D3D12: Adding draw indirect support.
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@ -3999,8 +3999,123 @@ data.NumQualityLevels = 0;
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return *cmd;
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}
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uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& numVertices)
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{
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uint8_t numStreams = 0;
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numVertices = _draw.m_numVertices;
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for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
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; 0 != streamMask
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; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
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)
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{
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streamMask >>= ntz;
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idx += ntz;
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const Stream& stream = _draw.m_stream[idx];
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uint16_t handle = stream.m_handle.idx;
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VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
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vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
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uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
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const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
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uint32_t stride = vertexDecl.m_stride;
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D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
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vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
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vbv.StrideInBytes = vertexDecl.m_stride;
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vbv.SizeInBytes = vb.m_size;
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numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
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? vb.m_size/stride
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: _draw.m_numVertices
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, numVertices
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);
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}
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return numStreams;
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}
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uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
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{
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if (isValid(_draw.m_indirectBuffer) )
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{
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_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
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D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
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uint32_t numVertices;
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uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
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if (isValid(_draw.m_instanceDataBuffer) )
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{
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VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
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inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
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D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
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vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
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vbv.StrideInBytes = _draw.m_instanceDataStride;
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vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
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}
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_commandList->IASetVertexBuffers(0
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, numStreams
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, vbvs
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);
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const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
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const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
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? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
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: _draw.m_numIndirect
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;
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uint32_t numIndices = 0;
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if (isValid(_draw.m_indexBuffer) )
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{
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BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
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ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
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const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
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const uint32_t indexSize = hasIndex16 ? 2 : 4;
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numIndices = UINT32_MAX == _draw.m_numIndices
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? ib.m_size / indexSize
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: _draw.m_numIndices
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;
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D3D12_INDEX_BUFFER_VIEW ibv;
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ibv.BufferLocation = ib.m_gpuVA;
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ibv.SizeInBytes = ib.m_size;
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ibv.Format = hasIndex16
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? DXGI_FORMAT_R16_UINT
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: DXGI_FORMAT_R32_UINT
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;
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_commandList->IASetIndexBuffer(&ibv);
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_commandList->ExecuteIndirect(
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s_renderD3D12->m_commandSignature[2]
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, numDrawIndirect
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, indirect.m_ptr
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, _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
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, NULL
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, 0
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);
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}
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else
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{
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_commandList->ExecuteIndirect(
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s_renderD3D12->m_commandSignature[1]
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, numDrawIndirect
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, indirect.m_ptr
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, _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
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, NULL
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, 0
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);
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}
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return numIndices;
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}
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Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
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uint32_t numIndices = 0;
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@ -4010,37 +4125,8 @@ data.NumQualityLevels = 0;
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DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
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cmd.cbv = _cbv;
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uint32_t numVertices = _draw.m_numVertices;
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uint8_t numStreams = 0;
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for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
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; 0 != streamMask
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; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
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)
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{
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streamMask >>= ntz;
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idx += ntz;
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const Stream& stream = _draw.m_stream[idx];
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uint16_t handle = stream.m_handle.idx;
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VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
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vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
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uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
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const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
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uint32_t stride = vertexDecl.m_stride;
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D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
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vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
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vbv.StrideInBytes = vertexDecl.m_stride;
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vbv.SizeInBytes = vb.m_size;
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numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
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? vb.m_size/stride
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: _draw.m_numVertices
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, numVertices
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);
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}
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uint32_t numVertices;
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uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
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if (isValid(_draw.m_instanceDataBuffer) )
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{
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@ -4085,37 +4171,8 @@ data.NumQualityLevels = 0;
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: DXGI_FORMAT_R32_UINT
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;
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uint32_t numVertices = _draw.m_numVertices;
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uint8_t numStreams = 0;
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for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
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; 0 != streamMask
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; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
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)
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{
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streamMask >>= ntz;
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idx += ntz;
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const Stream& stream = _draw.m_stream[idx];
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uint16_t handle = stream.m_handle.idx;
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VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
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vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
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uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
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const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
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uint32_t stride = vertexDecl.m_stride;
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D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
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vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
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vbv.StrideInBytes = stride;
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vbv.SizeInBytes = vb.m_size;
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numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
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? vb.m_size/stride
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: _draw.m_numVertices
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, numVertices
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);
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}
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uint32_t numVertices;
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uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
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if (isValid(_draw.m_instanceDataBuffer) )
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{
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