/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "bgfx_p.h" #if BGFX_CONFIG_RENDERER_DIRECT3D12 # include "renderer_d3d12.h" # if !USE_D3D12_DYNAMIC_LIB # pragma comment(lib, "D3D12.lib") # endif // !USE_D3D12_DYNAMIC_LIB namespace bgfx { namespace d3d12 { static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256]; struct PrimInfo { D3D_PRIMITIVE_TOPOLOGY m_toplogy; D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType; uint32_t m_min; uint32_t m_div; uint32_t m_sub; }; static const PrimInfo s_primInfo[] = { { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 }, { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 }, { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 }, { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 }, { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 }, }; static const char* s_primName[] = { "TriList", "TriStrip", "Line", "Point", }; BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1); 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 }, }; static const D3D12_BLEND s_blendFactor[][2] = { { (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR }; static const D3D12_BLEND_OP s_blendEquation[] = { D3D12_BLEND_OP_ADD, D3D12_BLEND_OP_SUBTRACT, D3D12_BLEND_OP_REV_SUBTRACT, D3D12_BLEND_OP_MIN, D3D12_BLEND_OP_MAX, }; static const D3D12_COMPARISON_FUNC s_cmpFunc[] = { D3D12_COMPARISON_FUNC(0), // ignored D3D12_COMPARISON_FUNC_LESS, D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_COMPARISON_FUNC_EQUAL, D3D12_COMPARISON_FUNC_GREATER_EQUAL, D3D12_COMPARISON_FUNC_GREATER, D3D12_COMPARISON_FUNC_NOT_EQUAL, D3D12_COMPARISON_FUNC_NEVER, D3D12_COMPARISON_FUNC_ALWAYS, }; static const D3D12_STENCIL_OP s_stencilOp[] = { D3D12_STENCIL_OP_ZERO, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_REPLACE, D3D12_STENCIL_OP_INCR, D3D12_STENCIL_OP_INCR_SAT, D3D12_STENCIL_OP_DECR, D3D12_STENCIL_OP_DECR_SAT, D3D12_STENCIL_OP_INVERT, }; static const D3D12_CULL_MODE s_cullMode[] = { D3D12_CULL_MODE_NONE, D3D12_CULL_MODE_FRONT, D3D12_CULL_MODE_BACK, }; static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] = { D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE_MIRROR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, }; /* * 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 uint8_t s_textureFilter[3][3] = { { 0x10, // min linear 0x00, // min point 0x55, // anisotropic }, { 0x04, // mag linear 0x00, // mag point 0x55, // anisotropic }, { 0x01, // mip linear 0x00, // mip point 0x55, // anisotropic }, }; struct TextureFormatInfo { DXGI_FORMAT m_fmt; DXGI_FORMAT m_fmtSrv; DXGI_FORMAT m_fmtDsv; }; static const TextureFormatInfo s_textureFormat[] = { { 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 { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7 { 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 { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32 { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8 { 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 { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8 { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA8 { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16 { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32 { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F { 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_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN }, // R11G11B10F { 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 }; BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) ); static const D3D12_INPUT_ELEMENT_DESC s_attrib[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) ); static const DXGI_FORMAT s_attribType[][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 }, }, }; BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) ); static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl) { D3D12_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(D3D12_INPUT_ELEMENT_DESC) ); if (0 == _decl.m_attributes[attr]) { elem->AlignedByteOffset = 0; } else { uint8_t num; AttribType::Enum type; bool normalized; bool asInt; _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt); elem->Format = s_attribType[type][num-1][normalized]; elem->AlignedByteOffset = _decl.m_offset[attr]; } ++elem; } } return elem; } void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter) { D3D12_RESOURCE_BARRIER barrier; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = _resource; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = _stateBefore; barrier.Transition.StateAfter = _stateAfter; _commandList->ResourceBarrier(1, &barrier); } struct HeapProperty { enum Enum { Default, Upload, ReadBack, Count }; D3D12_HEAP_PROPERTIES m_properties; D3D12_RESOURCE_STATES m_state; }; static const HeapProperty s_heapProperties[] = { { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON }, { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ }, { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST }, }; BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count); ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue) { const HeapProperty& heapProperty = s_heapProperties[_heapProperty]; ID3D12Resource* resource; DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties , D3D12_HEAP_FLAG_NONE , _resourceDesc , heapProperty.m_state , _clearValue , __uuidof(ID3D12Resource) , (void**)&resource ) ); return resource; } ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE) { D3D12_RESOURCE_DESC resourceDesc; resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; resourceDesc.Alignment = 0; resourceDesc.Width = _size; resourceDesc.Height = 1; resourceDesc.DepthOrArraySize = 1; resourceDesc.MipLevels = 1; resourceDesc.Format = DXGI_FORMAT_UNKNOWN; resourceDesc.SampleDesc.Count = 1; resourceDesc.SampleDesc.Quality = 0; resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; resourceDesc.Flags = _flags; return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL); } BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...) { 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'; wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2); mbstowcs(wtemp, temp, size+1); _object->SetName(wtemp); } } #if USE_D3D12_DYNAMIC_LIB static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice; static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface; static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature; static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1; #endif // USE_D3D12_DYNAMIC_LIB struct RendererContextD3D12 : public RendererContextI { RendererContextD3D12() : m_wireframe(false) , m_flags(BGFX_RESET_NONE) , m_fsChanges(0) , m_vsChanges(0) , m_frame(0) , m_backBufferColorIdx(0) , m_rtMsaa(false) { } ~RendererContextD3D12() { } bool init() { uint32_t errorState = 0; LUID luid; m_fbh.idx = invalidHandle; memset(m_uniforms, 0, sizeof(m_uniforms) ); memset(&m_resolution, 0, sizeof(m_resolution) ); #if USE_D3D12_DYNAMIC_LIB m_d3d12dll = bx::dlopen("d3d12.dll"); BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll."); if (NULL == m_d3d12dll) { goto error; } errorState = 1; D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice"); BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found."); D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface"); BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found."); D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature"); BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found."); if (NULL == D3D12CreateDevice || NULL == D3D12GetDebugInterface || NULL == D3D12SerializeRootSignature) { goto error; } m_dxgidll = bx::dlopen("dxgi.dll"); BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll."); if (NULL == m_dxgidll) { goto error; } errorState = 2; CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1"); BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found."); if (NULL == CreateDXGIFactory1) { goto error; } #else errorState = 2; #endif // USE_D3D12_DYNAMIC_LIB HRESULT hr; hr = CreateDXGIFactory1(__uuidof(IDXGIFactory), (void**)&m_factory); BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory."); if (FAILED(hr) ) { goto error; } errorState = 3; m_adapter = NULL; m_driverType = D3D_DRIVER_TYPE_HARDWARE; IDXGIAdapter* adapter; for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, &adapter); ++ii) { DXGI_ADAPTER_DESC desc; hr = adapter->GetDesc(&desc); if (SUCCEEDED(hr) ) { BX_TRACE("Adapter #%d", ii); 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 ); g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId; g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId; ++g_caps.numGPUs; if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId) && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId) && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) ) { m_adapter = adapter; m_adapter->AddRef(); m_driverType = D3D_DRIVER_TYPE_UNKNOWN; } 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); } if (BX_ENABLED(BGFX_CONFIG_DEBUG) ) { ID3D12Debug* debug; hr = D3D12GetDebugInterface(__uuidof(ID3D12Debug), (void**)&debug); if (SUCCEEDED(hr) ) { debug->EnableDebugLayer(); } } hr = D3D12CreateDevice(m_adapter , D3D_FEATURE_LEVEL_11_0 , __uuidof(ID3D12Device) , (void**)&m_device ); BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device."); if (NULL != m_adapter) { DX_RELEASE(m_adapter, 2); } if (FAILED(hr) ) { goto error; } errorState = 4; memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) ); luid = m_device->GetAdapterLuid(); for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, &adapter); ++ii) { adapter->GetDesc(&m_adapterDesc); DX_RELEASE(adapter, 0); if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart) { break; } } g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId; g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId; m_architecture.NodeIndex = 0; DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &m_architecture, sizeof(m_architecture) ) ); BX_TRACE("GPU Architecture, TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d" , m_architecture.TileBasedRenderer , m_architecture.UMA , m_architecture.CacheCoherentUMA ); DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) ); m_cmd.init(m_device); 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.Scaling = DXGI_MODE_SCALING_STRETCHED; m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; 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 = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4); m_scd.OutputWindow = (HWND)g_platformData.nwh; m_scd.Windowed = true; m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)." , m_scd.BufferCount , BX_COUNTOF(m_backBufferColor) ); hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue , &m_scd , &m_swapChain ); BX_WARN(SUCCEEDED(hr), "Failed to create swap chain."); if (FAILED(hr) ) { goto error; } m_presentElapsed = 0; { m_resolution.m_width = BGFX_DEFAULT_WIDTH; m_resolution.m_height = BGFX_DEFAULT_HEIGHT; DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh , 0 | DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER ) ); m_numWindows = 1; if (BX_ENABLED(BGFX_CONFIG_DEBUG) ) { hr = m_device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&m_infoQueue); if (SUCCEEDED(hr) ) { m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true); m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true); m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false); D3D12_INFO_QUEUE_FILTER filter; memset(&filter, 0, sizeof(filter) ); D3D12_MESSAGE_CATEGORY catlist[] = { D3D12_MESSAGE_CATEGORY_STATE_SETTING, D3D12_MESSAGE_CATEGORY_EXECUTION, }; filter.DenyList.NumCategories = BX_COUNTOF(catlist); filter.DenyList.pCategoryList = catlist; m_infoQueue->PushStorageFilter(&filter); DX_RELEASE(m_infoQueue, 19); } } D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap; rtvDescHeap.NumDescriptors = 0 + BX_COUNTOF(m_backBufferColor) + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS ; rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; rtvDescHeap.NodeMask = 1; DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap , __uuidof(ID3D12DescriptorHeap) , (void**)&m_rtvDescriptorHeap ) ); D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap; dsvDescHeap.NumDescriptors = 0 + 1 // reserved for depth backbuffer. + BGFX_CONFIG_MAX_FRAME_BUFFERS ; dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; dsvDescHeap.NodeMask = 1; DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap , __uuidof(ID3D12DescriptorHeap) , (void**)&m_dsvDescriptorHeap ) ); for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii) { m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024 , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS ); } m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER , 1024 , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS ); D3D12_DESCRIPTOR_RANGE descRange[] = { { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND }, { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND }, { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND }, { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND }, }; BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count); D3D12_ROOT_PARAMETER rootParameter[] = { { 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_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; D3D12_ROOT_SIGNATURE_DESC descRootSignature; descRootSignature.NumParameters = BX_COUNTOF(rootParameter); descRootSignature.pParameters = rootParameter; descRootSignature.NumStaticSamplers = 0; descRootSignature.pStaticSamplers = NULL; descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; ID3DBlob* outBlob; ID3DBlob* errorBlob; DX_CHECK(D3D12SerializeRootSignature(&descRootSignature , D3D_ROOT_SIGNATURE_VERSION_1 , &outBlob , &errorBlob ) ); DX_CHECK(m_device->CreateRootSignature(0 , outBlob->GetBufferPointer() , outBlob->GetBufferSize() , __uuidof(ID3D12RootSignature) , (void**)&m_rootSignature ) ); UniformHandle handle = BGFX_INVALID_HANDLE; for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii) { m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]); } g_caps.supported |= ( 0 | BGFX_CAPS_TEXTURE_3D | BGFX_CAPS_TEXTURE_COMPARE_ALL | BGFX_CAPS_INSTANCING | BGFX_CAPS_VERTEX_ATTRIB_HALF | BGFX_CAPS_FRAGMENT_DEPTH | BGFX_CAPS_BLEND_INDEPENDENT | BGFX_CAPS_COMPUTE | BGFX_CAPS_FRAGMENT_ORDERING // | BGFX_CAPS_SWAP_CHAIN ); g_caps.maxTextureSize = 16384; g_caps.maxFBAttachments = bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS); for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii) { uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE; const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) ) ? s_textureFormat[ii].m_fmtDsv : s_textureFormat[ii].m_fmt ; if (DXGI_FORMAT_UNKNOWN != fmt) { D3D12_FEATURE_DATA_FORMAT_SUPPORT data; data.Format = fmt; hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) ); if (SUCCEEDED(hr) ) { support |= 0 != (data.Support1 & (0 | D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_TEXTURE3D | D3D12_FORMAT_SUPPORT1_TEXTURECUBE ) ) ? BGFX_CAPS_FORMAT_TEXTURE_COLOR : BGFX_CAPS_FORMAT_TEXTURE_NONE ; support |= 0 != (data.Support1 & (0 | D3D12_FORMAT_SUPPORT1_BUFFER | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER ) ) ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX : BGFX_CAPS_FORMAT_TEXTURE_NONE ; support |= 0 != (data.Support1 & (0 | D3D12_FORMAT_SUPPORT1_SHADER_LOAD ) ) ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE : BGFX_CAPS_FORMAT_TEXTURE_NONE ; support |= 0 != (data.Support1 & (0 | D3D12_FORMAT_SUPPORT1_RENDER_TARGET | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER : BGFX_CAPS_FORMAT_TEXTURE_NONE ; } else { BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) ); } } g_caps.formats[ii] = support; } postReset(); } return true; error: switch (errorState) { default: case 4: m_cmd.shutdown(); DX_RELEASE(m_device, 0); case 3: DX_RELEASE(m_factory, 0); #if USE_D3D12_DYNAMIC_LIB case 2: bx::dlclose(m_dxgidll); case 1: bx::dlclose(m_d3d12dll); #endif // USE_D3D12_DYNAMIC_LIB case 0: break; } return false; } void shutdown() { preReset(); m_samplerAllocator.destroy(); for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii) { m_scratchBuffer[ii].destroy(); } m_pipelineStateCache.invalidate(); for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii) { m_indexBuffers[ii].destroy(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii) { m_vertexBuffers[ii].destroy(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii) { m_shaders[ii].destroy(); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii) { m_textures[ii].destroy(); } DX_RELEASE(m_rtvDescriptorHeap, 0); DX_RELEASE(m_dsvDescriptorHeap, 0); DX_RELEASE(m_rootSignature, 0); DX_RELEASE(m_swapChain, 0); m_cmd.shutdown(); DX_RELEASE(m_device, 0); DX_RELEASE(m_factory, 0); #if USE_D3D12_DYNAMIC_LIB bx::dlclose(m_d3d12dll); bx::dlclose(m_dxgidll); #endif // USE_D3D12_DYNAMIC_LIB } RendererType::Enum getRendererType() const BX_OVERRIDE { return RendererType::Direct3D12; } const char* getRendererName() const BX_OVERRIDE { return BGFX_RENDERER_DIRECT3D12_NAME; } static bool isLost(HRESULT _hr) { return DXGI_ERROR_DEVICE_REMOVED == _hr || DXGI_ERROR_DEVICE_HUNG == _hr || DXGI_ERROR_DEVICE_RESET == _hr || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr ; } void flip(HMD& /*_hmd*/) BX_OVERRIDE { if (NULL != m_swapChain) { int64_t start = bx::getHPCounter(); HRESULT hr = 0; uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC); for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii) { hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0); } if (SUCCEEDED(hr) ) { m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]); hr = m_swapChain->Present(syncInterval, 0); } int64_t now = bx::getHPCounter(); m_presentElapsed = now - start; if (FAILED(hr) && isLost(hr) ) { ++m_lost; BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr); } else { m_lost = 0; } } } void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE { m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false); } 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, uint16_t _flags) BX_OVERRIDE { m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags); } void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE { m_vertexBuffers[_handle.idx].destroy(); } void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE { m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false); } void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE { m_indexBuffers[_handle.idx].update(m_commandList, _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, uint16_t _flags) BX_OVERRIDE { VertexDeclHandle decl = BGFX_INVALID_HANDLE; m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags); } void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE { m_vertexBuffers[_handle.idx].update(m_commandList, _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 { 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(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem); } void updateTextureEnd() BX_OVERRIDE { } void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE { TextureD3D12& texture = m_textures[_handle.idx]; uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate); const Memory* mem = alloc(size); bx::StaticMemoryBlockWriter writer(mem->data, mem->size); uint32_t magic = BGFX_CHUNK_MAGIC_TEX; bx::write(&writer, magic); TextureCreate tc; tc.m_flags = texture.m_flags; tc.m_width = _width; tc.m_height = _height; tc.m_sides = 0; tc.m_depth = 0; tc.m_numMips = 1; tc.m_format = texture.m_requestedFormat; tc.m_cubeMap = false; tc.m_mem = NULL; bx::write(&writer, tc); texture.destroy(); texture.create(mem, tc.m_flags, 0); release(mem); } 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 createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE { uint16_t denseIdx = m_numWindows++; m_windows[denseIdx] = _handle; m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat); } void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE { uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy(); if (UINT16_MAX != denseIdx) { --m_numWindows; if (m_numWindows > 1) { FrameBufferHandle handle = m_windows[m_numWindows]; m_windows[denseIdx] = handle; m_frameBuffers[handle.idx].m_denseIdx = denseIdx; } } } 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 { uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount; m_cmd.finish(m_backBufferColorFence[idx]); ID3D12Resource* backBuffer = m_backBufferColor[idx]; D3D12_RESOURCE_DESC backBufferDesc = backBuffer->GetDesc(); const uint32_t width = (uint32_t)backBufferDesc.Width; const uint32_t height = (uint32_t)backBufferDesc.Height; const uint32_t pitch = bx::strideAlign(width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const uint32_t slice = bx::strideAlign(height * pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT); ID3D12Resource* staging = createCommittedResource(m_device, HeapProperty::ReadBack, slice); setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE); m_commandList->CopyResource(staging, backBuffer); setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT); finish(); m_commandList = m_cmd.alloc(); void* data; staging->Map(0, NULL, (void**)&data); imageSwizzleBgra8(width , height , pitch , data , data ); g_callback->screenShot(_filePath , width , height , pitch , data , slice , false ); staging->Unmap(0, NULL); DX_RELEASE(staging, 0); } void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE { } 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 { } void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE; void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE { const uint32_t width = m_scd.BufferDesc.Width; const uint32_t height = m_scd.BufferDesc.Height; FrameBufferHandle fbh = BGFX_INVALID_HANDLE; setFrameBuffer(fbh, false); D3D12_VIEWPORT vp; vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = (float)width; vp.Height = (float)height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; m_commandList->RSSetViewports(1, &vp); const uint64_t state = 0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_TEST_ALWAYS ; m_currentProgram = &m_program[0]; ID3D12PipelineState* pso = getPipelineState(state , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) , _blitter.m_vb->decl.idx , _blitter.m_program.idx , 0 ); m_commandList->SetPipelineState(pso); m_commandList->SetGraphicsRootSignature(m_rootSignature); float proj[16]; bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f); PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0]; uint8_t flags = predefined.m_type; setShaderUniform(flags, predefined.m_loc, proj, 4); D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle; commitShaderConstants(gpuHandle); ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx]; ID3D12DescriptorHeap* heaps[] = { m_samplerAllocator.getHeap(), scratchBuffer.getHeap(), }; m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps); m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle); TextureD3D12& texture = m_textures[_blitter.m_texture.idx]; uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK }; uint16_t samplerStateIdx = getSamplerState(samplerFlags); m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) ); D3D12_GPU_DESCRIPTOR_HANDLE srvHandle; scratchBuffer.alloc(srvHandle, texture); m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle); VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx]; const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx]; D3D12_VERTEX_BUFFER_VIEW viewDesc; viewDesc.BufferLocation = vb.m_ptr->GetGPUVirtualAddress(); viewDesc.StrideInBytes = vertexDecl.m_stride; viewDesc.SizeInBytes = vb.m_size; m_commandList->IASetVertexBuffers(0, 1, &viewDesc); const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx]; D3D12_INDEX_BUFFER_VIEW ibv; ibv.Format = DXGI_FORMAT_R16_UINT; ibv.BufferLocation = ib.m_ptr->GetGPUVirtualAddress(); ibv.SizeInBytes = ib.m_size; m_commandList->IASetIndexBuffer(&ibv); m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE { const uint32_t numVertices = _numIndices*4/6; if (0 < numVertices) { m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data); m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true); m_commandList->DrawIndexedInstanced(_numIndices , 1 , 0 , 0 , 0 ); } } void preReset() { finishAll(); for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii) { DX_RELEASE(m_backBufferColor[ii], num-1-ii); } DX_RELEASE(m_backBufferDepthStencil, 0); for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii) { m_frameBuffers[ii].preReset(); } invalidateCache(); // capturePreReset(); } void postReset() { uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii) { D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); handle.ptr += ii * rtvDescriptorSize; DX_CHECK(m_swapChain->GetBuffer(ii , __uuidof(ID3D12Resource) , (void**)&m_backBufferColor[ii] ) ); m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle); } D3D12_RESOURCE_DESC resourceDesc; resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; resourceDesc.Alignment = 0; resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1); resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1); resourceDesc.DepthOrArraySize = 1; resourceDesc.MipLevels = 0; resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; resourceDesc.SampleDesc.Count = 1; resourceDesc.SampleDesc.Quality = 0; resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; D3D12_CLEAR_VALUE clearValue; clearValue.Format = resourceDesc.Format; clearValue.DepthStencil.Depth = 1.0f; clearValue.DepthStencil.Stencil = 0; m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue); D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc; ZeroMemory(&dsvDesc, sizeof(dsvDesc) ); dsvDesc.Format = resourceDesc.Format; dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsvDesc.Flags = D3D12_DSV_FLAGS(0) // | D3D12_DSV_FLAG_READ_ONLY_DEPTH // | D3D12_DSV_FLAG_READ_ONLY_DEPTH ; m_device->CreateDepthStencilView(m_backBufferDepthStencil , &dsvDesc , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart() ); for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii) { m_frameBuffers[ii].postReset(); } m_commandList = m_cmd.alloc(); // capturePostReset(); } void invalidateCache() { m_pipelineStateCache.invalidate(); m_samplerStateCache.invalidate(); } void updateMsaa() { for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii) { uint32_t msaa = s_checkMsaa[ii]; D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data; memset(&data, 0, sizeof(msaa) ); data.Format = m_scd.BufferDesc.Format; data.SampleCount = msaa; data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE; HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) ); data.NumQualityLevels = 0; if (SUCCEEDED(hr) && 0 < data.NumQualityLevels) { s_msaa[ii].Count = data.SampleCount; s_msaa[ii].Quality = data.NumQualityLevels - 1; last = ii; } else { s_msaa[ii] = s_msaa[last]; } } } 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) { bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK); m_flags = _resolution.m_flags; m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height); m_textVideoMem.clear(); m_resolution = _resolution; m_scd.BufferDesc.Width = _resolution.m_width; m_scd.BufferDesc.Height = _resolution.m_height; preReset(); if (resize) { DX_CHECK(m_swapChain->ResizeBuffers(m_scd.BufferCount , m_scd.BufferDesc.Width , m_scd.BufferDesc.Height , m_scd.BufferDesc.Format , m_scd.Flags ) ); } 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_cmd.m_commandQueue , &m_scd , &m_swapChain ); BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain."); } postReset(); } } void setShaderUniform(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; } else { memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16); m_vsChanges += _numRegs; } } void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs) { setShaderUniform(_flags, _regIndex, _val, _numRegs); } void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs) { setShaderUniform(_flags, _regIndex, _val, _numRegs); } void commitShaderConstants(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle) { 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); { uint32_t size = m_currentProgram->m_vsh->m_size; memcpy(data, m_vsScratch, size); data += size; m_vsChanges = 0; } if (NULL != m_currentProgram->m_fsh) { memcpy(data, m_fsScratch, m_currentProgram->m_fsh->m_size); m_fsChanges = 0; } } void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true) { if (isValid(m_fbh) && m_fbh.idx != _fbh.idx) { const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx]; for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii) { TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx]; texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); } if (isValid(frameBuffer.m_depth) ) { TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx]; const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY); if (!bufferOnly) { texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ); } } } if (!isValid(_fbh) ) { m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize; m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); m_currentColor = &m_rtvHandle; m_currentDepthStencil = &m_dsvHandle; m_commandList->OMSetRenderTargets(1, m_currentColor, false, m_currentDepthStencil); } else { const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx]; if (0 < frameBuffer.m_num) { D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize; m_currentColor = &m_rtvHandle; } else { m_currentColor = NULL; } if (isValid(frameBuffer.m_depth) ) { D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV); m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize; m_currentDepthStencil = &m_dsvHandle; } else { m_currentDepthStencil = NULL; } for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii) { TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx]; texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET); } if (isValid(frameBuffer.m_depth) ) { TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx]; texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE); } m_commandList->OMSetRenderTargets(frameBuffer.m_num , m_currentColor , true //NULL == m_currentDepthStencil , m_currentDepthStencil ); } m_fbh = _fbh; m_rtMsaa = _msaa; } void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0) { memset(&desc, 0, sizeof(desc) ); desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state); D3D12_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]; } uint32_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0 ; writeMask |= (_state & BGFX_STATE_RGB_WRITE) ? D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN | D3D12_COLOR_WRITE_ENABLE_BLUE : 0 ; drt->RenderTargetWriteMask = writeMask; 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; drt->SrcBlend = s_blendFactor[src][0]; drt->DestBlend = s_blendFactor[dst][0]; drt->BlendOp = s_blendEquation[equation]; 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(D3D12_RENDER_TARGET_BLEND_DESC) ); } } } void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false) { const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT; desc.FillMode = _wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID ; desc.CullMode = s_cullMode[cull]; desc.FrontCounterClockwise = false; desc.DepthBias = 0; desc.DepthBiasClamp = 0.0f; desc.SlopeScaledDepthBias = 0.0f; desc.DepthClipEnable = false; desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA); desc.AntialiasedLineEnable = false; desc.ForcedSampleCount = 0; desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; } void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0) { const uint32_t fstencil = unpackStencil(0, _stencil); 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) ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO ; desc.DepthFunc = s_cmpFunc[func]; 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]; 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]; 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]; } uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData) { VertexDecl decl; memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) ); const uint8_t* attrMask = _program.m_vsh->m_attrMask; 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; } D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl); uint32_t num = uint32_t(elem-_vertexElements); const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 }; for (uint32_t ii = 0; ii < _numInstanceData; ++ii) { uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc. uint32_t jj; D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements; for (jj = 0; jj < num; ++jj) { curr = &_vertexElements[jj]; if (0 == strcmp(curr->SemanticName, "TEXCOORD") && curr->SemanticIndex == index) { break; } } if (jj == num) { curr = elem; ++elem; } memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) ); curr->InputSlot = 1; curr->SemanticIndex = index; curr->AlignedByteOffset = ii*16; } return uint32_t(elem-_vertexElements); } static void patchCb0(DxbcInstruction& _instruction, void* _userData) { union { void* ptr; uint32_t offset; } cast ={ _userData }; for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii) { DxbcOperand& operand = _instruction.operand[ii]; if (DxbcOperandType::ConstantBuffer == operand.type) { if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0] && 0 == operand.regIndex[0] && DxbcOperandAddrMode::Imm32 == operand.addrMode[1]) { operand.regIndex[1] += cast.offset; } } } } ID3D12PipelineState* getPipelineState(uint16_t _programIdx) { ProgramD3D12& program = m_program[_programIdx]; bx::HashMurmur2A murmur; murmur.begin(); murmur.add(program.m_vsh->m_hash); const uint32_t hash = murmur.end(); ID3D12PipelineState* pso = m_pipelineStateCache.find(hash); if(NULL != pso) { return pso; } D3D12_COMPUTE_PIPELINE_STATE_DESC desc; memset(&desc, 0, sizeof(desc) ); desc.pRootSignature = m_rootSignature; desc.CS.pShaderBytecode = program.m_vsh->m_code->data; desc.CS.BytecodeLength = program.m_vsh->m_code->size; DX_CHECK(m_device->CreateComputePipelineState(&desc ,__uuidof(ID3D12PipelineState) ,(void**)&pso )); m_pipelineStateCache.add(hash, pso); return pso; } ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData) { ProgramD3D12& program = m_program[_programIdx]; _state &= 0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_WRITE | BGFX_STATE_DEPTH_TEST_MASK | BGFX_STATE_BLEND_MASK | BGFX_STATE_BLEND_EQUATION_MASK | BGFX_STATE_BLEND_INDEPENDENT | BGFX_STATE_CULL_MASK | BGFX_STATE_MSAA | BGFX_STATE_PT_MASK ; _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK); VertexDecl decl; memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) ); const uint8_t* attrMask = program.m_vsh->m_attrMask; 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; } bx::HashMurmur2A murmur; murmur.begin(); murmur.add(_state); murmur.add(_stencil); murmur.add(program.m_vsh->m_hash); murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) ); murmur.add(program.m_fsh->m_hash); murmur.add(m_vertexDecls[_declIdx].m_hash); murmur.add(decl.m_attributes, sizeof(decl.m_attributes) ); murmur.add(m_fbh.idx); murmur.add(_numInstanceData); const uint32_t hash = murmur.end(); ID3D12PipelineState* pso = m_pipelineStateCache.find(hash); if (NULL != pso) { return pso; } D3D12_GRAPHICS_PIPELINE_STATE_DESC desc; memset(&desc, 0, sizeof(desc) ); desc.pRootSignature = m_rootSignature; desc.VS.pShaderBytecode = program.m_vsh->m_code->data; desc.VS.BytecodeLength = program.m_vsh->m_code->size; const Memory* temp = alloc(program.m_fsh->m_code->size); memset(temp->data, 0, temp->size); bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size); bx::StaticMemoryBlockWriter wr(temp->data, temp->size); DxbcContext dxbc; read(&rd, dxbc); bool patchShader = true; if (BX_ENABLED(BGFX_CONFIG_DEBUG) ) { union { uint32_t offset; void* ptr; } cast = { 0 }; filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr); write(&wr, dxbc); dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4); patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16); BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders); if (!patchShader) { for (uint32_t ii = 20; ii < temp->size; ii += 16) { if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) ) { // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, ""); // dbgPrintfData(&temp->data[ii], temp->size-ii, ""); break; } } desc.PS.pShaderBytecode = program.m_fsh->m_code->data; desc.PS.BytecodeLength = program.m_fsh->m_code->size; } } if (patchShader) { memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size); bx::seek(&wr, 0, bx::Whence::Begin); union { uint32_t offset; void* ptr; } cast = { m_currentProgram->m_vsh->m_size/16 }; filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr); write(&wr, dxbc); dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4); desc.PS.pShaderBytecode = temp->data; desc.PS.BytecodeLength = temp->size; } desc.DS.pShaderBytecode = NULL; desc.DS.BytecodeLength = 0; desc.HS.pShaderBytecode = NULL; desc.HS.BytecodeLength = 0; desc.GS.pShaderBytecode = NULL; desc.GS.BytecodeLength = 0; desc.StreamOutput.pSODeclaration = NULL; desc.StreamOutput.NumEntries = 0; desc.StreamOutput.pBufferStrides = NULL; desc.StreamOutput.NumStrides = 0; desc.StreamOutput.RasterizedStream = 0; setBlendState(desc.BlendState, _state); desc.SampleMask = 1; setRasterizerState(desc.RasterizerState, _state); setDepthStencilState(desc.DepthStencilState, _state, _stencil); D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT]; desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData); desc.InputLayout.pInputElementDescs = vertexElements; uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT); desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType; if (isValid(m_fbh) ) { const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx]; desc.NumRenderTargets = frameBuffer.m_num; for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii) { desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format; } if (isValid(frameBuffer.m_depth) ) { desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv; } else { desc.DSVFormat = DXGI_FORMAT_UNKNOWN; } } else { desc.NumRenderTargets = 1; desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT; } desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; uint32_t length = g_callback->cacheReadSize(hash); bool cached = length > 0; void* cachedData = NULL; if (cached) { cachedData = BX_ALLOC(g_allocator, length); if (g_callback->cacheRead(hash, cachedData, length) ) { BX_TRACE("Loading chached PSO (size %d).", length); bx::MemoryReader reader(cachedData, length); // uint32_t format; // bx::read(&reader, format); desc.CachedPSO.pCachedBlob = reader.getDataPtr(); desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining(); HRESULT hr = m_device->CreateGraphicsPipelineState(&desc , __uuidof(ID3D12PipelineState) , (void**)&pso ); if (FAILED(hr) ) { BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr); memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) ); } } } if (NULL == pso) { DX_CHECK(m_device->CreateGraphicsPipelineState(&desc , __uuidof(ID3D12PipelineState) , (void**)&pso ) ); } m_pipelineStateCache.add(hash, pso); release(temp); ID3DBlob* blob; HRESULT hr = pso->GetCachedBlob(&blob); if (SUCCEEDED(hr) ) { void* data = blob->GetBufferPointer(); length = (uint32_t)blob->GetBufferSize(); g_callback->cacheWrite(hash, data, length); DX_RELEASE(blob, 0); } if (NULL != cachedData) { BX_FREE(g_allocator, cachedData); } return pso; } uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num = BGFX_CONFIG_MAX_TEXTURE_SAMPLERS) { bx::HashMurmur2A murmur; murmur.begin(); murmur.add(_flags, _num * sizeof(uint32_t) ); uint32_t hash = murmur.end(); uint16_t sampler = m_samplerStateCache.find(hash); if (UINT16_MAX == sampler) { sampler = m_samplerAllocator.alloc(_flags, _num); m_samplerStateCache.add(hash, sampler); } return sampler; } void commit(ConstantBuffer& _constantBuffer) { _constantBuffer.reset(); for (;;) { uint32_t opcode = _constantBuffer.read(); if (UniformType::End == opcode) { break; } UniformType::Enum type; uint16_t loc; uint16_t num; uint16_t copy; ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy); const char* data; if (copy) { data = _constantBuffer.read(g_uniformTypeSize[type]*num); } 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: \ { \ setShaderUniform(type, loc, data, num); \ } \ break; switch ( (int32_t)type) { case UniformType::Mat3: case UniformType::Mat3|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; setShaderUniform(type, loc, &mtx.un.val[0], 3); } } break; CASE_IMPLEMENT_UNIFORM(Int1, I, int); CASE_IMPLEMENT_UNIFORM(Vec4, F, float); CASE_IMPLEMENT_UNIFORM(Mat4, 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; } #undef CASE_IMPLEMENT_UNIFORM } } void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0) { if (isValid(m_fbh) ) { FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx]; frameBuffer.clear(m_commandList, _clear, _palette); } else { if (NULL != m_currentColor && BGFX_CLEAR_COLOR & _clear.m_flags) { if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags) { uint8_t index = _clear.m_index[0]; if (UINT8_MAX != index) { m_commandList->ClearRenderTargetView(*m_currentColor , _palette[index] , _num , _rect ); } } else { float frgba[4] = { _clear.m_index[0] * 1.0f / 255.0f, _clear.m_index[1] * 1.0f / 255.0f, _clear.m_index[2] * 1.0f / 255.0f, _clear.m_index[3] * 1.0f / 255.0f, }; m_commandList->ClearRenderTargetView(*m_currentColor , frgba , _num , _rect ); } } if (NULL != m_currentDepthStencil && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags) { uint32_t flags = 0; flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0; flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0; m_commandList->ClearDepthStencilView(*m_currentDepthStencil , D3D12_CLEAR_FLAGS(flags) , _clear.m_depth , _clear.m_stencil , _num , _rect ); } } } void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4]) { BX_UNUSED(_clearQuad); 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, _palette); } else { D3D12_RECT rect; rect.left = _rect.m_x; rect.top = _rect.m_y; rect.right = _rect.m_x + _rect.m_width; rect.bottom = _rect.m_y + _rect.m_height; clear(_clear, _palette, &rect); } } uint64_t kick() { uint64_t fence = m_cmd.kick(); m_commandList = m_cmd.alloc(); return fence; } void finish() { m_cmd.kick(); m_cmd.finish(); m_commandList = NULL; } void finishAll() { uint64_t fence = m_cmd.kick(); m_cmd.finish(fence, true); m_commandList = NULL; } void* m_d3d12dll; void* m_dxgidll; D3D_DRIVER_TYPE m_driverType; IDXGIAdapter* m_adapter; DXGI_ADAPTER_DESC m_adapterDesc; D3D12_FEATURE_DATA_ARCHITECTURE m_architecture; D3D12_FEATURE_DATA_D3D12_OPTIONS m_options; IDXGIFactory1* m_factory; IDXGISwapChain* m_swapChain; int64_t m_presentElapsed; uint16_t m_lost; uint16_t m_numWindows; FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS]; ID3D12Device* m_device; ID3D12InfoQueue* m_infoQueue; ID3D12DescriptorHeap* m_rtvDescriptorHeap; ID3D12DescriptorHeap* m_dsvDescriptorHeap; D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle; D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle; D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor; D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil; ID3D12Resource* m_backBufferColor[4]; uint64_t m_backBufferColorFence[4]; ID3D12Resource* m_backBufferDepthStencil; ScratchBufferD3D12 m_scratchBuffer[4]; DescriptorAllocator m_samplerAllocator; ID3D12RootSignature* m_rootSignature; CommandQueue m_cmd; ID3D12GraphicsCommandList* m_commandList; Resolution m_resolution; bool m_wireframe; DXGI_SWAP_CHAIN_DESC m_scd; uint32_t m_flags; BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS]; VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS]; ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS]; ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS]; TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES]; VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS]; FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS]; void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS]; Matrix4 m_predefinedUniforms[PredefinedUniform::Count]; UniformRegistry m_uniformReg; StateCacheT m_pipelineStateCache; StateCache m_samplerStateCache; TextVideoMem m_textVideoMem; ProgramD3D12* m_currentProgram; uint8_t m_fsScratch[64<<10]; uint8_t m_vsScratch[64<<10]; uint32_t m_fsChanges; uint32_t m_vsChanges; FrameBufferHandle m_fbh; uint32_t m_frame; uint32_t m_backBufferColorIdx; bool m_rtMsaa; }; static RendererContextD3D12* s_renderD3D12; RendererContextI* rendererCreate() { s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12); if (!s_renderD3D12->init() ) { BX_DELETE(g_allocator, s_renderD3D12); s_renderD3D12 = NULL; } return s_renderD3D12; } void rendererDestroy() { s_renderD3D12->shutdown(); BX_DELETE(g_allocator, s_renderD3D12); s_renderD3D12 = NULL; } void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors) { m_size = _size; ID3D12Device* device = s_renderD3D12->m_device; m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); D3D12_DESCRIPTOR_HEAP_DESC desc; desc.NumDescriptors = _maxDescriptors; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 1; DX_CHECK(device->CreateDescriptorHeap(&desc , __uuidof(ID3D12DescriptorHeap) , (void**)&m_heap ) ); m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024); m_upload->Map(0, NULL, (void**)&m_data); reset(m_gpuHandle); } void ScratchBufferD3D12::destroy() { m_upload->Unmap(0, NULL); DX_RELEASE(m_upload, 0); DX_RELEASE(m_heap, 0); } void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle) { m_pos = 0; m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart(); m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart(); gpuHandle = m_gpuHandle; } void* ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, uint32_t _size) { D3D12_CONSTANT_BUFFER_VIEW_DESC desc; desc.BufferLocation = m_upload->GetGPUVirtualAddress() + m_pos; desc.SizeInBytes = _size; void* data = &m_data[m_pos]; m_pos += BX_ALIGN_256(_size); ID3D12Device* device = s_renderD3D12->m_device; device->CreateConstantBufferView(&desc , m_cpuHandle ); m_cpuHandle.ptr += m_incrementSize; gpuHandle = m_gpuHandle; m_gpuHandle.ptr += m_incrementSize; return data; } void ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture) { ID3D12Device* device = s_renderD3D12->m_device; device->CreateShaderResourceView(_texture.m_ptr , &_texture.m_srvd , m_cpuHandle ); m_cpuHandle.ptr += m_incrementSize; gpuHandle = m_gpuHandle; m_gpuHandle.ptr += m_incrementSize; } void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture) { ID3D12Device* device = s_renderD3D12->m_device; device->CreateUnorderedAccessView(_texture.m_ptr , NULL , &_texture.m_uavd , m_cpuHandle ); m_cpuHandle.ptr += m_incrementSize; gpuHandle = m_gpuHandle; m_gpuHandle.ptr += m_incrementSize; } void ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer) { ID3D12Device* device = s_renderD3D12->m_device; device->CreateShaderResourceView(_buffer.m_ptr , &_buffer.m_srvd , m_cpuHandle ); m_cpuHandle.ptr += m_incrementSize; gpuHandle = m_gpuHandle; m_gpuHandle.ptr += m_incrementSize; } void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer) { ID3D12Device* device = s_renderD3D12->m_device; device->CreateUnorderedAccessView(_buffer.m_ptr , NULL , &_buffer.m_uavd , m_cpuHandle ); m_cpuHandle.ptr += m_incrementSize; gpuHandle = m_gpuHandle; m_gpuHandle.ptr += m_incrementSize; } void DescriptorAllocator::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint32_t _maxDescriptors, uint16_t _numDescriptorsPerBlock) { m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors); m_numDescriptorsPerBlock = _numDescriptorsPerBlock; ID3D12Device* device = s_renderD3D12->m_device; m_incrementSize = device->GetDescriptorHandleIncrementSize(_type); D3D12_DESCRIPTOR_HEAP_DESC desc; desc.NumDescriptors = _maxDescriptors; desc.Type = _type; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 1; DX_CHECK(device->CreateDescriptorHeap(&desc , __uuidof(ID3D12DescriptorHeap) , (void**)&m_heap ) ); m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart(); m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart(); } void DescriptorAllocator::destroy() { bx::destroyHandleAlloc(g_allocator, m_handleAlloc); DX_RELEASE(m_heap, 0); } uint16_t DescriptorAllocator::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc) { uint16_t idx = m_handleAlloc->alloc(); D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize }; ID3D12Device* device = s_renderD3D12->m_device; device->CreateShaderResourceView(_ptr , _desc , cpuHandle ); return idx; } uint16_t DescriptorAllocator::alloc(const uint32_t* _flags, uint32_t _num) { uint16_t idx = m_handleAlloc->alloc(); ID3D12Device* device = s_renderD3D12->m_device; for (uint32_t ii = 0; ii < _num; ++ii) { uint32_t flags = _flags[ii]; 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 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT; D3D12_SAMPLER_DESC sd; sd.Filter = (D3D12_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.MinLOD = 0; sd.MaxLOD = D3D12_FLOAT32_MAX; sd.MipLODBias = 0.0f; sd.MaxAnisotropy = 1; //m_maxAnisotropy; sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc]; D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize }; device->CreateSampler(&sd, cpuHandle); } return idx; } void DescriptorAllocator::free(uint16_t _idx) { m_handleAlloc->free(_idx); } D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocator::get(uint16_t _idx) { D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize }; return gpuHandle; } struct UavFormat { DXGI_FORMAT format[3]; uint32_t stride; }; static const UavFormat s_uavFormat[] = { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1 { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2 { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4 { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1 { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2 { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4 { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1 { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2 { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4 }; void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex) { m_size = _size; m_flags = _flags; const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT)); // const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ); const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT); m_dynamic = NULL == _data || needUav; DXGI_FORMAT format; uint32_t stride; D3D12_RESOURCE_FLAGS flags = needUav ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS : D3D12_RESOURCE_FLAG_NONE ; if(drawIndirect) { format = DXGI_FORMAT_R32G32B32A32_UINT; stride = 16; } else { uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT; if (0 == uavFormat) { if (_vertex) { format = DXGI_FORMAT_R32G32B32A32_FLOAT; stride = 16; } else { if (0 == (_flags & BGFX_BUFFER_INDEX32) ) { format = DXGI_FORMAT_R16_UINT; stride = 2; } else { format = DXGI_FORMAT_R32_UINT; stride = 4; } } } else { const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1); format = s_uavFormat[uavFormat].format[uavType]; stride = s_uavFormat[uavFormat].stride; } } m_srvd.Format = format; m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; m_srvd.Buffer.FirstElement = 0; m_srvd.Buffer.NumElements = m_size / stride; m_srvd.Buffer.StructureByteStride = 0; m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE; m_uavd.Format = format; m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; m_uavd.Buffer.FirstElement = 0; m_uavd.Buffer.NumElements = m_size / stride; m_uavd.Buffer.StructureByteStride = 0; m_uavd.Buffer.CounterOffsetInBytes = 0; m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; ID3D12Device* device = s_renderD3D12->m_device; ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList; m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags); if (!needUav) { m_staging = createCommittedResource(device, HeapProperty::Upload, _size); } if (m_dynamic) { setState(commandList, D3D12_RESOURCE_STATE_GENERIC_READ); } else { setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST); D3D12_SUBRESOURCE_DATA subresource; subresource.pData = _data; subresource.RowPitch = _size; subresource.SlicePitch = subresource.RowPitch; UpdateSubresources<1>(commandList , m_ptr , m_staging , 0 , 0 , 1 , &subresource ); setState(commandList, D3D12_RESOURCE_STATE_GENERIC_READ); } } void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t /*_offset*/, uint32_t _size, void* _data, bool /*_discard*/) { setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST); D3D12_SUBRESOURCE_DATA subresource; subresource.pData = _data; subresource.RowPitch = _size; subresource.SlicePitch = subresource.RowPitch; UpdateSubresources<1>(_commandList , m_ptr , m_staging , 0 , 0 , 1 , &subresource ); setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ); } void BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state) { if (m_state != _state) { setResourceBarrier(_commandList , m_ptr , m_state , _state ); m_state = _state; } } void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags) { BufferD3D12::create(_size, _data, _flags, true); m_decl = _declHandle; } void ShaderD3D12::create(const Memory* _mem) { bx::MemoryReader reader(_mem->data, _mem->size); uint32_t magic; bx::read(&reader, magic); switch (magic) { 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); uint16_t count; bx::read(&reader, count); m_numPredefined = 0; m_numUniforms = count; BX_TRACE("%s Shader consts %d" , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute" , count ); uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0; if (0 < count) { for (uint32_t ii = 0; ii < count; ++ii) { uint8_t nameSize; bx::read(&reader, nameSize); char name[256]; bx::read(&reader, &name, nameSize); name[nameSize] = '\0'; uint8_t type; bx::read(&reader, type); uint8_t num; bx::read(&reader, num); uint16_t regIndex; bx::read(&reader, regIndex); uint16_t regCount; bx::read(&reader, regCount); const char* kind = "invalid"; PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name); if (PredefinedUniform::Count != predefined) { 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_renderD3D12->m_uniformReg.find(name); if (NULL != info) { if (NULL == m_constantBuffer) { m_constantBuffer = ConstantBuffer::create(1024); } kind = "user"; m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount); } } BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d" , kind , name , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) ) , num , regIndex , regCount ); BX_UNUSED(kind); } if (NULL != m_constantBuffer) { m_constantBuffer->finish(); } } uint16_t shaderSize; bx::read(&reader, shaderSize); const DWORD* code = (const DWORD*)reader.getDataPtr(); bx::skip(&reader, shaderSize+1); m_code = copy(code, shaderSize); 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; } } bx::HashMurmur2A murmur; murmur.begin(); murmur.add(iohash); murmur.add(code, shaderSize); murmur.add(numAttrs); murmur.add(m_attrMask, numAttrs); m_hash = murmur.end(); bx::read(&reader, m_size); } void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip) { ImageContainer imageContainer; if (imageParse(imageContainer, _mem->data, _mem->size) ) { uint8_t numMips = imageContainer.m_numMips; const uint32_t startLod = bx::uint32_min(_skip, numMips-1); numMips -= startLod; 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); 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) { m_type = TextureCube; } else if (imageContainer.m_depth > 1) { m_type = Texture3D; } else { m_type = Texture2D; } m_numMips = numMips; const uint32_t numSides = imageContainer.m_cubeMap ? 6 : 1; uint32_t numSrd = numMips*numSides; D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) ); uint32_t kk = 0; const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) ); const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE); uint32_t blockWidth = 1; uint32_t blockHeight = 1; if (convert && compressed) { blockWidth = blockInfo.blockWidth; blockHeight = blockInfo.blockHeight; } const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY); const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE); const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK); BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s." , this - s_renderD3D12->m_textures , getName( (TextureFormat::Enum)m_textureFormat) , getName( (TextureFormat::Enum)m_requestedFormat) , textureWidth , textureHeight , imageContainer.m_cubeMap ? "x6" : "" , renderTarget ? 'x' : ' ' , bufferOnly ? 'x' : ' ' , computeWrite ? 'x' : ' ' , swizzle ? " (swizzle BGRA8 -> RGBA8)" : "" ); uint32_t totalSize = 0; for (uint8_t side = 0; side < numSides; ++side) { uint32_t width = textureWidth; uint32_t height = textureHeight; uint32_t depth = imageContainer.m_depth; for (uint32_t lod = 0; lod < numMips; ++lod) { width = bx::uint32_max(blockWidth, width); height = bx::uint32_max(blockHeight, height); depth = bx::uint32_max(1, depth); ImageMip mip; if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) ) { if (convert) { const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT); uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice); imageDecodeToBgra8(temp , mip.m_data , mip.m_width , mip.m_height , pitch, mip.m_format ); srd[kk].pData = temp; srd[kk].RowPitch = pitch; srd[kk].SlicePitch = slice; totalSize += slice; } else if (compressed) { uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT); uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice); imageCopy(mip.m_height/blockInfo.blockHeight , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize , mip.m_data , pitch , temp ); srd[kk].pData = temp; srd[kk].RowPitch = pitch; srd[kk].SlicePitch = slice; totalSize += slice; } else { const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT); uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice); imageCopy(mip.m_height , mip.m_width*mip.m_bpp / 8 , mip.m_data , pitch , temp ); srd[kk].pData = temp; srd[kk].RowPitch = pitch; srd[kk].SlicePitch = slice; totalSize += slice; } if (swizzle) { // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp); } srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch; ++kk; } else { const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT); totalSize += slice; } width >>= 1; height >>= 1; depth >>= 1; } } BX_TRACE("texture total size: %d", totalSize); 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]; memset(&m_srvd, 0, sizeof(m_srvd) ); m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv; DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt; if (swizzle) { format = DXGI_FORMAT_R8G8B8A8_UNORM; m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; } m_uavd.Format = m_srvd.Format; ID3D12Device* device = s_renderD3D12->m_device; ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList; D3D12_RESOURCE_DESC resourceDesc; resourceDesc.Alignment = 0; resourceDesc.Width = textureWidth; resourceDesc.Height = textureHeight; resourceDesc.MipLevels = numMips; resourceDesc.Format = format; resourceDesc.SampleDesc = msaa; resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE; resourceDesc.DepthOrArraySize = numSides; D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; D3D12_CLEAR_VALUE* clearValue = NULL; if (isDepth(TextureFormat::Enum(m_textureFormat) ) ) { resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt; resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; state |= D3D12_RESOURCE_STATE_DEPTH_WRITE; state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) ); clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv; clearValue->DepthStencil.Depth = 1.0f; clearValue->DepthStencil.Stencil = 0; } else if (renderTarget) { clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) ); clearValue->Format = resourceDesc.Format; clearValue->Color[0] = 0.0f; clearValue->Color[1] = 0.0f; clearValue->Color[2] = 0.0f; clearValue->Color[3] = 0.0f; resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; } if (bufferOnly) { resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE; state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; } if (computeWrite) { resourceDesc.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; } switch (m_type) { case Texture2D: resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D; m_srvd.Texture2D.MostDetailedMip = 0; m_srvd.Texture2D.MipLevels = numMips; m_srvd.Texture2D.ResourceMinLODClamp = 0.0f; m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; m_uavd.Texture2D.MipSlice = 0; m_uavd.Texture2D.PlaneSlice = 0; break; case Texture3D: resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D; m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D; m_srvd.Texture3D.MostDetailedMip = 0; m_srvd.Texture3D.MipLevels = numMips; m_srvd.Texture3D.ResourceMinLODClamp = 0.0f; m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D; m_uavd.Texture3D.MipSlice = 0; m_uavd.Texture3D.FirstWSlice = 0; m_uavd.Texture3D.WSize = 0; break; case TextureCube: resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE; m_srvd.TextureCube.MostDetailedMip = 0; m_srvd.TextureCube.MipLevels = numMips; m_srvd.TextureCube.ResourceMinLODClamp = 0.0f; m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; m_uavd.Texture2D.MipSlice = 0; m_uavd.Texture2D.PlaneSlice = 0; break; } m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue); { uint64_t uploadBufferSize; uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd); uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd); D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd); device->GetCopyableFootprints(&resourceDesc , 0 , numSrd , 0 , layouts , numRows , rowSizeInBytes , &uploadBufferSize ); BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d" , uploadBufferSize , totalSize , numRows[0] , rowSizeInBytes[0] ); } if (kk != 0) { m_staging = createCommittedResource(device, HeapProperty::Upload, totalSize); setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST); uint64_t result = UpdateSubresources(commandList , m_ptr , m_staging , 0 , 0 , numSrd , srd ); BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result); BX_TRACE("Update subresource %" PRId64, result); setState(commandList, state); } else { m_staging = NULL; setState(commandList, state); } if (0 != kk) { kk = 0; for (uint8_t side = 0; side < numSides; ++side) { for (uint32_t lod = 0, num = numMips; lod < num; ++lod) { BX_FREE(g_allocator, const_cast(srd[kk].pData) ); ++kk; } } } } } void TextureD3D12::destroy() { if (NULL != m_ptr) { DX_RELEASE(m_ptr, 0); m_ptr = NULL; DX_RELEASE(m_staging, 0); m_staging = NULL; } } void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) { setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST); 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; s_renderD3D12->m_cmd.finish(s_renderD3D12->m_cmd.kick() ); s_renderD3D12->m_commandList = s_renderD3D12->m_cmd.alloc(); _commandList = s_renderD3D12->m_commandList; DX_RELEASE(m_staging, 0); D3D12_RESOURCE_DESC desc = m_ptr->GetDesc(); desc.Height = _rect.m_height; uint32_t numRows; uint64_t rowPitch; uint64_t totalBytes; D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout; s_renderD3D12->m_device->GetCopyableFootprints(&desc , subres , 1 , 0 , &layout , &numRows , &rowPitch , &totalBytes ); m_staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes); DX_NAME(m_staging, "texture %4d: staging, update", this - s_renderD3D12->m_textures); uint8_t* data; DX_CHECK(m_staging->Map(0, NULL, (void**)&data) ); for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii) { memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch); } m_staging->Unmap(0, NULL); D3D12_BOX box; box.left = 0; box.top = 0; box.right = box.left + _rect.m_width; box.bottom = box.top + _rect.m_height; box.front = _z; box.back = _z+_depth; D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { subres } }; D3D12_TEXTURE_COPY_LOCATION src = { m_staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout }; _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box); setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); } void TextureD3D12::commit(uint8_t _stage, uint32_t _flags) { BX_UNUSED(_stage, _flags); } void TextureD3D12::resolve() { } void TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state) { if (m_state != _state) { setResourceBarrier(_commandList , m_ptr , m_state , _state ); m_state = _state; } } void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles) { m_numTh = _num; memcpy(m_th, _handles, _num*sizeof(TextureHandle) ); postReset(); } void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/) { } void FrameBufferD3D12::preReset() { } void FrameBufferD3D12::postReset() { if (m_numTh != 0) { ID3D12Device* device = s_renderD3D12->m_device; D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers); rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize; m_depth.idx = bgfx::invalidHandle; m_num = 0; for (uint32_t ii = 0; ii < m_numTh; ++ii) { TextureHandle handle = m_th[ii]; if (isValid(handle) ) { const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx]; if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) ) { BX_CHECK(!isValid(m_depth), ""); m_depth = handle; D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV); dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize; const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) ); BX_UNUSED(blockInfo); D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc; ZeroMemory(&dsvDesc, sizeof(dsvDesc) ); dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv; dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsvDesc.Flags = D3D12_DSV_FLAG_NONE // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE) // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE) ; device->CreateDepthStencilView(texture.m_ptr , &dsvDesc , dsvDescriptor ); } else { m_texture[m_num] = handle; D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize }; device->CreateRenderTargetView(texture.m_ptr , NULL , rtv ); m_num++; } } } } } uint16_t FrameBufferD3D12::destroy() { m_numTh = 0; m_depth.idx = bgfx::invalidHandle; uint16_t denseIdx = m_denseIdx; m_denseIdx = UINT16_MAX; return denseIdx; } void FrameBufferD3D12::resolve() { } void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num) { ID3D12Device* device = s_renderD3D12->m_device; const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers); if (BGFX_CLEAR_COLOR & _clear.m_flags && 0 != m_num) { D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize; if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags) { for (uint32_t ii = 0, num = m_num; ii < num; ++ii) { uint8_t index = _clear.m_index[ii]; if (UINT8_MAX != index) { D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize }; _commandList->ClearRenderTargetView(rtv , _palette[index] , _num , _rect ); } } } else { float frgba[4] = { _clear.m_index[0]*1.0f/255.0f, _clear.m_index[1]*1.0f/255.0f, _clear.m_index[2]*1.0f/255.0f, _clear.m_index[3]*1.0f/255.0f, }; for (uint32_t ii = 0, num = m_num; ii < num; ++ii) { D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize }; _commandList->ClearRenderTargetView(rtv , frgba , _num , _rect ); } } } if (isValid(m_depth) && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags) { D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV); dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize; DWORD flags = 0; flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0; flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0; _commandList->ClearDepthStencilView(dsvDescriptor , D3D12_CLEAR_FLAGS(flags) , _clear.m_depth , _clear.m_stencil , _num , _rect ); } } void RendererContextD3D12::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) { // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit"); updateResolution(_render->m_resolution); int64_t elapsed = -bx::getHPCounter(); int64_t captureElapsed = 0; if (0 < _render->m_iboffset) { TransientIndexBuffer* ib = _render->m_transientIb; m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data); } if (0 < _render->m_vboffset) { TransientVertexBuffer* vb = _render->m_transientVb; m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data); } _render->sort(); RenderDraw currentState; currentState.clear(); currentState.m_flags = BGFX_STATE_NONE; currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE); _render->m_hmdInitialized = false; const bool hmdEnabled = false; ViewState viewState(_render, hmdEnabled); viewState.reset(_render, hmdEnabled); // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME); // bool scissorEnabled = false; // setDebugWireframe(wireframe); uint16_t programIdx = invalidHandle; ID3D12PipelineState* currentPso = NULL; SortKey key; uint8_t view = 0xff; FrameBufferHandle fbh = BGFX_INVALID_HANDLE; float alphaRef = 0.0f; // 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); bool wasCompute = false; bool viewHasScissor = false; Rect viewScissorRect; viewScissorRect.clear(); BX_UNUSED(alphaRef); uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {}; uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {}; uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {}; uint32_t statsNumIndices = 0; uint32_t statsKeyType[2] = {}; m_backBufferColorIdx = m_frame % m_scd.BufferCount; m_frame++; 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); D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle; ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx]; scratchBuffer.reset(gpuHandle); setResourceBarrier(m_commandList , m_backBufferColor[m_backBufferColorIdx] , D3D12_RESOURCE_STATE_PRESENT , D3D12_RESOURCE_STATE_RENDER_TARGET ); if (0 == (_render->m_debug&BGFX_DEBUG_IFH) ) { // uint8_t eye = 0; // uint8_t restartState = 0; viewState.m_rect = _render->m_rect[0]; int32_t numItems = _render->m_num; for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;) { const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap); statsKeyType[isCompute]++; const bool viewChanged = 0 || key.m_view != view || item == numItems ; const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ]; ++item; if (viewChanged) { kick(); if (isCompute) { m_commandList->SetComputeRootSignature(m_rootSignature); } else { m_commandList->SetGraphicsRootSignature(m_rootSignature); } ID3D12DescriptorHeap* heaps[] = { m_samplerAllocator.getHeap(), scratchBuffer.getHeap(), }; m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps); view = key.m_view; programIdx = invalidHandle; currentPso = NULL; fbh = _render->m_fb[view]; setFrameBuffer(fbh); viewState.m_rect = _render->m_rect[view]; const Rect& rect = _render->m_rect[view]; const Rect& scissorRect = _render->m_scissor[view]; viewHasScissor = !scissorRect.isZero(); viewScissorRect = viewHasScissor ? scissorRect : rect; D3D12_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; m_commandList->RSSetViewports(1, &vp); D3D12_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; m_commandList->RSSetScissorRects(1, &rc); Clear& clear = _render->m_clear[view]; if (BGFX_CLEAR_NONE != clear.m_flags) { Rect clearRect = rect; clearRect.intersect(rect, viewScissorRect); clearQuad(_clearQuad, clearRect, clear, _render->m_clearColor); } } if (isCompute) { if (!wasCompute) { wasCompute = true; } 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; ProgramD3D12& program = m_program[key.m_program]; m_currentProgram = &program; programChanged = constantsChanged = true; } if (invalidHandle != programIdx) { ProgramD3D12& program = m_program[programIdx]; if (constantsChanged) { ConstantBuffer* vcb = program.m_vsh->m_constantBuffer; if (NULL != vcb) { commit(*vcb); } } viewState.setPredefined<4>(this, view, 0, program, _render, compute); if (constantsChanged || program.m_numPredefined > 0) { commitShaderConstants(gpuHandle); } } if (programChanged) { ID3D12PipelineState* pso = getPipelineState(programIdx); m_commandList->SetPipelineState(pso); } D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {}; uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {}; for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii) { const Binding& bind = compute.m_bind[ii]; if (invalidHandle != bind.m_idx) { switch (bind.m_type) { case Binding::Image: { TextureD3D12& texture = m_textures[bind.m_idx]; if (Access::Read != bind.m_un.m_compute.m_access) { scratchBuffer.allocUav(srvHandle[ii], texture); } else { scratchBuffer.alloc(srvHandle[ii], texture); } } break; case Binding::IndexBuffer: case Binding::VertexBuffer: { BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type ? m_indexBuffers[bind.m_idx] : m_vertexBuffers[bind.m_idx] ; if (Access::Read != bind.m_un.m_compute.m_access) { scratchBuffer.allocUav(srvHandle[ii], buffer); } else { scratchBuffer.alloc(srvHandle[ii], buffer); } } break; } } } 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->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]); if (isValid(compute.m_indirectBuffer) ) { const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx]; uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE : compute.m_numIndirect ; uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE; for (uint32_t ii = 0; ii < numDrawIndirect; ++ii) { // deviceCtx->DispatchIndirect(ptr, args); args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE; } } else { m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ); } continue; } // bool resetState = viewChanged || wasCompute; if (wasCompute) { if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) ) { // wchar_t* viewNameW = s_viewNameW[view]; // viewNameW[3] = L' '; // PIX_ENDEVENT(); // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW); } wasCompute = false; programIdx = invalidHandle; m_currentProgram = NULL; m_commandList->SetGraphicsRootSignature(m_rootSignature); ID3D12DescriptorHeap* heaps[] = { m_samplerAllocator.getHeap(), scratchBuffer.getHeap(), }; m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps); // invalidateCompute(); } const RenderDraw& draw = renderItem.draw; bool constantsChanged = draw.m_constBegin < draw.m_constEnd; rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd); if (isValid(draw.m_vertexBuffer) ) { bool programChanged = false; if (key.m_program != programIdx) { programIdx = key.m_program; if (invalidHandle == programIdx) { m_currentProgram = NULL; } else { ProgramD3D12& program = m_program[programIdx]; m_currentProgram = &program; } programChanged = constantsChanged = true; } if (invalidHandle != programIdx) { ProgramD3D12& program = m_program[programIdx]; 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); } } viewState.setPredefined<4>(this, view, 0, program, _render, draw); if (constantsChanged || program.m_numPredefined > 0) { commitShaderConstants(gpuHandle); } } const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx]; 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 , declIdx , programIdx , draw.m_instanceDataStride/16 ); if (pso != currentPso) { currentPso = pso; m_commandList->SetPipelineState(pso); } 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) { 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) { 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); m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) ); if (srvHandle[0].ptr != 0) { m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]); } m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle); uint32_t numVertices = draw.m_numVertices; if (UINT32_MAX == numVertices) { 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) ) { 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 (UINT32_MAX == draw.m_numIndices) { const uint32_t indexSize = hasIndex16 ? 2 : 4; numIndices = ib.m_size / indexSize; numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub; numInstances = draw.m_numInstances; numPrimsRendered = numPrimsSubmitted*draw.m_numInstances; m_commandList->DrawIndexedInstanced(numIndices , draw.m_numInstances , draw.m_startIndex , draw.m_startVertex , 0 ); } else if (prim.m_min <= draw.m_numIndices) { numIndices = draw.m_numIndices; numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub; numInstances = draw.m_numInstances; numPrimsRendered = numPrimsSubmitted*draw.m_numInstances; m_commandList->DrawIndexedInstanced(numIndices , draw.m_numInstances , draw.m_startIndex , draw.m_startVertex , 0 ); } } else { numPrimsSubmitted = numVertices / prim.m_div - prim.m_sub; numInstances = draw.m_numInstances; numPrimsRendered = numPrimsSubmitted*draw.m_numInstances; m_commandList->DrawInstanced(numVertices , draw.m_numInstances , draw.m_startVertex , 0 ); } statsNumPrimsSubmitted[primIdx] += numPrimsSubmitted; statsNumPrimsRendered[primIdx] += numPrimsRendered; statsNumInstances[primIdx] += numInstances; statsNumIndices += numIndices; } } } int64_t now = bx::getHPCounter(); elapsed += now; static int64_t last = now; int64_t frameTime = now - last; last = now; static int64_t min = frameTime; static int64_t max = frameTime; min = bx::int64_min(min, frameTime); max = bx::int64_max(max, frameTime); static int64_t presentMin = m_presentElapsed; static int64_t presentMax = m_presentElapsed; presentMin = bx::int64_min(presentMin, m_presentElapsed); presentMax = bx::int64_max(presentMax, m_presentElapsed); if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) ) { // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats"); TextVideoMem& tvm = m_textVideoMem; 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; char description[BX_COUNTOF(desc.Description)]; wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) ); tvm.printf(0, pos++, 0x0f, " Device: %s", description); char dedicatedVideo[16]; bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory); char dedicatedSystem[16]; bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory); char sharedSystem[16]; bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory); tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)" , dedicatedVideo , dedicatedSystem , sharedSystem ); pos = 10; tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS" , double(frameTime)*toMs , double(min)*toMs , double(max)*toMs , freq/frameTime ); tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms]" , double(m_presentElapsed)*toMs , double(presentMin)*toMs , double(presentMax)*toMs ); char hmd[16]; bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' '); 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%s, [%c] MaxAnisotropy " , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' ' , 0 != msaa ? '\xfe' : ' ' , 1<m_num , statsKeyType[0] , statsKeyType[1] , elapsedCpuMs ); for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii) { tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d" , s_primName[ii] , statsNumPrimsRendered[ii] , statsNumInstances[ii] , statsNumPrimsSubmitted[ii] ); } // if (NULL != m_renderdocdll) // { // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] "); // } 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); pos++; tvm.printf(10, pos++, 0x8e, " State cache: "); tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Queued "); tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d" , m_pipelineStateCache.getCount() , m_samplerStateCache.getCount() , m_cmd.m_control.available() ); pos++; double captureMs = double(captureElapsed)*toMs; tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs); uint8_t attr[2] = { 0x89, 0x8a }; uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender; 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); min = frameTime; max = frameTime; } blit(this, _textVideoMemBlitter, tvm); // PIX_ENDEVENT(); } else if (_render->m_debug & BGFX_DEBUG_TEXT) { // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext"); blit(this, _textVideoMemBlitter, _render->m_textVideoMem); // PIX_ENDEVENT(); } setResourceBarrier(m_commandList , m_backBufferColor[m_backBufferColorIdx] , D3D12_RESOURCE_STATE_RENDER_TARGET , D3D12_RESOURCE_STATE_PRESENT ); m_backBufferColorFence[m_backBufferColorIdx] = kick(); } } /* namespace d3d12 */ } // namespace bgfx #else namespace bgfx { namespace d3d12 { RendererContextI* rendererCreate() { return NULL; } void rendererDestroy() { } } /* namespace d3d12 */ } // namespace bgfx #endif // BGFX_CONFIG_RENDERER_DIRECT3D12