. switch (magic)
  3287. {
  3288. case BGFX_CHUNK_MAGIC_CSH:
  3289. case BGFX_CHUNK_MAGIC_FSH:
  3290. case BGFX_CHUNK_MAGIC_VSH:
  3291. break;
  3292. default:
  3293. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3294. break;
  3295. }
  3296. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3297. uint32_t iohash;
  3298. bx::read(&reader, iohash);
  3299. uint16_t count;
  3300. bx::read(&reader, count);
  3301. m_numPredefined = 0;
  3302. m_numUniforms = count;
  3303. BX_TRACE("%s Shader consts %d"
  3304. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3305. , count
  3306. );
  3307. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3308. if (0 < count)
  3309. {
  3310. for (uint32_t ii = 0; ii < count; ++ii)
  3311. {
  3312. uint8_t nameSize = 0;
  3313. bx::read(&reader, nameSize);
  3314. char name[256] = {};
  3315. bx::read(&reader, &name, nameSize);
  3316. name[nameSize] = '\0';
  3317. uint8_t type = 0;
  3318. bx::read(&reader, type);
  3319. uint8_t num = 0;
  3320. bx::read(&reader, num);
  3321. uint16_t regIndex = 0;
  3322. bx::read(&reader, regIndex);
  3323. uint16_t regCount = 0;
  3324. bx::read(&reader, regCount);
  3325. const char* kind = "invalid";
  3326. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3327. if (PredefinedUniform::Count != predefined)
  3328. {
  3329. kind = "predefined";
  3330. m_predefined[m_numPredefined].m_loc = regIndex;
  3331. m_predefined[m_numPredefined].m_count = regCount;
  3332. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3333. m_numPredefined++;
  3334. }
  3335. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3336. {
  3337. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3338. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3339. if (NULL != info)
  3340. {
  3341. if (NULL == m_constantBuffer)
  3342. {
  3343. m_constantBuffer = UniformBuffer::create(1024);
  3344. }
  3345. kind = "user";
  3346. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3347. }
  3348. }
  3349. else
  3350. {
  3351. kind = "sampler";
  3352. }
  3353. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3354. , kind
  3355. , name
  3356. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3357. , num
  3358. , regIndex
  3359. , regCount
  3360. );
  3361. BX_UNUSED(kind);
  3362. }
  3363. if (NULL != m_constantBuffer)
  3364. {
  3365. m_constantBuffer->finish();
  3366. }
  3367. }
  3368. uint32_t shaderSize;
  3369. bx::read(&reader, shaderSize);
  3370. const void* code = reader.getDataPtr();
  3371. bx::skip(&reader, shaderSize+1);
  3372. m_code = copy(code, shaderSize);
  3373. uint8_t numAttrs = 0;
  3374. bx::read(&reader, numAttrs);
  3375. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3376. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3377. {
  3378. uint16_t id;
  3379. bx::read(&reader, id);
  3380. Attrib::Enum attr = idToAttrib(id);
  3381. if (Attrib::Count != attr)
  3382. {
  3383. m_attrMask[attr] = UINT16_MAX;
  3384. }
  3385. }
  3386. bx::HashMurmur2A murmur;
  3387. murmur.begin();
  3388. murmur.add(iohash);
  3389. murmur.add(code, shaderSize);
  3390. murmur.add(numAttrs);
  3391. murmur.add(m_attrMask, numAttrs);
  3392. m_hash = murmur.end();
  3393. bx::read(&reader, m_size);
  3394. }
  3395. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3396. {
  3397. bimg::ImageContainer imageContainer;
  3398. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3399. {
  3400. uint8_t numMips = imageContainer.m_numMips;
  3401. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3402. numMips -= startLod;
  3403. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3404. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3405. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3406. const uint16_t numLayers = imageContainer.m_numLayers;
  3407. m_flags = _flags;
  3408. m_width = textureWidth;
  3409. m_height = textureHeight;
  3410. m_depth = imageContainer.m_depth;
  3411. m_requestedFormat = uint8_t(imageContainer.m_format);
  3412. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3413. const bool convert = m_textureFormat != m_requestedFormat;
  3414. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3415. if (imageContainer.m_cubeMap)
  3416. {
  3417. m_type = TextureCube;
  3418. }
  3419. else if (imageContainer.m_depth > 1)
  3420. {
  3421. m_type = Texture3D;
  3422. }
  3423. else
  3424. {
  3425. m_type = Texture2D;
  3426. }
  3427. m_numMips = numMips;
  3428. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3429. const uint32_t numSrd = numSides * numMips;
  3430. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3431. uint32_t kk = 0;
  3432. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3433. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3434. uint32_t blockWidth = 1;
  3435. uint32_t blockHeight = 1;
  3436. if (convert && compressed)
  3437. {
  3438. blockWidth = blockInfo.blockWidth;
  3439. blockHeight = blockInfo.blockHeight;
  3440. }
  3441. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3442. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3443. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3444. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3445. , this - s_renderD3D12->m_textures
  3446. , getName( (TextureFormat::Enum)m_textureFormat)
  3447. , getName( (TextureFormat::Enum)m_requestedFormat)
  3448. , textureWidth
  3449. , textureHeight
  3450. , imageContainer.m_cubeMap ? "x6" : ""
  3451. , renderTarget ? 'x' : ' '
  3452. , writeOnly ? 'x' : ' '
  3453. , computeWrite ? 'x' : ' '
  3454. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3455. );
  3456. uint32_t totalSize = 0;
  3457. for (uint8_t side = 0; side < numSides; ++side)
  3458. {
  3459. uint32_t width = textureWidth;
  3460. uint32_t height = textureHeight;
  3461. uint32_t depth = imageContainer.m_depth;
  3462. for (uint8_t lod = 0; lod < numMips; ++lod)
  3463. {
  3464. width = bx::uint32_max(blockWidth, width);
  3465. height = bx::uint32_max(blockHeight, height);
  3466. depth = bx::uint32_max(1, depth);
  3467. bimg::ImageMip mip;
  3468. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3469. {
  3470. if (convert)
  3471. {
  3472. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3473. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3474. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3475. bimg::imageDecodeToBgra8(temp
  3476. , mip.m_data
  3477. , mip.m_width
  3478. , mip.m_height
  3479. , pitch, mip.m_format
  3480. );
  3481. srd[kk].pData = temp;
  3482. srd[kk].RowPitch = pitch;
  3483. srd[kk].SlicePitch = slice;
  3484. totalSize += slice;
  3485. }
  3486. else if (compressed)
  3487. {
  3488. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3489. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3490. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3491. bimg::imageCopy(temp
  3492. , mip.m_height/blockInfo.blockHeight
  3493. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3494. , mip.m_data
  3495. , pitch
  3496. );
  3497. srd[kk].pData = temp;
  3498. srd[kk].RowPitch = pitch;
  3499. srd[kk].SlicePitch = slice;
  3500. totalSize += slice;
  3501. }
  3502. else
  3503. {
  3504. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3505. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3506. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3507. bimg::imageCopy(temp
  3508. , mip.m_height
  3509. , mip.m_width*mip.m_bpp / 8
  3510. , mip.m_data
  3511. , pitch
  3512. );
  3513. srd[kk].pData = temp;
  3514. srd[kk].RowPitch = pitch;
  3515. srd[kk].SlicePitch = slice;
  3516. totalSize += slice;
  3517. }
  3518. if (swizzle)
  3519. {
  3520. // imageSwizzleBgra8(temp, width, height, mip.m_width*4, data);
  3521. }
  3522. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3523. ++kk;
  3524. }
  3525. else
  3526. {
  3527. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3528. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3529. totalSize += slice;
  3530. }
  3531. width >>= 1;
  3532. height >>= 1;
  3533. depth >>= 1;
  3534. }
  3535. }
  3536. BX_TRACE("texture total size: %d", totalSize);
  3537. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3538. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3539. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3540. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3541. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3542. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3543. if (swizzle)
  3544. {
  3545. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3546. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3547. }
  3548. m_uavd.Format = m_srvd.Format;
  3549. ID3D12Device* device = s_renderD3D12->m_device;
  3550. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3551. D3D12_RESOURCE_DESC resourceDesc;
  3552. resourceDesc.Alignment = 0;
  3553. resourceDesc.Width = textureWidth;
  3554. resourceDesc.Height = textureHeight;
  3555. resourceDesc.MipLevels = numMips;
  3556. resourceDesc.Format = format;
  3557. resourceDesc.SampleDesc = msaa;
  3558. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3559. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3560. resourceDesc.DepthOrArraySize = numSides;
  3561. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3562. D3D12_CLEAR_VALUE* clearValue = NULL;
  3563. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3564. {
  3565. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3566. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3567. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3568. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3569. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3570. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3571. clearValue->DepthStencil.Depth = 1.0f;
  3572. clearValue->DepthStencil.Stencil = 0;
  3573. }
  3574. else if (renderTarget)
  3575. {
  3576. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3577. clearValue->Format = resourceDesc.Format;
  3578. clearValue->Color[0] = 0.0f;
  3579. clearValue->Color[1] = 0.0f;
  3580. clearValue->Color[2] = 0.0f;
  3581. clearValue->Color[3] = 0.0f;
  3582. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3583. }
  3584. if (writeOnly)
  3585. {
  3586. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3587. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3588. }
  3589. if (computeWrite)
  3590. {
  3591. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3592. }
  3593. switch (m_type)
  3594. {
  3595. case Texture2D:
  3596. case TextureCube:
  3597. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3598. if (imageContainer.m_cubeMap)
  3599. {
  3600. if (1 < numLayers)
  3601. {
  3602. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3603. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3604. m_srvd.TextureCubeArray.MipLevels = numMips;
  3605. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3606. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3607. }
  3608. else
  3609. {
  3610. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3611. m_srvd.TextureCube.MostDetailedMip = 0;
  3612. m_srvd.TextureCube.MipLevels = numMips;
  3613. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3614. }
  3615. }
  3616. else
  3617. {
  3618. if (1 < numLayers)
  3619. {
  3620. m_srvd.ViewDimension = 1 < msaa.Count
  3621. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3622. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3623. ;
  3624. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3625. m_srvd.Texture2DArray.MipLevels = numMips;
  3626. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3627. m_srvd.Texture2DArray.ArraySize = numLayers;
  3628. }
  3629. else
  3630. {
  3631. m_srvd.ViewDimension = 1 < msaa.Count
  3632. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3633. : D3D12_SRV_DIMENSION_TEXTURE2D
  3634. ;
  3635. m_srvd.Texture2D.MostDetailedMip = 0;
  3636. m_srvd.Texture2D.MipLevels = numMips;
  3637. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3638. }
  3639. }
  3640. if (1 < numLayers)
  3641. {
  3642. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3643. m_uavd.Texture2DArray.MipSlice = 0;
  3644. m_uavd.Texture2DArray.PlaneSlice = 0;
  3645. }
  3646. else
  3647. {
  3648. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3649. m_uavd.Texture2D.MipSlice = 0;
  3650. m_uavd.Texture2D.PlaneSlice = 0;
  3651. }
  3652. if (TextureCube == m_type)
  3653. {
  3654. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3655. m_uavd.Texture2DArray.MipSlice = 0;
  3656. m_uavd.Texture2DArray.ArraySize = 6;
  3657. }
  3658. break;
  3659. case Texture3D:
  3660. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3661. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3662. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3663. m_srvd.Texture3D.MostDetailedMip = 0;
  3664. m_srvd.Texture3D.MipLevels = numMips;
  3665. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3666. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3667. m_uavd.Texture3D.MipSlice = 0;
  3668. m_uavd.Texture3D.FirstWSlice = 0;
  3669. m_uavd.Texture3D.WSize = 0;
  3670. break;
  3671. }
  3672. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3673. {
  3674. uint64_t uploadBufferSize;
  3675. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3676. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3677. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3678. device->GetCopyableFootprints(&resourceDesc
  3679. , 0
  3680. , numSrd
  3681. , 0
  3682. , layouts
  3683. , numRows
  3684. , rowSizeInBytes
  3685. , &uploadBufferSize
  3686. );
  3687. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3688. , uploadBufferSize
  3689. , totalSize
  3690. , numRows[0]
  3691. , rowSizeInBytes[0]
  3692. );
  3693. }
  3694. if (kk != 0)
  3695. {
  3696. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3697. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3698. uint64_t result = UpdateSubresources(commandList
  3699. , m_ptr
  3700. , staging
  3701. , 0
  3702. , 0
  3703. , numSrd
  3704. , srd
  3705. );
  3706. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3707. BX_TRACE("Update subresource %" PRId64, result);
  3708. setState(commandList, state);
  3709. s_renderD3D12->m_cmd.release(staging);
  3710. }
  3711. else
  3712. {
  3713. setState(commandList, state);
  3714. }
  3715. if (0 != kk)
  3716. {
  3717. kk = 0;
  3718. for (uint8_t side = 0; side < numSides; ++side)
  3719. {
  3720. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3721. {
  3722. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3723. ++kk;
  3724. }
  3725. }
  3726. }
  3727. }
  3728. }
  3729. void TextureD3D12::destroy()
  3730. {
  3731. if (NULL != m_ptr)
  3732. {
  3733. s_renderD3D12->m_cmd.release(m_ptr);
  3734. m_ptr = NULL;
  3735. }
  3736. }
  3737. 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)
  3738. {
  3739. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3740. const uint32_t subres = _mip + (_side * m_numMips);
  3741. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3742. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3743. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3744. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3745. desc.Height = _rect.m_height;
  3746. uint32_t numRows;
  3747. uint64_t totalBytes;
  3748. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3749. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3750. , subres
  3751. , 1
  3752. , 0
  3753. , &layout
  3754. , &numRows
  3755. , NULL
  3756. , &totalBytes
  3757. );
  3758. const uint32_t rowPitch = layout.Footprint.RowPitch;
  3759. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3760. uint8_t* data;
  3761. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3762. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3763. {
  3764. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3765. }
  3766. staging->Unmap(0, NULL);
  3767. D3D12_BOX box;
  3768. box.left = 0;
  3769. box.top = 0;
  3770. box.right = box.left + _rect.m_width;
  3771. box.bottom = box.top + _rect.m_height;
  3772. box.front = _z;
  3773. box.back = _z+_depth;
  3774. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3775. dst.SubresourceIndex = subres;
  3776. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3777. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3778. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3779. s_renderD3D12->m_cmd.release(staging);
  3780. }
  3781. void TextureD3D12::resolve()
  3782. {
  3783. }
  3784. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3785. {
  3786. if (m_state != _state)
  3787. {
  3788. setResourceBarrier(_commandList
  3789. , m_ptr
  3790. , m_state
  3791. , _state
  3792. );
  3793. bx::xchg(m_state, _state);
  3794. }
  3795. return _state;
  3796. }
  3797. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  3798. {
  3799. m_denseIdx = UINT16_MAX;
  3800. m_numTh = _num;
  3801. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3802. postReset();
  3803. }
  3804. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3805. {
  3806. }
  3807. void FrameBufferD3D12::preReset()
  3808. {
  3809. }
  3810. void FrameBufferD3D12::postReset()
  3811. {
  3812. if (m_numTh != 0)
  3813. {
  3814. ID3D12Device* device = s_renderD3D12->m_device;
  3815. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3816. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3817. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3818. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3819. m_width = 0;
  3820. m_height = 0;
  3821. m_depth.idx = bgfx::kInvalidHandle;
  3822. m_num = 0;
  3823. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3824. {
  3825. TextureHandle handle = m_attachment[ii].handle;
  3826. if (isValid(handle) )
  3827. {
  3828. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3829. if (0 == m_width)
  3830. {
  3831. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  3832. m_width = uint32_t(desc.Width);
  3833. m_height = uint32_t(desc.Height);
  3834. }
  3835. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  3836. {
  3837. BX_CHECK(!isValid(m_depth), "");
  3838. m_depth = handle;
  3839. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3840. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3841. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3842. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  3843. BX_UNUSED(blockInfo);
  3844. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3845. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3846. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3847. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3848. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3849. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3850. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3851. ;
  3852. device->CreateDepthStencilView(texture.m_ptr
  3853. , &dsvDesc
  3854. , dsvDescriptor
  3855. );
  3856. }
  3857. else
  3858. {
  3859. m_texture[m_num] = handle;
  3860. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3861. device->CreateRenderTargetView(texture.m_ptr
  3862. , NULL
  3863. , rtv
  3864. );
  3865. m_num++;
  3866. }
  3867. }
  3868. }
  3869. }
  3870. }
  3871. uint16_t FrameBufferD3D12::destroy()
  3872. {
  3873. m_numTh = 0;
  3874. m_depth.idx = bgfx::kInvalidHandle;
  3875. uint16_t denseIdx = m_denseIdx;
  3876. m_denseIdx = UINT16_MAX;
  3877. return denseIdx;
  3878. }
  3879. void FrameBufferD3D12::resolve()
  3880. {
  3881. }
  3882. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3883. {
  3884. ID3D12Device* device = s_renderD3D12->m_device;
  3885. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3886. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3887. && 0 != m_num)
  3888. {
  3889. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3890. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3891. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3892. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3893. {
  3894. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3895. {
  3896. uint8_t index = _clear.m_index[ii];
  3897. if (UINT8_MAX != index)
  3898. {
  3899. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3900. _commandList->ClearRenderTargetView(rtv
  3901. , _palette[index]
  3902. , _num
  3903. , _rect
  3904. );
  3905. }
  3906. }
  3907. }
  3908. else
  3909. {
  3910. float frgba[4] =
  3911. {
  3912. _clear.m_index[0]*1.0f/255.0f,
  3913. _clear.m_index[1]*1.0f/255.0f,
  3914. _clear.m_index[2]*1.0f/255.0f,
  3915. _clear.m_index[3]*1.0f/255.0f,
  3916. };
  3917. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3918. {
  3919. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3920. _commandList->ClearRenderTargetView(rtv
  3921. , frgba
  3922. , _num
  3923. , _rect
  3924. );
  3925. }
  3926. }
  3927. }
  3928. if (isValid(m_depth)
  3929. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3930. {
  3931. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3932. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3933. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3934. DWORD flags = 0;
  3935. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3936. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3937. _commandList->ClearDepthStencilView(dsvDescriptor
  3938. , D3D12_CLEAR_FLAGS(flags)
  3939. , _clear.m_depth
  3940. , _clear.m_stencil
  3941. , _num
  3942. , _rect
  3943. );
  3944. }
  3945. }
  3946. void TimerQueryD3D12::init()
  3947. {
  3948. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3949. queryHeapDesc.Count = m_control.m_size * 2;
  3950. queryHeapDesc.NodeMask = 1;
  3951. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  3952. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3953. , IID_ID3D12QueryHeap
  3954. , (void**)&m_queryHeap
  3955. ) );
  3956. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  3957. m_readback = createCommittedResource(s_renderD3D12->m_device
  3958. , HeapProperty::ReadBack
  3959. , size
  3960. );
  3961. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  3962. D3D12_RANGE range = { 0, size };
  3963. m_readback->Map(0, &range, (void**)&m_result);
  3964. }
  3965. void TimerQueryD3D12::shutdown()
  3966. {
  3967. D3D12_RANGE range = { 0, 0 };
  3968. m_readback->Unmap(0, &range);
  3969. DX_RELEASE(m_queryHeap, 0);
  3970. DX_RELEASE(m_readback, 0);
  3971. }
  3972. void TimerQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList)
  3973. {
  3974. BX_UNUSED(_commandList);
  3975. while (0 == m_control.reserve(1) )
  3976. {
  3977. m_control.consume(1);
  3978. }
  3979. uint32_t offset = m_control.m_current * 2 + 0;
  3980. _commandList->EndQuery(m_queryHeap
  3981. , D3D12_QUERY_TYPE_TIMESTAMP
  3982. , offset
  3983. );
  3984. }
  3985. void TimerQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3986. {
  3987. BX_UNUSED(_commandList);
  3988. uint32_t offset = m_control.m_current * 2;
  3989. _commandList->EndQuery(m_queryHeap
  3990. , D3D12_QUERY_TYPE_TIMESTAMP
  3991. , offset + 1
  3992. );
  3993. _commandList->ResolveQueryData(m_queryHeap
  3994. , D3D12_QUERY_TYPE_TIMESTAMP
  3995. , offset
  3996. , 2
  3997. , m_readback
  3998. , offset * sizeof(uint64_t)
  3999. );
  4000. m_control.commit(1);
  4001. }
  4002. bool TimerQueryD3D12::get()
  4003. {
  4004. if (0 != m_control.available() )
  4005. {
  4006. uint32_t offset = m_control.m_read * 2;
  4007. m_begin = m_result[offset+0];
  4008. m_end = m_result[offset+1];
  4009. m_elapsed = m_end - m_begin;
  4010. m_control.consume(1);
  4011. return true;
  4012. }
  4013. return false;
  4014. }
  4015. void OcclusionQueryD3D12::init()
  4016. {
  4017. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4018. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4019. queryHeapDesc.NodeMask = 1;
  4020. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4021. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4022. , IID_ID3D12QueryHeap
  4023. , (void**)&m_queryHeap
  4024. ) );
  4025. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4026. m_readback = createCommittedResource(s_renderD3D12->m_device
  4027. , HeapProperty::ReadBack
  4028. , size
  4029. );
  4030. D3D12_RANGE range = { 0, size };
  4031. m_readback->Map(0, &range, (void**)&m_result);
  4032. }
  4033. void OcclusionQueryD3D12::shutdown()
  4034. {
  4035. D3D12_RANGE range = { 0, 0 };
  4036. m_readback->Unmap(0, &range);
  4037. DX_RELEASE(m_queryHeap, 0);
  4038. DX_RELEASE(m_readback, 0);
  4039. }
  4040. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4041. {
  4042. while (0 == m_control.reserve(1) )
  4043. {
  4044. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4045. if (isValid(handle) )
  4046. {
  4047. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4048. }
  4049. m_control.consume(1);
  4050. }
  4051. m_handle[m_control.m_current] = _handle;
  4052. _commandList->BeginQuery(m_queryHeap
  4053. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4054. , _handle.idx
  4055. );
  4056. }
  4057. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4058. {
  4059. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4060. _commandList->EndQuery(m_queryHeap
  4061. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4062. , handle.idx
  4063. );
  4064. _commandList->ResolveQueryData(m_queryHeap
  4065. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4066. , handle.idx
  4067. , 1
  4068. , m_readback
  4069. , handle.idx * sizeof(uint64_t)
  4070. );
  4071. m_control.commit(1);
  4072. }
  4073. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4074. {
  4075. const uint32_t size = m_control.m_size;
  4076. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4077. {
  4078. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4079. if (handle.idx == _handle.idx)
  4080. {
  4081. handle.idx = bgfx::kInvalidHandle;
  4082. }
  4083. }
  4084. }
  4085. struct Bind
  4086. {
  4087. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4088. uint16_t m_samplerStateIdx;
  4089. };
  4090. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4091. {
  4092. while (_bs.hasItem(_view) )
  4093. {
  4094. const BlitItem& blit = _bs.advance();
  4095. const TextureD3D12& src = m_textures[blit.m_src.idx];
  4096. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4097. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4098. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4099. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4100. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4101. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4102. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4103. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4104. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4105. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4106. if (TextureD3D12::Texture3D == src.m_type)
  4107. {
  4108. D3D12_BOX box;
  4109. box.left = blit.m_srcX;
  4110. box.top = blit.m_srcY;
  4111. box.front = blit.m_srcZ;
  4112. box.right = blit.m_srcX + width;
  4113. box.bottom = blit.m_srcY + height;;
  4114. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4115. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4116. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4117. m_commandList->CopyTextureRegion(&dstLocation
  4118. , blit.m_dstX
  4119. , blit.m_dstY
  4120. , blit.m_dstZ
  4121. , &srcLocation
  4122. , &box
  4123. );
  4124. }
  4125. else
  4126. {
  4127. D3D12_BOX box;
  4128. box.left = blit.m_srcX;
  4129. box.top = blit.m_srcY;
  4130. box.front = 0;
  4131. box.right = blit.m_srcX + width;
  4132. box.bottom = blit.m_srcY + height;;
  4133. box.back = 1;
  4134. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4135. ? blit.m_srcZ
  4136. : 0
  4137. ;
  4138. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4139. ? blit.m_dstZ
  4140. : 0
  4141. ;
  4142. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4143. dstLocation.pResource = dst.m_ptr;
  4144. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4145. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4146. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4147. srcLocation.pResource = src.m_ptr;
  4148. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4149. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4150. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4151. m_commandList->CopyTextureRegion(&dstLocation
  4152. , blit.m_dstX
  4153. , blit.m_dstY
  4154. , 0
  4155. , &srcLocation
  4156. , depthStencil ? NULL : &box
  4157. );
  4158. }
  4159. }
  4160. }
  4161. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4162. {
  4163. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4164. if (m_lost
  4165. || updateResolution(_render->m_resolution) )
  4166. {
  4167. return;
  4168. }
  4169. int64_t elapsed = -bx::getHPCounter();
  4170. int64_t captureElapsed = 0;
  4171. m_gpuTimer.begin(m_commandList);
  4172. if (0 < _render->m_iboffset)
  4173. {
  4174. TransientIndexBuffer* ib = _render->m_transientIb;
  4175. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4176. }
  4177. if (0 < _render->m_vboffset)
  4178. {
  4179. TransientVertexBuffer* vb = _render->m_transientVb;
  4180. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4181. }
  4182. _render->sort();
  4183. RenderDraw currentState;
  4184. currentState.clear();
  4185. currentState.m_stateFlags = BGFX_STATE_NONE;
  4186. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4187. RenderBind currentBind;
  4188. currentBind.clear();
  4189. _render->m_hmdInitialized = false;
  4190. const bool hmdEnabled = false;
  4191. static ViewState viewState;
  4192. viewState.reset(_render, hmdEnabled);
  4193. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4194. // setDebugWireframe(wireframe);
  4195. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4196. uint16_t currentProgramIdx = kInvalidHandle;
  4197. uint32_t currentBindHash = 0;
  4198. bool hasPredefined = false;
  4199. bool commandListChanged = false;
  4200. ID3D12PipelineState* currentPso = NULL;
  4201. SortKey key;
  4202. uint16_t view = UINT16_MAX;
  4203. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4204. BlitState bs(_render);
  4205. uint32_t blendFactor = 0;
  4206. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4207. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4208. PrimInfo prim = s_primInfo[primIndex];
  4209. bool wasCompute = false;
  4210. bool viewHasScissor = false;
  4211. bool restoreScissor = false;
  4212. Rect viewScissorRect;
  4213. viewScissorRect.clear();
  4214. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4215. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4216. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4217. uint32_t statsNumIndices = 0;
  4218. uint32_t statsKeyType[2] = {};
  4219. #if BX_PLATFORM_WINDOWS
  4220. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4221. #endif // BX_PLATFORM_WINDOWS
  4222. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4223. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4224. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4225. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4226. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4227. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4228. scratchBuffer.reset(gpuHandle);
  4229. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4230. StateCacheLru<Bind, 64> bindLru;
  4231. setResourceBarrier(m_commandList
  4232. , m_backBufferColor[m_backBufferColorIdx]
  4233. , D3D12_RESOURCE_STATE_PRESENT
  4234. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4235. );
  4236. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4237. {
  4238. m_batch.begin();
  4239. // uint8_t eye = 0;
  4240. // uint8_t restartState = 0;
  4241. viewState.m_rect = _render->m_rect[0];
  4242. int32_t numItems = _render->m_num;
  4243. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4244. {
  4245. const uint64_t encodedKey = _render->m_sortKeys[item];
  4246. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4247. statsKeyType[isCompute]++;
  4248. const bool viewChanged = 0
  4249. || key.m_view != view
  4250. || item == numItems
  4251. ;
  4252. const uint32_t itemIdx = _render->m_sortValues[item];
  4253. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4254. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4255. ++item;
  4256. if (viewChanged)
  4257. {
  4258. m_batch.flush(m_commandList, true);
  4259. kick();
  4260. view = key.m_view;
  4261. currentPso = NULL;
  4262. currentSamplerStateIdx = kInvalidHandle;
  4263. currentProgramIdx = kInvalidHandle;
  4264. hasPredefined = false;
  4265. fbh = _render->m_fb[view];
  4266. setFrameBuffer(fbh);
  4267. viewState.m_rect = _render->m_rect[view];
  4268. const Rect& rect = _render->m_rect[view];
  4269. const Rect& scissorRect = _render->m_scissor[view];
  4270. viewHasScissor = !scissorRect.isZero();
  4271. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4272. D3D12_VIEWPORT vp;
  4273. vp.TopLeftX = rect.m_x;
  4274. vp.TopLeftY = rect.m_y;
  4275. vp.Width = rect.m_width;
  4276. vp.Height = rect.m_height;
  4277. vp.MinDepth = 0.0f;
  4278. vp.MaxDepth = 1.0f;
  4279. m_commandList->RSSetViewports(1, &vp);
  4280. D3D12_RECT rc;
  4281. rc.left = viewScissorRect.m_x;
  4282. rc.top = viewScissorRect.m_y;
  4283. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4284. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4285. m_commandList->RSSetScissorRects(1, &rc);
  4286. restoreScissor = false;
  4287. Clear& clr = _render->m_clear[view];
  4288. if (BGFX_CLEAR_NONE != clr.m_flags)
  4289. {
  4290. Rect clearRect = rect;
  4291. clearRect.setIntersect(rect, viewScissorRect);
  4292. clearQuad(clearRect, clr, _render->m_colorPalette);
  4293. }
  4294. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4295. submitBlit(bs, view);
  4296. }
  4297. if (isCompute)
  4298. {
  4299. if (!wasCompute)
  4300. {
  4301. wasCompute = true;
  4302. m_commandList->SetComputeRootSignature(m_rootSignature);
  4303. ID3D12DescriptorHeap* heaps[] = {
  4304. m_samplerAllocator.getHeap(),
  4305. scratchBuffer.getHeap(),
  4306. };
  4307. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4308. }
  4309. const RenderCompute& compute = renderItem.compute;
  4310. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4311. if (pso != currentPso)
  4312. {
  4313. currentPso = pso;
  4314. m_commandList->SetPipelineState(pso);
  4315. currentBindHash = 0;
  4316. }
  4317. uint32_t bindHash = bx::hashMurmur2A(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4318. if (currentBindHash != bindHash)
  4319. {
  4320. currentBindHash = bindHash;
  4321. Bind* bindCached = bindLru.find(bindHash);
  4322. if (NULL == bindCached)
  4323. {
  4324. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4325. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4326. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4327. {
  4328. const Binding& bind = renderBind.m_bind[ii];
  4329. if (kInvalidHandle != bind.m_idx)
  4330. {
  4331. switch (bind.m_type)
  4332. {
  4333. case Binding::Image:
  4334. case Binding::Texture:
  4335. {
  4336. TextureD3D12& texture = m_textures[bind.m_idx];
  4337. if (Access::Read != bind.m_un.m_compute.m_access)
  4338. {
  4339. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4340. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4341. }
  4342. else
  4343. {
  4344. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4345. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4346. samplerFlags[ii] = texture.m_flags;
  4347. }
  4348. }
  4349. break;
  4350. case Binding::IndexBuffer:
  4351. case Binding::VertexBuffer:
  4352. {
  4353. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4354. ? m_indexBuffers[bind.m_idx]
  4355. : m_vertexBuffers[bind.m_idx]
  4356. ;
  4357. if (Access::Read != bind.m_un.m_compute.m_access)
  4358. {
  4359. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4360. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4361. }
  4362. else
  4363. {
  4364. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4365. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4366. }
  4367. }
  4368. break;
  4369. }
  4370. }
  4371. }
  4372. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4373. if (samplerStateIdx != currentSamplerStateIdx)
  4374. {
  4375. currentSamplerStateIdx = samplerStateIdx;
  4376. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4377. }
  4378. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4379. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4380. Bind bind;
  4381. bind.m_srvHandle = srvHandle[0];
  4382. bind.m_samplerStateIdx = samplerStateIdx;
  4383. bindLru.add(bindHash, bind, 0);
  4384. }
  4385. else
  4386. {
  4387. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4388. if (samplerStateIdx != currentSamplerStateIdx)
  4389. {
  4390. currentSamplerStateIdx = samplerStateIdx;
  4391. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4392. }
  4393. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4394. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4395. }
  4396. }
  4397. bool constantsChanged = false;
  4398. if (compute.m_constBegin < compute.m_constEnd
  4399. || currentProgramIdx != key.m_program)
  4400. {
  4401. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4402. currentProgramIdx = key.m_program;
  4403. ProgramD3D12& program = m_program[currentProgramIdx];
  4404. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4405. if (NULL != vcb)
  4406. {
  4407. commit(*vcb);
  4408. }
  4409. hasPredefined = 0 < program.m_numPredefined;
  4410. constantsChanged = true;
  4411. }
  4412. if (constantsChanged
  4413. || hasPredefined)
  4414. {
  4415. ProgramD3D12& program = m_program[currentProgramIdx];
  4416. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4417. commitShaderConstants(key.m_program, gpuAddress);
  4418. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4419. }
  4420. if (isValid(compute.m_indirectBuffer) )
  4421. {
  4422. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4423. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4424. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4425. : compute.m_numIndirect
  4426. ;
  4427. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4428. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4429. {
  4430. // m_commandList->ExecuteIndirect(ptr, args);
  4431. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4432. }
  4433. }
  4434. else
  4435. {
  4436. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4437. }
  4438. continue;
  4439. }
  4440. const RenderDraw& draw = renderItem.draw;
  4441. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4442. if (isValid(draw.m_occlusionQuery)
  4443. && !hasOcclusionQuery
  4444. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4445. {
  4446. continue;
  4447. }
  4448. const uint64_t newFlags = draw.m_stateFlags;
  4449. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4450. currentState.m_stateFlags = newFlags;
  4451. const uint64_t newStencil = draw.m_stencil;
  4452. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4453. currentState.m_stencil = newStencil;
  4454. if (viewChanged
  4455. || wasCompute)
  4456. {
  4457. if (wasCompute)
  4458. {
  4459. wasCompute = false;
  4460. }
  4461. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4462. {
  4463. BX_UNUSED(s_viewNameW);
  4464. // wchar_t* viewNameW = s_viewNameW[view];
  4465. // viewNameW[3] = L' ';
  4466. // PIX_ENDEVENT();
  4467. // PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4468. }
  4469. commandListChanged = true;
  4470. }
  4471. if (commandListChanged)
  4472. {
  4473. commandListChanged = false;
  4474. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4475. ID3D12DescriptorHeap* heaps[] = {
  4476. m_samplerAllocator.getHeap(),
  4477. scratchBuffer.getHeap(),
  4478. };
  4479. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4480. currentPso = NULL;
  4481. currentBindHash = 0;
  4482. currentSamplerStateIdx = kInvalidHandle;
  4483. currentProgramIdx = kInvalidHandle;
  4484. currentState.clear();
  4485. currentState.m_scissor = !draw.m_scissor;
  4486. changedFlags = BGFX_STATE_MASK;
  4487. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4488. currentState.m_stateFlags = newFlags;
  4489. currentState.m_stencil = newStencil;
  4490. currentBind.clear();
  4491. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4492. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4493. }
  4494. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4495. if (isValid(draw.m_stream[0].m_handle) )
  4496. {
  4497. const uint64_t state = draw.m_stateFlags;
  4498. bool hasFactor = 0
  4499. || f0 == (state & f0)
  4500. || f1 == (state & f1)
  4501. || f2 == (state & f2)
  4502. || f3 == (state & f3)
  4503. ;
  4504. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_stream[0].m_handle.idx];
  4505. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  4506. ID3D12PipelineState* pso =
  4507. getPipelineState(state
  4508. , draw.m_stencil
  4509. , declIdx
  4510. , key.m_program
  4511. , uint8_t(draw.m_instanceDataStride/16)
  4512. );
  4513. uint16_t scissor = draw.m_scissor;
  4514. uint32_t bindHash = bx::hashMurmur2A(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4515. if (currentBindHash != bindHash
  4516. || 0 != changedStencil
  4517. || (hasFactor && blendFactor != draw.m_rgba)
  4518. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4519. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4520. || currentState.m_scissor != scissor
  4521. || pso != currentPso
  4522. || hasOcclusionQuery)
  4523. {
  4524. m_batch.flush(m_commandList);
  4525. }
  4526. if (currentBindHash != bindHash)
  4527. {
  4528. currentBindHash = bindHash;
  4529. Bind* bindCached = bindLru.find(bindHash);
  4530. if (NULL == bindCached)
  4531. {
  4532. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4533. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4534. {
  4535. srvHandle[0].ptr = 0;
  4536. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4537. {
  4538. const Binding& bind = renderBind.m_bind[stage];
  4539. if (kInvalidHandle != bind.m_idx)
  4540. {
  4541. switch (bind.m_type)
  4542. {
  4543. case Binding::Texture:
  4544. {
  4545. TextureD3D12& texture = m_textures[bind.m_idx];
  4546. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4547. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4548. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4549. ? bind.m_un.m_draw.m_textureFlags
  4550. : texture.m_flags
  4551. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK)
  4552. ;
  4553. }
  4554. break;
  4555. case Binding::IndexBuffer:
  4556. case Binding::VertexBuffer:
  4557. {
  4558. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4559. ? m_indexBuffers[bind.m_idx]
  4560. : m_vertexBuffers[bind.m_idx]
  4561. ;
  4562. if (Access::Read != bind.m_un.m_compute.m_access)
  4563. {
  4564. // The api functions prevent binding with Access::Write,
  4565. // but might as well allow it in here for future-proofing
  4566. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4567. scratchBuffer.allocUav(srvHandle[stage], buffer);
  4568. }
  4569. else
  4570. {
  4571. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4572. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  4573. }
  4574. }
  4575. break;
  4576. }
  4577. }
  4578. else
  4579. {
  4580. bx::memCopy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4581. samplerFlags[stage] = 0;
  4582. }
  4583. }
  4584. }
  4585. if (srvHandle[0].ptr != 0)
  4586. {
  4587. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4588. if (samplerStateIdx != currentSamplerStateIdx)
  4589. {
  4590. currentSamplerStateIdx = samplerStateIdx;
  4591. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4592. }
  4593. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4594. Bind bind;
  4595. bind.m_srvHandle = srvHandle[0];
  4596. bind.m_samplerStateIdx = samplerStateIdx;
  4597. bindLru.add(bindHash, bind, 0);
  4598. }
  4599. }
  4600. else
  4601. {
  4602. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4603. if (samplerStateIdx != currentSamplerStateIdx)
  4604. {
  4605. currentSamplerStateIdx = samplerStateIdx;
  4606. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4607. }
  4608. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4609. }
  4610. }
  4611. if (0 != changedStencil)
  4612. {
  4613. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4614. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4615. m_commandList->OMSetStencilRef(ref);
  4616. }
  4617. if (hasFactor
  4618. && blendFactor != draw.m_rgba)
  4619. {
  4620. blendFactor = draw.m_rgba;
  4621. float bf[4];
  4622. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4623. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4624. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4625. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4626. m_commandList->OMSetBlendFactor(bf);
  4627. }
  4628. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4629. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4630. {
  4631. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4632. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4633. prim = s_primInfo[primIndex];
  4634. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4635. }
  4636. if (currentState.m_scissor != scissor)
  4637. {
  4638. currentState.m_scissor = scissor;
  4639. if (UINT16_MAX == scissor)
  4640. {
  4641. if (restoreScissor
  4642. || viewHasScissor)
  4643. {
  4644. restoreScissor = false;
  4645. D3D12_RECT rc;
  4646. rc.left = viewScissorRect.m_x;
  4647. rc.top = viewScissorRect.m_y;
  4648. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4649. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4650. m_commandList->RSSetScissorRects(1, &rc);
  4651. }
  4652. }
  4653. else
  4654. {
  4655. restoreScissor = true;
  4656. Rect scissorRect;
  4657. scissorRect.setIntersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4658. if (scissorRect.isZeroArea() )
  4659. {
  4660. continue;
  4661. }
  4662. D3D12_RECT rc;
  4663. rc.left = scissorRect.m_x;
  4664. rc.top = scissorRect.m_y;
  4665. rc.right = scissorRect.m_x + scissorRect.m_width;
  4666. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4667. m_commandList->RSSetScissorRects(1, &rc);
  4668. }
  4669. }
  4670. if (pso != currentPso)
  4671. {
  4672. currentPso = pso;
  4673. m_commandList->SetPipelineState(pso);
  4674. }
  4675. bool constantsChanged = false;
  4676. if (draw.m_constBegin < draw.m_constEnd
  4677. || currentProgramIdx != key.m_program
  4678. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4679. {
  4680. currentProgramIdx = key.m_program;
  4681. ProgramD3D12& program = m_program[currentProgramIdx];
  4682. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4683. if (NULL != vcb)
  4684. {
  4685. commit(*vcb);
  4686. }
  4687. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4688. if (NULL != fcb)
  4689. {
  4690. commit(*fcb);
  4691. }
  4692. hasPredefined = 0 < program.m_numPredefined;
  4693. constantsChanged = true;
  4694. }
  4695. if (constantsChanged
  4696. || hasPredefined)
  4697. {
  4698. ProgramD3D12& program = m_program[currentProgramIdx];
  4699. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4700. viewState.m_alphaRef = ref/255.0f;
  4701. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4702. commitShaderConstants(key.m_program, gpuAddress);
  4703. }
  4704. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4705. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4706. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4707. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4708. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4709. statsNumInstances[primIndex] += draw.m_numInstances;
  4710. statsNumIndices += numIndices;
  4711. if (hasOcclusionQuery)
  4712. {
  4713. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  4714. m_batch.flush(m_commandList);
  4715. m_occlusionQuery.end(m_commandList);
  4716. }
  4717. }
  4718. }
  4719. m_batch.end(m_commandList);
  4720. kick();
  4721. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  4722. }
  4723. int64_t now = bx::getHPCounter();
  4724. elapsed += now;
  4725. static int64_t last = now;
  4726. Stats& perfStats = _render->m_perfStats;
  4727. perfStats.cpuTimeBegin = last;
  4728. int64_t frameTime = now - last;
  4729. last = now;
  4730. static int64_t min = frameTime;
  4731. static int64_t max = frameTime;
  4732. min = bx::int64_min(min, frameTime);
  4733. max = bx::int64_max(max, frameTime);
  4734. static uint32_t maxGpuLatency = 0;
  4735. static double maxGpuElapsed = 0.0f;
  4736. double elapsedGpuMs = 0.0;
  4737. static int64_t presentMin = m_presentElapsed;
  4738. static int64_t presentMax = m_presentElapsed;
  4739. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4740. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4741. m_gpuTimer.end(m_commandList);
  4742. do
  4743. {
  4744. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4745. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4746. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4747. }
  4748. while (m_gpuTimer.get() );
  4749. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4750. const int64_t timerFreq = bx::getHPFrequency();
  4751. perfStats.cpuTimeEnd = now;
  4752. perfStats.cpuTimerFreq = timerFreq;
  4753. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  4754. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  4755. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4756. perfStats.numDraw = statsKeyType[0];
  4757. perfStats.numCompute = statsKeyType[1];
  4758. perfStats.maxGpuLatency = maxGpuLatency;
  4759. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4760. {
  4761. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  4762. // m_needPresent = true;
  4763. TextVideoMem& tvm = m_textVideoMem;
  4764. static int64_t next = now;
  4765. if (now >= next)
  4766. {
  4767. next = now + bx::getHPFrequency();
  4768. double freq = double(bx::getHPFrequency() );
  4769. double toMs = 1000.0 / freq;
  4770. tvm.clear();
  4771. uint16_t pos = 0;
  4772. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4773. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4774. , getRendererName()
  4775. , (m_featureLevel >> 12) & 0xf
  4776. , (m_featureLevel >> 8) & 0xf
  4777. );
  4778. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4779. char description[BX_COUNTOF(desc.Description)];
  4780. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4781. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4782. char dedicatedVideo[16];
  4783. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4784. char dedicatedSystem[16];
  4785. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4786. char sharedSystem[16];
  4787. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4788. char processMemoryUsed[16];
  4789. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4790. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4791. , dedicatedVideo
  4792. , dedicatedSystem
  4793. , sharedSystem
  4794. , processMemoryUsed
  4795. );
  4796. #if BX_PLATFORM_WINDOWS
  4797. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  4798. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  4799. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  4800. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  4801. {
  4802. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  4803. char budget[16];
  4804. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4805. char currentUsage[16];
  4806. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4807. char availableForReservation[16];
  4808. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4809. char currentReservation[16];
  4810. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4811. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  4812. , 0 == ii ? "Local " : "Non-local"
  4813. , budget
  4814. , currentUsage
  4815. , availableForReservation
  4816. , currentReservation
  4817. );
  4818. }
  4819. #endif // BX_PLATFORM_WINDOWS
  4820. pos = 10;
  4821. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4822. , double(frameTime)*toMs
  4823. , double(min)*toMs
  4824. , double(max)*toMs
  4825. , freq/frameTime
  4826. );
  4827. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4828. , double(m_presentElapsed)*toMs
  4829. , double(presentMin)*toMs
  4830. , double(presentMax)*toMs
  4831. );
  4832. char hmd[16];
  4833. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4834. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4835. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4836. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4837. , 0 != msaa ? '\xfe' : ' '
  4838. , 1<<msaa
  4839. , ", no-HMD "
  4840. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4841. );
  4842. double elapsedCpuMs = double(elapsed)*toMs;
  4843. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4844. , _render->m_num
  4845. , statsKeyType[0]
  4846. , statsKeyType[1]
  4847. , elapsedCpuMs
  4848. );
  4849. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4850. {
  4851. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4852. , s_primName[ii]
  4853. , statsNumPrimsRendered[ii]
  4854. , statsNumInstances[ii]
  4855. , statsNumPrimsSubmitted[ii]
  4856. );
  4857. }
  4858. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4859. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4860. , m_batch.m_maxDrawPerBatch
  4861. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4862. );
  4863. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4864. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4865. , m_batch.m_maxDrawPerBatch
  4866. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4867. );
  4868. if (NULL != m_renderdocdll)
  4869. {
  4870. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4871. }
  4872. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4873. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4874. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4875. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4876. pos++;
  4877. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4878. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4879. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4880. , m_pipelineStateCache.getCount()
  4881. , m_samplerStateCache.getCount()
  4882. , bindLru.getCount()
  4883. , m_cmd.m_control.available()
  4884. );
  4885. pos++;
  4886. double captureMs = double(captureElapsed)*toMs;
  4887. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4888. uint8_t attr[2] = { 0x89, 0x8a };
  4889. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4890. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4891. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4892. min = frameTime;
  4893. max = frameTime;
  4894. presentMin = m_presentElapsed;
  4895. presentMax = m_presentElapsed;
  4896. }
  4897. blit(this, _textVideoMemBlitter, tvm);
  4898. // PIX_ENDEVENT();
  4899. }
  4900. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4901. {
  4902. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  4903. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4904. // PIX_ENDEVENT();
  4905. }
  4906. setResourceBarrier(m_commandList
  4907. , m_backBufferColor[m_backBufferColorIdx]
  4908. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4909. , D3D12_RESOURCE_STATE_PRESENT
  4910. );
  4911. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4912. }
  4913. } /* namespace d3d12 */ } // namespace bgfx
  4914. #else
  4915. namespace bgfx { namespace d3d12
  4916. {
  4917. RendererContextI* rendererCreate()
  4918. {
  4919. return NULL;
  4920. }
  4921. void rendererDestroy()
  4922. {
  4923. }
  4924. } /* namespace d3d12 */ } // namespace bgfx
  4925. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12