renderer_d3d12.cpp 199 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D_PRIMITIVE_TOPOLOGY m_topology;
  24. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  25. uint32_t m_min;
  26. uint32_t m_div;
  27. uint32_t m_sub;
  28. };
  29. static const PrimInfo s_primInfo[] =
  30. {
  31. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  33. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  34. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  35. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  36. };
  37. static const char* s_primName[] =
  38. {
  39. "TriList",
  40. "TriStrip",
  41. "Line",
  42. "Point",
  43. };
  44. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  45. static const uint32_t s_checkMsaa[] =
  46. {
  47. 0,
  48. 2,
  49. 4,
  50. 8,
  51. 16,
  52. };
  53. static DXGI_SAMPLE_DESC s_msaa[] =
  54. {
  55. { 1, 0 },
  56. { 2, 0 },
  57. { 4, 0 },
  58. { 8, 0 },
  59. { 16, 0 },
  60. };
  61. static const D3D12_BLEND s_blendFactor[][2] =
  62. {
  63. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  64. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  65. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  66. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D12_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D12_BLEND_OP_ADD,
  81. D3D12_BLEND_OP_SUBTRACT,
  82. D3D12_BLEND_OP_REV_SUBTRACT,
  83. D3D12_BLEND_OP_MIN,
  84. D3D12_BLEND_OP_MAX,
  85. };
  86. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D12_COMPARISON_FUNC(0), // ignored
  89. D3D12_COMPARISON_FUNC_LESS,
  90. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  91. D3D12_COMPARISON_FUNC_EQUAL,
  92. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER,
  94. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  95. D3D12_COMPARISON_FUNC_NEVER,
  96. D3D12_COMPARISON_FUNC_ALWAYS,
  97. };
  98. static const D3D12_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D12_STENCIL_OP_ZERO,
  101. D3D12_STENCIL_OP_KEEP,
  102. D3D12_STENCIL_OP_REPLACE,
  103. D3D12_STENCIL_OP_INCR,
  104. D3D12_STENCIL_OP_INCR_SAT,
  105. D3D12_STENCIL_OP_DECR,
  106. D3D12_STENCIL_OP_DECR_SAT,
  107. D3D12_STENCIL_OP_INVERT,
  108. };
  109. static const D3D12_CULL_MODE s_cullMode[] =
  110. {
  111. D3D12_CULL_MODE_NONE,
  112. D3D12_CULL_MODE_FRONT,
  113. D3D12_CULL_MODE_BACK,
  114. };
  115. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  118. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  119. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  120. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  121. };
  122. /*
  123. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  124. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  125. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  126. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  129. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  130. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  131. * D3D11_FILTER_ANISOTROPIC = 0x55,
  132. *
  133. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  134. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  135. *
  136. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  137. * 0x10 // MIN_LINEAR
  138. * 0x04 // MAG_LINEAR
  139. * 0x01 // MIP_LINEAR
  140. */
  141. static const uint8_t s_textureFilter[3][3] =
  142. {
  143. {
  144. 0x10, // min linear
  145. 0x00, // min point
  146. 0x55, // anisotropic
  147. },
  148. {
  149. 0x04, // mag linear
  150. 0x00, // mag point
  151. 0x55, // anisotropic
  152. },
  153. {
  154. 0x01, // mip linear
  155. 0x00, // mip point
  156. 0x55, // anisotropic
  157. },
  158. };
  159. struct TextureFormatInfo
  160. {
  161. DXGI_FORMAT m_fmt;
  162. DXGI_FORMAT m_fmtSrv;
  163. DXGI_FORMAT m_fmtDsv;
  164. DXGI_FORMAT m_fmtSrgb;
  165. };
  166. static const TextureFormatInfo s_textureFormat[] =
  167. {
  168. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  169. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  170. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  171. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  172. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  173. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  174. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  186. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  187. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  188. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  189. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  190. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  191. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  192. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  193. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  194. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  195. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  196. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  197. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  198. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  199. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  200. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  201. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  202. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  203. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  204. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  205. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  206. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  207. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  208. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  209. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  210. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  211. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  216. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  217. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  218. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  219. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  220. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  221. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  222. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  223. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  224. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  225. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  226. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  227. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  228. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  229. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  230. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  231. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  232. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  233. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  234. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  235. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  236. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  237. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  238. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  239. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  240. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  241. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  242. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  243. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  244. };
  245. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  246. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  247. {
  248. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  258. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. };
  267. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  268. static const DXGI_FORMAT s_attribType[][4][2] =
  269. {
  270. { // Uint8
  271. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  272. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  273. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  274. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  275. },
  276. { // Uint10
  277. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  278. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  279. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  280. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  281. },
  282. { // Int16
  283. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  284. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  285. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  286. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  287. },
  288. { // Half
  289. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  290. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  291. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  292. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  293. },
  294. { // Float
  295. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  296. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  297. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  298. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  299. },
  300. };
  301. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  302. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  303. {
  304. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  305. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  306. {
  307. if (UINT16_MAX != _decl.m_attributes[attr])
  308. {
  309. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  310. elem->InputSlot = _stream;
  311. if (0 == _decl.m_attributes[attr])
  312. {
  313. elem->AlignedByteOffset = 0;
  314. }
  315. else
  316. {
  317. uint8_t num;
  318. AttribType::Enum type;
  319. bool normalized;
  320. bool asInt;
  321. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  322. elem->Format = s_attribType[type][num-1][normalized];
  323. elem->AlignedByteOffset = _decl.m_offset[attr];
  324. }
  325. ++elem;
  326. }
  327. }
  328. return elem;
  329. }
  330. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  331. {
  332. D3D12_RESOURCE_BARRIER barrier;
  333. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  334. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  335. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  336. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  337. barrier.Transition.StateBefore = _stateBefore;
  338. barrier.Transition.StateAfter = _stateAfter;
  339. _commandList->ResourceBarrier(1, &barrier);
  340. }
  341. BX_PRAGMA_DIAGNOSTIC_PUSH();
  342. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  343. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  344. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  345. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  346. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  347. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  348. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  349. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  350. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  351. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  352. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  353. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  354. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  355. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  356. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  357. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  358. BX_PRAGMA_DIAGNOSTIC_POP();
  359. struct HeapProperty
  360. {
  361. enum Enum
  362. {
  363. Default,
  364. Texture,
  365. Upload,
  366. ReadBack,
  367. Count
  368. };
  369. D3D12_HEAP_PROPERTIES m_properties;
  370. D3D12_RESOURCE_STATES m_state;
  371. };
  372. static HeapProperty s_heapProperties[] =
  373. {
  374. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  375. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  376. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  377. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  378. };
  379. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  380. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  381. {
  382. // NOTICE: gcc trick for return struct
  383. typedef void (STDMETHODCALLTYPE ID3D12Device::*GetCustomHeapProperties_f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  384. D3D12_HEAP_PROPERTIES ret;
  385. (device->*(GetCustomHeapProperties_f)(&ID3D12Device::GetCustomHeapProperties))(&ret, nodeMask, heapType);
  386. return ret;
  387. }
  388. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  389. {
  390. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  391. {
  392. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  393. }
  394. }
  395. static void initHeapProperties(ID3D12Device* _device)
  396. {
  397. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  398. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  399. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  400. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  401. }
  402. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  403. {
  404. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  405. ID3D12Resource* resource;
  406. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  407. , D3D12_HEAP_FLAG_NONE
  408. , _resourceDesc
  409. , heapProperty.m_state
  410. , _clearValue
  411. , IID_ID3D12Resource
  412. , (void**)&resource
  413. ) );
  414. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  415. , _resourceDesc->Width
  416. );
  417. return resource;
  418. }
  419. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  420. {
  421. D3D12_RESOURCE_DESC resourceDesc;
  422. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  423. resourceDesc.Alignment = 0;
  424. resourceDesc.Width = _size;
  425. resourceDesc.Height = 1;
  426. resourceDesc.DepthOrArraySize = 1;
  427. resourceDesc.MipLevels = 1;
  428. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  429. resourceDesc.SampleDesc.Count = 1;
  430. resourceDesc.SampleDesc.Quality = 0;
  431. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  432. resourceDesc.Flags = _flags;
  433. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  434. }
  435. inline bool isLost(HRESULT _hr)
  436. {
  437. return false
  438. || _hr == DXGI_ERROR_DEVICE_REMOVED
  439. || _hr == DXGI_ERROR_DEVICE_HUNG
  440. || _hr == DXGI_ERROR_DEVICE_RESET
  441. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  442. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  443. ;
  444. }
  445. static const char* getLostReason(HRESULT _hr)
  446. {
  447. switch (_hr)
  448. {
  449. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  450. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  451. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  452. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  453. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  454. // The calling application should re-create the device and continue.
  455. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  456. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  457. // suspect, and the application should not continue.
  458. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  459. // A resource is not available at the time of the call, but may become available later.
  460. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  461. case S_OK: return "S_OK";
  462. default: break;
  463. }
  464. return "Unknown HRESULT?";
  465. }
  466. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  467. {
  468. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  469. {
  470. char temp[2048];
  471. va_list argList;
  472. va_start(argList, _format);
  473. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  474. va_end(argList);
  475. temp[size] = '\0';
  476. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  477. mbstowcs(wtemp, temp, size+1);
  478. _object->SetName(wtemp);
  479. }
  480. }
  481. #if USE_D3D12_DYNAMIC_LIB
  482. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  483. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  484. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  485. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  486. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  487. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  488. #endif // USE_D3D12_DYNAMIC_LIB
  489. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  490. {
  491. #if BX_COMPILER_MSVC
  492. return _heap->GetCPUDescriptorHandleForHeapStart();
  493. #else
  494. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  495. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  496. (_heap->*(PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart) )(&handle);
  497. return handle;
  498. #endif // BX_COMPILER_MSVC
  499. }
  500. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  501. {
  502. #if BX_COMPILER_MSVC
  503. return _heap->GetGPUDescriptorHandleForHeapStart();
  504. #else
  505. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  506. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  507. (_heap->*(PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart) )(&handle);
  508. return handle;
  509. #endif // BX_COMPILER_MSVC
  510. }
  511. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  512. {
  513. #if BX_COMPILER_MSVC
  514. return _resource->GetDesc();
  515. #else
  516. typedef void (STDMETHODCALLTYPE ID3D12Resource::*PFN_GET_GET_DESC)(D3D12_RESOURCE_DESC*);
  517. D3D12_RESOURCE_DESC desc;
  518. (_resource->*(PFN_GET_GET_DESC)(&ID3D12Resource::GetDesc))(&desc);
  519. return desc;
  520. #endif // BX_COMPILER_MSVC
  521. }
  522. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  523. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  524. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  525. {
  526. return &s_pixEventsThreadInfo;
  527. }
  528. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  529. {
  530. BX_UNUSED(_getEarliestTime);
  531. return 0;
  532. }
  533. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  534. struct RendererContextD3D12 : public RendererContextI
  535. {
  536. RendererContextD3D12()
  537. : m_d3d12dll(NULL)
  538. , m_renderdocdll(NULL)
  539. , m_winPixEvent(NULL)
  540. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  541. , m_wireframe(false)
  542. , m_lost(false)
  543. , m_maxAnisotropy(1)
  544. , m_depthClamp(false)
  545. , m_fsChanges(0)
  546. , m_vsChanges(0)
  547. , m_backBufferColorIdx(0)
  548. , m_rtMsaa(false)
  549. , m_directAccessSupport(false)
  550. {
  551. }
  552. ~RendererContextD3D12()
  553. {
  554. }
  555. bool init(const Init& _init)
  556. {
  557. struct ErrorState
  558. {
  559. enum Enum
  560. {
  561. Default,
  562. LoadedKernel32,
  563. LoadedD3D12,
  564. LoadedDXGI,
  565. CreatedDXGIFactory,
  566. CreatedCommandQueue,
  567. };
  568. };
  569. ErrorState::Enum errorState = ErrorState::Default;
  570. // LUID luid;
  571. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  572. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  573. if (NULL != m_winPixEvent)
  574. {
  575. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  576. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  577. }
  578. if (NULL == bgfx_PIXGetThreadInfo
  579. || NULL == bgfx_PIXEventsReplaceBlock)
  580. {
  581. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  582. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  583. }
  584. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  585. m_renderdocdll = loadRenderDoc();
  586. setGraphicsDebuggerPresent(NULL != m_renderdocdll || NULL != m_winPixEvent);
  587. m_fbh.idx = kInvalidHandle;
  588. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  589. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  590. #if USE_D3D12_DYNAMIC_LIB
  591. m_kernel32dll = bx::dlopen("kernel32.dll");
  592. if (NULL == m_kernel32dll)
  593. {
  594. BX_TRACE("Init error: Failed to load kernel32.dll.");
  595. goto error;
  596. }
  597. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  598. if (NULL == CreateEventExA)
  599. {
  600. BX_TRACE("Init error: Function CreateEventExA not found.");
  601. goto error;
  602. }
  603. errorState = ErrorState::LoadedKernel32;
  604. m_nvapi.init();
  605. m_d3d12dll = bx::dlopen("d3d12.dll");
  606. if (NULL == m_d3d12dll)
  607. {
  608. BX_TRACE("Init error: Failed to load d3d12.dll.");
  609. goto error;
  610. }
  611. errorState = ErrorState::LoadedD3D12;
  612. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12dll, "D3D12EnableExperimentalFeatures");
  613. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  614. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  615. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  616. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  617. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  618. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  619. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  620. if (NULL == D3D12CreateDevice
  621. || NULL == D3D12GetDebugInterface
  622. || NULL == D3D12SerializeRootSignature)
  623. {
  624. BX_TRACE("Init error: Function not found.");
  625. goto error;
  626. }
  627. #endif // USE_D3D12_DYNAMIC_LIB
  628. if (!m_dxgi.init(g_caps) )
  629. {
  630. goto error;
  631. }
  632. errorState = ErrorState::LoadedDXGI;
  633. HRESULT hr;
  634. if (BX_ENABLED(BGFX_CONFIG_DEBUG||BGFX_CONFIG_DEBUG_PIX) )
  635. {
  636. ID3D12Debug* debug0;
  637. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  638. if (SUCCEEDED(hr) )
  639. {
  640. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  641. {
  642. // debug0->EnableDebugLayer();
  643. #if BX_PLATFORM_WINDOWS
  644. {
  645. ID3D12Debug1* debug1;
  646. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  647. if (SUCCEEDED(hr) )
  648. {
  649. // debug1->SetEnableGPUBasedValidation(true);
  650. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  651. }
  652. DX_RELEASE(debug1, 1);
  653. }
  654. #elif BX_PLATFORM_XBOXONE
  655. debug0->SetProcessDebugFlags(D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED);
  656. #endif // BX_PLATFORM_WINDOWS
  657. }
  658. #if BX_PLATFORM_XBOXONE
  659. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  660. {
  661. // https://github.com/Microsoft/Xbox-ATG-Samples/blob/76d236e3bd372aceec18b2ad0556a7879dbd9628/XDKSamples/IntroGraphics/SimpleTriangle12/DeviceResources.cpp#L67
  662. debug0->SetProcessDebugFlags(D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED);
  663. }
  664. #endif // BX_PLATFORM_XBOXONE
  665. DX_RELEASE(debug0, 0);
  666. }
  667. }
  668. {
  669. D3D_FEATURE_LEVEL featureLevel[] =
  670. {
  671. D3D_FEATURE_LEVEL_12_1,
  672. D3D_FEATURE_LEVEL_12_0,
  673. D3D_FEATURE_LEVEL_11_1,
  674. D3D_FEATURE_LEVEL_11_0,
  675. };
  676. hr = E_FAIL;
  677. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  678. {
  679. hr = D3D12CreateDevice(m_dxgi.m_adapter
  680. , featureLevel[ii]
  681. , IID_ID3D12Device
  682. , (void**)&m_device
  683. );
  684. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  685. , (featureLevel[ii] >> 12) & 0xf
  686. , (featureLevel[ii] >> 8) & 0xf
  687. );
  688. m_featureLevel = featureLevel[ii];
  689. }
  690. }
  691. if (FAILED(hr) )
  692. {
  693. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  694. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  695. {
  696. BX_TRACE("Hint: Change UWP app to game?");
  697. }
  698. goto error;
  699. }
  700. m_dxgi.update(m_device);
  701. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  702. {
  703. m_nvapi.shutdown();
  704. }
  705. {
  706. uint32_t numNodes = m_device->GetNodeCount();
  707. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  708. for (uint32_t ii = 0; ii < numNodes; ++ii)
  709. {
  710. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  711. architecture.NodeIndex = ii;
  712. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  713. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  714. , ii
  715. , architecture.TileBasedRenderer
  716. , architecture.UMA
  717. , architecture.CacheCoherentUMA
  718. );
  719. if (0 == ii)
  720. {
  721. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  722. }
  723. }
  724. }
  725. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  726. BX_TRACE("D3D12 options:")
  727. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  728. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  729. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  730. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  731. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  732. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  733. initHeapProperties(m_device);
  734. m_cmd.init(m_device);
  735. errorState = ErrorState::CreatedCommandQueue;
  736. if (NULL == g_platformData.backBuffer)
  737. {
  738. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  739. m_scd.width = _init.resolution.m_width;
  740. m_scd.height = _init.resolution.m_height;
  741. m_scd.format = DXGI_FORMAT_R8G8B8A8_UNORM;
  742. m_scd.stereo = false;
  743. m_scd.sampleDesc.Count = 1;
  744. m_scd.sampleDesc.Quality = 0;
  745. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  746. m_scd.bufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  747. m_scd.scaling = 0 == g_platformData.ndt
  748. ? DXGI_SCALING_NONE
  749. : DXGI_SCALING_STRETCH
  750. ;
  751. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  752. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  753. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  754. m_scd.nwh = g_platformData.nwh;
  755. m_scd.ndt = g_platformData.ndt;
  756. m_scd.windowed = true;
  757. m_backBufferColorIdx = m_scd.bufferCount-1;
  758. hr = m_dxgi.createSwapChain(
  759. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  760. m_cmd.m_commandQueue
  761. #else
  762. m_device
  763. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  764. , m_scd
  765. , &m_swapChain
  766. );
  767. if (FAILED(hr) )
  768. {
  769. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  770. goto error;
  771. }
  772. }
  773. m_presentElapsed = 0;
  774. {
  775. m_resolution.m_width = _init.resolution.m_width;
  776. m_resolution.m_height = _init.resolution.m_height;
  777. m_numWindows = 1;
  778. #if BX_PLATFORM_WINDOWS
  779. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  780. , 0
  781. | DXGI_MWA_NO_WINDOW_CHANGES
  782. | DXGI_MWA_NO_ALT_ENTER
  783. ) );
  784. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  785. {
  786. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  787. if (SUCCEEDED(hr) )
  788. {
  789. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  790. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  791. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  792. D3D12_INFO_QUEUE_FILTER filter;
  793. bx::memSet(&filter, 0, sizeof(filter) );
  794. D3D12_MESSAGE_CATEGORY catlist[] =
  795. {
  796. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  797. D3D12_MESSAGE_CATEGORY_EXECUTION,
  798. };
  799. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  800. filter.DenyList.pCategoryList = catlist;
  801. m_infoQueue->PushStorageFilter(&filter);
  802. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  803. }
  804. }
  805. #endif // BX_PLATFORM_WINDOWS
  806. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  807. rtvDescHeap.NumDescriptors = 0
  808. + BX_COUNTOF(m_backBufferColor)
  809. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  810. ;
  811. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  812. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  813. rtvDescHeap.NodeMask = 1;
  814. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  815. , IID_ID3D12DescriptorHeap
  816. , (void**)&m_rtvDescriptorHeap
  817. ) );
  818. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  819. dsvDescHeap.NumDescriptors = 0
  820. + 1 // reserved for depth backbuffer.
  821. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  822. ;
  823. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  824. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  825. dsvDescHeap.NodeMask = 1;
  826. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  827. , IID_ID3D12DescriptorHeap
  828. , (void**)&m_dsvDescriptorHeap
  829. ) );
  830. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  831. {
  832. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  833. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  834. );
  835. }
  836. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  837. , 1024
  838. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  839. );
  840. D3D12_DESCRIPTOR_RANGE descRange[] =
  841. {
  842. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  843. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  844. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  845. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  846. };
  847. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  848. D3D12_ROOT_PARAMETER rootParameter[] =
  849. {
  850. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  851. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  852. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  853. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  854. };
  855. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  856. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  857. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  858. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  859. descRootSignature.pParameters = rootParameter;
  860. descRootSignature.NumStaticSamplers = 0;
  861. descRootSignature.pStaticSamplers = NULL;
  862. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  863. ID3DBlob* outBlob;
  864. ID3DBlob* errorBlob;
  865. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  866. , D3D_ROOT_SIGNATURE_VERSION_1
  867. , &outBlob
  868. , &errorBlob
  869. ) );
  870. DX_CHECK(m_device->CreateRootSignature(0
  871. , outBlob->GetBufferPointer()
  872. , outBlob->GetBufferSize()
  873. , IID_ID3D12RootSignature
  874. , (void**)&m_rootSignature
  875. ) );
  876. ///
  877. m_directAccessSupport = true
  878. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  879. && m_architecture.UMA
  880. ;
  881. g_caps.supported |= ( 0
  882. | BGFX_CAPS_TEXTURE_3D
  883. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  884. | BGFX_CAPS_INSTANCING
  885. | BGFX_CAPS_DRAW_INDIRECT
  886. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  887. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  888. | BGFX_CAPS_FRAGMENT_DEPTH
  889. | BGFX_CAPS_BLEND_INDEPENDENT
  890. | BGFX_CAPS_COMPUTE
  891. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  892. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  893. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  894. | BGFX_CAPS_TEXTURE_BLIT
  895. | BGFX_CAPS_TEXTURE_READ_BACK
  896. | BGFX_CAPS_OCCLUSION_QUERY
  897. | BGFX_CAPS_ALPHA_TO_COVERAGE
  898. | BGFX_CAPS_TEXTURE_2D_ARRAY
  899. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  900. );
  901. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  902. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  903. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  904. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  905. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  906. {
  907. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  908. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  909. ? s_textureFormat[ii].m_fmtDsv
  910. : s_textureFormat[ii].m_fmt
  911. ;
  912. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  913. if (DXGI_FORMAT_UNKNOWN != fmt)
  914. {
  915. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  916. data.Format = fmt;
  917. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  918. if (SUCCEEDED(hr) )
  919. {
  920. support |= 0 != (data.Support1 & (0
  921. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  922. ) )
  923. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  924. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  925. ;
  926. support |= 0 != (data.Support1 & (0
  927. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  928. ) )
  929. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  930. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  931. ;
  932. support |= 0 != (data.Support1 & (0
  933. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  934. ) )
  935. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  936. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  937. ;
  938. support |= 0 != (data.Support1 & (0
  939. | D3D12_FORMAT_SUPPORT1_BUFFER
  940. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  941. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  942. ) )
  943. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  944. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  945. ;
  946. support |= 0 != (data.Support1 & (0
  947. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  948. ) )
  949. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  950. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  951. ;
  952. support |= 0 != (data.Support1 & (0
  953. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  954. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  955. ) )
  956. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  957. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  958. ;
  959. support |= 0 != (data.Support1 & (0
  960. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  961. ) )
  962. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  963. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  964. ;
  965. support |= 0 != (data.Support1 & (0
  966. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  967. ) )
  968. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  969. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  970. ;
  971. }
  972. else
  973. {
  974. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  975. }
  976. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  977. {
  978. // clear image flag for additional testing
  979. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  980. data.Format = s_textureFormat[ii].m_fmt;
  981. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  982. if (SUCCEEDED(hr) )
  983. {
  984. support |= 0 != (data.Support2 & (0
  985. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  986. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  987. ) )
  988. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  989. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  990. ;
  991. }
  992. }
  993. }
  994. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  995. {
  996. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  997. {
  998. DXGI_FORMAT InFormat;
  999. UINT OutFormatSupport;
  1000. };
  1001. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1002. data.Format = fmtSrgb;
  1003. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1004. if (SUCCEEDED(hr) )
  1005. {
  1006. support |= 0 != (data.Support1 & (0
  1007. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1008. ) )
  1009. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1010. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1011. ;
  1012. support |= 0 != (data.Support1 & (0
  1013. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1014. ) )
  1015. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1016. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1017. ;
  1018. support |= 0 != (data.Support1 & (0
  1019. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1020. ) )
  1021. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1022. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1023. ;
  1024. }
  1025. else
  1026. {
  1027. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1028. }
  1029. }
  1030. g_caps.formats[ii] = support;
  1031. }
  1032. // Init reserved part of view name.
  1033. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1034. {
  1035. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1036. }
  1037. postReset();
  1038. m_batch.create(4<<10);
  1039. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId);
  1040. m_gpuTimer.init();
  1041. m_occlusionQuery.init();
  1042. {
  1043. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1044. {
  1045. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1046. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1047. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1048. };
  1049. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1050. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1051. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1052. {
  1053. argDesc.Type = argType[ii];
  1054. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1055. m_commandSignature[ii] = NULL;
  1056. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1057. , NULL
  1058. , IID_ID3D12CommandSignature
  1059. , (void**)&m_commandSignature[ii]
  1060. ) );
  1061. }
  1062. }
  1063. }
  1064. if (m_nvapi.isInitialized() )
  1065. {
  1066. finish();
  1067. m_commandList = m_cmd.alloc();
  1068. m_nvapi.initAftermath(m_device, m_commandList);
  1069. }
  1070. g_internalData.context = m_device;
  1071. return true;
  1072. error:
  1073. switch (errorState)
  1074. {
  1075. case ErrorState::CreatedCommandQueue:
  1076. m_cmd.shutdown();
  1077. BX_FALLTHROUGH;
  1078. case ErrorState::CreatedDXGIFactory:
  1079. DX_RELEASE(m_device, 0);
  1080. m_dxgi.shutdown();
  1081. BX_FALLTHROUGH;
  1082. #if USE_D3D12_DYNAMIC_LIB
  1083. case ErrorState::LoadedDXGI:
  1084. case ErrorState::LoadedD3D12:
  1085. bx::dlclose(m_d3d12dll);
  1086. BX_FALLTHROUGH;
  1087. case ErrorState::LoadedKernel32:
  1088. bx::dlclose(m_kernel32dll);
  1089. BX_FALLTHROUGH;
  1090. #endif // USE_D3D12_DYNAMIC_LIB
  1091. case ErrorState::Default:
  1092. default:
  1093. m_nvapi.shutdown();
  1094. unloadRenderDoc(m_renderdocdll);
  1095. bx::dlclose(m_winPixEvent);
  1096. m_winPixEvent = NULL;
  1097. break;
  1098. }
  1099. return false;
  1100. }
  1101. void shutdown()
  1102. {
  1103. m_cmd.finish();
  1104. m_batch.destroy();
  1105. preReset();
  1106. m_gpuTimer.shutdown();
  1107. m_occlusionQuery.shutdown();
  1108. m_samplerAllocator.destroy();
  1109. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1110. {
  1111. m_scratchBuffer[ii].destroy();
  1112. }
  1113. m_pipelineStateCache.invalidate();
  1114. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1115. {
  1116. m_indexBuffers[ii].destroy();
  1117. }
  1118. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1119. {
  1120. m_vertexBuffers[ii].destroy();
  1121. }
  1122. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1123. {
  1124. m_shaders[ii].destroy();
  1125. }
  1126. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1127. {
  1128. m_textures[ii].destroy();
  1129. }
  1130. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1131. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1132. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1133. {
  1134. DX_RELEASE(m_commandSignature[ii], 0);
  1135. }
  1136. DX_RELEASE(m_rootSignature, 0);
  1137. DX_RELEASE(m_swapChain, 0);
  1138. m_cmd.shutdown();
  1139. DX_RELEASE(m_device, 0);
  1140. m_nvapi.shutdown();
  1141. m_dxgi.shutdown();
  1142. unloadRenderDoc(m_renderdocdll);
  1143. bx::dlclose(m_winPixEvent);
  1144. m_winPixEvent = NULL;
  1145. #if USE_D3D12_DYNAMIC_LIB
  1146. bx::dlclose(m_d3d12dll);
  1147. bx::dlclose(m_kernel32dll);
  1148. #endif // USE_D3D12_DYNAMIC_LIB
  1149. }
  1150. RendererType::Enum getRendererType() const override
  1151. {
  1152. return RendererType::Direct3D12;
  1153. }
  1154. const char* getRendererName() const override
  1155. {
  1156. return BGFX_RENDERER_DIRECT3D12_NAME;
  1157. }
  1158. bool isDeviceRemoved() override
  1159. {
  1160. return m_lost;
  1161. }
  1162. void flip(HMD& /*_hmd*/) override
  1163. {
  1164. if (NULL != m_swapChain
  1165. && !m_lost)
  1166. {
  1167. int64_t start = bx::getHPCounter();
  1168. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1169. HRESULT hr = S_OK;
  1170. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1171. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1172. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1173. {
  1174. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1175. hr = frameBuffer.present(syncInterval, flags);
  1176. }
  1177. if (SUCCEEDED(hr) )
  1178. {
  1179. hr = m_swapChain->Present(syncInterval, flags);
  1180. }
  1181. int64_t now = bx::getHPCounter();
  1182. m_presentElapsed = now - start;
  1183. m_lost = isLost(hr);
  1184. BGFX_FATAL(!m_lost
  1185. , bgfx::Fatal::DeviceLost
  1186. , "Device is lost. FAILED 0x%08x %s (%s)"
  1187. , hr
  1188. , getLostReason(hr)
  1189. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1190. );
  1191. }
  1192. }
  1193. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1194. {
  1195. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1196. }
  1197. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1198. {
  1199. m_indexBuffers[_handle.idx].destroy();
  1200. }
  1201. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1202. {
  1203. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1204. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1205. dump(decl);
  1206. }
  1207. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1208. {
  1209. }
  1210. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1211. {
  1212. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1213. }
  1214. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1215. {
  1216. m_vertexBuffers[_handle.idx].destroy();
  1217. }
  1218. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1219. {
  1220. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1221. }
  1222. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1223. {
  1224. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1225. }
  1226. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1227. {
  1228. m_indexBuffers[_handle.idx].destroy();
  1229. }
  1230. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1231. {
  1232. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1233. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1234. }
  1235. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1236. {
  1237. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1238. }
  1239. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1240. {
  1241. m_vertexBuffers[_handle.idx].destroy();
  1242. }
  1243. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1244. {
  1245. m_shaders[_handle.idx].create(_mem);
  1246. }
  1247. void destroyShader(ShaderHandle _handle) override
  1248. {
  1249. m_shaders[_handle.idx].destroy();
  1250. }
  1251. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1252. {
  1253. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1254. }
  1255. void destroyProgram(ProgramHandle _handle) override
  1256. {
  1257. m_program[_handle.idx].destroy();
  1258. }
  1259. void* createTexture(TextureHandle _handle, const Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1260. {
  1261. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1262. }
  1263. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1264. {
  1265. }
  1266. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1267. {
  1268. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1269. }
  1270. void updateTextureEnd() override
  1271. {
  1272. }
  1273. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1274. {
  1275. const TextureD3D12& texture = m_textures[_handle.idx];
  1276. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1277. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1278. uint32_t numRows;
  1279. uint64_t total;
  1280. uint64_t srcPitch;
  1281. m_device->GetCopyableFootprints(&desc
  1282. , _mip
  1283. , 1
  1284. , 0
  1285. , &layout
  1286. , &numRows
  1287. , &srcPitch
  1288. , &total
  1289. );
  1290. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1291. D3D12_BOX box;
  1292. box.left = 0;
  1293. box.top = 0;
  1294. box.right = texture.m_width;
  1295. box.bottom = texture.m_height;
  1296. box.front = 0;
  1297. box.back = 1;
  1298. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1299. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1300. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1301. finish();
  1302. m_commandList = m_cmd.alloc();
  1303. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1304. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1305. uint8_t* src;
  1306. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1307. uint8_t* dst = (uint8_t*)_data;
  1308. uint32_t dstPitch = srcWidth*bpp/8;
  1309. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1310. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1311. readback->Map(0, &readRange, (void**)&src);
  1312. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1313. {
  1314. bx::memCopy(dst, src, pitch);
  1315. src += srcPitch;
  1316. dst += dstPitch;
  1317. }
  1318. D3D12_RANGE writeRange = { 0, 0 };
  1319. readback->Unmap(0, &writeRange);
  1320. DX_RELEASE(readback, 0);
  1321. }
  1322. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1323. {
  1324. TextureD3D12& texture = m_textures[_handle.idx];
  1325. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1326. const Memory* mem = alloc(size);
  1327. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1328. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1329. bx::write(&writer, magic);
  1330. TextureCreate tc;
  1331. tc.m_width = _width;
  1332. tc.m_height = _height;
  1333. tc.m_depth = 0;
  1334. tc.m_numLayers = 1;
  1335. tc.m_numMips = _numMips;
  1336. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1337. tc.m_cubeMap = false;
  1338. tc.m_mem = NULL;
  1339. bx::write(&writer, tc);
  1340. texture.destroy();
  1341. texture.create(mem, texture.m_flags, 0);
  1342. release(mem);
  1343. }
  1344. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1345. {
  1346. BX_UNUSED(_handle, _ptr);
  1347. }
  1348. uintptr_t getInternal(TextureHandle _handle) override
  1349. {
  1350. BX_UNUSED(_handle);
  1351. return 0;
  1352. }
  1353. void destroyTexture(TextureHandle _handle) override
  1354. {
  1355. m_textures[_handle.idx].destroy();
  1356. }
  1357. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1358. {
  1359. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1360. }
  1361. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1362. {
  1363. uint16_t denseIdx = m_numWindows++;
  1364. m_windows[denseIdx] = _handle;
  1365. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1366. }
  1367. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1368. {
  1369. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1370. if (UINT16_MAX != denseIdx)
  1371. {
  1372. --m_numWindows;
  1373. if (m_numWindows > 1)
  1374. {
  1375. FrameBufferHandle handle = m_windows[m_numWindows];
  1376. m_windows[denseIdx] = handle;
  1377. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1378. }
  1379. }
  1380. }
  1381. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1382. {
  1383. if (NULL != m_uniforms[_handle.idx])
  1384. {
  1385. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1386. }
  1387. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1388. void* data = BX_ALLOC(g_allocator, size);
  1389. bx::memSet(data, 0, size);
  1390. m_uniforms[_handle.idx] = data;
  1391. m_uniformReg.add(_handle, _name, data);
  1392. }
  1393. void destroyUniform(UniformHandle _handle) override
  1394. {
  1395. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1396. m_uniforms[_handle.idx] = NULL;
  1397. m_uniformReg.remove(_handle);
  1398. }
  1399. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1400. {
  1401. BX_UNUSED(_handle);
  1402. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1403. m_cmd.finish(m_backBufferColorFence[idx]);
  1404. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1405. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1406. const uint32_t width = (uint32_t)desc.Width;
  1407. const uint32_t height = (uint32_t)desc.Height;
  1408. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1409. uint32_t numRows;
  1410. uint64_t total;
  1411. uint64_t pitch;
  1412. m_device->GetCopyableFootprints(&desc
  1413. , 0
  1414. , 1
  1415. , 0
  1416. , &layout
  1417. , &numRows
  1418. , &pitch
  1419. , &total
  1420. );
  1421. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1422. D3D12_BOX box;
  1423. box.left = 0;
  1424. box.top = 0;
  1425. box.right = width;
  1426. box.bottom = height;
  1427. box.front = 0;
  1428. box.back = 1;
  1429. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1430. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1431. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1432. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1433. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1434. finish();
  1435. m_commandList = m_cmd.alloc();
  1436. void* data;
  1437. readback->Map(0, NULL, (void**)&data);
  1438. bimg::imageSwizzleBgra8(
  1439. data
  1440. , layout.Footprint.RowPitch
  1441. , width
  1442. , height
  1443. , data
  1444. , layout.Footprint.RowPitch
  1445. );
  1446. g_callback->screenShot(_filePath
  1447. , width
  1448. , height
  1449. , layout.Footprint.RowPitch
  1450. , data
  1451. , (uint32_t)total
  1452. , false
  1453. );
  1454. readback->Unmap(0, NULL);
  1455. DX_RELEASE(readback, 0);
  1456. }
  1457. void updateViewName(ViewId _id, const char* _name) override
  1458. {
  1459. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1460. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1461. , _name
  1462. );
  1463. }
  1464. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1465. {
  1466. bx::memCopy(m_uniforms[_loc], _data, _size);
  1467. }
  1468. void setMarker(const char* _marker, uint32_t /*_size*/) override
  1469. {
  1470. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX))
  1471. {
  1472. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1473. }
  1474. }
  1475. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1476. {
  1477. m_occlusionQuery.invalidate(_handle);
  1478. }
  1479. virtual void setName(Handle _handle, const char* _name) override
  1480. {
  1481. switch (_handle.type)
  1482. {
  1483. case Handle::Shader:
  1484. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1485. break;
  1486. case Handle::Texture:
  1487. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1488. break;
  1489. default:
  1490. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1491. break;
  1492. }
  1493. }
  1494. void submitBlit(BlitState& _bs, uint16_t _view);
  1495. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1496. void blitSetup(TextVideoMemBlitter& _blitter) override
  1497. {
  1498. const uint32_t width = m_scd.width;
  1499. const uint32_t height = m_scd.height;
  1500. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1501. D3D12_VIEWPORT vp;
  1502. vp.TopLeftX = 0;
  1503. vp.TopLeftY = 0;
  1504. vp.Width = (float)width;
  1505. vp.Height = (float)height;
  1506. vp.MinDepth = 0.0f;
  1507. vp.MaxDepth = 1.0f;
  1508. m_commandList->RSSetViewports(1, &vp);
  1509. D3D12_RECT rc;
  1510. rc.left = 0;
  1511. rc.top = 0;
  1512. rc.right = width;
  1513. rc.bottom = height;
  1514. m_commandList->RSSetScissorRects(1, &rc);
  1515. const uint64_t state = 0
  1516. | BGFX_STATE_WRITE_RGB
  1517. | BGFX_STATE_WRITE_A
  1518. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1519. ;
  1520. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1521. ID3D12PipelineState* pso = getPipelineState(state
  1522. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1523. , 1
  1524. , decls
  1525. , _blitter.m_program.idx
  1526. , 0
  1527. );
  1528. m_commandList->SetPipelineState(pso);
  1529. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1530. float proj[16];
  1531. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1532. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1533. uint8_t flags = predefined.m_type;
  1534. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1535. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1536. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1537. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1538. ID3D12DescriptorHeap* heaps[] =
  1539. {
  1540. m_samplerAllocator.getHeap(),
  1541. scratchBuffer.getHeap(),
  1542. };
  1543. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1544. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1545. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1546. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1547. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1548. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1549. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1550. scratchBuffer.allocSrv(srvHandle, texture);
  1551. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1552. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1553. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1554. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1555. viewDesc.BufferLocation = vb.m_gpuVA;
  1556. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1557. viewDesc.SizeInBytes = vb.m_size;
  1558. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1559. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1560. D3D12_INDEX_BUFFER_VIEW ibv;
  1561. ibv.Format = DXGI_FORMAT_R16_UINT;
  1562. ibv.BufferLocation = ib.m_gpuVA;
  1563. ibv.SizeInBytes = ib.m_size;
  1564. m_commandList->IASetIndexBuffer(&ibv);
  1565. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1566. }
  1567. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1568. {
  1569. const uint32_t numVertices = _numIndices*4/6;
  1570. if (0 < numVertices)
  1571. {
  1572. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1573. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1574. m_commandList->DrawIndexedInstanced(_numIndices
  1575. , 1
  1576. , 0
  1577. , 0
  1578. , 0
  1579. );
  1580. }
  1581. }
  1582. void preReset()
  1583. {
  1584. finishAll();
  1585. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1586. {
  1587. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1588. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1589. #else
  1590. DX_RELEASE(m_backBufferColor[ii], 1);
  1591. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1592. }
  1593. DX_RELEASE(m_backBufferDepthStencil, 0);
  1594. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1595. {
  1596. m_frameBuffers[ii].preReset();
  1597. }
  1598. invalidateCache();
  1599. // capturePreReset();
  1600. }
  1601. void postReset()
  1602. {
  1603. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1604. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1605. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1606. {
  1607. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1608. handle.ptr += ii * rtvDescriptorSize;
  1609. DX_CHECK(m_swapChain->GetBuffer(ii
  1610. , IID_ID3D12Resource
  1611. , (void**)&m_backBufferColor[ii]
  1612. ) );
  1613. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1614. }
  1615. D3D12_RESOURCE_DESC resourceDesc;
  1616. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1617. resourceDesc.Alignment = 0;
  1618. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1619. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1620. resourceDesc.DepthOrArraySize = 1;
  1621. resourceDesc.MipLevels = 1;
  1622. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1623. resourceDesc.SampleDesc.Count = 1;
  1624. resourceDesc.SampleDesc.Quality = 0;
  1625. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1626. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1627. D3D12_CLEAR_VALUE clearValue;
  1628. clearValue.Format = resourceDesc.Format;
  1629. clearValue.DepthStencil.Depth = 1.0f;
  1630. clearValue.DepthStencil.Stencil = 0;
  1631. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1632. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1633. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  1634. dsvDesc.Format = resourceDesc.Format;
  1635. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1636. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1637. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1638. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1639. ;
  1640. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1641. , &dsvDesc
  1642. , getCPUHandleHeapStart(m_dsvDescriptorHeap)
  1643. );
  1644. m_commandList = m_cmd.alloc();
  1645. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1646. {
  1647. m_frameBuffers[ii].postReset();
  1648. }
  1649. // capturePostReset();
  1650. }
  1651. void invalidateCache()
  1652. {
  1653. m_pipelineStateCache.invalidate();
  1654. m_samplerStateCache.invalidate();
  1655. m_samplerAllocator.reset();
  1656. }
  1657. void updateMsaa()
  1658. {
  1659. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1660. {
  1661. uint32_t msaa = s_checkMsaa[ii];
  1662. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1663. bx::memSet(&data, 0, sizeof(msaa) );
  1664. data.Format = m_scd.format;
  1665. data.SampleCount = msaa;
  1666. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1667. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1668. data.NumQualityLevels = 0;
  1669. if (SUCCEEDED(hr)
  1670. && 0 < data.NumQualityLevels)
  1671. {
  1672. s_msaa[ii].Count = data.SampleCount;
  1673. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1674. last = ii;
  1675. }
  1676. else
  1677. {
  1678. s_msaa[ii] = s_msaa[last];
  1679. }
  1680. }
  1681. }
  1682. bool updateResolution(const Resolution& _resolution)
  1683. {
  1684. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1685. {
  1686. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1687. }
  1688. else
  1689. {
  1690. m_maxAnisotropy = 1;
  1691. }
  1692. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1693. if (m_depthClamp != depthClamp)
  1694. {
  1695. m_depthClamp = depthClamp;
  1696. m_pipelineStateCache.invalidate();
  1697. }
  1698. const uint32_t maskFlags = ~(0
  1699. | BGFX_RESET_HMD_RECENTER
  1700. | BGFX_RESET_MAXANISOTROPY
  1701. | BGFX_RESET_DEPTH_CLAMP
  1702. | BGFX_RESET_SUSPEND
  1703. );
  1704. if (m_resolution.m_width != _resolution.m_width
  1705. || m_resolution.m_height != _resolution.m_height
  1706. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1707. {
  1708. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1709. bool resize = true
  1710. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1711. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK)
  1712. ;
  1713. m_resolution = _resolution;
  1714. m_resolution.m_flags = flags;
  1715. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1716. m_textVideoMem.clear();
  1717. m_scd.width = _resolution.m_width;
  1718. m_scd.height = _resolution.m_height;
  1719. preReset();
  1720. BX_UNUSED(resize);
  1721. if (resize)
  1722. {
  1723. #if BX_PLATFORM_WINDOWS
  1724. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1725. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1726. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1727. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1728. DX_CHECK(m_swapChain->ResizeBuffers1(
  1729. m_scd.bufferCount
  1730. , m_scd.width
  1731. , m_scd.height
  1732. , m_scd.format
  1733. , m_scd.flags
  1734. , nodeMask
  1735. , presentQueue
  1736. ) );
  1737. #elif BX_PLATFORM_WINRT
  1738. DX_CHECK(m_swapChain->ResizeBuffers(
  1739. m_scd.bufferCount
  1740. , m_scd.width
  1741. , m_scd.height
  1742. , m_scd.format
  1743. , m_scd.flags
  1744. ) );
  1745. m_backBufferColorIdx = m_scd.BufferCount-1;
  1746. #endif // BX_PLATFORM_WINDOWS
  1747. }
  1748. else
  1749. {
  1750. updateMsaa();
  1751. m_scd.sampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1752. DX_RELEASE(m_swapChain, 0);
  1753. HRESULT hr;
  1754. hr = m_dxgi.createSwapChain(
  1755. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1756. m_cmd.m_commandQueue
  1757. # else
  1758. m_device
  1759. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1760. , m_scd
  1761. , &m_swapChain
  1762. );
  1763. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1764. }
  1765. postReset();
  1766. }
  1767. return false;
  1768. }
  1769. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1770. {
  1771. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1772. {
  1773. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1774. m_fsChanges += _numRegs;
  1775. }
  1776. else
  1777. {
  1778. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1779. m_vsChanges += _numRegs;
  1780. }
  1781. }
  1782. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1783. {
  1784. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1785. }
  1786. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1787. {
  1788. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1789. }
  1790. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1791. {
  1792. const ProgramD3D12& program = m_program[_programIdx];
  1793. uint32_t total = bx::strideAlign(0
  1794. + program.m_vsh->m_size
  1795. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1796. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1797. );
  1798. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1799. {
  1800. uint32_t size = program.m_vsh->m_size;
  1801. bx::memCopy(data, m_vsScratch, size);
  1802. data += size;
  1803. m_vsChanges = 0;
  1804. }
  1805. if (NULL != program.m_fsh)
  1806. {
  1807. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1808. m_fsChanges = 0;
  1809. }
  1810. }
  1811. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  1812. {
  1813. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1814. if (NULL != frameBuffer.m_swapChain)
  1815. {
  1816. #if BX_PLATFORM_WINDOWS
  1817. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  1818. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1819. return getRtv(_fbh, idx);
  1820. #endif // BX_PLATFORM_WINDOWS
  1821. }
  1822. return getRtv(_fbh, 0);
  1823. }
  1824. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  1825. {
  1826. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1827. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1828. D3D12_CPU_DESCRIPTOR_HANDLE result =
  1829. {
  1830. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  1831. };
  1832. return result;
  1833. }
  1834. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  1835. {
  1836. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1837. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1838. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  1839. return result;
  1840. }
  1841. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1842. {
  1843. if (isValid(m_fbh)
  1844. && m_fbh.idx != _fbh.idx)
  1845. {
  1846. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1847. if (NULL == frameBuffer.m_swapChain)
  1848. {
  1849. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1850. {
  1851. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1852. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1853. }
  1854. if (isValid(frameBuffer.m_depth) )
  1855. {
  1856. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1857. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1858. if (!writeOnly)
  1859. {
  1860. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1861. }
  1862. }
  1863. }
  1864. }
  1865. if (!isValid(_fbh) )
  1866. {
  1867. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1868. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1869. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1870. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1871. m_currentColor = &m_rtvHandle;
  1872. m_currentDepthStencil = &m_dsvHandle;
  1873. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1874. }
  1875. else
  1876. {
  1877. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1878. if (0 < frameBuffer.m_num)
  1879. {
  1880. m_rtvHandle = getRtv(_fbh);
  1881. m_currentColor = &m_rtvHandle;
  1882. }
  1883. else
  1884. {
  1885. m_currentColor = NULL;
  1886. }
  1887. if (isValid(frameBuffer.m_depth) )
  1888. {
  1889. m_dsvHandle = getDsv(_fbh);
  1890. m_currentDepthStencil = &m_dsvHandle;
  1891. }
  1892. else
  1893. {
  1894. m_currentDepthStencil = NULL;
  1895. }
  1896. if (NULL != frameBuffer.m_swapChain)
  1897. {
  1898. frameBuffer.m_needPresent = true;
  1899. }
  1900. else
  1901. {
  1902. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1903. {
  1904. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1905. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1906. }
  1907. if (isValid(frameBuffer.m_depth) )
  1908. {
  1909. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1910. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1911. }
  1912. }
  1913. m_commandList->OMSetRenderTargets(
  1914. frameBuffer.m_num
  1915. , m_currentColor
  1916. , true
  1917. , m_currentDepthStencil
  1918. );
  1919. }
  1920. m_fbh = _fbh;
  1921. m_rtMsaa = _msaa;
  1922. }
  1923. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1924. {
  1925. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  1926. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1927. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1928. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1929. drt->LogicOpEnable = false;
  1930. {
  1931. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1932. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1933. const uint32_t srcRGB = (blend ) & 0xf;
  1934. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1935. const uint32_t srcA = (blend >> 8) & 0xf;
  1936. const uint32_t dstA = (blend >> 12) & 0xf;
  1937. const uint32_t equRGB = (equation ) & 0x7;
  1938. const uint32_t equA = (equation >> 3) & 0x7;
  1939. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1940. drt->DestBlend = s_blendFactor[dstRGB][0];
  1941. drt->BlendOp = s_blendEquation[equRGB];
  1942. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1943. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1944. drt->BlendOpAlpha = s_blendEquation[equA];
  1945. }
  1946. uint8_t writeMask = 0;
  1947. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  1948. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  1949. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  1950. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  1951. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1952. drt->RenderTargetWriteMask = writeMask;
  1953. if (_desc.IndependentBlendEnable)
  1954. {
  1955. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1956. {
  1957. drt = &_desc.RenderTarget[ii];
  1958. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1959. drt->LogicOpEnable = false;
  1960. const uint32_t src = (rgba ) & 0xf;
  1961. const uint32_t dst = (rgba >> 4) & 0xf;
  1962. const uint32_t equation = (rgba >> 8) & 0x7;
  1963. drt->SrcBlend = s_blendFactor[src][0];
  1964. drt->DestBlend = s_blendFactor[dst][0];
  1965. drt->BlendOp = s_blendEquation[equation];
  1966. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1967. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1968. drt->BlendOpAlpha = s_blendEquation[equation];
  1969. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1970. drt->RenderTargetWriteMask = writeMask;
  1971. }
  1972. }
  1973. else
  1974. {
  1975. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1976. {
  1977. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1978. }
  1979. }
  1980. }
  1981. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  1982. {
  1983. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1984. _desc.FillMode = _wireframe
  1985. ? D3D12_FILL_MODE_WIREFRAME
  1986. : D3D12_FILL_MODE_SOLID
  1987. ;
  1988. _desc.CullMode = s_cullMode[cull];
  1989. _desc.FrontCounterClockwise = false;
  1990. _desc.DepthBias = 0;
  1991. _desc.DepthBiasClamp = 0.0f;
  1992. _desc.SlopeScaledDepthBias = 0.0f;
  1993. _desc.DepthClipEnable = !m_depthClamp;
  1994. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1995. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  1996. _desc.ForcedSampleCount = 0;
  1997. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  1998. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  1999. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2000. ;
  2001. }
  2002. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2003. {
  2004. const uint32_t fstencil = unpackStencil(0, _stencil);
  2005. bx::memSet(&_desc, 0, sizeof(_desc) );
  2006. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2007. _desc.DepthEnable = 0 != func;
  2008. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2009. ? D3D12_DEPTH_WRITE_MASK_ALL
  2010. : D3D12_DEPTH_WRITE_MASK_ZERO
  2011. ;
  2012. _desc.DepthFunc = s_cmpFunc[func];
  2013. uint32_t bstencil = unpackStencil(1, _stencil);
  2014. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2015. bstencil = frontAndBack ? bstencil : fstencil;
  2016. _desc.StencilEnable = 0 != _stencil;
  2017. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2018. _desc.StencilWriteMask = 0xff;
  2019. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2020. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2021. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2022. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2023. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2024. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2025. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2026. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2027. }
  2028. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2029. {
  2030. uint16_t attrMask[Attrib::Count];
  2031. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2032. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2033. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2034. {
  2035. VertexDecl decl;
  2036. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2037. const bool last = stream == _numStreams-1;
  2038. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2039. {
  2040. uint16_t mask = attrMask[ii];
  2041. uint16_t attr = (decl.m_attributes[ii] & mask);
  2042. if (0 == attr
  2043. || UINT16_MAX == attr)
  2044. {
  2045. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2046. }
  2047. else
  2048. {
  2049. attrMask[ii] = 0;
  2050. }
  2051. }
  2052. elem = fillVertexDecl(stream, elem, decl);
  2053. }
  2054. uint32_t num = uint32_t(elem-_vertexElements);
  2055. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2056. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2057. {
  2058. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2059. uint32_t jj;
  2060. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2061. for (jj = 0; jj < num; ++jj)
  2062. {
  2063. curr = &_vertexElements[jj];
  2064. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2065. && curr->SemanticIndex == index)
  2066. {
  2067. break;
  2068. }
  2069. }
  2070. if (jj == num)
  2071. {
  2072. curr = elem;
  2073. ++elem;
  2074. }
  2075. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2076. curr->InputSlot = 1;
  2077. curr->SemanticIndex = index;
  2078. curr->AlignedByteOffset = ii*16;
  2079. }
  2080. return uint32_t(elem-_vertexElements);
  2081. }
  2082. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2083. {
  2084. const VertexDecl* decls[1] = { &_vertexDecl };
  2085. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2086. }
  2087. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2088. {
  2089. union { void* ptr; uint32_t offset; } cast = { _userData };
  2090. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2091. {
  2092. DxbcOperand& operand = _instruction.operand[ii];
  2093. if (DxbcOperandType::ConstantBuffer == operand.type)
  2094. {
  2095. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2096. && 0 == operand.regIndex[0])
  2097. {
  2098. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2099. {
  2100. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2101. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2102. {
  2103. operand.regIndex[jj] += cast.offset;
  2104. }
  2105. else if (0 != cast.offset)
  2106. {
  2107. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2108. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2109. operand.regIndex[jj] = cast.offset;
  2110. }
  2111. }
  2112. }
  2113. }
  2114. }
  2115. }
  2116. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2117. {
  2118. ProgramD3D12& program = m_program[_programIdx];
  2119. const uint32_t hash = program.m_vsh->m_hash;
  2120. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2121. if (BX_LIKELY(NULL != pso) )
  2122. {
  2123. return pso;
  2124. }
  2125. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2126. bx::memSet(&desc, 0, sizeof(desc) );
  2127. desc.pRootSignature = m_rootSignature;
  2128. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2129. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2130. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2131. , IID_ID3D12PipelineState
  2132. , (void**)&pso
  2133. ) );
  2134. m_pipelineStateCache.add(hash, pso);
  2135. return pso;
  2136. }
  2137. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint8_t _numStreams, const VertexDecl** _vertexDecls, uint16_t _programIdx, uint8_t _numInstanceData)
  2138. {
  2139. ProgramD3D12& program = m_program[_programIdx];
  2140. _state &= 0
  2141. | BGFX_STATE_WRITE_RGB
  2142. | BGFX_STATE_WRITE_A
  2143. | BGFX_STATE_WRITE_Z
  2144. | BGFX_STATE_DEPTH_TEST_MASK
  2145. | BGFX_STATE_BLEND_MASK
  2146. | BGFX_STATE_BLEND_EQUATION_MASK
  2147. | BGFX_STATE_BLEND_INDEPENDENT
  2148. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2149. | BGFX_STATE_CULL_MASK
  2150. | BGFX_STATE_MSAA
  2151. | BGFX_STATE_LINEAA
  2152. | BGFX_STATE_CONSERVATIVE_RASTER
  2153. | BGFX_STATE_PT_MASK
  2154. ;
  2155. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2156. VertexDecl decl;
  2157. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2158. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2159. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2160. {
  2161. uint16_t mask = attrMask[ii];
  2162. uint16_t attr = (decl.m_attributes[ii] & mask);
  2163. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2164. }
  2165. bx::HashMurmur2A murmur;
  2166. murmur.begin();
  2167. murmur.add(_state);
  2168. murmur.add(_stencil);
  2169. murmur.add(program.m_vsh->m_hash);
  2170. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2171. if (NULL != program.m_fsh)
  2172. {
  2173. murmur.add(program.m_fsh->m_hash);
  2174. }
  2175. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2176. {
  2177. murmur.add(_vertexDecls[ii]->m_hash);
  2178. }
  2179. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2180. murmur.add(m_fbh.idx);
  2181. murmur.add(_numInstanceData);
  2182. const uint32_t hash = murmur.end();
  2183. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2184. if (NULL != pso)
  2185. {
  2186. return pso;
  2187. }
  2188. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2189. bx::memSet(&desc, 0, sizeof(desc) );
  2190. desc.pRootSignature = m_rootSignature;
  2191. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2192. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2193. const Memory* temp = NULL;
  2194. if (NULL != program.m_fsh)
  2195. {
  2196. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2197. DxbcContext dxbc;
  2198. bx::Error err;
  2199. read(&rd, dxbc, &err);
  2200. bool patchShader = !dxbc.shader.aon9;
  2201. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2202. && patchShader)
  2203. {
  2204. union { uint32_t offset; void* ptr; } cast = { 0 };
  2205. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2206. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2207. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2208. int32_t size = write(&wr, dxbc, &err);
  2209. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2210. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2211. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2212. if (!patchShader)
  2213. {
  2214. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2215. {
  2216. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2217. {
  2218. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2219. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2220. break;
  2221. }
  2222. }
  2223. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2224. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2225. }
  2226. release(temp);
  2227. temp = NULL;
  2228. }
  2229. if (patchShader)
  2230. {
  2231. union { uint32_t offset; void* ptr; } cast =
  2232. {
  2233. uint32_t(program.m_vsh->m_size)/16
  2234. };
  2235. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2236. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2237. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2238. int32_t size = write(&wr, dxbc, &err);
  2239. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2240. desc.PS.pShaderBytecode = temp->data;
  2241. desc.PS.BytecodeLength = size;
  2242. }
  2243. else
  2244. {
  2245. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2246. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2247. }
  2248. }
  2249. else
  2250. {
  2251. desc.PS.pShaderBytecode = NULL;
  2252. desc.PS.BytecodeLength = 0;
  2253. }
  2254. desc.DS.pShaderBytecode = NULL;
  2255. desc.DS.BytecodeLength = 0;
  2256. desc.HS.pShaderBytecode = NULL;
  2257. desc.HS.BytecodeLength = 0;
  2258. desc.GS.pShaderBytecode = NULL;
  2259. desc.GS.BytecodeLength = 0;
  2260. desc.StreamOutput.pSODeclaration = NULL;
  2261. desc.StreamOutput.NumEntries = 0;
  2262. desc.StreamOutput.pBufferStrides = NULL;
  2263. desc.StreamOutput.NumStrides = 0;
  2264. desc.StreamOutput.RasterizedStream = 0;
  2265. setBlendState(desc.BlendState, _state);
  2266. desc.SampleMask = 1;
  2267. setRasterizerState(desc.RasterizerState, _state);
  2268. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2269. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2270. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2271. desc.InputLayout.pInputElementDescs = vertexElements;
  2272. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2273. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2274. if (isValid(m_fbh) )
  2275. {
  2276. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2277. if (NULL == frameBuffer.m_swapChain)
  2278. {
  2279. desc.NumRenderTargets = frameBuffer.m_num;
  2280. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2281. {
  2282. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2283. }
  2284. if (isValid(frameBuffer.m_depth) )
  2285. {
  2286. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2287. }
  2288. else
  2289. {
  2290. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2291. }
  2292. }
  2293. else
  2294. {
  2295. desc.NumRenderTargets = 1;
  2296. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2297. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2298. }
  2299. }
  2300. else
  2301. {
  2302. desc.NumRenderTargets = 1;
  2303. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2304. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2305. }
  2306. desc.SampleDesc.Count = 1;
  2307. desc.SampleDesc.Quality = 0;
  2308. uint32_t length = g_callback->cacheReadSize(hash);
  2309. bool cached = length > 0;
  2310. void* cachedData = NULL;
  2311. if (cached)
  2312. {
  2313. cachedData = BX_ALLOC(g_allocator, length);
  2314. if (g_callback->cacheRead(hash, cachedData, length) )
  2315. {
  2316. BX_TRACE("Loading cached PSO (size %d).", length);
  2317. bx::MemoryReader reader(cachedData, length);
  2318. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2319. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2320. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2321. , IID_ID3D12PipelineState
  2322. , (void**)&pso
  2323. );
  2324. if (FAILED(hr) )
  2325. {
  2326. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2327. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2328. }
  2329. }
  2330. }
  2331. if (NULL == pso)
  2332. {
  2333. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2334. , IID_ID3D12PipelineState
  2335. , (void**)&pso
  2336. ) );
  2337. }
  2338. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2339. m_pipelineStateCache.add(hash, pso);
  2340. if (NULL != temp)
  2341. {
  2342. release(temp);
  2343. }
  2344. ID3DBlob* blob;
  2345. HRESULT hr = pso->GetCachedBlob(&blob);
  2346. if (SUCCEEDED(hr) )
  2347. {
  2348. void* data = blob->GetBufferPointer();
  2349. length = (uint32_t)blob->GetBufferSize();
  2350. g_callback->cacheWrite(hash, data, length);
  2351. DX_RELEASE(blob, 0);
  2352. }
  2353. if (NULL != cachedData)
  2354. {
  2355. BX_FREE(g_allocator, cachedData);
  2356. }
  2357. return pso;
  2358. }
  2359. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2360. {
  2361. bx::HashMurmur2A murmur;
  2362. murmur.begin();
  2363. murmur.add(_flags, _num * sizeof(uint32_t) );
  2364. uint32_t hash = murmur.end();
  2365. uint16_t sampler = m_samplerStateCache.find(hash);
  2366. if (UINT16_MAX == sampler)
  2367. {
  2368. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2369. m_samplerStateCache.add(hash, sampler);
  2370. }
  2371. return sampler;
  2372. }
  2373. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2374. {
  2375. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2376. }
  2377. void commit(UniformBuffer& _uniformBuffer)
  2378. {
  2379. _uniformBuffer.reset();
  2380. for (;;)
  2381. {
  2382. uint32_t opcode = _uniformBuffer.read();
  2383. if (UniformType::End == opcode)
  2384. {
  2385. break;
  2386. }
  2387. UniformType::Enum type;
  2388. uint16_t loc;
  2389. uint16_t num;
  2390. uint16_t copy;
  2391. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2392. const char* data;
  2393. if (copy)
  2394. {
  2395. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2396. }
  2397. else
  2398. {
  2399. UniformHandle handle;
  2400. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2401. data = (const char*)m_uniforms[handle.idx];
  2402. }
  2403. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2404. case UniformType::_uniform: \
  2405. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2406. { \
  2407. setShaderUniform(uint8_t(type), loc, data, num); \
  2408. } \
  2409. break;
  2410. switch ( (uint32_t)type)
  2411. {
  2412. case UniformType::Mat3:
  2413. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2414. {
  2415. float* value = (float*)data;
  2416. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2417. {
  2418. Matrix4 mtx;
  2419. mtx.un.val[ 0] = value[0];
  2420. mtx.un.val[ 1] = value[1];
  2421. mtx.un.val[ 2] = value[2];
  2422. mtx.un.val[ 3] = 0.0f;
  2423. mtx.un.val[ 4] = value[3];
  2424. mtx.un.val[ 5] = value[4];
  2425. mtx.un.val[ 6] = value[5];
  2426. mtx.un.val[ 7] = 0.0f;
  2427. mtx.un.val[ 8] = value[6];
  2428. mtx.un.val[ 9] = value[7];
  2429. mtx.un.val[10] = value[8];
  2430. mtx.un.val[11] = 0.0f;
  2431. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2432. }
  2433. }
  2434. break;
  2435. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2436. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2437. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2438. case UniformType::End:
  2439. break;
  2440. default:
  2441. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2442. break;
  2443. }
  2444. #undef CASE_IMPLEMENT_UNIFORM
  2445. }
  2446. }
  2447. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2448. {
  2449. if (isValid(m_fbh) )
  2450. {
  2451. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2452. frameBuffer.clear(m_commandList, _clear, _palette);
  2453. }
  2454. else
  2455. {
  2456. if (NULL != m_currentColor
  2457. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2458. {
  2459. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2460. {
  2461. uint8_t index = _clear.m_index[0];
  2462. if (UINT8_MAX != index)
  2463. {
  2464. m_commandList->ClearRenderTargetView(*m_currentColor
  2465. , _palette[index]
  2466. , _num
  2467. , _rect
  2468. );
  2469. }
  2470. }
  2471. else
  2472. {
  2473. float frgba[4] =
  2474. {
  2475. _clear.m_index[0] * 1.0f / 255.0f,
  2476. _clear.m_index[1] * 1.0f / 255.0f,
  2477. _clear.m_index[2] * 1.0f / 255.0f,
  2478. _clear.m_index[3] * 1.0f / 255.0f,
  2479. };
  2480. m_commandList->ClearRenderTargetView(*m_currentColor
  2481. , frgba
  2482. , _num
  2483. , _rect
  2484. );
  2485. }
  2486. }
  2487. if (NULL != m_currentDepthStencil
  2488. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2489. {
  2490. uint32_t flags = 0;
  2491. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2492. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2493. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2494. , D3D12_CLEAR_FLAGS(flags)
  2495. , _clear.m_depth
  2496. , _clear.m_stencil
  2497. , _num
  2498. , _rect
  2499. );
  2500. }
  2501. }
  2502. }
  2503. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2504. {
  2505. uint32_t width;
  2506. uint32_t height;
  2507. if (isValid(m_fbh) )
  2508. {
  2509. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2510. width = fb.m_width;
  2511. height = fb.m_height;
  2512. }
  2513. else
  2514. {
  2515. width = m_scd.width;
  2516. height = m_scd.height;
  2517. }
  2518. if (0 == _rect.m_x
  2519. && 0 == _rect.m_y
  2520. && width == _rect.m_width
  2521. && height == _rect.m_height)
  2522. {
  2523. clear(_clear, _palette);
  2524. }
  2525. else
  2526. {
  2527. D3D12_RECT rect;
  2528. rect.left = _rect.m_x;
  2529. rect.top = _rect.m_y;
  2530. rect.right = _rect.m_x + _rect.m_width;
  2531. rect.bottom = _rect.m_y + _rect.m_height;
  2532. clear(_clear, _palette, &rect, 1);
  2533. }
  2534. }
  2535. uint64_t kick()
  2536. {
  2537. uint64_t fence = m_cmd.kick();
  2538. m_commandList = m_cmd.alloc();
  2539. return fence;
  2540. }
  2541. void finish()
  2542. {
  2543. m_cmd.kick();
  2544. m_cmd.finish();
  2545. m_commandList = NULL;
  2546. }
  2547. void finishAll()
  2548. {
  2549. uint64_t fence = m_cmd.kick();
  2550. m_cmd.finish(fence, true);
  2551. m_commandList = NULL;
  2552. }
  2553. Dxgi m_dxgi;
  2554. NvApi m_nvapi;
  2555. void* m_kernel32dll;
  2556. void* m_d3d12dll;
  2557. void* m_renderdocdll;
  2558. void* m_winPixEvent;
  2559. D3D_FEATURE_LEVEL m_featureLevel;
  2560. D3D_DRIVER_TYPE m_driverType;
  2561. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2562. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2563. Dxgi::SwapChainI* m_swapChain;
  2564. #if BX_PLATFORM_WINDOWS
  2565. ID3D12InfoQueue* m_infoQueue;
  2566. #endif // BX_PLATFORM_WINDOWS
  2567. int64_t m_presentElapsed;
  2568. uint16_t m_numWindows;
  2569. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2570. ID3D12Device* m_device;
  2571. TimerQueryD3D12 m_gpuTimer;
  2572. OcclusionQueryD3D12 m_occlusionQuery;
  2573. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2574. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2575. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2576. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2577. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2578. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2579. ID3D12Resource* m_backBufferColor[4];
  2580. uint64_t m_backBufferColorFence[4];
  2581. ID3D12Resource* m_backBufferDepthStencil;
  2582. ScratchBufferD3D12 m_scratchBuffer[4];
  2583. DescriptorAllocatorD3D12 m_samplerAllocator;
  2584. ID3D12RootSignature* m_rootSignature;
  2585. ID3D12CommandSignature* m_commandSignature[3];
  2586. CommandQueueD3D12 m_cmd;
  2587. BatchD3D12 m_batch;
  2588. ID3D12GraphicsCommandList* m_commandList;
  2589. Resolution m_resolution;
  2590. bool m_wireframe;
  2591. bool m_lost;
  2592. SwapChainDesc m_scd;
  2593. uint32_t m_maxAnisotropy;
  2594. bool m_depthClamp;
  2595. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2596. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2597. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2598. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2599. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2600. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2601. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2602. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2603. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2604. UniformRegistry m_uniformReg;
  2605. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2606. StateCache m_samplerStateCache;
  2607. TextVideoMem m_textVideoMem;
  2608. uint8_t m_fsScratch[64<<10];
  2609. uint8_t m_vsScratch[64<<10];
  2610. uint32_t m_fsChanges;
  2611. uint32_t m_vsChanges;
  2612. FrameBufferHandle m_fbh;
  2613. uint32_t m_backBufferColorIdx;
  2614. bool m_rtMsaa;
  2615. bool m_directAccessSupport;
  2616. };
  2617. static RendererContextD3D12* s_renderD3D12;
  2618. RendererContextI* rendererCreate(const Init& _init)
  2619. {
  2620. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2621. if (!s_renderD3D12->init(_init) )
  2622. {
  2623. BX_DELETE(g_allocator, s_renderD3D12);
  2624. s_renderD3D12 = NULL;
  2625. }
  2626. return s_renderD3D12;
  2627. }
  2628. void rendererDestroy()
  2629. {
  2630. s_renderD3D12->shutdown();
  2631. BX_DELETE(g_allocator, s_renderD3D12);
  2632. s_renderD3D12 = NULL;
  2633. }
  2634. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2635. {
  2636. m_size = _size;
  2637. ID3D12Device* device = s_renderD3D12->m_device;
  2638. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2639. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2640. desc.NumDescriptors = _maxDescriptors;
  2641. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2642. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2643. desc.NodeMask = 1;
  2644. DX_CHECK(device->CreateDescriptorHeap(&desc
  2645. , IID_ID3D12DescriptorHeap
  2646. , (void**)&m_heap
  2647. ) );
  2648. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2649. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2650. D3D12_RANGE readRange = { 0, 0 };
  2651. m_upload->Map(0, &readRange, (void**)&m_data);
  2652. reset(m_gpuHandle);
  2653. }
  2654. void ScratchBufferD3D12::destroy()
  2655. {
  2656. D3D12_RANGE writeRange = { 0, 0 };
  2657. m_upload->Unmap(0, &writeRange);
  2658. DX_RELEASE(m_upload, 0);
  2659. DX_RELEASE(m_heap, 0);
  2660. }
  2661. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2662. {
  2663. m_pos = 0;
  2664. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2665. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2666. _gpuHandle = m_gpuHandle;
  2667. }
  2668. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2669. {
  2670. m_cpuHandle.ptr += m_incrementSize;
  2671. _gpuHandle = m_gpuHandle;
  2672. m_gpuHandle.ptr += m_incrementSize;
  2673. }
  2674. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2675. {
  2676. _gpuAddress = m_gpuVA + m_pos;
  2677. void* data = &m_data[m_pos];
  2678. m_pos += BX_ALIGN_256(_size);
  2679. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2680. // desc.BufferLocation = _gpuAddress;
  2681. // desc.SizeInBytes = _size;
  2682. // ID3D12Device* device = s_renderD3D12->m_device;
  2683. // device->CreateConstantBufferView(&desc
  2684. // , m_cpuHandle
  2685. // );
  2686. // m_cpuHandle.ptr += m_incrementSize;
  2687. // m_gpuHandle.ptr += m_incrementSize;
  2688. return data;
  2689. }
  2690. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2691. {
  2692. ID3D12Device* device = s_renderD3D12->m_device;
  2693. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2694. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2695. if (0 != _mip)
  2696. {
  2697. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2698. srvd = &tmpSrvd;
  2699. switch (_texture.m_srvd.ViewDimension)
  2700. {
  2701. default:
  2702. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2703. srvd->Texture2D.MostDetailedMip = _mip;
  2704. srvd->Texture2D.MipLevels = 1;
  2705. srvd->Texture2D.PlaneSlice = 0;
  2706. srvd->Texture2D.ResourceMinLODClamp = 0;
  2707. break;
  2708. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2709. srvd->TextureCube.MostDetailedMip = _mip;
  2710. srvd->TextureCube.MipLevels = 1;
  2711. srvd->TextureCube.ResourceMinLODClamp = 0;
  2712. break;
  2713. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2714. srvd->Texture3D.MostDetailedMip = _mip;
  2715. srvd->Texture3D.MipLevels = 1;
  2716. srvd->Texture3D.ResourceMinLODClamp = 0;
  2717. break;
  2718. }
  2719. }
  2720. device->CreateShaderResourceView(_texture.m_ptr
  2721. , srvd
  2722. , m_cpuHandle
  2723. );
  2724. m_cpuHandle.ptr += m_incrementSize;
  2725. _gpuHandle = m_gpuHandle;
  2726. m_gpuHandle.ptr += m_incrementSize;
  2727. }
  2728. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2729. {
  2730. ID3D12Device* device = s_renderD3D12->m_device;
  2731. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2732. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2733. if (0 != _mip)
  2734. {
  2735. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2736. uavd = &tmpUavd;
  2737. switch (_texture.m_uavd.ViewDimension)
  2738. {
  2739. default:
  2740. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2741. uavd->Texture2D.MipSlice = _mip;
  2742. uavd->Texture2D.PlaneSlice = 0;
  2743. break;
  2744. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2745. uavd->Texture2DArray.MipSlice = _mip;
  2746. uavd->Texture2DArray.PlaneSlice = 0;
  2747. break;
  2748. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2749. uavd->Texture3D.MipSlice = _mip;
  2750. break;
  2751. }
  2752. }
  2753. device->CreateUnorderedAccessView(_texture.m_ptr
  2754. , NULL
  2755. , uavd
  2756. , m_cpuHandle
  2757. );
  2758. m_cpuHandle.ptr += m_incrementSize;
  2759. _gpuHandle = m_gpuHandle;
  2760. m_gpuHandle.ptr += m_incrementSize;
  2761. }
  2762. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2763. {
  2764. ID3D12Device* device = s_renderD3D12->m_device;
  2765. device->CreateShaderResourceView(_buffer.m_ptr
  2766. , &_buffer.m_srvd
  2767. , m_cpuHandle
  2768. );
  2769. m_cpuHandle.ptr += m_incrementSize;
  2770. _gpuHandle = m_gpuHandle;
  2771. m_gpuHandle.ptr += m_incrementSize;
  2772. }
  2773. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2774. {
  2775. ID3D12Device* device = s_renderD3D12->m_device;
  2776. device->CreateUnorderedAccessView(_buffer.m_ptr
  2777. , NULL
  2778. , &_buffer.m_uavd
  2779. , m_cpuHandle
  2780. );
  2781. m_cpuHandle.ptr += m_incrementSize;
  2782. _gpuHandle = m_gpuHandle;
  2783. m_gpuHandle.ptr += m_incrementSize;
  2784. }
  2785. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2786. {
  2787. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2788. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2789. ID3D12Device* device = s_renderD3D12->m_device;
  2790. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2791. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2792. desc.NumDescriptors = _maxDescriptors;
  2793. desc.Type = _type;
  2794. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2795. desc.NodeMask = 1;
  2796. DX_CHECK(device->CreateDescriptorHeap(&desc
  2797. , IID_ID3D12DescriptorHeap
  2798. , (void**)&m_heap
  2799. ) );
  2800. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2801. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2802. }
  2803. void DescriptorAllocatorD3D12::destroy()
  2804. {
  2805. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2806. DX_RELEASE(m_heap, 0);
  2807. }
  2808. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2809. {
  2810. uint16_t idx = m_handleAlloc->alloc();
  2811. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2812. ID3D12Device* device = s_renderD3D12->m_device;
  2813. device->CreateShaderResourceView(_ptr
  2814. , _desc
  2815. , cpuHandle
  2816. );
  2817. return idx;
  2818. }
  2819. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2820. {
  2821. uint16_t idx = m_handleAlloc->alloc();
  2822. ID3D12Device* device = s_renderD3D12->m_device;
  2823. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2824. for (uint32_t ii = 0; ii < _num; ++ii)
  2825. {
  2826. uint32_t flags = _flags[ii];
  2827. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2828. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2829. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2830. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2831. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2832. D3D12_SAMPLER_DESC sd;
  2833. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2834. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2835. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2836. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2837. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2838. sd.MaxAnisotropy = maxAnisotropy;
  2839. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2840. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2841. if (NULL != _palette
  2842. && needBorderColor(flags) )
  2843. {
  2844. const float* rgba = _palette[index];
  2845. sd.BorderColor[0] = rgba[0];
  2846. sd.BorderColor[1] = rgba[1];
  2847. sd.BorderColor[2] = rgba[2];
  2848. sd.BorderColor[3] = rgba[3];
  2849. }
  2850. else
  2851. {
  2852. sd.BorderColor[0] = 0.0f;
  2853. sd.BorderColor[1] = 0.0f;
  2854. sd.BorderColor[2] = 0.0f;
  2855. sd.BorderColor[3] = 0.0f;
  2856. }
  2857. sd.MinLOD = 0;
  2858. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2859. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2860. {
  2861. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2862. };
  2863. device->CreateSampler(&sd, cpuHandle);
  2864. }
  2865. return idx;
  2866. }
  2867. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2868. {
  2869. m_handleAlloc->free(_idx);
  2870. }
  2871. void DescriptorAllocatorD3D12::reset()
  2872. {
  2873. uint16_t max = m_handleAlloc->getMaxHandles();
  2874. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2875. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2876. }
  2877. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2878. {
  2879. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2880. return gpuHandle;
  2881. }
  2882. void CommandQueueD3D12::init(ID3D12Device* _device)
  2883. {
  2884. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2885. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2886. queueDesc.Priority = 0;
  2887. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2888. queueDesc.NodeMask = 1;
  2889. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2890. , IID_ID3D12CommandQueue
  2891. , (void**)&m_commandQueue
  2892. ) );
  2893. m_completedFence = 0;
  2894. m_currentFence = 0;
  2895. DX_CHECK(_device->CreateFence(0
  2896. , D3D12_FENCE_FLAG_NONE
  2897. , IID_ID3D12Fence
  2898. , (void**)&m_fence
  2899. ) );
  2900. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2901. {
  2902. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2903. , IID_ID3D12CommandAllocator
  2904. , (void**)&m_commandList[ii].m_commandAllocator
  2905. ) );
  2906. DX_CHECK(_device->CreateCommandList(0
  2907. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2908. , m_commandList[ii].m_commandAllocator
  2909. , NULL
  2910. , IID_ID3D12GraphicsCommandList
  2911. , (void**)&m_commandList[ii].m_commandList
  2912. ) );
  2913. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2914. }
  2915. }
  2916. void CommandQueueD3D12::shutdown()
  2917. {
  2918. finish(UINT64_MAX, true);
  2919. DX_RELEASE(m_fence, 0);
  2920. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2921. {
  2922. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2923. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2924. }
  2925. DX_RELEASE(m_commandQueue, 0);
  2926. }
  2927. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2928. {
  2929. while (0 == m_control.reserve(1) )
  2930. {
  2931. consume();
  2932. }
  2933. CommandList& commandList = m_commandList[m_control.m_current];
  2934. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2935. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2936. return commandList.m_commandList;
  2937. }
  2938. uint64_t CommandQueueD3D12::kick()
  2939. {
  2940. CommandList& commandList = m_commandList[m_control.m_current];
  2941. DX_CHECK(commandList.m_commandList->Close() );
  2942. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2943. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2944. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2945. const uint64_t fence = m_currentFence++;
  2946. m_commandQueue->Signal(m_fence, fence);
  2947. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2948. m_control.commit(1);
  2949. return fence;
  2950. }
  2951. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2952. {
  2953. while (0 < m_control.available() )
  2954. {
  2955. consume();
  2956. if (!_finishAll
  2957. && _waitFence <= m_completedFence)
  2958. {
  2959. return;
  2960. }
  2961. }
  2962. BX_CHECK(0 == m_control.available(), "");
  2963. }
  2964. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2965. {
  2966. if (0 < m_control.available() )
  2967. {
  2968. if (consume(0)
  2969. && _waitFence <= m_completedFence)
  2970. {
  2971. return true;
  2972. }
  2973. }
  2974. return false;
  2975. }
  2976. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2977. {
  2978. m_release[m_control.m_current].push_back(_ptr);
  2979. }
  2980. bool CommandQueueD3D12::consume(uint32_t _ms)
  2981. {
  2982. CommandList& commandList = m_commandList[m_control.m_read];
  2983. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2984. {
  2985. CloseHandle(commandList.m_event);
  2986. commandList.m_event = NULL;
  2987. m_completedFence = m_fence->GetCompletedValue();
  2988. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  2989. m_commandQueue->Wait(m_fence, m_completedFence);
  2990. ResourceArray& ra = m_release[m_control.m_read];
  2991. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2992. {
  2993. DX_RELEASE(*it, 0);
  2994. }
  2995. ra.clear();
  2996. m_control.consume(1);
  2997. return true;
  2998. }
  2999. return false;
  3000. }
  3001. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3002. {
  3003. m_maxDrawPerBatch = _maxDrawPerBatch;
  3004. setSeqMode(false);
  3005. setIndirectMode(true);
  3006. ID3D12Device* device = s_renderD3D12->m_device;
  3007. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3008. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3009. {
  3010. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3011. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3012. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3013. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3014. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3015. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3016. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3017. };
  3018. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3019. {
  3020. sizeof(DrawIndirectCommand),
  3021. BX_COUNTOF(drawArgDesc),
  3022. drawArgDesc,
  3023. 1,
  3024. };
  3025. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3026. , rootSignature
  3027. , IID_ID3D12CommandSignature
  3028. , (void**)&m_commandSignature[Draw]
  3029. ) );
  3030. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3031. {
  3032. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3033. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3034. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3035. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3036. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3037. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3038. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3039. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3040. };
  3041. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3042. {
  3043. sizeof(DrawIndexedIndirectCommand),
  3044. BX_COUNTOF(drawIndexedArgDesc),
  3045. drawIndexedArgDesc,
  3046. 1,
  3047. };
  3048. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3049. , rootSignature
  3050. , IID_ID3D12CommandSignature
  3051. , (void**)&m_commandSignature[DrawIndexed]
  3052. ) );
  3053. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3054. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3055. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3056. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3057. {
  3058. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3059. , NULL
  3060. , BGFX_BUFFER_DRAW_INDIRECT
  3061. , false
  3062. , cmdSize
  3063. );
  3064. }
  3065. }
  3066. void BatchD3D12::destroy()
  3067. {
  3068. BX_FREE(g_allocator, m_cmds[0]);
  3069. BX_FREE(g_allocator, m_cmds[1]);
  3070. DX_RELEASE(m_commandSignature[0], 0);
  3071. DX_RELEASE(m_commandSignature[1], 0);
  3072. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3073. {
  3074. m_indirect[ii].destroy();
  3075. }
  3076. }
  3077. template<typename Ty>
  3078. Ty& BatchD3D12::getCmd(Enum _type)
  3079. {
  3080. uint32_t index = m_num[_type];
  3081. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3082. m_num[_type]++;
  3083. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3084. return *cmd;
  3085. }
  3086. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& numVertices)
  3087. {
  3088. uint8_t numStreams = 0;
  3089. numVertices = _draw.m_numVertices;
  3090. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3091. ; 0 != streamMask
  3092. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3093. )
  3094. {
  3095. streamMask >>= ntz;
  3096. idx += ntz;
  3097. const Stream& stream = _draw.m_stream[idx];
  3098. uint16_t handle = stream.m_handle.idx;
  3099. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3100. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3101. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3102. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3103. uint32_t stride = vertexDecl.m_stride;
  3104. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3105. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3106. vbv.StrideInBytes = vertexDecl.m_stride;
  3107. vbv.SizeInBytes = vb.m_size;
  3108. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3109. ? vb.m_size/stride
  3110. : _draw.m_numVertices
  3111. , numVertices
  3112. );
  3113. }
  3114. return numStreams;
  3115. }
  3116. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3117. {
  3118. if (isValid(_draw.m_indirectBuffer) )
  3119. {
  3120. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3121. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3122. uint32_t numVertices;
  3123. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3124. if (isValid(_draw.m_instanceDataBuffer) )
  3125. {
  3126. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3127. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3128. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3129. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3130. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3131. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3132. }
  3133. _commandList->IASetVertexBuffers(0
  3134. , numStreams
  3135. , vbvs
  3136. );
  3137. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3138. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3139. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3140. : _draw.m_numIndirect
  3141. ;
  3142. uint32_t numIndices = 0;
  3143. if (isValid(_draw.m_indexBuffer) )
  3144. {
  3145. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3146. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3147. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3148. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3149. numIndices = UINT32_MAX == _draw.m_numIndices
  3150. ? ib.m_size / indexSize
  3151. : _draw.m_numIndices
  3152. ;
  3153. D3D12_INDEX_BUFFER_VIEW ibv;
  3154. ibv.BufferLocation = ib.m_gpuVA;
  3155. ibv.SizeInBytes = ib.m_size;
  3156. ibv.Format = hasIndex16
  3157. ? DXGI_FORMAT_R16_UINT
  3158. : DXGI_FORMAT_R32_UINT
  3159. ;
  3160. _commandList->IASetIndexBuffer(&ibv);
  3161. _commandList->ExecuteIndirect(
  3162. s_renderD3D12->m_commandSignature[2]
  3163. , numDrawIndirect
  3164. , indirect.m_ptr
  3165. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3166. , NULL
  3167. , 0
  3168. );
  3169. }
  3170. else
  3171. {
  3172. _commandList->ExecuteIndirect(
  3173. s_renderD3D12->m_commandSignature[1]
  3174. , numDrawIndirect
  3175. , indirect.m_ptr
  3176. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3177. , NULL
  3178. , 0
  3179. );
  3180. }
  3181. return numIndices;
  3182. }
  3183. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3184. uint32_t numIndices = 0;
  3185. if (Draw == type)
  3186. {
  3187. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3188. cmd.cbv = _cbv;
  3189. uint32_t numVertices;
  3190. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3191. if (isValid(_draw.m_instanceDataBuffer) )
  3192. {
  3193. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3194. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3195. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3196. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3197. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3198. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3199. }
  3200. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3201. {
  3202. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3203. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3204. }
  3205. cmd.args.InstanceCount = _draw.m_numInstances;
  3206. cmd.args.VertexCountPerInstance = numVertices;
  3207. cmd.args.StartVertexLocation = 0;
  3208. cmd.args.StartInstanceLocation = 0;
  3209. }
  3210. else
  3211. {
  3212. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3213. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3214. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3215. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3216. numIndices = UINT32_MAX == _draw.m_numIndices
  3217. ? ib.m_size / indexSize
  3218. : _draw.m_numIndices
  3219. ;
  3220. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3221. cmd.cbv = _cbv;
  3222. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3223. cmd.ibv.SizeInBytes = ib.m_size;
  3224. cmd.ibv.Format = hasIndex16
  3225. ? DXGI_FORMAT_R16_UINT
  3226. : DXGI_FORMAT_R32_UINT
  3227. ;
  3228. uint32_t numVertices;
  3229. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3230. if (isValid(_draw.m_instanceDataBuffer) )
  3231. {
  3232. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3233. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3234. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3235. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3236. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3237. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3238. }
  3239. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3240. {
  3241. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3242. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3243. }
  3244. cmd.args.IndexCountPerInstance = numIndices;
  3245. cmd.args.InstanceCount = _draw.m_numInstances;
  3246. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3247. cmd.args.BaseVertexLocation = 0;
  3248. cmd.args.StartInstanceLocation = 0;
  3249. }
  3250. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3251. {
  3252. flush(_commandList, type);
  3253. }
  3254. return numIndices;
  3255. }
  3256. static const uint32_t s_indirectCommandSize[] =
  3257. {
  3258. sizeof(BatchD3D12::DrawIndirectCommand),
  3259. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3260. };
  3261. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3262. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3263. {
  3264. uint32_t num = m_num[_type];
  3265. if (0 != num)
  3266. {
  3267. m_num[_type] = 0;
  3268. if (m_minIndirect < num)
  3269. {
  3270. m_stats.m_numIndirect[_type]++;
  3271. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3272. m_currIndirect %= BX_COUNTOF(m_indirect);
  3273. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3274. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3275. , num
  3276. , indirect.m_ptr
  3277. , 0
  3278. , NULL
  3279. , 0
  3280. );
  3281. }
  3282. else
  3283. {
  3284. m_stats.m_numImmediate[_type]++;
  3285. if (Draw == _type)
  3286. {
  3287. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3288. for (uint32_t ii = 0; ii < num; ++ii)
  3289. {
  3290. const DrawIndirectCommand& cmd = cmds[ii];
  3291. if (m_current.cbv != cmd.cbv)
  3292. {
  3293. m_current.cbv = cmd.cbv;
  3294. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3295. }
  3296. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3297. {
  3298. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3299. _commandList->IASetVertexBuffers(0
  3300. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3301. , cmd.vbv
  3302. );
  3303. }
  3304. _commandList->DrawInstanced(
  3305. cmd.args.VertexCountPerInstance
  3306. , cmd.args.InstanceCount
  3307. , cmd.args.StartVertexLocation
  3308. , cmd.args.StartInstanceLocation
  3309. );
  3310. }
  3311. }
  3312. else
  3313. {
  3314. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3315. for (uint32_t ii = 0; ii < num; ++ii)
  3316. {
  3317. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3318. if (m_current.cbv != cmd.cbv)
  3319. {
  3320. m_current.cbv = cmd.cbv;
  3321. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3322. }
  3323. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3324. {
  3325. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3326. _commandList->IASetVertexBuffers(0
  3327. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3328. , cmd.vbv
  3329. );
  3330. }
  3331. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3332. {
  3333. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3334. _commandList->IASetIndexBuffer(&cmd.ibv);
  3335. }
  3336. _commandList->DrawIndexedInstanced(
  3337. cmd.args.IndexCountPerInstance
  3338. , cmd.args.InstanceCount
  3339. , cmd.args.StartIndexLocation
  3340. , cmd.args.BaseVertexLocation
  3341. , cmd.args.StartInstanceLocation
  3342. );
  3343. }
  3344. }
  3345. }
  3346. }
  3347. }
  3348. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3349. {
  3350. flush(_commandList, Draw);
  3351. flush(_commandList, DrawIndexed);
  3352. if (_clean)
  3353. {
  3354. bx::memSet(&m_current, 0, sizeof(m_current) );
  3355. }
  3356. }
  3357. void BatchD3D12::begin()
  3358. {
  3359. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3360. bx::memSet(&m_current, 0, sizeof(m_current) );
  3361. }
  3362. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3363. {
  3364. flush(_commandList);
  3365. }
  3366. struct UavFormat
  3367. {
  3368. DXGI_FORMAT format[3];
  3369. uint32_t stride;
  3370. };
  3371. static const UavFormat s_uavFormat[] =
  3372. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3373. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3374. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3375. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3376. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3377. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3378. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3379. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3380. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3381. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3382. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3383. };
  3384. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3385. {
  3386. m_size = _size;
  3387. m_flags = _flags;
  3388. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3389. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3390. m_dynamic = NULL == _data || needUav;
  3391. DXGI_FORMAT format;
  3392. uint32_t stride;
  3393. uint32_t flags = needUav
  3394. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3395. : D3D12_RESOURCE_FLAG_NONE
  3396. ;
  3397. if (drawIndirect)
  3398. {
  3399. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3400. stride = 16;
  3401. }
  3402. else
  3403. {
  3404. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3405. if (0 == uavFormat)
  3406. {
  3407. if (_vertex)
  3408. {
  3409. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3410. stride = 16;
  3411. }
  3412. else
  3413. {
  3414. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3415. {
  3416. format = DXGI_FORMAT_R16_UINT;
  3417. stride = 2;
  3418. }
  3419. else
  3420. {
  3421. format = DXGI_FORMAT_R32_UINT;
  3422. stride = 4;
  3423. }
  3424. }
  3425. }
  3426. else
  3427. {
  3428. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3429. format = s_uavFormat[uavFormat].format[uavType];
  3430. stride = s_uavFormat[uavFormat].stride;
  3431. }
  3432. }
  3433. stride = 0 == _stride ? stride : _stride;
  3434. m_srvd.Format = format;
  3435. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3436. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3437. m_srvd.Buffer.FirstElement = 0;
  3438. m_srvd.Buffer.NumElements = m_size / stride;
  3439. m_srvd.Buffer.StructureByteStride = 0;
  3440. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3441. m_uavd.Format = format;
  3442. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3443. m_uavd.Buffer.FirstElement = 0;
  3444. m_uavd.Buffer.NumElements = m_size / stride;
  3445. m_uavd.Buffer.StructureByteStride = 0;
  3446. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3447. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3448. ID3D12Device* device = s_renderD3D12->m_device;
  3449. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3450. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3451. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3452. setState(commandList, drawIndirect
  3453. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3454. : D3D12_RESOURCE_STATE_GENERIC_READ
  3455. );
  3456. if (!m_dynamic)
  3457. {
  3458. update(commandList, 0, _size, _data);
  3459. }
  3460. }
  3461. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3462. {
  3463. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3464. uint8_t* data;
  3465. D3D12_RANGE readRange = { 0, 0 };
  3466. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3467. bx::memCopy(data, _data, _size);
  3468. D3D12_RANGE writeRange = { 0, _size };
  3469. staging->Unmap(0, &writeRange);
  3470. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3471. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3472. setState(_commandList, state);
  3473. s_renderD3D12->m_cmd.release(staging);
  3474. }
  3475. void BufferD3D12::destroy()
  3476. {
  3477. if (NULL != m_ptr)
  3478. {
  3479. s_renderD3D12->m_cmd.release(m_ptr);
  3480. m_dynamic = false;
  3481. m_state = D3D12_RESOURCE_STATE_COMMON;
  3482. }
  3483. }
  3484. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3485. {
  3486. if (m_state != _state)
  3487. {
  3488. setResourceBarrier(_commandList
  3489. , m_ptr
  3490. , m_state
  3491. , _state
  3492. );
  3493. bx::xchg(m_state, _state);
  3494. }
  3495. return _state;
  3496. }
  3497. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3498. {
  3499. BufferD3D12::create(_size, _data, _flags, true);
  3500. m_decl = _declHandle;
  3501. }
  3502. void ShaderD3D12::create(const Memory* _mem)
  3503. {
  3504. bx::MemoryReader reader(_mem->data, _mem->size);
  3505. uint32_t magic;
  3506. bx::read(&reader, magic);
  3507. switch (magic)
  3508. {
  3509. case BGFX_CHUNK_MAGIC_CSH:
  3510. case BGFX_CHUNK_MAGIC_FSH:
  3511. case BGFX_CHUNK_MAGIC_VSH:
  3512. break;
  3513. default:
  3514. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3515. break;
  3516. }
  3517. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3518. uint32_t iohash;
  3519. bx::read(&reader, iohash);
  3520. uint16_t count;
  3521. bx::read(&reader, count);
  3522. m_numPredefined = 0;
  3523. m_numUniforms = count;
  3524. BX_TRACE("%s Shader consts %d"
  3525. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3526. , count
  3527. );
  3528. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3529. if (0 < count)
  3530. {
  3531. for (uint32_t ii = 0; ii < count; ++ii)
  3532. {
  3533. uint8_t nameSize = 0;
  3534. bx::read(&reader, nameSize);
  3535. char name[256] = {};
  3536. bx::read(&reader, &name, nameSize);
  3537. name[nameSize] = '\0';
  3538. uint8_t type = 0;
  3539. bx::read(&reader, type);
  3540. uint8_t num = 0;
  3541. bx::read(&reader, num);
  3542. uint16_t regIndex = 0;
  3543. bx::read(&reader, regIndex);
  3544. uint16_t regCount = 0;
  3545. bx::read(&reader, regCount);
  3546. const char* kind = "invalid";
  3547. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3548. if (PredefinedUniform::Count != predefined)
  3549. {
  3550. kind = "predefined";
  3551. m_predefined[m_numPredefined].m_loc = regIndex;
  3552. m_predefined[m_numPredefined].m_count = regCount;
  3553. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3554. m_numPredefined++;
  3555. }
  3556. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3557. {
  3558. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3559. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3560. if (NULL != info)
  3561. {
  3562. if (NULL == m_constantBuffer)
  3563. {
  3564. m_constantBuffer = UniformBuffer::create(1024);
  3565. }
  3566. kind = "user";
  3567. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3568. }
  3569. }
  3570. else
  3571. {
  3572. kind = "sampler";
  3573. }
  3574. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3575. , kind
  3576. , name
  3577. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3578. , num
  3579. , regIndex
  3580. , regCount
  3581. );
  3582. BX_UNUSED(kind);
  3583. }
  3584. if (NULL != m_constantBuffer)
  3585. {
  3586. m_constantBuffer->finish();
  3587. }
  3588. }
  3589. uint32_t shaderSize;
  3590. bx::read(&reader, shaderSize);
  3591. const void* code = reader.getDataPtr();
  3592. bx::skip(&reader, shaderSize+1);
  3593. m_code = copy(code, shaderSize);
  3594. uint8_t numAttrs = 0;
  3595. bx::read(&reader, numAttrs);
  3596. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3597. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3598. {
  3599. uint16_t id;
  3600. bx::read(&reader, id);
  3601. Attrib::Enum attr = idToAttrib(id);
  3602. if (Attrib::Count != attr)
  3603. {
  3604. m_attrMask[attr] = UINT16_MAX;
  3605. }
  3606. }
  3607. bx::HashMurmur2A murmur;
  3608. murmur.begin();
  3609. murmur.add(iohash);
  3610. murmur.add(code, shaderSize);
  3611. murmur.add(numAttrs);
  3612. murmur.add(m_attrMask, numAttrs);
  3613. m_hash = murmur.end();
  3614. bx::read(&reader, m_size);
  3615. }
  3616. void* TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3617. {
  3618. bimg::ImageContainer imageContainer;
  3619. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3620. {
  3621. uint8_t numMips = imageContainer.m_numMips;
  3622. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3623. numMips -= startLod;
  3624. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3625. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3626. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3627. const uint16_t numLayers = imageContainer.m_numLayers;
  3628. m_flags = _flags;
  3629. m_width = textureWidth;
  3630. m_height = textureHeight;
  3631. m_depth = imageContainer.m_depth;
  3632. m_requestedFormat = uint8_t(imageContainer.m_format);
  3633. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3634. const bool convert = m_textureFormat != m_requestedFormat;
  3635. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3636. if (imageContainer.m_cubeMap)
  3637. {
  3638. m_type = TextureCube;
  3639. }
  3640. else if (imageContainer.m_depth > 1)
  3641. {
  3642. m_type = Texture3D;
  3643. }
  3644. else
  3645. {
  3646. m_type = Texture2D;
  3647. }
  3648. m_numMips = numMips;
  3649. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3650. const uint32_t numSrd = numSides * numMips;
  3651. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3652. uint32_t kk = 0;
  3653. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3654. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3655. uint32_t blockWidth = 1;
  3656. uint32_t blockHeight = 1;
  3657. if (convert && compressed)
  3658. {
  3659. blockWidth = blockInfo.blockWidth;
  3660. blockHeight = blockInfo.blockHeight;
  3661. }
  3662. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3663. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3664. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3665. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3666. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3667. , this - s_renderD3D12->m_textures
  3668. , getName( (TextureFormat::Enum)m_textureFormat)
  3669. , getName( (TextureFormat::Enum)m_requestedFormat)
  3670. , textureWidth
  3671. , textureHeight
  3672. , imageContainer.m_cubeMap ? "x6" : ""
  3673. , renderTarget ? 'x' : ' '
  3674. , writeOnly ? 'x' : ' '
  3675. , computeWrite ? 'x' : ' '
  3676. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3677. );
  3678. for (uint8_t side = 0; side < numSides; ++side)
  3679. {
  3680. uint32_t width = textureWidth;
  3681. uint32_t height = textureHeight;
  3682. uint32_t depth = imageContainer.m_depth;
  3683. for (uint8_t lod = 0; lod < numMips; ++lod)
  3684. {
  3685. width = bx::uint32_max(blockWidth, width);
  3686. height = bx::uint32_max(blockHeight, height);
  3687. depth = bx::uint32_max(1, depth);
  3688. bimg::ImageMip mip;
  3689. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3690. {
  3691. if (convert)
  3692. {
  3693. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3694. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3695. const uint32_t size = slice*depth;
  3696. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3697. bimg::imageDecodeToBgra8(temp
  3698. , mip.m_data
  3699. , mip.m_width
  3700. , mip.m_height
  3701. , pitch
  3702. , mip.m_format
  3703. );
  3704. srd[kk].pData = temp;
  3705. srd[kk].RowPitch = pitch;
  3706. srd[kk].SlicePitch = slice;
  3707. }
  3708. else if (compressed)
  3709. {
  3710. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3711. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3712. const uint32_t size = slice*depth;
  3713. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3714. bimg::imageCopy(temp
  3715. , mip.m_height/blockInfo.blockHeight
  3716. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3717. , depth
  3718. , mip.m_data
  3719. , pitch
  3720. );
  3721. srd[kk].pData = temp;
  3722. srd[kk].RowPitch = pitch;
  3723. srd[kk].SlicePitch = slice;
  3724. }
  3725. else
  3726. {
  3727. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3728. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3729. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*depth);
  3730. bimg::imageCopy(temp
  3731. , mip.m_height
  3732. , mip.m_width*mip.m_bpp/8
  3733. , depth
  3734. , mip.m_data
  3735. , pitch
  3736. );
  3737. srd[kk].pData = temp;
  3738. srd[kk].RowPitch = pitch;
  3739. srd[kk].SlicePitch = slice;
  3740. }
  3741. ++kk;
  3742. }
  3743. width >>= 1;
  3744. height >>= 1;
  3745. depth >>= 1;
  3746. }
  3747. }
  3748. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3749. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3750. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3751. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3752. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3753. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3754. if (swizzle)
  3755. {
  3756. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3757. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3758. }
  3759. m_uavd.Format = m_srvd.Format;
  3760. ID3D12Device* device = s_renderD3D12->m_device;
  3761. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3762. D3D12_RESOURCE_DESC resourceDesc;
  3763. resourceDesc.Alignment = 0;
  3764. resourceDesc.Width = textureWidth;
  3765. resourceDesc.Height = textureHeight;
  3766. resourceDesc.MipLevels = numMips;
  3767. resourceDesc.Format = format;
  3768. resourceDesc.SampleDesc = msaa;
  3769. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3770. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3771. resourceDesc.DepthOrArraySize = numSides;
  3772. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3773. D3D12_CLEAR_VALUE* clearValue = NULL;
  3774. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3775. {
  3776. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3777. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3778. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3779. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3780. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3781. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3782. clearValue->DepthStencil.Depth = 1.0f;
  3783. clearValue->DepthStencil.Stencil = 0;
  3784. }
  3785. else if (renderTarget)
  3786. {
  3787. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3788. clearValue->Format = resourceDesc.Format;
  3789. clearValue->Color[0] = 0.0f;
  3790. clearValue->Color[1] = 0.0f;
  3791. clearValue->Color[2] = 0.0f;
  3792. clearValue->Color[3] = 0.0f;
  3793. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3794. }
  3795. if (writeOnly)
  3796. {
  3797. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3798. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3799. }
  3800. if (computeWrite)
  3801. {
  3802. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3803. }
  3804. if (blit)
  3805. {
  3806. state = D3D12_RESOURCE_STATE_COPY_DEST;
  3807. }
  3808. const bool directAccess = s_renderD3D12->m_directAccessSupport
  3809. && !renderTarget
  3810. // && !readBack
  3811. && !blit
  3812. && !writeOnly
  3813. ;
  3814. switch (m_type)
  3815. {
  3816. case Texture2D:
  3817. case TextureCube:
  3818. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3819. if (imageContainer.m_cubeMap)
  3820. {
  3821. if (1 < numLayers)
  3822. {
  3823. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3824. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3825. m_srvd.TextureCubeArray.MipLevels = numMips;
  3826. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3827. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3828. }
  3829. else
  3830. {
  3831. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3832. m_srvd.TextureCube.MostDetailedMip = 0;
  3833. m_srvd.TextureCube.MipLevels = numMips;
  3834. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3835. }
  3836. }
  3837. else
  3838. {
  3839. if (1 < numLayers)
  3840. {
  3841. m_srvd.ViewDimension = 1 < msaa.Count
  3842. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3843. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3844. ;
  3845. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3846. m_srvd.Texture2DArray.MipLevels = numMips;
  3847. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3848. m_srvd.Texture2DArray.ArraySize = numLayers;
  3849. }
  3850. else
  3851. {
  3852. m_srvd.ViewDimension = 1 < msaa.Count
  3853. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3854. : D3D12_SRV_DIMENSION_TEXTURE2D
  3855. ;
  3856. m_srvd.Texture2D.MostDetailedMip = 0;
  3857. m_srvd.Texture2D.MipLevels = numMips;
  3858. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3859. }
  3860. }
  3861. if (1 < numLayers)
  3862. {
  3863. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3864. m_uavd.Texture2DArray.MipSlice = 0;
  3865. m_uavd.Texture2DArray.PlaneSlice = 0;
  3866. }
  3867. else
  3868. {
  3869. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3870. m_uavd.Texture2D.MipSlice = 0;
  3871. m_uavd.Texture2D.PlaneSlice = 0;
  3872. }
  3873. if (TextureCube == m_type)
  3874. {
  3875. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3876. m_uavd.Texture2DArray.MipSlice = 0;
  3877. m_uavd.Texture2DArray.ArraySize = 6;
  3878. }
  3879. break;
  3880. case Texture3D:
  3881. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3882. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3883. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3884. m_srvd.Texture3D.MostDetailedMip = 0;
  3885. m_srvd.Texture3D.MipLevels = numMips;
  3886. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3887. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3888. m_uavd.Texture3D.MipSlice = 0;
  3889. m_uavd.Texture3D.FirstWSlice = 0;
  3890. m_uavd.Texture3D.WSize = 0;
  3891. break;
  3892. }
  3893. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue);
  3894. if (directAccess)
  3895. {
  3896. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  3897. }
  3898. if (kk != 0)
  3899. {
  3900. uint64_t uploadBufferSize;
  3901. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  3902. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  3903. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3904. uint64_t result = UpdateSubresources(commandList
  3905. , m_ptr
  3906. , staging
  3907. , 0
  3908. , 0
  3909. , numSrd
  3910. , srd
  3911. );
  3912. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3913. BX_TRACE("Update subresource %" PRId64, result);
  3914. setState(commandList, state);
  3915. s_renderD3D12->m_cmd.release(staging);
  3916. }
  3917. else
  3918. {
  3919. setState(commandList, state);
  3920. }
  3921. if (0 != kk)
  3922. {
  3923. kk = 0;
  3924. for (uint8_t side = 0; side < numSides; ++side)
  3925. {
  3926. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3927. {
  3928. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3929. ++kk;
  3930. }
  3931. }
  3932. }
  3933. }
  3934. return m_directAccessPtr;
  3935. }
  3936. void TextureD3D12::destroy()
  3937. {
  3938. if (NULL != m_ptr)
  3939. {
  3940. if (NULL != m_directAccessPtr)
  3941. {
  3942. D3D12_RANGE writeRange = { 0, 0 };
  3943. m_ptr->Unmap(0, &writeRange);
  3944. m_directAccessPtr = NULL;
  3945. }
  3946. s_renderD3D12->m_cmd.release(m_ptr);
  3947. m_ptr = NULL;
  3948. m_state = D3D12_RESOURCE_STATE_COMMON;
  3949. }
  3950. }
  3951. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3952. {
  3953. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3954. const uint32_t subres = _mip + (_side * m_numMips);
  3955. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3956. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3957. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3958. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  3959. desc.Height = _rect.m_height;
  3960. uint32_t numRows;
  3961. uint64_t totalBytes;
  3962. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3963. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3964. , subres
  3965. , 1
  3966. , 0
  3967. , &layout
  3968. , &numRows
  3969. , NULL
  3970. , &totalBytes
  3971. );
  3972. const uint32_t rowPitch = layout.Footprint.RowPitch;
  3973. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3974. uint8_t* data;
  3975. D3D12_RANGE readRange = { 0, 0 };
  3976. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3977. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3978. {
  3979. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3980. }
  3981. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  3982. staging->Unmap(0, &writeRange);
  3983. D3D12_BOX box;
  3984. box.left = 0;
  3985. box.top = 0;
  3986. box.right = box.left + _rect.m_width;
  3987. box.bottom = box.top + _rect.m_height;
  3988. box.front = _z;
  3989. box.back = _z+_depth;
  3990. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3991. dst.SubresourceIndex = subres;
  3992. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3993. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3994. setState(_commandList, state);
  3995. s_renderD3D12->m_cmd.release(staging);
  3996. }
  3997. void TextureD3D12::resolve()
  3998. {
  3999. }
  4000. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4001. {
  4002. if (m_state != _state)
  4003. {
  4004. setResourceBarrier(_commandList
  4005. , m_ptr
  4006. , m_state
  4007. , _state
  4008. );
  4009. bx::xchg(m_state, _state);
  4010. }
  4011. return _state;
  4012. }
  4013. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4014. {
  4015. m_denseIdx = UINT16_MAX;
  4016. m_numTh = _num;
  4017. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4018. postReset();
  4019. }
  4020. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4021. {
  4022. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4023. #if BX_PLATFORM_WINDOWS
  4024. SwapChainDesc scd;
  4025. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4026. scd.width = _width;
  4027. scd.height = _height;
  4028. scd.nwh = _nwh;
  4029. HRESULT hr;
  4030. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4031. s_renderD3D12->m_cmd.m_commandQueue
  4032. , scd
  4033. , &m_swapChain
  4034. );
  4035. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4036. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4037. ID3D12Device* device = s_renderD3D12->m_device;
  4038. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4039. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4040. {
  4041. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4042. ID3D12Resource* colorBuffer;
  4043. DX_CHECK(m_swapChain->GetBuffer(ii
  4044. , IID_ID3D12Resource
  4045. , (void**)&colorBuffer
  4046. ) );
  4047. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4048. DX_RELEASE(colorBuffer, 0);
  4049. }
  4050. #endif // BX_PLATFORM_WINDOWS
  4051. m_denseIdx = _denseIdx;
  4052. m_num = 1;
  4053. }
  4054. uint16_t FrameBufferD3D12::destroy()
  4055. {
  4056. DX_RELEASE(m_swapChain, 0);
  4057. m_numTh = 0;
  4058. m_needPresent = false;
  4059. m_depth.idx = bgfx::kInvalidHandle;
  4060. uint16_t denseIdx = m_denseIdx;
  4061. m_denseIdx = UINT16_MAX;
  4062. return denseIdx;
  4063. }
  4064. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4065. {
  4066. if (m_needPresent)
  4067. {
  4068. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4069. hr = !isLost(hr) ? S_OK : hr;
  4070. m_needPresent = false;
  4071. return hr;
  4072. }
  4073. return S_OK;
  4074. }
  4075. void FrameBufferD3D12::preReset()
  4076. {
  4077. }
  4078. void FrameBufferD3D12::postReset()
  4079. {
  4080. if (m_numTh != 0)
  4081. {
  4082. ID3D12Device* device = s_renderD3D12->m_device;
  4083. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4084. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4085. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4086. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4087. m_width = 0;
  4088. m_height = 0;
  4089. m_depth.idx = bgfx::kInvalidHandle;
  4090. m_num = 0;
  4091. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4092. {
  4093. TextureHandle handle = m_attachment[ii].handle;
  4094. if (isValid(handle) )
  4095. {
  4096. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  4097. if (0 == m_width)
  4098. {
  4099. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4100. m_width = uint32_t(desc.Width);
  4101. m_height = uint32_t(desc.Height);
  4102. }
  4103. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4104. {
  4105. BX_CHECK(!isValid(m_depth), "");
  4106. m_depth = handle;
  4107. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4108. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4109. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4110. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4111. BX_UNUSED(blockInfo);
  4112. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4113. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4114. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4115. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4116. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4117. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4118. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4119. ;
  4120. device->CreateDepthStencilView(texture.m_ptr
  4121. , &dsvDesc
  4122. , dsvDescriptor
  4123. );
  4124. s_renderD3D12->m_commandList->ClearDepthStencilView(
  4125. dsvDescriptor
  4126. , D3D12_CLEAR_FLAG_DEPTH|D3D12_CLEAR_FLAG_STENCIL
  4127. , 0.0f
  4128. , 0
  4129. , 0
  4130. , NULL
  4131. );
  4132. }
  4133. else
  4134. {
  4135. m_texture[m_num] = handle;
  4136. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4137. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4138. desc.Format = texture.m_srvd.Format;
  4139. switch (texture.m_type)
  4140. {
  4141. default:
  4142. case TextureD3D12::Texture2D:
  4143. // if (1 < msaa.Count)
  4144. // {
  4145. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4146. // }
  4147. // else
  4148. {
  4149. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4150. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4151. desc.Texture2D.PlaneSlice = 0;
  4152. }
  4153. break;
  4154. case TextureD3D12::TextureCube:
  4155. // if (1 < msaa.Count)
  4156. // {
  4157. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4158. // desc.Texture2DMSArray.ArraySize = 1;
  4159. // desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4160. // }
  4161. // else
  4162. {
  4163. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4164. desc.Texture2DArray.ArraySize = 1;
  4165. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4166. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4167. desc.Texture2DArray.PlaneSlice = 0;
  4168. }
  4169. break;
  4170. case TextureD3D12::Texture3D:
  4171. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4172. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4173. desc.Texture3D.WSize = 1;
  4174. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4175. break;
  4176. }
  4177. device->CreateRenderTargetView(texture.m_ptr
  4178. , &desc
  4179. , rtv
  4180. );
  4181. float rgba[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  4182. s_renderD3D12->m_commandList->ClearRenderTargetView(
  4183. rtv
  4184. , rgba
  4185. , 0
  4186. , NULL
  4187. );
  4188. m_num++;
  4189. }
  4190. }
  4191. }
  4192. }
  4193. }
  4194. void FrameBufferD3D12::resolve()
  4195. {
  4196. }
  4197. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4198. {
  4199. ID3D12Device* device = s_renderD3D12->m_device;
  4200. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4201. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4202. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4203. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4204. && 0 != m_num)
  4205. {
  4206. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4207. {
  4208. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4209. {
  4210. uint8_t index = _clear.m_index[ii];
  4211. if (UINT8_MAX != index)
  4212. {
  4213. _commandList->ClearRenderTargetView(rtv
  4214. , _palette[index]
  4215. , _num
  4216. , _rect
  4217. );
  4218. rtv.ptr += rtvDescriptorSize;
  4219. }
  4220. }
  4221. }
  4222. else
  4223. {
  4224. float frgba[4] =
  4225. {
  4226. _clear.m_index[0]*1.0f/255.0f,
  4227. _clear.m_index[1]*1.0f/255.0f,
  4228. _clear.m_index[2]*1.0f/255.0f,
  4229. _clear.m_index[3]*1.0f/255.0f,
  4230. };
  4231. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4232. {
  4233. _commandList->ClearRenderTargetView(rtv
  4234. , frgba
  4235. , _num
  4236. , _rect
  4237. );
  4238. rtv.ptr += rtvDescriptorSize;
  4239. }
  4240. }
  4241. }
  4242. if (isValid(m_depth)
  4243. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4244. {
  4245. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4246. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4247. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4248. DWORD flags = 0;
  4249. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4250. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4251. _commandList->ClearDepthStencilView(dsvDescriptor
  4252. , D3D12_CLEAR_FLAGS(flags)
  4253. , _clear.m_depth
  4254. , _clear.m_stencil
  4255. , _num
  4256. , _rect
  4257. );
  4258. }
  4259. }
  4260. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4261. {
  4262. if (m_state != _state)
  4263. {
  4264. ID3D12Resource* colorBuffer;
  4265. DX_CHECK(m_swapChain->GetBuffer(_idx
  4266. , IID_ID3D12Resource
  4267. , (void**)&colorBuffer
  4268. ) );
  4269. setResourceBarrier(_commandList
  4270. , colorBuffer
  4271. , m_state
  4272. , _state
  4273. );
  4274. DX_RELEASE(colorBuffer, 0);
  4275. bx::xchg(m_state, _state);
  4276. }
  4277. return _state;
  4278. }
  4279. void TimerQueryD3D12::init()
  4280. {
  4281. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4282. queryHeapDesc.Count = m_control.m_size * 2;
  4283. queryHeapDesc.NodeMask = 1;
  4284. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4285. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4286. , IID_ID3D12QueryHeap
  4287. , (void**)&m_queryHeap
  4288. ) );
  4289. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4290. m_readback = createCommittedResource(s_renderD3D12->m_device
  4291. , HeapProperty::ReadBack
  4292. , size
  4293. );
  4294. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4295. D3D12_RANGE range = { 0, size };
  4296. m_readback->Map(0, &range, (void**)&m_queryResult);
  4297. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4298. {
  4299. Result& result = m_result[ii];
  4300. result.reset();
  4301. }
  4302. m_control.reset();
  4303. }
  4304. void TimerQueryD3D12::shutdown()
  4305. {
  4306. D3D12_RANGE range = { 0, 0 };
  4307. m_readback->Unmap(0, &range);
  4308. DX_RELEASE(m_queryHeap, 0);
  4309. DX_RELEASE(m_readback, 0);
  4310. }
  4311. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4312. {
  4313. while (0 == m_control.reserve(1) )
  4314. {
  4315. m_control.consume(1);
  4316. }
  4317. Result& result = m_result[_resultIdx];
  4318. ++result.m_pending;
  4319. const uint32_t idx = m_control.m_current;
  4320. Query& query = m_query[idx];
  4321. query.m_resultIdx = _resultIdx;
  4322. query.m_ready = false;
  4323. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4324. uint32_t offset = idx * 2 + 0;
  4325. commandList->EndQuery(m_queryHeap
  4326. , D3D12_QUERY_TYPE_TIMESTAMP
  4327. , offset
  4328. );
  4329. m_control.commit(1);
  4330. return idx;
  4331. }
  4332. void TimerQueryD3D12::end(uint32_t _idx)
  4333. {
  4334. Query& query = m_query[_idx];
  4335. query.m_ready = true;
  4336. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4337. uint32_t offset = _idx * 2;
  4338. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4339. commandList->EndQuery(m_queryHeap
  4340. , D3D12_QUERY_TYPE_TIMESTAMP
  4341. , offset + 1
  4342. );
  4343. commandList->ResolveQueryData(m_queryHeap
  4344. , D3D12_QUERY_TYPE_TIMESTAMP
  4345. , offset
  4346. , 2
  4347. , m_readback
  4348. , offset * sizeof(uint64_t)
  4349. );
  4350. while (update() )
  4351. {
  4352. }
  4353. }
  4354. bool TimerQueryD3D12::update()
  4355. {
  4356. if (0 != m_control.available() )
  4357. {
  4358. uint32_t idx = m_control.m_read;
  4359. Query& query = m_query[idx];
  4360. if (!query.m_ready)
  4361. {
  4362. return false;
  4363. }
  4364. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4365. {
  4366. return false;
  4367. }
  4368. m_control.consume(1);
  4369. Result& result = m_result[query.m_resultIdx];
  4370. --result.m_pending;
  4371. uint32_t offset = idx * 2;
  4372. result.m_begin = m_queryResult[offset+0];
  4373. result.m_end = m_queryResult[offset+1];
  4374. return true;
  4375. }
  4376. return false;
  4377. }
  4378. void OcclusionQueryD3D12::init()
  4379. {
  4380. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4381. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4382. queryHeapDesc.NodeMask = 1;
  4383. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4384. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4385. , IID_ID3D12QueryHeap
  4386. , (void**)&m_queryHeap
  4387. ) );
  4388. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4389. m_readback = createCommittedResource(s_renderD3D12->m_device
  4390. , HeapProperty::ReadBack
  4391. , size
  4392. );
  4393. D3D12_RANGE range = { 0, size };
  4394. m_readback->Map(0, &range, (void**)&m_result);
  4395. }
  4396. void OcclusionQueryD3D12::shutdown()
  4397. {
  4398. D3D12_RANGE range = { 0, 0 };
  4399. m_readback->Unmap(0, &range);
  4400. DX_RELEASE(m_queryHeap, 0);
  4401. DX_RELEASE(m_readback, 0);
  4402. }
  4403. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4404. {
  4405. while (0 == m_control.reserve(1) )
  4406. {
  4407. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4408. if (isValid(handle) )
  4409. {
  4410. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4411. }
  4412. m_control.consume(1);
  4413. }
  4414. m_handle[m_control.m_current] = _handle;
  4415. _commandList->BeginQuery(m_queryHeap
  4416. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4417. , _handle.idx
  4418. );
  4419. }
  4420. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4421. {
  4422. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4423. _commandList->EndQuery(m_queryHeap
  4424. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4425. , handle.idx
  4426. );
  4427. _commandList->ResolveQueryData(m_queryHeap
  4428. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4429. , handle.idx
  4430. , 1
  4431. , m_readback
  4432. , handle.idx * sizeof(uint64_t)
  4433. );
  4434. m_control.commit(1);
  4435. }
  4436. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4437. {
  4438. const uint32_t size = m_control.m_size;
  4439. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4440. {
  4441. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4442. if (handle.idx == _handle.idx)
  4443. {
  4444. handle.idx = bgfx::kInvalidHandle;
  4445. }
  4446. }
  4447. }
  4448. struct Bind
  4449. {
  4450. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4451. uint16_t m_samplerStateIdx;
  4452. };
  4453. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4454. {
  4455. TextureHandle currentSrc = { kInvalidHandle };
  4456. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4457. while (_bs.hasItem(_view) )
  4458. {
  4459. const BlitItem& blit = _bs.advance();
  4460. TextureD3D12& src = m_textures[blit.m_src.idx];
  4461. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4462. if (currentSrc.idx != blit.m_src.idx)
  4463. {
  4464. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4465. {
  4466. m_textures[currentSrc.idx].setState(m_commandList, state);
  4467. }
  4468. currentSrc = blit.m_src;
  4469. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4470. }
  4471. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4472. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4473. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4474. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4475. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4476. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4477. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4478. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4479. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4480. if (TextureD3D12::Texture3D == src.m_type)
  4481. {
  4482. D3D12_BOX box;
  4483. box.left = blit.m_srcX;
  4484. box.top = blit.m_srcY;
  4485. box.front = blit.m_srcZ;
  4486. box.right = blit.m_srcX + width;
  4487. box.bottom = blit.m_srcY + height;;
  4488. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4489. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4490. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4491. m_commandList->CopyTextureRegion(&dstLocation
  4492. , blit.m_dstX
  4493. , blit.m_dstY
  4494. , blit.m_dstZ
  4495. , &srcLocation
  4496. , &box
  4497. );
  4498. }
  4499. else
  4500. {
  4501. D3D12_BOX box;
  4502. box.left = blit.m_srcX;
  4503. box.top = blit.m_srcY;
  4504. box.front = 0;
  4505. box.right = blit.m_srcX + width;
  4506. box.bottom = blit.m_srcY + height;;
  4507. box.back = 1;
  4508. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4509. ? blit.m_srcZ
  4510. : 0
  4511. ;
  4512. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4513. ? blit.m_dstZ
  4514. : 0
  4515. ;
  4516. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4517. dstLocation.pResource = dst.m_ptr;
  4518. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4519. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4520. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4521. srcLocation.pResource = src.m_ptr;
  4522. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4523. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4524. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4525. m_commandList->CopyTextureRegion(&dstLocation
  4526. , blit.m_dstX
  4527. , blit.m_dstY
  4528. , 0
  4529. , &srcLocation
  4530. , depthStencil ? NULL : &box
  4531. );
  4532. }
  4533. }
  4534. if (isValid(currentSrc)
  4535. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4536. {
  4537. m_textures[currentSrc.idx].setState(m_commandList, state);
  4538. }
  4539. }
  4540. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4541. {
  4542. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4543. if (m_lost
  4544. || updateResolution(_render->m_resolution) )
  4545. {
  4546. return;
  4547. }
  4548. if (_render->m_capture)
  4549. {
  4550. renderDocTriggerCapture();
  4551. }
  4552. int64_t timeBegin = bx::getHPCounter();
  4553. int64_t captureElapsed = 0;
  4554. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4555. if (0 < _render->m_iboffset)
  4556. {
  4557. TransientIndexBuffer* ib = _render->m_transientIb;
  4558. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4559. }
  4560. if (0 < _render->m_vboffset)
  4561. {
  4562. TransientVertexBuffer* vb = _render->m_transientVb;
  4563. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4564. }
  4565. _render->sort();
  4566. RenderDraw currentState;
  4567. currentState.clear();
  4568. currentState.m_stateFlags = BGFX_STATE_NONE;
  4569. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4570. RenderBind currentBind;
  4571. currentBind.clear();
  4572. _render->m_hmdInitialized = false;
  4573. const bool hmdEnabled = false;
  4574. static ViewState viewState;
  4575. viewState.reset(_render, hmdEnabled);
  4576. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4577. // setDebugWireframe(wireframe);
  4578. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4579. uint16_t currentProgramIdx = kInvalidHandle;
  4580. uint32_t currentBindHash = 0;
  4581. bool hasPredefined = false;
  4582. bool commandListChanged = false;
  4583. ID3D12PipelineState* currentPso = NULL;
  4584. SortKey key;
  4585. uint16_t view = UINT16_MAX;
  4586. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4587. BlitState bs(_render);
  4588. uint32_t blendFactor = 0;
  4589. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4590. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4591. PrimInfo prim = s_primInfo[primIndex];
  4592. bool wasCompute = false;
  4593. bool viewHasScissor = false;
  4594. bool restoreScissor = false;
  4595. Rect viewScissorRect;
  4596. viewScissorRect.clear();
  4597. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4598. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4599. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4600. uint32_t statsNumIndices = 0;
  4601. uint32_t statsKeyType[2] = {};
  4602. Profiler<TimerQueryD3D12> profiler(
  4603. _render
  4604. , m_gpuTimer
  4605. , s_viewName
  4606. );
  4607. #if BX_PLATFORM_WINDOWS
  4608. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4609. #else
  4610. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  4611. #endif // BX_PLATFORM_WINDOWS
  4612. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4613. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4614. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4615. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4616. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4617. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4618. scratchBuffer.reset(gpuHandle);
  4619. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4620. StateCacheLru<Bind, 64> bindLru;
  4621. setResourceBarrier(m_commandList
  4622. , m_backBufferColor[m_backBufferColorIdx]
  4623. , D3D12_RESOURCE_STATE_PRESENT
  4624. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4625. );
  4626. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4627. {
  4628. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  4629. m_batch.begin();
  4630. // uint8_t eye = 0;
  4631. // uint8_t restartState = 0;
  4632. viewState.m_rect = _render->m_view[0].m_rect;
  4633. int32_t numItems = _render->m_numRenderItems;
  4634. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4635. {
  4636. const uint64_t encodedKey = _render->m_sortKeys[item];
  4637. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4638. statsKeyType[isCompute]++;
  4639. const bool viewChanged = 0
  4640. || key.m_view != view
  4641. || item == numItems
  4642. ;
  4643. const uint32_t itemIdx = _render->m_sortValues[item];
  4644. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4645. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4646. ++item;
  4647. if (viewChanged)
  4648. {
  4649. m_batch.flush(m_commandList, true);
  4650. kick();
  4651. commandListChanged = true;
  4652. view = key.m_view;
  4653. currentPso = NULL;
  4654. currentSamplerStateIdx = kInvalidHandle;
  4655. currentProgramIdx = kInvalidHandle;
  4656. hasPredefined = false;
  4657. fbh = _render->m_view[view].m_fbh;
  4658. setFrameBuffer(fbh);
  4659. if (item > 1)
  4660. {
  4661. profiler.end();
  4662. }
  4663. profiler.begin(view);
  4664. viewState.m_rect = _render->m_view[view].m_rect;
  4665. const Rect& rect = _render->m_view[view].m_rect;
  4666. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4667. viewHasScissor = !scissorRect.isZero();
  4668. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4669. D3D12_VIEWPORT vp;
  4670. vp.TopLeftX = rect.m_x;
  4671. vp.TopLeftY = rect.m_y;
  4672. vp.Width = rect.m_width;
  4673. vp.Height = rect.m_height;
  4674. vp.MinDepth = 0.0f;
  4675. vp.MaxDepth = 1.0f;
  4676. m_commandList->RSSetViewports(1, &vp);
  4677. D3D12_RECT rc;
  4678. rc.left = viewScissorRect.m_x;
  4679. rc.top = viewScissorRect.m_y;
  4680. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4681. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4682. m_commandList->RSSetScissorRects(1, &rc);
  4683. restoreScissor = false;
  4684. Clear& clr = _render->m_view[view].m_clear;
  4685. if (BGFX_CLEAR_NONE != clr.m_flags)
  4686. {
  4687. Rect clearRect = rect;
  4688. clearRect.setIntersect(rect, viewScissorRect);
  4689. clearQuad(clearRect, clr, _render->m_colorPalette);
  4690. }
  4691. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4692. submitBlit(bs, view);
  4693. }
  4694. if (isCompute)
  4695. {
  4696. if (!wasCompute)
  4697. {
  4698. wasCompute = true;
  4699. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4700. {
  4701. char* viewName = s_viewName[view];
  4702. viewName[3] = L'C';
  4703. PIX3_ENDEVENT(m_commandList);
  4704. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4705. }
  4706. commandListChanged = true;
  4707. }
  4708. if (commandListChanged)
  4709. {
  4710. commandListChanged = false;
  4711. m_commandList->SetComputeRootSignature(m_rootSignature);
  4712. ID3D12DescriptorHeap* heaps[] = {
  4713. m_samplerAllocator.getHeap(),
  4714. scratchBuffer.getHeap(),
  4715. };
  4716. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4717. }
  4718. const RenderCompute& compute = renderItem.compute;
  4719. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4720. if (pso != currentPso)
  4721. {
  4722. currentPso = pso;
  4723. m_commandList->SetPipelineState(pso);
  4724. currentBindHash = 0;
  4725. }
  4726. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4727. if (currentBindHash != bindHash)
  4728. {
  4729. currentBindHash = bindHash;
  4730. Bind* bindCached = bindLru.find(bindHash);
  4731. if (NULL == bindCached)
  4732. {
  4733. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4734. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4735. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4736. {
  4737. const Binding& bind = renderBind.m_bind[ii];
  4738. if (kInvalidHandle != bind.m_idx)
  4739. {
  4740. switch (bind.m_type)
  4741. {
  4742. case Binding::Image:
  4743. case Binding::Texture:
  4744. {
  4745. TextureD3D12& texture = m_textures[bind.m_idx];
  4746. if (Access::Read != bind.m_un.m_compute.m_access)
  4747. {
  4748. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4749. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4750. }
  4751. else
  4752. {
  4753. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4754. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4755. samplerFlags[ii] = texture.m_flags;
  4756. }
  4757. }
  4758. break;
  4759. case Binding::IndexBuffer:
  4760. case Binding::VertexBuffer:
  4761. {
  4762. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4763. ? m_indexBuffers[bind.m_idx]
  4764. : m_vertexBuffers[bind.m_idx]
  4765. ;
  4766. if (Access::Read != bind.m_un.m_compute.m_access)
  4767. {
  4768. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4769. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4770. }
  4771. else
  4772. {
  4773. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4774. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4775. }
  4776. }
  4777. break;
  4778. }
  4779. }
  4780. }
  4781. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4782. if (samplerStateIdx != currentSamplerStateIdx)
  4783. {
  4784. currentSamplerStateIdx = samplerStateIdx;
  4785. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4786. }
  4787. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4788. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4789. Bind bind;
  4790. bind.m_srvHandle = srvHandle[0];
  4791. bind.m_samplerStateIdx = samplerStateIdx;
  4792. bindLru.add(bindHash, bind, 0);
  4793. }
  4794. else
  4795. {
  4796. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4797. if (samplerStateIdx != currentSamplerStateIdx)
  4798. {
  4799. currentSamplerStateIdx = samplerStateIdx;
  4800. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4801. }
  4802. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4803. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4804. }
  4805. }
  4806. bool constantsChanged = false;
  4807. if (compute.m_uniformBegin < compute.m_uniformEnd
  4808. || currentProgramIdx != key.m_program)
  4809. {
  4810. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4811. currentProgramIdx = key.m_program;
  4812. ProgramD3D12& program = m_program[currentProgramIdx];
  4813. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4814. if (NULL != vcb)
  4815. {
  4816. commit(*vcb);
  4817. }
  4818. hasPredefined = 0 < program.m_numPredefined;
  4819. constantsChanged = true;
  4820. }
  4821. if (constantsChanged
  4822. || hasPredefined)
  4823. {
  4824. ProgramD3D12& program = m_program[currentProgramIdx];
  4825. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4826. commitShaderConstants(key.m_program, gpuAddress);
  4827. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4828. }
  4829. if (isValid(compute.m_indirectBuffer) )
  4830. {
  4831. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4832. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4833. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4834. : compute.m_numIndirect
  4835. ;
  4836. m_commandList->ExecuteIndirect(
  4837. s_renderD3D12->m_commandSignature[0]
  4838. , numDrawIndirect
  4839. , indirect.m_ptr
  4840. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4841. , NULL
  4842. , 0
  4843. );
  4844. }
  4845. else
  4846. {
  4847. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4848. }
  4849. continue;
  4850. }
  4851. bool resetState = viewChanged || wasCompute;
  4852. if (wasCompute)
  4853. {
  4854. wasCompute = false;
  4855. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4856. {
  4857. BX_UNUSED(s_viewName);
  4858. char* viewName = s_viewName[view];
  4859. viewName[3] = ' ';
  4860. PIX3_ENDEVENT(m_commandList);
  4861. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  4862. }
  4863. commandListChanged = true;
  4864. }
  4865. const RenderDraw& draw = renderItem.draw;
  4866. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4867. {
  4868. const bool occluded = true
  4869. && isValid(draw.m_occlusionQuery)
  4870. && !hasOcclusionQuery
  4871. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  4872. ;
  4873. if (occluded
  4874. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  4875. {
  4876. if (resetState)
  4877. {
  4878. currentState.clear();
  4879. currentState.m_scissor = !draw.m_scissor;
  4880. currentBind.clear();
  4881. commandListChanged = true;
  4882. }
  4883. continue;
  4884. }
  4885. }
  4886. const uint64_t newFlags = draw.m_stateFlags;
  4887. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4888. currentState.m_stateFlags = newFlags;
  4889. const uint64_t newStencil = draw.m_stencil;
  4890. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4891. currentState.m_stencil = newStencil;
  4892. if (resetState)
  4893. {
  4894. wasCompute = false;
  4895. currentState.clear();
  4896. currentState.m_scissor = !draw.m_scissor;
  4897. changedFlags = BGFX_STATE_MASK;
  4898. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4899. currentState.m_stateFlags = newFlags;
  4900. currentState.m_stencil = newStencil;
  4901. currentBind.clear();
  4902. commandListChanged = true;
  4903. }
  4904. if (commandListChanged)
  4905. {
  4906. commandListChanged = false;
  4907. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4908. ID3D12DescriptorHeap* heaps[] = {
  4909. m_samplerAllocator.getHeap(),
  4910. scratchBuffer.getHeap(),
  4911. };
  4912. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4913. currentPso = NULL;
  4914. currentBindHash = 0;
  4915. currentSamplerStateIdx = kInvalidHandle;
  4916. currentProgramIdx = kInvalidHandle;
  4917. currentState.clear();
  4918. currentState.m_scissor = !draw.m_scissor;
  4919. changedFlags = BGFX_STATE_MASK;
  4920. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4921. currentState.m_stateFlags = newFlags;
  4922. currentState.m_stencil = newStencil;
  4923. currentBind.clear();
  4924. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4925. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4926. }
  4927. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  4928. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  4929. if (0 != draw.m_streamMask)
  4930. {
  4931. currentState.m_streamMask = draw.m_streamMask;
  4932. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4933. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4934. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4935. const uint64_t state = draw.m_stateFlags;
  4936. bool hasFactor = 0
  4937. || f0 == (state & f0)
  4938. || f1 == (state & f1)
  4939. || f2 == (state & f2)
  4940. || f3 == (state & f3)
  4941. ;
  4942. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  4943. uint8_t numStreams = 0;
  4944. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  4945. ; 0 != streamMask
  4946. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  4947. )
  4948. {
  4949. streamMask >>= ntz;
  4950. idx += ntz;
  4951. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  4952. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  4953. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  4954. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  4955. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  4956. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  4957. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4958. decls[numStreams] = &vertexDecl;
  4959. }
  4960. ID3D12PipelineState* pso =
  4961. getPipelineState(state
  4962. , draw.m_stencil
  4963. , numStreams
  4964. , decls
  4965. , key.m_program
  4966. , uint8_t(draw.m_instanceDataStride/16)
  4967. );
  4968. uint16_t scissor = draw.m_scissor;
  4969. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4970. if (currentBindHash != bindHash
  4971. || 0 != changedStencil
  4972. || (hasFactor && blendFactor != draw.m_rgba)
  4973. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4974. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4975. || currentState.m_scissor != scissor
  4976. || pso != currentPso
  4977. || hasOcclusionQuery)
  4978. {
  4979. m_batch.flush(m_commandList);
  4980. }
  4981. if (currentBindHash != bindHash)
  4982. {
  4983. currentBindHash = bindHash;
  4984. Bind* bindCached = bindLru.find(bindHash);
  4985. if (NULL == bindCached)
  4986. {
  4987. uint32_t numSet = 0;
  4988. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4989. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4990. {
  4991. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4992. {
  4993. const Binding& bind = renderBind.m_bind[stage];
  4994. if (kInvalidHandle != bind.m_idx)
  4995. {
  4996. switch (bind.m_type)
  4997. {
  4998. case Binding::Texture:
  4999. {
  5000. TextureD3D12& texture = m_textures[bind.m_idx];
  5001. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5002. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5003. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  5004. ? bind.m_un.m_draw.m_textureFlags
  5005. : texture.m_flags
  5006. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK | BGFX_TEXTURE_COMPARE_MASK)
  5007. ;
  5008. ++numSet;
  5009. }
  5010. break;
  5011. case Binding::IndexBuffer:
  5012. case Binding::VertexBuffer:
  5013. {
  5014. samplerFlags[stage] = 0;
  5015. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5016. ? m_indexBuffers[bind.m_idx]
  5017. : m_vertexBuffers[bind.m_idx]
  5018. ;
  5019. if (Access::Read != bind.m_un.m_compute.m_access)
  5020. {
  5021. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5022. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5023. }
  5024. else
  5025. {
  5026. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5027. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5028. }
  5029. ++numSet;
  5030. }
  5031. break;
  5032. }
  5033. }
  5034. else
  5035. {
  5036. scratchBuffer.allocEmpty(srvHandle[stage]);
  5037. samplerFlags[stage] = 0;
  5038. }
  5039. }
  5040. }
  5041. if (0 != numSet)
  5042. {
  5043. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5044. if (samplerStateIdx != currentSamplerStateIdx)
  5045. {
  5046. currentSamplerStateIdx = samplerStateIdx;
  5047. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5048. }
  5049. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  5050. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  5051. Bind bind;
  5052. bind.m_srvHandle = srvHandle[0];
  5053. bind.m_samplerStateIdx = samplerStateIdx;
  5054. bindLru.add(bindHash, bind, 0);
  5055. }
  5056. }
  5057. else
  5058. {
  5059. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5060. if (samplerStateIdx != currentSamplerStateIdx)
  5061. {
  5062. currentSamplerStateIdx = samplerStateIdx;
  5063. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5064. }
  5065. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5066. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5067. }
  5068. }
  5069. if (0 != changedStencil)
  5070. {
  5071. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5072. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5073. m_commandList->OMSetStencilRef(ref);
  5074. }
  5075. if (hasFactor
  5076. && blendFactor != draw.m_rgba)
  5077. {
  5078. blendFactor = draw.m_rgba;
  5079. float bf[4];
  5080. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5081. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5082. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5083. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5084. m_commandList->OMSetBlendFactor(bf);
  5085. }
  5086. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5087. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5088. {
  5089. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5090. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5091. prim = s_primInfo[primIndex];
  5092. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5093. }
  5094. if (currentState.m_scissor != scissor)
  5095. {
  5096. currentState.m_scissor = scissor;
  5097. if (UINT16_MAX == scissor)
  5098. {
  5099. if (restoreScissor
  5100. || viewHasScissor)
  5101. {
  5102. restoreScissor = false;
  5103. D3D12_RECT rc;
  5104. rc.left = viewScissorRect.m_x;
  5105. rc.top = viewScissorRect.m_y;
  5106. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5107. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5108. m_commandList->RSSetScissorRects(1, &rc);
  5109. }
  5110. }
  5111. else
  5112. {
  5113. restoreScissor = true;
  5114. Rect scissorRect;
  5115. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5116. if (scissorRect.isZeroArea() )
  5117. {
  5118. continue;
  5119. }
  5120. D3D12_RECT rc;
  5121. rc.left = scissorRect.m_x;
  5122. rc.top = scissorRect.m_y;
  5123. rc.right = scissorRect.m_x + scissorRect.m_width;
  5124. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5125. m_commandList->RSSetScissorRects(1, &rc);
  5126. }
  5127. }
  5128. if (pso != currentPso)
  5129. {
  5130. currentPso = pso;
  5131. m_commandList->SetPipelineState(pso);
  5132. }
  5133. if (constantsChanged
  5134. || currentProgramIdx != key.m_program
  5135. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5136. {
  5137. currentProgramIdx = key.m_program;
  5138. ProgramD3D12& program = m_program[currentProgramIdx];
  5139. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5140. if (NULL != vcb)
  5141. {
  5142. commit(*vcb);
  5143. }
  5144. if (NULL != program.m_fsh)
  5145. {
  5146. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5147. if (NULL != fcb)
  5148. {
  5149. commit(*fcb);
  5150. }
  5151. }
  5152. hasPredefined = 0 < program.m_numPredefined;
  5153. constantsChanged = true;
  5154. }
  5155. if (constantsChanged
  5156. || hasPredefined)
  5157. {
  5158. ProgramD3D12& program = m_program[currentProgramIdx];
  5159. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5160. viewState.m_alphaRef = ref/255.0f;
  5161. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5162. commitShaderConstants(key.m_program, gpuAddress);
  5163. }
  5164. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5165. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5166. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5167. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5168. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5169. statsNumInstances[primIndex] += draw.m_numInstances;
  5170. statsNumIndices += numIndices;
  5171. if (hasOcclusionQuery)
  5172. {
  5173. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5174. m_batch.flush(m_commandList);
  5175. m_occlusionQuery.end(m_commandList);
  5176. }
  5177. }
  5178. }
  5179. m_batch.end(m_commandList);
  5180. kick();
  5181. if (wasCompute)
  5182. {
  5183. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5184. {
  5185. char* viewName = s_viewName[view];
  5186. viewName[3] = L'C';
  5187. PIX3_ENDEVENT(m_commandList);
  5188. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5189. }
  5190. }
  5191. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5192. if (0 < _render->m_numRenderItems)
  5193. {
  5194. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5195. {
  5196. // deviceCtx->Flush();
  5197. }
  5198. // captureElapsed = -bx::getHPCounter();
  5199. // capture();
  5200. // captureElapsed += bx::getHPCounter();
  5201. profiler.end();
  5202. }
  5203. }
  5204. PIX3_ENDEVENT(m_commandList);
  5205. int64_t timeEnd = bx::getHPCounter();
  5206. int64_t frameTime = timeEnd - timeBegin;
  5207. static int64_t min = frameTime;
  5208. static int64_t max = frameTime;
  5209. min = bx::int64_min(min, frameTime);
  5210. max = bx::int64_max(max, frameTime);
  5211. static uint32_t maxGpuLatency = 0;
  5212. static double maxGpuElapsed = 0.0f;
  5213. double elapsedGpuMs = 0.0;
  5214. static int64_t presentMin = m_presentElapsed;
  5215. static int64_t presentMax = m_presentElapsed;
  5216. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  5217. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  5218. if (UINT32_MAX != frameQueryIdx)
  5219. {
  5220. m_gpuTimer.end(frameQueryIdx);
  5221. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5222. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5223. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5224. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5225. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5226. }
  5227. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5228. const int64_t timerFreq = bx::getHPFrequency();
  5229. Stats& perfStats = _render->m_perfStats;
  5230. perfStats.cpuTimeBegin = timeBegin;
  5231. perfStats.cpuTimeEnd = timeEnd;
  5232. perfStats.cpuTimerFreq = timerFreq;
  5233. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5234. perfStats.gpuTimeBegin = result.m_begin;
  5235. perfStats.gpuTimeEnd = result.m_end;
  5236. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5237. perfStats.numDraw = statsKeyType[0];
  5238. perfStats.numCompute = statsKeyType[1];
  5239. perfStats.maxGpuLatency = maxGpuLatency;
  5240. perfStats.gpuMemoryMax = -INT64_MAX;
  5241. perfStats.gpuMemoryUsed = -INT64_MAX;
  5242. #if BX_PLATFORM_WINDOWS
  5243. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5244. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5245. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5246. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5247. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5248. #endif // BX_PLATFORM_WINDOWS
  5249. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5250. {
  5251. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5252. // m_needPresent = true;
  5253. TextVideoMem& tvm = m_textVideoMem;
  5254. static int64_t next = timeEnd;
  5255. if (timeEnd >= next)
  5256. {
  5257. next = timeEnd + timerFreq;
  5258. double freq = double(timerFreq);
  5259. double toMs = 1000.0 / freq;
  5260. tvm.clear();
  5261. uint16_t pos = 0;
  5262. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5263. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5264. , getRendererName()
  5265. , (m_featureLevel >> 12) & 0xf
  5266. , (m_featureLevel >> 8) & 0xf
  5267. );
  5268. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5269. char description[BX_COUNTOF(desc.Description)];
  5270. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5271. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5272. char dedicatedVideo[16];
  5273. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5274. char dedicatedSystem[16];
  5275. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5276. char sharedSystem[16];
  5277. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5278. char processMemoryUsed[16];
  5279. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5280. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5281. , dedicatedVideo
  5282. , dedicatedSystem
  5283. , sharedSystem
  5284. , processMemoryUsed
  5285. );
  5286. #if BX_PLATFORM_WINDOWS
  5287. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5288. {
  5289. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5290. char budget[16];
  5291. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5292. char currentUsage[16];
  5293. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5294. char availableForReservation[16];
  5295. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5296. char currentReservation[16];
  5297. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5298. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5299. , 0 == ii ? "Local " : "Non-local"
  5300. , budget
  5301. , currentUsage
  5302. , availableForReservation
  5303. , currentReservation
  5304. );
  5305. }
  5306. #endif // BX_PLATFORM_WINDOWS
  5307. pos = 10;
  5308. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5309. , double(frameTime)*toMs
  5310. , double(min)*toMs
  5311. , double(max)*toMs
  5312. , freq/frameTime
  5313. );
  5314. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5315. , double(m_presentElapsed)*toMs
  5316. , double(presentMin)*toMs
  5317. , double(presentMax)*toMs
  5318. );
  5319. char hmd[16];
  5320. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5321. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5322. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5323. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5324. , 0 != msaa ? '\xfe' : ' '
  5325. , 1<<msaa
  5326. , ", no-HMD "
  5327. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5328. );
  5329. double elapsedCpuMs = double(frameTime)*toMs;
  5330. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5331. , _render->m_numRenderItems
  5332. , statsKeyType[0]
  5333. , statsKeyType[1]
  5334. , elapsedCpuMs
  5335. );
  5336. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5337. {
  5338. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5339. , s_primName[ii]
  5340. , statsNumPrimsRendered[ii]
  5341. , statsNumInstances[ii]
  5342. , statsNumPrimsSubmitted[ii]
  5343. );
  5344. }
  5345. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5346. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5347. , m_batch.m_maxDrawPerBatch
  5348. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5349. );
  5350. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5351. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5352. , m_batch.m_maxDrawPerBatch
  5353. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5354. );
  5355. if (NULL != m_renderdocdll)
  5356. {
  5357. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5358. }
  5359. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5360. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5361. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5362. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5363. pos++;
  5364. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5365. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5366. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5367. , m_pipelineStateCache.getCount()
  5368. , m_samplerStateCache.getCount()
  5369. , bindLru.getCount()
  5370. , m_cmd.m_control.available()
  5371. );
  5372. pos++;
  5373. double captureMs = double(captureElapsed)*toMs;
  5374. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5375. uint8_t attr[2] = { 0x8c, 0x8a };
  5376. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5377. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5378. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5379. min = frameTime;
  5380. max = frameTime;
  5381. presentMin = m_presentElapsed;
  5382. presentMax = m_presentElapsed;
  5383. }
  5384. blit(this, _textVideoMemBlitter, tvm);
  5385. PIX3_ENDEVENT(m_commandList);
  5386. }
  5387. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5388. {
  5389. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5390. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5391. PIX3_ENDEVENT(m_commandList);
  5392. }
  5393. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5394. setResourceBarrier(m_commandList
  5395. , m_backBufferColor[m_backBufferColorIdx]
  5396. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5397. , D3D12_RESOURCE_STATE_PRESENT
  5398. );
  5399. #if BX_PLATFORM_WINDOWS
  5400. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5401. {
  5402. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5403. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5404. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5405. }
  5406. #endif // BX_PLATFORM_WINDOWS
  5407. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5408. }
  5409. } /* namespace d3d12 */ } // namespace bgfx
  5410. #else
  5411. namespace bgfx { namespace d3d12
  5412. {
  5413. RendererContextI* rendererCreate(const Init& _init)
  5414. {
  5415. BX_UNUSED(_init);
  5416. return NULL;
  5417. }
  5418. void rendererDestroy()
  5419. {
  5420. }
  5421. } /* namespace d3d12 */ } // namespace bgfx
  5422. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12