bgfx/src/renderer_d3d11.cpp

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/*
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* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "bgfx_p.h"
#if BGFX_CONFIG_RENDERER_DIRECT3D11
# include "renderer_d3d11.h"
namespace bgfx
{
static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
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struct PrimInfo
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{
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D3D11_PRIMITIVE_TOPOLOGY m_type;
uint32_t m_min;
uint32_t m_div;
uint32_t m_sub;
};
static const PrimInfo s_primInfo[] =
{
{ D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
{ D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
{ D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
{ D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
};
static const char* s_primName[] =
{
"TriList",
"TriStrip",
"Line",
"Point",
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};
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static const uint32_t s_checkMsaa[] =
{
0,
2,
4,
8,
16,
};
static DXGI_SAMPLE_DESC s_msaa[] =
{
{ 1, 0 },
{ 2, 0 },
{ 4, 0 },
{ 8, 0 },
{ 16, 0 },
};
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static const D3D11_BLEND s_blendFactor[][2] =
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{
{ (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
{ D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
{ D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
{ D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
{ D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
{ D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
{ D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
{ D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
{ D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
{ D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
{ D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
{ D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
{ D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
{ D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
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};
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static const D3D11_BLEND_OP s_blendEquation[] =
{
D3D11_BLEND_OP_ADD,
D3D11_BLEND_OP_SUBTRACT,
D3D11_BLEND_OP_REV_SUBTRACT,
D3D11_BLEND_OP_MIN,
D3D11_BLEND_OP_MAX,
};
static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
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{
D3D11_COMPARISON_FUNC(0), // ignored
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D3D11_COMPARISON_LESS,
D3D11_COMPARISON_LESS_EQUAL,
D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_GREATER,
D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_ALWAYS,
};
static const D3D11_STENCIL_OP s_stencilOp[] =
{
D3D11_STENCIL_OP_ZERO,
D3D11_STENCIL_OP_KEEP,
D3D11_STENCIL_OP_REPLACE,
D3D11_STENCIL_OP_INCR,
D3D11_STENCIL_OP_INCR_SAT,
D3D11_STENCIL_OP_DECR,
D3D11_STENCIL_OP_DECR_SAT,
D3D11_STENCIL_OP_INVERT,
};
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static const D3D11_CULL_MODE s_cullMode[] =
{
D3D11_CULL_NONE,
D3D11_CULL_FRONT,
D3D11_CULL_BACK,
};
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static DXGI_FORMAT s_colorFormat[] =
{
DXGI_FORMAT_UNKNOWN, // ignored
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R10G10B10A2_UNORM,
DXGI_FORMAT_R16G16B16A16_UNORM,
DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_R16_FLOAT,
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DXGI_FORMAT_R32_FLOAT,
};
static const DXGI_FORMAT s_depthFormat[] =
{
DXGI_FORMAT_UNKNOWN, // ignored
DXGI_FORMAT_D16_UNORM, // D16
DXGI_FORMAT_D24_UNORM_S8_UINT, // D24
DXGI_FORMAT_D24_UNORM_S8_UINT, // D24S8
DXGI_FORMAT_D24_UNORM_S8_UINT, // D32
DXGI_FORMAT_D32_FLOAT, // D16F
DXGI_FORMAT_D32_FLOAT, // D24F
DXGI_FORMAT_D32_FLOAT, // D32F
DXGI_FORMAT_D24_UNORM_S8_UINT, // D0S8
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};
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static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
{
D3D11_TEXTURE_ADDRESS_WRAP,
D3D11_TEXTURE_ADDRESS_MIRROR,
D3D11_TEXTURE_ADDRESS_CLAMP,
};
/*
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* D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
* D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
* D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
* D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
* D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
* D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
* D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
* D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
* D3D11_FILTER_ANISOTROPIC = 0x55,
*
* D3D11_COMPARISON_FILTERING_BIT = 0x80,
* D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
*
* According to D3D11_FILTER enum bits for mip, mag and mip are:
* 0x10 // MIN_LINEAR
* 0x04 // MAG_LINEAR
* 0x01 // MIP_LINEAR
*/
static const uint32_t s_textureFilter[3][3] =
{
{
0x10, // min linear
0x00, // min point
0x55, // anisotopic
},
{
0x04, // mag linear
0x00, // mag point
0x55, // anisotopic
},
{
0x01, // mip linear
0x00, // mip point
0x55, // anisotopic
},
};
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struct TextureFormatInfo
{
DXGI_FORMAT m_fmt;
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DXGI_FORMAT m_fmtSrv;
DXGI_FORMAT m_fmtDsv;
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};
#ifndef DXGI_FORMAT_B4G4R4A4_UNORM
// Win8 only BS
// https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
// http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
# define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
#endif // DXGI_FORMAT_B4G4R4A4_UNORM
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static const TextureFormatInfo s_textureFormat[] =
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{
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{ DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
{ DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
{ DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
{ DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
{ DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
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{ DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H
{ DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7
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{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
{ DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN }, // R1
{ DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
{ DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
{ DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
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{ DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
{ DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
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{ DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
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{ DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
{ DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
{ DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
{ DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
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{ DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
{ DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
{ DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
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{ DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
{ DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
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{ DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
{ DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
{ DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
{ DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
{ DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
{ DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
{ DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
{ DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
{ DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
{ DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
{ DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
{ DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
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};
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BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
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static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
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{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
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static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
{
{
{ DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
{ DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
{ DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
{ DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
},
{
{ DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
{ DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
{ DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
{ DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
},
{
{ DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
{ DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
{ DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
{ DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
},
{
{ DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
{ DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
{ DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
{ DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
},
};
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static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
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{
D3D11_INPUT_ELEMENT_DESC* elem = _out;
for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
{
if (0xff != _decl.m_attributes[attr])
{
memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
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if (0 == _decl.m_attributes[attr])
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{
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elem->AlignedByteOffset = 0;
}
else
{
uint8_t num;
AttribType::Enum type;
bool normalized;
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bool asInt;
_decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
elem->Format = s_attribType[type][num-1][normalized];
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elem->AlignedByteOffset = _decl.m_offset[attr];
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}
++elem;
}
}
return elem;
}
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struct TextureStage
{
TextureStage()
{
clear();
}
void clear()
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{
memset(m_srv, 0, sizeof(m_srv) );
memset(m_sampler, 0, sizeof(m_sampler) );
}
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ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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};
static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
template <typename Ty>
static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
{
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if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
{
char temp[2048];
va_list argList;
va_start(argList, _format);
int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
va_end(argList);
temp[size] = '\0';
_interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
}
}
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static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
{
uint8_t temp[28];
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(temp);
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &temp;
initData.SysMemPitch = sizeof(temp);
initData.SysMemSlicePitch = 0;
bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
bx::write(&writer, UINT32_C(0x00010000) );
bx::write(&writer, UINT32_C(0) );
bx::write(&writer, UINT32_C(0) );
ID3D11Buffer* buffer;
HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
if (SUCCEEDED(hr) )
{
buffer->Release();
bx::MemoryReader reader(&temp, sizeof(temp) );
bx::skip(&reader, 16);
uint32_t version;
bx::read(&reader, version);
uint32_t driverVersion;
bx::read(&reader, driverVersion);
return version <= driverVersion;
}
return false;
};
struct RendererContextD3D11 : public RendererContextI
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{
RendererContextD3D11()
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: m_captureTexture(NULL)
, m_captureResolve(NULL)
, m_wireframe(false)
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, m_flags(BGFX_RESET_NONE)
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, m_vsChanges(0)
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, m_fsChanges(0)
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, m_rtMsaa(false)
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{
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m_fbh.idx = invalidHandle;
memset(m_uniforms, 0, sizeof(m_uniforms) );
memset(&m_resolution, 0, sizeof(m_resolution) );
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#if USE_D3D11_DYNAMIC_LIB
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m_d3d11dll = bx::dlopen("d3d11.dll");
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BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
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if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
{
// D3D11_1.h has ID3DUserDefinedAnnotation
// http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
m_d3d9dll = bx::dlopen("d3d9.dll");
BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
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m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
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BX_CHECK(NULL != m_D3DPERF_SetMarker
&& NULL != m_D3DPERF_BeginEvent
&& NULL != m_D3DPERF_EndEvent
, "Failed to initialize PIX events."
);
}
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PFN_D3D11_CREATE_DEVICE d3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
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BGFX_FATAL(NULL != d3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
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m_dxgidll = bx::dlopen("dxgi.dll");
BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
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PFN_CREATEDXGIFACTORY dxgiCreateDXGIFactory = (PFN_CREATEDXGIFACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
BGFX_FATAL(NULL != dxgiCreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
#else
PFN_D3D11_CREATE_DEVICE d3D11CreateDevice = D3D11CreateDevice;
PFN_CREATEDXGIFACTORY dxgiCreateDXGIFactory = CreateDXGIFactory;
#endif // USE_D3D11_DYNAMIC_LIB
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HRESULT hr;
IDXGIFactory* factory;
hr = dxgiCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
m_adapter = NULL;
m_driverType = D3D_DRIVER_TYPE_HARDWARE;
IDXGIAdapter* adapter;
for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
{
DXGI_ADAPTER_DESC desc;
hr = adapter->GetDesc(&desc);
if (SUCCEEDED(hr) )
{
BX_TRACE("Adapter #%d", ii);
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char description[BX_COUNTOF(desc.Description)];
wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
BX_TRACE("\tDescription: %s", description);
BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
, desc.VendorId
, desc.DeviceId
, desc.SubSysId
, desc.Revision
);
BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
, desc.DedicatedVideoMemory
, desc.DedicatedSystemMemory
, desc.SharedSystemMemory
);
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if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
&& 0 != strstr(description, "PerfHUD") )
{
m_adapter = adapter;
m_driverType = D3D_DRIVER_TYPE_REFERENCE;
}
}
DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
}
DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
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D3D_FEATURE_LEVEL features[] =
{
D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
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};
memset(&m_scd, 0, sizeof(m_scd) );
m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
m_scd.BufferDesc.RefreshRate.Numerator = 60;
m_scd.BufferDesc.RefreshRate.Denominator = 1;
m_scd.SampleDesc.Count = 1;
m_scd.SampleDesc.Quality = 0;
m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
m_scd.BufferCount = 1;
m_scd.OutputWindow = g_bgfxHwnd;
m_scd.Windowed = true;
uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
#if BGFX_CONFIG_DEBUG
| D3D11_CREATE_DEVICE_DEBUG
#endif // BGFX_CONFIG_DEBUG
;
D3D_FEATURE_LEVEL featureLevel;
hr = d3D11CreateDevice(m_adapter
, m_driverType
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, NULL
, flags
, features
, 1
, D3D11_SDK_VERSION
, &m_device
, &featureLevel
, &m_deviceCtx
);
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BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
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IDXGIDevice* device;
hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
// GPA increases device ref count and triggers assert in debug
// build. Set flag to disable reference count checks.
setGraphicsDebuggerPresent(3 < getRefCount(device) );
DX_RELEASE(device, 2);
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hr = adapter->GetDesc(&m_adapterDesc);
BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
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hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
DX_RELEASE(adapter, 2);
hr = m_factory->CreateSwapChain(m_device
, &m_scd
, &m_swapChain
);
BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
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if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
{
ID3D11InfoQueue* infoQueue;
hr = m_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue);
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if (SUCCEEDED(hr) )
{
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
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D3D11_INFO_QUEUE_FILTER filter;
memset(&filter, 0, sizeof(filter) );
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D3D11_MESSAGE_CATEGORY categies[] =
{
D3D11_MESSAGE_CATEGORY_STATE_SETTING,
D3D11_MESSAGE_CATEGORY_EXECUTION,
};
filter.DenyList.NumCategories = BX_COUNTOF(categies);
filter.DenyList.pCategoryList = categies;
infoQueue->PushStorageFilter(&filter);
DX_RELEASE(infoQueue, 3);
}
else
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{
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// InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
setGraphicsDebuggerPresent(true);
}
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}
UniformHandle handle = BGFX_INVALID_HANDLE;
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for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
{
m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
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}
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g_caps.supported |= ( 0
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| BGFX_CAPS_TEXTURE_3D
| BGFX_CAPS_TEXTURE_COMPARE_ALL
| BGFX_CAPS_INSTANCING
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| BGFX_CAPS_VERTEX_ATTRIB_HALF
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| BGFX_CAPS_FRAGMENT_DEPTH
| BGFX_CAPS_BLEND_INDEPENDENT
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| BGFX_CAPS_COMPUTE
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| (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
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);
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g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
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for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
{
g_caps.formats[ii] = DXGI_FORMAT_UNKNOWN == s_textureFormat[ii].m_fmt ? 0 : 1;
}
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updateMsaa();
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postReset();
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}
~RendererContextD3D11()
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{
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preReset();
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m_deviceCtx->ClearState();
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invalidateCache();
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
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{
m_indexBuffers[ii].destroy();
}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
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{
m_vertexBuffers[ii].destroy();
}
for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
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{
m_shaders[ii].destroy();
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}
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
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{
m_textures[ii].destroy();
}
DX_RELEASE(m_swapChain, 0);
DX_RELEASE(m_deviceCtx, 0);
DX_RELEASE(m_device, 0);
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DX_RELEASE(m_factory, 0);
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#if USE_D3D11_DYNAMIC_LIB
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bx::dlclose(m_dxgidll);
bx::dlclose(m_d3d11dll);
#endif // USE_D3D11_DYNAMIC_LIB
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}
RendererType::Enum getRendererType() const BX_OVERRIDE
{
return RendererType::Direct3D11;
}
const char* getRendererName() const BX_OVERRIDE
{
return BGFX_RENDERER_DIRECT3D11_NAME;
}
void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem) BX_OVERRIDE
{
m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
}
void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
{
m_indexBuffers[_handle.idx].destroy();
}
void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
{
VertexDecl& decl = m_vertexDecls[_handle.idx];
memcpy(&decl, &_decl, sizeof(VertexDecl) );
dump(decl);
}
void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
{
}
void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle) BX_OVERRIDE
{
m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
}
void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
{
m_vertexBuffers[_handle.idx].destroy();
}
void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
{
m_indexBuffers[_handle.idx].create(_size, NULL);
}
void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
{
m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
}
void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
{
m_indexBuffers[_handle.idx].destroy();
}
void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
{
VertexDeclHandle decl = BGFX_INVALID_HANDLE;
m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
}
void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
{
m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
}
void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
{
m_vertexBuffers[_handle.idx].destroy();
}
void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
{
m_shaders[_handle.idx].create(_mem);
}
void destroyShader(ShaderHandle _handle) BX_OVERRIDE
{
m_shaders[_handle.idx].destroy();
}
void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
{
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m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
}
void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
{
m_program[_handle.idx].destroy();
}
void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
{
m_textures[_handle.idx].create(_mem, _flags, _skip);
}
void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
{
}
void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
{
m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
}
void updateTextureEnd() BX_OVERRIDE
{
}
void destroyTexture(TextureHandle _handle) BX_OVERRIDE
{
m_textures[_handle.idx].destroy();
}
void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
{
m_frameBuffers[_handle.idx].create(_num, _textureHandles);
}
void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
{
m_frameBuffers[_handle.idx].destroy();
}
void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
{
if (NULL != m_uniforms[_handle.idx])
{
BX_FREE(g_allocator, m_uniforms[_handle.idx]);
}
uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
void* data = BX_ALLOC(g_allocator, size);
memset(data, 0, size);
m_uniforms[_handle.idx] = data;
m_uniformReg.add(_handle, _name, data);
}
void destroyUniform(UniformHandle _handle) BX_OVERRIDE
{
BX_FREE(g_allocator, m_uniforms[_handle.idx]);
m_uniforms[_handle.idx] = NULL;
}
void saveScreenShot(const char* _filePath) BX_OVERRIDE
{
ID3D11Texture2D* backBuffer;
DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
D3D11_TEXTURE2D_DESC backBufferDesc;
backBuffer->GetDesc(&backBufferDesc);
D3D11_TEXTURE2D_DESC desc;
memcpy(&desc, &backBufferDesc, sizeof(desc) );
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ID3D11Texture2D* texture;
HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
if (SUCCEEDED(hr) )
{
if (backBufferDesc.SampleDesc.Count == 1)
{
m_deviceCtx->CopyResource(texture, backBuffer);
}
else
{
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
ID3D11Texture2D* resolve;
HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
if (SUCCEEDED(hr) )
{
m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
m_deviceCtx->CopyResource(texture, resolve);
DX_RELEASE(resolve, 0);
}
}
D3D11_MAPPED_SUBRESOURCE mapped;
DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
g_callback->screenShot(_filePath
, backBufferDesc.Width
, backBufferDesc.Height
, mapped.RowPitch
, mapped.pData
, backBufferDesc.Height*mapped.RowPitch
, false
);
m_deviceCtx->Unmap(texture, 0);
DX_RELEASE(texture, 0);
}
DX_RELEASE(backBuffer, 0);
}
void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
{
mbstowcs(&s_viewNameW[_id][0], _name, BX_COUNTOF(s_viewNameW[0]) );
}
void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
{
memcpy(m_uniforms[_loc], _data, _size);
}
void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
{
if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
{
uint32_t size = _size*sizeof(wchar_t);
wchar_t* name = (wchar_t*)alloca(size);
mbstowcs(name, _marker, size-2);
PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
}
}
void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
{
ID3D11DeviceContext* deviceCtx = m_deviceCtx;
uint32_t width = m_scd.BufferDesc.Width;
uint32_t height = m_scd.BufferDesc.Height;
FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
setFrameBuffer(fbh, false);
D3D11_VIEWPORT vp;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = (float)width;
vp.Height = (float)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
deviceCtx->RSSetViewports(1, &vp);
uint64_t state = BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_TEST_ALWAYS
;
setBlendState(state);
setDepthStencilState(state);
setRasterizerState(state);
ProgramD3D11& program = m_program[_blitter.m_program.idx];
m_currentProgram = &program;
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deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
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deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
uint32_t stride = vertexDecl.m_stride;
uint32_t offset = 0;
deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
setInputLayout(vertexDecl, program, 0);
IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
float proj[16];
mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
PredefinedUniform& predefined = program.m_predefined[0];
uint8_t flags = predefined.m_type;
setShaderConstant(flags, predefined.m_loc, proj, 4);
commitShaderConstants();
m_textures[_blitter.m_texture.idx].commit(0);
commitTextureStage();
}
void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
{
ID3D11DeviceContext* deviceCtx = m_deviceCtx;
IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
ib.update(0, _numIndices*2, _blitter.m_ib->data);
uint32_t numVertices = _numIndices*4/6;
m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data);
deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
deviceCtx->DrawIndexed(_numIndices, 0, 0);
}
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void preReset()
{
DX_RELEASE(m_backBufferDepthStencil, 0);
DX_RELEASE(m_backBufferColor, 0);
// invalidateCache();
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capturePreReset();
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}
void postReset()
{
ID3D11Texture2D* color;
DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
DX_RELEASE(color, 0);
D3D11_TEXTURE2D_DESC dsd;
dsd.Width = m_scd.BufferDesc.Width;
dsd.Height = m_scd.BufferDesc.Height;
dsd.MipLevels = 1;
dsd.ArraySize = 1;
dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
dsd.SampleDesc = m_scd.SampleDesc;
dsd.Usage = D3D11_USAGE_DEFAULT;
dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
dsd.CPUAccessFlags = 0;
dsd.MiscFlags = 0;
ID3D11Texture2D* depthStencil;
DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
DX_RELEASE(depthStencil, 0);
m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
m_currentColor = m_backBufferColor;
m_currentDepthStencil = m_backBufferDepthStencil;
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capturePostReset();
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}
void flip() BX_OVERRIDE
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{
if (NULL != m_swapChain)
{
uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
DX_CHECK(m_swapChain->Present(syncInterval, 0) );
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}
}
void invalidateCache()
{
m_inputLayoutCache.invalidate();
m_blendStateCache.invalidate();
m_depthStencilStateCache.invalidate();
m_rasterizerStateCache.invalidate();
m_samplerStateCache.invalidate();
}
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void updateMsaa()
{
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for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
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{
uint32_t msaa = s_checkMsaa[ii];
uint32_t quality = 0;
HRESULT hr = m_device->CheckMultisampleQualityLevels(m_scd.BufferDesc.Format, msaa, &quality);
if (SUCCEEDED(hr)
&& 0 < quality)
{
s_msaa[ii].Count = msaa;
s_msaa[ii].Quality = quality - 1;
last = ii;
}
else
{
s_msaa[ii] = s_msaa[last];
}
}
}
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void updateResolution(const Resolution& _resolution)
{
if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
|| (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
|| m_flags != _resolution.m_flags)
{
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bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
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m_flags = _resolution.m_flags;
m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
m_textVideoMem.clear();
m_resolution = _resolution;
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m_scd.BufferDesc.Width = _resolution.m_width;
m_scd.BufferDesc.Height = _resolution.m_height;
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preReset();
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if (resize)
{
DX_CHECK(m_swapChain->ResizeBuffers(2
, m_scd.BufferDesc.Width
, m_scd.BufferDesc.Height
, m_scd.BufferDesc.Format
, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
) );
}
else
{
updateMsaa();
m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
DX_RELEASE(m_swapChain, 0);
HRESULT hr;
hr = m_factory->CreateSwapChain(m_device
, &m_scd
, &m_swapChain
);
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BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
}
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postReset();
}
}
void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
{
if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
{
memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
m_fsChanges += _numRegs;
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}
else
{
memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
m_vsChanges += _numRegs;
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}
}
void commitShaderConstants()
{
if (0 < m_vsChanges)
{
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if (NULL != m_currentProgram->m_vsh->m_buffer)
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{
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m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
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}
m_vsChanges = 0;
}
if (0 < m_fsChanges)
{
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if (NULL != m_currentProgram->m_fsh->m_buffer)
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{
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m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
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}
m_fsChanges = 0;
}
}
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void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
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{
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BX_UNUSED(_msaa);
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if (!isValid(_fbh) )
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{
m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
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m_currentColor = m_backBufferColor;
m_currentDepthStencil = m_backBufferDepthStencil;
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}
else
{
invalidateTextureStage();
FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
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m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
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m_currentColor = frameBuffer.m_rtv[0];
m_currentDepthStencil = frameBuffer.m_dsv;
}
if (isValid(m_fbh)
&& m_fbh.idx != _fbh.idx
&& m_rtMsaa)
{
FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
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frameBuffer.resolve();
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}
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m_fbh = _fbh;
m_rtMsaa = _msaa;
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}
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void clear(const Clear& _clear)
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{
if (isValid(m_fbh) )
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{
FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
frameBuffer.clear(_clear);
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}
else
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{
if (NULL != m_currentColor
&& BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
{
uint32_t rgba = _clear.m_rgba;
float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
}
if (NULL != m_currentDepthStencil
&& (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
{
DWORD flags = 0;
flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
}
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}
}
void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint8_t _numInstanceData)
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{
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uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
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layoutHash ^= _numInstanceData;
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ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
if (NULL == layout)
{
D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
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VertexDecl decl;
memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
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const uint8_t* attrMask = _program.m_vsh->m_attrMask;
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for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
{
uint8_t mask = attrMask[ii];
uint8_t attr = (decl.m_attributes[ii] & mask);
decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
}
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D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
uint32_t num = uint32_t(elem-vertexElements);
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const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
{
uint32_t index = 8-_numInstanceData+ii;
uint32_t jj;
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D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
for (jj = 0; jj < num; ++jj)
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{
curr = &vertexElements[jj];
if (0 == strcmp(curr->SemanticName, "TEXCOORD")
&& curr->SemanticIndex == index)
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{
break;
}
}
if (jj == num)
{
curr = elem;
++elem;
}
memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
curr->InputSlot = 1;
curr->SemanticIndex = index;
curr->AlignedByteOffset = ii*16;
}
num = uint32_t(elem-vertexElements);
DX_CHECK(m_device->CreateInputLayout(vertexElements
, num
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, _program.m_vsh->m_code->data
, _program.m_vsh->m_code->size
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, &layout
) );
m_inputLayoutCache.add(layoutHash, layout);
}
m_deviceCtx->IASetInputLayout(layout);
}
void setBlendState(uint64_t _state, uint32_t _rgba = 0)
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{
_state &= 0
| BGFX_STATE_BLEND_MASK
| BGFX_STATE_BLEND_EQUATION_MASK
| BGFX_STATE_BLEND_INDEPENDENT
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_RGB_WRITE
;
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bx::HashMurmur2A murmur;
murmur.begin();
murmur.add(_state);
const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
bool hasFactor = f0 == (_state & f0)
|| f1 == (_state & f1)
;
float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if (hasFactor)
{
blendFactor[0] = ( (_rgba>>24) )/255.0f;
blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
blendFactor[3] = ( (_rgba )&0xff)/255.0f;
}
else
{
murmur.add(_rgba);
}
uint32_t hash = murmur.end();
ID3D11BlendState* bs = m_blendStateCache.find(hash);
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if (NULL == bs)
{
D3D11_BLEND_DESC desc;
memset(&desc, 0, sizeof(desc) );
desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
const uint32_t srcRGB = (blend )&0xf;
const uint32_t dstRGB = (blend>> 4)&0xf;
const uint32_t srcA = (blend>> 8)&0xf;
const uint32_t dstA = (blend>>12)&0xf;
const uint32_t equRGB = (equation )&0x7;
const uint32_t equA = (equation>>3)&0x7;
drt->SrcBlend = s_blendFactor[srcRGB][0];
drt->DestBlend = s_blendFactor[dstRGB][0];
drt->BlendOp = s_blendEquation[equRGB];
drt->SrcBlendAlpha = s_blendFactor[srcA][1];
drt->DestBlendAlpha = s_blendFactor[dstA][1];
drt->BlendOpAlpha = s_blendEquation[equA];
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uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
drt->RenderTargetWriteMask = writeMask;
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if (desc.IndependentBlendEnable)
{
for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
{
drt = &desc.RenderTarget[ii];
drt->BlendEnable = 0 != (rgba&0x7ff);
const uint32_t src = (rgba )&0xf;
const uint32_t dst = (rgba>>4)&0xf;
const uint32_t equation = (rgba>>8)&0x7;
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drt->SrcBlend = s_blendFactor[src][0];
drt->DestBlend = s_blendFactor[dst][0];
drt->BlendOp = s_blendEquation[equation];
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drt->SrcBlendAlpha = s_blendFactor[src][1];
drt->DestBlendAlpha = s_blendFactor[dst][1];
drt->BlendOpAlpha = s_blendEquation[equation];
drt->RenderTargetWriteMask = writeMask;
}
}
else
{
for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
{
memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
}
}
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DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
m_blendStateCache.add(hash, bs);
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}
m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
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}
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void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
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{
_state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
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uint32_t fstencil = unpackStencil(0, _stencil);
uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
_stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
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bx::HashMurmur2A murmur;
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murmur.begin();
murmur.add(_state);
murmur.add(_stencil);
uint32_t hash = murmur.end();
ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
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if (NULL == dss)
{
D3D11_DEPTH_STENCIL_DESC desc;
memset(&desc, 0, sizeof(desc) );
uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
desc.DepthEnable = 0 != func;
desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = s_cmpFunc[func];
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uint32_t bstencil = unpackStencil(1, _stencil);
uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
bstencil = frontAndBack ? bstencil : fstencil;
desc.StencilEnable = 0 != _stencil;
desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
desc.StencilWriteMask = 0xff;
desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
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desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
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desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
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DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
m_depthStencilStateCache.add(hash, dss);
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}
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m_deviceCtx->OMSetDepthStencilState(dss, ref);
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}
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void setDebugWireframe(bool _wireframe)
{
if (m_wireframe != _wireframe)
{
m_wireframe = _wireframe;
m_rasterizerStateCache.invalidate();
}
}
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void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
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{
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_state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
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_state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
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_state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
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ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
if (NULL == rs)
{
uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
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D3D11_RASTERIZER_DESC desc;
desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
desc.CullMode = s_cullMode[cull];
desc.FrontCounterClockwise = false;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.0f;
desc.SlopeScaledDepthBias = 0.0f;
desc.DepthClipEnable = false;
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desc.ScissorEnable = _scissor;
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desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
desc.AntialiasedLineEnable = false;
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DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
m_rasterizerStateCache.add(_state, rs);
}
m_deviceCtx->RSSetState(rs);
}
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ID3D11SamplerState* getSamplerState(uint32_t _flags)
{
_flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
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if (NULL == sampler)
{
const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
D3D11_SAMPLER_DESC sd;
sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
sd.MipLODBias = 0.0f;
sd.MaxAnisotropy = 1;
sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
sd.BorderColor[0] = 0.0f;
sd.BorderColor[1] = 0.0f;
sd.BorderColor[2] = 0.0f;
sd.BorderColor[3] = 0.0f;
sd.MinLOD = 0;
sd.MaxLOD = D3D11_FLOAT32_MAX;
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m_device->CreateSamplerState(&sd, &sampler);
DX_CHECK_REFCOUNT(sampler, 1);
m_samplerStateCache.add(_flags, sampler);
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}
return sampler;
}
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void commitTextureStage()
{
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m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
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}
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void invalidateTextureStage()
{
m_textureStage.clear();
commitTextureStage();
}
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void capturePostReset()
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{
if (m_flags&BGFX_RESET_CAPTURE)
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{
ID3D11Texture2D* backBuffer;
DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
D3D11_TEXTURE2D_DESC backBufferDesc;
backBuffer->GetDesc(&backBufferDesc);
D3D11_TEXTURE2D_DESC desc;
memcpy(&desc, &backBufferDesc, sizeof(desc) );
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
if (SUCCEEDED(hr) )
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{
if (backBufferDesc.SampleDesc.Count != 1)
{
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
}
g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
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}
DX_RELEASE(backBuffer, 0);
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}
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}
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void capturePreReset()
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{
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if (NULL != m_captureTexture)
{
g_callback->captureEnd();
}
DX_RELEASE(m_captureResolve, 0);
DX_RELEASE(m_captureTexture, 0);
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}
void capture()
{
if (NULL != m_captureTexture)
{
ID3D11Texture2D* backBuffer;
DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
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DXGI_MODE_DESC& desc = m_scd.BufferDesc;
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if (NULL == m_captureResolve)
{
m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
}
else
{
m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
}
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D3D11_MAPPED_SUBRESOURCE mapped;
DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
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g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
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m_deviceCtx->Unmap(m_captureTexture, 0);
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DX_RELEASE(backBuffer, 0);
}
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}
void commit(ConstantBuffer& _constantBuffer)
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{
_constantBuffer.reset();
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for (;;)
{
uint32_t opcode = _constantBuffer.read();
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if (UniformType::End == opcode)
{
break;
}
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UniformType::Enum type;
uint16_t loc;
uint16_t num;
uint16_t copy;
ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
const char* data;
if (copy)
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{
data = _constantBuffer.read(g_uniformTypeSize[type]*num);
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}
else
{
UniformHandle handle;
memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
data = (const char*)m_uniforms[handle.idx];
}
#define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
case UniformType::_uniform: \
case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
{ \
setShaderConstant(type, loc, data, num); \
} \
break;
switch ( (int32_t)type)
{
case UniformType::Uniform3x3fv:
case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
{
float* value = (float*)data;
for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
{
Matrix4 mtx;
mtx.un.val[ 0] = value[0];
mtx.un.val[ 1] = value[1];
mtx.un.val[ 2] = value[2];
mtx.un.val[ 3] = 0.0f;
mtx.un.val[ 4] = value[3];
mtx.un.val[ 5] = value[4];
mtx.un.val[ 6] = value[5];
mtx.un.val[ 7] = 0.0f;
mtx.un.val[ 8] = value[6];
mtx.un.val[ 9] = value[7];
mtx.un.val[10] = value[8];
mtx.un.val[11] = 0.0f;
setShaderConstant(type, loc, &mtx.un.val[0], 3);
}
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}
break;
CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
case UniformType::End:
break;
default:
BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
break;
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}
#undef CASE_IMPLEMENT_UNIFORM
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}
}
void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, uint32_t _height = 0)
{
BX_UNUSED(_height);
uint32_t width = m_scd.BufferDesc.Width;
uint32_t height = m_scd.BufferDesc.Height;
if (0 == _rect.m_x
&& 0 == _rect.m_y
&& width == _rect.m_width
&& height == _rect.m_height)
{
clear(_clear);
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}
else
{
ID3D11DeviceContext* deviceCtx = m_deviceCtx;
uint64_t state = 0;
state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
uint64_t stencil = 0;
stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
| BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_REPLACE
| BGFX_STENCIL_OP_FAIL_Z_REPLACE
| BGFX_STENCIL_OP_PASS_Z_REPLACE
: 0
;
setBlendState(state);
setDepthStencilState(state, stencil);
setRasterizerState(state);
uint32_t numMrt = 0;
FrameBufferHandle fbh = m_fbh;
if (isValid(fbh) )
{
const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
numMrt = bx::uint32_max(1, fb.m_num)-1;
}
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ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt].idx];
m_currentProgram = &program;
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deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
deviceCtx->VSSetConstantBuffers(0, 0, NULL);
if (NULL != m_currentColor)
{
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deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
deviceCtx->PSSetConstantBuffers(0, 0, NULL);
}
else
{
deviceCtx->PSSetShader(NULL, NULL, 0);
}
VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
uint32_t stride = vertexDecl.m_stride;
uint32_t offset = 0;
{
struct Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
} * vertex = (Vertex*)_clearQuad.m_vb->data;
BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
const float depth = _clear.m_depth;
vertex->m_x = -1.0f;
vertex->m_y = -1.0f;
vertex->m_z = depth;
vertex->m_abgr = abgr;
vertex++;
vertex->m_x = 1.0f;
vertex->m_y = -1.0f;
vertex->m_z = depth;
vertex->m_abgr = abgr;
vertex++;
vertex->m_x = 1.0f;
vertex->m_y = 1.0f;
vertex->m_z = depth;
vertex->m_abgr = abgr;
vertex++;
vertex->m_x = -1.0f;
vertex->m_y = 1.0f;
vertex->m_z = depth;
vertex->m_abgr = abgr;
}
m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
setInputLayout(vertexDecl, program, 0);
IndexBufferD3D11& ib = m_indexBuffers[_clearQuad.m_ib.idx];
deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
deviceCtx->DrawIndexed(6, 0, 0);
}
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}
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void* m_d3d9dll;
D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker;
D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent;
D3DPERF_EndEventFunc m_D3DPERF_EndEvent;
#if USE_D3D11_DYNAMIC_LIB
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void* m_d3d11dll;
void* m_dxgidll;
#endif // USE_D3D11_DYNAMIC_LIB
D3D_DRIVER_TYPE m_driverType;
IDXGIAdapter* m_adapter;
DXGI_ADAPTER_DESC m_adapterDesc;
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IDXGIFactory* m_factory;
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IDXGISwapChain* m_swapChain;
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceCtx;
ID3D11RenderTargetView* m_backBufferColor;
ID3D11DepthStencilView* m_backBufferDepthStencil;
ID3D11RenderTargetView* m_currentColor;
ID3D11DepthStencilView* m_currentDepthStencil;
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ID3D11Texture2D* m_captureTexture;
ID3D11Texture2D* m_captureResolve;
Resolution m_resolution;
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bool m_wireframe;
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DXGI_SWAP_CHAIN_DESC m_scd;
uint32_t m_flags;
IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
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VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
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UniformRegistry m_uniformReg;
StateCacheT<ID3D11BlendState> m_blendStateCache;
StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
StateCacheT<ID3D11SamplerState> m_samplerStateCache;
TextVideoMem m_textVideoMem;
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TextureStage m_textureStage;
ProgramD3D11* m_currentProgram;
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uint8_t m_vsScratch[64<<10];
uint8_t m_fsScratch[64<<10];
uint32_t m_vsChanges;
uint32_t m_fsChanges;
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FrameBufferHandle m_fbh;
bool m_rtMsaa;
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};
static RendererContextD3D11* s_renderD3D11;
RendererContextI* rendererCreateD3D11()
{
s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
return s_renderD3D11;
}
void rendererDestroyD3D11()
{
BX_DELETE(g_allocator, s_renderD3D11);
s_renderD3D11 = NULL;
}
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void IndexBufferD3D11::create(uint32_t _size, void* _data)
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{
m_size = _size;
m_dynamic = NULL == _data;
D3D11_BUFFER_DESC desc;
desc.ByteWidth = _size;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
if (m_dynamic)
{
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
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, NULL
, &m_ptr
) );
}
else
{
desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA srd;
srd.pSysMem = _data;
srd.SysMemPitch = 0;
srd.SysMemSlicePitch = 0;
DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
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, &srd
, &m_ptr
) );
}
}
void IndexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data)
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{
ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
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BX_CHECK(m_dynamic, "Must be dynamic!");
D3D11_MAPPED_SUBRESOURCE mapped;
D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
deviceCtx->Unmap(m_ptr, 0);
}
void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
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{
m_size = _size;
m_decl = _declHandle;
m_dynamic = NULL == _data;
D3D11_BUFFER_DESC desc;
desc.ByteWidth = _size;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.MiscFlags = 0;
if (m_dynamic)
{
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.StructureByteStride = 0;
DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
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, NULL
, &m_ptr
) );
}
else
{
desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.CPUAccessFlags = 0;
desc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA srd;
srd.pSysMem = _data;
srd.SysMemPitch = 0;
srd.SysMemSlicePitch = 0;
DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
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, &srd
, &m_ptr
) );
}
}
void VertexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data)
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{
ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
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BX_CHECK(m_dynamic, "Must be dynamic!");
D3D11_MAPPED_SUBRESOURCE mapped;
D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
deviceCtx->Unmap(m_ptr, 0);
}
void ShaderD3D11::create(const Memory* _mem)
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{
bx::MemoryReader reader(_mem->data, _mem->size);
uint32_t magic;
bx::read(&reader, magic);
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switch (magic)
{
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case BGFX_CHUNK_MAGIC_CSH:
case BGFX_CHUNK_MAGIC_FSH:
case BGFX_CHUNK_MAGIC_VSH:
break;
default:
BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
break;
}
bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
uint32_t iohash;
bx::read(&reader, iohash);
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uint16_t count;
bx::read(&reader, count);
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m_numPredefined = 0;
m_numUniforms = count;
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BX_TRACE("%s Shader consts %d"
, BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
, count
);
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uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
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if (0 < count)
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{
m_constantBuffer = ConstantBuffer::create(1024);
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for (uint32_t ii = 0; ii < count; ++ii)
{
uint8_t nameSize;
bx::read(&reader, nameSize);
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char name[256];
bx::read(&reader, &name, nameSize);
name[nameSize] = '\0';
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uint8_t type;
bx::read(&reader, type);
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uint8_t num;
bx::read(&reader, num);
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uint16_t regIndex;
bx::read(&reader, regIndex);
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uint16_t regCount;
bx::read(&reader, regCount);
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const char* kind = "invalid";
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PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
if (PredefinedUniform::Count != predefined)
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{
kind = "predefined";
m_predefined[m_numPredefined].m_loc = regIndex;
m_predefined[m_numPredefined].m_count = regCount;
m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
m_numPredefined++;
}
else
{
const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
if (NULL != info)
{
kind = "user";
m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
}
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}
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BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
, kind
, name
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, getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
, num
, regIndex
, regCount
);
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}
m_constantBuffer->finish();
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}
uint16_t shaderSize;
bx::read(&reader, shaderSize);
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const DWORD* code = (const DWORD*)reader.getDataPtr();
bx::skip(&reader, shaderSize+1);
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2014-07-20 23:27:13 -04:00
if (BGFX_CHUNK_MAGIC_FSH == magic)
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{
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DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
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}
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else if (BGFX_CHUNK_MAGIC_VSH == magic)
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{
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m_hash = bx::hashMurmur2A(code, shaderSize);
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m_code = alloc(shaderSize);
memcpy(m_code->data, code, shaderSize);
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DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
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}
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else
{
DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
}
uint8_t numAttrs;
bx::read(&reader, numAttrs);
memset(m_attrMask, 0, sizeof(m_attrMask));
for (uint32_t ii = 0; ii < numAttrs; ++ii)
{
uint16_t id;
bx::read(&reader, id);
Attrib::Enum attr = idToAttrib(id);
if (Attrib::Count != attr)
{
m_attrMask[attr] = 0xff;
}
}
uint16_t size;
bx::read(&reader, size);
if (0 < size)
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = size;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
}
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}
void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
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{
m_sampler = s_renderD3D11->getSamplerState(_flags);
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ImageContainer imageContainer;
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if (imageParse(imageContainer, _mem->data, _mem->size) )
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{
uint8_t numMips = imageContainer.m_numMips;
const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
numMips -= startLod;
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const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
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m_flags = _flags;
m_requestedFormat = (uint8_t)imageContainer.m_format;
m_textureFormat = (uint8_t)imageContainer.m_format;
const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
if (convert)
{
m_textureFormat = (uint8_t)TextureFormat::BGRA8;
bpp = 32;
}
if (imageContainer.m_cubeMap)
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{
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m_type = TextureCube;
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}
else if (imageContainer.m_depth > 1)
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{
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m_type = Texture3D;
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}
else
{
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m_type = Texture2D;
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}
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m_numMips = numMips;
uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
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D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
uint32_t kk = 0;
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const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
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const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
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BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
, this - s_renderD3D11->m_textures
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, getName( (TextureFormat::Enum)m_textureFormat)
, getName( (TextureFormat::Enum)m_requestedFormat)
, textureWidth
, textureHeight
, imageContainer.m_cubeMap ? "x6" : ""
, 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
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, swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
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);
for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
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{
uint32_t width = textureWidth;
uint32_t height = textureHeight;
uint32_t depth = imageContainer.m_depth;
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for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
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{
width = bx::uint32_max(1, width);
height = bx::uint32_max(1, height);
depth = bx::uint32_max(1, depth);
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ImageMip mip;
if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
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{
srd[kk].pSysMem = mip.m_data;
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if (convert)
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{
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uint32_t srcpitch = mip.m_width*bpp/8;
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uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
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imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
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srd[kk].pSysMem = temp;
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srd[kk].SysMemPitch = srcpitch;
}
else if (compressed)
{
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srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
}
else
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{
srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
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}
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if (swizzle)
{
// imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
}
srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
++kk;
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}
width >>= 1;
height >>= 1;
depth >>= 1;
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}
}
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const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
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const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
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const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
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D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
memset(&srvd, 0, sizeof(srvd) );
srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
if (swizzle)
{
format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
}
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switch (m_type)
{
case Texture2D:
case TextureCube:
{
D3D11_TEXTURE2D_DESC desc;
desc.Width = textureWidth;
desc.Height = textureHeight;
desc.MipLevels = numMips;
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desc.Format = format;
desc.SampleDesc = msaa;
desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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if (isDepth( (TextureFormat::Enum)m_textureFormat) )
{
desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
desc.Usage = D3D11_USAGE_DEFAULT;
}
else if (renderTarget)
{
desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
desc.Usage = D3D11_USAGE_DEFAULT;
}
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if (computeWrite)
{
desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
desc.Usage = D3D11_USAGE_DEFAULT;
}
if (imageContainer.m_cubeMap)
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{
desc.ArraySize = 6;
desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvd.TextureCube.MipLevels = numMips;
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}
else
{
desc.ArraySize = 1;
desc.MiscFlags = 0;
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srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
srvd.Texture2D.MipLevels = numMips;
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}
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DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
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}
break;
case Texture3D:
{
D3D11_TEXTURE3D_DESC desc;
desc.Width = textureWidth;
desc.Height = textureHeight;
desc.Depth = imageContainer.m_depth;
desc.MipLevels = imageContainer.m_numMips;
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desc.Format = format;
desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
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if (computeWrite)
{
desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
desc.Usage = D3D11_USAGE_DEFAULT;
}
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srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvd.Texture3D.MipLevels = numMips;
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DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
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}
break;
}
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if (!bufferOnly)
{
DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
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}
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if (computeWrite)
{
DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
}
if (convert
&& 0 != kk)
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{
kk = 0;
for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
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{
for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
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{
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BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
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++kk;
}
}
}
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}
}
void TextureD3D11::destroy()
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{
DX_RELEASE(m_srv, 0);
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DX_RELEASE(m_uav, 0);
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DX_RELEASE(m_ptr, 0);
}
void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
{
ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
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D3D11_BOX box;
box.left = _rect.m_x;
box.top = _rect.m_y;
box.right = box.left + _rect.m_width;
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box.bottom = box.top + _rect.m_height;
box.front = _z;
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box.back = box.front + _depth;
const uint32_t subres = _mip + (_side * m_numMips);
const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
const uint32_t rectpitch = _rect.m_width*bpp/8;
const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
const bool convert = m_textureFormat != m_requestedFormat;
uint8_t* data = _mem->data;
uint8_t* temp = NULL;
if (convert)
{
uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
data = temp;
}
deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
if (NULL != temp)
{
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BX_FREE(g_allocator, temp);
}
}
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void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
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{
TextureStage& ts = s_renderD3D11->m_textureStage;
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ts.m_srv[_stage] = m_srv;
ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
? s_renderD3D11->getSamplerState(_flags)
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: m_sampler
;
}
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void TextureD3D11::resolve()
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{
}
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void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
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{
for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
{
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m_rtv[ii] = NULL;
}
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m_dsv = NULL;
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m_num = 0;
for (uint32_t ii = 0; ii < _num; ++ii)
{
TextureHandle handle = _handles[ii];
if (isValid(handle) )
{
const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
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if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
{
BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Flags = 0;
dsvDesc.Texture2D.MipSlice = 0;
DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
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}
else
{
DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
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m_num++;
}
}
}
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}
void FrameBufferD3D11::destroy()
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{
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for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
{
DX_RELEASE(m_srv[ii], 0);
DX_RELEASE(m_rtv[ii], 0);
}
DX_RELEASE(m_dsv, 0);
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m_num = 0;
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}
void FrameBufferD3D11::resolve()
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{
}
void FrameBufferD3D11::clear(const Clear& _clear)
{
ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
{
uint32_t rgba = _clear.m_rgba;
float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
{
if (NULL != m_rtv[ii])
{
deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
}
}
}
if (NULL != m_dsv
&& (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
{
DWORD flags = 0;
flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
}
}
void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
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{
PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
ID3D11DeviceContext* deviceCtx = m_deviceCtx;
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updateResolution(_render->m_resolution);
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int64_t elapsed = -bx::getHPCounter();
int64_t captureElapsed = 0;
if (0 < _render->m_iboffset)
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{
TransientIndexBuffer* ib = _render->m_transientIb;
m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
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}
if (0 < _render->m_vboffset)
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{
TransientVertexBuffer* vb = _render->m_transientVb;
m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
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}
_render->sort();
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RenderDraw currentState;
currentState.clear();
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currentState.m_flags = BGFX_STATE_NONE;
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currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
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Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
{
bx::float4x4_mul(&viewProj[ii].un.f4x4, &_render->m_view[ii].un.f4x4, &_render->m_proj[ii].un.f4x4);
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}
Matrix4 invView;
Matrix4 invProj;
Matrix4 invViewProj;
uint8_t invViewCached = 0xff;
uint8_t invProjCached = 0xff;
uint8_t invViewProjCached = 0xff;
bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
bool scissorEnabled = false;
setDebugWireframe(wireframe);
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uint16_t programIdx = invalidHandle;
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SortKey key;
uint8_t view = 0xff;
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FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
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float alphaRef = 0.0f;
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const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
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uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
PrimInfo prim = s_primInfo[primIndex];
deviceCtx->IASetPrimitiveTopology(prim.m_type);
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bool wasCompute = false;
bool viewHasScissor = false;
Rect viewScissorRect;
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viewScissorRect.clear();
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uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
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uint32_t statsNumIndices = 0;
if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
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{
for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
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{
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const bool isCompute = key.decode(_render->m_sortKeys[item]);
const bool viewChanged = key.m_view != view;
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const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
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if (viewChanged)
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{
PIX_ENDEVENT();
PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
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view = key.m_view;
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programIdx = invalidHandle;
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if (_render->m_fb[view].idx != fbh.idx)
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{
fbh = _render->m_fb[view];
setFrameBuffer(fbh);
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}
const Rect& rect = _render->m_rect[view];
const Rect& scissorRect = _render->m_scissor[view];
viewHasScissor = !scissorRect.isZero();
viewScissorRect = viewHasScissor ? scissorRect : rect;
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D3D11_VIEWPORT vp;
vp.TopLeftX = rect.m_x;
vp.TopLeftY = rect.m_y;
vp.Width = rect.m_width;
vp.Height = rect.m_height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
deviceCtx->RSSetViewports(1, &vp);
Clear& clear = _render->m_clear[view];
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if (BGFX_CLEAR_NONE != clear.m_flags)
{
clearQuad(_clearQuad, rect, clear);
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}
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}
if (isCompute)
{
if (!wasCompute)
{
wasCompute = true;
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ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
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ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
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}
const RenderCompute& compute = renderItem.compute;
bool programChanged = false;
bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
if (key.m_program != programIdx)
{
programIdx = key.m_program;
ProgramD3D11& program = m_program[key.m_program];
m_currentProgram = &program;
deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
programChanged =
constantsChanged = true;
}
if (invalidHandle != programIdx)
{
ProgramD3D11& program = m_program[programIdx];
if (constantsChanged)
{
ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
if (NULL != vcb)
{
commit(*vcb);
}
}
if (constantsChanged
|| program.m_numPredefined > 0)
{
commitShaderConstants();
}
}
ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
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ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
{
const ComputeBinding& bind = compute.m_bind[ii];
if (invalidHandle != bind.m_idx)
{
switch (bind.m_type)
{
case ComputeBinding::Image:
{
const TextureD3D11& texture = m_textures[bind.m_idx];
if (Access::Read != bind.m_access)
{
uav[ii] = texture.m_uav;
}
else
{
srv[ii] = texture.m_srv;
sampler[ii] = texture.m_sampler;
}
}
break;
case ComputeBinding::Buffer:
{
const VertexBufferD3D11& vertexBuffer = m_vertexBuffers[bind.m_idx];
BX_UNUSED(vertexBuffer);
}
break;
}
}
}
deviceCtx->CSSetUnorderedAccessViews(0, BGFX_MAX_COMPUTE_BINDINGS, uav, NULL);
deviceCtx->CSSetShaderResources(0, BGFX_MAX_COMPUTE_BINDINGS, srv);
deviceCtx->CSSetSamplers(0, BGFX_MAX_COMPUTE_BINDINGS, sampler);
deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
continue;
}
if (wasCompute)
{
wasCompute = false;
programIdx = invalidHandle;
m_currentProgram = NULL;
deviceCtx->CSSetShader(NULL, NULL, 0);
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ID3D11UnorderedAccessView* uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
deviceCtx->CSSetUnorderedAccessViews(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, uav, NULL);
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ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
deviceCtx->CSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
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ID3D11SamplerState* samplers[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
m_deviceCtx->CSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, samplers);
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}
const RenderDraw& draw = renderItem.draw;
const uint64_t newFlags = draw.m_flags;
uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
currentState.m_flags = newFlags;
const uint64_t newStencil = draw.m_stencil;
uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
currentState.m_stencil = newStencil;
if (viewChanged)
{
currentState.clear();
currentState.m_scissor = !draw.m_scissor;
changedFlags = BGFX_STATE_MASK;
changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
currentState.m_flags = newFlags;
currentState.m_stencil = newStencil;
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uint64_t newFlags = renderItem.draw.m_flags;
setBlendState(newFlags);
setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
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const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
if (prim.m_type != s_primInfo[primIndex].m_type)
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{
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prim = s_primInfo[primIndex];
deviceCtx->IASetPrimitiveTopology(prim.m_type);
}
}
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uint16_t scissor = draw.m_scissor;
if (currentState.m_scissor != scissor)
{
currentState.m_scissor = scissor;
if (UINT16_MAX == scissor)
{
scissorEnabled = viewHasScissor;
if (viewHasScissor)
{
D3D11_RECT rc;
rc.left = viewScissorRect.m_x;
rc.top = viewScissorRect.m_y;
rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
deviceCtx->RSSetScissorRects(1, &rc);
}
}
else
{
Rect scissorRect;
scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
scissorEnabled = true;
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D3D11_RECT rc;
rc.left = scissorRect.m_x;
rc.top = scissorRect.m_y;
rc.right = scissorRect.m_x + scissorRect.m_width;
rc.bottom = scissorRect.m_y + scissorRect.m_height;
deviceCtx->RSSetScissorRects(1, &rc);
}
setRasterizerState(newFlags, wireframe, scissorEnabled);
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}
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if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
|| 0 != changedStencil)
{
setDepthStencilState(newFlags, newStencil);
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}
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if ( (0
| BGFX_STATE_CULL_MASK
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_BLEND_MASK
| BGFX_STATE_BLEND_EQUATION_MASK
| BGFX_STATE_ALPHA_REF_MASK
| BGFX_STATE_PT_MASK
| BGFX_STATE_POINT_SIZE_MASK
| BGFX_STATE_MSAA
) & changedFlags)
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{
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if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
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{
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setBlendState(newFlags, draw.m_rgba);
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}
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if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
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{
setRasterizerState(newFlags, wireframe, scissorEnabled);
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}
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if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
{
uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
alphaRef = ref/255.0f;
}
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const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
if (prim.m_type != s_primInfo[primIndex].m_type)
{
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prim = s_primInfo[primIndex];
deviceCtx->IASetPrimitiveTopology(prim.m_type);
}
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}
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bool programChanged = false;
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bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
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if (key.m_program != programIdx)
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{
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programIdx = key.m_program;
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if (invalidHandle == programIdx)
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{
m_currentProgram = NULL;
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deviceCtx->VSSetShader(NULL, NULL, 0);
deviceCtx->PSSetShader(NULL, NULL, 0);
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}
else
{
ProgramD3D11& program = m_program[programIdx];
m_currentProgram = &program;
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const ShaderD3D11* vsh = program.m_vsh;
deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
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if (NULL != m_currentColor)
{
const ShaderD3D11* fsh = program.m_fsh;
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deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
}
else
{
deviceCtx->PSSetShader(NULL, NULL, 0);
}
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}
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programChanged =
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constantsChanged = true;
}
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if (invalidHandle != programIdx)
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{
ProgramD3D11& program = m_program[programIdx];
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if (constantsChanged)
{
ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
if (NULL != vcb)
{
commit(*vcb);
}
ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
if (NULL != fcb)
{
commit(*fcb);
}
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}
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for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
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{
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PredefinedUniform& predefined = program.m_predefined[ii];
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uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
{
case PredefinedUniform::ViewRect:
{
float rect[4];
rect[0] = _render->m_rect[view].m_x;
rect[1] = _render->m_rect[view].m_y;
rect[2] = _render->m_rect[view].m_width;
rect[3] = _render->m_rect[view].m_height;
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setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
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}
break;
case PredefinedUniform::ViewTexel:
{
float rect[4];
rect[0] = 1.0f/float(_render->m_rect[view].m_width);
rect[1] = 1.0f/float(_render->m_rect[view].m_height);
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setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
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}
break;
case PredefinedUniform::View:
{
setShaderConstant(flags, predefined.m_loc, _render->m_view[view].un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
case PredefinedUniform::InvView:
{
if (view != invViewCached)
{
invViewCached = view;
bx::float4x4_inverse(&invView.un.f4x4, &_render->m_view[view].un.f4x4);
}
setShaderConstant(flags, predefined.m_loc, invView.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::Proj:
{
setShaderConstant(flags, predefined.m_loc, _render->m_proj[view].un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::InvProj:
{
if (view != invProjCached)
{
invProjCached = view;
bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[view].un.f4x4);
}
setShaderConstant(flags, predefined.m_loc, invProj.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
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case PredefinedUniform::ViewProj:
{
setShaderConstant(flags, predefined.m_loc, viewProj[view].un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
case PredefinedUniform::InvViewProj:
{
if (view != invViewProjCached)
{
invViewProjCached = view;
bx::float4x4_inverse(&invViewProj.un.f4x4, &viewProj[view].un.f4x4);
}
setShaderConstant(flags, predefined.m_loc, invViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
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case PredefinedUniform::Model:
{
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const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
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}
break;
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case PredefinedUniform::ModelView:
{
Matrix4 modelView;
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const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &_render->m_view[view].un.f4x4);
setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
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case PredefinedUniform::ModelViewProj:
{
Matrix4 modelViewProj;
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const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
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bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
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}
break;
case PredefinedUniform::AlphaRef:
{
setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
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}
break;
default:
BX_CHECK(false, "predefined %d not handled", predefined.m_type);
break;
}
}
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if (constantsChanged
|| program.m_numPredefined > 0)
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{
commitShaderConstants();
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}
}
{
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uint32_t changes = 0;
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for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
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{
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const Sampler& sampler = draw.m_sampler[stage];
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Sampler& current = currentState.m_sampler[stage];
if (current.m_idx != sampler.m_idx
|| current.m_flags != sampler.m_flags
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|| programChanged)
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{
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if (invalidHandle != sampler.m_idx)
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{
TextureD3D11& texture = m_textures[sampler.m_idx];
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texture.commit(stage, sampler.m_flags);
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}
else
{
m_textureStage.m_srv[stage] = NULL;
m_textureStage.m_sampler[stage] = NULL;
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}
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++changes;
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}
current = sampler;
}
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if (0 < changes)
{
commitTextureStage();
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}
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}
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if (programChanged
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|| currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != draw.m_instanceDataOffset
|| currentState.m_instanceDataStride != draw.m_instanceDataStride)
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{
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currentState.m_vertexBuffer = draw.m_vertexBuffer;
currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
currentState.m_instanceDataStride = draw.m_instanceDataStride;
2012-07-23 00:08:58 -04:00
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uint16_t handle = draw.m_vertexBuffer.idx;
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if (invalidHandle != handle)
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{
const VertexBufferD3D11& vb = m_vertexBuffers[handle];
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uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = m_vertexDecls[decl];
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uint32_t stride = vertexDecl.m_stride;
uint32_t offset = 0;
deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
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if (isValid(draw.m_instanceDataBuffer) )
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{
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const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
uint32_t instStride = draw.m_instanceDataStride;
deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
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}
else
{
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deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
setInputLayout(vertexDecl, m_program[programIdx], 0);
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}
}
else
{
deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
}
}
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if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
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{
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currentState.m_indexBuffer = draw.m_indexBuffer;
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uint16_t handle = draw.m_indexBuffer.idx;
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if (invalidHandle != handle)
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{
const IndexBufferD3D11& ib = m_indexBuffers[handle];
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deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
}
else
{
deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
}
}
if (isValid(currentState.m_vertexBuffer) )
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{
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uint32_t numVertices = draw.m_numVertices;
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if (UINT32_MAX == numVertices)
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{
const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
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uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = m_vertexDecls[decl];
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numVertices = vb.m_size/vertexDecl.m_stride;
}
uint32_t numIndices = 0;
uint32_t numPrimsSubmitted = 0;
uint32_t numInstances = 0;
uint32_t numPrimsRendered = 0;
2014-07-20 23:27:13 -04:00
if (isValid(draw.m_indexBuffer) )
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{
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if (UINT32_MAX == draw.m_numIndices)
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{
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numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
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numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
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numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
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2013-01-22 00:49:42 -05:00
deviceCtx->DrawIndexedInstanced(numIndices
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, draw.m_numInstances
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, 0
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, draw.m_startVertex
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, 0
);
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}
2014-07-20 23:27:13 -04:00
else if (prim.m_min <= draw.m_numIndices)
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{
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numIndices = draw.m_numIndices;
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numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
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numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
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deviceCtx->DrawIndexedInstanced(numIndices
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, draw.m_numInstances
, draw.m_startIndex
, draw.m_startVertex
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, 0
);
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}
}
else
{
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numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
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numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
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deviceCtx->DrawInstanced(numVertices
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, draw.m_numInstances
, draw.m_startVertex
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, 0
);
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}
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statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
statsNumPrimsRendered[primIndex] += numPrimsRendered;
statsNumInstances[primIndex] += numInstances;
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statsNumIndices += numIndices;
}
}
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if (0 < _render->m_num)
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{
captureElapsed = -bx::getHPCounter();
capture();
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captureElapsed += bx::getHPCounter();
}
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}
int64_t now = bx::getHPCounter();
elapsed += now;
static int64_t last = now;
int64_t frameTime = now - last;
last = now;
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static int64_t min = frameTime;
static int64_t max = frameTime;
min = min > frameTime ? frameTime : min;
max = max < frameTime ? frameTime : max;
if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
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{
PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
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TextVideoMem& tvm = m_textVideoMem;
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static int64_t next = now;
if (now >= next)
{
next = now + bx::getHPFrequency();
double freq = double(bx::getHPFrequency() );
double toMs = 1000.0/freq;
tvm.clear();
uint16_t pos = 0;
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
, getRendererName()
);
const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
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char description[BX_COUNTOF(desc.Description)];
wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
tvm.printf(0, pos++, 0x0f, " Device: %s", description);
tvm.printf(0, pos++, 0x0f, " Memory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
, desc.DedicatedVideoMemory
, desc.DedicatedSystemMemory
, desc.SharedSystemMemory
);
pos = 10;
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tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
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, double(frameTime)*toMs
, double(min)*toMs
, double(max)*toMs
, freq/frameTime
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);
const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
, !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
, 0 != msaa ? '\xfe' : ' '
, 1<<msaa
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);
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double elapsedCpuMs = double(elapsed)*toMs;
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tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
, _render->m_num
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, elapsedCpuMs
);
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for (uint32_t ii = 0; ii < BX_COUNTOF(s_primInfo); ++ii)
{
tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
, s_primName[ii]
, statsNumPrimsRendered[ii]
, statsNumInstances[ii]
, statsNumPrimsSubmitted[ii]
);
}
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tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
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double captureMs = double(captureElapsed)*toMs;
tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
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uint8_t attr[2] = { 0x89, 0x8a };
uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
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tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
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min = frameTime;
max = frameTime;
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}
blit(this, _textVideoMemBlitter, tvm);
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PIX_ENDEVENT();
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}
else if (_render->m_debug & BGFX_DEBUG_TEXT)
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{
PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
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blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
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PIX_ENDEVENT();
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}
}
} // namespace bgfx
#else
namespace bgfx
{
RendererContextI* rendererCreateD3D11()
{
return NULL;
}
void rendererDestroyD3D11()
{
}
} // namespace bgfx
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#endif // BGFX_CONFIG_RENDERER_DIRECT3D11