mirror of
https://github.com/scratchfoundation/bgfx.git
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D3D12: Added state change tracking.
This commit is contained in:
parent
3106cabe36
commit
6a15efb958
2 changed files with 237 additions and 99 deletions
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@ -739,13 +739,11 @@ namespace bgfx { namespace d3d12
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{
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{ D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::Sampler] }, D3D12_SHADER_VISIBILITY_ALL },
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{ D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::SRV] }, D3D12_SHADER_VISIBILITY_ALL },
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{ D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::CBV] }, D3D12_SHADER_VISIBILITY_ALL },
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// { D3D12_ROOT_PARAMETER_TYPE_CBV, { 0, 0 }, D3D12_SHADER_VISIBILITY_ALL },
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{ D3D12_ROOT_PARAMETER_TYPE_CBV, { 0, 0 }, D3D12_SHADER_VISIBILITY_ALL },
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{ D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::UAV] }, D3D12_SHADER_VISIBILITY_ALL },
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};
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// rootParameter[Rdt::CBV].Constants.ShaderRegister = 0;
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// rootParameter[Rdt::CBV].Constants.RegisterSpace = 100;
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// rootParameter[Rdt::CBV].Constants.Num32BitValues = 0;
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rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
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rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
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D3D12_ROOT_SIGNATURE_DESC descRootSignature;
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descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
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@ -769,6 +767,68 @@ namespace bgfx { namespace d3d12
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, (void**)&m_rootSignature
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) );
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D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
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{
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// { D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW, { Rdt::SRV } },
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{ D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
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{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
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{ D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, 0 },
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};
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struct DrawIndirectCommand
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{
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// D3D12_GPU_VIRTUAL_ADDRESS srv;
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D3D12_GPU_VIRTUAL_ADDRESS cbv;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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D3D12_DRAW_ARGUMENTS draw;
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};
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D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
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{
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sizeof(DrawIndirectCommand),
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BX_COUNTOF(drawArgDesc),
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drawArgDesc,
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1,
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};
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DX_CHECK(m_device->CreateCommandSignature(&drawCommandSignature
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, m_rootSignature
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, __uuidof(ID3D12CommandSignature)
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, (void**)&m_commandSignature[0]
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) );
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D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
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{
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// { D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW, { Rdt::SRV } },
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{ D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
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{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
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{ D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, 0 },
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{ D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, 0 },
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};
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struct DrawIndexedIndirectCommand
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{
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// D3D12_GPU_VIRTUAL_ADDRESS srv;
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D3D12_GPU_VIRTUAL_ADDRESS cbv;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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D3D12_INDEX_BUFFER_VIEW ibv;
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D3D12_DRAW_INDEXED_ARGUMENTS drawIndexed;
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};
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D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
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{
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sizeof(DrawIndexedIndirectCommand),
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BX_COUNTOF(drawIndexedArgDesc),
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drawIndexedArgDesc,
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1,
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};
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DX_CHECK(m_device->CreateCommandSignature(&drawIndexedCommandSignature
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, m_rootSignature
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, __uuidof(ID3D12CommandSignature)
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, (void**)&m_commandSignature[1]
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) );
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UniformHandle handle = BGFX_INVALID_HANDLE;
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for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
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{
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@ -910,6 +970,8 @@ namespace bgfx { namespace d3d12
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DX_RELEASE(m_rtvDescriptorHeap, 0);
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DX_RELEASE(m_dsvDescriptorHeap, 0);
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DX_RELEASE(m_commandSignature[0], 0);
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DX_RELEASE(m_commandSignature[1], 0);
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DX_RELEASE(m_rootSignature, 0);
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DX_RELEASE(m_swapChain, 0);
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@ -1280,8 +1342,8 @@ namespace bgfx { namespace d3d12
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uint8_t flags = predefined.m_type;
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setShaderUniform(flags, predefined.m_loc, proj, 4);
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D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
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commitShaderConstants(gpuHandle);
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D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
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commitShaderConstants(gpuAddress);
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ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
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ID3D12DescriptorHeap* heaps[] =
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@ -1290,7 +1352,7 @@ namespace bgfx { namespace d3d12
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scratchBuffer.getHeap(),
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};
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m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
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m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle);
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m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
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TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
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uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
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@ -1519,14 +1581,14 @@ data.NumQualityLevels = 0;
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setShaderUniform(_flags, _regIndex, _val, _numRegs);
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}
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void commitShaderConstants(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
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void commitShaderConstants(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
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{
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uint32_t total = bx::strideAlign(0
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+ m_currentProgram->m_vsh->m_size
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+ (NULL != m_currentProgram->m_fsh ? m_currentProgram->m_fsh->m_size : 0)
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, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
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);
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uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].alloc(gpuHandle, total);
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uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].alloc(_gpuAddress, total);
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{
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uint32_t size = m_currentProgram->m_vsh->m_size;
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@ -2323,6 +2385,7 @@ data.NumQualityLevels = 0;
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DescriptorAllocator m_samplerAllocator;
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ID3D12RootSignature* m_rootSignature;
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ID3D12CommandSignature* m_commandSignature[2];
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CommandQueue m_cmd;
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ID3D12GraphicsCommandList* m_commandList;
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@ -2421,10 +2484,11 @@ data.NumQualityLevels = 0;
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gpuHandle = m_gpuHandle;
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}
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void* ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, uint32_t _size)
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void* ScratchBufferD3D12::alloc(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
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{
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_gpuAddress = m_upload->GetGPUVirtualAddress() + m_pos;
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D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
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desc.BufferLocation = m_upload->GetGPUVirtualAddress() + m_pos;
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desc.BufferLocation = _gpuAddress;
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desc.SizeInBytes = _size;
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void* data = &m_data[m_pos];
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@ -2436,8 +2500,6 @@ data.NumQualityLevels = 0;
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, m_cpuHandle
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);
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m_cpuHandle.ptr += m_incrementSize;
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gpuHandle = m_gpuHandle;
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m_gpuHandle.ptr += m_incrementSize;
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return data;
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@ -3539,16 +3601,18 @@ data.NumQualityLevels = 0;
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// setDebugWireframe(wireframe);
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uint16_t programIdx = invalidHandle;
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uint16_t currentSamplerStateIdx = invalidHandle;
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uint32_t currentBindHash = 0;
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ID3D12PipelineState* currentPso = NULL;
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SortKey key;
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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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uint32_t blendFactor = 0;
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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);
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// PrimInfo prim = s_primInfo[primIndex];
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// deviceCtx->IASetPrimitiveTopology(prim.m_type);
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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);
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PrimInfo prim = s_primInfo[primIndex];
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bool wasCompute = false;
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bool viewHasScissor = false;
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@ -3573,6 +3637,8 @@ data.NumQualityLevels = 0;
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ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
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scratchBuffer.reset(gpuHandle);
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D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = {};
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setResourceBarrier(m_commandList
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, m_backBufferColor[m_backBufferColorIdx]
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, D3D12_RESOURCE_STATE_PRESENT
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@ -3654,6 +3720,8 @@ data.NumQualityLevels = 0;
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clearRect.intersect(rect, viewScissorRect);
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clearQuad(_clearQuad, clearRect, clear, _render->m_clearColor);
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}
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prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
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}
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if (isCompute)
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@ -3697,7 +3765,7 @@ data.NumQualityLevels = 0;
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if (constantsChanged
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|| program.m_numPredefined > 0)
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{
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commitShaderConstants(gpuHandle);
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commitShaderConstants(gpuAddress);
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}
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}
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@ -3757,7 +3825,7 @@ data.NumQualityLevels = 0;
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uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS);
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m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx));
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m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
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m_commandList->SetComputeRootDescriptorTable(Rdt::CBV, gpuHandle);
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m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
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m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
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if (isValid(compute.m_indirectBuffer) )
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@ -3784,7 +3852,7 @@ data.NumQualityLevels = 0;
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continue;
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}
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// bool resetState = viewChanged || wasCompute;
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bool resetState = viewChanged || wasCompute;
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if (wasCompute)
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{
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@ -3800,6 +3868,7 @@ data.NumQualityLevels = 0;
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programIdx = invalidHandle;
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m_currentProgram = NULL;
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currentSamplerStateIdx = invalidHandle;
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m_commandList->SetGraphicsRootSignature(m_rootSignature);
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ID3D12DescriptorHeap* heaps[] = {
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@ -3813,9 +3882,67 @@ data.NumQualityLevels = 0;
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const RenderDraw& draw = renderItem.draw;
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const uint64_t newFlags = draw.m_flags;
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uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
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currentState.m_flags = newFlags;
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const uint64_t newStencil = draw.m_stencil;
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uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
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currentState.m_stencil = newStencil;
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if (resetState)
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{
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currentState.clear();
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currentState.m_scissor = !draw.m_scissor;
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changedFlags = BGFX_STATE_MASK;
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changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
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currentState.m_flags = newFlags;
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currentState.m_stencil = newStencil;
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const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
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primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
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}
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bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
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rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
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if (0 != changedStencil)
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{
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const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
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const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
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m_commandList->OMSetStencilRef(ref);
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}
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const uint64_t state = draw.m_flags;
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bool hasFactor = 0
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|| f0 == (state & f0)
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|| f1 == (state & f1)
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;
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if (hasFactor
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&& blendFactor != draw.m_rgba)
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{
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blendFactor = draw.m_rgba;
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float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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blendFactor[0] = ( (draw.m_rgba>>24) )/255.0f;
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blendFactor[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
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blendFactor[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
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blendFactor[3] = ( (draw.m_rgba )&0xff)/255.0f;
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m_commandList->OMSetBlendFactor(blendFactor);
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}
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if (BGFX_STATE_PT_MASK & changedFlags)
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{
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const uint64_t pt = draw.m_flags&BGFX_STATE_PT_MASK;
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primIndex = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
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if (prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
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{
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prim = s_primInfo[primIndex];
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m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
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}
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}
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if (isValid(draw.m_vertexBuffer) )
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{
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bool programChanged = false;
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@ -3859,10 +3986,11 @@ data.NumQualityLevels = 0;
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viewState.setPredefined<4>(this, view, 0, program, _render, draw);
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if (constantsChanged
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|| program.m_numPredefined > 0)
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constantsChanged |= program.m_numPredefined > 0;
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if (constantsChanged)
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{
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commitShaderConstants(gpuHandle);
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commitShaderConstants(gpuAddress);
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}
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}
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@ -3870,7 +3998,6 @@ data.NumQualityLevels = 0;
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uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
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const VertexDecl& vertexDecl = m_vertexDecls[declIdx];
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const uint64_t state = draw.m_flags;
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ID3D12PipelineState* pso =
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getPipelineState(state
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, draw.m_stencil
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@ -3882,27 +4009,14 @@ data.NumQualityLevels = 0;
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{
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currentPso = pso;
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m_commandList->SetPipelineState(pso);
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currentBindHash = 0;
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}
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const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
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const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
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m_commandList->OMSetStencilRef(ref);
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bool hasFactor = 0
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|| f0 == (state & f0)
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|| f1 == (state & f1)
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;
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if (hasFactor)
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for (uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) )
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; currentBindHash != bindHash
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; currentBindHash = bindHash
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)
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{
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float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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blendFactor[0] = ( (draw.m_rgba>>24) )/255.0f;
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blendFactor[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
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blendFactor[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
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blendFactor[3] = ( (draw.m_rgba )&0xff)/255.0f;
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m_commandList->OMSetBlendFactor(blendFactor);
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}
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D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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{
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@ -3929,12 +4043,22 @@ data.NumQualityLevels = 0;
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}
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uint16_t samplerStateIdx = getSamplerState(samplerFlags);
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if (samplerStateIdx != currentSamplerStateIdx)
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{
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currentSamplerStateIdx = samplerStateIdx;
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m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
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}
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if (srvHandle[0].ptr != 0)
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{
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m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
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}
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m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle);
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}
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if (constantsChanged)
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{
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m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
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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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@ -3942,6 +4066,18 @@ data.NumQualityLevels = 0;
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numVertices = vb.m_size / vertexDecl.m_stride;
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}
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if (currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
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|| currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
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|| currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
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|| currentState.m_instanceDataOffset != draw.m_instanceDataOffset
|
||||
|| currentState.m_instanceDataStride != draw.m_instanceDataStride)
|
||||
{
|
||||
currentState.m_vertexDecl = draw.m_vertexDecl;
|
||||
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;
|
||||
|
||||
D3D12_VERTEX_BUFFER_VIEW vbView[2];
|
||||
uint32_t numVertexBuffers = 1;
|
||||
vbView[0].BufferLocation = vb.m_ptr->GetGPUVirtualAddress();
|
||||
|
@ -3958,22 +4094,22 @@ data.NumQualityLevels = 0;
|
|||
}
|
||||
|
||||
m_commandList->IASetVertexBuffers(0, numVertexBuffers, vbView);
|
||||
}
|
||||
|
||||
uint32_t numIndices = 0;
|
||||
uint32_t numPrimsSubmitted = 0;
|
||||
uint32_t numInstances = 0;
|
||||
uint32_t numPrimsRendered = 0;
|
||||
|
||||
const uint64_t pt = draw.m_flags&BGFX_STATE_PT_MASK;
|
||||
uint8_t primIdx = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
|
||||
PrimInfo prim = s_primInfo[primIdx];
|
||||
m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
|
||||
|
||||
if (isValid(draw.m_indexBuffer) )
|
||||
{
|
||||
const BufferD3D12& ib = m_indexBuffers[draw.m_indexBuffer.idx];
|
||||
const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
|
||||
|
||||
if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
|
||||
{
|
||||
currentState.m_indexBuffer = draw.m_indexBuffer;
|
||||
|
||||
D3D12_INDEX_BUFFER_VIEW ibv;
|
||||
ibv.Format = hasIndex16
|
||||
? DXGI_FORMAT_R16_UINT
|
||||
|
@ -3982,6 +4118,7 @@ data.NumQualityLevels = 0;
|
|||
ibv.BufferLocation = ib.m_ptr->GetGPUVirtualAddress();
|
||||
ibv.SizeInBytes = ib.m_size;
|
||||
m_commandList->IASetIndexBuffer(&ibv);
|
||||
}
|
||||
|
||||
if (UINT32_MAX == draw.m_numIndices)
|
||||
{
|
||||
|
@ -4026,9 +4163,9 @@ data.NumQualityLevels = 0;
|
|||
);
|
||||
}
|
||||
|
||||
statsNumPrimsSubmitted[primIdx] += numPrimsSubmitted;
|
||||
statsNumPrimsRendered[primIdx] += numPrimsRendered;
|
||||
statsNumInstances[primIdx] += numInstances;
|
||||
statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
|
||||
statsNumPrimsRendered[primIndex] += numPrimsRendered;
|
||||
statsNumInstances[primIndex] += numInstances;
|
||||
statsNumIndices += numIndices;
|
||||
}
|
||||
}
|
||||
|
@ -4124,6 +4261,7 @@ data.NumQualityLevels = 0;
|
|||
, statsKeyType[1]
|
||||
, elapsedCpuMs
|
||||
);
|
||||
dbgPrintf("_render->m_num %d", _render->m_num);
|
||||
|
||||
for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
|
||||
{
|
||||
|
|
|
@ -45,7 +45,7 @@ namespace bgfx { namespace d3d12
|
|||
void create(uint32_t _size, uint32_t _maxDescriptors);
|
||||
void destroy();
|
||||
void reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle);
|
||||
void* alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, uint32_t _size);
|
||||
void* alloc(D3D12_GPU_VIRTUAL_ADDRESS& gpuAddress, uint32_t _size);
|
||||
void alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct TextureD3D12& _texture);
|
||||
void allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct TextureD3D12& _texture);
|
||||
|
||||
|
|
Loading…
Reference in a new issue