renderer_d3d11.cpp 83 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801
  1. /*
  2. * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  11. static const D3D11_PRIMITIVE_TOPOLOGY s_primType[] =
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  14. D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
  15. D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
  16. };
  17. static const uint32_t s_checkMsaa[] =
  18. {
  19. 0,
  20. 2,
  21. 4,
  22. 8,
  23. 16,
  24. };
  25. static DXGI_SAMPLE_DESC s_msaa[] =
  26. {
  27. { 1, 0 },
  28. { 2, 0 },
  29. { 4, 0 },
  30. { 8, 0 },
  31. { 16, 0 },
  32. };
  33. static const D3D11_BLEND s_blendFactor[][2] =
  34. {
  35. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  36. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
  37. { D3D11_BLEND_ONE, D3D11_BLEND_ONE },
  38. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
  39. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
  40. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
  41. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
  42. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
  43. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
  44. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
  45. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
  46. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
  47. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR },
  48. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR },
  49. };
  50. static const D3D11_BLEND_OP s_blendEquation[] =
  51. {
  52. D3D11_BLEND_OP_ADD,
  53. D3D11_BLEND_OP_SUBTRACT,
  54. D3D11_BLEND_OP_REV_SUBTRACT,
  55. D3D11_BLEND_OP_MIN,
  56. D3D11_BLEND_OP_MAX,
  57. };
  58. static const D3D11_COMPARISON_FUNC s_depthFunc[] =
  59. {
  60. D3D11_COMPARISON_FUNC(0), // ignored
  61. D3D11_COMPARISON_LESS,
  62. D3D11_COMPARISON_LESS_EQUAL,
  63. D3D11_COMPARISON_EQUAL,
  64. D3D11_COMPARISON_GREATER_EQUAL,
  65. D3D11_COMPARISON_GREATER,
  66. D3D11_COMPARISON_NOT_EQUAL,
  67. D3D11_COMPARISON_NEVER,
  68. D3D11_COMPARISON_ALWAYS,
  69. };
  70. static const D3D11_COMPARISON_FUNC s_stencilFunc[] =
  71. {
  72. D3D11_COMPARISON_FUNC(0), // ignored
  73. D3D11_COMPARISON_LESS,
  74. D3D11_COMPARISON_LESS_EQUAL,
  75. D3D11_COMPARISON_EQUAL,
  76. D3D11_COMPARISON_GREATER_EQUAL,
  77. D3D11_COMPARISON_GREATER,
  78. D3D11_COMPARISON_NOT_EQUAL,
  79. D3D11_COMPARISON_NEVER,
  80. D3D11_COMPARISON_ALWAYS,
  81. };
  82. static const D3D11_STENCIL_OP s_stencilOp[] =
  83. {
  84. D3D11_STENCIL_OP_ZERO,
  85. D3D11_STENCIL_OP_KEEP,
  86. D3D11_STENCIL_OP_REPLACE,
  87. D3D11_STENCIL_OP_INCR,
  88. D3D11_STENCIL_OP_INCR_SAT,
  89. D3D11_STENCIL_OP_DECR,
  90. D3D11_STENCIL_OP_DECR_SAT,
  91. D3D11_STENCIL_OP_INVERT,
  92. };
  93. static const D3D11_CULL_MODE s_cullMode[] =
  94. {
  95. D3D11_CULL_NONE,
  96. D3D11_CULL_FRONT,
  97. D3D11_CULL_BACK,
  98. };
  99. static DXGI_FORMAT s_colorFormat[] =
  100. {
  101. DXGI_FORMAT_UNKNOWN, // ignored
  102. DXGI_FORMAT_R8G8B8A8_UNORM,
  103. DXGI_FORMAT_R10G10B10A2_UNORM,
  104. DXGI_FORMAT_R16G16B16A16_UNORM,
  105. DXGI_FORMAT_R16G16B16A16_FLOAT,
  106. DXGI_FORMAT_R16_FLOAT,
  107. DXGI_FORMAT_R32_FLOAT,
  108. };
  109. static const DXGI_FORMAT s_depthFormat[] =
  110. {
  111. DXGI_FORMAT_UNKNOWN, // ignored
  112. DXGI_FORMAT_D24_UNORM_S8_UINT,
  113. };
  114. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  115. {
  116. D3D11_TEXTURE_ADDRESS_WRAP,
  117. D3D11_TEXTURE_ADDRESS_MIRROR,
  118. D3D11_TEXTURE_ADDRESS_CLAMP,
  119. };
  120. /*
  121. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  122. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  123. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  124. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  125. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  126. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  127. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  128. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  129. * D3D11_FILTER_ANISOTROPIC = 0x55,
  130. *
  131. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  132. * 0x10 // MIN_LINEAR
  133. * 0x04 // MAG_LINEAR
  134. * 0x01 // MIP_LINEAR
  135. */
  136. static const uint32_t s_textureFilter[3][3] =
  137. {
  138. {
  139. 0x10, // min linear
  140. 0x00, // min point
  141. 0x55, // anisotopic
  142. },
  143. {
  144. 0x04, // mag linear
  145. 0x00, // mag point
  146. 0x55, // anisotopic
  147. },
  148. {
  149. 0x01, // mip linear
  150. 0x00, // mip point
  151. 0x55, // anisotopic
  152. },
  153. };
  154. struct TextureFormatInfo
  155. {
  156. DXGI_FORMAT m_fmt;
  157. };
  158. #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
  159. // Win8 only BS
  160. // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
  161. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
  162. # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
  163. #endif // DXGI_FORMAT_B4G4R4A4_UNORM
  164. static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  165. {
  166. { DXGI_FORMAT_BC1_UNORM }, // BC1
  167. { DXGI_FORMAT_BC2_UNORM }, // BC2
  168. { DXGI_FORMAT_BC3_UNORM }, // BC3
  169. { DXGI_FORMAT_BC4_UNORM }, // BC4
  170. { DXGI_FORMAT_BC5_UNORM }, // BC5
  171. { DXGI_FORMAT_UNKNOWN }, // ETC1
  172. { DXGI_FORMAT_UNKNOWN }, // ETC2
  173. { DXGI_FORMAT_UNKNOWN }, // ETC2A
  174. { DXGI_FORMAT_UNKNOWN }, // ETC2A1
  175. { DXGI_FORMAT_UNKNOWN }, // PTC12
  176. { DXGI_FORMAT_UNKNOWN }, // PTC14
  177. { DXGI_FORMAT_UNKNOWN }, // PTC12A
  178. { DXGI_FORMAT_UNKNOWN }, // PTC14A
  179. { DXGI_FORMAT_UNKNOWN }, // PTC22
  180. { DXGI_FORMAT_UNKNOWN }, // PTC24
  181. { DXGI_FORMAT_UNKNOWN }, // Unknown
  182. { DXGI_FORMAT_R8_UNORM }, // L8
  183. { DXGI_FORMAT_B8G8R8A8_UNORM }, // BGRA8
  184. { DXGI_FORMAT_R16G16B16A16_UNORM }, // RGBA16
  185. { DXGI_FORMAT_R16G16B16A16_FLOAT }, // RGBA16F
  186. { DXGI_FORMAT_B5G6R5_UNORM }, // R5G6B5
  187. { DXGI_FORMAT_B4G4R4A4_UNORM }, // RGBA4
  188. { DXGI_FORMAT_B5G5R5A1_UNORM }, // RGB5A1
  189. { DXGI_FORMAT_R10G10B10A2_UNORM }, // RGB10A2
  190. };
  191. static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
  192. {
  193. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  194. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  195. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  196. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  197. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  198. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  199. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  200. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  201. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  202. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  203. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  204. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  205. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  206. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  207. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  208. };
  209. static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
  210. {
  211. {
  212. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  213. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  214. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  215. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  216. },
  217. {
  218. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  219. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  220. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  221. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  222. },
  223. {
  224. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  225. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  226. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  227. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  228. },
  229. {
  230. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  231. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  232. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  233. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  234. },
  235. };
  236. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  237. {
  238. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  239. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  240. {
  241. if (0xff != _decl.m_attributes[attr])
  242. {
  243. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  244. if (0 == _decl.m_attributes[attr])
  245. {
  246. elem->AlignedByteOffset = 0;
  247. }
  248. else
  249. {
  250. uint8_t num;
  251. AttribType::Enum type;
  252. bool normalized;
  253. bool asInt;
  254. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  255. elem->Format = s_attribType[type][num-1][normalized];
  256. elem->AlignedByteOffset = _decl.m_offset[attr];
  257. }
  258. ++elem;
  259. }
  260. }
  261. return elem;
  262. }
  263. struct TextureStage
  264. {
  265. TextureStage()
  266. {
  267. clear();
  268. }
  269. void clear()
  270. {
  271. memset(m_srv, 0, sizeof(m_srv) );
  272. memset(m_sampler, 0, sizeof(m_sampler) );
  273. }
  274. ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
  275. ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
  276. };
  277. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  278. template <typename Ty>
  279. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  280. {
  281. #if BGFX_CONFIG_DEBUG_OBJECT_NAME
  282. char temp[2048];
  283. va_list argList;
  284. va_start(argList, _format);
  285. int size = uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  286. va_end(argList);
  287. temp[size] = '\0';
  288. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  289. #endif // BGFX_CONFIG_DEBUG_OBJECT_NAME
  290. }
  291. struct RendererContext
  292. {
  293. RendererContext()
  294. : m_captureTexture(NULL)
  295. , m_captureResolve(NULL)
  296. , m_wireframe(false)
  297. , m_vsChanges(0)
  298. , m_fsChanges(0)
  299. {
  300. }
  301. void init()
  302. {
  303. m_d3d11dll = bx::dlopen("d3d11.dll");
  304. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  305. #if BGFX_CONFIG_DEBUG_PIX
  306. // D3D11_1.h has ID3DUserDefinedAnnotation
  307. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  308. m_d3d9dll = bx::dlopen("d3d9.dll");
  309. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  310. m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc)bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker");
  311. m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  312. m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent");
  313. BX_CHECK(NULL != m_D3DPERF_SetMarker
  314. && NULL != m_D3DPERF_BeginEvent
  315. && NULL != m_D3DPERF_EndEvent
  316. , "Failed to initialize PIX events."
  317. );
  318. #endif // BGFX_CONFIG_DEBUG_PIX
  319. PFN_D3D11_CREATE_DEVICE d3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  320. BGFX_FATAL(NULL != d3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  321. m_dxgidll = bx::dlopen("dxgi.dll");
  322. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  323. PFN_CREATEDXGIFACTORY dxgiCreateDXGIFactory = (PFN_CREATEDXGIFACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  324. BGFX_FATAL(NULL != dxgiCreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  325. HRESULT hr;
  326. IDXGIFactory* factory;
  327. hr = dxgiCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
  328. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  329. m_adapter = NULL;
  330. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  331. IDXGIAdapter* adapter;
  332. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  333. {
  334. DXGI_ADAPTER_DESC desc;
  335. hr = adapter->GetDesc(&desc);
  336. if (SUCCEEDED(hr) )
  337. {
  338. BX_TRACE("Adapter #%d", ii);
  339. char description[BX_COUNTOF(desc.Description)];
  340. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  341. BX_TRACE("\tDescription: %s", description);
  342. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  343. , desc.VendorId
  344. , desc.DeviceId
  345. , desc.SubSysId
  346. , desc.Revision
  347. );
  348. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  349. , desc.DedicatedVideoMemory
  350. , desc.DedicatedSystemMemory
  351. , desc.SharedSystemMemory
  352. );
  353. #if BGFX_CONFIG_DEBUG_PERFHUD
  354. if (0 != strstr(description, "PerfHUD") )
  355. {
  356. m_adapter = adapter;
  357. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  358. }
  359. #endif // BGFX_CONFIG_DEBUG_PERFHUD
  360. }
  361. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  362. }
  363. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  364. D3D_FEATURE_LEVEL features[] =
  365. {
  366. D3D_FEATURE_LEVEL_11_0,
  367. };
  368. memset(&m_scd, 0, sizeof(m_scd) );
  369. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  370. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  371. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  372. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  373. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  374. m_scd.SampleDesc.Count = 1;
  375. m_scd.SampleDesc.Quality = 0;
  376. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  377. m_scd.BufferCount = 1;
  378. m_scd.OutputWindow = g_bgfxHwnd;
  379. m_scd.Windowed = true;
  380. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  381. #if BGFX_CONFIG_DEBUG
  382. | D3D11_CREATE_DEVICE_DEBUG
  383. #endif // BGFX_CONFIG_DEBUG
  384. ;
  385. D3D_FEATURE_LEVEL featureLevel;
  386. hr = d3D11CreateDevice(m_adapter
  387. , m_driverType
  388. , NULL
  389. , flags
  390. , features
  391. , 1
  392. , D3D11_SDK_VERSION
  393. , &m_device
  394. , &featureLevel
  395. , &m_deviceCtx
  396. );
  397. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  398. IDXGIDevice* device;
  399. hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
  400. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  401. hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
  402. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  403. // GPA increases device ref count and triggers assert in debug
  404. // build. Set flag to disable reference count checks.
  405. setGraphicsDebuggerPresent(3 < getRefCount(device) );
  406. DX_RELEASE(device, 2);
  407. hr = adapter->GetDesc(&m_adapterDesc);
  408. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  409. hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
  410. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  411. DX_RELEASE(adapter, 2);
  412. hr = m_factory->CreateSwapChain(m_device
  413. , &m_scd
  414. , &m_swapChain
  415. );
  416. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  417. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  418. {
  419. m_predefinedUniforms[ii].create(UniformType::Uniform4x4fv, 1, false);
  420. m_uniformReg.add(getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  421. }
  422. g_caps.emulated &= ~( 0
  423. | BGFX_CAPS_TEXTURE_FORMAT_BC1
  424. | BGFX_CAPS_TEXTURE_FORMAT_BC2
  425. | BGFX_CAPS_TEXTURE_FORMAT_BC3
  426. | BGFX_CAPS_TEXTURE_FORMAT_BC4
  427. );
  428. g_caps.supported |= ( 0
  429. | BGFX_CAPS_INSTANCING
  430. | BGFX_CAPS_TEXTURE_3D
  431. );
  432. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  433. postReset();
  434. }
  435. void shutdown()
  436. {
  437. preReset();
  438. m_deviceCtx->ClearState();
  439. invalidateCache();
  440. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  441. {
  442. m_indexBuffers[ii].destroy();
  443. }
  444. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  445. {
  446. m_vertexBuffers[ii].destroy();
  447. }
  448. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexShaders); ++ii)
  449. {
  450. m_vertexShaders[ii].destroy();
  451. }
  452. for (uint32_t ii = 0; ii < BX_COUNTOF(m_fragmentShaders); ++ii)
  453. {
  454. m_fragmentShaders[ii].destroy();
  455. }
  456. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  457. {
  458. m_textures[ii].destroy();
  459. }
  460. for (uint32_t ii = 0; ii < BX_COUNTOF(m_renderTargets); ++ii)
  461. {
  462. m_renderTargets[ii].destroy();
  463. }
  464. for (uint32_t ii = 0; ii < BX_COUNTOF(m_uniforms); ++ii)
  465. {
  466. m_uniforms[ii].destroy();
  467. }
  468. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  469. {
  470. m_predefinedUniforms[ii].destroy();
  471. }
  472. DX_RELEASE(m_swapChain, 0);
  473. DX_RELEASE(m_deviceCtx, 0);
  474. DX_RELEASE(m_device, 0);
  475. DX_RELEASE(m_factory, 0);
  476. bx::dlclose(m_dxgidll);
  477. bx::dlclose(m_d3d11dll);
  478. }
  479. void preReset()
  480. {
  481. DX_RELEASE(m_backBufferDepthStencil, 0);
  482. DX_RELEASE(m_backBufferColor, 0);
  483. // invalidateCache();
  484. capturePreReset();
  485. }
  486. void postReset()
  487. {
  488. ID3D11Texture2D* color;
  489. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  490. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  491. DX_RELEASE(color, 0);
  492. D3D11_TEXTURE2D_DESC dsd;
  493. dsd.Width = m_scd.BufferDesc.Width;
  494. dsd.Height = m_scd.BufferDesc.Height;
  495. dsd.MipLevels = 1;
  496. dsd.ArraySize = 1;
  497. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  498. dsd.SampleDesc = m_scd.SampleDesc;
  499. dsd.Usage = D3D11_USAGE_DEFAULT;
  500. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  501. dsd.CPUAccessFlags = 0;
  502. dsd.MiscFlags = 0;
  503. ID3D11Texture2D* depthStencil;
  504. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  505. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  506. DX_RELEASE(depthStencil, 0);
  507. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  508. m_currentColor = m_backBufferColor;
  509. m_currentDepthStencil = m_backBufferDepthStencil;
  510. capturePostReset();
  511. }
  512. void flip()
  513. {
  514. if (NULL != m_swapChain)
  515. {
  516. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  517. DX_CHECK(m_swapChain->Present(syncInterval, 0) );
  518. }
  519. }
  520. void invalidateCache()
  521. {
  522. m_inputLayoutCache.invalidate();
  523. m_blendStateCache.invalidate();
  524. m_depthStencilStateCache.invalidate();
  525. m_rasterizerStateCache.invalidate();
  526. m_samplerStateCache.invalidate();
  527. }
  528. void updateMsaa()
  529. {
  530. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  531. {
  532. uint32_t msaa = s_checkMsaa[ii];
  533. uint32_t quality = 0;
  534. HRESULT hr = m_device->CheckMultisampleQualityLevels(m_scd.BufferDesc.Format, msaa, &quality);
  535. if (SUCCEEDED(hr)
  536. && 0 < quality)
  537. {
  538. s_msaa[ii].Count = msaa;
  539. s_msaa[ii].Quality = quality - 1;
  540. last = ii;
  541. }
  542. else
  543. {
  544. s_msaa[ii] = s_msaa[last];
  545. }
  546. }
  547. }
  548. void updateResolution(const Resolution& _resolution)
  549. {
  550. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  551. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  552. || m_flags != _resolution.m_flags)
  553. {
  554. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  555. m_flags = _resolution.m_flags;
  556. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  557. m_textVideoMem.clear();
  558. m_scd.BufferDesc.Width = _resolution.m_width;
  559. m_scd.BufferDesc.Height = _resolution.m_height;
  560. preReset();
  561. if (resize)
  562. {
  563. DX_CHECK(m_swapChain->ResizeBuffers(2
  564. , m_scd.BufferDesc.Width
  565. , m_scd.BufferDesc.Height
  566. , m_scd.BufferDesc.Format
  567. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  568. ) );
  569. }
  570. else
  571. {
  572. updateMsaa();
  573. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  574. DX_RELEASE(m_swapChain, 0);
  575. HRESULT hr;
  576. hr = m_factory->CreateSwapChain(m_device
  577. , &m_scd
  578. , &m_swapChain
  579. );
  580. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  581. }
  582. postReset();
  583. }
  584. }
  585. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  586. {
  587. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  588. {
  589. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  590. m_fsChanges += _numRegs;
  591. }
  592. else
  593. {
  594. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  595. m_vsChanges += _numRegs;
  596. }
  597. }
  598. void commitShaderConstants()
  599. {
  600. if (0 < m_vsChanges)
  601. {
  602. if (NULL != m_currentProgram->m_vsh->m_buffer)
  603. {
  604. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  605. }
  606. m_vsChanges = 0;
  607. }
  608. if (0 < m_fsChanges)
  609. {
  610. if (NULL != m_currentProgram->m_fsh->m_buffer)
  611. {
  612. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  613. }
  614. m_fsChanges = 0;
  615. }
  616. }
  617. void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
  618. {
  619. BX_UNUSED(_msaa);
  620. if (!isValid(_rt) )
  621. {
  622. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  623. m_currentColor = m_backBufferColor;
  624. m_currentDepthStencil = m_backBufferDepthStencil;
  625. }
  626. else
  627. {
  628. invalidateTextureStage();
  629. RenderTarget& renderTarget = m_renderTargets[_rt.idx];
  630. m_deviceCtx->OMSetRenderTargets(1, &renderTarget.m_rtv, renderTarget.m_dsv);
  631. m_currentColor = renderTarget.m_rtv;
  632. m_currentDepthStencil = renderTarget.m_dsv;
  633. }
  634. }
  635. void clear(const Clear& _clear)
  636. {
  637. if (NULL != m_currentColor
  638. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  639. {
  640. uint32_t rgba = _clear.m_rgba;
  641. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  642. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  643. }
  644. if (NULL != m_currentDepthStencil
  645. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  646. {
  647. DWORD flags = 0;
  648. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  649. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  650. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  651. }
  652. }
  653. void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program, uint8_t _numInstanceData)
  654. {
  655. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  656. layoutHash ^= _numInstanceData;
  657. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  658. if (NULL == layout)
  659. {
  660. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  661. VertexDecl decl;
  662. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  663. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  664. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  665. {
  666. uint8_t mask = attrMask[ii];
  667. uint8_t attr = (decl.m_attributes[ii] & mask);
  668. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  669. }
  670. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  671. uint32_t num = uint32_t(elem-vertexElements);
  672. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  673. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  674. {
  675. uint32_t index = 8-_numInstanceData+ii;
  676. uint32_t jj;
  677. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  678. for (jj = 0; jj < num; ++jj)
  679. {
  680. curr = &vertexElements[jj];
  681. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  682. && curr->SemanticIndex == index)
  683. {
  684. break;
  685. }
  686. }
  687. if (jj == num)
  688. {
  689. curr = elem;
  690. ++elem;
  691. }
  692. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  693. curr->InputSlot = 1;
  694. curr->SemanticIndex = index;
  695. curr->AlignedByteOffset = ii*16;
  696. }
  697. num = uint32_t(elem-vertexElements);
  698. DX_CHECK(m_device->CreateInputLayout(vertexElements
  699. , num
  700. , _program.m_vsh->m_code->data
  701. , _program.m_vsh->m_code->size
  702. , &layout
  703. ) );
  704. m_inputLayoutCache.add(layoutHash, layout);
  705. }
  706. m_deviceCtx->IASetInputLayout(layout);
  707. }
  708. void setBlendState(uint64_t _state, uint32_t _rgba = UINT32_MAX)
  709. {
  710. _state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
  711. ID3D11BlendState* bs = m_blendStateCache.find(_state);
  712. if (NULL == bs)
  713. {
  714. D3D11_BLEND_DESC desc;
  715. memset(&desc, 0, sizeof(desc) );
  716. D3D11_RENDER_TARGET_BLEND_DESC& drt = desc.RenderTarget[0];
  717. drt.BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  718. uint32_t blend = (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  719. uint32_t equation = (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
  720. uint32_t src = blend&0xf;
  721. uint32_t dst = (blend>>4)&0xf;
  722. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  723. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  724. drt.SrcBlend = s_blendFactor[src][0];
  725. drt.DestBlend = s_blendFactor[dst][0];
  726. drt.BlendOp = s_blendEquation[equation];
  727. drt.SrcBlendAlpha = s_blendFactor[src][1];
  728. drt.DestBlendAlpha = s_blendFactor[dst][1];
  729. drt.BlendOpAlpha = s_blendEquation[equation];
  730. drt.RenderTargetWriteMask = writeMask;
  731. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  732. m_blendStateCache.add(_state, bs);
  733. }
  734. float blendFactor[4];
  735. blendFactor[0] = (_rgba>>24)/255.0f;
  736. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  737. blendFactor[2] = ( (_rgba>>8)&0xff)/255.0f;
  738. blendFactor[3] = (_rgba&0xff)/255.0f;
  739. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  740. }
  741. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  742. {
  743. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  744. uint32_t fstencil = unpackStencil(0, _stencil);
  745. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  746. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  747. bx::HashMurmur2A murmur;
  748. murmur.begin();
  749. murmur.add(_state);
  750. murmur.add(_stencil);
  751. uint32_t hash = murmur.end();
  752. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  753. if (NULL == dss)
  754. {
  755. D3D11_DEPTH_STENCIL_DESC desc;
  756. memset(&desc, 0, sizeof(desc) );
  757. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  758. desc.DepthEnable = 0 != func;
  759. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  760. desc.DepthFunc = s_depthFunc[func];
  761. uint32_t bstencil = unpackStencil(1, _stencil);
  762. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  763. bstencil = frontAndBack ? bstencil : fstencil;
  764. desc.StencilEnable = 0 != _stencil;
  765. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  766. desc.StencilWriteMask = 0xff;
  767. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  768. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  769. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  770. desc.FrontFace.StencilFunc = s_stencilFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  771. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  772. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  773. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  774. desc.BackFace.StencilFunc = s_stencilFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  775. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  776. m_depthStencilStateCache.add(hash, dss);
  777. }
  778. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  779. }
  780. void setDebugWireframe(bool _wireframe)
  781. {
  782. if (m_wireframe != _wireframe)
  783. {
  784. m_wireframe = _wireframe;
  785. m_rasterizerStateCache.invalidate();
  786. }
  787. }
  788. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  789. {
  790. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  791. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  792. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  793. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  794. if (NULL == rs)
  795. {
  796. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  797. D3D11_RASTERIZER_DESC desc;
  798. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  799. desc.CullMode = s_cullMode[cull];
  800. desc.FrontCounterClockwise = false;
  801. desc.DepthBias = 0;
  802. desc.DepthBiasClamp = 0.0f;
  803. desc.SlopeScaledDepthBias = 0.0f;
  804. desc.DepthClipEnable = false;
  805. desc.ScissorEnable = _scissor;
  806. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  807. desc.AntialiasedLineEnable = false;
  808. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  809. m_rasterizerStateCache.add(_state, rs);
  810. }
  811. m_deviceCtx->RSSetState(rs);
  812. }
  813. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  814. {
  815. _flags &= BGFX_TEXTURE_MIN_MASK|BGFX_TEXTURE_MAG_MASK|BGFX_TEXTURE_MIP_MASK
  816. | BGFX_TEXTURE_U_MASK|BGFX_TEXTURE_V_MASK|BGFX_TEXTURE_W_MASK
  817. ;
  818. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  819. if (NULL == sampler)
  820. {
  821. uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  822. uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  823. uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  824. D3D11_SAMPLER_DESC sd;
  825. sd.Filter = (D3D11_FILTER)(minFilter|magFilter|mipFilter);
  826. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  827. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  828. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  829. sd.MipLODBias = 0.0f;
  830. sd.MaxAnisotropy = 1;
  831. sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
  832. sd.BorderColor[0] = 0.0f;
  833. sd.BorderColor[1] = 0.0f;
  834. sd.BorderColor[2] = 0.0f;
  835. sd.BorderColor[3] = 0.0f;
  836. sd.MinLOD = 0;
  837. sd.MaxLOD = D3D11_FLOAT32_MAX;
  838. m_device->CreateSamplerState(&sd, &sampler);
  839. DX_CHECK_REFCOUNT(sampler, 1);
  840. m_samplerStateCache.add(_flags, sampler);
  841. }
  842. return sampler;
  843. }
  844. void commitTextureStage()
  845. {
  846. m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
  847. m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
  848. }
  849. void invalidateTextureStage()
  850. {
  851. m_textureStage.clear();
  852. commitTextureStage();
  853. }
  854. void capturePostReset()
  855. {
  856. if (m_flags&BGFX_RESET_CAPTURE)
  857. {
  858. ID3D11Texture2D* backBuffer;
  859. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  860. D3D11_TEXTURE2D_DESC backBufferDesc;
  861. backBuffer->GetDesc(&backBufferDesc);
  862. D3D11_TEXTURE2D_DESC desc;
  863. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  864. desc.SampleDesc.Count = 1;
  865. desc.SampleDesc.Quality = 0;
  866. desc.Usage = D3D11_USAGE_STAGING;
  867. desc.BindFlags = 0;
  868. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  869. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  870. if (SUCCEEDED(hr) )
  871. {
  872. if (backBufferDesc.SampleDesc.Count != 1)
  873. {
  874. desc.Usage = D3D11_USAGE_DEFAULT;
  875. desc.CPUAccessFlags = 0;
  876. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  877. }
  878. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  879. }
  880. DX_RELEASE(backBuffer, 0);
  881. }
  882. }
  883. void capturePreReset()
  884. {
  885. if (NULL != m_captureTexture)
  886. {
  887. g_callback->captureEnd();
  888. }
  889. DX_RELEASE(m_captureResolve, 0);
  890. DX_RELEASE(m_captureTexture, 0);
  891. }
  892. void capture()
  893. {
  894. if (NULL != m_captureTexture)
  895. {
  896. ID3D11Texture2D* backBuffer;
  897. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  898. DXGI_MODE_DESC& desc = m_scd.BufferDesc;
  899. if (NULL == m_captureResolve)
  900. {
  901. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  902. }
  903. else
  904. {
  905. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
  906. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  907. }
  908. D3D11_MAPPED_SUBRESOURCE mapped;
  909. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  910. g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
  911. m_deviceCtx->Unmap(m_captureTexture, 0);
  912. DX_RELEASE(backBuffer, 0);
  913. }
  914. }
  915. void saveScreenShot(const char* _filePath)
  916. {
  917. ID3D11Texture2D* backBuffer;
  918. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  919. D3D11_TEXTURE2D_DESC backBufferDesc;
  920. backBuffer->GetDesc(&backBufferDesc);
  921. D3D11_TEXTURE2D_DESC desc;
  922. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  923. desc.SampleDesc.Count = 1;
  924. desc.SampleDesc.Quality = 0;
  925. desc.Usage = D3D11_USAGE_STAGING;
  926. desc.BindFlags = 0;
  927. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  928. ID3D11Texture2D* texture;
  929. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  930. if (SUCCEEDED(hr) )
  931. {
  932. if (backBufferDesc.SampleDesc.Count == 1)
  933. {
  934. m_deviceCtx->CopyResource(texture, backBuffer);
  935. }
  936. else
  937. {
  938. desc.Usage = D3D11_USAGE_DEFAULT;
  939. desc.CPUAccessFlags = 0;
  940. ID3D11Texture2D* resolve;
  941. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  942. if (SUCCEEDED(hr) )
  943. {
  944. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  945. m_deviceCtx->CopyResource(texture, resolve);
  946. DX_RELEASE(resolve, 0);
  947. }
  948. }
  949. D3D11_MAPPED_SUBRESOURCE mapped;
  950. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  951. g_callback->screenShot(_filePath
  952. , backBufferDesc.Width
  953. , backBufferDesc.Height
  954. , mapped.RowPitch
  955. , mapped.pData
  956. , backBufferDesc.Height*mapped.RowPitch
  957. , false
  958. );
  959. m_deviceCtx->Unmap(texture, 0);
  960. DX_RELEASE(texture, 0);
  961. }
  962. DX_RELEASE(backBuffer, 0);
  963. }
  964. #if BGFX_CONFIG_DEBUG_PIX
  965. void* m_d3d9dll;
  966. D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker;
  967. D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent;
  968. D3DPERF_EndEventFunc m_D3DPERF_EndEvent;
  969. #endif // BGFX_CONFIG_DEBUG_PIX
  970. void* m_d3d11dll;
  971. void* m_dxgidll;
  972. D3D_DRIVER_TYPE m_driverType;
  973. IDXGIAdapter* m_adapter;
  974. DXGI_ADAPTER_DESC m_adapterDesc;
  975. IDXGIFactory* m_factory;
  976. IDXGISwapChain* m_swapChain;
  977. ID3D11Device* m_device;
  978. ID3D11DeviceContext* m_deviceCtx;
  979. ID3D11RenderTargetView* m_backBufferColor;
  980. ID3D11DepthStencilView* m_backBufferDepthStencil;
  981. ID3D11RenderTargetView* m_currentColor;
  982. ID3D11DepthStencilView* m_currentDepthStencil;
  983. ID3D11Texture2D* m_captureTexture;
  984. ID3D11Texture2D* m_captureResolve;
  985. bool m_wireframe;
  986. DXGI_SWAP_CHAIN_DESC m_scd;
  987. uint32_t m_flags;
  988. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  989. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  990. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  991. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  992. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  993. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  994. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  995. RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
  996. UniformBuffer m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  997. UniformBuffer m_predefinedUniforms[PredefinedUniform::Count];
  998. UniformRegistry m_uniformReg;
  999. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1000. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1001. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1002. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1003. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1004. TextVideoMem m_textVideoMem;
  1005. RenderTargetHandle m_rt;
  1006. TextureStage m_textureStage;
  1007. Program* m_currentProgram;
  1008. uint8_t m_vsScratch[64<<10];
  1009. uint8_t m_fsScratch[64<<10];
  1010. uint32_t m_vsChanges;
  1011. uint32_t m_fsChanges;
  1012. };
  1013. static RendererContext* s_renderCtx;
  1014. void IndexBuffer::create(uint32_t _size, void* _data)
  1015. {
  1016. m_size = _size;
  1017. m_dynamic = NULL == _data;
  1018. D3D11_BUFFER_DESC desc;
  1019. desc.ByteWidth = _size;
  1020. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1021. desc.MiscFlags = 0;
  1022. desc.StructureByteStride = 0;
  1023. if (m_dynamic)
  1024. {
  1025. desc.Usage = D3D11_USAGE_DYNAMIC;
  1026. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1027. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1028. , NULL
  1029. , &m_ptr
  1030. ) );
  1031. }
  1032. else
  1033. {
  1034. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1035. desc.CPUAccessFlags = 0;
  1036. D3D11_SUBRESOURCE_DATA srd;
  1037. srd.pSysMem = _data;
  1038. srd.SysMemPitch = 0;
  1039. srd.SysMemSlicePitch = 0;
  1040. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1041. , &srd
  1042. , &m_ptr
  1043. ) );
  1044. }
  1045. }
  1046. void IndexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  1047. {
  1048. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1049. BX_CHECK(m_dynamic, "Must be dynamic!");
  1050. D3D11_MAPPED_SUBRESOURCE mapped;
  1051. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1052. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1053. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1054. deviceCtx->Unmap(m_ptr, 0);
  1055. }
  1056. void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  1057. {
  1058. m_size = _size;
  1059. m_decl = _declHandle;
  1060. m_dynamic = NULL == _data;
  1061. D3D11_BUFFER_DESC desc;
  1062. desc.ByteWidth = _size;
  1063. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1064. desc.MiscFlags = 0;
  1065. if (m_dynamic)
  1066. {
  1067. desc.Usage = D3D11_USAGE_DYNAMIC;
  1068. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1069. desc.StructureByteStride = 0;
  1070. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1071. , NULL
  1072. , &m_ptr
  1073. ) );
  1074. }
  1075. else
  1076. {
  1077. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1078. desc.CPUAccessFlags = 0;
  1079. desc.StructureByteStride = 0;
  1080. D3D11_SUBRESOURCE_DATA srd;
  1081. srd.pSysMem = _data;
  1082. srd.SysMemPitch = 0;
  1083. srd.SysMemSlicePitch = 0;
  1084. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1085. , &srd
  1086. , &m_ptr
  1087. ) );
  1088. }
  1089. }
  1090. void VertexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  1091. {
  1092. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1093. BX_CHECK(m_dynamic, "Must be dynamic!");
  1094. D3D11_MAPPED_SUBRESOURCE mapped;
  1095. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1096. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1097. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1098. deviceCtx->Unmap(m_ptr, 0);
  1099. }
  1100. void ConstantBuffer::commit()
  1101. {
  1102. reset();
  1103. do
  1104. {
  1105. uint32_t opcode = read();
  1106. if (UniformType::End == opcode)
  1107. {
  1108. break;
  1109. }
  1110. UniformType::Enum type;
  1111. uint16_t loc;
  1112. uint16_t num;
  1113. uint16_t copy;
  1114. decodeOpcode(opcode, type, loc, num, copy);
  1115. const char* data;
  1116. if (copy)
  1117. {
  1118. data = read(g_uniformTypeSize[type]*num);
  1119. }
  1120. else
  1121. {
  1122. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1123. }
  1124. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1125. case UniformType::_uniform: \
  1126. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1127. { \
  1128. s_renderCtx->setShaderConstant(type, loc, data, num); \
  1129. } \
  1130. break;
  1131. switch ((int32_t)type)
  1132. {
  1133. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1134. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1135. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1136. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1137. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1138. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1139. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1140. CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
  1141. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
  1142. case UniformType::End:
  1143. break;
  1144. default:
  1145. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1146. break;
  1147. }
  1148. #undef CASE_IMPLEMENT_UNIFORM
  1149. } while (true);
  1150. }
  1151. void TextVideoMemBlitter::setup()
  1152. {
  1153. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1154. uint32_t width = s_renderCtx->m_scd.BufferDesc.Width;
  1155. uint32_t height = s_renderCtx->m_scd.BufferDesc.Height;
  1156. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1157. s_renderCtx->setRenderTarget(rt, false);
  1158. D3D11_VIEWPORT vp;
  1159. vp.TopLeftX = 0;
  1160. vp.TopLeftY = 0;
  1161. vp.Width = (float)width;
  1162. vp.Height = (float)height;
  1163. vp.MinDepth = 0.0f;
  1164. vp.MaxDepth = 1.0f;
  1165. deviceCtx->RSSetViewports(1, &vp);
  1166. uint64_t state = BGFX_STATE_RGB_WRITE
  1167. | BGFX_STATE_ALPHA_WRITE
  1168. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1169. ;
  1170. s_renderCtx->setBlendState(state);
  1171. s_renderCtx->setDepthStencilState(state);
  1172. s_renderCtx->setRasterizerState(state);
  1173. Program& program = s_renderCtx->m_program[m_program.idx];
  1174. s_renderCtx->m_currentProgram = &program;
  1175. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1176. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1177. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1178. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1179. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  1180. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  1181. uint32_t stride = vertexDecl.m_stride;
  1182. uint32_t offset = 0;
  1183. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1184. s_renderCtx->setInputLayout(vertexDecl, program, 0);
  1185. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  1186. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1187. float proj[16];
  1188. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1189. PredefinedUniform& predefined = program.m_predefined[0];
  1190. uint8_t flags = predefined.m_type;
  1191. s_renderCtx->setShaderConstant(flags, predefined.m_loc, proj, 4);
  1192. s_renderCtx->commitShaderConstants();
  1193. s_renderCtx->m_textures[m_texture.idx].commit(0);
  1194. s_renderCtx->commitTextureStage();
  1195. }
  1196. void TextVideoMemBlitter::render(uint32_t _numIndices)
  1197. {
  1198. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1199. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  1200. ib.update(0, _numIndices*2, m_ib->data);
  1201. uint32_t numVertices = _numIndices*4/6;
  1202. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  1203. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1204. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1205. }
  1206. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  1207. {
  1208. BX_UNUSED(_height);
  1209. uint32_t width = s_renderCtx->m_scd.BufferDesc.Width;
  1210. uint32_t height = s_renderCtx->m_scd.BufferDesc.Height;
  1211. if (0 == _rect.m_x
  1212. && 0 == _rect.m_y
  1213. && width == _rect.m_width
  1214. && height == _rect.m_height)
  1215. {
  1216. s_renderCtx->clear(_clear);
  1217. }
  1218. else
  1219. {
  1220. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1221. uint64_t state = 0;
  1222. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1223. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1224. uint64_t stencil = 0;
  1225. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
  1226. | BGFX_STENCIL_TEST_ALWAYS
  1227. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1228. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1229. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1230. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1231. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1232. : 0
  1233. ;
  1234. s_renderCtx->setBlendState(state);
  1235. s_renderCtx->setDepthStencilState(state, stencil);
  1236. s_renderCtx->setRasterizerState(state);
  1237. Program& program = s_renderCtx->m_program[m_program.idx];
  1238. s_renderCtx->m_currentProgram = &program;
  1239. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1240. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1241. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1242. deviceCtx->PSSetConstantBuffers(0, 0, NULL);
  1243. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  1244. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  1245. uint32_t stride = vertexDecl.m_stride;
  1246. uint32_t offset = 0;
  1247. {
  1248. struct Vertex
  1249. {
  1250. float m_x;
  1251. float m_y;
  1252. float m_z;
  1253. uint32_t m_abgr;
  1254. } * vertex = (Vertex*)m_vb->data;
  1255. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1256. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1257. const float depth = _clear.m_depth;
  1258. vertex->m_x = -1.0f;
  1259. vertex->m_y = -1.0f;
  1260. vertex->m_z = depth;
  1261. vertex->m_abgr = abgr;
  1262. vertex++;
  1263. vertex->m_x = 1.0f;
  1264. vertex->m_y = -1.0f;
  1265. vertex->m_z = depth;
  1266. vertex->m_abgr = abgr;
  1267. vertex++;
  1268. vertex->m_x = 1.0f;
  1269. vertex->m_y = 1.0f;
  1270. vertex->m_z = depth;
  1271. vertex->m_abgr = abgr;
  1272. vertex++;
  1273. vertex->m_x = -1.0f;
  1274. vertex->m_y = 1.0f;
  1275. vertex->m_z = depth;
  1276. vertex->m_abgr = abgr;
  1277. }
  1278. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  1279. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1280. s_renderCtx->setInputLayout(vertexDecl, program, 0);
  1281. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib.idx];
  1282. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1283. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1284. deviceCtx->DrawIndexed(6, 0, 0);
  1285. }
  1286. }
  1287. void Shader::create(bool _fragment, const Memory* _mem)
  1288. {
  1289. bx::MemoryReader reader(_mem->data, _mem->size);
  1290. uint32_t magic;
  1291. bx::read(&reader, magic);
  1292. uint32_t iohash;
  1293. bx::read(&reader, iohash);
  1294. bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
  1295. uint16_t count;
  1296. bx::read(&reader, count);
  1297. uint16_t size;
  1298. bx::read(&reader, size);
  1299. if (0 < size)
  1300. {
  1301. D3D11_BUFFER_DESC desc;
  1302. desc.ByteWidth = size;
  1303. desc.Usage = D3D11_USAGE_DEFAULT;
  1304. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1305. desc.CPUAccessFlags = 0;
  1306. desc.MiscFlags = 0;
  1307. desc.StructureByteStride = 0;
  1308. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  1309. }
  1310. m_numPredefined = 0;
  1311. m_numUniforms = count;
  1312. BX_TRACE("Shader consts %d", count);
  1313. uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1314. if (0 < count)
  1315. {
  1316. m_constantBuffer = ConstantBuffer::create(1024);
  1317. for (uint32_t ii = 0; ii < count; ++ii)
  1318. {
  1319. uint8_t nameSize;
  1320. bx::read(&reader, nameSize);
  1321. char name[256];
  1322. bx::read(&reader, &name, nameSize);
  1323. name[nameSize] = '\0';
  1324. uint8_t type;
  1325. bx::read(&reader, type);
  1326. uint8_t num;
  1327. bx::read(&reader, num);
  1328. uint16_t regIndex;
  1329. bx::read(&reader, regIndex);
  1330. uint16_t regCount;
  1331. bx::read(&reader, regCount);
  1332. const char* kind = "invalid";
  1333. const void* data = NULL;
  1334. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1335. if (PredefinedUniform::Count != predefined)
  1336. {
  1337. kind = "predefined";
  1338. m_predefined[m_numPredefined].m_loc = regIndex;
  1339. m_predefined[m_numPredefined].m_count = regCount;
  1340. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1341. m_numPredefined++;
  1342. }
  1343. else
  1344. {
  1345. const UniformInfo* info = s_renderCtx->m_uniformReg.find(name);
  1346. UniformBuffer* uniform = info != NULL ? (UniformBuffer*)info->m_data : NULL;
  1347. if (NULL != uniform)
  1348. {
  1349. kind = "user";
  1350. data = uniform->m_data;
  1351. m_constantBuffer->writeUniformRef( (UniformType::Enum)(type|fragmentBit), regIndex, data, regCount);
  1352. }
  1353. }
  1354. BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
  1355. , kind
  1356. , name
  1357. , type
  1358. , num
  1359. , regIndex
  1360. , regCount
  1361. );
  1362. }
  1363. m_constantBuffer->finish();
  1364. }
  1365. uint16_t shaderSize;
  1366. bx::read(&reader, shaderSize);
  1367. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1368. bx::skip(&reader, shaderSize);
  1369. if (_fragment)
  1370. {
  1371. DX_CHECK(s_renderCtx->m_device->CreatePixelShader(code, shaderSize, NULL, (ID3D11PixelShader**)&m_ptr) );
  1372. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1373. }
  1374. else
  1375. {
  1376. m_hash = bx::hashMurmur2A(code, shaderSize);
  1377. m_code = alloc(shaderSize);
  1378. memcpy(m_code->data, code, shaderSize);
  1379. DX_CHECK(s_renderCtx->m_device->CreateVertexShader(code, shaderSize, NULL, (ID3D11VertexShader**)&m_ptr) );
  1380. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1381. }
  1382. }
  1383. void Texture::create(const Memory* _mem, uint32_t _flags)
  1384. {
  1385. m_sampler = s_renderCtx->getSamplerState(_flags);
  1386. ImageContainer imageContainer;
  1387. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1388. {
  1389. m_requestedFormat = (uint8_t)imageContainer.m_format;
  1390. m_textureFormat = (uint8_t)imageContainer.m_format;
  1391. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  1392. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  1393. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1394. if (convert)
  1395. {
  1396. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1397. bpp = 32;
  1398. }
  1399. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  1400. if (imageContainer.m_cubeMap)
  1401. {
  1402. m_type = TextureCube;
  1403. }
  1404. else if (imageContainer.m_depth > 1)
  1405. {
  1406. m_type = Texture3D;
  1407. }
  1408. else
  1409. {
  1410. m_type = Texture2D;
  1411. }
  1412. m_numMips = imageContainer.m_numMips;
  1413. uint32_t numSrd = imageContainer.m_numMips*(imageContainer.m_cubeMap ? 6 : 1);
  1414. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  1415. uint32_t kk = 0;
  1416. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1417. {
  1418. uint32_t width = imageContainer.m_width;
  1419. uint32_t height = imageContainer.m_height;
  1420. uint32_t depth = imageContainer.m_depth;
  1421. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1422. {
  1423. width = bx::uint32_max(1, width);
  1424. height = bx::uint32_max(1, height);
  1425. depth = bx::uint32_max(1, depth);
  1426. ImageMip mip;
  1427. if (imageGetRawData(imageContainer, side, lod, _mem->data, _mem->size, mip) )
  1428. {
  1429. srd[kk].pSysMem = mip.m_data;
  1430. if (convert)
  1431. {
  1432. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  1433. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_format);
  1434. srd[kk].pSysMem = temp;
  1435. srd[kk].SysMemPitch = mip.m_width*bpp/8;
  1436. }
  1437. else if (TextureFormat::Unknown > m_textureFormat)
  1438. {
  1439. srd[kk].SysMemPitch = (mip.m_width/4)*mip.m_blockSize;
  1440. srd[kk].SysMemSlicePitch = (mip.m_height/4)*srd[kk].SysMemPitch;
  1441. }
  1442. else
  1443. {
  1444. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1445. }
  1446. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1447. ++kk;
  1448. }
  1449. width >>= 1;
  1450. height >>= 1;
  1451. depth >>= 1;
  1452. }
  1453. }
  1454. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1455. memset(&srvd, 0, sizeof(srvd) );
  1456. srvd.Format = format;
  1457. switch (m_type)
  1458. {
  1459. case Texture2D:
  1460. case TextureCube:
  1461. {
  1462. D3D11_TEXTURE2D_DESC desc;
  1463. desc.Width = imageContainer.m_width;
  1464. desc.Height = imageContainer.m_height;
  1465. desc.MipLevels = imageContainer.m_numMips;
  1466. desc.Format = srvd.Format;
  1467. desc.SampleDesc.Count = 1;
  1468. desc.SampleDesc.Quality = 0;
  1469. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1470. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1471. desc.CPUAccessFlags = 0;
  1472. if (imageContainer.m_cubeMap)
  1473. {
  1474. desc.ArraySize = 6;
  1475. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1476. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1477. srvd.TextureCube.MipLevels = imageContainer.m_numMips;
  1478. }
  1479. else
  1480. {
  1481. desc.ArraySize = 1;
  1482. desc.MiscFlags = 0;
  1483. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1484. srvd.Texture2D.MipLevels = imageContainer.m_numMips;
  1485. }
  1486. DX_CHECK(s_renderCtx->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  1487. }
  1488. break;
  1489. case Texture3D:
  1490. {
  1491. D3D11_TEXTURE3D_DESC desc;
  1492. desc.Width = imageContainer.m_width;
  1493. desc.Height = imageContainer.m_height;
  1494. desc.Depth = imageContainer.m_depth;
  1495. desc.MipLevels = imageContainer.m_numMips;
  1496. desc.Format = srvd.Format;
  1497. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1498. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1499. desc.CPUAccessFlags = 0;
  1500. desc.MiscFlags = 0;
  1501. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1502. srvd.Texture3D.MipLevels = imageContainer.m_numMips;
  1503. DX_CHECK(s_renderCtx->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  1504. }
  1505. break;
  1506. }
  1507. DX_CHECK(s_renderCtx->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1508. if (convert
  1509. && 0 != kk)
  1510. {
  1511. kk = 0;
  1512. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1513. {
  1514. for (uint32_t lod = 0, num = imageContainer.m_numMips; lod < num; ++lod)
  1515. {
  1516. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  1517. ++kk;
  1518. }
  1519. }
  1520. }
  1521. }
  1522. }
  1523. void Texture::destroy()
  1524. {
  1525. DX_RELEASE(m_srv, 0);
  1526. DX_RELEASE(m_ptr, 0);
  1527. }
  1528. void Texture::commit(uint8_t _stage, uint32_t _flags)
  1529. {
  1530. TextureStage& ts = s_renderCtx->m_textureStage;
  1531. ts.m_srv[_stage] = m_srv;
  1532. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  1533. ? s_renderCtx->getSamplerState(_flags)
  1534. : m_sampler
  1535. ;
  1536. }
  1537. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1538. {
  1539. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1540. D3D11_BOX box;
  1541. box.left = _rect.m_x;
  1542. box.top = _rect.m_y;
  1543. box.right = box.left + _rect.m_width;
  1544. box.bottom = box.top + _rect.m_height;
  1545. box.front = _z;
  1546. box.back = box.front + _depth;
  1547. uint32_t subres = _mip + (_side * m_numMips);
  1548. uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1549. uint32_t srcpitch = _rect.m_width*bpp/8;
  1550. const bool convert = m_textureFormat != m_requestedFormat;
  1551. uint8_t* data = _mem->data;
  1552. uint8_t* temp = NULL;
  1553. if (convert)
  1554. {
  1555. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*_rect.m_height);
  1556. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, m_requestedFormat);
  1557. data = temp;
  1558. }
  1559. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  1560. if (NULL != temp)
  1561. {
  1562. BX_FREE(g_allocator, temp);
  1563. }
  1564. }
  1565. void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1566. {
  1567. m_width = _width;
  1568. m_height = _height;
  1569. m_flags = _flags;
  1570. uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1571. uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1572. D3D11_TEXTURE2D_DESC desc;
  1573. desc.Width = _width;
  1574. desc.Height = _height;
  1575. desc.MipLevels = 1;
  1576. desc.ArraySize = 1;
  1577. desc.Format = s_colorFormat[colorFormat];
  1578. desc.SampleDesc.Count = 1;
  1579. desc.SampleDesc.Quality = 0;
  1580. desc.Usage = D3D11_USAGE_DEFAULT;
  1581. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
  1582. desc.CPUAccessFlags = 0;
  1583. desc.MiscFlags = 0;
  1584. DX_CHECK(s_renderCtx->m_device->CreateTexture2D(&desc, NULL, &m_colorTexture) );
  1585. DX_CHECK(s_renderCtx->m_device->CreateRenderTargetView(m_colorTexture, NULL, &m_rtv) );
  1586. DX_CHECK(s_renderCtx->m_device->CreateShaderResourceView(m_colorTexture, NULL, &m_srv) );
  1587. if (0 < depthFormat)
  1588. {
  1589. D3D11_TEXTURE2D_DESC desc;
  1590. desc.Width = _width;
  1591. desc.Height = _height;
  1592. desc.MipLevels = 1;
  1593. desc.ArraySize = 1;
  1594. desc.Format = s_depthFormat[depthFormat];
  1595. desc.SampleDesc.Count = 1;
  1596. desc.SampleDesc.Quality = 0;
  1597. desc.Usage = D3D11_USAGE_DEFAULT;
  1598. desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1599. desc.CPUAccessFlags = 0;
  1600. desc.MiscFlags = 0;
  1601. DX_CHECK(s_renderCtx->m_device->CreateTexture2D(&desc, NULL, &m_depthTexture) );
  1602. DX_CHECK(s_renderCtx->m_device->CreateDepthStencilView(m_depthTexture, NULL, &m_dsv) );
  1603. // DX_CHECK(s_renderCtx->m_device->CreateShaderResourceView(m_depthTexture, NULL, &m_srv) );
  1604. }
  1605. m_sampler = s_renderCtx->getSamplerState(_textureFlags);
  1606. }
  1607. void RenderTarget::destroy()
  1608. {
  1609. DX_RELEASE(m_srv, 0);
  1610. DX_RELEASE(m_rtv, 0);
  1611. DX_RELEASE(m_colorTexture, 0);
  1612. DX_RELEASE(m_dsv, 0);
  1613. DX_RELEASE(m_depthTexture, 0);
  1614. m_flags = 0;
  1615. }
  1616. void RenderTarget::commit(uint8_t _stage, uint32_t _flags)
  1617. {
  1618. TextureStage& ts = s_renderCtx->m_textureStage;
  1619. ts.m_srv[_stage] = m_srv;
  1620. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  1621. ? s_renderCtx->getSamplerState(_flags)
  1622. : m_sampler
  1623. ;
  1624. }
  1625. void UniformBuffer::create(UniformType::Enum _type, uint16_t _num, bool _alloc)
  1626. {
  1627. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1628. if (_alloc)
  1629. {
  1630. m_data = BX_ALLOC(g_allocator, size);
  1631. memset(m_data, 0, size);
  1632. }
  1633. D3D11_BUFFER_DESC desc;
  1634. desc.ByteWidth = size;
  1635. desc.Usage = D3D11_USAGE_DEFAULT;
  1636. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1637. desc.CPUAccessFlags = 0;
  1638. desc.MiscFlags = 0;
  1639. desc.StructureByteStride = 0;
  1640. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc, NULL, &m_ptr) );
  1641. }
  1642. void UniformBuffer::destroy()
  1643. {
  1644. if (NULL != m_data)
  1645. {
  1646. BX_FREE(g_allocator, m_data);
  1647. m_data = NULL;
  1648. }
  1649. DX_RELEASE(m_ptr, 0);
  1650. }
  1651. void Context::rendererFlip()
  1652. {
  1653. if (NULL != s_renderCtx)
  1654. {
  1655. s_renderCtx->flip();
  1656. }
  1657. }
  1658. void Context::rendererInit()
  1659. {
  1660. s_renderCtx = BX_NEW(g_allocator, RendererContext);
  1661. s_renderCtx->init();
  1662. }
  1663. void Context::rendererShutdown()
  1664. {
  1665. s_renderCtx->shutdown();
  1666. BX_DELETE(g_allocator, s_renderCtx);
  1667. s_renderCtx = NULL;
  1668. }
  1669. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  1670. {
  1671. s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1672. }
  1673. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  1674. {
  1675. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  1676. }
  1677. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  1678. {
  1679. VertexDecl& decl = s_renderCtx->m_vertexDecls[_handle.idx];
  1680. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1681. dump(decl);
  1682. }
  1683. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  1684. {
  1685. }
  1686. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  1687. {
  1688. s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1689. }
  1690. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  1691. {
  1692. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  1693. }
  1694. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  1695. {
  1696. s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL);
  1697. }
  1698. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1699. {
  1700. s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1701. }
  1702. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  1703. {
  1704. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  1705. }
  1706. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  1707. {
  1708. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1709. s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1710. }
  1711. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1712. {
  1713. s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1714. }
  1715. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  1716. {
  1717. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  1718. }
  1719. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  1720. {
  1721. s_renderCtx->m_vertexShaders[_handle.idx].create(false, _mem);
  1722. }
  1723. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  1724. {
  1725. s_renderCtx->m_vertexShaders[_handle.idx].destroy();
  1726. }
  1727. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  1728. {
  1729. s_renderCtx->m_fragmentShaders[_handle.idx].create(true, _mem);
  1730. }
  1731. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  1732. {
  1733. s_renderCtx->m_fragmentShaders[_handle.idx].destroy();
  1734. }
  1735. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  1736. {
  1737. s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], s_renderCtx->m_fragmentShaders[_fsh.idx]);
  1738. }
  1739. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  1740. {
  1741. s_renderCtx->m_program[_handle.idx].destroy();
  1742. }
  1743. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  1744. {
  1745. s_renderCtx->m_textures[_handle.idx].create(_mem, _flags);
  1746. }
  1747. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  1748. {
  1749. }
  1750. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1751. {
  1752. s_renderCtx->m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _mem);
  1753. }
  1754. void Context::rendererUpdateTextureEnd()
  1755. {
  1756. }
  1757. void Context::rendererDestroyTexture(TextureHandle _handle)
  1758. {
  1759. s_renderCtx->m_textures[_handle.idx].destroy();
  1760. }
  1761. void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1762. {
  1763. s_renderCtx->m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
  1764. }
  1765. void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
  1766. {
  1767. s_renderCtx->m_renderTargets[_handle.idx].destroy();
  1768. }
  1769. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  1770. {
  1771. s_renderCtx->m_uniforms[_handle.idx].create(_type, _num);
  1772. s_renderCtx->m_uniformReg.add(_name, &s_renderCtx->m_uniforms[_handle.idx]);
  1773. }
  1774. void Context::rendererDestroyUniform(UniformHandle _handle)
  1775. {
  1776. s_renderCtx->m_uniforms[_handle.idx].destroy();
  1777. }
  1778. void Context::rendererSaveScreenShot(const char* _filePath)
  1779. {
  1780. s_renderCtx->saveScreenShot(_filePath);
  1781. }
  1782. void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
  1783. {
  1784. mbstowcs(&s_viewNameW[_id][0], _name, BX_COUNTOF(s_viewNameW[0]) );
  1785. }
  1786. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  1787. {
  1788. memcpy(s_renderCtx->m_uniforms[_loc].m_data, _data, _size);
  1789. }
  1790. void Context::rendererSetMarker(const char* _marker, uint32_t _size)
  1791. {
  1792. #if BGFX_CONFIG_DEBUG_PIX
  1793. uint32_t size = _size*sizeof(wchar_t);
  1794. wchar_t* name = (wchar_t*)alloca(size);
  1795. mbstowcs(name, _marker, size-2);
  1796. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1797. #endif // BGFX_CONFIG_DEBUG_PIX
  1798. BX_UNUSED(_marker, _size);
  1799. }
  1800. void Context::rendererSubmit()
  1801. {
  1802. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  1803. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1804. s_renderCtx->updateResolution(m_render->m_resolution);
  1805. int64_t elapsed = -bx::getHPCounter();
  1806. int64_t captureElapsed = 0;
  1807. if (0 < m_render->m_iboffset)
  1808. {
  1809. TransientIndexBuffer* ib = m_render->m_transientIb;
  1810. s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  1811. }
  1812. if (0 < m_render->m_vboffset)
  1813. {
  1814. TransientVertexBuffer* vb = m_render->m_transientVb;
  1815. s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  1816. }
  1817. m_render->sort();
  1818. RenderState currentState;
  1819. currentState.reset();
  1820. currentState.m_flags = BGFX_STATE_NONE;
  1821. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  1822. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  1823. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1824. {
  1825. mtxMul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
  1826. }
  1827. bool wireframe = !!(m_render->m_debug&BGFX_DEBUG_WIREFRAME);
  1828. bool scissorEnabled = false;
  1829. s_renderCtx->setDebugWireframe(wireframe);
  1830. uint16_t programIdx = invalidHandle;
  1831. SortKey key;
  1832. uint8_t view = 0xff;
  1833. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1834. float alphaRef = 0.0f;
  1835. D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  1836. deviceCtx->IASetPrimitiveTopology(primType);
  1837. uint32_t primNumVerts = 3;
  1838. bool viewHasScissor = false;
  1839. Rect viewScissorRect;
  1840. viewScissorRect.clear();
  1841. uint32_t statsNumPrimsSubmitted = 0;
  1842. uint32_t statsNumIndices = 0;
  1843. uint32_t statsNumInstances = 0;
  1844. uint32_t statsNumPrimsRendered = 0;
  1845. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  1846. {
  1847. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  1848. {
  1849. key.decode(m_render->m_sortKeys[item]);
  1850. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  1851. const uint64_t newFlags = state.m_flags;
  1852. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  1853. currentState.m_flags = newFlags;
  1854. const uint64_t newStencil = state.m_stencil;
  1855. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  1856. currentState.m_stencil = newStencil;
  1857. if (key.m_view != view)
  1858. {
  1859. currentState.clear();
  1860. currentState.m_scissor = !state.m_scissor;
  1861. changedFlags = BGFX_STATE_MASK;
  1862. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  1863. currentState.m_flags = newFlags;
  1864. currentState.m_stencil = newStencil;
  1865. PIX_ENDEVENT();
  1866. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
  1867. view = key.m_view;
  1868. programIdx = invalidHandle;
  1869. if (m_render->m_rt[view].idx != rt.idx)
  1870. {
  1871. rt = m_render->m_rt[view];
  1872. s_renderCtx->setRenderTarget(rt);
  1873. }
  1874. const Rect& rect = m_render->m_rect[view];
  1875. const Rect& scissorRect = m_render->m_scissor[view];
  1876. viewHasScissor = !scissorRect.isZero();
  1877. viewScissorRect = viewHasScissor ? scissorRect : rect;
  1878. D3D11_VIEWPORT vp;
  1879. vp.TopLeftX = rect.m_x;
  1880. vp.TopLeftY = rect.m_y;
  1881. vp.Width = rect.m_width;
  1882. vp.Height = rect.m_height;
  1883. vp.MinDepth = 0.0f;
  1884. vp.MaxDepth = 1.0f;
  1885. deviceCtx->RSSetViewports(1, &vp);
  1886. Clear& clear = m_render->m_clear[view];
  1887. if (BGFX_CLEAR_NONE != clear.m_flags)
  1888. {
  1889. m_clearQuad.clear(rect, clear);
  1890. }
  1891. s_renderCtx->setBlendState(newFlags);
  1892. s_renderCtx->setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  1893. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1894. if (primType != s_primType[primIndex])
  1895. {
  1896. primType = s_primType[primIndex];
  1897. primNumVerts = 3-primIndex;
  1898. deviceCtx->IASetPrimitiveTopology(primType);
  1899. }
  1900. }
  1901. uint16_t scissor = state.m_scissor;
  1902. if (currentState.m_scissor != scissor)
  1903. {
  1904. currentState.m_scissor = scissor;
  1905. if (UINT16_MAX == scissor)
  1906. {
  1907. scissorEnabled = viewHasScissor;
  1908. if (viewHasScissor)
  1909. {
  1910. D3D11_RECT rc;
  1911. rc.left = viewScissorRect.m_x;
  1912. rc.top = viewScissorRect.m_y;
  1913. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  1914. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  1915. deviceCtx->RSSetScissorRects(1, &rc);
  1916. }
  1917. }
  1918. else
  1919. {
  1920. Rect scissorRect;
  1921. scissorRect.intersect(viewScissorRect, m_render->m_rectCache.m_cache[scissor]);
  1922. scissorEnabled = true;
  1923. D3D11_RECT rc;
  1924. rc.left = scissorRect.m_x;
  1925. rc.top = scissorRect.m_y;
  1926. rc.right = scissorRect.m_x + scissorRect.m_width;
  1927. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  1928. deviceCtx->RSSetScissorRects(1, &rc);
  1929. }
  1930. s_renderCtx->setRasterizerState(newFlags, wireframe, scissorEnabled);
  1931. }
  1932. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  1933. || 0 != changedStencil)
  1934. {
  1935. s_renderCtx->setDepthStencilState(newFlags, newStencil);
  1936. }
  1937. if ( (0
  1938. | BGFX_STATE_CULL_MASK
  1939. | BGFX_STATE_ALPHA_MASK
  1940. | BGFX_STATE_RGB_WRITE
  1941. | BGFX_STATE_BLEND_MASK
  1942. | BGFX_STATE_BLEND_EQUATION_MASK
  1943. | BGFX_STATE_ALPHA_REF_MASK
  1944. | BGFX_STATE_PT_MASK
  1945. | BGFX_STATE_POINT_SIZE_MASK
  1946. | BGFX_STATE_MSAA
  1947. ) & changedFlags)
  1948. {
  1949. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  1950. {
  1951. s_renderCtx->setBlendState(newFlags, state.m_rgba);
  1952. }
  1953. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  1954. {
  1955. s_renderCtx->setRasterizerState(newFlags, wireframe, scissorEnabled);
  1956. }
  1957. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  1958. {
  1959. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  1960. alphaRef = ref/255.0f;
  1961. }
  1962. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1963. if (primType != s_primType[primIndex])
  1964. {
  1965. primType = s_primType[primIndex];
  1966. primNumVerts = 3-primIndex;
  1967. deviceCtx->IASetPrimitiveTopology(primType);
  1968. }
  1969. }
  1970. bool programChanged = false;
  1971. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  1972. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  1973. if (key.m_program != programIdx)
  1974. {
  1975. programIdx = key.m_program;
  1976. if (invalidHandle == programIdx)
  1977. {
  1978. s_renderCtx->m_currentProgram = NULL;
  1979. deviceCtx->VSSetShader(NULL, 0, 0);
  1980. deviceCtx->PSSetShader(NULL, 0, 0);
  1981. }
  1982. else
  1983. {
  1984. Program& program = s_renderCtx->m_program[programIdx];
  1985. s_renderCtx->m_currentProgram = &program;
  1986. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1987. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1988. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1989. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1990. }
  1991. programChanged =
  1992. constantsChanged = true;
  1993. }
  1994. if (invalidHandle != programIdx)
  1995. {
  1996. Program& program = s_renderCtx->m_program[programIdx];
  1997. if (constantsChanged)
  1998. {
  1999. program.commit();
  2000. }
  2001. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2002. {
  2003. PredefinedUniform& predefined = program.m_predefined[ii];
  2004. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  2005. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  2006. {
  2007. case PredefinedUniform::ViewRect:
  2008. {
  2009. float rect[4];
  2010. rect[0] = m_render->m_rect[view].m_x;
  2011. rect[1] = m_render->m_rect[view].m_y;
  2012. rect[2] = m_render->m_rect[view].m_width;
  2013. rect[3] = m_render->m_rect[view].m_height;
  2014. s_renderCtx->setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2015. }
  2016. break;
  2017. case PredefinedUniform::ViewTexel:
  2018. {
  2019. float rect[4];
  2020. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  2021. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  2022. s_renderCtx->setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2023. }
  2024. break;
  2025. case PredefinedUniform::View:
  2026. {
  2027. s_renderCtx->setShaderConstant(flags, predefined.m_loc, m_render->m_view[view].val, bx::uint32_min(4, predefined.m_count) );
  2028. }
  2029. break;
  2030. case PredefinedUniform::ViewProj:
  2031. {
  2032. s_renderCtx->setShaderConstant(flags, predefined.m_loc, viewProj[view].val, bx::uint32_min(4, predefined.m_count) );
  2033. }
  2034. break;
  2035. case PredefinedUniform::Model:
  2036. {
  2037. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2038. s_renderCtx->setShaderConstant(flags, predefined.m_loc, model.val, bx::uint32_min(state.m_num*4, predefined.m_count) );
  2039. }
  2040. break;
  2041. case PredefinedUniform::ModelView:
  2042. {
  2043. Matrix4 modelView;
  2044. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2045. mtxMul(modelView.val, model.val, m_render->m_view[view].val);
  2046. s_renderCtx->setShaderConstant(flags, predefined.m_loc, modelView.val, bx::uint32_min(4, predefined.m_count) );
  2047. }
  2048. break;
  2049. case PredefinedUniform::ModelViewProj:
  2050. {
  2051. Matrix4 modelViewProj;
  2052. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2053. mtxMul(modelViewProj.val, model.val, viewProj[view].val);
  2054. s_renderCtx->setShaderConstant(flags, predefined.m_loc, modelViewProj.val, bx::uint32_min(4, predefined.m_count) );
  2055. }
  2056. break;
  2057. case PredefinedUniform::ModelViewProjX:
  2058. {
  2059. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2060. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  2061. {
  2062. 0.5f, 0.0f, 0.0f, 0.0f,
  2063. 0.0f, 0.5f, 0.0f, 0.0f,
  2064. 0.0f, 0.0f, 0.5f, 0.0f,
  2065. 0.5f, 0.5f, 0.5f, 1.0f,
  2066. };
  2067. uint8_t other = m_render->m_other[view];
  2068. Matrix4 viewProjBias;
  2069. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  2070. Matrix4 modelViewProj;
  2071. mtxMul(modelViewProj.val, model.val, viewProjBias.val);
  2072. s_renderCtx->setShaderConstant(flags, predefined.m_loc, modelViewProj.val, bx::uint32_min(4, predefined.m_count) );
  2073. }
  2074. break;
  2075. case PredefinedUniform::ViewProjX:
  2076. {
  2077. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  2078. {
  2079. 0.5f, 0.0f, 0.0f, 0.0f,
  2080. 0.0f, 0.5f, 0.0f, 0.0f,
  2081. 0.0f, 0.0f, 0.5f, 0.0f,
  2082. 0.5f, 0.5f, 0.5f, 1.0f,
  2083. };
  2084. uint8_t other = m_render->m_other[view];
  2085. Matrix4 viewProjBias;
  2086. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  2087. s_renderCtx->setShaderConstant(flags, predefined.m_loc, viewProjBias.val, bx::uint32_min(4, predefined.m_count) );
  2088. }
  2089. break;
  2090. case PredefinedUniform::AlphaRef:
  2091. {
  2092. s_renderCtx->setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  2093. }
  2094. break;
  2095. default:
  2096. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  2097. break;
  2098. }
  2099. }
  2100. if (constantsChanged
  2101. || program.m_numPredefined > 0)
  2102. {
  2103. s_renderCtx->commitShaderConstants();
  2104. }
  2105. }
  2106. // if (BGFX_STATE_TEX_MASK & changedFlags)
  2107. {
  2108. uint32_t changes = 0;
  2109. uint64_t flag = BGFX_STATE_TEX0;
  2110. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  2111. {
  2112. const Sampler& sampler = state.m_sampler[stage];
  2113. Sampler& current = currentState.m_sampler[stage];
  2114. if (current.m_idx != sampler.m_idx
  2115. || current.m_flags != sampler.m_flags
  2116. || programChanged)
  2117. {
  2118. if (invalidHandle != sampler.m_idx)
  2119. {
  2120. switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
  2121. {
  2122. case BGFX_SAMPLER_TEXTURE:
  2123. {
  2124. Texture& texture = s_renderCtx->m_textures[sampler.m_idx];
  2125. texture.commit(stage, sampler.m_flags);
  2126. }
  2127. break;
  2128. case BGFX_SAMPLER_RENDERTARGET_COLOR:
  2129. {
  2130. RenderTarget& rt = s_renderCtx->m_renderTargets[sampler.m_idx];
  2131. rt.commit(stage, sampler.m_flags);
  2132. }
  2133. break;
  2134. case BGFX_SAMPLER_RENDERTARGET_DEPTH:
  2135. {
  2136. // id = s_renderCtx->m_renderTargets[sampler.m_idx].m_depth.m_id;
  2137. }
  2138. break;
  2139. }
  2140. }
  2141. else
  2142. {
  2143. s_renderCtx->m_textureStage.m_srv[stage] = NULL;
  2144. s_renderCtx->m_textureStage.m_sampler[stage] = NULL;
  2145. }
  2146. ++changes;
  2147. }
  2148. current = sampler;
  2149. flag <<= 1;
  2150. }
  2151. if (0 < changes)
  2152. {
  2153. s_renderCtx->commitTextureStage();
  2154. }
  2155. }
  2156. if (programChanged
  2157. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  2158. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  2159. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  2160. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  2161. {
  2162. currentState.m_vertexBuffer = state.m_vertexBuffer;
  2163. currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
  2164. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  2165. currentState.m_instanceDataStride = state.m_instanceDataStride;
  2166. uint16_t handle = state.m_vertexBuffer.idx;
  2167. if (invalidHandle != handle)
  2168. {
  2169. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle];
  2170. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2171. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  2172. uint32_t stride = vertexDecl.m_stride;
  2173. uint32_t offset = 0;
  2174. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2175. if (isValid(state.m_instanceDataBuffer) )
  2176. {
  2177. const VertexBuffer& inst = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx];
  2178. uint32_t instStride = state.m_instanceDataStride;
  2179. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
  2180. s_renderCtx->setInputLayout(vertexDecl, s_renderCtx->m_program[programIdx], state.m_instanceDataStride/16);
  2181. }
  2182. else
  2183. {
  2184. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2185. s_renderCtx->setInputLayout(vertexDecl, s_renderCtx->m_program[programIdx], 0);
  2186. }
  2187. }
  2188. else
  2189. {
  2190. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2191. }
  2192. }
  2193. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  2194. {
  2195. currentState.m_indexBuffer = state.m_indexBuffer;
  2196. uint16_t handle = state.m_indexBuffer.idx;
  2197. if (invalidHandle != handle)
  2198. {
  2199. const IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle];
  2200. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2201. }
  2202. else
  2203. {
  2204. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2205. }
  2206. }
  2207. if (isValid(currentState.m_vertexBuffer) )
  2208. {
  2209. uint32_t numVertices = state.m_numVertices;
  2210. if (UINT32_MAX == numVertices)
  2211. {
  2212. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2213. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2214. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  2215. numVertices = vb.m_size/vertexDecl.m_stride;
  2216. }
  2217. uint32_t numIndices = 0;
  2218. uint32_t numPrimsSubmitted = 0;
  2219. uint32_t numInstances = 0;
  2220. uint32_t numPrimsRendered = 0;
  2221. if (isValid(state.m_indexBuffer) )
  2222. {
  2223. if (UINT32_MAX == state.m_numIndices)
  2224. {
  2225. numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  2226. numPrimsSubmitted = numIndices/primNumVerts;
  2227. numInstances = state.m_numInstances;
  2228. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2229. deviceCtx->DrawIndexedInstanced(numIndices
  2230. , state.m_numInstances
  2231. , 0
  2232. , state.m_startVertex
  2233. , 0
  2234. );
  2235. }
  2236. else if (primNumVerts <= state.m_numIndices)
  2237. {
  2238. numIndices = state.m_numIndices;
  2239. numPrimsSubmitted = numIndices/primNumVerts;
  2240. numInstances = state.m_numInstances;
  2241. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2242. deviceCtx->DrawIndexedInstanced(numIndices
  2243. , state.m_numInstances
  2244. , state.m_startIndex
  2245. , state.m_startVertex
  2246. , 0
  2247. );
  2248. }
  2249. }
  2250. else
  2251. {
  2252. numPrimsSubmitted = numVertices/primNumVerts;
  2253. numInstances = state.m_numInstances;
  2254. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2255. deviceCtx->DrawInstanced(numVertices
  2256. , state.m_numInstances
  2257. , state.m_startVertex
  2258. , 0
  2259. );
  2260. }
  2261. statsNumPrimsSubmitted += numPrimsSubmitted;
  2262. statsNumIndices += numIndices;
  2263. statsNumInstances += numInstances;
  2264. statsNumPrimsRendered += numPrimsRendered;
  2265. }
  2266. }
  2267. if (0 < m_render->m_num)
  2268. {
  2269. captureElapsed = -bx::getHPCounter();
  2270. s_renderCtx->capture();
  2271. captureElapsed += bx::getHPCounter();
  2272. }
  2273. }
  2274. int64_t now = bx::getHPCounter();
  2275. elapsed += now;
  2276. static int64_t last = now;
  2277. int64_t frameTime = now - last;
  2278. last = now;
  2279. static int64_t min = frameTime;
  2280. static int64_t max = frameTime;
  2281. min = min > frameTime ? frameTime : min;
  2282. max = max < frameTime ? frameTime : max;
  2283. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2284. {
  2285. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  2286. TextVideoMem& tvm = s_renderCtx->m_textVideoMem;
  2287. static int64_t next = now;
  2288. if (now >= next)
  2289. {
  2290. next = now + bx::getHPFrequency();
  2291. double freq = double(bx::getHPFrequency() );
  2292. double toMs = 1000.0/freq;
  2293. tvm.clear();
  2294. uint16_t pos = 0;
  2295. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " ");
  2296. const DXGI_ADAPTER_DESC& desc = s_renderCtx->m_adapterDesc;
  2297. char description[BX_COUNTOF(desc.Description)];
  2298. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  2299. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  2300. tvm.printf(0, pos++, 0x0f, " Memory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  2301. , desc.DedicatedVideoMemory
  2302. , desc.DedicatedSystemMemory
  2303. , desc.SharedSystemMemory
  2304. );
  2305. pos = 10;
  2306. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS%s"
  2307. , double(frameTime)*toMs
  2308. , double(min)*toMs
  2309. , double(max)*toMs
  2310. , freq/frameTime
  2311. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? " (vsync)" : ""
  2312. );
  2313. double elapsedCpuMs = double(elapsed)*toMs;
  2314. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2315. , m_render->m_num
  2316. , elapsedCpuMs
  2317. );
  2318. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  2319. , statsNumPrimsRendered
  2320. , statsNumInstances
  2321. , statsNumPrimsSubmitted
  2322. );
  2323. double captureMs = double(captureElapsed)*toMs;
  2324. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  2325. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2326. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  2327. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  2328. uint8_t attr[2] = { 0x89, 0x8a };
  2329. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  2330. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
  2331. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
  2332. min = frameTime;
  2333. max = frameTime;
  2334. }
  2335. m_textVideoMemBlitter.blit(tvm);
  2336. PIX_ENDEVENT();
  2337. }
  2338. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  2339. {
  2340. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  2341. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  2342. PIX_ENDEVENT();
  2343. }
  2344. }
  2345. }
  2346. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11