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dxvk/src/d3d11/d3d11_context.cpp

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#include <cstring>
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#include "d3d11_context.h"
#include "d3d11_device.h"
namespace dxvk {
D3D11DeviceContext::D3D11DeviceContext(
ID3D11Device* parent,
Rc<DxvkDevice> device)
: m_parent(parent),
m_device(device) {
m_context = m_device->createContext();
m_context->beginRecording(
m_device->createCommandList());
m_defaultRsState = new DxvkRasterizerState(
VK_FALSE, VK_FALSE,
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_BACK_BIT,
VK_FRONT_FACE_CLOCKWISE,
VK_FALSE, 0.0f, 0.0f, 0.0f, 1.0f);
this->ClearState();
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}
D3D11DeviceContext::~D3D11DeviceContext() {
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}
HRESULT D3D11DeviceContext::QueryInterface(
REFIID riid,
void** ppvObject) {
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COM_QUERY_IFACE(riid, ppvObject, IUnknown);
COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceContext);
Logger::warn("D3D11DeviceContext::QueryInterface: Unknown interface query");
return E_NOINTERFACE;
}
void D3D11DeviceContext::GetDevice(ID3D11Device **ppDevice) {
*ppDevice = ref(m_parent);
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}
D3D11_DEVICE_CONTEXT_TYPE D3D11DeviceContext::GetType() {
return m_type;
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}
UINT D3D11DeviceContext::GetContextFlags() {
return m_flags;
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}
void D3D11DeviceContext::ClearState() {
this->IASetInputLayout(nullptr);
this->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED);
// this->IASetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, nullptr, nullptr, nullptr);
// this->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
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this->VSSetShader(nullptr, nullptr, 0);
// this->VSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->VSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->VSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
// this->HSSetShader(nullptr, nullptr, 0);
// this->HSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->HSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->HSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
// this->DSSetShader(nullptr, nullptr, 0);
// this->DSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->DSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->DSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
// this->GSSetShader(nullptr, nullptr, 0);
// this->GSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->GSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->GSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
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this->PSSetShader(nullptr, nullptr, 0);
// this->PSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->PSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->PSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
// this->CSSetShader(nullptr, nullptr, 0);
// this->CSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->CSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->CSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
this->OMSetRenderTargets(0, nullptr, nullptr);
// this->OMSetBlendState(nullptr, nullptr, D3D11_DEFAULT_SAMPLE_MASK);
// this->OMSetDepthStencilState(nullptr, 0);
this->RSSetState(nullptr);
this->RSSetViewports(0, nullptr);
this->RSSetScissorRects(0, nullptr);
// this->SOSetTargets(0, nullptr, nullptr);
// this->SetPredication(nullptr, FALSE);
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}
void D3D11DeviceContext::Flush() {
if (m_type == D3D11_DEVICE_CONTEXT_IMMEDIATE) {
m_device->submitCommandList(
m_context->endRecording(),
nullptr, nullptr);
m_context->beginRecording(
m_device->createCommandList());
} else {
Logger::err("D3D11DeviceContext::Flush: Not supported on deferred context");
}
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}
void D3D11DeviceContext::ExecuteCommandList(
ID3D11CommandList* pCommandList,
WINBOOL RestoreContextState) {
Logger::err("D3D11DeviceContext::ExecuteCommandList: Not implemented");
}
HRESULT D3D11DeviceContext::FinishCommandList(
WINBOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList) {
if (m_type == D3D11_DEVICE_CONTEXT_DEFERRED) {
Logger::err("D3D11DeviceContext::FinishCommandList: Not implemented");
return E_NOTIMPL;
} else {
Logger::err("D3D11DeviceContext::FinishCommandList: Not supported on immediate context");
return DXGI_ERROR_INVALID_CALL;
}
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}
HRESULT D3D11DeviceContext::Map(
ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
Logger::err("D3D11DeviceContext::Map: Not implemented");
return E_NOTIMPL;
}
void D3D11DeviceContext::Unmap(
ID3D11Resource* pResource,
UINT Subresource) {
Logger::err("D3D11DeviceContext::Unmap: Not implemented");
}
void D3D11DeviceContext::Begin(ID3D11Asynchronous *pAsync) {
Logger::err("D3D11DeviceContext::Begin: Not implemented");
}
void D3D11DeviceContext::End(ID3D11Asynchronous *pAsync) {
Logger::err("D3D11DeviceContext::End: Not implemented");
}
HRESULT D3D11DeviceContext::GetData(
ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) {
Logger::err("D3D11DeviceContext::GetData: Not implemented");
return E_NOTIMPL;
}
void D3D11DeviceContext::SetPredication(
ID3D11Predicate* pPredicate,
WINBOOL PredicateValue) {
Logger::err("D3D11DeviceContext::SetPredication: Not implemented");
}
void D3D11DeviceContext::GetPredication(
ID3D11Predicate** ppPredicate,
WINBOOL* pPredicateValue) {
Logger::err("D3D11DeviceContext::GetPredication: Not implemented");
}
void D3D11DeviceContext::CopySubresourceRegion(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) {
Logger::err("D3D11DeviceContext::CopySubresourceRegion: Not implemented");
}
void D3D11DeviceContext::CopyResource(
ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) {
Logger::err("D3D11DeviceContext::CopyResource: Not implemented");
}
void D3D11DeviceContext::CopyStructureCount(
ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView) {
Logger::err("D3D11DeviceContext::CopyStructureCount: Not implemented");
}
void D3D11DeviceContext::ClearRenderTargetView(
ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) {
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auto rtv = static_cast<D3D11RenderTargetView*>(pRenderTargetView);
const Rc<DxvkImageView> dxvkView = rtv->GetDXVKImageView();
const Rc<DxvkImage> dxvkImage = dxvkView->image();
// Find out whether the given attachment is currently bound
// or not, and if it is, which attachment index it has.
int32_t attachmentIndex = -1;
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if (m_state.om.framebuffer != nullptr) {
attachmentIndex = m_state.om.framebuffer
->renderTargets().getAttachmentId(dxvkView);
}
// Copy the clear color into a clear value structure.
// This should also work for images that don nott have
// a floating point format.
VkClearColorValue clearValue;
std::memcpy(clearValue.float32, ColorRGBA,
sizeof(clearValue.float32));
if (attachmentIndex >= 0) {
// Image is bound to the pipeline for rendering. We can
// use the clear function that operates on attachments.
VkClearAttachment clearInfo;
clearInfo.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
clearInfo.colorAttachment = static_cast<uint32_t>(attachmentIndex);
clearInfo.clearValue.color = clearValue;
// Clear the full area. On FL 9.x, only the first array
// layer will be cleared, rather than all array layers.
VkClearRect clearRect;
clearRect.rect.offset.x = 0;
clearRect.rect.offset.y = 0;
clearRect.rect.extent.width = dxvkImage->info().extent.width;
clearRect.rect.extent.height = dxvkImage->info().extent.height;
clearRect.baseArrayLayer = 0;
clearRect.layerCount = dxvkImage->info().numLayers;
if (m_parent->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
clearRect.layerCount = 1;
m_context->clearRenderTarget(clearInfo, clearRect);
} else {
// Image is not bound to the pipeline. We can still clear
// it, but we'll have to use a generic clear function.
m_context->clearColorImage(dxvkImage,
clearValue, dxvkView->subresources());
}
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}
void D3D11DeviceContext::ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) {
Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewUint: Not implemented");
}
void D3D11DeviceContext::ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) {
Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewFloat: Not implemented");
}
void D3D11DeviceContext::ClearDepthStencilView(
ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) {
Logger::err("D3D11DeviceContext::ClearDepthStencilView: Not implemented");
}
void D3D11DeviceContext::GenerateMips(ID3D11ShaderResourceView* pShaderResourceView) {
Logger::err("D3D11DeviceContext::GenerateMips: Not implemented");
}
void D3D11DeviceContext::UpdateSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) {
Logger::err("D3D11DeviceContext::UpdateSubresource: Not implemented");
}
void D3D11DeviceContext::SetResourceMinLOD(
ID3D11Resource* pResource,
FLOAT MinLOD) {
Logger::err("D3D11DeviceContext::SetResourceMinLOD: Not implemented");
}
FLOAT D3D11DeviceContext::GetResourceMinLOD(ID3D11Resource* pResource) {
Logger::err("D3D11DeviceContext::GetResourceMinLOD: Not implemented");
return 0.0f;
}
void D3D11DeviceContext::ResolveSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) {
Logger::err("D3D11DeviceContext::ResolveSubresource: Not implemented");
}
void D3D11DeviceContext::DrawAuto() {
Logger::err("D3D11DeviceContext::DrawAuto: Not implemented");
}
void D3D11DeviceContext::Draw(
UINT VertexCount,
UINT StartVertexLocation) {
m_context->draw(
VertexCount, 1,
StartVertexLocation, 0);
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}
void D3D11DeviceContext::DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) {
m_context->drawIndexed(
IndexCount, 1,
StartIndexLocation,
BaseVertexLocation, 0);
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}
void D3D11DeviceContext::DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) {
m_context->draw(
VertexCountPerInstance,
InstanceCount,
StartVertexLocation,
StartInstanceLocation);
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}
void D3D11DeviceContext::DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) {
m_context->drawIndexed(
IndexCountPerInstance,
InstanceCount,
StartIndexLocation,
BaseVertexLocation,
StartInstanceLocation);
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}
void D3D11DeviceContext::DrawIndexedInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
Logger::err("D3D11DeviceContext::DrawIndexedInstancedIndirect: Not implemented");
}
void D3D11DeviceContext::DrawInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
Logger::err("D3D11DeviceContext::DrawInstancedIndirect: Not implemented");
}
void D3D11DeviceContext::Dispatch(
UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) {
m_context->dispatch(
ThreadGroupCountX,
ThreadGroupCountY,
ThreadGroupCountZ);
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}
void D3D11DeviceContext::DispatchIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
Logger::err("D3D11DeviceContext::DispatchIndirect: Not implemented");
}
void D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) {
auto inputLayout = static_cast<D3D11InputLayout*>(pInputLayout);
if (m_state.ia.inputLayout != inputLayout) {
m_state.ia.inputLayout = inputLayout;
m_context->setInputLayout(inputLayout != nullptr
? inputLayout->GetDXVKInputLayout()
: nullptr);
}
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}
void D3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) {
if (m_state.ia.primitiveTopology != Topology) {
m_state.ia.primitiveTopology = Topology;
Rc<DxvkInputAssemblyState> iaState;
switch (Topology) {
case D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED:
break;
case D3D11_PRIMITIVE_TOPOLOGY_POINTLIST:
iaState = new DxvkInputAssemblyState(
VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
VK_FALSE);
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINELIST:
iaState = new DxvkInputAssemblyState(
VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
VK_FALSE);
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP:
iaState = new DxvkInputAssemblyState(
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
VK_TRUE);
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
iaState = new DxvkInputAssemblyState(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
VK_FALSE);
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
iaState = new DxvkInputAssemblyState(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
VK_TRUE);
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ:
iaState = new DxvkInputAssemblyState(
VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY,
VK_FALSE);
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ:
iaState = new DxvkInputAssemblyState(
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY,
VK_TRUE);
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ:
iaState = new DxvkInputAssemblyState(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY,
VK_FALSE);
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ:
iaState = new DxvkInputAssemblyState(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY,
VK_TRUE);
break;
default:
Logger::err(str::format(
"D3D11DeviceContext::IASetPrimitiveTopology: Unknown primitive topology: ",
Topology));
}
m_context->setInputAssemblyState(iaState);
}
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}
void D3D11DeviceContext::IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) {
// TODO check if any of these buffers
// are bound as UAVs or stream outputs
for (uint32_t i = 0; i < NumBuffers; i++) {
D3D11VertexBufferBinding binding;
binding.buffer = static_cast<D3D11Buffer*>(ppVertexBuffers[i]);
binding.offset = pOffsets[i];
binding.stride = pStrides[i];
m_state.ia.vertexBuffers.at(StartSlot + i) = binding;
DxvkBufferBinding dxvkBinding;
if (binding.buffer != nullptr) {
Rc<DxvkBuffer> dxvkBuffer = binding.buffer->GetDXVKBuffer();
dxvkBinding = DxvkBufferBinding(
dxvkBuffer, binding.offset,
dxvkBuffer->info().size - binding.offset);
}
m_context->bindVertexBuffer(
StartSlot + i, dxvkBinding,
binding.stride);
}
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}
void D3D11DeviceContext::IASetIndexBuffer(
ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) {
Logger::err("D3D11DeviceContext::IASetIndexBuffer: Not implemented");
}
void D3D11DeviceContext::IAGetInputLayout(ID3D11InputLayout** ppInputLayout) {
*ppInputLayout = m_state.ia.inputLayout.ref();
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}
void D3D11DeviceContext::IAGetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY* pTopology) {
*pTopology = m_state.ia.primitiveTopology;
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}
void D3D11DeviceContext::IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) {
Logger::err("D3D11DeviceContext::IAGetVertexBuffers: Not implemented");
}
void D3D11DeviceContext::IAGetIndexBuffer(
ID3D11Buffer** pIndexBuffer,
DXGI_FORMAT* Format,
UINT* Offset) {
Logger::err("D3D11DeviceContext::IAGetIndexBuffer: Not implemented");
}
void D3D11DeviceContext::VSSetShader(
ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
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auto shader = static_cast<D3D11VertexShader*>(pVertexShader);
if (NumClassInstances != 0)
Logger::err("D3D11DeviceContext::VSSetShader: Class instances not supported");
if (m_state.vs.shader != shader) {
m_state.vs.shader = shader;
m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT,
shader != nullptr ? shader->GetShader() : nullptr);
}
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}
void D3D11DeviceContext::VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::VSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::VSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::VSSetSamplers: Not implemented");
}
void D3D11DeviceContext::VSGetShader(
ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::VSGetShader: Not implemented");
}
void D3D11DeviceContext::VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::VSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::VSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::VSGetSamplers: Not implemented");
}
void D3D11DeviceContext::HSSetShader(
ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::HSSetShader: Not implemented");
}
void D3D11DeviceContext::HSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::HSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::HSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::HSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::HSSetSamplers: Not implemented");
}
void D3D11DeviceContext::HSGetShader(
ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::HSGetShader: Not implemented");
}
void D3D11DeviceContext::HSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::HSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::HSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::HSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::HSGetSamplers: Not implemented");
}
void D3D11DeviceContext::DSSetShader(
ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::DSSetShader: Not implemented");
}
void D3D11DeviceContext::DSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::DSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::DSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::DSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::DSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::DSSetSamplers: Not implemented");
}
void D3D11DeviceContext::DSGetShader(
ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::DSGetShader: Not implemented");
}
void D3D11DeviceContext::DSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::DSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::DSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::DSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::DSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::DSGetSamplers: Not implemented");
}
void D3D11DeviceContext::GSSetShader(
ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::GSSetShader: Not implemented");
}
void D3D11DeviceContext::GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::GSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::GSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::GSSetSamplers: Not implemented");
}
void D3D11DeviceContext::GSGetShader(
ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::GSGetShader: Not implemented");
}
void D3D11DeviceContext::GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::GSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::GSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::GSGetSamplers: Not implemented");
}
void D3D11DeviceContext::PSSetShader(
ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
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auto shader = static_cast<D3D11PixelShader*>(pPixelShader);
if (NumClassInstances != 0)
Logger::err("D3D11DeviceContext::PSSetShader: Class instances not supported");
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if (m_state.ps.shader != shader) {
m_state.ps.shader = shader;
m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT,
shader != nullptr ? shader->GetShader() : nullptr);
}
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}
void D3D11DeviceContext::PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::PSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::PSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::PSSetSamplers: Not implemented");
}
void D3D11DeviceContext::PSGetShader(
ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::PSGetShader: Not implemented");
}
void D3D11DeviceContext::PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::PSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::PSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::PSGetSamplers: Not implemented");
}
void D3D11DeviceContext::CSSetShader(
ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::CSSetShader: Not implemented");
}
void D3D11DeviceContext::CSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::CSSetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::CSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::CSSetShaderResources: Not implemented");
}
void D3D11DeviceContext::CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::CSSetSamplers: Not implemented");
}
void D3D11DeviceContext::CSSetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
Logger::err("D3D11DeviceContext::CSSetUnorderedAccessViews: Not implemented");
}
void D3D11DeviceContext::CSGetShader(
ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::CSGetShader: Not implemented");
}
void D3D11DeviceContext::CSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::CSGetConstantBuffers: Not implemented");
}
void D3D11DeviceContext::CSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::CSGetShaderResources: Not implemented");
}
void D3D11DeviceContext::CSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::CSGetSamplers: Not implemented");
}
void D3D11DeviceContext::CSGetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
Logger::err("D3D11DeviceContext::CSGetUnorderedAccessViews: Not implemented");
}
void D3D11DeviceContext::OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) {
// Update state vector for OMGetRenderTargets
for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) {
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D3D11RenderTargetView* view = nullptr;
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if ((i < NumViews) && (ppRenderTargetViews[i] != nullptr))
view = static_cast<D3D11RenderTargetView*>(ppRenderTargetViews[i]);
m_state.om.renderTargetViews.at(i) = view;
}
// TODO unbind overlapping shader resource views
Rc<DxvkFramebuffer> framebuffer = nullptr;
if (ppRenderTargetViews != nullptr || pDepthStencilView != nullptr) {
// D3D11 doesn't have the concept of a framebuffer object,
// so we'll just create a new one every time the render
// target bindings are updated. Set up the attachments.
DxvkRenderTargets attachments;
for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) {
if (m_state.om.renderTargetViews.at(i) != nullptr)
attachments.setColorTarget(i, m_state.om.renderTargetViews.at(i)->GetDXVKImageView());
}
// TODO implement depth-stencil views
if (pDepthStencilView != nullptr)
Logger::err("D3D11DeviceContext::OMSetRenderTargets: Depth-stencil view not supported");
framebuffer = m_device->createFramebuffer(attachments);
}
// Bind the framebuffer object to the context
m_state.om.framebuffer = framebuffer;
m_context->bindFramebuffer(framebuffer);
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}
void D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
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Logger::err("D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews: Not implemented");
}
void D3D11DeviceContext::OMSetBlendState(
ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) {
Logger::err("D3D11DeviceContext::OMSetBlendState: Not implemented");
}
void D3D11DeviceContext::OMSetDepthStencilState(
ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) {
Logger::err("D3D11DeviceContext::OMSetDepthStencilState: Not implemented");
}
void D3D11DeviceContext::OMGetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) {
if (ppRenderTargetViews != nullptr) {
for (UINT i = 0; i < NumViews; i++)
ppRenderTargetViews[i] = i < m_state.om.renderTargetViews.size()
? m_state.om.renderTargetViews.at(i).ref()
: nullptr;
}
if (ppDepthStencilView != nullptr) {
Logger::err("D3D11DeviceContext::OMGetRenderTargets: Stencil view not supported");
*ppDepthStencilView = nullptr;
}
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}
void D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
Logger::err("D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews: Not implemented");
}
void D3D11DeviceContext::OMGetBlendState(
ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) {
Logger::err("D3D11DeviceContext::OMGetBlendState: Not implemented");
}
void D3D11DeviceContext::OMGetDepthStencilState(
ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) {
Logger::err("D3D11DeviceContext::OMGetDepthStencilState: Not implemented");
}
void D3D11DeviceContext::RSSetState(ID3D11RasterizerState* pRasterizerState) {
auto rasterizerState = static_cast<D3D11RasterizerState*>(pRasterizerState);
if (m_state.rs.state != rasterizerState) {
m_state.rs.state = rasterizerState;
// Use default state if the rasterizer
// state is not explicitly defined.
m_context->setRasterizerState(
rasterizerState != nullptr
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? rasterizerState->GetDXVKRasterizerState()
: m_defaultRsState);
// In D3D11, the rasterizer state defines
// whether the scissor test is enabled, so
// we have to update the scissor rectangles.
this->ApplyViewportState();
}
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}
void D3D11DeviceContext::RSSetViewports(
UINT NumViewports,
const D3D11_VIEWPORT* pViewports) {
m_state.rs.numViewports = NumViewports;
for (uint32_t i = 0; i < NumViewports; i++)
m_state.rs.viewports.at(i) = pViewports[i];
this->ApplyViewportState();
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}
void D3D11DeviceContext::RSSetScissorRects(
UINT NumRects,
const D3D11_RECT* pRects) {
m_state.rs.numScissors = NumRects;
for (uint32_t i = 0; i < NumRects; i++)
m_state.rs.scissors.at(i) = pRects[i];
if (m_state.rs.state != nullptr) {
D3D11_RASTERIZER_DESC rsDesc;
m_state.rs.state->GetDesc(&rsDesc);
if (rsDesc.ScissorEnable)
this->ApplyViewportState();
}
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}
void D3D11DeviceContext::RSGetState(ID3D11RasterizerState** ppRasterizerState) {
*ppRasterizerState = m_state.rs.state.ref();
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}
void D3D11DeviceContext::RSGetViewports(
UINT* pNumViewports,
D3D11_VIEWPORT* pViewports) {
if (pViewports != nullptr) {
for (uint32_t i = 0; i < *pNumViewports; i++) {
if (i < m_state.rs.numViewports) {
pViewports[i] = m_state.rs.viewports.at(i);
} else {
pViewports[i].TopLeftX = 0.0f;
pViewports[i].TopLeftY = 0.0f;
pViewports[i].Width = 0.0f;
pViewports[i].Height = 0.0f;
pViewports[i].MinDepth = 0.0f;
pViewports[i].MaxDepth = 0.0f;
}
}
}
*pNumViewports = m_state.rs.numViewports;
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}
void D3D11DeviceContext::RSGetScissorRects(
UINT* pNumRects,
D3D11_RECT* pRects) {
if (pRects != nullptr) {
for (uint32_t i = 0; i < *pNumRects; i++) {
if (i < m_state.rs.numScissors) {
pRects[i] = m_state.rs.scissors.at(i);
} else {
pRects[i].left = 0;
pRects[i].top = 0;
pRects[i].right = 0;
pRects[i].bottom = 0;
}
}
}
*pNumRects = m_state.rs.numScissors;
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}
void D3D11DeviceContext::SOSetTargets(
UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) {
Logger::err("D3D11DeviceContext::SOSetTargets: Not implemented");
}
void D3D11DeviceContext::SOGetTargets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets) {
Logger::err("D3D11DeviceContext::SOGetTargets: Not implemented");
}
void D3D11DeviceContext::ApplyViewportState() {
// We cannot set less than one viewport in Vulkan, and
// rendering with no active viewport is illegal anyway.
if (m_state.rs.numViewports == 0)
return;
std::array<VkViewport, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE> viewports;
std::array<VkRect2D, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE> scissors;
// TODO find out if we need to flip the viewports vertically
for (uint32_t i = 0; i < m_state.rs.numViewports; i++) {
const D3D11_VIEWPORT& vp = m_state.rs.viewports.at(i);
viewports.at(i) = VkViewport {
vp.TopLeftX, vp.TopLeftY,
vp.Width, vp.Height,
vp.MaxDepth, vp.MinDepth,
};
}
// Scissor rectangles. Vulkan does not provide an easy way
// to disable the scissor test, so we'll have to set scissor
// rects that are at least as large as the framebuffer.
bool enableScissorTest = false;
if (m_state.rs.state != nullptr) {
D3D11_RASTERIZER_DESC rsDesc;
m_state.rs.state->GetDesc(&rsDesc);
enableScissorTest = rsDesc.ScissorEnable;
}
for (uint32_t i = 0; i < m_state.rs.numViewports; i++) {
// TODO D3D11 docs aren't clear about what should happen
// when there are undefined scissor rects for a viewport.
// Figure out what it does on Windows.
if (enableScissorTest && (i < m_state.rs.numScissors)) {
const D3D11_RECT& sr = m_state.rs.scissors.at(i);
scissors.at(i) = VkRect2D {
VkOffset2D { sr.left, sr.top },
VkExtent2D {
static_cast<uint32_t>(sr.right - sr.left),
static_cast<uint32_t>(sr.bottom - sr.top) } };
} else {
scissors.at(i) = VkRect2D {
VkOffset2D { 0, 0 },
VkExtent2D {
D3D11_VIEWPORT_BOUNDS_MAX,
D3D11_VIEWPORT_BOUNDS_MAX } };
}
}
m_context->setViewports(
m_state.rs.numViewports,
viewports.data(),
scissors.data());
}
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}