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renderer_d3d12.h
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/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#ifndef BGFX_RENDERER_D3D12_H_HEADER_GUARD
#define BGFX_RENDERER_D3D12_H_HEADER_GUARD
#define USE_D3D12_DYNAMIC_LIB BX_PLATFORM_WINDOWS
#include <sal.h>
#if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
# include <d3d12.h>
# include <dxgi1_6.h>
#else
# if !BGFX_CONFIG_DEBUG
# define D3DCOMPILE_NO_DEBUG 1
# endif // !BGFX_CONFIG_DEBUG
# include <d3d12_x.h>
#endif // BX_PLATFORM_XBOXONE
#if defined(__MINGW32__) // BK - temp workaround for MinGW until I nuke d3dx12 usage.
extern "C++" {
__extension__ template<typename Ty>
const GUID& __mingw_uuidof();
template<>
const GUID& __mingw_uuidof<ID3D12Device>()
{
static const GUID IID_ID3D12Device0 = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
return IID_ID3D12Device0;
}
}
#endif // defined(__MINGW32__)
BX_PRAGMA_DIAGNOSTIC_PUSH();
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG_GCC("-Wmissing-field-initializers");
#if BX_PLATFORM_XBOXONE
# include <d3dx12_x.h>
#else
# include <d3dx12.h>
#endif // BX_PLATFORM_XBOXONE
BX_PRAGMA_DIAGNOSTIC_POP();
#if BX_PLATFORM_WINDOWS
# include <dxgi1_6.h>
#endif // BX_PLATFORM_WINDOWS
#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
# define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 1024
#endif // D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
#include "renderer.h"
#include "renderer_d3d.h"
#include "shader_dxbc.h"
#include "debug_renderdoc.h"
#if BGFX_CONFIG_DEBUG_PIX
# if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
typedef struct PIXEventsThreadInfo* (WINAPI* PFN_PIX_GET_THREAD_INFO)();
typedef uint64_t (WINAPI* PFN_PIX_EVENTS_REPLACE_BLOCK)(bool _getEarliestTime);
extern PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
extern PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
# define PIXGetThreadInfo bgfx_PIXGetThreadInfo
# define PIXEventsReplaceBlock bgfx_PIXEventsReplaceBlock
# else
extern "C" struct PIXEventsThreadInfo* WINAPI bgfx_PIXGetThreadInfo();
extern "C" uint64_t WINAPI bgfx_PIXEventsReplaceBlock(bool _getEarliestTime);
# endif // BX_PLATFORM_WINDOWS
# include <pix3.h>
# define _PIX3_BEGINEVENT(_commandList, _color, _name) PIXBeginEvent(_commandList, _color, _name)
# define _PIX3_SETMARKER(_commandList, _color, _name) PIXSetMarker(_commandList, _color, _name)
# define _PIX3_ENDEVENT(_commandList) PIXEndEvent(_commandList)
# define PIX3_BEGINEVENT(_commandList, _color, _name) _PIX3_BEGINEVENT(_commandList, _color, _name)
# define PIX3_SETMARKER(_commandList, _color, _name) _PIX3_SETMARKER(_commandList, _color, _name)
# define PIX3_ENDEVENT(_commandList) _PIX3_ENDEVENT(_commandList)
#else
# define PIX3_BEGINEVENT(_commandList, _color, _name) BX_UNUSED(_commandList, _color, _name)
# define PIX3_SETMARKER(_commandList, _color, _name) BX_UNUSED(_commandList, _color, _name)
# define PIX3_ENDEVENT(_commandList) BX_UNUSED(_commandList)
#endif // BGFX_CONFIG_DEBUG_PIX
namespace bgfx { namespace d3d12
{
struct Rdt
{
enum Enum
{
Sampler,
SRV,
CBV,
UAV,
Count
};
};
class ScratchBufferD3D12
{
public:
ScratchBufferD3D12()
{
}
~ScratchBufferD3D12()
{
}
void create(uint32_t _size, uint32_t _maxDescriptors);
void destroy();
void reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle);
void* allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size);
void allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
void allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct BufferD3D12& _buffer);
void allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
void allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct BufferD3D12& _buffer);
ID3D12DescriptorHeap* getHeap()
{
return m_heap;
}
private:
ID3D12DescriptorHeap* m_heap;
ID3D12Resource* m_upload;
D3D12_GPU_VIRTUAL_ADDRESS m_gpuVA;
D3D12_CPU_DESCRIPTOR_HANDLE m_cpuHandle;
D3D12_GPU_DESCRIPTOR_HANDLE m_gpuHandle;
uint32_t m_incrementSize;
uint8_t* m_data;
uint32_t m_size;
uint32_t m_pos;
};
class DescriptorAllocatorD3D12
{
public:
DescriptorAllocatorD3D12()
: m_numDescriptorsPerBlock(1)
{
}
~DescriptorAllocatorD3D12()
{
}
void create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock = 1);
void destroy();
uint16_t alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc);
uint16_t alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4]);
void free(uint16_t _handle);
void reset();
D3D12_GPU_DESCRIPTOR_HANDLE get(uint16_t _handle);
ID3D12DescriptorHeap* getHeap()
{
return m_heap;
}
private:
ID3D12DescriptorHeap* m_heap;
bx::HandleAlloc* m_handleAlloc;
D3D12_CPU_DESCRIPTOR_HANDLE m_cpuHandle;
D3D12_GPU_DESCRIPTOR_HANDLE m_gpuHandle;
uint32_t m_incrementSize;
uint16_t m_numDescriptorsPerBlock;
};
struct BufferD3D12
{
BufferD3D12()
: m_ptr(NULL)
, m_state(D3D12_RESOURCE_STATE_COMMON)
, m_size(0)
, m_flags(BGFX_BUFFER_NONE)
, m_dynamic(false)
{
}
void create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride = 0);
void update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool _discard = false);
void destroy();
D3D12_RESOURCE_STATES setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state);
D3D12_SHADER_RESOURCE_VIEW_DESC m_srvd;
D3D12_UNORDERED_ACCESS_VIEW_DESC m_uavd;
ID3D12Resource* m_ptr;
D3D12_GPU_VIRTUAL_ADDRESS m_gpuVA;
D3D12_RESOURCE_STATES m_state;
uint32_t m_size;
uint16_t m_flags;
bool m_dynamic;
};
struct VertexBufferD3D12 : public BufferD3D12
{
void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags);
VertexDeclHandle m_decl;
};
struct ShaderD3D12
{
ShaderD3D12()
: m_code(NULL)
, m_constantBuffer(NULL)
, m_hash(0)
, m_numUniforms(0)
, m_numPredefined(0)
{
}
void create(const Memory* _mem);
void destroy()
{
if (NULL != m_constantBuffer)
{
UniformBuffer::destroy(m_constantBuffer);
m_constantBuffer = NULL;
}
m_numPredefined = 0;
if (NULL != m_code)
{
release(m_code);
m_code = NULL;
m_hash = 0;
}
}
const Memory* m_code;
UniformBuffer* m_constantBuffer;
PredefinedUniform m_predefined[PredefinedUniform::Count];
uint16_t m_attrMask[Attrib::Count];
uint32_t m_hash;
uint16_t m_numUniforms;
uint16_t m_size;
uint8_t m_numPredefined;
};
struct ProgramD3D12
{
ProgramD3D12()
: m_vsh(NULL)
, m_fsh(NULL)
{
}
void create(const ShaderD3D12* _vsh, const ShaderD3D12* _fsh)
{
BX_CHECK(NULL != _vsh->m_code, "Vertex shader doesn't exist.");
m_vsh = _vsh;
bx::memCopy(&m_predefined[0], _vsh->m_predefined, _vsh->m_numPredefined*sizeof(PredefinedUniform));
m_numPredefined = _vsh->m_numPredefined;
if (NULL != _fsh)
{
BX_CHECK(NULL != _fsh->m_code, "Fragment shader doesn't exist.");
m_fsh = _fsh;
bx::memCopy(&m_predefined[m_numPredefined], _fsh->m_predefined, _fsh->m_numPredefined*sizeof(PredefinedUniform));
m_numPredefined += _fsh->m_numPredefined;
}
}
void destroy()
{
m_numPredefined = 0;
m_vsh = NULL;
m_fsh = NULL;
}
const ShaderD3D12* m_vsh;
const ShaderD3D12* m_fsh;
PredefinedUniform m_predefined[PredefinedUniform::Count * 2];
uint8_t m_numPredefined;
};
struct TextureD3D12
{
enum Enum
{
Texture2D,
Texture3D,
TextureCube,
};
TextureD3D12()
: m_ptr(NULL)
, m_directAccessPtr(NULL)
, m_state(D3D12_RESOURCE_STATE_COMMON)
, m_numMips(0)
{
bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
bx::memSet(&m_uavd, 0, sizeof(m_uavd) );
}
void* create(const Memory* _mem, uint32_t _flags, uint8_t _skip);
void destroy();
void update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem);
void resolve();
D3D12_RESOURCE_STATES setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state);
D3D12_SHADER_RESOURCE_VIEW_DESC m_srvd;
D3D12_UNORDERED_ACCESS_VIEW_DESC m_uavd;
ID3D12Resource* m_ptr;
void* m_directAccessPtr;
D3D12_RESOURCE_STATES m_state;
uint32_t m_flags;
uint32_t m_width;
uint32_t m_height;
uint32_t m_depth;
uint16_t m_samplerIdx;
uint8_t m_type;
uint8_t m_requestedFormat;
uint8_t m_textureFormat;
uint8_t m_numMips;
};
struct FrameBufferD3D12
{
FrameBufferD3D12()
: m_swapChain(NULL)
, m_width(0)
, m_height(0)
, m_denseIdx(UINT16_MAX)
, m_num(0)
, m_numTh(0)
{
m_depth.idx = bgfx::kInvalidHandle;
}
void create(uint8_t _num, const Attachment* _attachment);
void create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat);
uint16_t destroy();
void preReset();
void postReset();
void resolve();
void clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0);
TextureHandle m_texture[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
TextureHandle m_depth;
IDXGISwapChain* m_swapChain;
uint32_t m_width;
uint32_t m_height;
uint16_t m_denseIdx;
uint8_t m_num;
uint8_t m_numTh;
Attachment m_attachment[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
};
struct CommandQueueD3D12
{
CommandQueueD3D12()
: m_currentFence(0)
, m_completedFence(0)
, m_control(BX_COUNTOF(m_commandList) )
{
BX_STATIC_ASSERT(BX_COUNTOF(m_commandList) == BX_COUNTOF(m_release) );
}
void init(ID3D12Device* _device);
void shutdown();
ID3D12GraphicsCommandList* alloc();
uint64_t kick();
void finish(uint64_t _waitFence = UINT64_MAX, bool _finishAll = false);
bool tryFinish(uint64_t _waitFence);
void release(ID3D12Resource* _ptr);
bool consume(uint32_t _ms = INFINITE);
struct CommandList
{
ID3D12GraphicsCommandList* m_commandList;
ID3D12CommandAllocator* m_commandAllocator;
HANDLE m_event;
};
ID3D12CommandQueue* m_commandQueue;
uint64_t m_currentFence;
uint64_t m_completedFence;
ID3D12Fence* m_fence;
CommandList m_commandList[256];
typedef stl::vector<ID3D12Resource*> ResourceArray;
ResourceArray m_release[256];
bx::RingBufferControl m_control;
};
struct BatchD3D12
{
enum Enum
{
Draw,
DrawIndexed,
Count
};
BatchD3D12()
: m_currIndirect(0)
, m_maxDrawPerBatch(0)
, m_minIndirect(0)
, m_flushPerBatch(0)
{
bx::memSet(m_num, 0, sizeof(m_num) );
}
~BatchD3D12()
{
}
void create(uint32_t _maxDrawPerBatch);
void destroy();
template<typename Ty>
Ty& getCmd(Enum _type);
uint32_t draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw);
void flush(ID3D12GraphicsCommandList* _commandList, Enum _type);
void flush(ID3D12GraphicsCommandList* _commandList, bool _clean = false);
void begin();
void end(ID3D12GraphicsCommandList* _commandList);
void setSeqMode(bool _enabled)
{
m_flushPerBatch = _enabled ? 1 : m_maxDrawPerBatch;
}
void setIndirectMode(bool _enabled)
{
m_minIndirect = _enabled ? 64 : UINT32_MAX;
}
ID3D12CommandSignature* m_commandSignature[Count];
uint32_t m_num[Count];
void* m_cmds[Count];
struct DrawIndirectCommand
{
D3D12_VERTEX_BUFFER_VIEW vbv[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
D3D12_GPU_VIRTUAL_ADDRESS cbv;
D3D12_DRAW_ARGUMENTS draw;
};
struct DrawIndexedIndirectCommand
{
D3D12_VERTEX_BUFFER_VIEW vbv[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
D3D12_INDEX_BUFFER_VIEW ibv;
D3D12_GPU_VIRTUAL_ADDRESS cbv;
D3D12_DRAW_INDEXED_ARGUMENTS drawIndexed;
};
struct Stats
{
uint32_t m_numImmediate[Count];
uint32_t m_numIndirect[Count];
};
BufferD3D12 m_indirect[32];
uint32_t m_currIndirect;
DrawIndexedIndirectCommand m_current;
Stats m_stats;
uint32_t m_maxDrawPerBatch;
uint32_t m_minIndirect;
uint32_t m_flushPerBatch;
};
struct TimerQueryD3D12
{
TimerQueryD3D12()
: m_control(BX_COUNTOF(m_query) )
{
}
void init();
void shutdown();
uint32_t begin(uint32_t _resultIdx);
void end(uint32_t _idx);
bool update();
struct Query
{
uint32_t m_resultIdx;
bool m_ready;
uint64_t m_fence;
};
struct Result
{
void reset()
{
m_begin = 0;
m_end = 0;
m_pending = 0;
}
uint64_t m_begin;
uint64_t m_end;
uint32_t m_pending;
};
uint64_t m_frequency;
Result m_result[BGFX_CONFIG_MAX_VIEWS+1];
Query m_query[BGFX_CONFIG_MAX_VIEWS*4];
ID3D12Resource* m_readback;
ID3D12QueryHeap* m_queryHeap;
uint64_t* m_queryResult;
bx::RingBufferControl m_control;
};
struct OcclusionQueryD3D12
{
OcclusionQueryD3D12()
: m_control(BX_COUNTOF(m_handle) )
{
}
void init();
void shutdown();
void begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle);
void end(ID3D12GraphicsCommandList* _commandList);
void invalidate(OcclusionQueryHandle _handle);
ID3D12Resource* m_readback;
ID3D12QueryHeap* m_queryHeap;
OcclusionQueryHandle m_handle[BGFX_CONFIG_MAX_OCCLUSION_QUERIES];
uint64_t* m_result;
bx::RingBufferControl m_control;
};
} /* namespace d3d12 */ } // namespace bgfx
#endif // BGFX_RENDERER_D3D12_H_HEADER_GUARD