mame/3rdparty/bgfx/src/renderer_d3d12.cpp

7475 lines
241 KiB
C++

/*
* Copyright 2011-2022 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "bgfx_p.h"
#if BGFX_CONFIG_RENDERER_DIRECT3D12
# include "renderer_d3d12.h"
#if !BX_PLATFORM_WINDOWS && !BX_PLATFORM_LINUX
# include <inspectable.h>
# if BX_PLATFORM_WINRT
# include <windows.ui.xaml.media.dxinterop.h>
# endif // BX_PLATFORM_WINRT
#endif // !BX_PLATFORM_WINDOWS
#if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
#endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
namespace bgfx { namespace d3d12
{
static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
inline void setViewType(ViewId _view, const bx::StringView _str)
{
if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION || BGFX_CONFIG_PROFILER) )
{
bx::memCopy(&s_viewName[_view][3], _str.getPtr(), _str.getLength() );
}
}
struct PrimInfo
{
D3D_PRIMITIVE_TOPOLOGY m_topology;
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_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
{ D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
{ D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
};
BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-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,
D3D12_TEXTURE_ADDRESS_MODE_BORDER,
};
/*
* 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;
DXGI_FORMAT m_fmtSrgb;
uint32_t m_mapping;
};
static const TextureFormatInfo s_textureFormat[] =
{
#define $0 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0
#define $1 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1
#define $R D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0
#define $G D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1
#define $B D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2
#define $A D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3
{ DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC1
{ DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC2
{ DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC3
{ DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC4
{ DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC5
{ DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC6H
{ DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC7
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC1
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC2
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC2A
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC2A1
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC12
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC14
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC12A
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC14A
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC22
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC24
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ATC
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ATCE
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ATCI
{ DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC4x4
{ DXGI_FORMAT_ASTC_5X4_UNORM, DXGI_FORMAT_ASTC_5X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X4_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC5x4
{ DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC5x5
{ DXGI_FORMAT_ASTC_6X5_UNORM, DXGI_FORMAT_ASTC_6X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC6x5
{ DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC6x6
{ DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC8x5
{ DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC8x6
{ DXGI_FORMAT_ASTC_8X8_UNORM, DXGI_FORMAT_ASTC_8X8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC8x8
{ DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x5
{ DXGI_FORMAT_ASTC_10X6_UNORM, DXGI_FORMAT_ASTC_10X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X6_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x6
{ DXGI_FORMAT_ASTC_10X8_UNORM, DXGI_FORMAT_ASTC_10X8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x8
{ DXGI_FORMAT_ASTC_10X10_UNORM, DXGI_FORMAT_ASTC_10X10_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X10_UNORM_SRGB,D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x10
{ DXGI_FORMAT_ASTC_12X10_UNORM, DXGI_FORMAT_ASTC_12X10_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_12X10_UNORM_SRGB,D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC12x10
{ DXGI_FORMAT_ASTC_12X12_UNORM, DXGI_FORMAT_ASTC_12X12_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_12X12_UNORM_SRGB,D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC12x12
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // Unknown
{ DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R1
{ DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // A8
{ DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8
{ DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8I
{ DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8U
{ DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8S
{ DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16
{ DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16I
{ DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16U
{ DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16F
{ DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16S
{ DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R32I
{ DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R32U
{ DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R32F
{ DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8
{ DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8I
{ DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8U
{ DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8S
{ DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16
{ DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16I
{ DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16U
{ DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16F
{ DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16S
{ DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG32I
{ DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG32U
{ DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG32F
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8I
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8U
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8S
{ DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB9E5F
{ DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BGRA8
{ DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8
{ DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8I
{ DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8U
{ DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8S
{ DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16
{ DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16I
{ DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16U
{ DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16F
{ DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16S
{ DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA32I
{ DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA32U
{ DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA32F
{ DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // B5G6R5
{ DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING($B, $G, $R, $1) }, // R5G6B5
{ DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BGRA4
{ DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING($B, $G, $R, $A) }, // RGBA4
{ DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BGR5A1
{ DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING($B, $G, $R, $A) }, // RGB5A1
{ DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB10A2
{ DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG11B10F
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // UnknownDepth
{ DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D16
{ DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D24
{ DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D24S8
{ DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D32
{ DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D16F
{ DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D24F
{ DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D32F
{ DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D0S8
#undef $0
#undef $1
#undef $R
#undef $G
#undef $B
#undef $A
};
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 },
{ "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 3, 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] =
{
{ // Uint8
{ 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 },
},
{ // Uint10
{ DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
{ DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
{ DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
{ DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
},
{ // Int16
{ 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 },
},
{ // Half
{ 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 },
},
{ // 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* fillVertexLayout(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
{
D3D12_INPUT_ELEMENT_DESC* elem = _out;
for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
{
if (UINT16_MAX != _layout.m_attributes[attr])
{
bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
elem->InputSlot = _stream;
if (0 == _layout.m_attributes[attr])
{
elem->AlignedByteOffset = 0;
}
else
{
uint8_t num;
AttribType::Enum type;
bool normalized;
bool asInt;
_layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
elem->Format = s_attribType[type][num-1][normalized];
elem->AlignedByteOffset = _layout.m_offset[attr];
}
++elem;
}
}
return elem;
}
void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const 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 = const_cast<ID3D12Resource*>(_resource);
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = _stateBefore;
barrier.Transition.StateAfter = _stateAfter;
_commandList->ResourceBarrier(1, &barrier);
}
BX_PRAGMA_DIAGNOSTIC_PUSH();
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
static const GUID IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
static const GUID IID_ID3D12Device2 = { 0x30baa41e, 0xb15b, 0x475c, { 0xa0, 0xbb, 0x1a, 0xf5, 0xc5, 0xb6, 0x43, 0x28 } };
static const GUID IID_ID3D12Device3 = { 0x81dadc15, 0x2bad, 0x4392, { 0x93, 0xc5, 0x10, 0x13, 0x45, 0xc4, 0xaa, 0x98 } };
static const GUID IID_ID3D12Device4 = { 0xe865df17, 0xa9ee, 0x46f9, { 0xa4, 0x63, 0x30, 0x98, 0x31, 0x5a, 0xa2, 0xe5 } };
static const GUID IID_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } };
static const GUID IID_ID3D12Device6 = { 0xc70b221b, 0x40e4, 0x4a17, { 0x89, 0xaf, 0x02, 0x5a, 0x07, 0x27, 0xa6, 0xdc } };
static const GUID IID_ID3D12Device7 = { 0x5c014b53, 0x68a1, 0x4b9b, { 0x8b, 0xd1, 0xdd, 0x60, 0x46, 0xb9, 0x35, 0x8b } };
static const GUID IID_ID3D12Device8 = { 0x9218e6bb, 0xf944, 0x4f7e, { 0xa7, 0x5c, 0xb1, 0xb2, 0xc7, 0xb7, 0x01, 0xf3 } };
static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
static const GUID IID_ID3D12GraphicsCommandList1 = { 0x553103fb, 0x1fe7, 0x4557, { 0xbb, 0x38, 0x94, 0x6d, 0x7d, 0x0e, 0x7c, 0xa7 } };
static const GUID IID_ID3D12GraphicsCommandList2 = { 0x38c3e585, 0xff17, 0x412c, { 0x91, 0x50, 0x4f, 0xc6, 0xf9, 0xd7, 0x2a, 0x28 } };
static const GUID IID_ID3D12GraphicsCommandList3 = { 0x6fda83a7, 0xb84c, 0x4e38, { 0x9a, 0xc8, 0xc7, 0xbd, 0x22, 0x01, 0x6b, 0x3d } };
static const GUID IID_ID3D12GraphicsCommandList4 = { 0x8754318e, 0xd3a9, 0x4541, { 0x98, 0xcf, 0x64, 0x5b, 0x50, 0xdc, 0x48, 0x74 } };
static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
BX_PRAGMA_DIAGNOSTIC_POP();
static const GUID s_d3dDeviceIIDs[] =
{
IID_ID3D12Device8,
IID_ID3D12Device7,
IID_ID3D12Device6,
IID_ID3D12Device5,
IID_ID3D12Device4,
IID_ID3D12Device3,
IID_ID3D12Device2,
IID_ID3D12Device1,
};
struct HeapProperty
{
enum Enum
{
Default,
Texture,
Upload,
ReadBack,
Count
};
D3D12_HEAP_PROPERTIES m_properties;
D3D12_RESOURCE_STATES m_state;
};
static HeapProperty s_heapProperties[] =
{
{ { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
{ { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
{ { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
{ { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
};
BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, uint32_t nodeMask, D3D12_HEAP_TYPE heapType)
{
#if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
return device->GetCustomHeapProperties(nodeMask, heapType);
#else
D3D12_HEAP_PROPERTIES ret;
device->GetCustomHeapProperties(&ret, nodeMask, heapType);
return ret;
#endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
}
static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
{
if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
{
_properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
}
}
static void initHeapProperties(ID3D12Device* _device)
{
#if BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS
initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
#else
BX_UNUSED(_device);
#endif // BX_PLATFORM_WINDOWS
}
ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
{
const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
ID3D12Resource* resource;
DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
, D3D12_HEAP_FLAG_NONE
, _resourceDesc
, heapProperty.m_state
, _clearValue
, IID_ID3D12Resource
, (void**)&resource
) );
BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
, _resourceDesc->Width
);
if (BX_ENABLED(BX_PLATFORM_XBOXONE)
&& _memSet)
{
void* ptr;
DX_CHECK(resource->Map(0, NULL, &ptr) );
D3D12_RESOURCE_ALLOCATION_INFO rai;
#if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
#else
_device->GetResourceAllocationInfo(&rai, 1, 1, _resourceDesc);
#endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
resource->Unmap(0, NULL);
}
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);
}
inline bool isLost(HRESULT _hr)
{
return false
|| _hr == 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
;
}
static const char* getLostReason(HRESULT _hr)
{
switch (_hr)
{
// The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
// The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
// The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
// The calling application should re-create the device and continue.
case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
// An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
// suspect, and the application should not continue.
case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
// A resource is not available at the time of the call, but may become available later.
case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
case S_OK: return "S_OK";
default: break;
}
return "Unknown HRESULT?";
}
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, bx::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_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
# if !BX_PLATFORM_LINUX
typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
static PFN_CREATE_EVENT_EX_A CreateEventExA;
# endif // !BX_PLATFORM_LINUX
#endif // USE_D3D12_DYNAMIC_LIB
inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
{
#if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
return _heap->GetCPUDescriptorHandleForHeapStart();
#else
D3D12_CPU_DESCRIPTOR_HANDLE handle;
_heap->GetCPUDescriptorHandleForHeapStart(&handle);
return handle;
#endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
}
inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
{
#if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
return _heap->GetGPUDescriptorHandleForHeapStart();
#else
D3D12_GPU_DESCRIPTOR_HANDLE handle;
_heap->GetGPUDescriptorHandleForHeapStart(&handle);
return handle;
#endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
}
inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
{
#if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
return _resource->GetDesc();
#else
D3D12_RESOURCE_DESC desc;
_resource->GetDesc(&desc);
return desc;
#endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
}
#if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
static PIXEventsThreadInfo s_pixEventsThreadInfo;
PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
{
return &s_pixEventsThreadInfo;
}
uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
{
BX_UNUSED(_getEarliestTime);
return 0;
}
#endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
struct RendererContextD3D12 : public RendererContextI
{
RendererContextD3D12()
: m_d3d12Dll(NULL)
, m_renderDocDll(NULL)
, m_winPixEvent(NULL)
, m_featureLevel(D3D_FEATURE_LEVEL(0) )
, m_swapChain(NULL)
, m_wireframe(false)
, m_lost(false)
, m_maxAnisotropy(1)
, m_depthClamp(false)
, m_backBufferColorIdx(0)
, m_rtMsaa(false)
, m_directAccessSupport(false)
{
}
~RendererContextD3D12()
{
}
bool init(const Init& _init)
{
struct ErrorState
{
enum Enum
{
Default,
LoadedKernel32,
LoadedD3D12,
LoadedDXGI,
CreatedDXGIFactory,
CreatedCommandQueue,
};
};
ErrorState::Enum errorState = ErrorState::Default;
// LUID luid;
#if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
if (NULL != m_winPixEvent)
{
bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
}
if (NULL == bgfx_PIXGetThreadInfo
|| NULL == bgfx_PIXEventsReplaceBlock)
{
bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
}
#endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
if (_init.debug
|| _init.profile)
{
m_renderDocDll = loadRenderDoc();
}
setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
m_fbh.idx = kInvalidHandle;
bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
#if USE_D3D12_DYNAMIC_LIB
# if !BX_PLATFORM_LINUX
m_kernel32Dll = bx::dlopen("kernel32.dll");
if (NULL == m_kernel32Dll)
{
BX_TRACE("Init error: Failed to load kernel32.dll.");
goto error;
}
CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
if (NULL == CreateEventExA)
{
BX_TRACE("Init error: Function CreateEventExA not found.");
goto error;
}
errorState = ErrorState::LoadedKernel32;
# endif // !BX_PLATFORM_LINUX
m_nvapi.init();
{
const char* d3d12DllName =
#if BX_PLATFORM_LINUX
"libd3d12.so"
#else
"d3d12.dll"
#endif // BX_PLATFORM_LINUX
;
m_d3d12Dll = bx::dlopen(d3d12DllName);
if (NULL == m_d3d12Dll)
{
BX_TRACE("Init error: Failed to load %s.", d3d12DllName);
goto error;
}
}
errorState = ErrorState::LoadedD3D12;
D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
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)
{
BX_TRACE("Init error: Function not found.");
goto error;
}
#endif // USE_D3D12_DYNAMIC_LIB
#if !BX_PLATFORM_LINUX
if (!m_dxgi.init(g_caps) )
{
goto error;
}
errorState = ErrorState::LoadedDXGI;
#endif // !BX_PLATFORM_LINUX
HRESULT hr;
{
#if BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
if (_init.debug
|| _init.profile)
{
ID3D12Debug* debug0;
hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
if (SUCCEEDED(hr) )
{
if (_init.debug)
{
#if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
debug0->EnableDebugLayer();
{
ID3D12Debug1* debug1;
hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
if (SUCCEEDED(hr))
{
// debug1->SetEnableGPUBasedValidation(true);
// https://discordapp.com/channels/590611987420020747/593519198995742733/703642988345032804
// D3D12 Bug Number: 26131261
// There is a bug in the D3D12 validation that causes example-21 to fail when using UAV
// Setting this function below to false avoids the bug
debug1->SetEnableSynchronizedCommandQueueValidation(false);
}
DX_RELEASE(debug1, 1);
}
#endif // BX_PLATFORM_WINDOWS
}
DX_RELEASE(debug0, 0);
}
}
D3D_FEATURE_LEVEL featureLevel[] =
{
D3D_FEATURE_LEVEL_12_2,
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
};
hr = E_FAIL;
for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
{
hr = D3D12CreateDevice(
#if BX_PLATFORM_LINUX
NULL
#else
m_dxgi.m_adapter
#endif // BX_PLATFORM_LINUX
, featureLevel[ii]
, IID_ID3D12Device
, (void**)&m_device
);
BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
, (featureLevel[ii] >> 12) & 0xf
, (featureLevel[ii] >> 8) & 0xf
);
m_featureLevel = featureLevel[ii];
}
#else
// Reference(s):
// - https://github.com/Microsoft/Xbox-ATG-Samples/blob/1271bfd61b4883c775f395b6f13aeabea70290ca/XDKSamples/Graphics/AdvancedESRAM12/DeviceResources.cpp#L64
D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
params.Version = D3D12_SDK_VERSION;
params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAGS(0
| (_init.debug ? D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG : 0)
| (_init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0)
);
params.GraphicsCommandQueueRingSizeBytes = UINT32_MAX;
params.GraphicsScratchMemorySizeBytes = UINT32_MAX;
params.ComputeScratchMemorySizeBytes = UINT32_MAX;
params.DisableGeometryShaderAllocations = true;
params.DisableTessellationShaderAllocations = true;
hr = D3D12XboxCreateDevice(
m_dxgi.m_adapter
, &params
, IID_ID3D12Device
, (void**)&m_device
);
m_featureLevel = D3D_FEATURE_LEVEL_12_1;
if (SUCCEEDED(hr) )
{
m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
}
#endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
}
if (FAILED(hr) )
{
BX_TRACE("Init error: Unable to create Direct3D12 device.");
goto error;
}
#if !BX_PLATFORM_LINUX
m_dxgi.update(m_device);
#endif // !BX_PLATFORM_LINUX
{
m_deviceInterfaceVersion = 0;
for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
{
ID3D12Device* device;
hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
if (SUCCEEDED(hr) )
{
device->Release(); // BK - ignore ref count.
m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs) - ii;
break;
}
}
}
#if !BX_PLATFORM_LINUX
if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
{
m_nvapi.shutdown();
}
#endif // !BX_PLATFORM_LINUX
{
uint32_t numNodes = m_device->GetNodeCount();
BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
for (uint32_t ii = 0; ii < numNodes; ++ii)
{
D3D12_FEATURE_DATA_ARCHITECTURE architecture;
architecture.NodeIndex = ii;
DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
, ii
, architecture.TileBasedRenderer
, architecture.UMA
, architecture.CacheCoherentUMA
);
if (0 == ii)
{
bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
}
}
}
DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
BX_TRACE("D3D12 options:");
BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
for (D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1)));)
{
BX_TRACE("D3D12 options 1:");
BX_TRACE("\tWaveOps %d", options1.WaveOps);
BX_TRACE("\tWaveLaneCountMin %d", options1.WaveLaneCountMin);
BX_TRACE("\tWaveLaneCountMax %d", options1.WaveLaneCountMax);
BX_TRACE("\tTotalLaneCount %d", options1.TotalLaneCount);
BX_TRACE("\tExpandedComputeResourceStates %d", options1.ExpandedComputeResourceStates);
BX_TRACE("\tInt64ShaderOps %d", options1.Int64ShaderOps);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2, &options2, sizeof(options2)));)
{
BX_TRACE("D3D12 options 2:");
BX_TRACE("\tCopyQueueTimestampQueriesSupported %d", options2.DepthBoundsTestSupported);
BX_TRACE("\tCastingFullyTypedFormatSupported %d", options2.ProgrammableSamplePositionsTier);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3)));)
{
BX_TRACE("D3D12 options 3:");
BX_TRACE("\tCopyQueueTimestampQueriesSupported %d", options3.CopyQueueTimestampQueriesSupported);
BX_TRACE("\tCastingFullyTypedFormatSupported %d", options3.CastingFullyTypedFormatSupported);
BX_TRACE("\tWriteBufferImmediateSupportFlags %d", options3.WriteBufferImmediateSupportFlags);
BX_TRACE("\tViewInstancingTier %d", options3.ViewInstancingTier);
BX_TRACE("\tBarycentricsSupported %d", options3.BarycentricsSupported);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4)));)
{
BX_TRACE("D3D12 options 4:");
BX_TRACE("\tMSAA64KBAlignedTextureSupported %d", options4.MSAA64KBAlignedTextureSupported);
BX_TRACE("\tSharedResourceCompatibilityTier %d", options4.SharedResourceCompatibilityTier);
BX_TRACE("\tNative16BitShaderOpsSupported %d", options4.Native16BitShaderOpsSupported);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS5 options5; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5, &options5, sizeof(options5) ) );)
{
BX_TRACE("D3D12 options 5:");
BX_TRACE("\tSRVOnlyTiledResourceTier3 %d", options5.SRVOnlyTiledResourceTier3);
BX_TRACE("\tRenderPassesTier %d", options5.RenderPassesTier);
BX_TRACE("\tRaytracingTier %d", options5.RaytracingTier);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6)));)
{
BX_TRACE("D3D12 options 6:");
BX_TRACE("\tAdditionalShadingRatesSupported %d", options6.AdditionalShadingRatesSupported);
BX_TRACE("\tPerPrimitiveShadingRateSupportedWithViewportIndexing %d", options6.PerPrimitiveShadingRateSupportedWithViewportIndexing);
BX_TRACE("\tVariableShadingRateTier %d", options6.VariableShadingRateTier);
BX_TRACE("\tShadingRateImageTileSize %d", options6.ShadingRateImageTileSize);
BX_TRACE("\tBackgroundProcessingSupported %d", options6.BackgroundProcessingSupported);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS7 options7; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7, &options7, sizeof(options7)));)
{
BX_TRACE("D3D12 options 7:");
BX_TRACE("\tMeshShaderTier %d", options7.MeshShaderTier);
BX_TRACE("\tSamplerFeedbackTier %d", options7.SamplerFeedbackTier);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS8 options8; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS8, &options8, sizeof(options8)));)
{
BX_TRACE("D3D12 options 8:");
BX_TRACE("\tUnalignedBlockTexturesSupported %d", options8.UnalignedBlockTexturesSupported);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS9 options9; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS9, &options9, sizeof(options9)));)
{
BX_TRACE("D3D12 options 9:");
BX_TRACE("\tMeshShaderPipelineStatsSupported %d", options9.MeshShaderPipelineStatsSupported);
BX_TRACE("\tMeshShaderSupportsFullRangeRenderTargetArrayIndex %d", options9.MeshShaderSupportsFullRangeRenderTargetArrayIndex);
BX_TRACE("\tAtomicInt64OnTypedResourceSupported %d", options9.AtomicInt64OnTypedResourceSupported);
BX_TRACE("\tAtomicInt64OnGroupSharedSupported %d", options9.AtomicInt64OnGroupSharedSupported);
BX_TRACE("\tDerivativesInMeshAndAmplificationShadersSupported %d", options9.DerivativesInMeshAndAmplificationShadersSupported);
BX_TRACE("\tWaveMMATier %d", options9.WaveMMATier);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS10 options10; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS10, &options10, sizeof(options10)));)
{
BX_TRACE("D3D12 options 10:");
BX_TRACE("\tVariableRateShadingSumCombinerSupported %d", options10.VariableRateShadingSumCombinerSupported);
BX_TRACE("\tMeshShaderPerPrimitiveShadingRateSupported %d", options10.MeshShaderPerPrimitiveShadingRateSupported);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS11 options11; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS11, &options11, sizeof(options11)));)
{
BX_TRACE("D3D12 options 11:");
BX_TRACE("\tAtomicInt64OnDescriptorHeapResourceSupported %d", options11.AtomicInt64OnDescriptorHeapResourceSupported);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12)));)
{
BX_TRACE("D3D12 options 12:");
BX_TRACE("\tMSPrimitivesPipelineStatisticIncludesCulledPrimitives %d", options12.MSPrimitivesPipelineStatisticIncludesCulledPrimitives);
BX_TRACE("\tEnhancedBarriersSupported %d", options12.EnhancedBarriersSupported);
BX_TRACE("\tRelaxedFormatCastingSupported %d", options12.RelaxedFormatCastingSupported);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS13 options13; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options13, sizeof(options13)));)
{
BX_TRACE("D3D12 options 13:");
BX_TRACE("\tUnrestrictedBufferTextureCopyPitchSupported %d", options13.UnrestrictedBufferTextureCopyPitchSupported);
BX_TRACE("\tUnrestrictedVertexElementAlignmentSupported %d", options13.UnrestrictedVertexElementAlignmentSupported);
BX_TRACE("\tInvertedViewportHeightFlipsYSupported %d", options13.InvertedViewportHeightFlipsYSupported);
BX_TRACE("\tInvertedViewportDepthFlipsZSupported %d", options13.InvertedViewportDepthFlipsZSupported);
BX_TRACE("\tTextureCopyBetweenDimensionsSupported %d", options13.TextureCopyBetweenDimensionsSupported);
BX_TRACE("\tAlphaBlendFactorSupported %d", options13.AlphaBlendFactorSupported);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS14 options14; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options14, sizeof(options14)));)
{
BX_TRACE("D3D12 options 14:");
BX_TRACE("\tAdvancedTextureOpsSupported %d", options14.AdvancedTextureOpsSupported);
BX_TRACE("\tWriteableMSAATexturesSupported %d", options14.WriteableMSAATexturesSupported);
BX_TRACE("\tIndependentFrontAndBackStencilRefMaskSupported %d", options14.IndependentFrontAndBackStencilRefMaskSupported);
break;
}
for (D3D12_FEATURE_DATA_D3D12_OPTIONS15 options15; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options15, sizeof(options15)));)
{
BX_TRACE("D3D12 options 15:");
BX_TRACE("\tTriangleFanSupported %d", options15.TriangleFanSupported);
BX_TRACE("\tDynamicIndexBufferStripCutSupported %d", options15.DynamicIndexBufferStripCutSupported);
break;
}
initHeapProperties(m_device);
m_cmd.init(m_device);
m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, m_cmd.m_commandQueue);
errorState = ErrorState::CreatedCommandQueue;
if (NULL == g_platformData.backBuffer)
{
bx::memSet(&m_scd, 0, sizeof(m_scd) );
m_scd.width = _init.resolution.width;
m_scd.height = _init.resolution.height;
m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
m_scd.stereo = false;
updateMsaa(m_scd.format);
m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
m_scd.scaling = 0 == g_platformData.ndt
? DXGI_SCALING_NONE
: DXGI_SCALING_STRETCH
;
m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, BGFX_CONFIG_MAX_FRAME_LATENCY);
m_scd.nwh = g_platformData.nwh;
m_scd.ndt = g_platformData.ndt;
m_scd.windowed = true;
m_backBufferColorIdx = m_scd.bufferCount-1;
m_msaaRt = NULL;
if (NULL != m_scd.nwh)
{
#if BX_PLATFORM_LINUX
hr = E_FAIL;
#else
hr = m_dxgi.createSwapChain(
getDeviceForSwapChain()
, m_scd
, &m_swapChain
);
#endif // BX_PLATFORM_LINUX
if (FAILED(hr) )
{
BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
goto error;
}
else
{
m_resolution = _init.resolution;
m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
m_textVideoMem.clear();
}
if (1 < m_scd.sampleDesc.Count)
{
D3D12_RESOURCE_DESC resourceDesc;
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
resourceDesc.Width = m_scd.width;
resourceDesc.Height = m_scd.height;
resourceDesc.MipLevels = 1;
resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
? s_textureFormat[m_resolution.format].m_fmtSrgb
: s_textureFormat[m_resolution.format].m_fmt;
resourceDesc.SampleDesc = m_scd.sampleDesc;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
resourceDesc.DepthOrArraySize = 1;
D3D12_CLEAR_VALUE clearValue;
clearValue.Format = resourceDesc.Format;
clearValue.Color[0] = 0.0f;
clearValue.Color[1] = 0.0f;
clearValue.Color[2] = 0.0f;
clearValue.Color[3] = 0.0f;
m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
}
}
}
m_presentElapsed = 0;
{
m_resolution.width = _init.resolution.width;
m_resolution.height = _init.resolution.height;
m_windows[0] = BGFX_INVALID_HANDLE;
m_numWindows = 1;
#if BX_PLATFORM_WINDOWS
m_infoQueue = NULL;
DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
, 0
| DXGI_MWA_NO_WINDOW_CHANGES
| DXGI_MWA_NO_ALT_ENTER
) );
if (_init.debug)
{
hr = m_device->QueryInterface(IID_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;
bx::memSet(&filter, 0, sizeof(filter) );
D3D12_MESSAGE_CATEGORY catlist[] =
{
D3D12_MESSAGE_CATEGORY_STATE_CREATION,
D3D12_MESSAGE_CATEGORY_EXECUTION,
};
filter.DenyList.NumCategories = BX_COUNTOF(catlist);
filter.DenyList.pCategoryList = catlist;
m_infoQueue->PushStorageFilter(&filter);
}
}
#endif // BX_PLATFORM_WINDOWS
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
, IID_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
, IID_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_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
{ D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
};
rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 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()
, IID_ID3D12RootSignature
, (void**)&m_rootSignature
) );
///
m_directAccessSupport = true
&& BX_ENABLED(BX_PLATFORM_XBOXONE)
&& m_architecture.UMA
;
g_caps.supported |= ( 0
| BGFX_CAPS_TEXTURE_3D
| BGFX_CAPS_TEXTURE_COMPARE_ALL
| BGFX_CAPS_INDEX32
| BGFX_CAPS_INSTANCING
| BGFX_CAPS_DRAW_INDIRECT
| BGFX_CAPS_VERTEX_ATTRIB_HALF
| BGFX_CAPS_VERTEX_ATTRIB_UINT10
| BGFX_CAPS_VERTEX_ID
| BGFX_CAPS_FRAGMENT_DEPTH
| BGFX_CAPS_BLEND_INDEPENDENT
| BGFX_CAPS_COMPUTE
| (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
| (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
| (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
| BGFX_CAPS_TEXTURE_BLIT
| BGFX_CAPS_TEXTURE_READ_BACK
| BGFX_CAPS_OCCLUSION_QUERY
| BGFX_CAPS_ALPHA_TO_COVERAGE
| BGFX_CAPS_TEXTURE_2D_ARRAY
| BGFX_CAPS_TEXTURE_CUBE_ARRAY
| BGFX_CAPS_IMAGE_RW
| BGFX_CAPS_VIEWPORT_LAYER_ARRAY
| BGFX_CAPS_DRAW_INDIRECT_COUNT
);
g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
{
uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
? s_textureFormat[ii].m_fmtDsv
: s_textureFormat[ii].m_fmt
;
const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
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
) )
? BGFX_CAPS_FORMAT_TEXTURE_2D
: BGFX_CAPS_FORMAT_TEXTURE_NONE
;
support |= 0 != (data.Support1 & (0
| D3D12_FORMAT_SUPPORT1_TEXTURE3D
) )
? BGFX_CAPS_FORMAT_TEXTURE_3D
: BGFX_CAPS_FORMAT_TEXTURE_NONE
;
support |= 0 != (data.Support1 & (0
| D3D12_FORMAT_SUPPORT1_TEXTURECUBE
) )
? BGFX_CAPS_FORMAT_TEXTURE_CUBE
: 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_READ
: 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
;
support |= 0 != (data.Support1 & (0
| D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
) )
? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
: BGFX_CAPS_FORMAT_TEXTURE_NONE
;
support |= 0 != (data.Support1 & (0
| D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
) )
? BGFX_CAPS_FORMAT_TEXTURE_MSAA
: BGFX_CAPS_FORMAT_TEXTURE_NONE
;
}
else
{
BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
}
if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ) )
{
// clear image flag for additional testing
support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ;
data.Format = s_textureFormat[ii].m_fmt;
hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
if (SUCCEEDED(hr) )
{
support |= 0 != (data.Support2 & (0
| D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
) )
? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
: BGFX_CAPS_FORMAT_TEXTURE_NONE
;
support |= 0 != (data.Support2 & (0
| D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
) )
? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
: BGFX_CAPS_FORMAT_TEXTURE_NONE
;
}
}
}
if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
{
struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
{
DXGI_FORMAT InFormat;
uint32_t OutFormatSupport;
};
D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
data.Format = fmtSrgb;
hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
if (SUCCEEDED(hr) )
{
support |= 0 != (data.Support1 & (0
| D3D12_FORMAT_SUPPORT1_TEXTURE2D
) )
? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
: BGFX_CAPS_FORMAT_TEXTURE_NONE
;
support |= 0 != (data.Support1 & (0
| D3D12_FORMAT_SUPPORT1_TEXTURE3D
) )
? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
: BGFX_CAPS_FORMAT_TEXTURE_NONE
;
support |= 0 != (data.Support1 & (0
| D3D12_FORMAT_SUPPORT1_TEXTURECUBE
) )
? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
: BGFX_CAPS_FORMAT_TEXTURE_NONE
;
}
else
{
BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
}
}
g_caps.formats[ii] = support;
}
// Init reserved part of view name.
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
{
bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
}
postReset();
m_batch.create(4<<10);
#if !BX_PLATFORM_LINUX
m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId && BGFX_PCI_ID_MICROSOFT != m_dxgi.m_adapterDesc.VendorId);
#endif // !BX_PLATFORM_LINUX
m_gpuTimer.init();
m_occlusionQuery.init();
{
D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
{
D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
};
D3D12_INDIRECT_ARGUMENT_DESC argDesc;
bx::memSet(&argDesc, 0, sizeof(argDesc) );
for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
{
argDesc.Type = argType[ii];
D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
m_commandSignature[ii] = NULL;
DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
, NULL
, IID_ID3D12CommandSignature
, (void**)&m_commandSignature[ii]
) );
}
}
}
if (m_nvapi.isInitialized() )
{
finish();
m_commandList = m_cmd.alloc();
m_nvapi.initAftermath(m_device, m_commandList);
}
g_internalData.context = m_device;
return true;
error:
switch (errorState)
{
case ErrorState::CreatedCommandQueue:
m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
m_cmd.shutdown();
BX_FALLTHROUGH;
case ErrorState::CreatedDXGIFactory:
DX_RELEASE(m_device, 0);
#if !BX_PLATFORM_LINUX
m_dxgi.shutdown();
#endif // !BX_PLATFORM_LINUX
BX_FALLTHROUGH;
#if USE_D3D12_DYNAMIC_LIB
case ErrorState::LoadedDXGI:
case ErrorState::LoadedD3D12:
bx::dlclose(m_d3d12Dll);
BX_FALLTHROUGH;
case ErrorState::LoadedKernel32:
bx::dlclose(m_kernel32Dll);
BX_FALLTHROUGH;
#endif // USE_D3D12_DYNAMIC_LIB
case ErrorState::Default:
default:
m_nvapi.shutdown();
unloadRenderDoc(m_renderDocDll);
bx::dlclose(m_winPixEvent);
m_winPixEvent = NULL;
break;
}
return false;
}
void shutdown()
{
m_cmd.finish();
m_batch.destroy();
preReset();
m_gpuTimer.shutdown();
m_occlusionQuery.shutdown();
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();
}
#if BX_PLATFORM_WINDOWS
DX_RELEASE_W(m_infoQueue, 0);
#endif // BX_PLATFORM_WINDOWS
DX_RELEASE(m_rtvDescriptorHeap, 0);
DX_RELEASE(m_dsvDescriptorHeap, 0);
for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
{
DX_RELEASE(m_commandSignature[ii], 0);
}
DX_RELEASE(m_rootSignature, 0);
DX_RELEASE(m_msaaRt, 0);
DX_RELEASE(m_swapChain, 0);
m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
m_cmd.shutdown();
DX_RELEASE(m_device, 0);
m_nvapi.shutdown();
#if !BX_PLATFORM_LINUX
m_dxgi.shutdown();
#endif // !BX_PLATFORM_LINUX
unloadRenderDoc(m_renderDocDll);
bx::dlclose(m_winPixEvent);
m_winPixEvent = NULL;
#if USE_D3D12_DYNAMIC_LIB
bx::dlclose(m_d3d12Dll);
bx::dlclose(m_kernel32Dll);
#endif // USE_D3D12_DYNAMIC_LIB
}
RendererType::Enum getRendererType() const override
{
return RendererType::Direct3D12;
}
const char* getRendererName() const override
{
return BGFX_RENDERER_DIRECT3D12_NAME;
}
bool isDeviceRemoved() override
{
return m_lost;
}
void flip() override
{
if (!m_lost)
{
int64_t start = bx::getHPCounter();
m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
HRESULT hr = S_OK;
uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
uint32_t presentFlags = 0;
if (syncInterval)
{
presentFlags |= DXGI_PRESENT_RESTART;
}
#if !BX_PLATFORM_LINUX
else if (m_dxgi.tearingSupported() )
{
presentFlags |= DXGI_PRESENT_ALLOW_TEARING;
}
#endif // !BX_PLATFORM_LINUX
for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
{
FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
hr = frameBuffer.present(syncInterval, presentFlags);
}
if (SUCCEEDED(hr)
&& NULL != m_swapChain)
{
hr = m_swapChain->Present(syncInterval, presentFlags);
}
int64_t now = bx::getHPCounter();
m_presentElapsed = now - start;
m_lost = isLost(hr);
BGFX_FATAL(!m_lost
, bgfx::Fatal::DeviceLost
, "Device is lost. FAILED 0x%08x %s (%s)"
, hr
, getLostReason(hr)
, DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
);
}
}
void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
{
m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
}
void destroyIndexBuffer(IndexBufferHandle _handle) override
{
m_indexBuffers[_handle.idx].destroy();
}
void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
{
VertexLayout& layout = m_vertexLayouts[_handle.idx];
bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
dump(layout);
}
void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
{
}
void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
{
m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
}
void destroyVertexBuffer(VertexBufferHandle _handle) override
{
m_vertexBuffers[_handle.idx].destroy();
}
void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
{
m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
}
void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
{
m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
}
void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
{
m_indexBuffers[_handle.idx].destroy();
}
void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
{
VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
}
void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
{
m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
}
void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
{
m_vertexBuffers[_handle.idx].destroy();
}
void createShader(ShaderHandle _handle, const Memory* _mem) override
{
m_shaders[_handle.idx].create(_mem);
}
void destroyShader(ShaderHandle _handle) override
{
m_shaders[_handle.idx].destroy();
}
void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
{
m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
}
void destroyProgram(ProgramHandle _handle) override
{
m_program[_handle.idx].destroy();
}
void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
{
return m_textures[_handle.idx].create(_mem, _flags, _skip);
}
void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) 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) override
{
m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
}
void updateTextureEnd() override
{
}
void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
{
const TextureD3D12& texture = m_textures[_handle.idx];
D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
uint32_t numRows;
uint64_t total;
m_device->GetCopyableFootprints(&desc
, _mip
, 1
, 0
, &layout
, &numRows
, NULL
, &total
);
uint32_t srcPitch = layout.Footprint.RowPitch;
ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
D3D12_BOX box;
box.left = 0;
box.top = 0;
box.right = srcWidth;
box.bottom = srcHeight;
box.front = 0;
box.back = 1;
D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
srcLocation.SubresourceIndex = _mip;
m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
finish();
m_commandList = m_cmd.alloc();
const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
uint8_t* dst = (uint8_t*)_data;
uint32_t dstPitch = srcWidth*bpp/8;
uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
uint8_t* src;
readback->Map(0, NULL, (void**)&src);
for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
{
bx::memCopy(dst, src, pitch);
src += srcPitch;
dst += dstPitch;
}
D3D12_RANGE writeRange = { 0, 0 };
readback->Unmap(0, &writeRange);
DX_RELEASE(readback, 0);
}
void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) 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, bx::ErrorAssert{});
TextureCreate tc;
tc.m_width = _width;
tc.m_height = _height;
tc.m_depth = 0;
tc.m_numLayers = _numLayers;
tc.m_numMips = _numMips;
tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
tc.m_cubeMap = false;
tc.m_mem = NULL;
bx::write(&writer, tc, bx::ErrorAssert{});
texture.destroy();
texture.create(mem, texture.m_flags, 0);
release(mem);
}
void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
{
// Resource ref. counts might be messed up outside of bgfx.
// Disabling ref. count check once texture is overridden.
setGraphicsDebuggerPresent(true);
m_textures[_handle.idx].overrideInternal(_ptr);
}
uintptr_t getInternal(TextureHandle _handle) override
{
setGraphicsDebuggerPresent(true);
return uintptr_t(m_textures[_handle.idx].m_ptr);
}
void destroyTexture(TextureHandle _handle) override
{
m_textures[_handle.idx].destroy();
}
void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
{
m_frameBuffers[_handle.idx].create(_num, _attachment);
}
void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
{
finishAll(true);
for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
{
FrameBufferHandle handle = m_windows[ii];
if (isValid(handle)
&& m_frameBuffers[handle.idx].m_nwh == _nwh)
{
destroyFrameBuffer(handle);
}
}
uint16_t denseIdx = m_numWindows++;
m_windows[denseIdx] = _handle;
m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
}
void destroyFrameBuffer(FrameBufferHandle _handle) override
{
FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
if (NULL != frameBuffer.m_swapChain)
{
finishAll(true);
}
uint16_t denseIdx = frameBuffer.destroy();
if (UINT16_MAX != denseIdx)
{
--m_numWindows;
if (m_numWindows > 1)
{
FrameBufferHandle handle = m_windows[m_numWindows];
m_windows[m_numWindows] = {kInvalidHandle};
if (m_numWindows != denseIdx)
{
m_windows[denseIdx] = handle;
m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
}
}
}
}
void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
{
if (NULL != m_uniforms[_handle.idx])
{
BX_FREE(g_allocator, m_uniforms[_handle.idx]);
}
const uint32_t size = bx::alignUp(g_uniformTypeSize[_type] * _num, 16);
void* data = BX_ALLOC(g_allocator, size);
bx::memSet(data, 0, size);
m_uniforms[_handle.idx] = data;
m_uniformReg.add(_handle, _name);
}
void destroyUniform(UniformHandle _handle) override
{
BX_FREE(g_allocator, m_uniforms[_handle.idx]);
m_uniforms[_handle.idx] = NULL;
m_uniformReg.remove(_handle);
}
void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
{
BX_UNUSED(_handle);
uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
m_cmd.finish(m_backBufferColorFence[idx]);
ID3D12Resource* backBuffer = m_backBufferColor[idx];
D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
const uint32_t width = (uint32_t)desc.Width;
const uint32_t height = (uint32_t)desc.Height;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
uint32_t numRows;
uint64_t total;
uint64_t pitch;
m_device->GetCopyableFootprints(&desc
, 0
, 1
, 0
, &layout
, &numRows
, &pitch
, &total
);
ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
D3D12_BOX box;
box.left = 0;
box.top = 0;
box.right = width;
box.bottom = height;
box.front = 0;
box.back = 1;
setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
finish();
m_commandList = m_cmd.alloc();
void* data;
readback->Map(0, NULL, (void**)&data);
bimg::imageSwizzleBgra8(
data
, layout.Footprint.RowPitch
, width
, height
, data
, layout.Footprint.RowPitch
);
g_callback->screenShot(_filePath
, width
, height
, layout.Footprint.RowPitch
, data
, (uint32_t)total
, false
);
D3D12_RANGE writeRange = { 0, 0 };
readback->Unmap(0, &writeRange);
DX_RELEASE(readback, 0);
}
void updateViewName(ViewId _id, const char* _name) override
{
bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
, BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
, _name
);
}
void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
{
bx::memCopy(m_uniforms[_loc], _data, _size);
}
void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
{
m_occlusionQuery.invalidate(_handle);
}
void setMarker(const char* _marker, uint16_t _len) override
{
BX_UNUSED(_len);
if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
{
PIX3_SETMARKER(m_commandList, kColorMarker, _marker);
}
}
virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
{
switch (_handle.type)
{
case Handle::IndexBuffer:
setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
break;
case Handle::Shader:
// setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
break;
case Handle::Texture:
setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
break;
case Handle::VertexBuffer:
setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
break;
default:
BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
break;
}
}
void submitBlit(BlitState& _bs, uint16_t _view);
void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
void blitSetup(TextVideoMemBlitter& _blitter) override
{
const uint32_t width = m_scd.width;
const uint32_t height = m_scd.height;
setFrameBuffer(BGFX_INVALID_HANDLE, 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);
D3D12_RECT rc;
rc.left = 0;
rc.top = 0;
rc.right = width;
rc.bottom = height;
m_commandList->RSSetScissorRects(1, &rc);
const uint64_t state = 0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_DEPTH_TEST_ALWAYS
;
const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layoutHandle.idx] };
ID3D12PipelineState* pso = getPipelineState(state
, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
, 1
, layouts
, _blitter.m_program
, 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, 0.0f, false);
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_VIRTUAL_ADDRESS gpuAddress;
commitShaderConstants(_blitter.m_program, gpuAddress);
ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
ID3D12DescriptorHeap* heaps[] =
{
m_samplerAllocator.getHeap(),
scratchBuffer.getHeap(),
};
m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
uint32_t samplerFlags[] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
uint16_t samplerStateIdx = getSamplerState(samplerFlags, BX_COUNTOF(samplerFlags), NULL);
m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
scratchBuffer.allocSrv(srvHandle, texture);
m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
D3D12_VERTEX_BUFFER_VIEW viewDesc;
viewDesc.BufferLocation = vb.m_gpuVA;
viewDesc.StrideInBytes = layout.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_gpuVA;
ibv.SizeInBytes = ib.m_size;
m_commandList->IASetIndexBuffer(&ibv);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) 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_layout.m_stride, _blitter.m_vb->data, true);
m_commandList->DrawIndexedInstanced(_numIndices
, 1
, 0
, 0
, 0
);
}
}
void preReset()
{
finishAll();
if (NULL != m_swapChain)
{
for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
{
#if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
DX_RELEASE(m_backBufferColor[ii], num-1-ii);
#else
DX_RELEASE(m_backBufferColor[ii], 1);
#endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
}
DX_RELEASE(m_backBufferDepthStencil, 0);
}
for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
{
m_frameBuffers[ii].preReset();
}
invalidateCache();
// capturePreReset();
}
void postReset()
{
bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
if (NULL != m_swapChain)
{
for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
{
D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
handle.ptr += ii * rtvDescriptorSize;
DX_CHECK(m_swapChain->GetBuffer(ii
, IID_ID3D12Resource
, (void**)&m_backBufferColor[ii]
) );
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
? s_textureFormat[m_resolution.format].m_fmtSrgb
: s_textureFormat[m_resolution.format].m_fmt;
if (1 < getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize)
{
rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
D3D12_RTV_DIMENSION_TEXTURE2DARRAY : D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
rtvDesc.Texture2DArray.ArraySize = getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize;
rtvDesc.Texture2DArray.MipSlice = 0;
rtvDesc.Texture2DArray.PlaneSlice = 0;
}
else
{
rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
D3D12_RTV_DIMENSION_TEXTURE2D : D3D12_RTV_DIMENSION_TEXTURE2DMS;
rtvDesc.Texture2D.MipSlice = 0;
rtvDesc.Texture2D.PlaneSlice = 0;
}
m_device->CreateRenderTargetView(
NULL == m_msaaRt
? m_backBufferColor[ii]
: m_msaaRt
, &rtvDesc
, handle
);
if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
{
ID3D12Resource* resource = m_backBufferColor[ii];
BX_ASSERT(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
const uint32_t size = m_scd.width*m_scd.height*4;
void* ptr;
DX_CHECK(resource->Map(0, NULL, &ptr) );
bx::memSet(ptr, 0, size);
resource->Unmap(0, NULL);
}
}
}
D3D12_RESOURCE_DESC resourceDesc;
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
resourceDesc.SampleDesc = m_scd.sampleDesc;
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_commandList = m_cmd.alloc();
m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
setResourceBarrier(m_commandList
, m_backBufferDepthStencil
, D3D12_RESOURCE_STATE_COMMON
, D3D12_RESOURCE_STATE_DEPTH_WRITE
);
for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
{
m_frameBuffers[ii].postReset();
}
if (NULL != m_msaaRt)
{
setResourceBarrier(m_commandList
, m_msaaRt
, D3D12_RESOURCE_STATE_COMMON
, D3D12_RESOURCE_STATE_RESOLVE_SOURCE
);
}
// capturePostReset();
}
void invalidateCache()
{
m_pipelineStateCache.invalidate();
m_samplerStateCache.invalidate();
m_samplerAllocator.reset();
}
void updateMsaa(DXGI_FORMAT _format) const
{
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;
bx::memSet(&data, 0, sizeof(msaa) );
data.Format = _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) );
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];
}
}
}
IUnknown* getDeviceForSwapChain() const
{
# if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
return m_cmd.m_commandQueue;
# else
return m_device;
# endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
}
bool updateResolution(const Resolution& _resolution)
{
if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
{
m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
}
else
{
m_maxAnisotropy = 1;
}
bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
if (m_depthClamp != depthClamp)
{
m_depthClamp = depthClamp;
m_pipelineStateCache.invalidate();
}
const uint32_t maskFlags = ~(0
| BGFX_RESET_MAXANISOTROPY
| BGFX_RESET_DEPTH_CLAMP
| BGFX_RESET_SUSPEND
);
if (m_resolution.width != _resolution.width
|| m_resolution.height != _resolution.height
|| m_resolution.format != _resolution.format
|| (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
{
uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
bool resize = true
&& BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
&& (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
;
m_resolution = _resolution;
m_resolution.reset = flags;
m_textVideoMem.resize(false, _resolution.width, _resolution.height);
m_textVideoMem.clear();
m_scd.width = _resolution.width;
m_scd.height = _resolution.height;
m_scd.format = s_textureFormat[_resolution.format].m_fmt;
preReset();
DX_RELEASE(m_msaaRt, 0);
if (NULL == m_swapChain)
{
}
else
{
if (resize)
{
#if BX_PLATFORM_WINDOWS
uint32_t nodeMask[] = { 1, 1, 1, 1 };
BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
#elif BX_PLATFORM_WINRT
DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd));
m_backBufferColorIdx = m_scd.bufferCount-1;
#endif // BX_PLATFORM_WINDOWS
}
else
{
updateMsaa(m_scd.format);
m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
DX_RELEASE(m_swapChain, 0);
HRESULT hr;
#if BX_PLATFORM_LINUX
hr = E_FAIL;
#else
hr = m_dxgi.createSwapChain(
getDeviceForSwapChain()
, m_scd
, &m_swapChain
);
#endif // BX_PLATFORM_LINUX
BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
}
if (1 < m_scd.sampleDesc.Count)
{
D3D12_RESOURCE_DESC resourceDesc;
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
resourceDesc.Width = m_scd.width;
resourceDesc.Height = m_scd.height;
resourceDesc.MipLevels = 1;
resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
? s_textureFormat[m_resolution.format].m_fmtSrgb
: s_textureFormat[m_resolution.format].m_fmt;
resourceDesc.SampleDesc = m_scd.sampleDesc;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
resourceDesc.DepthOrArraySize = 1;
D3D12_CLEAR_VALUE clearValue;
clearValue.Format = resourceDesc.Format;
clearValue.Color[0] = 0.0f;
clearValue.Color[1] = 0.0f;
clearValue.Color[2] = 0.0f;
clearValue.Color[3] = 0.0f;
m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
}
}
postReset();
}
return false;
}
void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
{
if (_flags&kUniformFragmentBit)
{
bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
}
else
{
bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
}
}
void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
{
setShaderUniform(_flags, _regIndex, _val, _numRegs);
}
void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
{
setShaderUniform(_flags, _regIndex, _val, _numRegs);
}
void commitShaderConstants(ProgramHandle _program, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
{
const ProgramD3D12& program = m_program[_program.idx];
uint32_t total = bx::strideAlign(0
+ program.m_vsh->m_size
+ (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
);
uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
{
uint32_t size = program.m_vsh->m_size;
bx::memCopy(data, m_vsScratch, size);
data += size;
}
if (NULL != program.m_fsh)
{
bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
}
}
D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
{
FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
if (NULL != frameBuffer.m_swapChain)
{
#if BX_PLATFORM_WINDOWS
uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
return getRtv(_fbh, idx);
#endif // BX_PLATFORM_WINDOWS
}
return getRtv(_fbh, 0);
}
D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
{
D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE result =
{
rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
};
return result;
}
D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
{
D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
return result;
}
void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
{
if (isValid(m_fbh)
&& m_fbh.idx != _fbh.idx)
{
FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
if (m_rtMsaa) frameBuffer.resolve();
if (NULL == frameBuffer.m_swapChain)
{
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 writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
if (!writeOnly)
{
texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
}
}
}
}
if (!isValid(_fbh) )
{
if (NULL != m_swapChain)
{
m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
m_currentColor = &m_rtvHandle;
m_currentDepthStencil = &m_dsvHandle;
m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
}
}
else
{
FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
if (0 < frameBuffer.m_num)
{
m_rtvHandle = getRtv(_fbh);
m_currentColor = &m_rtvHandle;
}
else
{
m_currentColor = NULL;
}
if (isValid(frameBuffer.m_depth) )
{
m_dsvHandle = getDsv(_fbh);
m_currentDepthStencil = &m_dsvHandle;
}
else
{
m_currentDepthStencil = NULL;
}
if (NULL != frameBuffer.m_swapChain)
{
frameBuffer.m_needPresent = true;
}
else
{
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
, m_currentDepthStencil
);
}
m_fbh = _fbh;
m_rtMsaa = _msaa;
}
void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
{
_desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
_desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
drt->LogicOpEnable = false;
{
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];
}
uint8_t writeMask = 0;
writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
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);
drt->LogicOpEnable = false;
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->LogicOp = D3D12_LOGIC_OP_CLEAR;
drt->RenderTargetWriteMask = writeMask;
}
}
else
{
for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
{
bx::memCopy(&_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 = !!(_state&BGFX_STATE_FRONT_CCW);;
_desc.DepthBias = 0;
_desc.DepthBiasClamp = 0.0f;
_desc.SlopeScaledDepthBias = 0.0f;
_desc.DepthClipEnable = !m_depthClamp;
_desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
_desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
_desc.ForcedSampleCount = 0;
_desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
: 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);
bx::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_WRITE_Z & _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, uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D12& _program, uint16_t _numInstanceData)
{
uint16_t attrMask[Attrib::Count];
bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
for (uint8_t stream = 0; stream < _numStreams; ++stream)
{
VertexLayout layout;
bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout));
const bool last = stream == _numStreams-1;
for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
{
uint16_t mask = attrMask[ii];
uint16_t attr = (layout.m_attributes[ii] & mask);
if (0 == attr
|| UINT16_MAX == attr)
{
layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
}
else
{
attrMask[ii] = 0;
}
}
elem = fillVertexLayout(stream, elem, layout);
}
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 == bx::strCmp(curr->SemanticName, "TEXCOORD")
&& curr->SemanticIndex == index)
{
break;
}
}
if (jj == num)
{
curr = elem;
++elem;
}
bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
curr->InputSlot = _numStreams;
curr->SemanticIndex = index;
curr->AlignedByteOffset = ii*16;
}
return uint32_t(elem-_vertexElements);
}
uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexLayout& _layout, const ProgramD3D12& _program, uint16_t _numInstanceData)
{
const VertexLayout* layouts[1] = { &_layout };
return setInputLayout(_vertexElements, BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
}
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])
{
for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
{
if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
|| DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
{
operand.regIndex[jj] += cast.offset;
}
else if (0 != cast.offset)
{
operand.subOperand[jj].regIndex = operand.regIndex[jj];
operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
operand.regIndex[jj] = cast.offset;
}
}
}
}
}
}
ID3D12PipelineState* getPipelineState(ProgramHandle _program)
{
ProgramD3D12& program = m_program[_program.idx];
const uint32_t hash = program.m_vsh->m_hash;
ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
if (BX_LIKELY(NULL != pso) )
{
return pso;
}
D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
bx::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;
desc.NodeMask = 1;
desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
uint32_t length = g_callback->cacheReadSize(hash);
const 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 cached compute PSO (size %d).", length);
bx::MemoryReader reader(cachedData, length);
desc.CachedPSO.pCachedBlob = reader.getDataPtr();
desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
HRESULT hr = m_device->CreateComputePipelineState(&desc
, IID_ID3D12PipelineState
, (void**)&pso
);
if (FAILED(hr) )
{
BX_TRACE("Failed to load cached compute PSO (HRESULT 0x%08x).", hr);
bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
}
}
}
if (NULL == pso)
{
DX_CHECK(m_device->CreateComputePipelineState(&desc
, IID_ID3D12PipelineState
, (void**)&pso
) );
}
m_pipelineStateCache.add(hash, pso);
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;
}
ID3D12PipelineState* getPipelineState(
uint64_t _state
, uint64_t _stencil
, uint8_t _numStreams
, const VertexLayout** _layouts
, ProgramHandle _program
, uint8_t _numInstanceData
)
{
ProgramD3D12& program = m_program[_program.idx];
_state &= 0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_MASK
| BGFX_STATE_BLEND_MASK
| BGFX_STATE_BLEND_EQUATION_MASK
| BGFX_STATE_BLEND_INDEPENDENT
| BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
| BGFX_STATE_CULL_MASK
| BGFX_STATE_FRONT_CCW
| BGFX_STATE_MSAA
| BGFX_STATE_LINEAA
| BGFX_STATE_CONSERVATIVE_RASTER
| BGFX_STATE_PT_MASK
;
_stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
VertexLayout layout;
if (0 < _numStreams)
{
bx::memCopy(&layout, _layouts[0], sizeof(VertexLayout) );
const uint16_t* attrMask = program.m_vsh->m_attrMask;
for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
{
uint16_t mask = attrMask[ii];
uint16_t attr = (layout.m_attributes[ii] & mask);
layout.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 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) );
if (NULL != program.m_fsh)
{
murmur.add(program.m_fsh->m_hash);
}
for (uint32_t ii = 0; ii < _numStreams; ++ii)
{
murmur.add(_layouts[ii]->m_hash);
}
murmur.add(layout.m_attributes, sizeof(layout.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;
bx::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 = NULL;
if (NULL != program.m_fsh)
{
bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
DxbcContext dxbc;
bx::Error err;
read(&rd, dxbc, &err);
bool patchShader = !dxbc.shader.aon9;
if (BX_ENABLED(BGFX_CONFIG_DEBUG)
&& patchShader)
{
union { uint32_t offset; void* ptr; } cast = { 0 };
filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
temp = alloc(uint32_t(dxbc.header.size));
bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
int32_t size = write(&wr, dxbc, &err);
dxbcHash(temp->data + 20, size - 20, temp->data + 4);
patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
BX_ASSERT(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 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
{
// bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
// bx::debugPrintfData(&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;
}
release(temp);
temp = NULL;
}
if (patchShader)
{
union { uint32_t offset; void* ptr; } cast =
{
uint32_t(program.m_vsh->m_size)/16
};
filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
temp = alloc(uint32_t(dxbc.header.size));
bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
int32_t size = write(&wr, dxbc, &err);
dxbcHash(temp->data + 20, size - 20, temp->data + 4);
desc.PS.pShaderBytecode = temp->data;
desc.PS.BytecodeLength = size;
}
else
{
desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
desc.PS.BytecodeLength = program.m_fsh->m_code->size;
}
}
else
{
desc.PS.pShaderBytecode = NULL;
desc.PS.BytecodeLength = 0;
}
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 = UINT32_MAX;
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, _numStreams, _layouts, program, _numInstanceData);
desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
? NULL
: 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];
if (NULL == frameBuffer.m_swapChain)
{
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_UNKNOWN;
}
}
else
{
desc.NumRenderTargets = 1;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
}
desc.SampleDesc = m_scd.sampleDesc;
uint32_t length = g_callback->cacheReadSize(hash);
const 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 cached graphics PSO (size %d).", length);
bx::MemoryReader reader(cachedData, length);
desc.CachedPSO.pCachedBlob = reader.getDataPtr();
desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
, IID_ID3D12PipelineState
, (void**)&pso
);
if (FAILED(hr) )
{
BX_TRACE("Failed to load cached graphics PSO (HRESULT 0x%08x).", hr);
bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
}
}
}
if (NULL == pso)
{
DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
, IID_ID3D12PipelineState
, (void**)&pso
) );
}
BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
m_pipelineStateCache.add(hash, pso);
if (NULL != temp)
{
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, const float _palette[][4])
{
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, _palette);
m_samplerStateCache.add(hash, sampler);
}
return sampler;
}
bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
{
return _visible == (0 != _render->m_occlusion[_handle.idx]);
}
void commit(UniformBuffer& _uniformBuffer)
{
_uniformBuffer.reset();
for (;;)
{
uint32_t opcode = _uniformBuffer.read();
if (UniformType::End == opcode)
{
break;
}
UniformType::Enum type;
uint16_t loc;
uint16_t num;
uint16_t copy;
UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
const char* data;
if (copy)
{
data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
}
else
{
UniformHandle handle;
bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
data = (const char*)m_uniforms[handle.idx];
}
switch ( (uint32_t)type)
{
case UniformType::Mat3:
case UniformType::Mat3|kUniformFragmentBit:
{
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(uint8_t(type), loc, &mtx.un.val[0], 3);
}
}
break;
case UniformType::Sampler:
case UniformType::Sampler | kUniformFragmentBit:
case UniformType::Vec4:
case UniformType::Vec4 | kUniformFragmentBit:
case UniformType::Mat4:
case UniformType::Mat4 | kUniformFragmentBit:
{
setShaderUniform(uint8_t(type), loc, data, num);
}
break;
case UniformType::End:
break;
default:
BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
break;
}
}
}
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(const Rect& _rect, const Clear& _clear, const float _palette[][4])
{
uint32_t width;
uint32_t height;
if (isValid(m_fbh) )
{
const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
width = fb.m_width;
height = fb.m_height;
}
else
{
width = m_scd.width;
height = m_scd.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, 1);
}
}
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(bool _alloc = false)
{
uint64_t fence = m_cmd.kick();
m_cmd.finish(fence, true);
m_commandList = _alloc ? m_cmd.alloc() : NULL;
}
#if !BX_PLATFORM_LINUX
Dxgi m_dxgi;
#endif // !BX_PLATFORM_LINUX
NvApi m_nvapi;
void* m_kernel32Dll;
void* m_d3d12Dll;
void* m_renderDocDll;
void* m_winPixEvent;
D3D_FEATURE_LEVEL m_featureLevel;
D3D_DRIVER_TYPE m_driverType;
D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
Dxgi::SwapChainI* m_swapChain;
ID3D12Resource* m_msaaRt;
#if BX_PLATFORM_WINDOWS
ID3D12InfoQueue* m_infoQueue;
#endif // BX_PLATFORM_WINDOWS
int64_t m_presentElapsed;
uint16_t m_numWindows;
FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
ID3D12Device* m_device;
TimerQueryD3D12 m_gpuTimer;
OcclusionQueryD3D12 m_occlusionQuery;
uint32_t m_deviceInterfaceVersion;
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[BGFX_CONFIG_MAX_BACK_BUFFERS];
uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
ID3D12Resource* m_backBufferDepthStencil;
ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
DescriptorAllocatorD3D12 m_samplerAllocator;
ID3D12RootSignature* m_rootSignature;
ID3D12CommandSignature* m_commandSignature[3];
CommandQueueD3D12 m_cmd;
BatchD3D12 m_batch;
ID3D12GraphicsCommandList* m_commandList;
Resolution m_resolution;
bool m_wireframe;
bool m_lost;
SwapChainDesc m_scd;
uint32_t m_maxAnisotropy;
bool m_depthClamp;
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];
VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
UniformRegistry m_uniformReg;
StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
StateCache m_samplerStateCache;
TextVideoMem m_textVideoMem;
uint8_t m_fsScratch[64<<10];
uint8_t m_vsScratch[64<<10];
FrameBufferHandle m_fbh;
uint32_t m_backBufferColorIdx;
bool m_rtMsaa;
bool m_directAccessSupport;
};
static RendererContextD3D12* s_renderD3D12;
RendererContextI* rendererCreate(const Init& _init)
{
s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
if (!s_renderD3D12->init(_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
, IID_ID3D12DescriptorHeap
, (void**)&m_heap
) );
m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
m_gpuVA = m_upload->GetGPUVirtualAddress();
D3D12_RANGE readRange = { 0, 0 };
m_upload->Map(0, &readRange, (void**)&m_data);
reset(m_gpuHandle);
}
void ScratchBufferD3D12::destroy()
{
D3D12_RANGE writeRange = { 0, 0 };
m_upload->Unmap(0, &writeRange);
DX_RELEASE(m_upload, 0);
DX_RELEASE(m_heap, 0);
}
void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
{
m_pos = 0;
m_cpuHandle = getCPUHandleHeapStart(m_heap);
m_gpuHandle = getGPUHandleHeapStart(m_heap);
_gpuHandle = m_gpuHandle;
}
void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
{
m_cpuHandle.ptr += m_incrementSize;
_gpuHandle = m_gpuHandle;
m_gpuHandle.ptr += m_incrementSize;
}
void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
{
_gpuAddress = m_gpuVA + m_pos;
void* data = &m_data[m_pos];
m_pos += bx::alignUp(_size, 256);
// D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
// desc.BufferLocation = _gpuAddress;
// desc.SizeInBytes = _size;
// ID3D12Device* device = s_renderD3D12->m_device;
// device->CreateConstantBufferView(&desc
// , m_cpuHandle
// );
// m_cpuHandle.ptr += m_incrementSize;
// m_gpuHandle.ptr += m_incrementSize;
return data;
}
void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
{
ID3D12Device* device = s_renderD3D12->m_device;
D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
if (0 != _mip)
{
bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
srvd = &tmpSrvd;
switch (_texture.m_srvd.ViewDimension)
{
default:
case D3D12_SRV_DIMENSION_TEXTURE2D:
srvd->Texture2D.MostDetailedMip = _mip;
srvd->Texture2D.MipLevels = 1;
srvd->Texture2D.PlaneSlice = 0;
srvd->Texture2D.ResourceMinLODClamp = 0;
break;
case D3D12_SRV_DIMENSION_TEXTURECUBE:
srvd->TextureCube.MostDetailedMip = _mip;
srvd->TextureCube.MipLevels = 1;
srvd->TextureCube.ResourceMinLODClamp = 0;
break;
case D3D12_SRV_DIMENSION_TEXTURE3D:
srvd->Texture3D.MostDetailedMip = _mip;
srvd->Texture3D.MipLevels = 1;
srvd->Texture3D.ResourceMinLODClamp = 0;
break;
}
}
device->CreateShaderResourceView(NULL != _texture.m_singleMsaa ? _texture.m_singleMsaa : _texture.m_ptr
, 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, uint8_t _mip)
{
ID3D12Device* device = s_renderD3D12->m_device;
D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
if (0 != _mip)
{
bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
uavd = &tmpUavd;
switch (_texture.m_uavd.ViewDimension)
{
default:
case D3D12_UAV_DIMENSION_TEXTURE2D:
uavd->Texture2D.MipSlice = _mip;
uavd->Texture2D.PlaneSlice = 0;
break;
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
uavd->Texture2DArray.MipSlice = _mip;
uavd->Texture2DArray.PlaneSlice = 0;
break;
case D3D12_UAV_DIMENSION_TEXTURE3D:
uavd->Texture3D.MipSlice = _mip;
break;
}
}
device->CreateUnorderedAccessView(_texture.m_ptr
, NULL
, uavd
, m_cpuHandle
);
m_cpuHandle.ptr += m_incrementSize;
_gpuHandle = m_gpuHandle;
m_gpuHandle.ptr += m_incrementSize;
}
void ScratchBufferD3D12::allocSrv(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 DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_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
, IID_ID3D12DescriptorHeap
, (void**)&m_heap
) );
m_cpuHandle = getCPUHandleHeapStart(m_heap);
m_gpuHandle = getGPUHandleHeapStart(m_heap);
}
void DescriptorAllocatorD3D12::destroy()
{
bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
DX_RELEASE(m_heap, 0);
}
uint16_t DescriptorAllocatorD3D12::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 DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
{
uint16_t idx = m_handleAlloc->alloc();
ID3D12Device* device = s_renderD3D12->m_device;
uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
for (uint32_t ii = 0; ii < _num; ++ii)
{
uint32_t flags = _flags[ii];
const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_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_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
sd.MaxAnisotropy = maxAnisotropy;
sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
if (NULL != _palette
&& needBorderColor(flags) )
{
const float* rgba = _palette[index];
sd.BorderColor[0] = rgba[0];
sd.BorderColor[1] = rgba[1];
sd.BorderColor[2] = rgba[2];
sd.BorderColor[3] = rgba[3];
}
else
{
sd.BorderColor[0] = 0.0f;
sd.BorderColor[1] = 0.0f;
sd.BorderColor[2] = 0.0f;
sd.BorderColor[3] = 0.0f;
}
sd.MinLOD = 0;
sd.MaxLOD = D3D12_FLOAT32_MAX;
D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
{
m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
};
device->CreateSampler(&sd, cpuHandle);
}
return idx;
}
void DescriptorAllocatorD3D12::free(uint16_t _idx)
{
m_handleAlloc->free(_idx);
}
void DescriptorAllocatorD3D12::reset()
{
uint16_t max = m_handleAlloc->getMaxHandles();
bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
}
D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
{
D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
return gpuHandle;
}
void CommandQueueD3D12::init(ID3D12Device* _device)
{
D3D12_COMMAND_QUEUE_DESC queueDesc;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Priority = 0;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1;
DX_CHECK(_device->CreateCommandQueue(&queueDesc
, IID_ID3D12CommandQueue
, (void**)&m_commandQueue
) );
m_completedFence = 0;
m_currentFence = 0;
DX_CHECK(_device->CreateFence(0
, D3D12_FENCE_FLAG_NONE
, IID_ID3D12Fence
, (void**)&m_fence
) );
for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
{
DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
, IID_ID3D12CommandAllocator
, (void**)&m_commandList[ii].m_commandAllocator
) );
DX_CHECK(_device->CreateCommandList(0
, D3D12_COMMAND_LIST_TYPE_DIRECT
, m_commandList[ii].m_commandAllocator
, NULL
, IID_ID3D12GraphicsCommandList
, (void**)&m_commandList[ii].m_commandList
) );
DX_CHECK(m_commandList[ii].m_commandList->Close() );
}
}
void CommandQueueD3D12::shutdown()
{
finish(UINT64_MAX, true);
DX_RELEASE(m_fence, 0);
for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
{
DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
DX_RELEASE(m_commandList[ii].m_commandList, 0);
}
DX_RELEASE(m_commandQueue, 0);
}
ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
{
while (0 == m_control.reserve(1) )
{
consume();
}
CommandList& commandList = m_commandList[m_control.m_current];
DX_CHECK(commandList.m_commandAllocator->Reset() );
DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
return commandList.m_commandList;
}
uint64_t CommandQueueD3D12::kick()
{
CommandList& commandList = m_commandList[m_control.m_current];
DX_CHECK(commandList.m_commandList->Close() );
ID3D12CommandList* commandLists[] = { commandList.m_commandList };
m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
#if BX_PLATFORM_LINUX
commandList.m_event = NULL;
#else
commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
#endif // BX_PLATFORM_LINUX
const uint64_t fence = m_currentFence++;
m_commandQueue->Signal(m_fence, fence);
m_fence->SetEventOnCompletion(fence, commandList.m_event);
m_control.commit(1);
return fence;
}
void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
{
while (0 < m_control.available() )
{
consume();
if (!_finishAll
&& _waitFence <= m_completedFence)
{
return;
}
}
BX_ASSERT(0 == m_control.available(), "");
}
bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
{
if (0 < m_control.available() )
{
if (consume(0)
&& _waitFence <= m_completedFence)
{
return true;
}
}
return false;
}
void CommandQueueD3D12::release(ID3D12Resource* _ptr)
{
m_release[m_control.m_current].push_back(_ptr);
}
bool CommandQueueD3D12::consume(uint32_t _ms)
{
CommandList& commandList = m_commandList[m_control.m_read];
#if BX_PLATFORM_LINUX
BX_UNUSED(commandList, _ms);
#else
if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
{
CloseHandle(commandList.m_event);
commandList.m_event = NULL;
m_completedFence = m_fence->GetCompletedValue();
BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
m_commandQueue->Wait(m_fence, m_completedFence);
ResourceArray& ra = m_release[m_control.m_read];
for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
{
DX_RELEASE(*it, 0);
}
ra.clear();
m_control.consume(1);
return true;
}
#endif // !BX_PLATFORM_LINUX
return false;
}
void BatchD3D12::create(uint32_t _maxDrawPerBatch)
{
m_maxDrawPerBatch = _maxDrawPerBatch;
setSeqMode(false);
setIndirectMode(true);
ID3D12Device* device = s_renderD3D12->m_device;
ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
{
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
};
D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
{
sizeof(DrawIndirectCommand),
BX_COUNTOF(drawArgDesc),
drawArgDesc,
1,
};
DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
, rootSignature
, IID_ID3D12CommandSignature
, (void**)&m_commandSignature[Draw]
) );
D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
{
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
{ D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
};
D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
{
sizeof(DrawIndexedIndirectCommand),
BX_COUNTOF(drawIndexedArgDesc),
drawIndexedArgDesc,
1,
};
DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
, rootSignature
, IID_ID3D12CommandSignature
, (void**)&m_commandSignature[DrawIndexed]
) );
m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
{
m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
, NULL
, BGFX_BUFFER_DRAW_INDIRECT
, false
, cmdSize
);
}
}
void BatchD3D12::destroy()
{
BX_FREE(g_allocator, m_cmds[0]);
BX_FREE(g_allocator, m_cmds[1]);
DX_RELEASE(m_commandSignature[0], 0);
DX_RELEASE(m_commandSignature[1], 0);
for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
{
m_indirect[ii].destroy();
}
}
template<typename Ty>
Ty& BatchD3D12::getCmd(Enum _type)
{
uint32_t index = m_num[_type];
BX_ASSERT(index < m_maxDrawPerBatch, "Memory corruption...");
m_num[_type]++;
Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
return *cmd;
}
uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
{
uint8_t numStreams = 0;
_outNumVertices = _draw.m_numVertices;
if (UINT8_MAX != _draw.m_streamMask)
{
for (uint32_t idx = 0, streamMask = _draw.m_streamMask
; 0 != streamMask
; streamMask >>= 1, idx += 1, ++numStreams
)
{
const uint32_t ntz = bx::uint32_cnttz(streamMask);
streamMask >>= ntz;
idx += ntz;
const Stream& stream = _draw.m_stream[idx];
uint16_t handle = stream.m_handle.idx;
VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
const uint16_t layoutIdx = !isValid(vb.m_layoutHandle) ? stream.m_layoutHandle.idx : vb.m_layoutHandle.idx;
const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[layoutIdx];
uint32_t stride = layout.m_stride;
D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
vbv.StrideInBytes = layout.m_stride;
vbv.SizeInBytes = vb.m_size;
_outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
? vb.m_size/stride
: _draw.m_numVertices
, _outNumVertices
);
}
}
return numStreams;
}
uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
{
if (isValid(_draw.m_indirectBuffer) )
{
_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
uint32_t numVertices;
uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
if (isValid(_draw.m_instanceDataBuffer) )
{
VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
vbv.StrideInBytes = _draw.m_instanceDataStride;
vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
}
_commandList->IASetVertexBuffers(0
, numStreams
, vbvs
);
const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
: _draw.m_numIndirect
;
ID3D12Resource* numIndirect = NULL;
uint32_t numOffsetIndirect = 0;
if (isValid(_draw.m_numIndirectBuffer) )
{
numIndirect = s_renderD3D12->m_indexBuffers[_draw.m_numIndirectBuffer.idx].m_ptr;
numOffsetIndirect = _draw.m_numIndirectIndex * sizeof(uint32_t);
}
uint32_t numIndices = 0;
if (isValid(_draw.m_indexBuffer) )
{
BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
const bool isIndex16 = _draw.isIndex16();
const uint32_t indexSize = isIndex16 ? 2 : 4;
const DXGI_FORMAT indexFormat = isIndex16
? DXGI_FORMAT_R16_UINT
: DXGI_FORMAT_R32_UINT
;
numIndices = UINT32_MAX == _draw.m_numIndices
? ib.m_size / indexSize
: _draw.m_numIndices
;
D3D12_INDEX_BUFFER_VIEW ibv;
ibv.BufferLocation = ib.m_gpuVA;
ibv.SizeInBytes = ib.m_size;
ibv.Format = indexFormat;
_commandList->IASetIndexBuffer(&ibv);
_commandList->ExecuteIndirect(
s_renderD3D12->m_commandSignature[2]
, numDrawIndirect
, indirect.m_ptr
, _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
, numIndirect
, numOffsetIndirect
);
}
else
{
_commandList->ExecuteIndirect(
s_renderD3D12->m_commandSignature[1]
, numDrawIndirect
, indirect.m_ptr
, _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
, numIndirect
, numOffsetIndirect
);
}
return numIndices;
}
Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
uint32_t numIndices = 0;
if (Draw == type)
{
DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
cmd.cbv = _cbv;
uint32_t numVertices;
uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
if (isValid(_draw.m_instanceDataBuffer) )
{
VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
vbv.StrideInBytes = _draw.m_instanceDataStride;
vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
}
for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
{
D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
}
cmd.args.InstanceCount = _draw.m_numInstances;
cmd.args.VertexCountPerInstance = numVertices;
cmd.args.StartVertexLocation = 0;
cmd.args.StartInstanceLocation = 0;
}
else
{
BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
const bool isIndex16 = _draw.isIndex16();
const uint32_t indexSize = isIndex16 ? 2 : 4;
const DXGI_FORMAT indexFormat = isIndex16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
numIndices = UINT32_MAX == _draw.m_numIndices
? ib.m_size / indexSize
: _draw.m_numIndices
;
DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
cmd.cbv = _cbv;
cmd.ibv.BufferLocation = ib.m_gpuVA;
cmd.ibv.SizeInBytes = ib.m_size;
cmd.ibv.Format = indexFormat;
uint32_t numVertices;
uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
if (isValid(_draw.m_instanceDataBuffer) )
{
VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
vbv.StrideInBytes = _draw.m_instanceDataStride;
vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
}
for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
{
D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
}
cmd.args.IndexCountPerInstance = numIndices;
cmd.args.InstanceCount = _draw.m_numInstances;
cmd.args.StartIndexLocation = _draw.m_startIndex;
cmd.args.BaseVertexLocation = 0;
cmd.args.StartInstanceLocation = 0;
}
if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
{
flush(_commandList, type);
}
return numIndices;
}
static const uint32_t s_indirectCommandSize[] =
{
sizeof(BatchD3D12::DrawIndirectCommand),
sizeof(BatchD3D12::DrawIndexedIndirectCommand),
};
BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
{
uint32_t num = m_num[_type];
if (0 != num)
{
m_num[_type] = 0;
if (m_minIndirect < num)
{
m_stats.m_numIndirect[_type]++;
BufferD3D12& indirect = m_indirect[m_currIndirect++];
m_currIndirect %= BX_COUNTOF(m_indirect);
indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
_commandList->ExecuteIndirect(m_commandSignature[_type]
, num
, indirect.m_ptr
, 0
, NULL
, 0
);
}
else
{
m_stats.m_numImmediate[_type]++;
if (Draw == _type)
{
const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
for (uint32_t ii = 0; ii < num; ++ii)
{
const DrawIndirectCommand& cmd = cmds[ii];
if (m_current.cbv != cmd.cbv)
{
m_current.cbv = cmd.cbv;
_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
}
if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
{
bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
_commandList->IASetVertexBuffers(0
, BGFX_CONFIG_MAX_VERTEX_STREAMS+1
, cmd.vbv
);
}
_commandList->DrawInstanced(
cmd.args.VertexCountPerInstance
, cmd.args.InstanceCount
, cmd.args.StartVertexLocation
, cmd.args.StartInstanceLocation
);
}
}
else
{
const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
for (uint32_t ii = 0; ii < num; ++ii)
{
const DrawIndexedIndirectCommand& cmd = cmds[ii];
if (m_current.cbv != cmd.cbv)
{
m_current.cbv = cmd.cbv;
_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
}
if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
{
bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
_commandList->IASetVertexBuffers(0
, BGFX_CONFIG_MAX_VERTEX_STREAMS+1
, cmd.vbv
);
}
if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
{
bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
_commandList->IASetIndexBuffer(&cmd.ibv);
}
_commandList->DrawIndexedInstanced(
cmd.args.IndexCountPerInstance
, cmd.args.InstanceCount
, cmd.args.StartIndexLocation
, cmd.args.BaseVertexLocation
, cmd.args.StartInstanceLocation
);
}
}
}
}
}
void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
{
flush(_commandList, Draw);
flush(_commandList, DrawIndexed);
if (_clean)
{
bx::memSet(&m_current, 0, sizeof(m_current) );
}
}
void BatchD3D12::begin()
{
bx::memSet(&m_stats, 0, sizeof(m_stats) );
bx::memSet(&m_current, 0, sizeof(m_current) );
}
void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
{
flush(_commandList);
}
struct UavFormat
{
DXGI_FORMAT format[3];
uint32_t stride;
};
static const UavFormat s_uavFormat[] =
{ // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, 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, uint32_t _stride)
{
m_size = _size;
m_flags = _flags;
const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
m_dynamic = NULL == _data || needUav;
DXGI_FORMAT format;
uint32_t stride;
uint32_t flags = needUav
? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
: D3D12_RESOURCE_FLAG_NONE
;
if (drawIndirect)
{
#if BX_PLATFORM_XBOXONE
flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
#endif // BX_PLATFORM_XBOXONE
format = _vertex ? DXGI_FORMAT_R32G32B32A32_UINT : DXGI_FORMAT_R32_UINT;
stride = _vertex ? 16 : 4;
}
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;
}
}
stride = 0 == _stride ? stride : _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, D3D12_RESOURCE_FLAGS(flags) );
m_gpuVA = m_ptr->GetGPUVirtualAddress();
setState(commandList, drawIndirect
? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
: D3D12_RESOURCE_STATE_GENERIC_READ
);
if (!m_dynamic)
{
update(commandList, 0, _size, _data);
}
}
void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
{
ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
uint8_t* data;
D3D12_RANGE readRange = { 0, 0 };
DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
bx::memCopy(data, _data, _size);
D3D12_RANGE writeRange = { 0, _size };
staging->Unmap(0, &writeRange);
D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
_commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
setState(_commandList, state);
s_renderD3D12->m_cmd.release(staging);
}
void BufferD3D12::destroy()
{
if (NULL != m_ptr)
{
s_renderD3D12->m_cmd.release(m_ptr);
m_dynamic = false;
m_state = D3D12_RESOURCE_STATE_COMMON;
}
}
D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
{
if (m_state != _state)
{
setResourceBarrier(_commandList
, m_ptr
, m_state
, _state
);
bx::swap(m_state, _state);
}
return _state;
}
void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
{
BufferD3D12::create(_size, _data, _flags, true);
m_layoutHandle = _layoutHandle;
}
void ShaderD3D12::create(const Memory* _mem)
{
bx::MemoryReader reader(_mem->data, _mem->size);
bx::ErrorAssert err;
uint32_t magic;
bx::read(&reader, magic, &err);
const bool fragment = isShaderType(magic, 'F');
uint32_t hashIn;
bx::read(&reader, hashIn, &err);
uint32_t hashOut;
if (isShaderVerLess(magic, 6) )
{
hashOut = hashIn;
}
else
{
bx::read(&reader, hashOut, &err);
}
uint16_t count;
bx::read(&reader, count, &err);
m_numPredefined = 0;
m_numUniforms = count;
BX_TRACE("%s Shader consts %d"
, getShaderTypeName(magic)
, count
);
uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
if (0 < count)
{
for (uint32_t ii = 0; ii < count; ++ii)
{
uint8_t nameSize = 0;
bx::read(&reader, nameSize, &err);
char name[256] = {};
bx::read(&reader, &name, nameSize, &err);
name[nameSize] = '\0';
uint8_t type = 0;
bx::read(&reader, type, &err);
uint8_t num = 0;
bx::read(&reader, num, &err);
uint16_t regIndex = 0;
bx::read(&reader, regIndex, &err);
uint16_t regCount = 0;
bx::read(&reader, regCount, &err);
if (!isShaderVerLess(magic, 8) )
{
uint16_t texInfo = 0;
bx::read(&reader, texInfo, &err);
}
if (!isShaderVerLess(magic, 10) )
{
uint16_t texFormat = 0;
bx::read(&reader, texFormat, &err);
}
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 = uint8_t(predefined|fragmentBit);
m_numPredefined++;
}
else if (0 == (kUniformSamplerBit & type) )
{
const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
if (NULL != info)
{
if (NULL == m_constantBuffer)
{
m_constantBuffer = UniformBuffer::create(1024);
}
kind = "user";
m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
}
}
else
{
kind = "sampler";
}
BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
, kind
, name
, getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
, num
, regIndex
, regCount
);
BX_UNUSED(kind);
}
if (NULL != m_constantBuffer)
{
m_constantBuffer->finish();
}
}
uint32_t shaderSize;
bx::read(&reader, shaderSize, &err);
const void* code = reader.getDataPtr();
bx::skip(&reader, shaderSize+1);
m_code = copy(code, shaderSize);
uint8_t numAttrs = 0;
bx::read(&reader, numAttrs, &err);
bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
for (uint32_t ii = 0; ii < numAttrs; ++ii)
{
uint16_t id;
bx::read(&reader, id, &err);
Attrib::Enum attr = idToAttrib(id);
if (Attrib::Count != attr)
{
m_attrMask[attr] = UINT16_MAX;
}
}
bx::HashMurmur2A murmur;
murmur.begin();
murmur.add(hashIn);
murmur.add(hashOut);
murmur.add(code, shaderSize);
murmur.add(numAttrs);
murmur.add(m_attrMask, numAttrs);
m_hash = murmur.end();
bx::read(&reader, m_size, &err);
}
static void memcpySubresource(
const D3D12_MEMCPY_DEST* _dst
, const D3D12_SUBRESOURCE_DATA* _src
, uint64_t _rowSizeInBytes
, uint32_t _numRows
, uint32_t _numSlices
)
{
for (uint32_t zz = 0; zz < _numSlices; ++zz)
{
uint8_t* _dstSlice = ( uint8_t*)(_dst->pData) + _dst->SlicePitch * zz;
const uint8_t* _srcSlice = (const uint8_t*)(_src->pData) + _src->SlicePitch * zz;
for (uint32_t yy = 0; yy < _numRows; ++yy)
{
bx::memCopy(
_dstSlice + _dst->RowPitch * yy
, _srcSlice + _src->RowPitch * yy
, size_t(_rowSizeInBytes)
);
}
}
}
static uint64_t updateSubresources(
ID3D12GraphicsCommandList* _commandList
, ID3D12Resource* _dstResource
, ID3D12Resource* _intermediate
, uint32_t _firstSubresource
, uint32_t _numSubresources
, uint64_t _requiredSize
, const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* _layouts
, const uint32_t* _numRows
, const uint64_t* _rowSizesInBytes
, const D3D12_SUBRESOURCE_DATA* _srcData
)
{
uint8_t* data;
DX_CHECK(_intermediate->Map(0, NULL, (void**)&data) );
for (uint32_t ii = 0; ii < _numSubresources; ++ii)
{
D3D12_MEMCPY_DEST dstData =
{
data + _layouts[ii].Offset,
_layouts[ii].Footprint.RowPitch,
_layouts[ii].Footprint.RowPitch * _numRows[ii],
};
memcpySubresource(
&dstData
, &_srcData[ii]
, _rowSizesInBytes[ii]
, _numRows[ii]
, _layouts[ii].Footprint.Depth
);
}
_intermediate->Unmap(0, NULL);
D3D12_RESOURCE_DESC dstDesc = getResourceDesc(_dstResource);
if (dstDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
_commandList->CopyBufferRegion(
_dstResource
, 0
, _intermediate
, _layouts[0].Offset
, _layouts[0].Footprint.Width
);
}
else
{
for (uint32_t i = 0; i < _numSubresources; ++i)
{
D3D12_TEXTURE_COPY_LOCATION src;
src.pResource = _intermediate;
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.PlacedFootprint = _layouts[i];
D3D12_TEXTURE_COPY_LOCATION dst;
dst.pResource = _dstResource;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.SubresourceIndex = i + _firstSubresource;
_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
}
}
return _requiredSize;
}
static uint64_t updateSubresources(
ID3D12GraphicsCommandList* _commandList
, ID3D12Resource* _dstResource
, ID3D12Resource* _intermediate
, uint64_t _intermediateOffset
, uint32_t _firstSubresource
, uint32_t _numSubresources
, D3D12_SUBRESOURCE_DATA* _srcData
)
{
uint64_t requiredSize = 0;
const size_t sizeInBytes = size_t(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT) + sizeof(uint32_t) + sizeof(uint64_t) ) * _numSubresources;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)BX_ALLOC(g_allocator, sizeInBytes);
uint64_t* rowSizesInBytes = (uint64_t*)(layouts + _numSubresources);
uint32_t* numRows = (uint32_t*)(rowSizesInBytes + _numSubresources);
D3D12_RESOURCE_DESC desc = getResourceDesc(_dstResource);
s_renderD3D12->m_device->GetCopyableFootprints(
&desc
, _firstSubresource
, _numSubresources
, _intermediateOffset
, layouts
, numRows
, rowSizesInBytes
, &requiredSize
);
const uint64_t result = updateSubresources(
_commandList
, _dstResource
, _intermediate
, _firstSubresource
, _numSubresources
, requiredSize
, layouts
, numRows
, rowSizesInBytes
, _srcData
);
BX_FREE(g_allocator, layouts);
return result;
}
void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
{
bimg::ImageContainer imageContainer;
if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
{
const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
bimg::TextureInfo ti;
bimg::imageGetSize(
&ti
, uint16_t(imageContainer.m_width >>startLod)
, uint16_t(imageContainer.m_height>>startLod)
, uint16_t(imageContainer.m_depth >>startLod)
, imageContainer.m_cubeMap
, 1 < imageContainer.m_numMips
, imageContainer.m_numLayers
, imageContainer.m_format
);
ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
m_flags = _flags;
m_width = ti.width;
m_height = ti.height;
m_depth = ti.depth;
m_numLayers = ti.numLayers;
m_requestedFormat = uint8_t(imageContainer.m_format);
m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
const bool convert = m_textureFormat != m_requestedFormat;
const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
if (imageContainer.m_cubeMap)
{
m_type = TextureCube;
}
else if (imageContainer.m_depth > 1)
{
m_type = Texture3D;
}
else
{
m_type = Texture2D;
}
m_numMips = ti.numMips;
const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
const uint32_t numSrd = numSides * ti.numMips;
D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
uint32_t kk = 0;
const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
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];
const bool needResolve = true
&& 1 < msaa.Count
&& 0 == (m_flags & BGFX_TEXTURE_MSAA_SAMPLE)
&& !writeOnly
;
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)
, ti.width
, ti.height
, imageContainer.m_cubeMap ? "x6" : ""
, renderTarget ? 'x' : ' '
, writeOnly ? 'x' : ' '
, computeWrite ? 'x' : ' '
, swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
);
for (uint8_t side = 0; side < numSides; ++side)
{
for (uint8_t lod = 0; lod < ti.numMips; ++lod)
{
bimg::ImageMip mip;
if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
{
if (convert)
{
const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
const uint32_t size = slice*mip.m_depth;
uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
bimg::imageDecodeToBgra8(
g_allocator
, 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;
}
else if (compressed)
{
const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
const uint32_t size = slice*mip.m_depth;
uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
bimg::imageCopy(temp
, mip.m_height/blockInfo.blockHeight
, (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
, mip.m_depth
, mip.m_data
, pitch
);
srd[kk].pData = temp;
srd[kk].RowPitch = pitch;
srd[kk].SlicePitch = 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(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
bimg::imageCopy(temp
, mip.m_height
, mip.m_width*mip.m_bpp/8
, mip.m_depth
, mip.m_data
, pitch
);
srd[kk].pData = temp;
srd[kk].RowPitch = pitch;
srd[kk].SlicePitch = slice;
}
++kk;
}
}
}
const TextureFormatInfo& tfi = s_textureFormat[m_textureFormat];
bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
m_srvd.Shader4ComponentMapping = tfi.m_mapping;
m_srvd.Format = (m_flags & BGFX_TEXTURE_SRGB) ? tfi.m_fmtSrgb : tfi.m_fmtSrv;
m_uavd.Format = tfi.m_fmtSrv;
DXGI_FORMAT format = tfi.m_fmt;
if (swizzle)
{
format = DXGI_FORMAT_R8G8B8A8_UNORM;
m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
m_uavd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
}
ID3D12Device* device = s_renderD3D12->m_device;
ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
D3D12_RESOURCE_DESC resourceDesc;
resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
resourceDesc.Width = ti.width;
resourceDesc.Height = ti.height;
resourceDesc.MipLevels = ti.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 (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
{
resourceDesc.Format = tfi.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 = tfi.m_fmtDsv;
clearValue->DepthStencil.Depth = 1.0f;
clearValue->DepthStencil.Stencil = 0;
}
else if (renderTarget)
{
resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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;
}
if (writeOnly)
{
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;
}
if (blit)
{
state = D3D12_RESOURCE_STATE_COPY_DEST;
}
const bool directAccess = s_renderD3D12->m_directAccessSupport
&& !renderTarget
// && !readBack
&& !blit
&& !writeOnly
;
switch (m_type)
{
case Texture2D:
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
if (1 < ti.numLayers)
{
if (1 < msaa.Count && !needResolve)
{
m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY;
m_srvd.Texture2DMSArray.FirstArraySlice = 0;
m_srvd.Texture2DMSArray.ArraySize = ti.numLayers;
}
else
{
m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
m_srvd.Texture2DArray.MostDetailedMip = 0;
m_srvd.Texture2DArray.MipLevels = ti.numMips;
m_srvd.Texture2DArray.FirstArraySlice = 0;
m_srvd.Texture2DArray.ArraySize = ti.numLayers;
m_srvd.Texture2DArray.PlaneSlice = 0;
m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
}
}
else
{
if (1 < msaa.Count && !needResolve)
{
m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
}
else
{
m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
m_srvd.Texture2D.MostDetailedMip = 0;
m_srvd.Texture2D.MipLevels = ti.numMips;
m_srvd.Texture2D.PlaneSlice = 0;
m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
}
}
if (1 < ti.numLayers)
{
m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
m_uavd.Texture2DArray.MipSlice = 0;
m_uavd.Texture2DArray.FirstArraySlice = 0;
m_uavd.Texture2DArray.ArraySize = ti.numLayers;
m_uavd.Texture2DArray.PlaneSlice = 0;
}
else
{
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;
resourceDesc.DepthOrArraySize = uint16_t(m_depth);
m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
m_srvd.Texture3D.MostDetailedMip = 0;
m_srvd.Texture3D.MipLevels = ti.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 = m_depth;
break;
case TextureCube:
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
if (1 < ti.numLayers)
{
m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
m_srvd.TextureCubeArray.MostDetailedMip = 0;
m_srvd.TextureCubeArray.MipLevels = ti.numMips;
m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
m_srvd.TextureCubeArray.NumCubes = ti.numLayers;
}
else
{
m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
m_srvd.TextureCube.MostDetailedMip = 0;
m_srvd.TextureCube.MipLevels = ti.numMips;
m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
}
m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
m_uavd.Texture2DArray.MipSlice = 0;
m_uavd.Texture2DArray.FirstArraySlice = 0;
m_uavd.Texture2DArray.ArraySize = 6;
m_uavd.Texture2DArray.PlaneSlice = 0;
break;
}
m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
if (directAccess)
{
DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
}
if (kk != 0)
{
uint64_t uploadBufferSize;
device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
uint64_t result = updateSubresources(commandList
, m_ptr
, staging
, 0
, 0
, numSrd
, srd
);
BX_ASSERT(0 != result, "Invalid size"); BX_UNUSED(result);
BX_TRACE("Update subresource %" PRId64, result);
setState(commandList, state);
s_renderD3D12->m_cmd.release(staging);
}
else
{
setState(commandList, state);
}
if (0 != kk)
{
kk = 0;
for (uint8_t side = 0; side < numSides; ++side)
{
for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
{
BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
++kk;
}
}
}
if (needResolve)
{
D3D12_RESOURCE_DESC rd = resourceDesc;
rd.Alignment = 0;
rd.SampleDesc = s_msaa[0];
rd.Flags &= ~(D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
m_singleMsaa = createCommittedResource(device, HeapProperty::Texture, &rd, NULL);
setResourceBarrier(commandList
, m_singleMsaa
, D3D12_RESOURCE_STATE_COMMON
, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
);
}
}
return m_directAccessPtr;
}
void TextureD3D12::destroy()
{
if (NULL != m_ptr)
{
if (NULL != m_directAccessPtr)
{
D3D12_RANGE writeRange = { 0, 0 };
m_ptr->Unmap(0, &writeRange);
m_directAccessPtr = NULL;
}
if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED))
{
s_renderD3D12->m_cmd.release(m_ptr);
m_ptr = NULL;
m_state = D3D12_RESOURCE_STATE_COMMON;
if (NULL != m_singleMsaa)
{
s_renderD3D12->m_cmd.release(m_singleMsaa);
m_singleMsaa = NULL;
}
}
}
}
void TextureD3D12::overrideInternal(uintptr_t _ptr)
{
destroy();
m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
m_ptr = (ID3D12Resource*)_ptr;
}
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)
{
D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
const uint32_t subres = _mip + (_side * m_numMips);
const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
uint32_t rectpitch = _rect.m_width*bpp/8;
if (bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat)))
{
const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat));
rectpitch = (_rect.m_width / blockInfo.blockWidth) * blockInfo.blockSize;
}
const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
const uint32_t slicepitch = rectpitch*_rect.m_height;
const bool convert = m_textureFormat != m_requestedFormat;
D3D12_BOX box;
box.left = 0;
box.top = 0;
box.right = box.left + _rect.m_width;
box.bottom = box.top + _rect.m_height;
if (TextureD3D12::Texture3D == m_type)
{
box.front = _z;
box.back = box.front + _depth;
}
else
{
box.front = 0;
box.back = 1;
}
uint8_t* srcData = _mem->data;
uint8_t* temp = NULL;
if (convert)
{
temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
bimg::imageDecodeToBgra8(g_allocator, temp, srcData, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat));
srcData = temp;
box.right = bx::max(1u, m_width >> _mip);
box.bottom = bx::max(1u, m_height >> _mip);
}
D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
desc.Width = _rect.m_width;
desc.Height = _rect.m_height;
uint32_t numRows;
uint64_t totalBytes;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
s_renderD3D12->m_device->GetCopyableFootprints(&desc
, 0
, 1
, 0
, &layout
, &numRows
, NULL
, &totalBytes
);
const uint32_t rowPitch = layout.Footprint.RowPitch;
ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
uint8_t* dstData;
D3D12_RANGE readRange = { 0, 0 };
DX_CHECK(staging->Map(0, &readRange, (void**)&dstData) );
for (uint32_t ii = 0, height = numRows; ii < height; ++ii)
{
bx::memCopy(&dstData[ii*rowPitch], &srcData[ii*srcpitch], srcpitch);
}
if (NULL != temp)
{
BX_FREE(g_allocator, temp);
}
D3D12_RANGE writeRange = { 0, numRows*rowPitch };
staging->Unmap(0, &writeRange);
D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
dst.SubresourceIndex = subres;
D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
_commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
setState(_commandList, state);
s_renderD3D12->m_cmd.release(staging);
}
void TextureD3D12::resolve(ID3D12GraphicsCommandList* _commandList, uint8_t _resolve, uint32_t _layer, uint32_t _numLayers, uint32_t _mip)
{
BX_UNUSED(_resolve);
bool needResolve = NULL != m_singleMsaa;
if (needResolve)
{
D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
setResourceBarrier(_commandList
, m_singleMsaa
, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
, D3D12_RESOURCE_STATE_RESOLVE_DEST
);
for (uint32_t ii = _layer; ii < _numLayers; ++ii)
{
const uint32_t resource = _mip + (ii * m_numMips);
_commandList->ResolveSubresource(m_singleMsaa
, resource
, m_ptr
, resource
, s_textureFormat[m_textureFormat].m_fmt
);
}
setResourceBarrier(_commandList
, m_singleMsaa
, D3D12_RESOURCE_STATE_RESOLVE_DEST
, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
);
setState(_commandList, state);
}
}
D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
{
if (m_state != _state)
{
setResourceBarrier(_commandList
, m_ptr
, m_state
, _state
);
bx::swap(m_state, _state);
}
return _state;
}
void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
{
m_denseIdx = UINT16_MAX;
m_numTh = _num;
bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
postReset();
}
void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
{
BX_UNUSED(_nwh, _width, _height, _format, _depthFormat);
#if BX_PLATFORM_WINDOWS
SwapChainDesc scd;
bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(SwapChainDesc) );
scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
scd.width = _width;
scd.height = _height;
scd.nwh = _nwh;
scd.sampleDesc = s_msaa[0];
HRESULT hr;
hr = s_renderD3D12->m_dxgi.createSwapChain(
s_renderD3D12->getDeviceForSwapChain()
, scd
, &m_swapChain
);
BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
m_state = D3D12_RESOURCE_STATE_PRESENT;
DX_CHECK(s_renderD3D12->m_dxgi.m_factory->MakeWindowAssociation(
(HWND)_nwh
, 0
| DXGI_MWA_NO_WINDOW_CHANGES
| DXGI_MWA_NO_ALT_ENTER
) );
ID3D12Device* device = s_renderD3D12->m_device;
FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
{
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
ID3D12Resource* colorBuffer;
DX_CHECK(m_swapChain->GetBuffer(ii
, IID_ID3D12Resource
, (void**)&colorBuffer
) );
device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
DX_RELEASE(colorBuffer, 0);
}
#endif // BX_PLATFORM_WINDOWS
m_nwh = _nwh;
m_denseIdx = _denseIdx;
m_num = 1;
}
uint16_t FrameBufferD3D12::destroy()
{
DX_RELEASE(m_swapChain, 0);
m_nwh = NULL;
m_numTh = 0;
m_needPresent = false;
m_depth.idx = bgfx::kInvalidHandle;
uint16_t denseIdx = m_denseIdx;
m_denseIdx = UINT16_MAX;
return denseIdx;
}
HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
{
if (m_needPresent)
{
HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
hr = !isLost(hr) ? S_OK : hr;
m_needPresent = false;
return hr;
}
return S_OK;
}
void FrameBufferD3D12::preReset()
{
}
void FrameBufferD3D12::postReset()
{
if (m_numTh != 0)
{
ID3D12Device* device = s_renderD3D12->m_device;
D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
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_width = 0;
m_height = 0;
m_depth.idx = bgfx::kInvalidHandle;
m_num = 0;
for (uint32_t ii = 0; ii < m_numTh; ++ii)
{
const Attachment& at = m_attachment[ii];
if (isValid(at.handle) )
{
const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
if (0 == m_width)
{
D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
m_width = uint32_t(desc.Width);
m_height = uint32_t(desc.Height);
}
const uint32_t msaaQuality = bx::uint32_satsub((texture.m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
{
BX_ASSERT(!isValid(m_depth), "");
m_depth = at.handle;
D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
BX_UNUSED(blockInfo);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
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)
;
switch (texture.m_type)
{
default:
case TextureD3D12::Texture2D:
if (1 < msaa.Count)
{
if (1 < texture.m_numLayers)
{
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
}
else
{
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
}
}
else
{
if (1 < texture.m_numLayers)
{
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
dsvDesc.Texture2DArray.ArraySize = at.numLayers;
dsvDesc.Texture2DArray.MipSlice = at.mip;
}
else
{
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = at.mip;
}
}
break;
case TextureD3D12::TextureCube:
if (1 < msaa.Count)
{
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
}
else
{
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
dsvDesc.Texture2DArray.ArraySize = at.numLayers;
dsvDesc.Texture2DArray.MipSlice = at.mip;
}
break;
}
device->CreateDepthStencilView(texture.m_ptr
, &dsvDesc
, dsvDescriptor
);
}
else if (Access::Write == at.access)
{
m_texture[m_num] = at.handle;
D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
D3D12_RENDER_TARGET_VIEW_DESC desc;
desc.Format = texture.m_srvd.Format;
switch (texture.m_type)
{
default:
case TextureD3D12::Texture2D:
if (1 < msaa.Count)
{
if (1 < texture.m_numLayers)
{
desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
desc.Texture2DMSArray.FirstArraySlice = at.layer;
desc.Texture2DMSArray.ArraySize = at.numLayers;
}
else
{
desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
}
}
else
{
if (1 < texture.m_numLayers)
{
desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
desc.Texture2DArray.FirstArraySlice = at.layer;
desc.Texture2DArray.ArraySize = at.numLayers;
desc.Texture2DArray.MipSlice = at.mip;
desc.Texture2DArray.PlaneSlice = 0;
}
else
{
desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = at.mip;
desc.Texture2D.PlaneSlice = 0;
}
}
break;
case TextureD3D12::TextureCube:
if (1 < msaa.Count)
{
desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
desc.Texture2DMSArray.FirstArraySlice = at.layer;
desc.Texture2DMSArray.ArraySize = at.numLayers;
}
else
{
desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
desc.Texture2DArray.FirstArraySlice = at.layer;
desc.Texture2DArray.ArraySize = at.numLayers;
desc.Texture2DArray.MipSlice = at.mip;
desc.Texture2DArray.PlaneSlice = 0;
}
break;
case TextureD3D12::Texture3D:
desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
desc.Texture3D.MipSlice = at.mip;
desc.Texture3D.FirstWSlice = at.layer;
desc.Texture3D.WSize = at.numLayers;
break;
}
device->CreateRenderTargetView(texture.m_ptr
, &desc
, rtv
);
m_num++;
}
else
{
BX_ASSERT(false, "");
}
}
}
}
}
void FrameBufferD3D12::resolve()
{
if (0 < m_numTh)
{
for (uint32_t ii = 0; ii < m_numTh; ++ii)
{
const Attachment& at = m_attachment[ii];
if (isValid(at.handle) )
{
TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
texture.resolve(s_renderD3D12->m_commandList, at.resolve, at.layer, at.numLayers, at.mip);
}
}
}
}
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;
FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
if (BGFX_CLEAR_COLOR & _clear.m_flags
&& 0 != m_num)
{
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)
{
_commandList->ClearRenderTargetView(rtv
, _palette[index]
, _num
, _rect
);
rtv.ptr += rtvDescriptorSize;
}
}
}
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)
{
_commandList->ClearRenderTargetView(rtv
, frgba
, _num
, _rect
);
rtv.ptr += rtvDescriptorSize;
}
}
}
if (isValid(m_depth)
&& (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
{
D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
dsvDescriptor.ptr += (1 + fbh.idx) * 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
);
}
}
D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
{
if (m_state != _state)
{
ID3D12Resource* colorBuffer;
DX_CHECK(m_swapChain->GetBuffer(_idx
, IID_ID3D12Resource
, (void**)&colorBuffer
) );
setResourceBarrier(_commandList
, colorBuffer
, m_state
, _state
);
DX_RELEASE(colorBuffer, 0);
bx::swap(m_state, _state);
}
return _state;
}
void TimerQueryD3D12::init()
{
D3D12_QUERY_HEAP_DESC queryHeapDesc;
queryHeapDesc.Count = m_control.m_size * 2;
queryHeapDesc.NodeMask = 1;
queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
, IID_ID3D12QueryHeap
, (void**)&m_queryHeap
) );
const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
m_readback = createCommittedResource(s_renderD3D12->m_device
, HeapProperty::ReadBack
, size
);
DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
D3D12_RANGE range = { 0, size };
m_readback->Map(0, &range, (void**)&m_queryResult);
for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
{
Result& result = m_result[ii];
result.reset();
}
m_control.reset();
}
void TimerQueryD3D12::shutdown()
{
D3D12_RANGE range = { 0, 0 };
m_readback->Unmap(0, &range);
DX_RELEASE(m_queryHeap, 0);
DX_RELEASE(m_readback, 0);
}
uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx, uint32_t _frameNum)
{
while (0 == m_control.reserve(1) )
{
m_control.consume(1);
}
Result& result = m_result[_resultIdx];
++result.m_pending;
const uint32_t idx = m_control.m_current;
Query& query = m_query[idx];
query.m_resultIdx = _resultIdx;
query.m_ready = false;
query.m_frameNum = _frameNum;
ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
uint32_t offset = idx * 2 + 0;
commandList->EndQuery(m_queryHeap
, D3D12_QUERY_TYPE_TIMESTAMP
, offset
);
m_control.commit(1);
return idx;
}
void TimerQueryD3D12::end(uint32_t _idx)
{
Query& query = m_query[_idx];
query.m_ready = true;
query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
uint32_t offset = _idx * 2;
ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
commandList->EndQuery(m_queryHeap
, D3D12_QUERY_TYPE_TIMESTAMP
, offset + 1
);
commandList->ResolveQueryData(m_queryHeap
, D3D12_QUERY_TYPE_TIMESTAMP
, offset
, 2
, m_readback
, offset * sizeof(uint64_t)
);
while (update() )
{
}
}
bool TimerQueryD3D12::update()
{
if (0 != m_control.available() )
{
uint32_t idx = m_control.m_read;
Query& query = m_query[idx];
if (!query.m_ready)
{
return false;
}
if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
{
return false;
}
m_control.consume(1);
Result& result = m_result[query.m_resultIdx];
--result.m_pending;
result.m_frameNum = query.m_frameNum;
uint32_t offset = idx * 2;
result.m_begin = m_queryResult[offset+0];
result.m_end = m_queryResult[offset+1];
return true;
}
return false;
}
void OcclusionQueryD3D12::init()
{
D3D12_QUERY_HEAP_DESC queryHeapDesc;
queryHeapDesc.Count = BX_COUNTOF(m_handle);
queryHeapDesc.NodeMask = 1;
queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
, IID_ID3D12QueryHeap
, (void**)&m_queryHeap
) );
const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
m_readback = createCommittedResource(s_renderD3D12->m_device
, HeapProperty::ReadBack
, size
);
D3D12_RANGE range = { 0, size };
m_readback->Map(0, &range, (void**)&m_result);
}
void OcclusionQueryD3D12::shutdown()
{
D3D12_RANGE range = { 0, 0 };
m_readback->Unmap(0, &range);
DX_RELEASE(m_queryHeap, 0);
DX_RELEASE(m_readback, 0);
}
void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
{
while (0 == m_control.reserve(1) )
{
OcclusionQueryHandle handle = m_handle[m_control.m_read];
if (isValid(handle) )
{
_render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
}
m_control.consume(1);
}
m_handle[m_control.m_current] = _handle;
_commandList->BeginQuery(m_queryHeap
, D3D12_QUERY_TYPE_BINARY_OCCLUSION
, _handle.idx
);
}
void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
{
OcclusionQueryHandle handle = m_handle[m_control.m_current];
_commandList->EndQuery(m_queryHeap
, D3D12_QUERY_TYPE_BINARY_OCCLUSION
, handle.idx
);
_commandList->ResolveQueryData(m_queryHeap
, D3D12_QUERY_TYPE_BINARY_OCCLUSION
, handle.idx
, 1
, m_readback
, handle.idx * sizeof(uint64_t)
);
m_control.commit(1);
}
void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
{
const uint32_t size = m_control.m_size;
for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
{
OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
if (handle.idx == _handle.idx)
{
handle.idx = bgfx::kInvalidHandle;
}
}
}
struct Bind
{
D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
uint16_t m_samplerStateIdx;
};
void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
{
TextureHandle currentSrc = { kInvalidHandle };
D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
while (_bs.hasItem(_view) )
{
const BlitItem& blit = _bs.advance();
TextureD3D12& src = m_textures[blit.m_src.idx];
const TextureD3D12& dst = m_textures[blit.m_dst.idx];
if (currentSrc.idx != blit.m_src.idx)
{
if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
{
m_textures[currentSrc.idx].setState(m_commandList, state);
}
currentSrc = blit.m_src.to<TextureHandle>();
if (NULL != src.m_singleMsaa)
{
setResourceBarrier(m_commandList
, src.m_singleMsaa
, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
, D3D12_RESOURCE_STATE_COPY_SOURCE
);
}
state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
}
if (TextureD3D12::Texture3D == src.m_type)
{
D3D12_BOX box;
box.left = blit.m_srcX;
box.top = blit.m_srcY;
box.front = blit.m_srcZ;
box.right = blit.m_srcX + blit.m_width;
box.bottom = blit.m_srcY + blit.m_height;
box.back = blit.m_srcZ + bx::uint32_imax(1, blit.m_depth);
D3D12_TEXTURE_COPY_LOCATION dstLocation;
dstLocation.pResource = dst.m_ptr;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = blit.m_dstMip;
D3D12_TEXTURE_COPY_LOCATION srcLocation;
srcLocation.pResource = src.m_ptr;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
srcLocation.SubresourceIndex = blit.m_srcMip;
m_commandList->CopyTextureRegion(&dstLocation
, blit.m_dstX
, blit.m_dstY
, blit.m_dstZ
, &srcLocation
, &box
);
}
else
{
D3D12_BOX box;
box.left = blit.m_srcX;
box.top = blit.m_srcY;
box.front = 0;
box.right = blit.m_srcX + blit.m_width;
box.bottom = blit.m_srcY + blit.m_height;
box.back = 1;
const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
? blit.m_srcZ
: 0
;
const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
? blit.m_dstZ
: 0
;
D3D12_TEXTURE_COPY_LOCATION dstLocation;
dstLocation.pResource = dst.m_ptr;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
D3D12_TEXTURE_COPY_LOCATION srcLocation;
srcLocation.pResource = NULL != src.m_singleMsaa ? src.m_singleMsaa : src.m_ptr;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
const bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
m_commandList->CopyTextureRegion(
&dstLocation
, blit.m_dstX
, blit.m_dstY
, 0
, &srcLocation
, depthStencil ? NULL : &box
);
}
if (NULL != src.m_singleMsaa)
{
setResourceBarrier(
m_commandList
, src.m_singleMsaa
, D3D12_RESOURCE_STATE_COPY_SOURCE
, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
);
}
}
if (isValid(currentSrc)
&& D3D12_RESOURCE_STATES(UINT32_MAX) != state)
{
m_textures[currentSrc.idx].setState(m_commandList, state);
}
}
void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
{
if (m_lost
|| updateResolution(_render->m_resolution) )
{
return;
}
if (_render->m_capture)
{
renderDocTriggerCapture();
}
BGFX_D3D12_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorFrame);
int64_t timeBegin = bx::getHPCounter();
int64_t captureElapsed = 0;
uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS, _render->m_frameNum);
if (0 < _render->m_iboffset)
{
BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
TransientIndexBuffer* ib = _render->m_transientIb;
m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
}
if (0 < _render->m_vboffset)
{
BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
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_stateFlags = BGFX_STATE_NONE;
currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
RenderBind currentBind;
currentBind.clear();
static ViewState viewState;
viewState.reset(_render);
// bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
// setDebugWireframe(wireframe);
uint16_t currentSamplerStateIdx = kInvalidHandle;
ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
uint32_t currentBindHash = 0;
bool hasPredefined = false;
bool commandListChanged = false;
ID3D12PipelineState* currentPso = NULL;
SortKey key;
uint16_t view = UINT16_MAX;
FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
BlitState bs(_render);
uint32_t blendFactor = 0;
const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
PrimInfo prim = s_primInfo[primIndex];
bool wasCompute = false;
bool viewHasScissor = false;
bool restoreScissor = false;
Rect viewScissorRect;
viewScissorRect.clear();
const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
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] = {};
Profiler<TimerQueryD3D12> profiler(
_render
, m_gpuTimer
, s_viewName
);
#if BX_PLATFORM_WINDOWS
if (NULL != m_swapChain)
{
m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
}
else
{
m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
}
#else
m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
#endif // BX_PLATFORM_WINDOWS
const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
scratchBuffer.reset(gpuHandle);
D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
StateCacheLru<Bind, 64> bindLru;
if (NULL != m_msaaRt)
{
setResourceBarrier(m_commandList
, m_msaaRt
, D3D12_RESOURCE_STATE_RESOLVE_SOURCE
, D3D12_RESOURCE_STATE_RENDER_TARGET
);
setResourceBarrier(m_commandList
, m_backBufferColor[m_backBufferColorIdx]
, D3D12_RESOURCE_STATE_PRESENT
, D3D12_RESOURCE_STATE_RESOLVE_DEST
);
}
else if (NULL != m_swapChain)
{
setResourceBarrier(m_commandList
, m_backBufferColor[m_backBufferColorIdx]
, D3D12_RESOURCE_STATE_PRESENT
, D3D12_RESOURCE_STATE_RENDER_TARGET
);
}
if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
{
setFrameBuffer(BGFX_INVALID_HANDLE, true);
m_batch.begin();
viewState.m_rect = _render->m_view[0].m_rect;
int32_t numItems = _render->m_numRenderItems;
for (int32_t item = 0; item < numItems;)
{
const uint64_t encodedKey = _render->m_sortKeys[item];
const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
statsKeyType[isCompute]++;
const bool viewChanged = 0
|| key.m_view != view
|| item == numItems
;
const uint32_t itemIdx = _render->m_sortValues[item];
const RenderItem& renderItem = _render->m_renderItem[itemIdx];
const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
++item;
if (viewChanged)
{
m_batch.flush(m_commandList, true);
kick();
commandListChanged = true;
view = key.m_view;
currentPso = NULL;
currentSamplerStateIdx = kInvalidHandle;
currentProgram = BGFX_INVALID_HANDLE;
hasPredefined = false;
if (item > 1)
{
profiler.end();
}
BGFX_D3D12_PROFILER_END();
setViewType(view, " ");
BGFX_D3D12_PROFILER_BEGIN(view, kColorView);
profiler.begin(view);
fbh = _render->m_view[view].m_fbh;
setFrameBuffer(fbh);
viewState.m_rect = _render->m_view[view].m_rect;
const Rect& rect = _render->m_view[view].m_rect;
const Rect& scissorRect = _render->m_view[view].m_scissor;
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);
restoreScissor = false;
Clear& clr = _render->m_view[view].m_clear;
if (BGFX_CLEAR_NONE != clr.m_flags)
{
Rect clearRect = rect;
clearRect.setIntersect(rect, viewScissorRect);
clearQuad(clearRect, clr, _render->m_colorPalette);
}
prim = s_primInfo[Topology::Count]; // Force primitive type update.
submitBlit(bs, view);
}
if (isCompute)
{
if (!wasCompute)
{
wasCompute = true;
setViewType(view, "C");
BGFX_D3D12_PROFILER_END();
BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
commandListChanged = true;
}
if (commandListChanged)
{
commandListChanged = false;
m_commandList->SetComputeRootSignature(m_rootSignature);
ID3D12DescriptorHeap* heaps[] = {
m_samplerAllocator.getHeap(),
scratchBuffer.getHeap(),
};
m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
}
const RenderCompute& compute = renderItem.compute;
ID3D12PipelineState* pso = getPipelineState(key.m_program);
if (pso != currentPso)
{
currentPso = pso;
m_commandList->SetPipelineState(pso);
currentBindHash = 0;
}
uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
if (currentBindHash != bindHash)
{
currentBindHash = bindHash;
Bind* bindCached = bindLru.find(bindHash);
if (NULL == bindCached)
{
uint32_t numSet = 0;
D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
{
for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
{
const Binding& bind = renderBind.m_bind[stage];
if (kInvalidHandle != bind.m_idx)
{
switch (bind.m_type)
{
case Binding::Image:
{
TextureD3D12& texture = m_textures[bind.m_idx];
if (Access::Read != bind.m_access)
{
texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
}
else
{
texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
samplerFlags[stage] = uint32_t(texture.m_flags);
}
++numSet;
}
break;
case Binding::Texture:
{
TextureD3D12& texture = m_textures[bind.m_idx];
texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
scratchBuffer.allocSrv(srvHandle[stage], texture);
samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
? bind.m_samplerFlags
: texture.m_flags
) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
;
++numSet;
}
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_access)
{
buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
scratchBuffer.allocUav(srvHandle[stage], buffer);
}
else
{
buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
scratchBuffer.allocSrv(srvHandle[stage], buffer);
}
++numSet;
}
break;
}
}
else
{
samplerFlags[stage] = 0;
scratchBuffer.allocEmpty(srvHandle[stage]);
}
}
if (0 != numSet)
{
Bind bind;
bind.m_srvHandle = srvHandle[0];
bind.m_samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
bindCached = bindLru.add(bindHash, bind, 0);
}
}
}
if (NULL != bindCached)
{
uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
if (samplerStateIdx != currentSamplerStateIdx)
{
currentSamplerStateIdx = samplerStateIdx;
m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
}
m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
}
}
bool constantsChanged = false;
if (compute.m_uniformBegin < compute.m_uniformEnd
|| currentProgram.idx != key.m_program.idx)
{
rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
currentProgram = key.m_program;
ProgramD3D12& program = m_program[currentProgram.idx];
UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
if (NULL != vcb)
{
commit(*vcb);
}
hasPredefined = 0 < program.m_numPredefined;
constantsChanged = true;
}
if (constantsChanged
|| hasPredefined)
{
ProgramD3D12& program = m_program[currentProgram.idx];
viewState.setPredefined<4>(this, view, program, _render, compute);
commitShaderConstants(key.m_program, gpuAddress);
m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
}
if (isValid(compute.m_indirectBuffer) )
{
const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
: compute.m_numIndirect
;
m_commandList->ExecuteIndirect(
s_renderD3D12->m_commandSignature[0]
, numDrawIndirect
, indirect.m_ptr
, compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
, NULL
, 0
);
}
else
{
m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
}
continue;
}
bool resetState = viewChanged || wasCompute;
if (wasCompute)
{
wasCompute = false;
setViewType(view, " ");
BGFX_D3D12_PROFILER_END();
BGFX_D3D12_PROFILER_BEGIN(view, kColorDraw);
commandListChanged = true;
}
const RenderDraw& draw = renderItem.draw;
const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
{
const bool occluded = true
&& isValid(draw.m_occlusionQuery)
&& !hasOcclusionQuery
&& !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
;
if (occluded
|| _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
{
if (resetState)
{
currentState.clear();
currentState.m_scissor = !draw.m_scissor;
currentBind.clear();
commandListChanged = true;
}
continue;
}
}
if (0 != draw.m_streamMask)
{
const uint64_t newFlags = draw.m_stateFlags;
uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
currentState.m_stateFlags = newFlags;
if (0 != (BGFX_STATE_PT_MASK & changedFlags) )
{
primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
}
const uint64_t newStencil = draw.m_stencil;
uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
currentState.m_stencil = newStencil;
if (resetState
|| commandListChanged)
{
wasCompute = false;
commandListChanged = false;
m_commandList->SetGraphicsRootSignature(m_rootSignature);
ID3D12DescriptorHeap* heaps[] = {
m_samplerAllocator.getHeap(),
scratchBuffer.getHeap(),
};
m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
currentPso = NULL;
currentBindHash = 0;
currentSamplerStateIdx = kInvalidHandle;
currentProgram = BGFX_INVALID_HANDLE;
currentState.clear();
currentState.m_scissor = !draw.m_scissor;
changedFlags = BGFX_STATE_MASK;
changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
currentState.m_stateFlags = newFlags;
currentState.m_stencil = newStencil;
currentBind.clear();
const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
}
bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
currentState.m_streamMask = draw.m_streamMask;
currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
currentState.m_instanceDataStride = draw.m_instanceDataStride;
const uint64_t state = draw.m_stateFlags;
bool hasFactor = 0
|| f0 == (state & f0)
|| f1 == (state & f1)
|| f2 == (state & f2)
|| f3 == (state & f3)
;
const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
uint8_t numStreams = 0;
if (UINT8_MAX != draw.m_streamMask)
{
for (uint32_t idx = 0, streamMask = draw.m_streamMask
; 0 != streamMask
; streamMask >>= 1, idx += 1, ++numStreams
)
{
const uint32_t ntz = bx::uint32_cnttz(streamMask);
streamMask >>= ntz;
idx += ntz;
currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
uint16_t handle = draw.m_stream[idx].m_handle.idx;
const VertexBufferD3D12& vb = m_vertexBuffers[handle];
const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
? draw.m_stream[idx].m_layoutHandle.idx
: vb.m_layoutHandle.idx;
const VertexLayout& layout = m_vertexLayouts[layoutIdx];
layouts[numStreams] = &layout;
}
}
ID3D12PipelineState* pso = getPipelineState(
state
, draw.m_stencil
, numStreams
, layouts
, key.m_program
, uint8_t(draw.m_instanceDataStride/16)
);
const uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
if (currentBindHash != bindHash
|| 0 != changedStencil
|| (hasFactor && blendFactor != draw.m_rgba)
|| (0 != (BGFX_STATE_PT_MASK & changedFlags)
|| prim.m_topology != s_primInfo[primIndex].m_topology)
|| currentState.m_scissor != draw.m_scissor
|| pso != currentPso
|| hasOcclusionQuery)
{
m_batch.flush(m_commandList);
}
if (currentBindHash != bindHash)
{
currentBindHash = bindHash;
Bind* bindCached = bindLru.find(bindHash);
if (NULL == bindCached)
{
uint32_t numSet = 0;
D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
{
for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
{
const Binding& bind = renderBind.m_bind[stage];
if (kInvalidHandle != bind.m_idx)
{
switch (bind.m_type)
{
case Binding::Image:
{
TextureD3D12& texture = m_textures[bind.m_idx];
if (Access::Read != bind.m_access)
{
texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
}
else
{
texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
samplerFlags[stage] = uint32_t(texture.m_flags);
}
++numSet;
}
break;
case Binding::Texture:
{
TextureD3D12& texture = m_textures[bind.m_idx];
texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
scratchBuffer.allocSrv(srvHandle[stage], texture);
samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
? bind.m_samplerFlags
: texture.m_flags
) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
;
++numSet;
}
break;
case Binding::IndexBuffer:
case Binding::VertexBuffer:
{
samplerFlags[stage] = 0;
BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
? m_indexBuffers[bind.m_idx]
: m_vertexBuffers[bind.m_idx]
;
if (Access::Read != bind.m_access)
{
buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
scratchBuffer.allocUav(srvHandle[stage], buffer);
}
else
{
buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
scratchBuffer.allocSrv(srvHandle[stage], buffer);
}
++numSet;
}
break;
}
}
else
{
scratchBuffer.allocEmpty(srvHandle[stage]);
samplerFlags[stage] = 0;
}
}
}
if (0 != numSet)
{
Bind bind;
bind.m_srvHandle = srvHandle[0];
bind.m_samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
bindCached = bindLru.add(bindHash, bind, 0);
}
}
if (NULL != bindCached)
{
uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
if (samplerStateIdx != currentSamplerStateIdx)
{
currentSamplerStateIdx = samplerStateIdx;
m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
}
m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
}
}
if (0 != changedStencil)
{
const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
m_commandList->OMSetStencilRef(ref);
}
if (hasFactor
&& blendFactor != draw.m_rgba)
{
blendFactor = draw.m_rgba;
float bf[4];
bf[0] = ( (draw.m_rgba>>24) )/255.0f;
bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
m_commandList->OMSetBlendFactor(bf);
}
if (0 != (BGFX_STATE_PT_MASK & changedFlags)
|| prim.m_topology != s_primInfo[primIndex].m_topology)
{
const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
prim = s_primInfo[primIndex];
m_commandList->IASetPrimitiveTopology(prim.m_topology);
}
const uint16_t scissor = draw.m_scissor;
if (currentState.m_scissor != scissor)
{
currentState.m_scissor = scissor;
if (UINT16_MAX == scissor)
{
if (restoreScissor
|| viewHasScissor)
{
restoreScissor = false;
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);
}
}
else
{
restoreScissor = true;
Rect scissorRect;
scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
if (scissorRect.isZeroArea() )
{
continue;
}
D3D12_RECT rc;
rc.left = scissorRect.m_x;
rc.top = scissorRect.m_y;
rc.right = scissorRect.m_x + scissorRect.m_width;
rc.bottom = scissorRect.m_y + scissorRect.m_height;
m_commandList->RSSetScissorRects(1, &rc);
}
}
if (pso != currentPso)
{
currentPso = pso;
m_commandList->SetPipelineState(pso);
}
if (constantsChanged
|| currentProgram.idx != key.m_program.idx
|| BGFX_STATE_ALPHA_REF_MASK & changedFlags)
{
currentProgram = key.m_program;
ProgramD3D12& program = m_program[currentProgram.idx];
UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
if (NULL != vcb)
{
commit(*vcb);
}
if (NULL != program.m_fsh)
{
UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
if (NULL != fcb)
{
commit(*fcb);
}
}
hasPredefined = 0 < program.m_numPredefined;
constantsChanged = true;
}
if (constantsChanged
|| hasPredefined)
{
ProgramD3D12& program = m_program[currentProgram.idx];
uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
viewState.m_alphaRef = ref/255.0f;
viewState.setPredefined<4>(this, view, program, _render, draw);
commitShaderConstants(key.m_program, gpuAddress);
}
uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
statsNumPrimsRendered[primIndex] += numPrimsRendered;
statsNumInstances[primIndex] += draw.m_numInstances;
statsNumIndices += numIndices;
if (hasOcclusionQuery)
{
m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
m_batch.flush(m_commandList);
m_occlusionQuery.end(m_commandList);
}
}
}
m_batch.end(m_commandList);
kick();
if (wasCompute)
{
setViewType(view, "C");
BGFX_D3D12_PROFILER_END();
BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
}
submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
if (0 < _render->m_numRenderItems)
{
if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
{
// deviceCtx->Flush();
}
// captureElapsed = -bx::getHPCounter();
// capture();
// captureElapsed += bx::getHPCounter();
profiler.end();
}
}
BGFX_D3D12_PROFILER_END();
int64_t timeEnd = bx::getHPCounter();
int64_t frameTime = timeEnd - timeBegin;
static int64_t min = frameTime;
static int64_t max = frameTime;
min = bx::min<int64_t>(min, frameTime);
max = bx::max<int64_t>(max, frameTime);
static uint32_t maxGpuLatency = 0;
static double maxGpuElapsed = 0.0f;
double elapsedGpuMs = 0.0;
static int64_t presentMin = m_presentElapsed;
static int64_t presentMax = m_presentElapsed;
presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
if (UINT32_MAX != frameQueryIdx)
{
m_gpuTimer.end(frameQueryIdx);
const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
}
maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
const int64_t timerFreq = bx::getHPFrequency();
Stats& perfStats = _render->m_perfStats;
perfStats.cpuTimeBegin = timeBegin;
perfStats.cpuTimeEnd = timeEnd;
perfStats.cpuTimerFreq = timerFreq;
const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
perfStats.gpuTimeBegin = result.m_begin;
perfStats.gpuTimeEnd = result.m_end;
perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
perfStats.numDraw = statsKeyType[0];
perfStats.numCompute = statsKeyType[1];
perfStats.numBlit = _render->m_numBlitItems;
perfStats.maxGpuLatency = maxGpuLatency;
perfStats.gpuFrameNum = result.m_frameNum;
bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
perfStats.gpuMemoryMax = -INT64_MAX;
perfStats.gpuMemoryUsed = -INT64_MAX;
#if BX_PLATFORM_WINDOWS
DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
#endif // BX_PLATFORM_WINDOWS
if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
{
BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
// m_needPresent = true;
TextVideoMem& tvm = m_textVideoMem;
static int64_t next = timeEnd;
if (timeEnd >= next)
{
next = timeEnd + timerFreq;
double freq = double(timerFreq);
double toMs = 1000.0 / freq;
tvm.clear();
uint16_t pos = 0;
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
, " %s.%d (FL %d.%d) / " BX_COMPILER_NAME
" / " BX_CPU_NAME
" / " BX_ARCH_NAME
" / " BX_PLATFORM_NAME
" / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
, getRendererName()
, m_deviceInterfaceVersion
, (m_featureLevel >> 12) & 0xf
, (m_featureLevel >> 8) & 0xf
, BGFX_API_VERSION
, BGFX_REV_NUMBER
);
#if BX_PLATFORM_LINUX
const DXGI_ADAPTER_DESC desc = {};
#else
const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
#endif // BX_PLATFORM_LINUX
char description[BX_COUNTOF(desc.Description)];
wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
tvm.printf(0, pos++, 0x8f, " 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);
char processMemoryUsed[16];
bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
, dedicatedVideo
, dedicatedSystem
, sharedSystem
, processMemoryUsed
);
#if BX_PLATFORM_WINDOWS
for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
{
const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
char budget[16];
bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
char currentUsage[16];
bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
char availableForReservation[16];
bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
char currentReservation[16];
bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
, 0 == ii ? "Local " : "Non-local"
, budget
, currentUsage
, availableForReservation
, currentReservation
);
}
#endif // BX_PLATFORM_WINDOWS
pos = 10;
tvm.printf(10, pos++, 0x8b, " 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++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
, double(m_presentElapsed)*toMs
, double(presentMin)*toMs
, double(presentMax)*toMs
);
const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
, !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
, 0 != msaa ? '\xfe' : ' '
, 1<<msaa
, !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
);
double elapsedCpuMs = double(frameTime)*toMs;
tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
, _render->m_numRenderItems
, statsKeyType[0]
, statsKeyType[1]
, elapsedCpuMs
);
for (uint32_t ii = 0; ii < Topology::Count; ++ii)
{
tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
, getName(Topology::Enum(ii) )
, statsNumPrimsRendered[ii]
, statsNumInstances[ii]
, statsNumPrimsSubmitted[ii]
);
}
tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
, m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
, m_batch.m_maxDrawPerBatch
, m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
);
tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
, m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
, m_batch.m_maxDrawPerBatch
, m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
);
if (NULL != m_renderDocDll)
{
tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
}
tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
// tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
pos++;
tvm.printf(10, pos++, 0x8b, " State cache: ");
tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
, m_pipelineStateCache.getCount()
, m_samplerStateCache.getCount()
, bindLru.getCount()
, m_cmd.m_control.available()
);
pos++;
double captureMs = double(captureElapsed)*toMs;
tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
uint8_t attr[2] = { 0x8c, 0x8a };
uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
min = frameTime;
max = frameTime;
presentMin = m_presentElapsed;
presentMax = m_presentElapsed;
}
blit(this, _textVideoMemBlitter, tvm);
BGFX_D3D12_PROFILER_END();
}
else if (_render->m_debug & BGFX_DEBUG_TEXT)
{
BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
BGFX_D3D12_PROFILER_END();
}
m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
if (NULL != m_msaaRt)
{
setResourceBarrier(m_commandList
, m_msaaRt
, D3D12_RESOURCE_STATE_RENDER_TARGET
, D3D12_RESOURCE_STATE_RESOLVE_SOURCE
);
m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
setResourceBarrier(m_commandList
, m_backBufferColor[m_backBufferColorIdx]
, D3D12_RESOURCE_STATE_RESOLVE_DEST
, D3D12_RESOURCE_STATE_PRESENT
);
}
else if (NULL != m_swapChain)
{
setResourceBarrier(m_commandList
, m_backBufferColor[m_backBufferColorIdx]
, D3D12_RESOURCE_STATE_RENDER_TARGET
, D3D12_RESOURCE_STATE_PRESENT
);
}
#if BX_PLATFORM_WINDOWS
for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
{
FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
if (NULL != frameBuffer.m_swapChain)
{
uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
}
}
#endif // BX_PLATFORM_WINDOWS
m_backBufferColorFence[m_backBufferColorIdx] = kick();
}
} /* namespace d3d12 */ } // namespace bgfx
#else
namespace bgfx { namespace d3d12
{
RendererContextI* rendererCreate(const Init& _init)
{
BX_UNUSED(_init);
return NULL;
}
void rendererDestroy()
{
}
} /* namespace d3d12 */ } // namespace bgfx
#endif // BGFX_CONFIG_RENDERER_DIRECT3D12