D3D12: Added state change tracking.

This commit is contained in:
Branimir Karadžić 2015-08-06 20:27:26 -07:00
parent 3106cabe36
commit 6a15efb958
2 changed files with 237 additions and 99 deletions

View file

@ -739,13 +739,11 @@ namespace bgfx { namespace d3d12
{
{ D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::Sampler] }, D3D12_SHADER_VISIBILITY_ALL },
{ D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::SRV] }, D3D12_SHADER_VISIBILITY_ALL },
{ D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::CBV] }, D3D12_SHADER_VISIBILITY_ALL },
// { D3D12_ROOT_PARAMETER_TYPE_CBV, { 0, 0 }, D3D12_SHADER_VISIBILITY_ALL },
{ D3D12_ROOT_PARAMETER_TYPE_CBV, { 0, 0 }, D3D12_SHADER_VISIBILITY_ALL },
{ D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::UAV] }, D3D12_SHADER_VISIBILITY_ALL },
};
// rootParameter[Rdt::CBV].Constants.ShaderRegister = 0;
// rootParameter[Rdt::CBV].Constants.RegisterSpace = 100;
// rootParameter[Rdt::CBV].Constants.Num32BitValues = 0;
rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
D3D12_ROOT_SIGNATURE_DESC descRootSignature;
descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
@ -769,6 +767,68 @@ namespace bgfx { namespace d3d12
, (void**)&m_rootSignature
) );
D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
{
// { D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW, { Rdt::SRV } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
{ D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, 0 },
};
struct DrawIndirectCommand
{
// D3D12_GPU_VIRTUAL_ADDRESS srv;
D3D12_GPU_VIRTUAL_ADDRESS cbv;
D3D12_VERTEX_BUFFER_VIEW vbv;
D3D12_DRAW_ARGUMENTS draw;
};
D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
{
sizeof(DrawIndirectCommand),
BX_COUNTOF(drawArgDesc),
drawArgDesc,
1,
};
DX_CHECK(m_device->CreateCommandSignature(&drawCommandSignature
, m_rootSignature
, __uuidof(ID3D12CommandSignature)
, (void**)&m_commandSignature[0]
) );
D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
{
// { D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW, { Rdt::SRV } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
{ D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, 0 },
{ D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, 0 },
};
struct DrawIndexedIndirectCommand
{
// D3D12_GPU_VIRTUAL_ADDRESS srv;
D3D12_GPU_VIRTUAL_ADDRESS cbv;
D3D12_VERTEX_BUFFER_VIEW vbv;
D3D12_INDEX_BUFFER_VIEW ibv;
D3D12_DRAW_INDEXED_ARGUMENTS drawIndexed;
};
D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
{
sizeof(DrawIndexedIndirectCommand),
BX_COUNTOF(drawIndexedArgDesc),
drawIndexedArgDesc,
1,
};
DX_CHECK(m_device->CreateCommandSignature(&drawIndexedCommandSignature
, m_rootSignature
, __uuidof(ID3D12CommandSignature)
, (void**)&m_commandSignature[1]
) );
UniformHandle handle = BGFX_INVALID_HANDLE;
for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
{
@ -910,6 +970,8 @@ namespace bgfx { namespace d3d12
DX_RELEASE(m_rtvDescriptorHeap, 0);
DX_RELEASE(m_dsvDescriptorHeap, 0);
DX_RELEASE(m_commandSignature[0], 0);
DX_RELEASE(m_commandSignature[1], 0);
DX_RELEASE(m_rootSignature, 0);
DX_RELEASE(m_swapChain, 0);
@ -1280,8 +1342,8 @@ namespace bgfx { namespace d3d12
uint8_t flags = predefined.m_type;
setShaderUniform(flags, predefined.m_loc, proj, 4);
D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
commitShaderConstants(gpuHandle);
D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
commitShaderConstants(gpuAddress);
ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
ID3D12DescriptorHeap* heaps[] =
@ -1290,7 +1352,7 @@ namespace bgfx { namespace d3d12
scratchBuffer.getHeap(),
};
m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle);
m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
@ -1519,14 +1581,14 @@ data.NumQualityLevels = 0;
setShaderUniform(_flags, _regIndex, _val, _numRegs);
}
void commitShaderConstants(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
void commitShaderConstants(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
{
uint32_t total = bx::strideAlign(0
+ m_currentProgram->m_vsh->m_size
+ (NULL != m_currentProgram->m_fsh ? m_currentProgram->m_fsh->m_size : 0)
, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
);
uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].alloc(gpuHandle, total);
uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].alloc(_gpuAddress, total);
{
uint32_t size = m_currentProgram->m_vsh->m_size;
@ -2323,6 +2385,7 @@ data.NumQualityLevels = 0;
DescriptorAllocator m_samplerAllocator;
ID3D12RootSignature* m_rootSignature;
ID3D12CommandSignature* m_commandSignature[2];
CommandQueue m_cmd;
ID3D12GraphicsCommandList* m_commandList;
@ -2421,10 +2484,11 @@ data.NumQualityLevels = 0;
gpuHandle = m_gpuHandle;
}
void* ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, uint32_t _size)
void* ScratchBufferD3D12::alloc(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
{
_gpuAddress = m_upload->GetGPUVirtualAddress() + m_pos;
D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
desc.BufferLocation = m_upload->GetGPUVirtualAddress() + m_pos;
desc.BufferLocation = _gpuAddress;
desc.SizeInBytes = _size;
void* data = &m_data[m_pos];
@ -2436,8 +2500,6 @@ data.NumQualityLevels = 0;
, m_cpuHandle
);
m_cpuHandle.ptr += m_incrementSize;
gpuHandle = m_gpuHandle;
m_gpuHandle.ptr += m_incrementSize;
return data;
@ -3539,16 +3601,18 @@ data.NumQualityLevels = 0;
// setDebugWireframe(wireframe);
uint16_t programIdx = invalidHandle;
uint16_t currentSamplerStateIdx = invalidHandle;
uint32_t currentBindHash = 0;
ID3D12PipelineState* currentPso = NULL;
SortKey key;
uint8_t view = 0xff;
FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
float alphaRef = 0.0f;
uint32_t blendFactor = 0;
// const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
// uint8_t primIndex = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
// PrimInfo prim = s_primInfo[primIndex];
// deviceCtx->IASetPrimitiveTopology(prim.m_type);
const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
uint8_t primIndex = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
PrimInfo prim = s_primInfo[primIndex];
bool wasCompute = false;
bool viewHasScissor = false;
@ -3573,6 +3637,8 @@ data.NumQualityLevels = 0;
ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
scratchBuffer.reset(gpuHandle);
D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = {};
setResourceBarrier(m_commandList
, m_backBufferColor[m_backBufferColorIdx]
, D3D12_RESOURCE_STATE_PRESENT
@ -3654,6 +3720,8 @@ data.NumQualityLevels = 0;
clearRect.intersect(rect, viewScissorRect);
clearQuad(_clearQuad, clearRect, clear, _render->m_clearColor);
}
prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
}
if (isCompute)
@ -3697,7 +3765,7 @@ data.NumQualityLevels = 0;
if (constantsChanged
|| program.m_numPredefined > 0)
{
commitShaderConstants(gpuHandle);
commitShaderConstants(gpuAddress);
}
}
@ -3757,7 +3825,7 @@ data.NumQualityLevels = 0;
uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS);
m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx));
m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
m_commandList->SetComputeRootDescriptorTable(Rdt::CBV, gpuHandle);
m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
if (isValid(compute.m_indirectBuffer) )
@ -3784,7 +3852,7 @@ data.NumQualityLevels = 0;
continue;
}
// bool resetState = viewChanged || wasCompute;
bool resetState = viewChanged || wasCompute;
if (wasCompute)
{
@ -3800,6 +3868,7 @@ data.NumQualityLevels = 0;
programIdx = invalidHandle;
m_currentProgram = NULL;
currentSamplerStateIdx = invalidHandle;
m_commandList->SetGraphicsRootSignature(m_rootSignature);
ID3D12DescriptorHeap* heaps[] = {
@ -3813,9 +3882,67 @@ data.NumQualityLevels = 0;
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) & BGFX_STENCIL_FUNC_REF_MASK;
currentState.m_stencil = newStencil;
if (resetState)
{
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;
const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
}
bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
if (0 != changedStencil)
{
const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
m_commandList->OMSetStencilRef(ref);
}
const uint64_t state = draw.m_flags;
bool hasFactor = 0
|| f0 == (state & f0)
|| f1 == (state & f1)
;
if (hasFactor
&& blendFactor != draw.m_rgba)
{
blendFactor = draw.m_rgba;
float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
blendFactor[0] = ( (draw.m_rgba>>24) )/255.0f;
blendFactor[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
blendFactor[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
blendFactor[3] = ( (draw.m_rgba )&0xff)/255.0f;
m_commandList->OMSetBlendFactor(blendFactor);
}
if (BGFX_STATE_PT_MASK & changedFlags)
{
const uint64_t pt = draw.m_flags&BGFX_STATE_PT_MASK;
primIndex = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
if (prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
{
prim = s_primInfo[primIndex];
m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
}
}
if (isValid(draw.m_vertexBuffer) )
{
bool programChanged = false;
@ -3859,10 +3986,11 @@ data.NumQualityLevels = 0;
viewState.setPredefined<4>(this, view, 0, program, _render, draw);
if (constantsChanged
|| program.m_numPredefined > 0)
constantsChanged |= program.m_numPredefined > 0;
if (constantsChanged)
{
commitShaderConstants(gpuHandle);
commitShaderConstants(gpuAddress);
}
}
@ -3870,7 +3998,6 @@ data.NumQualityLevels = 0;
uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = m_vertexDecls[declIdx];
const uint64_t state = draw.m_flags;
ID3D12PipelineState* pso =
getPipelineState(state
, draw.m_stencil
@ -3882,59 +4009,56 @@ data.NumQualityLevels = 0;
{
currentPso = pso;
m_commandList->SetPipelineState(pso);
currentBindHash = 0;
}
const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
m_commandList->OMSetStencilRef(ref);
bool hasFactor = 0
|| f0 == (state & f0)
|| f1 == (state & f1)
;
if (hasFactor)
for (uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) )
; currentBindHash != bindHash
; currentBindHash = bindHash
)
{
float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
blendFactor[0] = ( (draw.m_rgba>>24) )/255.0f;
blendFactor[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
blendFactor[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
blendFactor[3] = ( (draw.m_rgba )&0xff)/255.0f;
m_commandList->OMSetBlendFactor(blendFactor);
}
D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
{
srvHandle[0].ptr = 0;
for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
{
const Binding& sampler = draw.m_bind[stage];
if (invalidHandle != sampler.m_idx)
srvHandle[0].ptr = 0;
for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
{
TextureD3D12& texture = m_textures[sampler.m_idx];
scratchBuffer.alloc(srvHandle[stage], texture);
samplerFlags[stage] = (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & sampler.m_un.m_draw.m_flags)
? sampler.m_un.m_draw.m_flags
: texture.m_flags
) & BGFX_TEXTURE_SAMPLER_BITS_MASK
;
}
else
{
memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
samplerFlags[stage] = 0;
const Binding& sampler = draw.m_bind[stage];
if (invalidHandle != sampler.m_idx)
{
TextureD3D12& texture = m_textures[sampler.m_idx];
scratchBuffer.alloc(srvHandle[stage], texture);
samplerFlags[stage] = (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & sampler.m_un.m_draw.m_flags)
? sampler.m_un.m_draw.m_flags
: texture.m_flags
) & BGFX_TEXTURE_SAMPLER_BITS_MASK
;
}
else
{
memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
samplerFlags[stage] = 0;
}
}
}
uint16_t samplerStateIdx = getSamplerState(samplerFlags);
if (samplerStateIdx != currentSamplerStateIdx)
{
currentSamplerStateIdx = samplerStateIdx;
m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
}
if (srvHandle[0].ptr != 0)
{
m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
}
}
uint16_t samplerStateIdx = getSamplerState(samplerFlags);
m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
if (srvHandle[0].ptr != 0)
if (constantsChanged)
{
m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
}
m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle);
uint32_t numVertices = draw.m_numVertices;
if (UINT32_MAX == numVertices)
@ -3942,46 +4066,59 @@ data.NumQualityLevels = 0;
numVertices = vb.m_size / vertexDecl.m_stride;
}
D3D12_VERTEX_BUFFER_VIEW vbView[2];
uint32_t numVertexBuffers = 1;
vbView[0].BufferLocation = vb.m_ptr->GetGPUVirtualAddress();
vbView[0].StrideInBytes = vertexDecl.m_stride;
vbView[0].SizeInBytes = vb.m_size;
if (isValid(draw.m_instanceDataBuffer) )
if (currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
|| 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)
{
const VertexBufferD3D12& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
vbView[1].BufferLocation = inst.m_ptr->GetGPUVirtualAddress() + draw.m_instanceDataOffset;
vbView[1].StrideInBytes = draw.m_instanceDataStride;
vbView[1].SizeInBytes = draw.m_numInstances * draw.m_instanceDataStride;
++numVertexBuffers;
}
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;
m_commandList->IASetVertexBuffers(0, numVertexBuffers, vbView);
D3D12_VERTEX_BUFFER_VIEW vbView[2];
uint32_t numVertexBuffers = 1;
vbView[0].BufferLocation = vb.m_ptr->GetGPUVirtualAddress();
vbView[0].StrideInBytes = vertexDecl.m_stride;
vbView[0].SizeInBytes = vb.m_size;
if (isValid(draw.m_instanceDataBuffer) )
{
const VertexBufferD3D12& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
vbView[1].BufferLocation = inst.m_ptr->GetGPUVirtualAddress() + draw.m_instanceDataOffset;
vbView[1].StrideInBytes = draw.m_instanceDataStride;
vbView[1].SizeInBytes = draw.m_numInstances * draw.m_instanceDataStride;
++numVertexBuffers;
}
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);
D3D12_INDEX_BUFFER_VIEW ibv;
ibv.Format = hasIndex16
? DXGI_FORMAT_R16_UINT
: DXGI_FORMAT_R32_UINT
;
ibv.BufferLocation = ib.m_ptr->GetGPUVirtualAddress();
ibv.SizeInBytes = ib.m_size;
m_commandList->IASetIndexBuffer(&ibv);
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
: DXGI_FORMAT_R32_UINT
;
ibv.BufferLocation = ib.m_ptr->GetGPUVirtualAddress();
ibv.SizeInBytes = ib.m_size;
m_commandList->IASetIndexBuffer(&ibv);
}
if (UINT32_MAX == draw.m_numIndices)
{
@ -4026,10 +4163,10 @@ data.NumQualityLevels = 0;
);
}
statsNumPrimsSubmitted[primIdx] += numPrimsSubmitted;
statsNumPrimsRendered[primIdx] += numPrimsRendered;
statsNumInstances[primIdx] += numInstances;
statsNumIndices += numIndices;
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)
{

View file

@ -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);