mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
329 lines
7.4 KiB
C++
329 lines
7.4 KiB
C++
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#ifndef BGFX_RENDERER_D3D11_H_HEADER_GUARD
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#define BGFX_RENDERER_D3D11_H_HEADER_GUARD
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#define USE_D3D11_DYNAMIC_LIB !BX_PLATFORM_WINRT
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#if !USE_D3D11_DYNAMIC_LIB
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# undef BGFX_CONFIG_DEBUG_PIX
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# define BGFX_CONFIG_DEBUG_PIX 0
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#endif // !USE_D3D11_DYNAMIC_LIB
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BX_PRAGMA_DIAGNOSTIC_PUSH();
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BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunknown-pragmas" );
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BX_PRAGMA_DIAGNOSTIC_IGNORED_GCC("-Wpragmas");
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BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4005) // warning C4005: '' : macro redefinition
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#define D3D11_NO_HELPERS
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#if BX_PLATFORM_WINRT
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# include <d3d11_2.h>
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#else
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# include <d3d11.h>
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#endif // BX_PLATFORM_WINRT
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BX_PRAGMA_DIAGNOSTIC_POP()
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#include "renderer.h"
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#include "renderer_d3d.h"
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#include "ovr.h"
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#include "renderdoc.h"
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#ifndef D3DCOLOR_ARGB
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# define D3DCOLOR_ARGB(_a, _r, _g, _b) ( (DWORD)( ( ( (_a)&0xff)<<24)|( ( (_r)&0xff)<<16)|( ( (_g)&0xff)<<8)|( (_b)&0xff) ) )
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#endif // D3DCOLOR_ARGB
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#ifndef D3DCOLOR_RGBA
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# define D3DCOLOR_RGBA(_r, _g, _b, _a) D3DCOLOR_ARGB(_a, _r, _g, _b)
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#endif // D3DCOLOR_RGBA
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#ifndef DXGI_FORMAT_B4G4R4A4_UNORM
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// Win8 only BS
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// https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
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// http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
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# define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
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#endif // DXGI_FORMAT_B4G4R4A4_UNORM
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#ifndef D3D_FEATURE_LEVEL_11_1
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# define D3D_FEATURE_LEVEL_11_1 D3D_FEATURE_LEVEL(0xb100)
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#endif // D3D_FEATURE_LEVEL_11_1
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#if defined(__MINGW32__)
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// MinGW Linux/Wine missing defines...
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# ifndef D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
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# define D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 8
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# endif // D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
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# ifndef D3D11_PS_CS_UAV_REGISTER_COUNT
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# define D3D11_PS_CS_UAV_REGISTER_COUNT 8
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# endif // D3D11_PS_CS_UAV_REGISTER_COUNT
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# ifndef D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT
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# define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 8
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# endif
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# ifndef D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
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# define D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 8
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# endif // D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
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# ifndef D3D11_APPEND_ALIGNED_ELEMENT
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# define D3D11_APPEND_ALIGNED_ELEMENT UINT32_MAX
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# endif // D3D11_APPEND_ALIGNED_ELEMENT
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# ifndef D3D11_REQ_MAXANISOTROPY
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# define D3D11_REQ_MAXANISOTROPY 16
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# endif // D3D11_REQ_MAXANISOTROPY
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typedef void ID3D11InfoQueue;
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#endif // __MINGW32__
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namespace bgfx { namespace d3d11
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{
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struct BufferD3D11
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{
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BufferD3D11()
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: m_ptr(NULL)
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, m_srv(NULL)
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, m_uav(NULL)
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, m_flags(BGFX_BUFFER_NONE)
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, m_dynamic(false)
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{
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}
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void create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride = 0, bool _vertex = false);
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void update(uint32_t _offset, uint32_t _size, void* _data, bool _discard = false);
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void destroy()
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{
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if (NULL != m_ptr)
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{
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DX_RELEASE(m_ptr, 0);
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m_dynamic = false;
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}
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DX_RELEASE(m_srv, 0);
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DX_RELEASE(m_uav, 0);
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}
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ID3D11Buffer* m_ptr;
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ID3D11ShaderResourceView* m_srv;
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ID3D11UnorderedAccessView* m_uav;
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uint32_t m_size;
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uint16_t m_flags;
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bool m_dynamic;
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};
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typedef BufferD3D11 IndexBufferD3D11;
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struct VertexBufferD3D11 : public BufferD3D11
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{
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VertexBufferD3D11()
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: BufferD3D11()
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{
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}
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void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags);
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VertexDeclHandle m_decl;
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};
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struct ShaderD3D11
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{
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ShaderD3D11()
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: m_ptr(NULL)
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, m_code(NULL)
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, m_buffer(NULL)
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, m_constantBuffer(NULL)
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, m_hash(0)
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, m_numUniforms(0)
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, m_numPredefined(0)
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{
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}
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void create(const Memory* _mem);
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DWORD* getShaderCode(uint8_t _fragmentBit, const Memory* _mem);
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void destroy()
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{
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if (NULL != m_constantBuffer)
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{
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ConstantBuffer::destroy(m_constantBuffer);
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m_constantBuffer = NULL;
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}
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m_numPredefined = 0;
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if (NULL != m_buffer)
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{
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DX_RELEASE(m_buffer, 0);
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}
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DX_RELEASE(m_ptr, 0);
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if (NULL != m_code)
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{
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release(m_code);
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m_code = NULL;
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m_hash = 0;
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}
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}
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union
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{
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ID3D11ComputeShader* m_computeShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11VertexShader* m_vertexShader;
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IUnknown* m_ptr;
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};
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const Memory* m_code;
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ID3D11Buffer* m_buffer;
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ConstantBuffer* m_constantBuffer;
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PredefinedUniform m_predefined[PredefinedUniform::Count];
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uint8_t m_attrMask[Attrib::Count];
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uint32_t m_hash;
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uint16_t m_numUniforms;
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uint8_t m_numPredefined;
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};
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struct ProgramD3D11
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{
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ProgramD3D11()
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: m_vsh(NULL)
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, m_fsh(NULL)
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{
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}
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void create(const ShaderD3D11* _vsh, const ShaderD3D11* _fsh)
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{
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BX_CHECK(NULL != _vsh->m_ptr, "Vertex shader doesn't exist.");
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m_vsh = _vsh;
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memcpy(&m_predefined[0], _vsh->m_predefined, _vsh->m_numPredefined*sizeof(PredefinedUniform) );
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m_numPredefined = _vsh->m_numPredefined;
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if (NULL != _fsh)
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{
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BX_CHECK(NULL != _fsh->m_ptr, "Fragment shader doesn't exist.");
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m_fsh = _fsh;
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memcpy(&m_predefined[m_numPredefined], _fsh->m_predefined, _fsh->m_numPredefined*sizeof(PredefinedUniform) );
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m_numPredefined += _fsh->m_numPredefined;
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}
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}
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void destroy()
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{
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m_numPredefined = 0;
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m_vsh = NULL;
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m_fsh = NULL;
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}
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const ShaderD3D11* m_vsh;
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const ShaderD3D11* m_fsh;
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PredefinedUniform m_predefined[PredefinedUniform::Count*2];
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uint8_t m_numPredefined;
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};
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struct TextureD3D11
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{
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enum Enum
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{
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Texture2D,
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Texture3D,
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TextureCube,
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};
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TextureD3D11()
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: m_ptr(NULL)
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, m_srv(NULL)
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, m_uav(NULL)
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, m_sampler(NULL)
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, m_numMips(0)
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{
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}
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void create(const Memory* _mem, uint32_t _flags, uint8_t _skip);
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void destroy();
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void update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem);
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void commit(uint8_t _stage, uint32_t _flags = BGFX_SAMPLER_DEFAULT_FLAGS);
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void resolve();
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union
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{
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ID3D11Resource* m_ptr;
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ID3D11Texture2D* m_texture2d;
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ID3D11Texture3D* m_texture3d;
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};
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ID3D11ShaderResourceView* m_srv;
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ID3D11UnorderedAccessView* m_uav;
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ID3D11SamplerState* m_sampler;
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uint32_t m_flags;
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uint8_t m_type;
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uint8_t m_requestedFormat;
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uint8_t m_textureFormat;
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uint8_t m_numMips;
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};
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struct FrameBufferD3D11
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{
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FrameBufferD3D11()
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: m_dsv(NULL)
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, m_denseIdx(UINT16_MAX)
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, m_num(0)
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, m_numTh(0)
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{
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}
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void create(uint8_t _num, const TextureHandle* _handles);
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void create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat);
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uint16_t destroy();
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void preReset();
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void postReset();
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void resolve();
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void clear(const Clear& _clear, const float _palette[][4]);
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ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
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ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
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ID3D11DepthStencilView* m_dsv;
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IDXGISwapChain* m_swapChain;
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uint16_t m_denseIdx;
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uint8_t m_num;
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uint8_t m_numTh;
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TextureHandle m_th[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
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};
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struct TimerQueryD3D11
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{
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TimerQueryD3D11()
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: m_control(BX_COUNTOF(m_frame) )
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{
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}
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void postReset();
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void preReset();
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void begin();
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void end();
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bool get();
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struct Frame
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{
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ID3D11Query* m_disjoint;
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ID3D11Query* m_start;
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ID3D11Query* m_end;
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};
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uint64_t m_elapsed;
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uint64_t m_frequency;
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Frame m_frame[4];
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bx::RingBufferControl m_control;
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};
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} /* namespace d3d11 */ } // namespace bgfx
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#endif // BGFX_RENDERER_D3D11_H_HEADER_GUARD
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