renderer_d3d11.cpp 140 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679
  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. # if !defined(BGFX_D3D11_MAP_CONSTANT_BUFFERS)
  9. # define BGFX_D3D11_MAP_CONSTANT_BUFFERS 0
  10. # endif
  11. namespace bgfx { namespace d3d11
  12. {
  13. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  14. struct PrimInfo
  15. {
  16. D3D11_PRIMITIVE_TOPOLOGY m_type;
  17. uint32_t m_min;
  18. uint32_t m_div;
  19. uint32_t m_sub;
  20. };
  21. static const PrimInfo s_primInfo[] =
  22. {
  23. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  24. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  26. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  27. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  28. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  29. };
  30. static const char* s_primName[] =
  31. {
  32. "TriList",
  33. "TriStrip",
  34. "Line",
  35. "LineStrip",
  36. "Point",
  37. };
  38. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  39. union Zero
  40. {
  41. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  42. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  43. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  44. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  45. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  46. };
  47. static Zero s_zero;
  48. static const uint32_t s_checkMsaa[] =
  49. {
  50. 0,
  51. 2,
  52. 4,
  53. 8,
  54. 16,
  55. };
  56. static DXGI_SAMPLE_DESC s_msaa[] =
  57. {
  58. { 1, 0 },
  59. { 2, 0 },
  60. { 4, 0 },
  61. { 8, 0 },
  62. { 16, 0 },
  63. };
  64. static const D3D11_BLEND s_blendFactor[][2] =
  65. {
  66. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  67. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  68. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  69. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  70. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  71. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  72. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  73. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  74. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  75. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  76. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  77. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  78. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  79. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  80. };
  81. static const D3D11_BLEND_OP s_blendEquation[] =
  82. {
  83. D3D11_BLEND_OP_ADD,
  84. D3D11_BLEND_OP_SUBTRACT,
  85. D3D11_BLEND_OP_REV_SUBTRACT,
  86. D3D11_BLEND_OP_MIN,
  87. D3D11_BLEND_OP_MAX,
  88. };
  89. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  90. {
  91. D3D11_COMPARISON_FUNC(0), // ignored
  92. D3D11_COMPARISON_LESS,
  93. D3D11_COMPARISON_LESS_EQUAL,
  94. D3D11_COMPARISON_EQUAL,
  95. D3D11_COMPARISON_GREATER_EQUAL,
  96. D3D11_COMPARISON_GREATER,
  97. D3D11_COMPARISON_NOT_EQUAL,
  98. D3D11_COMPARISON_NEVER,
  99. D3D11_COMPARISON_ALWAYS,
  100. };
  101. static const D3D11_STENCIL_OP s_stencilOp[] =
  102. {
  103. D3D11_STENCIL_OP_ZERO,
  104. D3D11_STENCIL_OP_KEEP,
  105. D3D11_STENCIL_OP_REPLACE,
  106. D3D11_STENCIL_OP_INCR,
  107. D3D11_STENCIL_OP_INCR_SAT,
  108. D3D11_STENCIL_OP_DECR,
  109. D3D11_STENCIL_OP_DECR_SAT,
  110. D3D11_STENCIL_OP_INVERT,
  111. };
  112. static const D3D11_CULL_MODE s_cullMode[] =
  113. {
  114. D3D11_CULL_NONE,
  115. D3D11_CULL_FRONT,
  116. D3D11_CULL_BACK,
  117. };
  118. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  119. {
  120. D3D11_TEXTURE_ADDRESS_WRAP,
  121. D3D11_TEXTURE_ADDRESS_MIRROR,
  122. D3D11_TEXTURE_ADDRESS_CLAMP,
  123. };
  124. /*
  125. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  126. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  127. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  128. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  129. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  130. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  131. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  132. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  133. * D3D11_FILTER_ANISOTROPIC = 0x55,
  134. *
  135. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  136. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  137. *
  138. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  139. * 0x10 // MIN_LINEAR
  140. * 0x04 // MAG_LINEAR
  141. * 0x01 // MIP_LINEAR
  142. */
  143. static const uint8_t s_textureFilter[3][3] =
  144. {
  145. {
  146. 0x10, // min linear
  147. 0x00, // min point
  148. 0x55, // anisotropic
  149. },
  150. {
  151. 0x04, // mag linear
  152. 0x00, // mag point
  153. 0x55, // anisotropic
  154. },
  155. {
  156. 0x01, // mip linear
  157. 0x00, // mip point
  158. 0x55, // anisotropic
  159. },
  160. };
  161. struct TextureFormatInfo
  162. {
  163. DXGI_FORMAT m_fmt;
  164. DXGI_FORMAT m_fmtSrv;
  165. DXGI_FORMAT m_fmtDsv;
  166. DXGI_FORMAT m_fmtSrgb;
  167. };
  168. static const TextureFormatInfo s_textureFormat[] =
  169. {
  170. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  171. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  172. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  173. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  174. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  175. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  176. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  188. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  189. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  190. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  191. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  192. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32
  193. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  194. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  195. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  196. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  197. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32
  198. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  199. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  200. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  201. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  202. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  203. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32
  204. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  205. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  206. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  207. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  208. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  209. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  211. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  212. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  213. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  214. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  215. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  216. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  217. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  218. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  219. };
  220. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  221. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  222. {
  223. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  235. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  236. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  237. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  238. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  239. };
  240. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  241. static const DXGI_FORMAT s_attribType[][4][2] =
  242. {
  243. {
  244. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  245. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  246. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  247. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  248. },
  249. {
  250. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  251. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  252. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  253. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  254. },
  255. {
  256. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  257. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  258. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  259. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  260. },
  261. {
  262. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  263. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  264. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  265. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  266. },
  267. };
  268. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  269. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  270. {
  271. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  272. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  273. {
  274. if (0xff != _decl.m_attributes[attr])
  275. {
  276. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  277. if (0 == _decl.m_attributes[attr])
  278. {
  279. elem->AlignedByteOffset = 0;
  280. }
  281. else
  282. {
  283. uint8_t num;
  284. AttribType::Enum type;
  285. bool normalized;
  286. bool asInt;
  287. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  288. elem->Format = s_attribType[type][num-1][normalized];
  289. elem->AlignedByteOffset = _decl.m_offset[attr];
  290. }
  291. ++elem;
  292. }
  293. }
  294. return elem;
  295. }
  296. struct TextureStage
  297. {
  298. TextureStage()
  299. {
  300. clear();
  301. }
  302. void clear()
  303. {
  304. memset(m_srv, 0, sizeof(m_srv) );
  305. memset(m_sampler, 0, sizeof(m_sampler) );
  306. }
  307. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  308. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  309. };
  310. BX_PRAGMA_DIAGNOSTIC_PUSH();
  311. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  312. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  313. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  314. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  315. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  316. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  317. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  318. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  319. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  320. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  321. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  322. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  323. enum D3D11_FORMAT_SUPPORT2
  324. {
  325. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  326. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  327. };
  328. static const GUID s_deviceIIDs[] =
  329. {
  330. IID_IDXGIDevice3,
  331. IID_IDXGIDevice2,
  332. IID_IDXGIDevice1,
  333. IID_IDXGIDevice0,
  334. };
  335. template <typename Ty>
  336. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  337. {
  338. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  339. {
  340. char temp[2048];
  341. va_list argList;
  342. va_start(argList, _format);
  343. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  344. va_end(argList);
  345. temp[size] = '\0';
  346. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  347. }
  348. }
  349. BX_PRAGMA_DIAGNOSTIC_POP();
  350. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  351. {
  352. uint8_t temp[28];
  353. D3D11_BUFFER_DESC desc;
  354. desc.ByteWidth = sizeof(temp);
  355. desc.Usage = D3D11_USAGE_STAGING;
  356. desc.BindFlags = 0;
  357. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  358. desc.MiscFlags = 0;
  359. desc.StructureByteStride = 0;
  360. D3D11_SUBRESOURCE_DATA initData;
  361. initData.pSysMem = &temp;
  362. initData.SysMemPitch = sizeof(temp);
  363. initData.SysMemSlicePitch = 0;
  364. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  365. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  366. bx::write(&writer, UINT32_C(0x00010000) );
  367. bx::write(&writer, UINT32_C(0) );
  368. bx::write(&writer, UINT32_C(0) );
  369. ID3D11Buffer* buffer;
  370. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  371. if (SUCCEEDED(hr) )
  372. {
  373. buffer->Release();
  374. bx::MemoryReader reader(&temp, sizeof(temp) );
  375. bx::skip(&reader, 16);
  376. uint32_t version;
  377. bx::read(&reader, version);
  378. uint32_t driverVersion;
  379. bx::read(&reader, driverVersion);
  380. return version <= driverVersion;
  381. }
  382. return false;
  383. };
  384. #if USE_D3D11_DYNAMIC_LIB
  385. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  386. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  387. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  388. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  389. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  390. #endif // USE_D3D11_DYNAMIC_LIB
  391. struct RendererContextD3D11 : public RendererContextI
  392. {
  393. RendererContextD3D11()
  394. : m_d3d9dll(NULL)
  395. , m_d3d11dll(NULL)
  396. , m_dxgidll(NULL)
  397. , m_renderdocdll(NULL)
  398. , m_driverType(D3D_DRIVER_TYPE_NULL)
  399. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  400. , m_adapter(NULL)
  401. , m_factory(NULL)
  402. , m_swapChain(NULL)
  403. , m_lost(0)
  404. , m_numWindows(0)
  405. , m_device(NULL)
  406. , m_deviceCtx(NULL)
  407. , m_infoQueue(NULL)
  408. , m_backBufferColor(NULL)
  409. , m_backBufferDepthStencil(NULL)
  410. , m_currentColor(NULL)
  411. , m_currentDepthStencil(NULL)
  412. , m_captureTexture(NULL)
  413. , m_captureResolve(NULL)
  414. , m_wireframe(false)
  415. , m_flags(BGFX_RESET_NONE)
  416. , m_maxAnisotropy(1)
  417. , m_currentProgram(NULL)
  418. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  419. , m_vsScratch(NULL)
  420. , m_fsScratch(NULL)
  421. #else
  422. , m_vsChanges(0)
  423. , m_fsChanges(0)
  424. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  425. , m_rtMsaa(false)
  426. , m_ovrRtv(NULL)
  427. , m_ovrDsv(NULL)
  428. {
  429. m_fbh.idx = invalidHandle;
  430. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  431. memset(&m_scd, 0, sizeof(m_scd) );
  432. memset(&m_windows, 0xff, sizeof(m_windows) );
  433. }
  434. ~RendererContextD3D11()
  435. {
  436. }
  437. void init()
  438. {
  439. // Must be before device creation, and before RenderDoc.
  440. m_ovr.init();
  441. if (!m_ovr.isInitialized() )
  442. {
  443. m_renderdocdll = loadRenderDoc();
  444. }
  445. m_fbh.idx = invalidHandle;
  446. memset(m_uniforms, 0, sizeof(m_uniforms) );
  447. memset(&m_resolution, 0, sizeof(m_resolution) );
  448. #if USE_D3D11_DYNAMIC_LIB
  449. m_d3d11dll = bx::dlopen("d3d11.dll");
  450. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  451. m_d3d9dll = NULL;
  452. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  453. {
  454. // D3D11_1.h has ID3DUserDefinedAnnotation
  455. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  456. m_d3d9dll = bx::dlopen("d3d9.dll");
  457. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  458. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  459. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  460. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  461. BX_CHECK(NULL != D3DPERF_SetMarker
  462. && NULL != D3DPERF_BeginEvent
  463. && NULL != D3DPERF_EndEvent
  464. , "Failed to initialize PIX events."
  465. );
  466. }
  467. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  468. BGFX_FATAL(NULL != D3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  469. m_dxgidll = bx::dlopen("dxgi.dll");
  470. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  471. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  472. BGFX_FATAL(NULL != CreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  473. #endif // USE_D3D11_DYNAMIC_LIB
  474. HRESULT hr;
  475. IDXGIFactory* factory;
  476. #if BX_PLATFORM_WINRT
  477. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  478. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  479. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  480. #else
  481. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  482. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  483. #endif // BX_PLATFORM_WINRT
  484. m_device = (ID3D11Device*)g_platformData.context;
  485. if (NULL == m_device)
  486. {
  487. m_adapter = NULL;
  488. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  489. ? D3D_DRIVER_TYPE_WARP
  490. : D3D_DRIVER_TYPE_HARDWARE
  491. ;
  492. IDXGIAdapter* adapter;
  493. for (uint32_t ii = 0
  494. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  495. ; ++ii
  496. )
  497. {
  498. DXGI_ADAPTER_DESC desc;
  499. hr = adapter->GetDesc(&desc);
  500. if (SUCCEEDED(hr) )
  501. {
  502. BX_TRACE("Adapter #%d", ii);
  503. char description[BX_COUNTOF(desc.Description)];
  504. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  505. BX_TRACE("\tDescription: %s", description);
  506. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  507. , desc.VendorId
  508. , desc.DeviceId
  509. , desc.SubSysId
  510. , desc.Revision
  511. );
  512. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  513. , desc.DedicatedVideoMemory
  514. , desc.DedicatedSystemMemory
  515. , desc.SharedSystemMemory
  516. );
  517. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  518. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  519. ++g_caps.numGPUs;
  520. if (NULL == m_adapter)
  521. {
  522. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  523. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  524. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  525. {
  526. m_adapter = adapter;
  527. m_adapter->AddRef();
  528. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  529. }
  530. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  531. && 0 != strstr(description, "PerfHUD") )
  532. {
  533. m_adapter = adapter;
  534. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  535. }
  536. }
  537. }
  538. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  539. }
  540. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  541. D3D_FEATURE_LEVEL features[] =
  542. {
  543. D3D_FEATURE_LEVEL_11_1,
  544. D3D_FEATURE_LEVEL_11_0,
  545. D3D_FEATURE_LEVEL_10_1,
  546. D3D_FEATURE_LEVEL_10_0,
  547. D3D_FEATURE_LEVEL_9_3,
  548. D3D_FEATURE_LEVEL_9_2,
  549. D3D_FEATURE_LEVEL_9_1,
  550. };
  551. for (;;)
  552. {
  553. uint32_t flags = 0
  554. | D3D11_CREATE_DEVICE_SINGLETHREADED
  555. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  556. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  557. ;
  558. hr = E_FAIL;
  559. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  560. {
  561. hr = D3D11CreateDevice(m_adapter
  562. , m_driverType
  563. , NULL
  564. , flags
  565. , &features[ii]
  566. , BX_COUNTOF(features)-ii
  567. , D3D11_SDK_VERSION
  568. , &m_device
  569. , &m_featureLevel
  570. , &m_deviceCtx
  571. );
  572. if (FAILED(hr)
  573. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  574. {
  575. // Try without debug in case D3D11 SDK Layers
  576. // is not present?
  577. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  578. continue;
  579. }
  580. // Enable debug flags.
  581. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  582. ++ii;
  583. }
  584. if (FAILED(hr)
  585. && D3D_DRIVER_TYPE_WARP != m_driverType)
  586. {
  587. // Try with WARP
  588. m_driverType = D3D_DRIVER_TYPE_WARP;
  589. continue;
  590. }
  591. break;
  592. }
  593. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  594. if (NULL != m_adapter)
  595. {
  596. DX_RELEASE(m_adapter, 2);
  597. }
  598. }
  599. else
  600. {
  601. m_device->GetImmediateContext(&m_deviceCtx);
  602. BGFX_FATAL(NULL != m_deviceCtx, Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  603. }
  604. IDXGIDevice* device = NULL;
  605. IDXGIAdapter* adapter = NULL;
  606. hr = E_FAIL;
  607. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  608. {
  609. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  610. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  611. if (SUCCEEDED(hr) )
  612. {
  613. #if BX_COMPILER_MSVC
  614. BX_PRAGMA_DIAGNOSTIC_PUSH();
  615. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  616. try
  617. {
  618. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  619. hr = device->GetAdapter(&adapter);
  620. }
  621. catch (...)
  622. {
  623. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  624. DX_RELEASE(device, 0);
  625. hr = E_FAIL;
  626. }
  627. BX_PRAGMA_DIAGNOSTIC_POP();
  628. #else
  629. hr = device->GetAdapter(&adapter);
  630. #endif // BX_COMPILER_MSVC
  631. }
  632. }
  633. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  634. // GPA increases device ref count.
  635. // RenderDoc makes device ref count 0 here.
  636. //
  637. // This causes assert in debug. When debugger is present refcount
  638. // checks are off.
  639. IDXGIDevice* renderdoc;
  640. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  641. if (SUCCEEDED(hr) )
  642. {
  643. setGraphicsDebuggerPresent(true);
  644. // DX_RELEASE(renderdoc, 0);
  645. }
  646. else
  647. {
  648. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  649. DX_RELEASE(device, 2);
  650. }
  651. hr = adapter->GetDesc(&m_adapterDesc);
  652. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  653. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  654. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  655. : (uint16_t)m_adapterDesc.VendorId
  656. ;
  657. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  658. if (NULL == g_platformData.backBuffer)
  659. {
  660. #if BX_PLATFORM_WINRT
  661. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  662. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  663. DX_RELEASE(adapter, 2);
  664. memset(&m_scd, 0, sizeof(m_scd) );
  665. m_scd.Width = BGFX_DEFAULT_WIDTH;
  666. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  667. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  668. m_scd.Stereo = false;
  669. m_scd.SampleDesc.Count = 1;
  670. m_scd.SampleDesc.Quality = 0;
  671. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  672. m_scd.BufferCount = 2;
  673. m_scd.Scaling = DXGI_SCALING_NONE;
  674. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  675. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  676. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  677. , (::IUnknown*)g_platformData.nwh
  678. , &m_scd
  679. , NULL
  680. , &m_swapChain
  681. );
  682. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  683. #else
  684. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  685. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  686. DX_RELEASE(adapter, 2);
  687. memset(&m_scd, 0, sizeof(m_scd) );
  688. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  689. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  690. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  691. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  692. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  693. m_scd.SampleDesc.Count = 1;
  694. m_scd.SampleDesc.Quality = 0;
  695. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  696. m_scd.BufferCount = 1;
  697. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  698. m_scd.Windowed = true;
  699. hr = m_factory->CreateSwapChain(m_device
  700. , &m_scd
  701. , &m_swapChain
  702. );
  703. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  704. DX_CHECK(m_factory->MakeWindowAssociation((HWND)g_platformData.nwh, 0
  705. | DXGI_MWA_NO_WINDOW_CHANGES
  706. | DXGI_MWA_NO_ALT_ENTER
  707. ));
  708. #endif // BX_PLATFORM_WINRT
  709. }
  710. else
  711. {
  712. memset(&m_scd, 0, sizeof(m_scd) );
  713. m_scd.SampleDesc.Count = 1;
  714. m_scd.SampleDesc.Quality = 0;
  715. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  716. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  717. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  718. }
  719. m_numWindows = 1;
  720. #if !defined(__MINGW32__)
  721. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  722. {
  723. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  724. if (SUCCEEDED(hr) )
  725. {
  726. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  727. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  728. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  729. D3D11_INFO_QUEUE_FILTER filter;
  730. memset(&filter, 0, sizeof(filter) );
  731. D3D11_MESSAGE_CATEGORY catlist[] =
  732. {
  733. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  734. D3D11_MESSAGE_CATEGORY_EXECUTION,
  735. };
  736. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  737. filter.DenyList.pCategoryList = catlist;
  738. m_infoQueue->PushStorageFilter(&filter);
  739. DX_RELEASE(m_infoQueue, 3);
  740. }
  741. else
  742. {
  743. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  744. setGraphicsDebuggerPresent(true);
  745. }
  746. }
  747. #endif // __MINGW__
  748. UniformHandle handle = BGFX_INVALID_HANDLE;
  749. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  750. {
  751. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  752. }
  753. g_caps.supported |= (0
  754. | BGFX_CAPS_TEXTURE_3D
  755. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  756. | BGFX_CAPS_FRAGMENT_DEPTH
  757. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  758. | BGFX_CAPS_SWAP_CHAIN
  759. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  760. | BGFX_CAPS_DRAW_INDIRECT
  761. );
  762. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  763. {
  764. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  765. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS));
  766. }
  767. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  768. {
  769. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  770. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  771. }
  772. else
  773. {
  774. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  775. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  776. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  777. }
  778. // 32-bit indices only supported on 9_2+.
  779. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  780. {
  781. g_caps.supported |= BGFX_CAPS_INDEX32;
  782. }
  783. // Independent blend only supported on 10_1+.
  784. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  785. {
  786. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  787. }
  788. // Compute support is optional on 10_0 and 10_1 targets.
  789. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  790. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  791. {
  792. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  793. {
  794. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  795. };
  796. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  797. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  798. if (SUCCEEDED(hr)
  799. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  800. {
  801. g_caps.supported |= BGFX_CAPS_COMPUTE;
  802. }
  803. }
  804. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  805. {
  806. g_caps.supported |= BGFX_CAPS_COMPUTE;
  807. }
  808. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  809. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  810. {
  811. g_caps.supported |= BGFX_CAPS_INSTANCING;
  812. }
  813. else
  814. {
  815. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  816. {
  817. BOOL SimpleInstancingSupported;
  818. };
  819. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  820. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  821. if (SUCCEEDED(hr)
  822. && data.SimpleInstancingSupported)
  823. {
  824. g_caps.supported |= BGFX_CAPS_INSTANCING;
  825. }
  826. }
  827. // shadow compare is optional on 9_1 through 9_3 targets
  828. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  829. {
  830. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  831. {
  832. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  833. };
  834. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  835. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  836. if (SUCCEEDED(hr)
  837. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  838. {
  839. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  840. }
  841. }
  842. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  843. {
  844. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  845. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  846. ? s_textureFormat[ii].m_fmtDsv
  847. : s_textureFormat[ii].m_fmt
  848. ;
  849. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  850. if (DXGI_FORMAT_UNKNOWN != fmt)
  851. {
  852. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  853. {
  854. DXGI_FORMAT InFormat;
  855. UINT OutFormatSupport;
  856. };
  857. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  858. data.InFormat = fmt;
  859. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  860. if (SUCCEEDED(hr) )
  861. {
  862. support |= 0 != (data.OutFormatSupport & (0
  863. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  864. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  865. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  866. ) )
  867. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  868. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  869. ;
  870. support |= 0 != (data.OutFormatSupport & (0
  871. | D3D11_FORMAT_SUPPORT_BUFFER
  872. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  873. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  874. ) )
  875. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  876. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  877. ;
  878. support |= 0 != (data.OutFormatSupport & (0
  879. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  880. ) )
  881. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  882. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  883. ;
  884. support |= 0 != (data.OutFormatSupport & (0
  885. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  886. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  887. ) )
  888. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  889. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  890. ;
  891. }
  892. else
  893. {
  894. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  895. }
  896. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  897. {
  898. // clear image flag for additional testing
  899. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  900. data.InFormat = s_textureFormat[ii].m_fmt;
  901. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  902. if (SUCCEEDED(hr) )
  903. {
  904. support |= 0 != (data.OutFormatSupport & (0
  905. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  906. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  907. ) )
  908. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  909. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  910. ;
  911. }
  912. }
  913. }
  914. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  915. {
  916. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  917. {
  918. DXGI_FORMAT InFormat;
  919. UINT OutFormatSupport;
  920. };
  921. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  922. data.InFormat = fmtSrgb;
  923. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  924. if (SUCCEEDED(hr) )
  925. {
  926. support |= 0 != (data.OutFormatSupport & (0
  927. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  928. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  929. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  930. ) )
  931. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR_SRGB
  932. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  933. ;
  934. }
  935. else
  936. {
  937. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  938. }
  939. }
  940. g_caps.formats[ii] = support;
  941. }
  942. // Init reserved part of view name.
  943. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  944. {
  945. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  946. bx::snprintf(name, sizeof(name), "%3d ", ii);
  947. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  948. }
  949. #if !defined(__MINGW32__)
  950. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  951. && NULL != m_infoQueue)
  952. {
  953. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  954. }
  955. #endif // !defined(__MINGW32__)
  956. updateMsaa();
  957. postReset();
  958. }
  959. void shutdown()
  960. {
  961. preReset();
  962. m_ovr.shutdown();
  963. m_deviceCtx->ClearState();
  964. invalidateCache();
  965. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  966. {
  967. m_indexBuffers[ii].destroy();
  968. }
  969. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  970. {
  971. m_vertexBuffers[ii].destroy();
  972. }
  973. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  974. {
  975. m_shaders[ii].destroy();
  976. }
  977. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  978. {
  979. m_textures[ii].destroy();
  980. }
  981. DX_RELEASE(m_swapChain, 0);
  982. DX_RELEASE(m_deviceCtx, 0);
  983. DX_RELEASE(m_factory, 0);
  984. DX_RELEASE(m_device, 0);
  985. unloadRenderDoc(m_renderdocdll);
  986. #if USE_D3D11_DYNAMIC_LIB
  987. bx::dlclose(m_dxgidll);
  988. bx::dlclose(m_d3d9dll);
  989. bx::dlclose(m_d3d11dll);
  990. #endif // USE_D3D11_DYNAMIC_LIB
  991. }
  992. RendererType::Enum getRendererType() const BX_OVERRIDE
  993. {
  994. return RendererType::Direct3D11;
  995. }
  996. const char* getRendererName() const BX_OVERRIDE
  997. {
  998. return BGFX_RENDERER_DIRECT3D11_NAME;
  999. }
  1000. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1001. {
  1002. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1003. }
  1004. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1005. {
  1006. m_indexBuffers[_handle.idx].destroy();
  1007. }
  1008. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1009. {
  1010. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1011. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1012. dump(decl);
  1013. }
  1014. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1015. {
  1016. }
  1017. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1018. {
  1019. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1020. }
  1021. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1022. {
  1023. m_vertexBuffers[_handle.idx].destroy();
  1024. }
  1025. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1026. {
  1027. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1028. }
  1029. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1030. {
  1031. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1032. }
  1033. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1034. {
  1035. m_indexBuffers[_handle.idx].destroy();
  1036. }
  1037. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1038. {
  1039. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1040. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1041. }
  1042. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1043. {
  1044. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1045. }
  1046. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1047. {
  1048. m_vertexBuffers[_handle.idx].destroy();
  1049. }
  1050. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1051. {
  1052. m_shaders[_handle.idx].create(_mem);
  1053. }
  1054. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1055. {
  1056. m_shaders[_handle.idx].destroy();
  1057. }
  1058. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1059. {
  1060. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1061. }
  1062. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1063. {
  1064. m_program[_handle.idx].destroy();
  1065. }
  1066. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1067. {
  1068. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1069. }
  1070. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1071. {
  1072. }
  1073. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1074. {
  1075. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1076. }
  1077. void updateTextureEnd() BX_OVERRIDE
  1078. {
  1079. }
  1080. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1081. {
  1082. TextureD3D11& texture = m_textures[_handle.idx];
  1083. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1084. const Memory* mem = alloc(size);
  1085. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1086. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1087. bx::write(&writer, magic);
  1088. TextureCreate tc;
  1089. tc.m_flags = texture.m_flags;
  1090. tc.m_width = _width;
  1091. tc.m_height = _height;
  1092. tc.m_sides = 0;
  1093. tc.m_depth = 0;
  1094. tc.m_numMips = 1;
  1095. tc.m_format = texture.m_requestedFormat;
  1096. tc.m_cubeMap = false;
  1097. tc.m_mem = NULL;
  1098. bx::write(&writer, tc);
  1099. texture.destroy();
  1100. texture.create(mem, tc.m_flags, 0);
  1101. release(mem);
  1102. }
  1103. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1104. {
  1105. m_textures[_handle.idx].destroy();
  1106. }
  1107. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1108. {
  1109. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1110. }
  1111. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1112. {
  1113. uint16_t denseIdx = m_numWindows++;
  1114. m_windows[denseIdx] = _handle;
  1115. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1116. }
  1117. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1118. {
  1119. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1120. if (UINT16_MAX != denseIdx)
  1121. {
  1122. --m_numWindows;
  1123. if (m_numWindows > 1)
  1124. {
  1125. FrameBufferHandle handle = m_windows[m_numWindows];
  1126. m_windows[denseIdx] = handle;
  1127. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1128. }
  1129. }
  1130. }
  1131. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1132. {
  1133. if (NULL != m_uniforms[_handle.idx])
  1134. {
  1135. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1136. }
  1137. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1138. void* data = BX_ALLOC(g_allocator, size);
  1139. memset(data, 0, size);
  1140. m_uniforms[_handle.idx] = data;
  1141. m_uniformReg.add(_handle, _name, data);
  1142. }
  1143. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1144. {
  1145. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1146. m_uniforms[_handle.idx] = NULL;
  1147. }
  1148. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1149. {
  1150. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1151. if (NULL == m_swapChain)
  1152. {
  1153. return;
  1154. }
  1155. ID3D11Texture2D* backBuffer;
  1156. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1157. D3D11_TEXTURE2D_DESC backBufferDesc;
  1158. backBuffer->GetDesc(&backBufferDesc);
  1159. D3D11_TEXTURE2D_DESC desc;
  1160. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1161. desc.SampleDesc.Count = 1;
  1162. desc.SampleDesc.Quality = 0;
  1163. desc.Usage = D3D11_USAGE_STAGING;
  1164. desc.BindFlags = 0;
  1165. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1166. ID3D11Texture2D* texture;
  1167. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1168. if (SUCCEEDED(hr) )
  1169. {
  1170. if (backBufferDesc.SampleDesc.Count == 1)
  1171. {
  1172. m_deviceCtx->CopyResource(texture, backBuffer);
  1173. }
  1174. else
  1175. {
  1176. desc.Usage = D3D11_USAGE_DEFAULT;
  1177. desc.CPUAccessFlags = 0;
  1178. ID3D11Texture2D* resolve;
  1179. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1180. if (SUCCEEDED(hr) )
  1181. {
  1182. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1183. m_deviceCtx->CopyResource(texture, resolve);
  1184. DX_RELEASE(resolve, 0);
  1185. }
  1186. }
  1187. D3D11_MAPPED_SUBRESOURCE mapped;
  1188. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1189. imageSwizzleBgra8(backBufferDesc.Width
  1190. , backBufferDesc.Height
  1191. , mapped.RowPitch
  1192. , mapped.pData
  1193. , mapped.pData
  1194. );
  1195. g_callback->screenShot(_filePath
  1196. , backBufferDesc.Width
  1197. , backBufferDesc.Height
  1198. , mapped.RowPitch
  1199. , mapped.pData
  1200. , backBufferDesc.Height*mapped.RowPitch
  1201. , false
  1202. );
  1203. m_deviceCtx->Unmap(texture, 0);
  1204. DX_RELEASE(texture, 0);
  1205. }
  1206. DX_RELEASE(backBuffer, 0);
  1207. }
  1208. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1209. {
  1210. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1211. {
  1212. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1213. , _name
  1214. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1215. );
  1216. }
  1217. }
  1218. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1219. {
  1220. memcpy(m_uniforms[_loc], _data, _size);
  1221. }
  1222. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1223. {
  1224. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1225. {
  1226. uint32_t size = _size*sizeof(wchar_t);
  1227. wchar_t* name = (wchar_t*)alloca(size);
  1228. mbstowcs(name, _marker, size-2);
  1229. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1230. }
  1231. }
  1232. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1233. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1234. {
  1235. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1236. uint32_t width = getBufferWidth();
  1237. uint32_t height = getBufferHeight();
  1238. if (m_ovr.isEnabled() )
  1239. {
  1240. m_ovr.getSize(width, height);
  1241. }
  1242. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1243. setFrameBuffer(fbh, false);
  1244. D3D11_VIEWPORT vp;
  1245. vp.TopLeftX = 0;
  1246. vp.TopLeftY = 0;
  1247. vp.Width = (float)width;
  1248. vp.Height = (float)height;
  1249. vp.MinDepth = 0.0f;
  1250. vp.MaxDepth = 1.0f;
  1251. deviceCtx->RSSetViewports(1, &vp);
  1252. uint64_t state = BGFX_STATE_RGB_WRITE
  1253. | BGFX_STATE_ALPHA_WRITE
  1254. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1255. ;
  1256. setBlendState(state);
  1257. setDepthStencilState(state);
  1258. setRasterizerState(state);
  1259. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1260. m_currentProgram = &program;
  1261. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1262. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1263. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1264. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1265. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1266. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1267. uint32_t stride = vertexDecl.m_stride;
  1268. uint32_t offset = 0;
  1269. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1270. setInputLayout(vertexDecl, program, 0);
  1271. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1272. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1273. float proj[16];
  1274. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1275. prepareShaderConstants();
  1276. PredefinedUniform& predefined = program.m_predefined[0];
  1277. uint8_t flags = predefined.m_type;
  1278. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1279. commitShaderConstants();
  1280. m_textures[_blitter.m_texture.idx].commit(0);
  1281. commitTextureStage();
  1282. }
  1283. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1284. {
  1285. const uint32_t numVertices = _numIndices*4/6;
  1286. if (0 < numVertices)
  1287. {
  1288. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1289. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1290. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1291. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1292. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1293. }
  1294. }
  1295. void preReset()
  1296. {
  1297. ovrPreReset();
  1298. m_gpuTimer.preReset();
  1299. if (NULL == g_platformData.backBufferDS)
  1300. {
  1301. DX_RELEASE(m_backBufferDepthStencil, 0);
  1302. }
  1303. if (NULL != m_swapChain)
  1304. {
  1305. DX_RELEASE(m_backBufferColor, 0);
  1306. }
  1307. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1308. {
  1309. m_frameBuffers[ii].preReset();
  1310. }
  1311. // invalidateCache();
  1312. capturePreReset();
  1313. }
  1314. void postReset()
  1315. {
  1316. if (NULL != m_swapChain)
  1317. {
  1318. ID3D11Texture2D* color;
  1319. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color));
  1320. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1321. desc.ViewDimension = (m_flags & BGFX_RESET_MSAA_MASK)
  1322. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1323. : D3D11_RTV_DIMENSION_TEXTURE2D
  1324. ;
  1325. desc.Texture2D.MipSlice = 0;
  1326. desc.Format = (m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1327. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1328. : DXGI_FORMAT_R8G8B8A8_UNORM
  1329. ;
  1330. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1331. DX_RELEASE(color, 0);
  1332. }
  1333. m_gpuTimer.postReset();
  1334. ovrPostReset();
  1335. // If OVR doesn't create separate depth stencil view, create default one.
  1336. if (NULL == m_backBufferDepthStencil)
  1337. {
  1338. D3D11_TEXTURE2D_DESC dsd;
  1339. dsd.Width = getBufferWidth();
  1340. dsd.Height = getBufferHeight();
  1341. dsd.MipLevels = 1;
  1342. dsd.ArraySize = 1;
  1343. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1344. dsd.SampleDesc = m_scd.SampleDesc;
  1345. dsd.Usage = D3D11_USAGE_DEFAULT;
  1346. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1347. dsd.CPUAccessFlags = 0;
  1348. dsd.MiscFlags = 0;
  1349. ID3D11Texture2D* depthStencil;
  1350. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1351. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1352. DX_RELEASE(depthStencil, 0);
  1353. }
  1354. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1355. m_currentColor = m_backBufferColor;
  1356. m_currentDepthStencil = m_backBufferDepthStencil;
  1357. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1358. {
  1359. m_frameBuffers[ii].postReset();
  1360. }
  1361. capturePostReset();
  1362. }
  1363. static bool isLost(HRESULT _hr)
  1364. {
  1365. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1366. || DXGI_ERROR_DEVICE_HUNG == _hr
  1367. || DXGI_ERROR_DEVICE_RESET == _hr
  1368. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1369. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1370. ;
  1371. }
  1372. void flip(HMD& _hmd) BX_OVERRIDE
  1373. {
  1374. if (NULL != m_swapChain)
  1375. {
  1376. HRESULT hr = S_OK;
  1377. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  1378. #if BX_PLATFORM_WINRT
  1379. syncInterval = 1; // sync interval of 0 is not supported on WinRT
  1380. #endif
  1381. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1382. {
  1383. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1384. }
  1385. if (SUCCEEDED(hr) )
  1386. {
  1387. if (!m_ovr.swap(_hmd) )
  1388. {
  1389. hr = m_swapChain->Present(syncInterval, 0);
  1390. }
  1391. }
  1392. if (FAILED(hr)
  1393. && isLost(hr) )
  1394. {
  1395. ++m_lost;
  1396. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1397. }
  1398. else
  1399. {
  1400. m_lost = 0;
  1401. }
  1402. }
  1403. }
  1404. void invalidateCache()
  1405. {
  1406. m_inputLayoutCache.invalidate();
  1407. m_blendStateCache.invalidate();
  1408. m_depthStencilStateCache.invalidate();
  1409. m_rasterizerStateCache.invalidate();
  1410. m_samplerStateCache.invalidate();
  1411. }
  1412. void invalidateCompute()
  1413. {
  1414. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1415. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1416. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1417. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1418. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1419. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1420. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1421. }
  1422. void updateMsaa()
  1423. {
  1424. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1425. {
  1426. uint32_t msaa = s_checkMsaa[ii];
  1427. uint32_t quality = 0;
  1428. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1429. if (SUCCEEDED(hr)
  1430. && 0 < quality)
  1431. {
  1432. s_msaa[ii].Count = msaa;
  1433. s_msaa[ii].Quality = quality - 1;
  1434. last = ii;
  1435. }
  1436. else
  1437. {
  1438. s_msaa[ii] = s_msaa[last];
  1439. }
  1440. }
  1441. }
  1442. void updateResolution(const Resolution& _resolution)
  1443. {
  1444. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1445. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1446. {
  1447. m_maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1448. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1449. : D3D11_REQ_MAXANISOTROPY
  1450. ;
  1451. }
  1452. else
  1453. {
  1454. m_maxAnisotropy = 1;
  1455. }
  1456. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1457. if ( getBufferWidth() != _resolution.m_width
  1458. || getBufferHeight() != _resolution.m_height
  1459. || m_flags != flags)
  1460. {
  1461. bool resize = true
  1462. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1463. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1464. ;
  1465. m_flags = flags;
  1466. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1467. m_textVideoMem.clear();
  1468. m_resolution = _resolution;
  1469. m_resolution.m_flags = flags;
  1470. setBufferSize(_resolution.m_width, _resolution.m_height);
  1471. preReset();
  1472. if (NULL == m_swapChain)
  1473. {
  1474. // Updated backbuffer if it changed in PlatformData.
  1475. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1476. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1477. }
  1478. else
  1479. {
  1480. if (resize)
  1481. {
  1482. DX_CHECK(m_swapChain->ResizeBuffers(2
  1483. , getBufferWidth()
  1484. , getBufferHeight()
  1485. , getBufferFormat()
  1486. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1487. ));
  1488. }
  1489. else
  1490. {
  1491. updateMsaa();
  1492. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1493. DX_RELEASE(m_swapChain, 0);
  1494. SWAP_CHAIN_DESC_TYPE* scd = &m_scd;
  1495. #if BGFX_CONFIG_USE_OVR
  1496. SWAP_CHAIN_DESC_TYPE swapChainScd;
  1497. if ((m_flags & BGFX_RESET_HMD) && m_ovr.isInitialized())
  1498. {
  1499. swapChainScd = m_scd;
  1500. swapChainScd.SampleDesc = s_msaa[0];
  1501. scd = &swapChainScd;
  1502. }
  1503. #endif // BGFX_CONFIG_USE_OVR
  1504. #if BX_PLATFORM_WINRT
  1505. HRESULT hr;
  1506. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1507. , (::IUnknown*)g_platformData.nwh
  1508. , scd
  1509. , NULL
  1510. , &m_swapChain
  1511. );
  1512. #else
  1513. HRESULT hr;
  1514. hr = m_factory->CreateSwapChain(m_device
  1515. , scd
  1516. , &m_swapChain
  1517. );
  1518. #endif // BX_PLATFORM_WINRT
  1519. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1520. }
  1521. }
  1522. postReset();
  1523. }
  1524. if (recenter)
  1525. {
  1526. m_ovr.recenter();
  1527. }
  1528. }
  1529. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1530. {
  1531. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1532. {
  1533. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1534. #if !BGFX_D3D11_MAP_CONSTANT_BUFFERS
  1535. m_fsChanges += _numRegs;
  1536. #endif
  1537. }
  1538. else
  1539. {
  1540. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1541. #if !BGFX_D3D11_MAP_CONSTANT_BUFFERS
  1542. m_vsChanges += _numRegs;
  1543. #endif
  1544. }
  1545. }
  1546. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1547. {
  1548. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1549. }
  1550. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1551. {
  1552. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1553. }
  1554. void prepareShaderConstants()
  1555. {
  1556. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  1557. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1558. {
  1559. D3D11_MAPPED_SUBRESOURCE mapped;
  1560. DX_CHECK(m_deviceCtx->Map(m_currentProgram->m_vsh->m_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
  1561. m_vsScratch = (uint8_t*)mapped.pData;
  1562. }
  1563. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1564. {
  1565. D3D11_MAPPED_SUBRESOURCE mapped;
  1566. DX_CHECK(m_deviceCtx->Map(m_currentProgram->m_fsh->m_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
  1567. m_fsScratch = (uint8_t*)mapped.pData;
  1568. }
  1569. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  1570. }
  1571. void commitShaderConstants()
  1572. {
  1573. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  1574. if (NULL != m_vsScratch)
  1575. {
  1576. m_deviceCtx->Unmap(m_currentProgram->m_vsh->m_buffer, 0);
  1577. }
  1578. if (NULL != m_fsScratch)
  1579. {
  1580. m_deviceCtx->Unmap(m_currentProgram->m_fsh->m_buffer, 0);
  1581. }
  1582. m_vsScratch = m_fsScratch = 0;
  1583. #else
  1584. if (0 < m_vsChanges)
  1585. {
  1586. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1587. {
  1588. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1589. }
  1590. m_vsChanges = 0;
  1591. }
  1592. if (0 < m_fsChanges)
  1593. {
  1594. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1595. {
  1596. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1597. }
  1598. m_fsChanges = 0;
  1599. }
  1600. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  1601. }
  1602. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1603. {
  1604. if (isValid(m_fbh)
  1605. && m_fbh.idx != _fbh.idx
  1606. && m_rtMsaa)
  1607. {
  1608. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1609. frameBuffer.resolve();
  1610. }
  1611. if (!isValid(_fbh) )
  1612. {
  1613. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1614. m_currentColor = m_backBufferColor;
  1615. m_currentDepthStencil = m_backBufferDepthStencil;
  1616. }
  1617. else
  1618. {
  1619. invalidateTextureStage();
  1620. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1621. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1622. m_currentColor = frameBuffer.m_rtv[0];
  1623. m_currentDepthStencil = frameBuffer.m_dsv;
  1624. }
  1625. m_fbh = _fbh;
  1626. m_rtMsaa = _msaa;
  1627. }
  1628. void clear(const Clear& _clear, const float _palette[][4])
  1629. {
  1630. if (isValid(m_fbh) )
  1631. {
  1632. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1633. frameBuffer.clear(_clear, _palette);
  1634. }
  1635. else
  1636. {
  1637. if (NULL != m_currentColor
  1638. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1639. {
  1640. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1641. {
  1642. uint8_t index = _clear.m_index[0];
  1643. if (UINT8_MAX != index)
  1644. {
  1645. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1646. }
  1647. }
  1648. else
  1649. {
  1650. float frgba[4] =
  1651. {
  1652. _clear.m_index[0]*1.0f/255.0f,
  1653. _clear.m_index[1]*1.0f/255.0f,
  1654. _clear.m_index[2]*1.0f/255.0f,
  1655. _clear.m_index[3]*1.0f/255.0f,
  1656. };
  1657. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1658. }
  1659. }
  1660. if (NULL != m_currentDepthStencil
  1661. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1662. {
  1663. DWORD flags = 0;
  1664. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1665. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1666. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1667. }
  1668. }
  1669. }
  1670. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  1671. {
  1672. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1673. layoutHash ^= _numInstanceData;
  1674. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1675. if (NULL == layout)
  1676. {
  1677. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1678. VertexDecl decl;
  1679. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1680. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1681. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1682. {
  1683. uint8_t mask = attrMask[ii];
  1684. uint8_t attr = (decl.m_attributes[ii] & mask);
  1685. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1686. }
  1687. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1688. uint32_t num = uint32_t(elem-vertexElements);
  1689. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1690. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1691. {
  1692. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1693. uint32_t jj;
  1694. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1695. for (jj = 0; jj < num; ++jj)
  1696. {
  1697. curr = &vertexElements[jj];
  1698. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1699. && curr->SemanticIndex == index)
  1700. {
  1701. break;
  1702. }
  1703. }
  1704. if (jj == num)
  1705. {
  1706. curr = elem;
  1707. ++elem;
  1708. }
  1709. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1710. curr->InputSlot = 1;
  1711. curr->SemanticIndex = index;
  1712. curr->AlignedByteOffset = ii*16;
  1713. }
  1714. num = uint32_t(elem-vertexElements);
  1715. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1716. , num
  1717. , _program.m_vsh->m_code->data
  1718. , _program.m_vsh->m_code->size
  1719. , &layout
  1720. ) );
  1721. m_inputLayoutCache.add(layoutHash, layout);
  1722. }
  1723. m_deviceCtx->IASetInputLayout(layout);
  1724. }
  1725. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1726. {
  1727. _state &= 0
  1728. | BGFX_STATE_BLEND_MASK
  1729. | BGFX_STATE_BLEND_EQUATION_MASK
  1730. | BGFX_STATE_BLEND_INDEPENDENT
  1731. | BGFX_STATE_ALPHA_WRITE
  1732. | BGFX_STATE_RGB_WRITE
  1733. ;
  1734. bx::HashMurmur2A murmur;
  1735. murmur.begin();
  1736. murmur.add(_state);
  1737. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1738. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1739. bool hasFactor = f0 == (_state & f0)
  1740. || f1 == (_state & f1)
  1741. ;
  1742. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1743. if (hasFactor)
  1744. {
  1745. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1746. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1747. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1748. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1749. }
  1750. else
  1751. {
  1752. murmur.add(_rgba);
  1753. }
  1754. uint32_t hash = murmur.end();
  1755. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1756. if (NULL == bs)
  1757. {
  1758. D3D11_BLEND_DESC desc;
  1759. memset(&desc, 0, sizeof(desc) );
  1760. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1761. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1762. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1763. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1764. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1765. const uint32_t srcRGB = (blend )&0xf;
  1766. const uint32_t dstRGB = (blend>> 4)&0xf;
  1767. const uint32_t srcA = (blend>> 8)&0xf;
  1768. const uint32_t dstA = (blend>>12)&0xf;
  1769. const uint32_t equRGB = (equation )&0x7;
  1770. const uint32_t equA = (equation>>3)&0x7;
  1771. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1772. drt->DestBlend = s_blendFactor[dstRGB][0];
  1773. drt->BlendOp = s_blendEquation[equRGB];
  1774. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1775. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1776. drt->BlendOpAlpha = s_blendEquation[equA];
  1777. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1778. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1779. drt->RenderTargetWriteMask = writeMask;
  1780. if (desc.IndependentBlendEnable)
  1781. {
  1782. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1783. {
  1784. drt = &desc.RenderTarget[ii];
  1785. drt->BlendEnable = 0 != (rgba&0x7ff);
  1786. const uint32_t src = (rgba )&0xf;
  1787. const uint32_t dst = (rgba>>4)&0xf;
  1788. const uint32_t equationIndex = (rgba>>8)&0x7;
  1789. drt->SrcBlend = s_blendFactor[src][0];
  1790. drt->DestBlend = s_blendFactor[dst][0];
  1791. drt->BlendOp = s_blendEquation[equationIndex];
  1792. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1793. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1794. drt->BlendOpAlpha = s_blendEquation[equationIndex];
  1795. drt->RenderTargetWriteMask = writeMask;
  1796. }
  1797. }
  1798. else
  1799. {
  1800. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1801. {
  1802. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1803. }
  1804. }
  1805. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1806. m_blendStateCache.add(hash, bs);
  1807. }
  1808. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1809. }
  1810. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1811. {
  1812. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1813. uint32_t fstencil = unpackStencil(0, _stencil);
  1814. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1815. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1816. bx::HashMurmur2A murmur;
  1817. murmur.begin();
  1818. murmur.add(_state);
  1819. murmur.add(_stencil);
  1820. uint32_t hash = murmur.end();
  1821. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1822. if (NULL == dss)
  1823. {
  1824. D3D11_DEPTH_STENCIL_DESC desc;
  1825. memset(&desc, 0, sizeof(desc) );
  1826. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1827. desc.DepthEnable = 0 != func;
  1828. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1829. desc.DepthFunc = s_cmpFunc[func];
  1830. uint32_t bstencil = unpackStencil(1, _stencil);
  1831. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1832. bstencil = frontAndBack ? bstencil : fstencil;
  1833. desc.StencilEnable = 0 != _stencil;
  1834. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1835. desc.StencilWriteMask = 0xff;
  1836. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1837. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1838. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1839. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1840. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1841. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1842. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1843. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1844. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1845. m_depthStencilStateCache.add(hash, dss);
  1846. }
  1847. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1848. }
  1849. void setDebugWireframe(bool _wireframe)
  1850. {
  1851. if (m_wireframe != _wireframe)
  1852. {
  1853. m_wireframe = _wireframe;
  1854. m_rasterizerStateCache.invalidate();
  1855. }
  1856. }
  1857. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1858. {
  1859. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1860. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1861. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1862. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1863. if (NULL == rs)
  1864. {
  1865. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1866. D3D11_RASTERIZER_DESC desc;
  1867. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1868. desc.CullMode = s_cullMode[cull];
  1869. desc.FrontCounterClockwise = false;
  1870. desc.DepthBias = 0;
  1871. desc.DepthBiasClamp = 0.0f;
  1872. desc.SlopeScaledDepthBias = 0.0f;
  1873. desc.DepthClipEnable = m_featureLevel <= D3D_FEATURE_LEVEL_9_3; // disabling depth clip is only supported on 10_0+
  1874. desc.ScissorEnable = _scissor;
  1875. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1876. desc.AntialiasedLineEnable = false;
  1877. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1878. m_rasterizerStateCache.add(_state, rs);
  1879. }
  1880. m_deviceCtx->RSSetState(rs);
  1881. }
  1882. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1883. {
  1884. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1885. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1886. if (NULL == sampler)
  1887. {
  1888. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1889. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1890. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1891. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1892. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1893. D3D11_SAMPLER_DESC sd;
  1894. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1895. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1896. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1897. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1898. sd.MipLODBias = 0.0f;
  1899. sd.MaxAnisotropy = m_maxAnisotropy;
  1900. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1901. sd.BorderColor[0] = 0.0f;
  1902. sd.BorderColor[1] = 0.0f;
  1903. sd.BorderColor[2] = 0.0f;
  1904. sd.BorderColor[3] = 0.0f;
  1905. sd.MinLOD = 0;
  1906. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1907. m_device->CreateSamplerState(&sd, &sampler);
  1908. DX_CHECK_REFCOUNT(sampler, 1);
  1909. m_samplerStateCache.add(_flags, sampler);
  1910. }
  1911. return sampler;
  1912. }
  1913. DXGI_FORMAT getBufferFormat()
  1914. {
  1915. #if BX_PLATFORM_WINRT
  1916. return m_scd.Format;
  1917. #else
  1918. return m_scd.BufferDesc.Format;
  1919. #endif
  1920. }
  1921. uint32_t getBufferWidth()
  1922. {
  1923. #if BX_PLATFORM_WINRT
  1924. return m_scd.Width;
  1925. #else
  1926. return m_scd.BufferDesc.Width;
  1927. #endif
  1928. }
  1929. uint32_t getBufferHeight()
  1930. {
  1931. #if BX_PLATFORM_WINRT
  1932. return m_scd.Height;
  1933. #else
  1934. return m_scd.BufferDesc.Height;
  1935. #endif
  1936. }
  1937. void setBufferSize(uint32_t _width, uint32_t _height)
  1938. {
  1939. #if BX_PLATFORM_WINRT
  1940. m_scd.Width = _width;
  1941. m_scd.Height = _height;
  1942. #else
  1943. m_scd.BufferDesc.Width = _width;
  1944. m_scd.BufferDesc.Height = _height;
  1945. #endif
  1946. }
  1947. void commitTextureStage()
  1948. {
  1949. // vertex texture fetch not supported on 9_1 through 9_3
  1950. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  1951. {
  1952. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1953. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1954. }
  1955. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1956. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1957. }
  1958. void invalidateTextureStage()
  1959. {
  1960. m_textureStage.clear();
  1961. commitTextureStage();
  1962. }
  1963. void ovrPostReset()
  1964. {
  1965. #if BGFX_CONFIG_USE_OVR
  1966. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1967. {
  1968. ovrD3D11Config config;
  1969. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  1970. # if OVR_VERSION > OVR_VERSION_043
  1971. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  1972. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  1973. config.D3D11.pBackBufferUAV = NULL;
  1974. # else
  1975. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  1976. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  1977. # endif // OVR_VERSION > OVR_VERSION_042
  1978. config.D3D11.Header.Multisample = 0;
  1979. config.D3D11.pDevice = m_device;
  1980. config.D3D11.pDeviceContext = m_deviceCtx;
  1981. config.D3D11.pBackBufferRT = m_backBufferColor;
  1982. config.D3D11.pSwapChain = m_swapChain;
  1983. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1984. {
  1985. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1986. const Memory* mem = alloc(size);
  1987. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1988. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1989. bx::write(&writer, magic);
  1990. TextureCreate tc;
  1991. tc.m_flags = BGFX_TEXTURE_RT|(((m_flags & BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT) << BGFX_TEXTURE_RT_MSAA_SHIFT);
  1992. tc.m_width = m_ovr.m_rtSize.w;
  1993. tc.m_height = m_ovr.m_rtSize.h;
  1994. tc.m_sides = 0;
  1995. tc.m_depth = 0;
  1996. tc.m_numMips = 1;
  1997. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1998. tc.m_cubeMap = false;
  1999. tc.m_mem = NULL;
  2000. bx::write(&writer, tc);
  2001. m_ovrRT.create(mem, tc.m_flags, 0);
  2002. release(mem);
  2003. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  2004. D3D11_TEXTURE2D_DESC dsd;
  2005. dsd.Width = m_ovr.m_rtSize.w;
  2006. dsd.Height = m_ovr.m_rtSize.h;
  2007. dsd.MipLevels = 1;
  2008. dsd.ArraySize = 1;
  2009. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2010. dsd.SampleDesc = m_scd.SampleDesc;
  2011. dsd.Usage = D3D11_USAGE_DEFAULT;
  2012. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2013. dsd.CPUAccessFlags = 0;
  2014. dsd.MiscFlags = 0;
  2015. ID3D11Texture2D* depthStencil;
  2016. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2017. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  2018. DX_RELEASE(depthStencil, 0);
  2019. ovrD3D11Texture texture;
  2020. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  2021. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  2022. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  2023. texture.D3D11.pSRView = m_ovrRT.m_srv;
  2024. m_ovr.postReset(texture.Texture);
  2025. bx::xchg(m_ovrRtv, m_backBufferColor);
  2026. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2027. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2028. }
  2029. }
  2030. #endif // BGFX_CONFIG_USE_OVR
  2031. }
  2032. void ovrPreReset()
  2033. {
  2034. #if BGFX_CONFIG_USE_OVR
  2035. m_ovr.preReset();
  2036. if (NULL != m_ovrRtv)
  2037. {
  2038. bx::xchg(m_ovrRtv, m_backBufferColor);
  2039. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2040. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2041. DX_RELEASE(m_ovrRtv, 0);
  2042. DX_RELEASE(m_ovrDsv, 0);
  2043. m_ovrRT.destroy();
  2044. }
  2045. #endif // BGFX_CONFIG_USE_OVR
  2046. }
  2047. void capturePostReset()
  2048. {
  2049. if (m_flags&BGFX_RESET_CAPTURE)
  2050. {
  2051. ID3D11Texture2D* backBuffer;
  2052. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  2053. D3D11_TEXTURE2D_DESC backBufferDesc;
  2054. backBuffer->GetDesc(&backBufferDesc);
  2055. D3D11_TEXTURE2D_DESC desc;
  2056. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2057. desc.SampleDesc.Count = 1;
  2058. desc.SampleDesc.Quality = 0;
  2059. desc.Usage = D3D11_USAGE_STAGING;
  2060. desc.BindFlags = 0;
  2061. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2062. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2063. if (SUCCEEDED(hr) )
  2064. {
  2065. if (backBufferDesc.SampleDesc.Count != 1)
  2066. {
  2067. desc.Usage = D3D11_USAGE_DEFAULT;
  2068. desc.CPUAccessFlags = 0;
  2069. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2070. }
  2071. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2072. }
  2073. DX_RELEASE(backBuffer, 0);
  2074. }
  2075. }
  2076. void capturePreReset()
  2077. {
  2078. if (NULL != m_captureTexture)
  2079. {
  2080. g_callback->captureEnd();
  2081. }
  2082. DX_RELEASE(m_captureResolve, 0);
  2083. DX_RELEASE(m_captureTexture, 0);
  2084. }
  2085. void capture()
  2086. {
  2087. if (NULL != m_captureTexture)
  2088. {
  2089. ID3D11Texture2D* backBuffer;
  2090. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  2091. if (NULL == m_captureResolve)
  2092. {
  2093. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2094. }
  2095. else
  2096. {
  2097. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat());
  2098. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2099. }
  2100. D3D11_MAPPED_SUBRESOURCE mapped;
  2101. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2102. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2103. m_deviceCtx->Unmap(m_captureTexture, 0);
  2104. DX_RELEASE(backBuffer, 0);
  2105. }
  2106. }
  2107. void commit(ConstantBuffer& _constantBuffer)
  2108. {
  2109. _constantBuffer.reset();
  2110. for (;;)
  2111. {
  2112. uint32_t opcode = _constantBuffer.read();
  2113. if (UniformType::End == opcode)
  2114. {
  2115. break;
  2116. }
  2117. UniformType::Enum type;
  2118. uint16_t loc;
  2119. uint16_t num;
  2120. uint16_t copy;
  2121. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2122. const char* data;
  2123. if (copy)
  2124. {
  2125. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  2126. }
  2127. else
  2128. {
  2129. UniformHandle handle;
  2130. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2131. data = (const char*)m_uniforms[handle.idx];
  2132. }
  2133. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2134. case UniformType::_uniform: \
  2135. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2136. { \
  2137. setShaderUniform(uint8_t(type), loc, data, num); \
  2138. } \
  2139. break;
  2140. switch ( (uint32_t)type)
  2141. {
  2142. case UniformType::Mat3:
  2143. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2144. {
  2145. float* value = (float*)data;
  2146. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2147. {
  2148. Matrix4 mtx;
  2149. mtx.un.val[ 0] = value[0];
  2150. mtx.un.val[ 1] = value[1];
  2151. mtx.un.val[ 2] = value[2];
  2152. mtx.un.val[ 3] = 0.0f;
  2153. mtx.un.val[ 4] = value[3];
  2154. mtx.un.val[ 5] = value[4];
  2155. mtx.un.val[ 6] = value[5];
  2156. mtx.un.val[ 7] = 0.0f;
  2157. mtx.un.val[ 8] = value[6];
  2158. mtx.un.val[ 9] = value[7];
  2159. mtx.un.val[10] = value[8];
  2160. mtx.un.val[11] = 0.0f;
  2161. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2162. }
  2163. }
  2164. break;
  2165. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2166. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2167. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2168. case UniformType::End:
  2169. break;
  2170. default:
  2171. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  2172. break;
  2173. }
  2174. #undef CASE_IMPLEMENT_UNIFORM
  2175. }
  2176. }
  2177. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2178. {
  2179. uint32_t width = getBufferWidth();
  2180. uint32_t height = getBufferHeight();
  2181. if (0 == _rect.m_x
  2182. && 0 == _rect.m_y
  2183. && width == _rect.m_width
  2184. && height == _rect.m_height)
  2185. {
  2186. clear(_clear, _palette);
  2187. }
  2188. else
  2189. {
  2190. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2191. uint64_t state = 0;
  2192. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2193. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2194. uint64_t stencil = 0;
  2195. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2196. | BGFX_STENCIL_TEST_ALWAYS
  2197. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2198. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2199. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2200. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2201. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2202. : 0
  2203. ;
  2204. setBlendState(state);
  2205. setDepthStencilState(state, stencil);
  2206. setRasterizerState(state);
  2207. uint32_t numMrt = 1;
  2208. FrameBufferHandle fbh = m_fbh;
  2209. if (isValid(fbh) )
  2210. {
  2211. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2212. numMrt = bx::uint32_max(1, fb.m_num);
  2213. }
  2214. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2215. m_currentProgram = &program;
  2216. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2217. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  2218. if (NULL != m_currentColor)
  2219. {
  2220. const ShaderD3D11* fsh = program.m_fsh;
  2221. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2222. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2223. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2224. D3D11_MAPPED_SUBRESOURCE mapped;
  2225. DX_CHECK(deviceCtx->Map(fsh->m_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
  2226. void* fsScratch = mapped.pData;
  2227. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2228. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2229. {
  2230. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2231. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2232. {
  2233. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  2234. memcpy(mrtClear[ii], _palette[index], 16);
  2235. }
  2236. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2237. memcpy(fsScratch, mrtClear, sizeof(mrtClear));
  2238. #else
  2239. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2240. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2241. }
  2242. else
  2243. {
  2244. float rgba[4] =
  2245. {
  2246. _clear.m_index[0]*1.0f/255.0f,
  2247. _clear.m_index[1]*1.0f/255.0f,
  2248. _clear.m_index[2]*1.0f/255.0f,
  2249. _clear.m_index[3]*1.0f/255.0f,
  2250. };
  2251. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2252. memcpy(fsScratch, rgba, sizeof(rgba));
  2253. #else
  2254. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2255. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2256. }
  2257. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2258. if (NULL != fsScratch)
  2259. {
  2260. deviceCtx->Unmap(fsh->m_buffer, 0);
  2261. }
  2262. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2263. }
  2264. else
  2265. {
  2266. deviceCtx->PSSetShader(NULL, NULL, 0);
  2267. }
  2268. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2269. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2270. const uint32_t stride = vertexDecl.m_stride;
  2271. const uint32_t offset = 0;
  2272. {
  2273. struct Vertex
  2274. {
  2275. float m_x;
  2276. float m_y;
  2277. float m_z;
  2278. };
  2279. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2280. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2281. const float depth = _clear.m_depth;
  2282. vertex->m_x = -1.0f;
  2283. vertex->m_y = -1.0f;
  2284. vertex->m_z = depth;
  2285. vertex++;
  2286. vertex->m_x = 1.0f;
  2287. vertex->m_y = -1.0f;
  2288. vertex->m_z = depth;
  2289. vertex++;
  2290. vertex->m_x = -1.0f;
  2291. vertex->m_y = 1.0f;
  2292. vertex->m_z = depth;
  2293. vertex++;
  2294. vertex->m_x = 1.0f;
  2295. vertex->m_y = 1.0f;
  2296. vertex->m_z = depth;
  2297. }
  2298. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2299. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2300. setInputLayout(vertexDecl, program, 0);
  2301. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2302. deviceCtx->Draw(4, 0);
  2303. }
  2304. }
  2305. void* m_d3d9dll;
  2306. void* m_d3d11dll;
  2307. void* m_dxgidll;
  2308. void* m_renderdocdll;
  2309. D3D_DRIVER_TYPE m_driverType;
  2310. D3D_FEATURE_LEVEL m_featureLevel;
  2311. IDXGIAdapter* m_adapter;
  2312. DXGI_ADAPTER_DESC m_adapterDesc;
  2313. #if BX_PLATFORM_WINRT
  2314. IDXGIFactory2* m_factory;
  2315. IDXGISwapChain1* m_swapChain;
  2316. #else
  2317. IDXGIFactory* m_factory;
  2318. IDXGISwapChain* m_swapChain;
  2319. #endif // BX_PLATFORM_WINRT
  2320. uint16_t m_lost;
  2321. uint16_t m_numWindows;
  2322. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2323. ID3D11Device* m_device;
  2324. ID3D11DeviceContext* m_deviceCtx;
  2325. ID3D11InfoQueue* m_infoQueue;
  2326. TimerQueryD3D11 m_gpuTimer;
  2327. ID3D11RenderTargetView* m_backBufferColor;
  2328. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2329. ID3D11RenderTargetView* m_currentColor;
  2330. ID3D11DepthStencilView* m_currentDepthStencil;
  2331. ID3D11Texture2D* m_captureTexture;
  2332. ID3D11Texture2D* m_captureResolve;
  2333. Resolution m_resolution;
  2334. bool m_wireframe;
  2335. #if BX_PLATFORM_WINRT
  2336. typedef DXGI_SWAP_CHAIN_DESC1 SWAP_CHAIN_DESC_TYPE;
  2337. #else
  2338. typedef DXGI_SWAP_CHAIN_DESC SWAP_CHAIN_DESC_TYPE;
  2339. #endif
  2340. SWAP_CHAIN_DESC_TYPE m_scd;
  2341. uint32_t m_flags;
  2342. uint32_t m_maxAnisotropy;
  2343. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2344. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2345. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2346. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2347. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2348. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2349. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2350. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2351. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2352. UniformRegistry m_uniformReg;
  2353. ViewState m_viewState;
  2354. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2355. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2356. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2357. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2358. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2359. TextVideoMem m_textVideoMem;
  2360. TextureStage m_textureStage;
  2361. ProgramD3D11* m_currentProgram;
  2362. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2363. uint8_t* m_vsScratch;
  2364. uint8_t* m_fsScratch;
  2365. #else
  2366. uint8_t m_vsScratch[64<<10];
  2367. uint8_t m_fsScratch[64<<10];
  2368. uint32_t m_vsChanges;
  2369. uint32_t m_fsChanges;
  2370. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2371. FrameBufferHandle m_fbh;
  2372. bool m_rtMsaa;
  2373. OVR m_ovr;
  2374. TextureD3D11 m_ovrRT;
  2375. ID3D11RenderTargetView* m_ovrRtv;
  2376. ID3D11DepthStencilView* m_ovrDsv;
  2377. };
  2378. static RendererContextD3D11* s_renderD3D11;
  2379. RendererContextI* rendererCreate()
  2380. {
  2381. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2382. s_renderD3D11->init();
  2383. return s_renderD3D11;
  2384. }
  2385. void rendererDestroy()
  2386. {
  2387. s_renderD3D11->shutdown();
  2388. BX_DELETE(g_allocator, s_renderD3D11);
  2389. s_renderD3D11 = NULL;
  2390. }
  2391. struct UavFormat
  2392. {
  2393. DXGI_FORMAT format[3];
  2394. uint32_t stride;
  2395. };
  2396. static const UavFormat s_uavFormat[] =
  2397. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2398. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2399. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2400. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2401. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2402. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2403. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2404. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2405. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2406. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2407. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2408. };
  2409. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  2410. {
  2411. m_uav = NULL;
  2412. m_size = _size;
  2413. m_flags = _flags;
  2414. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2415. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2416. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2417. m_dynamic = NULL == _data && !needUav;
  2418. D3D11_BUFFER_DESC desc;
  2419. desc.ByteWidth = _size;
  2420. desc.BindFlags = 0
  2421. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2422. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2423. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2424. ;
  2425. desc.MiscFlags = 0
  2426. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  2427. ;
  2428. desc.StructureByteStride = 0;
  2429. DXGI_FORMAT format;
  2430. uint32_t stride;
  2431. if (drawIndirect)
  2432. {
  2433. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2434. stride = 16;
  2435. }
  2436. else
  2437. {
  2438. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2439. if (0 == uavFormat)
  2440. {
  2441. if (_vertex)
  2442. {
  2443. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2444. stride = 16;
  2445. }
  2446. else
  2447. {
  2448. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2449. {
  2450. format = DXGI_FORMAT_R16_UINT;
  2451. stride = 2;
  2452. }
  2453. else
  2454. {
  2455. format = DXGI_FORMAT_R32_UINT;
  2456. stride = 4;
  2457. }
  2458. }
  2459. }
  2460. else
  2461. {
  2462. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2463. format = s_uavFormat[uavFormat].format[uavType];
  2464. stride = s_uavFormat[uavFormat].stride;
  2465. }
  2466. }
  2467. ID3D11Device* device = s_renderD3D11->m_device;
  2468. if (needUav)
  2469. {
  2470. desc.Usage = D3D11_USAGE_DEFAULT;
  2471. desc.CPUAccessFlags = 0;
  2472. desc.StructureByteStride = _stride;
  2473. DX_CHECK(device->CreateBuffer(&desc
  2474. , NULL
  2475. , &m_ptr
  2476. ) );
  2477. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2478. uavd.Format = format;
  2479. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2480. uavd.Buffer.FirstElement = 0;
  2481. uavd.Buffer.NumElements = m_size / stride;
  2482. uavd.Buffer.Flags = 0;
  2483. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2484. , &uavd
  2485. , &m_uav
  2486. ) );
  2487. }
  2488. else if (m_dynamic)
  2489. {
  2490. desc.Usage = D3D11_USAGE_DYNAMIC;
  2491. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2492. DX_CHECK(device->CreateBuffer(&desc
  2493. , NULL
  2494. , &m_ptr
  2495. ) );
  2496. }
  2497. else
  2498. {
  2499. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2500. desc.CPUAccessFlags = 0;
  2501. D3D11_SUBRESOURCE_DATA srd;
  2502. srd.pSysMem = _data;
  2503. srd.SysMemPitch = 0;
  2504. srd.SysMemSlicePitch = 0;
  2505. DX_CHECK(device->CreateBuffer(&desc
  2506. , &srd
  2507. , &m_ptr
  2508. ) );
  2509. }
  2510. if (needSrv)
  2511. {
  2512. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2513. srvd.Format = format;
  2514. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2515. srvd.Buffer.FirstElement = 0;
  2516. srvd.Buffer.NumElements = m_size / stride;
  2517. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2518. , &srvd
  2519. , &m_srv
  2520. ) );
  2521. }
  2522. }
  2523. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2524. {
  2525. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2526. BX_CHECK(m_dynamic, "Must be dynamic!");
  2527. #if 0
  2528. BX_UNUSED(_discard);
  2529. ID3D11Device* device = s_renderD3D11->m_device;
  2530. D3D11_BUFFER_DESC desc;
  2531. desc.ByteWidth = _size;
  2532. desc.Usage = D3D11_USAGE_STAGING;
  2533. desc.BindFlags = 0;
  2534. desc.MiscFlags = 0;
  2535. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2536. desc.StructureByteStride = 0;
  2537. D3D11_SUBRESOURCE_DATA srd;
  2538. srd.pSysMem = _data;
  2539. srd.SysMemPitch = 0;
  2540. srd.SysMemSlicePitch = 0;
  2541. ID3D11Buffer* ptr;
  2542. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  2543. D3D11_BOX box;
  2544. box.left = 0;
  2545. box.top = 0;
  2546. box.front = 0;
  2547. box.right = _size;
  2548. box.bottom = 1;
  2549. box.back = 1;
  2550. deviceCtx->CopySubresourceRegion(m_ptr
  2551. , 0
  2552. , _offset
  2553. , 0
  2554. , 0
  2555. , ptr
  2556. , 0
  2557. , &box
  2558. );
  2559. DX_RELEASE(ptr, 0);
  2560. #else
  2561. D3D11_MAPPED_SUBRESOURCE mapped;
  2562. BX_UNUSED(_discard);
  2563. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  2564. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped));
  2565. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2566. deviceCtx->Unmap(m_ptr, 0);
  2567. #endif // 0
  2568. }
  2569. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2570. {
  2571. m_decl = _declHandle;
  2572. uint16_t stride = isValid(_declHandle)
  2573. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2574. : 0
  2575. ;
  2576. BufferD3D11::create(_size, _data, _flags, stride, true);
  2577. }
  2578. void ShaderD3D11::create(const Memory* _mem)
  2579. {
  2580. bx::MemoryReader reader(_mem->data, _mem->size);
  2581. uint32_t magic;
  2582. bx::read(&reader, magic);
  2583. switch (magic)
  2584. {
  2585. case BGFX_CHUNK_MAGIC_CSH:
  2586. case BGFX_CHUNK_MAGIC_FSH:
  2587. case BGFX_CHUNK_MAGIC_VSH:
  2588. break;
  2589. default:
  2590. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2591. break;
  2592. }
  2593. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2594. uint32_t iohash;
  2595. bx::read(&reader, iohash);
  2596. uint16_t count;
  2597. bx::read(&reader, count);
  2598. m_numPredefined = 0;
  2599. m_numUniforms = count;
  2600. BX_TRACE("%s Shader consts %d"
  2601. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2602. , count
  2603. );
  2604. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2605. if (0 < count)
  2606. {
  2607. for (uint32_t ii = 0; ii < count; ++ii)
  2608. {
  2609. uint8_t nameSize;
  2610. bx::read(&reader, nameSize);
  2611. char name[256];
  2612. bx::read(&reader, &name, nameSize);
  2613. name[nameSize] = '\0';
  2614. uint8_t type;
  2615. bx::read(&reader, type);
  2616. uint8_t num;
  2617. bx::read(&reader, num);
  2618. uint16_t regIndex;
  2619. bx::read(&reader, regIndex);
  2620. uint16_t regCount;
  2621. bx::read(&reader, regCount);
  2622. const char* kind = "invalid";
  2623. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2624. if (PredefinedUniform::Count != predefined)
  2625. {
  2626. kind = "predefined";
  2627. m_predefined[m_numPredefined].m_loc = regIndex;
  2628. m_predefined[m_numPredefined].m_count = regCount;
  2629. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2630. m_numPredefined++;
  2631. }
  2632. else
  2633. {
  2634. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2635. if (NULL != info)
  2636. {
  2637. if (NULL == m_constantBuffer)
  2638. {
  2639. m_constantBuffer = ConstantBuffer::create(1024);
  2640. }
  2641. kind = "user";
  2642. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2643. }
  2644. }
  2645. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2646. , kind
  2647. , name
  2648. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2649. , num
  2650. , regIndex
  2651. , regCount
  2652. );
  2653. BX_UNUSED(kind);
  2654. }
  2655. if (NULL != m_constantBuffer)
  2656. {
  2657. m_constantBuffer->finish();
  2658. }
  2659. }
  2660. uint16_t shaderSize;
  2661. bx::read(&reader, shaderSize);
  2662. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2663. bx::skip(&reader, shaderSize+1);
  2664. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2665. {
  2666. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2667. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2668. }
  2669. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2670. {
  2671. m_hash = bx::hashMurmur2A(code, shaderSize);
  2672. m_code = copy(code, shaderSize);
  2673. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2674. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2675. }
  2676. else
  2677. {
  2678. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2679. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2680. }
  2681. uint8_t numAttrs;
  2682. bx::read(&reader, numAttrs);
  2683. memset(m_attrMask, 0, sizeof(m_attrMask));
  2684. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2685. {
  2686. uint16_t id;
  2687. bx::read(&reader, id);
  2688. Attrib::Enum attr = idToAttrib(id);
  2689. if (Attrib::Count != attr)
  2690. {
  2691. m_attrMask[attr] = 0xff;
  2692. }
  2693. }
  2694. uint16_t size;
  2695. bx::read(&reader, size);
  2696. if (0 < size)
  2697. {
  2698. D3D11_BUFFER_DESC desc;
  2699. desc.ByteWidth = (size + 0xf) & ~0xf;
  2700. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2701. desc.Usage = D3D11_USAGE_DYNAMIC;
  2702. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2703. #else
  2704. desc.Usage = D3D11_USAGE_DEFAULT;
  2705. desc.CPUAccessFlags = 0;
  2706. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  2707. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2708. desc.MiscFlags = 0;
  2709. desc.StructureByteStride = 0;
  2710. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2711. }
  2712. }
  2713. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2714. {
  2715. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2716. ImageContainer imageContainer;
  2717. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2718. {
  2719. uint8_t numMips = imageContainer.m_numMips;
  2720. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  2721. numMips -= startLod;
  2722. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2723. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2724. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2725. m_flags = _flags;
  2726. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2727. m_textureFormat = (uint8_t)imageContainer.m_format;
  2728. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2729. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2730. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2731. if (convert)
  2732. {
  2733. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2734. bpp = 32;
  2735. }
  2736. if (imageContainer.m_cubeMap)
  2737. {
  2738. m_type = TextureCube;
  2739. }
  2740. else if (imageContainer.m_depth > 1)
  2741. {
  2742. m_type = Texture3D;
  2743. }
  2744. else
  2745. {
  2746. m_type = Texture2D;
  2747. }
  2748. m_numMips = numMips;
  2749. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2750. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2751. uint32_t kk = 0;
  2752. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2753. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2754. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2755. , this - s_renderD3D11->m_textures
  2756. , getName( (TextureFormat::Enum)m_textureFormat)
  2757. , getName( (TextureFormat::Enum)m_requestedFormat)
  2758. , textureWidth
  2759. , textureHeight
  2760. , imageContainer.m_cubeMap ? "x6" : ""
  2761. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2762. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2763. );
  2764. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2765. {
  2766. uint32_t width = textureWidth;
  2767. uint32_t height = textureHeight;
  2768. uint32_t depth = imageContainer.m_depth;
  2769. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  2770. {
  2771. width = bx::uint32_max(1, width);
  2772. height = bx::uint32_max(1, height);
  2773. depth = bx::uint32_max(1, depth);
  2774. ImageMip mip;
  2775. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2776. {
  2777. srd[kk].pSysMem = mip.m_data;
  2778. if (convert)
  2779. {
  2780. uint32_t srcpitch = mip.m_width*bpp/8;
  2781. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2782. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2783. srd[kk].pSysMem = temp;
  2784. srd[kk].SysMemPitch = srcpitch;
  2785. }
  2786. else if (compressed)
  2787. {
  2788. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2789. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2790. }
  2791. else
  2792. {
  2793. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2794. }
  2795. if (swizzle)
  2796. {
  2797. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2798. }
  2799. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2800. ++kk;
  2801. }
  2802. width >>= 1;
  2803. height >>= 1;
  2804. depth >>= 1;
  2805. }
  2806. }
  2807. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2808. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2809. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2810. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  2811. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2812. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2813. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2814. memset(&srvd, 0, sizeof(srvd) );
  2815. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  2816. if (swizzle)
  2817. {
  2818. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  2819. srvd.Format = format;
  2820. }
  2821. else if (srgb)
  2822. {
  2823. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  2824. srvd.Format = format;
  2825. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  2826. }
  2827. if (format == DXGI_FORMAT_UNKNOWN)
  2828. {
  2829. // not swizzled and not sRGB, or sRGB unsupported
  2830. format = s_textureFormat[m_textureFormat].m_fmt;
  2831. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2832. }
  2833. switch (m_type)
  2834. {
  2835. case Texture2D:
  2836. case TextureCube:
  2837. {
  2838. D3D11_TEXTURE2D_DESC desc;
  2839. desc.Width = textureWidth;
  2840. desc.Height = textureHeight;
  2841. desc.MipLevels = numMips;
  2842. desc.Format = format;
  2843. desc.SampleDesc = msaa;
  2844. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2845. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2846. desc.CPUAccessFlags = 0;
  2847. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2848. {
  2849. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2850. desc.Usage = D3D11_USAGE_DEFAULT;
  2851. }
  2852. else if (renderTarget)
  2853. {
  2854. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2855. desc.Usage = D3D11_USAGE_DEFAULT;
  2856. }
  2857. if (computeWrite)
  2858. {
  2859. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2860. desc.Usage = D3D11_USAGE_DEFAULT;
  2861. }
  2862. if (imageContainer.m_cubeMap)
  2863. {
  2864. desc.ArraySize = 6;
  2865. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2866. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2867. srvd.TextureCube.MipLevels = numMips;
  2868. }
  2869. else
  2870. {
  2871. desc.ArraySize = 1;
  2872. desc.MiscFlags = 0;
  2873. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2874. srvd.Texture2D.MipLevels = numMips;
  2875. }
  2876. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2877. }
  2878. break;
  2879. case Texture3D:
  2880. {
  2881. D3D11_TEXTURE3D_DESC desc;
  2882. desc.Width = textureWidth;
  2883. desc.Height = textureHeight;
  2884. desc.Depth = imageContainer.m_depth;
  2885. desc.MipLevels = imageContainer.m_numMips;
  2886. desc.Format = format;
  2887. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2888. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2889. desc.CPUAccessFlags = 0;
  2890. desc.MiscFlags = 0;
  2891. if (computeWrite)
  2892. {
  2893. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2894. desc.Usage = D3D11_USAGE_DEFAULT;
  2895. }
  2896. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2897. srvd.Texture3D.MipLevels = numMips;
  2898. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2899. }
  2900. break;
  2901. }
  2902. if (!bufferOnly)
  2903. {
  2904. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2905. }
  2906. if (computeWrite)
  2907. {
  2908. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2909. }
  2910. if (convert
  2911. && 0 != kk)
  2912. {
  2913. kk = 0;
  2914. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2915. {
  2916. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2917. {
  2918. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2919. ++kk;
  2920. }
  2921. }
  2922. }
  2923. }
  2924. }
  2925. void TextureD3D11::destroy()
  2926. {
  2927. DX_RELEASE(m_srv, 0);
  2928. DX_RELEASE(m_uav, 0);
  2929. DX_RELEASE(m_ptr, 0);
  2930. }
  2931. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2932. {
  2933. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2934. D3D11_BOX box;
  2935. box.left = _rect.m_x;
  2936. box.top = _rect.m_y;
  2937. box.right = box.left + _rect.m_width;
  2938. box.bottom = box.top + _rect.m_height;
  2939. box.front = _z;
  2940. box.back = box.front + _depth;
  2941. const uint32_t subres = _mip + (_side * m_numMips);
  2942. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2943. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2944. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2945. const bool convert = m_textureFormat != m_requestedFormat;
  2946. uint8_t* data = _mem->data;
  2947. uint8_t* temp = NULL;
  2948. if (convert)
  2949. {
  2950. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2951. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2952. data = temp;
  2953. }
  2954. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  2955. if (NULL != temp)
  2956. {
  2957. BX_FREE(g_allocator, temp);
  2958. }
  2959. }
  2960. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  2961. {
  2962. TextureStage& ts = s_renderD3D11->m_textureStage;
  2963. ts.m_srv[_stage] = m_srv;
  2964. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  2965. ? s_renderD3D11->getSamplerState(_flags)
  2966. : m_sampler
  2967. ;
  2968. }
  2969. void TextureD3D11::resolve()
  2970. {
  2971. }
  2972. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  2973. {
  2974. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  2975. {
  2976. m_rtv[ii] = NULL;
  2977. }
  2978. m_dsv = NULL;
  2979. m_swapChain = NULL;
  2980. m_numTh = _num;
  2981. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  2982. postReset();
  2983. }
  2984. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2985. {
  2986. BX_UNUSED(_depthFormat);
  2987. DXGI_SWAP_CHAIN_DESC scd;
  2988. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  2989. scd.BufferDesc.Width = _width;
  2990. scd.BufferDesc.Height = _height;
  2991. scd.OutputWindow = (HWND)_nwh;
  2992. HRESULT hr;
  2993. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  2994. , &scd
  2995. , &m_swapChain
  2996. );
  2997. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  2998. ID3D11Resource* ptr;
  2999. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr));
  3000. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3001. DX_RELEASE(ptr, 0);
  3002. m_srv[0] = NULL;
  3003. m_dsv = NULL;
  3004. m_denseIdx = _denseIdx;
  3005. m_num = 1;
  3006. }
  3007. uint16_t FrameBufferD3D11::destroy()
  3008. {
  3009. preReset();
  3010. DX_RELEASE(m_swapChain, 0);
  3011. m_num = 0;
  3012. m_numTh = 0;
  3013. uint16_t denseIdx = m_denseIdx;
  3014. m_denseIdx = UINT16_MAX;
  3015. return denseIdx;
  3016. }
  3017. void FrameBufferD3D11::preReset()
  3018. {
  3019. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3020. {
  3021. DX_RELEASE(m_srv[ii], 0);
  3022. DX_RELEASE(m_rtv[ii], 0);
  3023. }
  3024. DX_RELEASE(m_dsv, 0);
  3025. }
  3026. void FrameBufferD3D11::postReset()
  3027. {
  3028. if (0 < m_numTh)
  3029. {
  3030. m_num = 0;
  3031. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3032. {
  3033. TextureHandle handle = m_th[ii];
  3034. if (isValid(handle) )
  3035. {
  3036. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3037. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3038. {
  3039. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  3040. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3041. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3042. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3043. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3044. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  3045. dsvDesc.Flags = 0;
  3046. dsvDesc.Texture2D.MipSlice = 0;
  3047. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3048. }
  3049. else
  3050. {
  3051. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  3052. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  3053. m_num++;
  3054. }
  3055. }
  3056. }
  3057. }
  3058. }
  3059. void FrameBufferD3D11::resolve()
  3060. {
  3061. }
  3062. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  3063. {
  3064. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3065. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  3066. {
  3067. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3068. {
  3069. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3070. {
  3071. uint8_t index = _clear.m_index[ii];
  3072. if (NULL != m_rtv[ii]
  3073. && UINT8_MAX != index)
  3074. {
  3075. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  3076. }
  3077. }
  3078. }
  3079. else
  3080. {
  3081. float frgba[4] =
  3082. {
  3083. _clear.m_index[0]*1.0f/255.0f,
  3084. _clear.m_index[1]*1.0f/255.0f,
  3085. _clear.m_index[2]*1.0f/255.0f,
  3086. _clear.m_index[3]*1.0f/255.0f,
  3087. };
  3088. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3089. {
  3090. if (NULL != m_rtv[ii])
  3091. {
  3092. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  3093. }
  3094. }
  3095. }
  3096. }
  3097. if (NULL != m_dsv
  3098. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3099. {
  3100. DWORD flags = 0;
  3101. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  3102. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  3103. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  3104. }
  3105. }
  3106. void TimerQueryD3D11::postReset()
  3107. {
  3108. ID3D11Device* device = s_renderD3D11->m_device;
  3109. D3D11_QUERY_DESC query;
  3110. query.MiscFlags = 0;
  3111. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3112. {
  3113. Frame& frame = m_frame[ii];
  3114. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  3115. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  3116. query.Query = D3D11_QUERY_TIMESTAMP;
  3117. DX_CHECK(device->CreateQuery(&query, &frame.m_start) );
  3118. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  3119. }
  3120. m_elapsed = 0;
  3121. m_frequency = 1;
  3122. m_control.reset();
  3123. }
  3124. void TimerQueryD3D11::preReset()
  3125. {
  3126. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3127. {
  3128. Frame& frame = m_frame[ii];
  3129. DX_RELEASE(frame.m_disjoint, 0);
  3130. DX_RELEASE(frame.m_start, 0);
  3131. DX_RELEASE(frame.m_end, 0);
  3132. }
  3133. }
  3134. void TimerQueryD3D11::begin()
  3135. {
  3136. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3137. while (0 == m_control.reserve(1) )
  3138. {
  3139. get();
  3140. }
  3141. Frame& frame = m_frame[m_control.m_current];
  3142. deviceCtx->Begin(frame.m_disjoint);
  3143. deviceCtx->End(frame.m_start);
  3144. }
  3145. void TimerQueryD3D11::end()
  3146. {
  3147. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3148. Frame& frame = m_frame[m_control.m_current];
  3149. deviceCtx->End(frame.m_end);
  3150. deviceCtx->End(frame.m_disjoint);
  3151. m_control.commit(1);
  3152. }
  3153. bool TimerQueryD3D11::get()
  3154. {
  3155. if (0 != m_control.available() )
  3156. {
  3157. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3158. Frame& frame = m_frame[m_control.m_read];
  3159. uint64_t end;
  3160. HRESULT hr = deviceCtx->GetData(frame.m_end, &end, sizeof(end), 0);
  3161. if (S_OK == hr)
  3162. {
  3163. m_control.consume(1);
  3164. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  3165. {
  3166. UINT64 Frequency;
  3167. BOOL Disjoint;
  3168. };
  3169. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  3170. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  3171. uint64_t start;
  3172. deviceCtx->GetData(frame.m_start, &start, sizeof(start), 0);
  3173. m_frequency = disjoint.Frequency;
  3174. m_elapsed = end - start;
  3175. return true;
  3176. }
  3177. }
  3178. return false;
  3179. }
  3180. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3181. {
  3182. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3183. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3184. updateResolution(_render->m_resolution);
  3185. int64_t elapsed = -bx::getHPCounter();
  3186. int64_t captureElapsed = 0;
  3187. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3188. {
  3189. m_gpuTimer.begin();
  3190. }
  3191. if (0 < _render->m_iboffset)
  3192. {
  3193. TransientIndexBuffer* ib = _render->m_transientIb;
  3194. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3195. }
  3196. if (0 < _render->m_vboffset)
  3197. {
  3198. TransientVertexBuffer* vb = _render->m_transientVb;
  3199. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  3200. }
  3201. _render->sort();
  3202. RenderDraw currentState;
  3203. currentState.clear();
  3204. currentState.m_flags = BGFX_STATE_NONE;
  3205. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3206. _render->m_hmdInitialized = m_ovr.isInitialized();
  3207. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  3208. ViewState& viewState = m_viewState;
  3209. viewState.reset(_render, hmdEnabled);
  3210. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3211. bool scissorEnabled = false;
  3212. setDebugWireframe(wireframe);
  3213. uint16_t programIdx = invalidHandle;
  3214. SortKey key;
  3215. uint8_t view = 0xff;
  3216. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3217. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3218. uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
  3219. PrimInfo prim = s_primInfo[primIndex];
  3220. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3221. bool wasCompute = false;
  3222. bool viewHasScissor = false;
  3223. Rect viewScissorRect;
  3224. viewScissorRect.clear();
  3225. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3226. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3227. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3228. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  3229. uint32_t statsNumIndices = 0;
  3230. uint32_t statsKeyType[2] = {};
  3231. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3232. {
  3233. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  3234. // if we don't do this we'll only see one frame of output and then nothing
  3235. setFrameBuffer(fbh);
  3236. bool viewRestart = false;
  3237. uint8_t eye = 0;
  3238. uint8_t restartState = 0;
  3239. viewState.m_rect = _render->m_rect[0];
  3240. int32_t numItems = _render->m_num;
  3241. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3242. {
  3243. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3244. statsKeyType[isCompute]++;
  3245. const bool viewChanged = 0
  3246. || key.m_view != view
  3247. || item == numItems
  3248. ;
  3249. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3250. ++item;
  3251. if (viewChanged)
  3252. {
  3253. if (1 == restartState)
  3254. {
  3255. restartState = 2;
  3256. item = restartItem;
  3257. restartItem = numItems;
  3258. view = 0xff;
  3259. continue;
  3260. }
  3261. view = key.m_view;
  3262. programIdx = invalidHandle;
  3263. if (_render->m_fb[view].idx != fbh.idx)
  3264. {
  3265. fbh = _render->m_fb[view];
  3266. setFrameBuffer(fbh);
  3267. }
  3268. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  3269. viewRestart &= hmdEnabled;
  3270. if (viewRestart)
  3271. {
  3272. if (0 == restartState)
  3273. {
  3274. restartState = 1;
  3275. restartItem = item - 1;
  3276. }
  3277. eye = (restartState - 1) & 1;
  3278. restartState &= 1;
  3279. }
  3280. else
  3281. {
  3282. eye = 0;
  3283. }
  3284. PIX_ENDEVENT();
  3285. viewState.m_rect = _render->m_rect[view];
  3286. if (viewRestart)
  3287. {
  3288. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3289. {
  3290. wchar_t* viewNameW = s_viewNameW[view];
  3291. viewNameW[3] = L' ';
  3292. viewNameW[4] = eye ? L'R' : L'L';
  3293. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3294. }
  3295. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  3296. viewState.m_rect.m_width /= 2;
  3297. }
  3298. else
  3299. {
  3300. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3301. {
  3302. wchar_t* viewNameW = s_viewNameW[view];
  3303. viewNameW[3] = L' ';
  3304. viewNameW[4] = L' ';
  3305. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3306. }
  3307. }
  3308. const Rect& scissorRect = _render->m_scissor[view];
  3309. viewHasScissor = !scissorRect.isZero();
  3310. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3311. D3D11_VIEWPORT vp;
  3312. vp.TopLeftX = viewState.m_rect.m_x;
  3313. vp.TopLeftY = viewState.m_rect.m_y;
  3314. vp.Width = viewState.m_rect.m_width;
  3315. vp.Height = viewState.m_rect.m_height;
  3316. vp.MinDepth = 0.0f;
  3317. vp.MaxDepth = 1.0f;
  3318. deviceCtx->RSSetViewports(1, &vp);
  3319. Clear& clr = _render->m_clear[view];
  3320. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  3321. {
  3322. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_clearColor);
  3323. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  3324. }
  3325. }
  3326. if (isCompute)
  3327. {
  3328. if (!wasCompute)
  3329. {
  3330. wasCompute = true;
  3331. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3332. {
  3333. wchar_t* viewNameW = s_viewNameW[view];
  3334. viewNameW[3] = L'C';
  3335. PIX_ENDEVENT();
  3336. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3337. }
  3338. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3339. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3340. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3341. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3342. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3343. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3344. }
  3345. const RenderCompute& compute = renderItem.compute;
  3346. if (0 != eye
  3347. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  3348. {
  3349. continue;
  3350. }
  3351. bool programChanged = false;
  3352. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3353. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3354. if (key.m_program != programIdx)
  3355. {
  3356. programIdx = key.m_program;
  3357. ProgramD3D11& program = m_program[key.m_program];
  3358. m_currentProgram = &program;
  3359. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  3360. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  3361. programChanged =
  3362. constantsChanged = true;
  3363. }
  3364. if (invalidHandle != programIdx)
  3365. {
  3366. ProgramD3D11& program = m_program[programIdx];
  3367. if (constantsChanged)
  3368. {
  3369. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3370. if (NULL != vcb)
  3371. {
  3372. commit(*vcb);
  3373. }
  3374. }
  3375. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  3376. if (constantsChanged
  3377. || program.m_numPredefined > 0)
  3378. {
  3379. commitShaderConstants();
  3380. }
  3381. }
  3382. BX_UNUSED(programChanged);
  3383. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3384. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3385. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3386. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3387. {
  3388. const Binding& bind = compute.m_bind[ii];
  3389. if (invalidHandle != bind.m_idx)
  3390. {
  3391. switch (bind.m_type)
  3392. {
  3393. case Binding::Image:
  3394. {
  3395. const TextureD3D11& texture = m_textures[bind.m_idx];
  3396. if (Access::Read != bind.m_un.m_compute.m_access)
  3397. {
  3398. uav[ii] = texture.m_uav;
  3399. }
  3400. else
  3401. {
  3402. srv[ii] = texture.m_srv;
  3403. sampler[ii] = texture.m_sampler;
  3404. }
  3405. }
  3406. break;
  3407. case Binding::IndexBuffer:
  3408. case Binding::VertexBuffer:
  3409. {
  3410. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  3411. ? m_indexBuffers[bind.m_idx]
  3412. : m_vertexBuffers[bind.m_idx]
  3413. ;
  3414. if (Access::Read != bind.m_un.m_compute.m_access)
  3415. {
  3416. uav[ii] = buffer.m_uav;
  3417. }
  3418. else
  3419. {
  3420. srv[ii] = buffer.m_srv;
  3421. }
  3422. }
  3423. break;
  3424. }
  3425. }
  3426. }
  3427. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  3428. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  3429. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  3430. if (isValid(compute.m_indirectBuffer) )
  3431. {
  3432. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3433. ID3D11Buffer* ptr = vb.m_ptr;
  3434. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3435. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3436. : compute.m_numIndirect
  3437. ;
  3438. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3439. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3440. {
  3441. deviceCtx->DispatchIndirect(ptr, args);
  3442. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3443. }
  3444. }
  3445. else
  3446. {
  3447. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3448. }
  3449. continue;
  3450. }
  3451. bool resetState = viewChanged || wasCompute;
  3452. if (wasCompute)
  3453. {
  3454. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3455. {
  3456. wchar_t* viewNameW = s_viewNameW[view];
  3457. viewNameW[3] = L' ';
  3458. PIX_ENDEVENT();
  3459. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3460. }
  3461. wasCompute = false;
  3462. programIdx = invalidHandle;
  3463. m_currentProgram = NULL;
  3464. invalidateCompute();
  3465. }
  3466. const RenderDraw& draw = renderItem.draw;
  3467. const uint64_t newFlags = draw.m_flags;
  3468. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3469. currentState.m_flags = newFlags;
  3470. const uint64_t newStencil = draw.m_stencil;
  3471. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3472. currentState.m_stencil = newStencil;
  3473. if (resetState)
  3474. {
  3475. currentState.clear();
  3476. currentState.m_scissor = !draw.m_scissor;
  3477. changedFlags = BGFX_STATE_MASK;
  3478. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3479. currentState.m_flags = newFlags;
  3480. currentState.m_stencil = newStencil;
  3481. setBlendState(newFlags);
  3482. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  3483. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3484. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3485. }
  3486. if (prim.m_type != s_primInfo[primIndex].m_type)
  3487. {
  3488. prim = s_primInfo[primIndex];
  3489. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3490. }
  3491. uint16_t scissor = draw.m_scissor;
  3492. if (currentState.m_scissor != scissor)
  3493. {
  3494. currentState.m_scissor = scissor;
  3495. if (UINT16_MAX == scissor)
  3496. {
  3497. scissorEnabled = viewHasScissor;
  3498. if (viewHasScissor)
  3499. {
  3500. D3D11_RECT rc;
  3501. rc.left = viewScissorRect.m_x;
  3502. rc.top = viewScissorRect.m_y;
  3503. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3504. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3505. deviceCtx->RSSetScissorRects(1, &rc);
  3506. }
  3507. }
  3508. else
  3509. {
  3510. Rect scissorRect;
  3511. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3512. scissorEnabled = true;
  3513. D3D11_RECT rc;
  3514. rc.left = scissorRect.m_x;
  3515. rc.top = scissorRect.m_y;
  3516. rc.right = scissorRect.m_x + scissorRect.m_width;
  3517. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3518. deviceCtx->RSSetScissorRects(1, &rc);
  3519. }
  3520. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3521. }
  3522. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  3523. || 0 != changedStencil)
  3524. {
  3525. setDepthStencilState(newFlags, newStencil);
  3526. }
  3527. if ( (0
  3528. | BGFX_STATE_CULL_MASK
  3529. | BGFX_STATE_RGB_WRITE
  3530. | BGFX_STATE_ALPHA_WRITE
  3531. | BGFX_STATE_BLEND_MASK
  3532. | BGFX_STATE_BLEND_EQUATION_MASK
  3533. | BGFX_STATE_ALPHA_REF_MASK
  3534. | BGFX_STATE_PT_MASK
  3535. | BGFX_STATE_POINT_SIZE_MASK
  3536. | BGFX_STATE_MSAA
  3537. ) & changedFlags)
  3538. {
  3539. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3540. {
  3541. setBlendState(newFlags, draw.m_rgba);
  3542. }
  3543. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  3544. {
  3545. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3546. }
  3547. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3548. {
  3549. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3550. viewState.m_alphaRef = ref/255.0f;
  3551. }
  3552. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3553. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3554. if (prim.m_type != s_primInfo[primIndex].m_type)
  3555. {
  3556. prim = s_primInfo[primIndex];
  3557. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3558. }
  3559. }
  3560. bool programChanged = false;
  3561. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3562. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3563. if (key.m_program != programIdx)
  3564. {
  3565. programIdx = key.m_program;
  3566. if (invalidHandle == programIdx)
  3567. {
  3568. m_currentProgram = NULL;
  3569. deviceCtx->VSSetShader(NULL, NULL, 0);
  3570. deviceCtx->PSSetShader(NULL, NULL, 0);
  3571. }
  3572. else
  3573. {
  3574. ProgramD3D11& program = m_program[programIdx];
  3575. m_currentProgram = &program;
  3576. const ShaderD3D11* vsh = program.m_vsh;
  3577. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  3578. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  3579. if (NULL != m_currentColor)
  3580. {
  3581. const ShaderD3D11* fsh = program.m_fsh;
  3582. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3583. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3584. }
  3585. else
  3586. {
  3587. deviceCtx->PSSetShader(NULL, NULL, 0);
  3588. }
  3589. }
  3590. programChanged =
  3591. constantsChanged = true;
  3592. }
  3593. if (invalidHandle != programIdx)
  3594. {
  3595. ProgramD3D11& program = m_program[programIdx];
  3596. #if BGFX_D3D11_MAP_CONSTANT_BUFFERS
  3597. if (constantsChanged || 0 != program.m_numPredefined)
  3598. {
  3599. prepareShaderConstants();
  3600. }
  3601. #endif // BGFX_D3D11_MAP_CONSTANT_BUFFERS
  3602. if (constantsChanged)
  3603. {
  3604. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3605. if (NULL != vcb)
  3606. {
  3607. commit(*vcb);
  3608. }
  3609. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3610. if (NULL != fcb)
  3611. {
  3612. commit(*fcb);
  3613. }
  3614. }
  3615. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  3616. if (constantsChanged
  3617. || program.m_numPredefined > 0)
  3618. {
  3619. commitShaderConstants();
  3620. }
  3621. }
  3622. {
  3623. uint32_t changes = 0;
  3624. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3625. {
  3626. const Binding& sampler = draw.m_bind[stage];
  3627. Binding& current = currentState.m_bind[stage];
  3628. if (current.m_idx != sampler.m_idx
  3629. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  3630. || programChanged)
  3631. {
  3632. if (invalidHandle != sampler.m_idx)
  3633. {
  3634. TextureD3D11& texture = m_textures[sampler.m_idx];
  3635. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  3636. }
  3637. else
  3638. {
  3639. m_textureStage.m_srv[stage] = NULL;
  3640. m_textureStage.m_sampler[stage] = NULL;
  3641. }
  3642. ++changes;
  3643. }
  3644. current = sampler;
  3645. }
  3646. if (0 < changes)
  3647. {
  3648. commitTextureStage();
  3649. }
  3650. }
  3651. if (programChanged
  3652. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  3653. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3654. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3655. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3656. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3657. {
  3658. currentState.m_vertexDecl = draw.m_vertexDecl;
  3659. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3660. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3661. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3662. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3663. uint16_t handle = draw.m_vertexBuffer.idx;
  3664. if (invalidHandle != handle)
  3665. {
  3666. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  3667. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3668. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3669. uint32_t stride = vertexDecl.m_stride;
  3670. uint32_t offset = 0;
  3671. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3672. if (isValid(draw.m_instanceDataBuffer) )
  3673. {
  3674. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3675. uint32_t instStride = draw.m_instanceDataStride;
  3676. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  3677. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  3678. }
  3679. else
  3680. {
  3681. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3682. setInputLayout(vertexDecl, m_program[programIdx], 0);
  3683. }
  3684. }
  3685. else
  3686. {
  3687. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3688. }
  3689. }
  3690. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3691. {
  3692. currentState.m_indexBuffer = draw.m_indexBuffer;
  3693. uint16_t handle = draw.m_indexBuffer.idx;
  3694. if (invalidHandle != handle)
  3695. {
  3696. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  3697. deviceCtx->IASetIndexBuffer(ib.m_ptr
  3698. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  3699. , 0
  3700. );
  3701. }
  3702. else
  3703. {
  3704. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3705. }
  3706. }
  3707. if (isValid(currentState.m_vertexBuffer) )
  3708. {
  3709. uint32_t numVertices = draw.m_numVertices;
  3710. if (UINT32_MAX == numVertices)
  3711. {
  3712. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3713. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3714. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3715. numVertices = vb.m_size/vertexDecl.m_stride;
  3716. }
  3717. uint32_t numIndices = 0;
  3718. uint32_t numPrimsSubmitted = 0;
  3719. uint32_t numInstances = 0;
  3720. uint32_t numPrimsRendered = 0;
  3721. uint32_t numDrawIndirect = 0;
  3722. if (isValid(draw.m_indirectBuffer) )
  3723. {
  3724. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  3725. ID3D11Buffer* ptr = vb.m_ptr;
  3726. if (isValid(draw.m_indexBuffer) )
  3727. {
  3728. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  3729. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3730. : draw.m_numIndirect
  3731. ;
  3732. uint32_t args = draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3733. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3734. {
  3735. deviceCtx->DrawIndexedInstancedIndirect(ptr, args);
  3736. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3737. }
  3738. }
  3739. else
  3740. {
  3741. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  3742. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3743. : draw.m_numIndirect
  3744. ;
  3745. uint32_t args = draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3746. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3747. {
  3748. deviceCtx->DrawInstancedIndirect(ptr, args);
  3749. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3750. }
  3751. }
  3752. }
  3753. else
  3754. {
  3755. if (isValid(draw.m_indexBuffer) )
  3756. {
  3757. if (UINT32_MAX == draw.m_numIndices)
  3758. {
  3759. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3760. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  3761. numIndices = ib.m_size/indexSize;
  3762. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3763. numInstances = draw.m_numInstances;
  3764. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3765. if (numInstances > 1)
  3766. {
  3767. deviceCtx->DrawIndexedInstanced(numIndices
  3768. , draw.m_numInstances
  3769. , 0
  3770. , draw.m_startVertex
  3771. , 0
  3772. );
  3773. }
  3774. else
  3775. {
  3776. deviceCtx->DrawIndexed(numIndices
  3777. , 0
  3778. , draw.m_startVertex
  3779. );
  3780. }
  3781. }
  3782. else if (prim.m_min <= draw.m_numIndices)
  3783. {
  3784. numIndices = draw.m_numIndices;
  3785. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3786. numInstances = draw.m_numInstances;
  3787. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3788. if (numInstances > 1)
  3789. {
  3790. deviceCtx->DrawIndexedInstanced(numIndices
  3791. , draw.m_numInstances
  3792. , draw.m_startIndex
  3793. , draw.m_startVertex
  3794. , 0
  3795. );
  3796. }
  3797. else
  3798. {
  3799. deviceCtx->DrawIndexed(numIndices
  3800. , draw.m_startIndex
  3801. , draw.m_startVertex
  3802. );
  3803. }
  3804. }
  3805. }
  3806. else
  3807. {
  3808. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3809. numInstances = draw.m_numInstances;
  3810. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3811. if (numInstances > 1)
  3812. {
  3813. deviceCtx->DrawInstanced(numVertices
  3814. , draw.m_numInstances
  3815. , draw.m_startVertex
  3816. , 0
  3817. );
  3818. }
  3819. else
  3820. {
  3821. deviceCtx->Draw(numVertices
  3822. , draw.m_startVertex
  3823. );
  3824. }
  3825. }
  3826. }
  3827. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3828. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3829. statsNumInstances[primIndex] += numInstances;
  3830. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  3831. statsNumIndices += numIndices;
  3832. }
  3833. }
  3834. if (wasCompute)
  3835. {
  3836. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3837. {
  3838. wchar_t* viewNameW = s_viewNameW[view];
  3839. viewNameW[3] = L'C';
  3840. PIX_ENDEVENT();
  3841. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3842. }
  3843. invalidateCompute();
  3844. }
  3845. if (0 < _render->m_num)
  3846. {
  3847. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  3848. {
  3849. deviceCtx->Flush();
  3850. }
  3851. captureElapsed = -bx::getHPCounter();
  3852. capture();
  3853. captureElapsed += bx::getHPCounter();
  3854. }
  3855. }
  3856. PIX_ENDEVENT();
  3857. int64_t now = bx::getHPCounter();
  3858. elapsed += now;
  3859. static int64_t last = now;
  3860. int64_t frameTime = now - last;
  3861. last = now;
  3862. static int64_t min = frameTime;
  3863. static int64_t max = frameTime;
  3864. min = min > frameTime ? frameTime : min;
  3865. max = max < frameTime ? frameTime : max;
  3866. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3867. {
  3868. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3869. static uint32_t maxGpuLatency = 0;
  3870. static double maxGpuElapsed = 0.0f;
  3871. double elapsedGpuMs = 0.0;
  3872. m_gpuTimer.end();
  3873. while (m_gpuTimer.get() )
  3874. {
  3875. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  3876. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  3877. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  3878. }
  3879. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  3880. TextVideoMem& tvm = m_textVideoMem;
  3881. static int64_t next = now;
  3882. if (now >= next)
  3883. {
  3884. next = now + bx::getHPFrequency();
  3885. double freq = double(bx::getHPFrequency() );
  3886. double toMs = 1000.0/freq;
  3887. tvm.clear();
  3888. uint16_t pos = 0;
  3889. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3890. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3891. , getRendererName()
  3892. );
  3893. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3894. char description[BX_COUNTOF(desc.Description)];
  3895. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3896. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3897. char dedicatedVideo[16];
  3898. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3899. char dedicatedSystem[16];
  3900. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3901. char sharedSystem[16];
  3902. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3903. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3904. , dedicatedVideo
  3905. , dedicatedSystem
  3906. , sharedSystem
  3907. );
  3908. pos = 10;
  3909. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3910. , double(frameTime)*toMs
  3911. , double(min)*toMs
  3912. , double(max)*toMs
  3913. , freq/frameTime
  3914. );
  3915. char hmd[16];
  3916. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3917. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3918. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3919. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3920. , 0 != msaa ? '\xfe' : ' '
  3921. , 1<<msaa
  3922. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3923. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3924. );
  3925. double elapsedCpuMs = double(elapsed)*toMs;
  3926. tvm.printf(10, pos++, 0x8e, " Submitted: %4d (draw %4d, compute %4d) / CPU %3.4f [ms] %c GPU %3.4f [ms] (latency %d)"
  3927. , _render->m_num
  3928. , statsKeyType[0]
  3929. , statsKeyType[1]
  3930. , elapsedCpuMs
  3931. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  3932. , maxGpuElapsed
  3933. , maxGpuLatency
  3934. );
  3935. maxGpuLatency = 0;
  3936. maxGpuElapsed = 0.0;
  3937. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3938. {
  3939. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  3940. , s_primName[ii]
  3941. , statsNumPrimsRendered[ii]
  3942. , statsNumInstances[ii]
  3943. , statsNumPrimsSubmitted[ii]
  3944. , statsNumDrawIndirect[ii]
  3945. );
  3946. }
  3947. if (NULL != m_renderdocdll)
  3948. {
  3949. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3950. }
  3951. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3952. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3953. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3954. pos++;
  3955. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3956. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  3957. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  3958. , m_blendStateCache.getCount()
  3959. , m_depthStencilStateCache.getCount()
  3960. , m_inputLayoutCache.getCount()
  3961. , m_rasterizerStateCache.getCount()
  3962. , m_samplerStateCache.getCount()
  3963. );
  3964. pos++;
  3965. double captureMs = double(captureElapsed)*toMs;
  3966. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3967. uint8_t attr[2] = { 0x89, 0x8a };
  3968. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3969. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3970. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3971. min = frameTime;
  3972. max = frameTime;
  3973. }
  3974. blit(this, _textVideoMemBlitter, tvm);
  3975. PIX_ENDEVENT();
  3976. }
  3977. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3978. {
  3979. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3980. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3981. PIX_ENDEVENT();
  3982. }
  3983. }
  3984. } /* namespace d3d11 */ } // namespace bgfx
  3985. #else
  3986. namespace bgfx { namespace d3d11
  3987. {
  3988. RendererContextI* rendererCreate()
  3989. {
  3990. return NULL;
  3991. }
  3992. void rendererDestroy()
  3993. {
  3994. }
  3995. } /* namespace d3d11 */ } // namespace bgfx
  3996. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11