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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"
#include "d3d11_query.h"
#include "d3d11_texture.h"
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#include "../dxbc/dxbc_util.h"
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namespace dxvk {
D3D11DeviceContext::D3D11DeviceContext(
D3D11Device* pParent,
Rc<DxvkDevice> Device)
: m_parent (pParent),
m_device (Device),
m_csChunk (new DxvkCsChunk()) {
// Create default state objects. We won't ever return them
// to the application, but we'll use them to apply state.
Com<ID3D11BlendState> defaultBlendState;
Com<ID3D11DepthStencilState> defaultDepthStencilState;
Com<ID3D11RasterizerState> defaultRasterizerState;
if (FAILED(m_parent->CreateBlendState (nullptr, &defaultBlendState))
|| FAILED(m_parent->CreateDepthStencilState(nullptr, &defaultDepthStencilState))
|| FAILED(m_parent->CreateRasterizerState (nullptr, &defaultRasterizerState)))
throw DxvkError("D3D11DeviceContext: Failed to create default state objects");
// Apply default state to the context. This is required
// in order to initialize the DXVK contex properly.
m_defaultBlendState = static_cast<D3D11BlendState*> (defaultBlendState.ptr());
m_defaultDepthStencilState = static_cast<D3D11DepthStencilState*>(defaultDepthStencilState.ptr());
m_defaultRasterizerState = static_cast<D3D11RasterizerState*> (defaultRasterizerState.ptr());
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EmitCs([
dev = m_device,
bsState = m_defaultBlendState,
dsState = m_defaultDepthStencilState,
rsState = m_defaultRasterizerState,
blendConst = DxvkBlendConstants {
m_state.om.blendFactor[0], m_state.om.blendFactor[1],
m_state.om.blendFactor[2], m_state.om.blendFactor[3] },
stencilRef = m_state.om.stencilRef
] (DxvkContext* ctx) {
ctx->beginRecording(dev->createCommandList());
bsState->BindToContext(ctx, 0xFFFFFFFF);
dsState->BindToContext(ctx);
rsState->BindToContext(ctx);
ctx->setBlendConstants (blendConst);
ctx->setStencilReference(stencilRef);
});
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}
D3D11DeviceContext::~D3D11DeviceContext() {
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}
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HRESULT STDMETHODCALLTYPE D3D11DeviceContext::QueryInterface(
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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);
if (riid == __uuidof(ID3DUserDefinedAnnotation))
return E_NOINTERFACE;
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Logger::warn("D3D11DeviceContext::QueryInterface: Unknown interface query");
Logger::warn(str::format(riid));
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return E_NOINTERFACE;
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GetDevice(ID3D11Device **ppDevice) {
*ppDevice = ref(m_parent);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearState() {
this->IASetInputLayout(nullptr);
this->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED);
this->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
for (uint32_t i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++) {
ID3D11Buffer* buffer = nullptr;
const UINT offset = 0;
const UINT stride = 0;
this->IASetVertexBuffers(i, 1, &buffer, &offset, &stride);
}
this->VSSetShader(nullptr, nullptr, 0);
this->HSSetShader(nullptr, nullptr, 0);
this->DSSetShader(nullptr, nullptr, 0);
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this->GSSetShader(nullptr, nullptr, 0);
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this->PSSetShader(nullptr, nullptr, 0);
this->CSSetShader(nullptr, nullptr, 0);
for (uint32_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++) {
ID3D11Buffer* buffer = nullptr;
this->VSSetConstantBuffers(i, 1, &buffer);
this->HSSetConstantBuffers(i, 1, &buffer);
this->DSSetConstantBuffers(i, 1, &buffer);
this->GSSetConstantBuffers(i, 1, &buffer);
this->PSSetConstantBuffers(i, 1, &buffer);
this->CSSetConstantBuffers(i, 1, &buffer);
}
for (uint32_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++) {
ID3D11ShaderResourceView* view = nullptr;
this->VSSetShaderResources(i, 1, &view);
this->HSSetShaderResources(i, 1, &view);
this->DSSetShaderResources(i, 1, &view);
this->GSSetShaderResources(i, 1, &view);
this->PSSetShaderResources(i, 1, &view);
this->CSSetShaderResources(i, 1, &view);
}
for (uint32_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++) {
ID3D11SamplerState* sampler = nullptr;
this->VSSetSamplers(i, 1, &sampler);
this->HSSetSamplers(i, 1, &sampler);
this->DSSetSamplers(i, 1, &sampler);
this->GSSetSamplers(i, 1, &sampler);
this->PSSetSamplers(i, 1, &sampler);
this->CSSetSamplers(i, 1, &sampler);
}
for (uint32_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++) {
ID3D11UnorderedAccessView* uav = nullptr;
this->CSSetUnorderedAccessViews(i, 1, &uav, nullptr);
}
this->OMSetRenderTargetsAndUnorderedAccessViews(0, nullptr, nullptr, 0, 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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}
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void STDMETHODCALLTYPE D3D11DeviceContext::Begin(ID3D11Asynchronous *pAsync) {
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Com<ID3D11Query> query;
if (SUCCEEDED(pAsync->QueryInterface(__uuidof(ID3D11Query), reinterpret_cast<void**>(&query)))) {
Com<D3D11Query> queryPtr = static_cast<D3D11Query*>(query.ptr());
if (queryPtr->HasBeginEnabled()) {
const uint32_t revision = queryPtr->Reset();
EmitCs([revision, queryPtr] (DxvkContext* ctx) {
queryPtr->Begin(ctx, revision);
});
}
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::End(ID3D11Asynchronous *pAsync) {
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Com<ID3D11Query> query;
if (SUCCEEDED(pAsync->QueryInterface(__uuidof(ID3D11Query), reinterpret_cast<void**>(&query)))) {
Com<D3D11Query> queryPtr = static_cast<D3D11Query*>(query.ptr());
if (queryPtr->HasBeginEnabled()) {
EmitCs([queryPtr] (DxvkContext* ctx) {
queryPtr->End(ctx);
});
} else {
const uint32_t revision = queryPtr->Reset();
EmitCs([revision, queryPtr] (DxvkContext* ctx) {
queryPtr->Signal(ctx, revision);
});
}
}
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}
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HRESULT STDMETHODCALLTYPE D3D11DeviceContext::GetData(
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ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) {
// Make sure that we can safely write to the memory
// location pointed to by pData if it is specified.
if (DataSize == 0)
pData = nullptr;
if (pData != nullptr && pAsync->GetDataSize() != DataSize) {
Logger::err(str::format("D3D11DeviceContext: GetData: Data size mismatch: ", pAsync->GetDataSize(), ",", DataSize));
return E_INVALIDARG;
}
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// Flush in order to make sure the query commands get dispatched
if ((GetDataFlags & D3D11_ASYNC_GETDATA_DONOTFLUSH) == 0)
Flush();
// This method handles various different but incompatible interfaces,
// so we have to find out what we are actually dealing with
Com<ID3D11Query> query;
if (SUCCEEDED(pAsync->QueryInterface(__uuidof(ID3D11Query), reinterpret_cast<void**>(&query))))
return static_cast<D3D11Query*>(query.ptr())->GetData(pData, GetDataFlags);
// The interface is not supported
Logger::err("D3D11DeviceContext: GetData: Unsupported Async type");
return E_INVALIDARG;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::SetPredication(
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ID3D11Predicate* pPredicate,
BOOL PredicateValue) {
static bool s_errorShown = false;
if (!std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::SetPredication: Stub");
m_state.pr.predicateObject = static_cast<D3D11Query*>(pPredicate);
m_state.pr.predicateValue = PredicateValue;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GetPredication(
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ID3D11Predicate** ppPredicate,
BOOL* pPredicateValue) {
if (ppPredicate != nullptr)
*ppPredicate = m_state.pr.predicateObject.ref();
if (pPredicateValue != nullptr)
*pPredicateValue = m_state.pr.predicateValue;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CopySubresourceRegion(
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ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) {
D3D11_RESOURCE_DIMENSION dstResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
D3D11_RESOURCE_DIMENSION srcResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pDstResource->GetType(&dstResourceDim);
pSrcResource->GetType(&srcResourceDim);
if (dstResourceDim != srcResourceDim) {
Logger::err("D3D11DeviceContext: CopySubresourceRegion: Mismatched resource types");
return;
}
if (dstResourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
auto dstBuffer = static_cast<D3D11Buffer*>(pDstResource)->GetBufferSlice();
auto srcBuffer = static_cast<D3D11Buffer*>(pSrcResource)->GetBufferSlice();
VkDeviceSize srcOffset = 0;
VkDeviceSize srcLength = srcBuffer.length();
if (pSrcBox != nullptr) {
if (pSrcBox->left > pSrcBox->right)
return; // no-op, but legal
srcOffset = pSrcBox->left;
srcLength = pSrcBox->right - pSrcBox->left;
}
EmitCs([
cDstSlice = dstBuffer.subSlice(DstX, srcLength),
cSrcSlice = srcBuffer.subSlice(srcOffset, srcLength)
] (DxvkContext* ctx) {
ctx->copyBuffer(
cDstSlice.buffer(),
cDstSlice.offset(),
cSrcSlice.buffer(),
cSrcSlice.offset(),
cSrcSlice.length());
});
} else {
const D3D11TextureInfo* dstTextureInfo = GetCommonTextureInfo(pDstResource);
const D3D11TextureInfo* srcTextureInfo = GetCommonTextureInfo(pSrcResource);
const DxvkFormatInfo* dstFormatInfo = imageFormatInfo(dstTextureInfo->image->info().format);
const DxvkFormatInfo* srcFormatInfo = imageFormatInfo(srcTextureInfo->image->info().format);
const VkImageSubresource dstSubresource = GetSubresourceFromIndex(dstFormatInfo->aspectMask, dstTextureInfo->image->info().mipLevels, DstSubresource);
const VkImageSubresource srcSubresource = GetSubresourceFromIndex(srcFormatInfo->aspectMask, srcTextureInfo->image->info().mipLevels, SrcSubresource);
VkOffset3D srcOffset = { 0, 0, 0 };
VkOffset3D dstOffset = {
static_cast<int32_t>(DstX),
static_cast<int32_t>(DstY),
static_cast<int32_t>(DstZ) };
VkExtent3D extent = srcTextureInfo->image->mipLevelExtent(srcSubresource.mipLevel);
if (pSrcBox != nullptr) {
if (pSrcBox->left >= pSrcBox->right
|| pSrcBox->top >= pSrcBox->bottom
|| pSrcBox->front >= pSrcBox->back)
return; // no-op, but legal
srcOffset.x = pSrcBox->left;
srcOffset.y = pSrcBox->top;
srcOffset.z = pSrcBox->front;
extent.width = pSrcBox->right - pSrcBox->left;
extent.height = pSrcBox->bottom - pSrcBox->top;
extent.depth = pSrcBox->back - pSrcBox->front;
}
const VkImageSubresourceLayers dstLayers = {
dstSubresource.aspectMask,
dstSubresource.mipLevel,
dstSubresource.arrayLayer, 1 };
const VkImageSubresourceLayers srcLayers = {
srcSubresource.aspectMask,
srcSubresource.mipLevel,
srcSubresource.arrayLayer, 1 };
EmitCs([
cDstImage = dstTextureInfo->image,
cSrcImage = srcTextureInfo->image,
cDstLayers = dstLayers,
cSrcLayers = srcLayers,
cDstOffset = dstOffset,
cSrcOffset = srcOffset,
cExtent = extent
] (DxvkContext* ctx) {
ctx->copyImage(
cDstImage, cDstLayers, cDstOffset,
cSrcImage, cSrcLayers, cSrcOffset,
cExtent);
});
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CopyResource(
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ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) {
D3D11_RESOURCE_DIMENSION dstResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
D3D11_RESOURCE_DIMENSION srcResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pDstResource->GetType(&dstResourceDim);
pSrcResource->GetType(&srcResourceDim);
if (dstResourceDim != srcResourceDim) {
Logger::err("D3D11DeviceContext: CopyResource: Mismatched resource types");
return;
}
if (dstResourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
auto dstBuffer = static_cast<D3D11Buffer*>(pDstResource)->GetBufferSlice();
auto srcBuffer = static_cast<D3D11Buffer*>(pSrcResource)->GetBufferSlice();
if (dstBuffer.length() != srcBuffer.length()) {
Logger::err("D3D11DeviceContext: CopyResource: Mismatched buffer size");
return;
}
EmitCs([
cDstBuffer = std::move(dstBuffer),
cSrcBuffer = std::move(srcBuffer)
] (DxvkContext* ctx) {
ctx->copyBuffer(
cDstBuffer.buffer(),
cDstBuffer.offset(),
cSrcBuffer.buffer(),
cSrcBuffer.offset(),
cSrcBuffer.length());
});
} else {
const D3D11TextureInfo* dstTextureInfo = GetCommonTextureInfo(pDstResource);
const D3D11TextureInfo* srcTextureInfo = GetCommonTextureInfo(pSrcResource);
const DxvkFormatInfo* dstFormatInfo = imageFormatInfo(dstTextureInfo->image->info().format);
const DxvkFormatInfo* srcFormatInfo = imageFormatInfo(srcTextureInfo->image->info().format);
for (uint32_t i = 0; i < srcTextureInfo->image->info().mipLevels; i++) {
VkExtent3D extent = srcTextureInfo->image->mipLevelExtent(i);
const VkImageSubresourceLayers dstLayers = { dstFormatInfo->aspectMask, i, 0, dstTextureInfo->image->info().numLayers };
const VkImageSubresourceLayers srcLayers = { srcFormatInfo->aspectMask, i, 0, srcTextureInfo->image->info().numLayers };
EmitCs([
cDstImage = dstTextureInfo->image,
cSrcImage = srcTextureInfo->image,
cDstLayers = dstLayers,
cSrcLayers = srcLayers,
cExtent = extent
] (DxvkContext* ctx) {
ctx->copyImage(
cDstImage, cDstLayers, VkOffset3D { 0, 0, 0 },
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cSrcImage, cSrcLayers, VkOffset3D { 0, 0, 0 },
cExtent);
});
}
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CopyStructureCount(
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ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView) {
auto buf = static_cast<D3D11Buffer*>(pDstBuffer);
auto uav = static_cast<D3D11UnorderedAccessView*>(pSrcView);
EmitCs([
cDstSlice = buf->GetBufferSlice(DstAlignedByteOffset),
cSrcSlice = uav->GetCounterSlice()
] (DxvkContext* ctx) {
ctx->copyBuffer(
cDstSlice.buffer(),
cDstSlice.offset(),
cSrcSlice.buffer(),
cSrcSlice.offset(),
sizeof(uint32_t));
});
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearRenderTargetView(
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ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) {
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auto rtv = static_cast<D3D11RenderTargetView*>(pRenderTargetView);
if (rtv == nullptr)
return;
// Find out whether the given attachment is currently bound
// or not, and if it is, which attachment index it has.
int32_t attachmentIndex = -1;
for (uint32_t i = 0; i < m_state.om.renderTargetViews.size(); i++) {
if (m_state.om.renderTargetViews.at(i) == rtv)
attachmentIndex = i;
}
// Copy the clear color into a clear value structure.
// This should also work for images that don nott have
// a floating point format.
const Rc<DxvkImageView> view = rtv->GetImageView();
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 = view->mipLevelExtent(0).width;
clearRect.rect.extent.height = view->mipLevelExtent(0).height;
clearRect.baseArrayLayer = 0;
clearRect.layerCount = view->info().numLayers;
if (m_parent->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
clearRect.layerCount = 1;
EmitCs([
cClearInfo = clearInfo,
cClearRect = clearRect
] (DxvkContext* ctx) {
ctx->clearRenderTarget(cClearInfo, cClearRect);
});
} else {
// Image is not bound to the pipeline. We can still clear
// it, but we'll have to use a generic clear function.
EmitCs([
cClearValue = clearValue,
cDstView = view
] (DxvkContext* ctx) {
ctx->clearColorImage(cDstView->image(),
cClearValue, cDstView->subresources());
});
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewUint(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) {
auto uav = static_cast<D3D11UnorderedAccessView*>(pUnorderedAccessView);
if (uav == nullptr)
return;
if (uav->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER) {
const Rc<DxvkBufferView> bufferView = uav->GetBufferView();
if (bufferView->info().format == VK_FORMAT_R32_UINT) {
EmitCs([
cClearValue = Values[0],
cDstSlice = bufferView->slice()
] (DxvkContext* ctx) {
ctx->clearBuffer(
cDstSlice.buffer(),
cDstSlice.offset(),
cDstSlice.length(),
cClearValue);
});
} else {
Logger::err("D3D11: ClearUnorderedAccessViewUint: Not supported for typed buffers");
}
} else {
// FIXME floating point formats are not handled correctly
// yet, we might need to create an image view with an
// integer format and clear that.
VkClearColorValue clearValue;
for (uint32_t i = 0; i < 4; i++)
clearValue.uint32[i] = Values[i];
EmitCs([
cClearValue = clearValue,
cDstView = uav->GetImageView()
] (DxvkContext* ctx) {
ctx->clearColorImage(cDstView->image(),
cClearValue, cDstView->subresources());
});
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewFloat(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) {
Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewFloat: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearDepthStencilView(
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ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) {
auto dsv = static_cast<D3D11DepthStencilView*>(pDepthStencilView);
if (dsv == nullptr)
return;
// Figure out which aspects to clear based
// on the image format and the clear flags.
const Rc<DxvkImageView> view = dsv->GetImageView();
VkImageAspectFlags aspectMask = 0;
if (ClearFlags & D3D11_CLEAR_DEPTH)
aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
if (ClearFlags & D3D11_CLEAR_STENCIL)
aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
const DxvkFormatInfo* formatInfo =
imageFormatInfo(view->info().format);
aspectMask &= formatInfo->aspectMask;
VkClearDepthStencilValue clearValue;
clearValue.depth = Depth;
clearValue.stencil = Stencil;
if (m_state.om.depthStencilView == dsv) {
// Image is bound to the pipeline for rendering. We can
// use the clear function that operates on attachments.
VkClearAttachment clearInfo;
clearInfo.aspectMask = aspectMask;
clearInfo.colorAttachment = 0;
clearInfo.clearValue.depthStencil = clearValue;
// Clear the full area
VkClearRect clearRect;
clearRect.rect.offset.x = 0;
clearRect.rect.offset.y = 0;
clearRect.rect.extent.width = view->mipLevelExtent(0).width;
clearRect.rect.extent.height = view->mipLevelExtent(0).height;
clearRect.baseArrayLayer = 0;
clearRect.layerCount = view->info().numLayers;
// FIXME Is this correct? Docs don't say anything
if (m_parent->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
clearRect.layerCount = 1;
EmitCs([
cClearInfo = clearInfo,
cClearRect = clearRect
] (DxvkContext* ctx) {
ctx->clearRenderTarget(cClearInfo, cClearRect);
});
} else {
EmitCs([
cClearValue = clearValue,
cDstView = view,
cAspectMask = aspectMask
] (DxvkContext* ctx) {
VkImageSubresourceRange subresources = cDstView->subresources();
subresources.aspectMask = cAspectMask;
ctx->clearDepthStencilImage(cDstView->image(),
cClearValue, subresources);
});
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GenerateMips(ID3D11ShaderResourceView* pShaderResourceView) {
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auto view = static_cast<D3D11ShaderResourceView*>(pShaderResourceView);
if (view->GetResourceType() != D3D11_RESOURCE_DIMENSION_BUFFER) {
EmitCs([cDstImageView = view->GetImageView()]
(DxvkContext* ctx) {
ctx->generateMipmaps(
cDstImageView->image(),
cDstImageView->subresources());
});
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} else {
Logger::err("D3D11DeviceContext: GenerateMips called on a buffer");
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::UpdateSubresource(
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ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) {
// We need a different code path for buffers
D3D11_RESOURCE_DIMENSION resourceType;
pDstResource->GetType(&resourceType);
if (resourceType == D3D11_RESOURCE_DIMENSION_BUFFER) {
const auto bufferResource = static_cast<D3D11Buffer*>(pDstResource);
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const auto bufferSlice = bufferResource->GetBufferSlice();
VkDeviceSize offset = bufferSlice.offset();
VkDeviceSize size = bufferSlice.length();
if (pDstBox != nullptr) {
offset = pDstBox->left;
size = pDstBox->right - pDstBox->left;
}
if (offset + size > bufferSlice.length()) {
Logger::err("D3D11DeviceContext: Buffer update range out of bounds");
return;
}
if (size == 0)
return;
if (((size == bufferSlice.length())
&& (bufferSlice.buffer()->memFlags() & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT))) {
D3D11_MAPPED_SUBRESOURCE mappedSr;
Map(pDstResource, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSr);
std::memcpy(mappedSr.pData, pSrcData, size);
Unmap(pDstResource, 0);
} else {
DxvkDataSlice dataSlice = AllocUpdateBufferSlice(size);
std::memcpy(dataSlice.ptr(), pSrcData, size);
EmitCs([
cDataBuffer = std::move(dataSlice),
cBufferSlice = bufferSlice.subSlice(offset, size)
] (DxvkContext* ctx) {
ctx->updateBuffer(
cBufferSlice.buffer(),
cBufferSlice.offset(),
cBufferSlice.length(),
cDataBuffer.ptr());
});
}
} else {
const D3D11TextureInfo* textureInfo
= GetCommonTextureInfo(pDstResource);
const VkImageSubresource subresource =
GetSubresourceFromIndex(VK_IMAGE_ASPECT_COLOR_BIT,
textureInfo->image->info().mipLevels, DstSubresource);
VkOffset3D offset = { 0, 0, 0 };
VkExtent3D extent = textureInfo->image->mipLevelExtent(subresource.mipLevel);
if (pDstBox != nullptr) {
if (pDstBox->left >= pDstBox->right
|| pDstBox->top >= pDstBox->bottom
|| pDstBox->front >= pDstBox->back)
return; // no-op, but legal
offset.x = pDstBox->left;
offset.y = pDstBox->top;
offset.z = pDstBox->front;
extent.width = pDstBox->right - pDstBox->left;
extent.height = pDstBox->bottom - pDstBox->top;
extent.depth = pDstBox->back - pDstBox->front;
}
const VkImageSubresourceLayers layers = {
subresource.aspectMask,
subresource.mipLevel,
subresource.arrayLayer, 1 };
auto formatInfo = imageFormatInfo(
textureInfo->image->info().format);
const VkExtent3D regionExtent = util::computeBlockCount(extent, formatInfo->blockSize);
const VkDeviceSize bytesPerRow = regionExtent.width * formatInfo->elementSize;
const VkDeviceSize bytesPerLayer = regionExtent.height * bytesPerRow;
const VkDeviceSize bytesTotal = regionExtent.depth * bytesPerLayer;
DxvkDataSlice imageDataBuffer = AllocUpdateBufferSlice(bytesTotal);
util::packImageData(
reinterpret_cast<char*>(imageDataBuffer.ptr()),
reinterpret_cast<const char*>(pSrcData),
regionExtent, formatInfo->elementSize,
SrcRowPitch, SrcDepthPitch);
EmitCs([
cDstImage = textureInfo->image,
cDstLayers = layers,
cDstOffset = offset,
cDstExtent = extent,
cSrcData = std::move(imageDataBuffer),
cSrcBytesPerRow = bytesPerRow,
cSrcBytesPerLayer = bytesPerLayer
] (DxvkContext* ctx) {
ctx->updateImage(cDstImage, cDstLayers,
cDstOffset, cDstExtent, cSrcData.ptr(),
cSrcBytesPerRow, cSrcBytesPerLayer);
});
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::SetResourceMinLOD(
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ID3D11Resource* pResource,
FLOAT MinLOD) {
Logger::err("D3D11DeviceContext::SetResourceMinLOD: Not implemented");
}
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FLOAT STDMETHODCALLTYPE D3D11DeviceContext::GetResourceMinLOD(ID3D11Resource* pResource) {
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Logger::err("D3D11DeviceContext::GetResourceMinLOD: Not implemented");
return 0.0f;
}
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void STDMETHODCALLTYPE D3D11DeviceContext::ResolveSubresource(
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ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) {
D3D11_RESOURCE_DIMENSION dstResourceType;
D3D11_RESOURCE_DIMENSION srcResourceType;
pDstResource->GetType(&dstResourceType);
pSrcResource->GetType(&srcResourceType);
if (dstResourceType != D3D11_RESOURCE_DIMENSION_TEXTURE2D
|| srcResourceType != D3D11_RESOURCE_DIMENSION_TEXTURE2D) {
Logger::err("D3D11: ResolveSubresource: Incompatible resources");
return;
}
auto dstTexture = static_cast<D3D11Texture2D*>(pDstResource);
auto srcTexture = static_cast<D3D11Texture2D*>(pSrcResource);
D3D11_TEXTURE2D_DESC dstDesc;
D3D11_TEXTURE2D_DESC srcDesc;
dstTexture->GetDesc(&dstDesc);
srcTexture->GetDesc(&srcDesc);
if (dstDesc.SampleDesc.Count != 1) {
Logger::err("D3D11: ResolveSubresource: Resource sample count invalid");
return;
}
const D3D11TextureInfo* dstTextureInfo = GetCommonTextureInfo(pDstResource);
const D3D11TextureInfo* srcTextureInfo = GetCommonTextureInfo(pSrcResource);
const DxgiFormatInfo dstFormatInfo = m_parent->LookupFormat(dstDesc.Format, DxgiFormatMode::Any);
const DxgiFormatInfo srcFormatInfo = m_parent->LookupFormat(srcDesc.Format, DxgiFormatMode::Any);
const VkImageSubresource dstSubresource =
GetSubresourceFromIndex(dstFormatInfo.aspect,
dstTextureInfo->image->info().mipLevels, DstSubresource);
const VkImageSubresource srcSubresource =
GetSubresourceFromIndex(srcFormatInfo.aspect,
srcTextureInfo->image->info().mipLevels, SrcSubresource);
const VkImageSubresourceLayers dstSubresourceLayers = {
dstSubresource.aspectMask,
dstSubresource.mipLevel,
dstSubresource.arrayLayer, 1 };
const VkImageSubresourceLayers srcSubresourceLayers = {
srcSubresource.aspectMask,
srcSubresource.mipLevel,
srcSubresource.arrayLayer, 1 };
if (srcDesc.SampleDesc.Count == 1) {
EmitCs([
cDstImage = dstTextureInfo->image,
cSrcImage = srcTextureInfo->image,
cDstLayers = dstSubresourceLayers,
cSrcLayers = srcSubresourceLayers
] (DxvkContext* ctx) {
ctx->copyImage(
cDstImage, cDstLayers, VkOffset3D { 0, 0, 0 },
cSrcImage, cSrcLayers, VkOffset3D { 0, 0, 0 },
cDstImage->mipLevelExtent(cDstLayers.mipLevel));
});
} else {
const VkFormat format = m_parent->LookupFormat(
Format, DxgiFormatMode::Any).format;
EmitCs([
cDstImage = dstTextureInfo->image,
cSrcImage = srcTextureInfo->image,
cDstSubres = dstSubresourceLayers,
cSrcSubres = srcSubresourceLayers,
cFormat = format
] (DxvkContext* ctx) {
ctx->resolveImage(
cDstImage, cDstSubres,
cSrcImage, cSrcSubres,
cFormat);
});
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawAuto() {
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Logger::err("D3D11DeviceContext::DrawAuto: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::Draw(
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UINT VertexCount,
UINT StartVertexLocation) {
EmitCs([=] (DxvkContext* ctx) {
ctx->draw(
VertexCount, 1,
StartVertexLocation, 0);
});
m_drawCount += 1;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexed(
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UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) {
EmitCs([=] (DxvkContext* ctx) {
ctx->drawIndexed(
IndexCount, 1,
StartIndexLocation,
BaseVertexLocation, 0);
});
m_drawCount += 1;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstanced(
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UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) {
EmitCs([=] (DxvkContext* ctx) {
ctx->draw(
VertexCountPerInstance,
InstanceCount,
StartVertexLocation,
StartInstanceLocation);
});
m_drawCount += 1;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstanced(
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UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) {
EmitCs([=] (DxvkContext* ctx) {
ctx->drawIndexed(
IndexCountPerInstance,
InstanceCount,
StartIndexLocation,
BaseVertexLocation,
StartInstanceLocation);
});
m_drawCount += 1;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
D3D11Buffer* buffer = static_cast<D3D11Buffer*>(pBufferForArgs);
EmitCs([bufferSlice = buffer->GetBufferSlice(AlignedByteOffsetForArgs)]
(DxvkContext* ctx) {
ctx->drawIndexedIndirect(
bufferSlice, 1, 0);
});
m_drawCount += 1;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
D3D11Buffer* buffer = static_cast<D3D11Buffer*>(pBufferForArgs);
EmitCs([bufferSlice = buffer->GetBufferSlice(AlignedByteOffsetForArgs)]
(DxvkContext* ctx) {
ctx->drawIndirect(bufferSlice, 1, 0);
});
m_drawCount += 1;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::Dispatch(
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UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) {
EmitCs([=] (DxvkContext* ctx) {
ctx->dispatch(
ThreadGroupCountX,
ThreadGroupCountY,
ThreadGroupCountZ);
});
m_drawCount += 1;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DispatchIndirect(
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ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
D3D11Buffer* buffer = static_cast<D3D11Buffer*>(pBufferForArgs);
EmitCs([bufferSlice = buffer->GetBufferSlice(AlignedByteOffsetForArgs)]
(DxvkContext* ctx) {
ctx->dispatchIndirect(bufferSlice);
});
m_drawCount += 1;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) {
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auto inputLayout = static_cast<D3D11InputLayout*>(pInputLayout);
if (m_state.ia.inputLayout != inputLayout) {
m_state.ia.inputLayout = inputLayout;
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ApplyInputLayout();
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) {
if (m_state.ia.primitiveTopology != Topology) {
m_state.ia.primitiveTopology = Topology;
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ApplyPrimitiveTopology();
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IASetVertexBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) {
for (uint32_t i = 0; i < NumBuffers; i++) {
auto newBuffer = static_cast<D3D11Buffer*>(ppVertexBuffers[i]);
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m_state.ia.vertexBuffers[StartSlot + i].buffer = newBuffer;
m_state.ia.vertexBuffers[StartSlot + i].offset = pOffsets[i];
m_state.ia.vertexBuffers[StartSlot + i].stride = pStrides[i];
BindVertexBuffer(StartSlot + i, newBuffer, pOffsets[i], pStrides[i]);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IASetIndexBuffer(
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ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) {
auto newBuffer = static_cast<D3D11Buffer*>(pIndexBuffer);
m_state.ia.indexBuffer.buffer = newBuffer;
m_state.ia.indexBuffer.offset = Offset;
m_state.ia.indexBuffer.format = Format;
BindIndexBuffer(newBuffer, Offset, Format);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IAGetInputLayout(ID3D11InputLayout** ppInputLayout) {
*ppInputLayout = m_state.ia.inputLayout.ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IAGetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY* pTopology) {
*pTopology = m_state.ia.primitiveTopology;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IAGetVertexBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) {
for (uint32_t i = 0; i < NumBuffers; i++) {
if (ppVertexBuffers != nullptr)
ppVertexBuffers[i] = m_state.ia.vertexBuffers[StartSlot + i].buffer.ref();
if (pStrides != nullptr)
pStrides[i] = m_state.ia.vertexBuffers[StartSlot + i].stride;
if (pOffsets != nullptr)
pOffsets[i] = m_state.ia.vertexBuffers[StartSlot + i].offset;
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IAGetIndexBuffer(
ID3D11Buffer** ppIndexBuffer,
DXGI_FORMAT* pFormat,
UINT* pOffset) {
if (ppIndexBuffer != nullptr)
*ppIndexBuffer = m_state.ia.indexBuffer.buffer.ref();
if (pFormat != nullptr)
*pFormat = m_state.ia.indexBuffer.format;
if (pOffset != nullptr)
*pOffset = m_state.ia.indexBuffer.offset;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShader(
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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;
BindShader(shader, VK_SHADER_STAGE_VERTEX_BIT);
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}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers(
DxbcProgramType::VertexShader,
m_state.vs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources(
DxbcProgramType::VertexShader,
m_state.vs.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers(
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DxbcProgramType::VertexShader,
m_state.vs.samplers,
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StartSlot, NumSamplers,
ppSamplers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShader(
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ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
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if (ppVertexShader != nullptr)
*ppVertexShader = m_state.vs.shader.ref();
if (pNumClassInstances != nullptr)
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*pNumClassInstances = 0;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
for (uint32_t i = 0; i < NumBuffers; i++)
ppConstantBuffers[i] = m_state.vs.constantBuffers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.vs.shaderResources.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = m_state.vs.samplers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSSetShader(
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ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
auto shader = static_cast<D3D11HullShader*>(pHullShader);
if (NumClassInstances != 0)
Logger::err("D3D11DeviceContext::HSSetShader: Class instances not supported");
if (m_state.hs.shader != shader) {
m_state.hs.shader = shader;
BindShader(shader, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources(
DxbcProgramType::HullShader,
m_state.hs.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers(
DxbcProgramType::HullShader,
m_state.hs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers(
DxbcProgramType::HullShader,
m_state.hs.samplers,
StartSlot, NumSamplers,
ppSamplers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShader(
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ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
if (ppHullShader != nullptr)
*ppHullShader = m_state.hs.shader.ref();
if (pNumClassInstances != nullptr)
*pNumClassInstances = 0;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
for (uint32_t i = 0; i < NumBuffers; i++)
ppConstantBuffers[i] = m_state.hs.constantBuffers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.hs.shaderResources.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = m_state.hs.samplers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSSetShader(
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ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
auto shader = static_cast<D3D11DomainShader*>(pDomainShader);
if (NumClassInstances != 0)
Logger::err("D3D11DeviceContext::DSSetShader: Class instances not supported");
if (m_state.ds.shader != shader) {
m_state.ds.shader = shader;
BindShader(shader, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources(
DxbcProgramType::DomainShader,
m_state.ds.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers(
DxbcProgramType::DomainShader,
m_state.ds.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers(
DxbcProgramType::DomainShader,
m_state.ds.samplers,
StartSlot, NumSamplers,
ppSamplers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShader(
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ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
if (ppDomainShader != nullptr)
*ppDomainShader = m_state.ds.shader.ref();
if (pNumClassInstances != nullptr)
*pNumClassInstances = 0;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
for (uint32_t i = 0; i < NumBuffers; i++)
ppConstantBuffers[i] = m_state.ds.constantBuffers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.ds.shaderResources.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = m_state.ds.samplers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSSetShader(
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ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
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auto shader = static_cast<D3D11GeometryShader*>(pShader);
if (NumClassInstances != 0)
Logger::err("D3D11DeviceContext::GSSetShader: Class instances not supported");
if (m_state.gs.shader != shader) {
m_state.gs.shader = shader;
BindShader(shader, VK_SHADER_STAGE_GEOMETRY_BIT);
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}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers(
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DxbcProgramType::GeometryShader,
m_state.gs.constantBuffers,
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StartSlot, NumBuffers,
ppConstantBuffers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources(
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DxbcProgramType::GeometryShader,
m_state.gs.shaderResources,
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StartSlot, NumViews,
ppShaderResourceViews);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers(
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DxbcProgramType::GeometryShader,
m_state.gs.samplers,
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StartSlot, NumSamplers,
ppSamplers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShader(
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ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
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if (ppGeometryShader != nullptr)
*ppGeometryShader = m_state.gs.shader.ref();
if (pNumClassInstances != nullptr)
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*pNumClassInstances = 0;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
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for (uint32_t i = 0; i < NumBuffers; i++)
ppConstantBuffers[i] = m_state.gs.constantBuffers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
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for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.gs.shaderResources.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
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for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = m_state.gs.samplers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSSetShader(
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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;
BindShader(shader, VK_SHADER_STAGE_FRAGMENT_BIT);
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}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers(
DxbcProgramType::PixelShader,
m_state.ps.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources(
DxbcProgramType::PixelShader,
m_state.ps.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers(
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DxbcProgramType::PixelShader,
m_state.ps.samplers,
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StartSlot, NumSamplers,
ppSamplers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShader(
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ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
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if (ppPixelShader != nullptr)
*ppPixelShader = m_state.ps.shader.ref();
if (pNumClassInstances != nullptr)
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*pNumClassInstances = 0;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
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for (uint32_t i = 0; i < NumBuffers; i++)
ppConstantBuffers[i] = m_state.ps.constantBuffers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
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for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.ps.shaderResources.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
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for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = m_state.ps.samplers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetShader(
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ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
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auto shader = static_cast<D3D11ComputeShader*>(pComputeShader);
if (NumClassInstances != 0)
Logger::err("D3D11DeviceContext::CSSetShader: Class instances not supported");
if (m_state.cs.shader != shader) {
m_state.cs.shader = shader;
BindShader(shader, VK_SHADER_STAGE_COMPUTE_BIT);
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}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers(
DxbcProgramType::ComputeShader,
m_state.cs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources(
DxbcProgramType::ComputeShader,
m_state.cs.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers(
DxbcProgramType::ComputeShader,
m_state.cs.samplers,
StartSlot, NumSamplers,
ppSamplers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetUnorderedAccessViews(
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UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
this->SetUnorderedAccessViews(
DxbcProgramType::ComputeShader,
m_state.cs.unorderedAccessViews,
StartSlot, NumUAVs,
ppUnorderedAccessViews);
if (pUAVInitialCounts != nullptr) {
this->InitUnorderedAccessViewCounters(
NumUAVs, ppUnorderedAccessViews,
pUAVInitialCounts);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShader(
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ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
if (ppComputeShader != nullptr)
*ppComputeShader = m_state.cs.shader.ref();
if (pNumClassInstances != nullptr)
*pNumClassInstances = 0;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
for (uint32_t i = 0; i < NumBuffers; i++)
ppConstantBuffers[i] = m_state.cs.constantBuffers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.cs.shaderResources.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = m_state.cs.samplers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetUnorderedAccessViews(
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UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
for (uint32_t i = 0; i < NumUAVs; i++)
ppUnorderedAccessViews[i] = m_state.cs.unorderedAccessViews.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargets(
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UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) {
// Optimization: If the number of draw and dispatch calls issued
// prior to the previous context flush is above a certain threshold,
// submit the current command buffer in order to keep the GPU busy.
// This also helps keep the command buffers at a reasonable size.
if (m_drawCount >= 500)
Flush();
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;
}
m_state.om.depthStencilView = static_cast<D3D11DepthStencilView*>(pDepthStencilView);
BindFramebuffer();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
if (NumRTVs != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL)
OMSetRenderTargets(NumRTVs, ppRenderTargetViews, pDepthStencilView);
if (NumUAVs != D3D11_KEEP_UNORDERED_ACCESS_VIEWS) {
// UAVs are made available to all shader stages in
// the graphics pipeline even though this code may
// suggest that they are limited to the pixel shader.
// This behaviour is only required for FL_11_1.
SetUnorderedAccessViews(
DxbcProgramType::PixelShader,
m_state.ps.unorderedAccessViews,
UAVStartSlot, NumUAVs,
ppUnorderedAccessViews);
if (pUAVInitialCounts != nullptr) {
InitUnorderedAccessViewCounters(NumUAVs,
ppUnorderedAccessViews, pUAVInitialCounts);
}
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMSetBlendState(
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ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) {
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auto blendState = static_cast<D3D11BlendState*>(pBlendState);
if (m_state.om.cbState != blendState
|| m_state.om.sampleMask != SampleMask) {
m_state.om.cbState = blendState;
m_state.om.sampleMask = SampleMask;
ApplyBlendState();
}
if (BlendFactor != nullptr) {
for (uint32_t i = 0; i < 4; i++)
m_state.om.blendFactor[i] = BlendFactor[i];
ApplyBlendFactor();
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMSetDepthStencilState(
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ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) {
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auto depthStencilState = static_cast<D3D11DepthStencilState*>(pDepthStencilState);
if (m_state.om.dsState != depthStencilState) {
m_state.om.dsState = depthStencilState;
ApplyDepthStencilState();
}
if (m_state.om.stencilRef != StencilRef) {
m_state.om.stencilRef = StencilRef;
ApplyStencilRef();
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMGetRenderTargets(
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UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) {
if (ppRenderTargetViews != nullptr) {
for (UINT i = 0; i < NumViews; i++)
ppRenderTargetViews[i] = m_state.om.renderTargetViews[i].ref();
}
if (ppDepthStencilView != nullptr)
*ppDepthStencilView = m_state.om.depthStencilView.ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
OMGetRenderTargets(NumRTVs, ppRenderTargetViews, ppDepthStencilView);
if (ppUnorderedAccessViews != nullptr) {
for (UINT i = 0; i < NumUAVs; i++)
ppUnorderedAccessViews[i] = m_state.ps.unorderedAccessViews[UAVStartSlot + i].ref();
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMGetBlendState(
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ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) {
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if (ppBlendState != nullptr)
*ppBlendState = m_state.om.cbState.ref();
if (BlendFactor != nullptr)
std::memcpy(BlendFactor, m_state.om.blendFactor, sizeof(FLOAT) * 4);
if (pSampleMask != nullptr)
*pSampleMask = m_state.om.sampleMask;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMGetDepthStencilState(
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ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) {
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if (ppDepthStencilState != nullptr)
*ppDepthStencilState = m_state.om.dsState.ref();
if (pStencilRef != nullptr)
*pStencilRef = m_state.om.stencilRef;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSSetState(ID3D11RasterizerState* pRasterizerState) {
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auto rasterizerState = static_cast<D3D11RasterizerState*>(pRasterizerState);
if (m_state.rs.state != rasterizerState) {
m_state.rs.state = rasterizerState;
// In D3D11, the rasterizer state defines whether the
// scissor test is enabled, so we have to update the
// scissor rectangles as well.
ApplyRasterizerState();
ApplyViewportState();
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSSetViewports(
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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];
ApplyViewportState();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSSetScissorRects(
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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)
ApplyViewportState();
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSGetState(ID3D11RasterizerState** ppRasterizerState) {
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if (ppRasterizerState != nullptr)
*ppRasterizerState = m_state.rs.state.ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSGetViewports(
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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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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSGetScissorRects(
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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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}
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void STDMETHODCALLTYPE D3D11DeviceContext::SOSetTargets(
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UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) {
// TODO implement properly, including pOffsets
for (uint32_t i = 0; i < D3D11_SO_STREAM_COUNT; i++) {
m_state.so.targets[i] = (ppSOTargets != nullptr && i < NumBuffers)
? static_cast<D3D11Buffer*>(ppSOTargets[i])
: nullptr;
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::SOGetTargets(
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UINT NumBuffers,
ID3D11Buffer** ppSOTargets) {
for (uint32_t i = 0; i < NumBuffers; i++)
ppSOTargets[i] = m_state.so.targets[i].ref();
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}
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void D3D11DeviceContext::ApplyInputLayout() {
if (m_state.ia.inputLayout != nullptr) {
EmitCs([cInputLayout = m_state.ia.inputLayout] (DxvkContext* ctx) {
cInputLayout->BindToContext(ctx);
});
} else {
EmitCs([] (DxvkContext* ctx) {
ctx->setInputLayout(0, nullptr, 0, nullptr);
});
}
}
void D3D11DeviceContext::ApplyPrimitiveTopology() {
if (m_state.ia.primitiveTopology == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
return;
const DxvkInputAssemblyState iaState =
[Topology = m_state.ia.primitiveTopology] () -> DxvkInputAssemblyState {
if (Topology >= D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST
&& Topology <= D3D11_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST) {
// Tessellation patch. The number of control points per
// patch can be inferred from the enum value in D3D11.
return { VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, VK_FALSE,
uint32_t(Topology - D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + 1) };
} else {
switch (Topology) {
case D3D11_PRIMITIVE_TOPOLOGY_POINTLIST:
return { VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_FALSE, 0 };
case D3D11_PRIMITIVE_TOPOLOGY_LINELIST:
return { VK_PRIMITIVE_TOPOLOGY_LINE_LIST, VK_FALSE, 0 };
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP:
return { VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_TRUE, 0 };
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_FALSE, 0 };
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, VK_TRUE, 0 };
case D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ:
return { VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY, VK_FALSE, 0 };
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ:
return { VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY, VK_TRUE, 0 };
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ:
return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY, VK_FALSE, 0 };
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ:
return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, VK_TRUE, 0 };
default:
Logger::err(str::format("D3D11: Invalid primitive topology: ", Topology));
return { };
}
}
}();
EmitCs([iaState] (DxvkContext* ctx) {
ctx->setInputAssemblyState(iaState);
});
}
void D3D11DeviceContext::ApplyBlendState() {
EmitCs([
cBlendState = m_state.om.cbState != nullptr
? m_state.om.cbState
: m_defaultBlendState,
cSampleMask = m_state.om.sampleMask
] (DxvkContext* ctx) {
cBlendState->BindToContext(ctx, cSampleMask);
});
}
void D3D11DeviceContext::ApplyBlendFactor() {
EmitCs([
cBlendConstants = DxvkBlendConstants {
m_state.om.blendFactor[0], m_state.om.blendFactor[1],
m_state.om.blendFactor[2], m_state.om.blendFactor[3] }
] (DxvkContext* ctx) {
ctx->setBlendConstants(cBlendConstants);
});
}
void D3D11DeviceContext::ApplyDepthStencilState() {
EmitCs([
cDepthStencilState = m_state.om.dsState != nullptr
? m_state.om.dsState
: m_defaultDepthStencilState
] (DxvkContext* ctx) {
cDepthStencilState->BindToContext(ctx);
});
}
void D3D11DeviceContext::ApplyStencilRef() {
EmitCs([
cStencilRef = m_state.om.stencilRef
] (DxvkContext* ctx) {
ctx->setStencilReference(cStencilRef);
});
}
void D3D11DeviceContext::ApplyRasterizerState() {
EmitCs([
cRasterizerState = m_state.rs.state != nullptr
? m_state.rs.state
: m_defaultRasterizerState
] (DxvkContext* ctx) {
cRasterizerState->BindToContext(ctx);
});
}
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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;
// D3D11's coordinate system has its origin in the bottom left,
// but the viewport coordinates are aligned to the top-left
// corner so we can get away with flipping the viewport.
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.Height + vp.TopLeftY,
vp.Width, -vp.Height,
vp.MinDepth, vp.MaxDepth,
};
}
// 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 } };
}
}
EmitCs([
cViewportCount = m_state.rs.numViewports,
cViewports = viewports,
cScissors = scissors
] (DxvkContext* ctx) {
ctx->setViewports(
cViewportCount,
cViewports.data(),
cScissors.data());
});
}
void D3D11DeviceContext::BindFramebuffer() {
// NOTE According to the Microsoft docs, we are supposed to
// unbind overlapping shader resource views. Since this comes
// with a large performance penalty we'll ignore this until an
// application actually relies on this behaviour.
DxvkRenderTargets attachments;
// 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.
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)->GetImageView(),
m_state.om.renderTargetViews.at(i)->GetRenderLayout());
}
}
if (m_state.om.depthStencilView != nullptr) {
attachments.setDepthTarget(
m_state.om.depthStencilView->GetImageView(),
m_state.om.depthStencilView->GetRenderLayout());
}
// Create and bind the framebuffer object to the context
EmitCs([attachments, dev = m_device] (DxvkContext* ctx) {
Rc<DxvkFramebuffer> framebuffer = nullptr;
if (attachments.hasAttachments())
framebuffer = dev->createFramebuffer(attachments);
ctx->bindFramebuffer(framebuffer);
});
}
void D3D11DeviceContext::BindVertexBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Stride) {
EmitCs([
cSlotId = Slot,
cBufferSlice = pBuffer != nullptr ? pBuffer->GetBufferSlice(Offset) : DxvkBufferSlice(),
cStride = pBuffer != nullptr ? Stride : 0
] (DxvkContext* ctx) {
ctx->bindVertexBuffer(cSlotId, cBufferSlice, cStride);
});
}
void D3D11DeviceContext::BindIndexBuffer(
D3D11Buffer* pBuffer,
UINT Offset,
DXGI_FORMAT Format) {
// As in Vulkan, the index format can be either a 32-bit
// or 16-bit unsigned integer, no other formats are allowed.
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VkIndexType indexType = VK_INDEX_TYPE_UINT32;
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if (pBuffer != nullptr) {
switch (Format) {
case DXGI_FORMAT_R16_UINT: indexType = VK_INDEX_TYPE_UINT16; break;
case DXGI_FORMAT_R32_UINT: indexType = VK_INDEX_TYPE_UINT32; break;
default: Logger::err(str::format("D3D11: Invalid index format: ", Format));
}
}
EmitCs([
cBufferSlice = pBuffer != nullptr ? pBuffer->GetBufferSlice(Offset) : DxvkBufferSlice(),
cIndexType = indexType
] (DxvkContext* ctx) {
ctx->bindIndexBuffer(cBufferSlice, cIndexType);
});
}
void D3D11DeviceContext::BindConstantBuffer(
UINT Slot,
D3D11Buffer* pBuffer) {
EmitCs([
cSlotId = Slot,
cBufferSlice = pBuffer != nullptr ? pBuffer->GetBufferSlice() : DxvkBufferSlice()
] (DxvkContext* ctx) {
ctx->bindResourceBuffer(cSlotId, cBufferSlice);
});
}
void D3D11DeviceContext::BindSampler(
UINT Slot,
D3D11SamplerState* pSampler) {
EmitCs([
cSlotId = Slot,
cSampler = pSampler != nullptr ? pSampler->GetDXVKSampler() : nullptr
] (DxvkContext* ctx) {
ctx->bindResourceSampler(cSlotId, cSampler);
});
}
void D3D11DeviceContext::BindShaderResource(
UINT Slot,
D3D11ShaderResourceView* pResource) {
EmitCs([
cSlotId = Slot,
cImageView = pResource != nullptr ? pResource->GetImageView() : nullptr,
cBufferView = pResource != nullptr ? pResource->GetBufferView() : nullptr
] (DxvkContext* ctx) {
ctx->bindResourceView(cSlotId, cImageView, cBufferView);
});
}
void D3D11DeviceContext::BindUnorderedAccessView(
UINT UavSlot,
UINT CtrSlot,
D3D11UnorderedAccessView* pUav) {
EmitCs([
cUavSlotId = UavSlot,
cCtrSlotId = CtrSlot,
cImageView = pUav != nullptr ? pUav->GetImageView() : nullptr,
cBufferView = pUav != nullptr ? pUav->GetBufferView() : nullptr,
cCounterSlice = pUav != nullptr ? pUav->GetCounterSlice() : DxvkBufferSlice()
] (DxvkContext* ctx) {
ctx->bindResourceView (cUavSlotId, cImageView, cBufferView);
ctx->bindResourceBuffer (cCtrSlotId, cCounterSlice);
});
}
void D3D11DeviceContext::SetConstantBuffers(
DxbcProgramType ShaderStage,
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
const uint32_t slotId = computeResourceSlotId(
ShaderStage, DxbcBindingType::ConstantBuffer,
StartSlot);
for (uint32_t i = 0; i < NumBuffers; i++) {
auto newBuffer = static_cast<D3D11Buffer*>(ppConstantBuffers[i]);
if (Bindings[StartSlot + i] != newBuffer) {
Bindings[StartSlot + i] = newBuffer;
BindConstantBuffer(slotId + i, newBuffer);
}
}
}
void D3D11DeviceContext::SetSamplers(
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DxbcProgramType ShaderStage,
D3D11SamplerBindings& Bindings,
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
const uint32_t slotId = computeResourceSlotId(
ShaderStage, DxbcBindingType::ImageSampler,
StartSlot);
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for (uint32_t i = 0; i < NumSamplers; i++) {
auto sampler = static_cast<D3D11SamplerState*>(ppSamplers[i]);
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if (Bindings[StartSlot + i] != sampler) {
Bindings[StartSlot + i] = sampler;
BindSampler(slotId + i, sampler);
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}
}
}
void D3D11DeviceContext::SetShaderResources(
DxbcProgramType ShaderStage,
D3D11ShaderResourceBindings& Bindings,
UINT StartSlot,
UINT NumResources,
ID3D11ShaderResourceView* const* ppResources) {
const uint32_t slotId = computeResourceSlotId(
ShaderStage, DxbcBindingType::ShaderResource,
StartSlot);
for (uint32_t i = 0; i < NumResources; i++) {
auto resView = static_cast<D3D11ShaderResourceView*>(ppResources[i]);
if (Bindings[StartSlot + i] != resView) {
Bindings[StartSlot + i] = resView;
BindShaderResource(slotId + i, resView);
}
}
}
void D3D11DeviceContext::SetUnorderedAccessViews(
DxbcProgramType ShaderStage,
D3D11UnorderedAccessBindings& Bindings,
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews) {
const uint32_t uavSlotId = computeResourceSlotId(
ShaderStage, DxbcBindingType::UnorderedAccessView,
StartSlot);
const uint32_t ctrSlotId = computeResourceSlotId(
ShaderStage, DxbcBindingType::UavCounter,
StartSlot);
for (uint32_t i = 0; i < NumUAVs; i++) {
auto uav = static_cast<D3D11UnorderedAccessView*>(ppUnorderedAccessViews[i]);
if (Bindings[StartSlot + i] != uav) {
Bindings[StartSlot + i] = uav;
BindUnorderedAccessView(uavSlotId + i, ctrSlotId + i, uav);
}
}
}
void D3D11DeviceContext::InitUnorderedAccessViewCounters(
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
for (uint32_t i = 0; i < NumUAVs; i++) {
auto uav = static_cast<D3D11UnorderedAccessView*>(ppUnorderedAccessViews[i]);
if (uav != nullptr) {
const DxvkBufferSlice counterSlice = uav->GetCounterSlice();
const D3D11UavCounter counterValue = { pUAVInitialCounts[i] };
if (counterSlice.defined()
&& counterValue.atomicCtr != 0xFFFFFFFFu) {
EmitCs([counterSlice, counterValue] (DxvkContext* ctx) {
ctx->updateBuffer(
counterSlice.buffer(),
counterSlice.offset(),
counterSlice.length(),
&counterValue);
});
}
}
}
}
void D3D11DeviceContext::RestoreState() {
BindFramebuffer();
BindShader(m_state.vs.shader.ptr(), VK_SHADER_STAGE_VERTEX_BIT);
BindShader(m_state.hs.shader.ptr(), VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
BindShader(m_state.ds.shader.ptr(), VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
BindShader(m_state.gs.shader.ptr(), VK_SHADER_STAGE_GEOMETRY_BIT);
BindShader(m_state.ps.shader.ptr(), VK_SHADER_STAGE_FRAGMENT_BIT);
BindShader(m_state.cs.shader.ptr(), VK_SHADER_STAGE_COMPUTE_BIT);
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ApplyInputLayout();
ApplyPrimitiveTopology();
ApplyBlendState();
ApplyBlendFactor();
ApplyDepthStencilState();
ApplyStencilRef();
ApplyRasterizerState();
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ApplyViewportState();
BindIndexBuffer(
m_state.ia.indexBuffer.buffer.ptr(),
m_state.ia.indexBuffer.offset,
m_state.ia.indexBuffer.format);
for (uint32_t i = 0; i < m_state.ia.vertexBuffers.size(); i++) {
BindVertexBuffer(i,
m_state.ia.vertexBuffers[i].buffer.ptr(),
m_state.ia.vertexBuffers[i].offset,
m_state.ia.vertexBuffers[i].stride);
}
RestoreConstantBuffers(DxbcProgramType::VertexShader, m_state.vs.constantBuffers);
RestoreConstantBuffers(DxbcProgramType::HullShader, m_state.hs.constantBuffers);
RestoreConstantBuffers(DxbcProgramType::DomainShader, m_state.ds.constantBuffers);
RestoreConstantBuffers(DxbcProgramType::GeometryShader, m_state.gs.constantBuffers);
RestoreConstantBuffers(DxbcProgramType::PixelShader, m_state.ps.constantBuffers);
RestoreConstantBuffers(DxbcProgramType::ComputeShader, m_state.cs.constantBuffers);
RestoreSamplers(DxbcProgramType::VertexShader, m_state.vs.samplers);
RestoreSamplers(DxbcProgramType::HullShader, m_state.hs.samplers);
RestoreSamplers(DxbcProgramType::DomainShader, m_state.ds.samplers);
RestoreSamplers(DxbcProgramType::GeometryShader, m_state.gs.samplers);
RestoreSamplers(DxbcProgramType::PixelShader, m_state.ps.samplers);
RestoreSamplers(DxbcProgramType::ComputeShader, m_state.cs.samplers);
RestoreShaderResources(DxbcProgramType::VertexShader, m_state.vs.shaderResources);
RestoreShaderResources(DxbcProgramType::HullShader, m_state.hs.shaderResources);
RestoreShaderResources(DxbcProgramType::DomainShader, m_state.ds.shaderResources);
RestoreShaderResources(DxbcProgramType::GeometryShader, m_state.gs.shaderResources);
RestoreShaderResources(DxbcProgramType::PixelShader, m_state.ps.shaderResources);
RestoreShaderResources(DxbcProgramType::ComputeShader, m_state.cs.shaderResources);
RestoreUnorderedAccessViews(DxbcProgramType::PixelShader, m_state.ps.unorderedAccessViews, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
RestoreUnorderedAccessViews(DxbcProgramType::ComputeShader, m_state.cs.unorderedAccessViews, D3D11_1_UAV_SLOT_COUNT);
}
void D3D11DeviceContext::RestoreConstantBuffers(
DxbcProgramType Stage,
D3D11ConstantBufferBindings& Bindings) {
const uint32_t slotId = computeResourceSlotId(
Stage, DxbcBindingType::ConstantBuffer, 0);
for (uint32_t i = 0; i < Bindings.size(); i++)
BindConstantBuffer(slotId + i, Bindings[i].ptr());
}
void D3D11DeviceContext::RestoreSamplers(
DxbcProgramType Stage,
D3D11SamplerBindings& Bindings) {
const uint32_t slotId = computeResourceSlotId(
Stage, DxbcBindingType::ImageSampler, 0);
for (uint32_t i = 0; i < Bindings.size(); i++)
BindSampler(slotId + i, Bindings[i].ptr());
}
void D3D11DeviceContext::RestoreShaderResources(
DxbcProgramType Stage,
D3D11ShaderResourceBindings& Bindings) {
const uint32_t slotId = computeResourceSlotId(
Stage, DxbcBindingType::ShaderResource, 0);
for (uint32_t i = 0; i < Bindings.size(); i++)
BindShaderResource(slotId + i, Bindings[i].ptr());
}
void D3D11DeviceContext::RestoreUnorderedAccessViews(
DxbcProgramType Stage,
D3D11UnorderedAccessBindings& Bindings,
UINT SlotCount) {
const uint32_t uavSlotId = computeResourceSlotId(
Stage, DxbcBindingType::UnorderedAccessView, 0);
const uint32_t ctrSlotId = computeResourceSlotId(
Stage, DxbcBindingType::UavCounter, 0);
for (uint32_t i = 0; i < SlotCount; i++) {
BindUnorderedAccessView(
uavSlotId + i, ctrSlotId + i,
Bindings[i].ptr());
}
}
DxvkDataSlice D3D11DeviceContext::AllocUpdateBufferSlice(size_t Size) {
constexpr size_t UpdateBufferSize = 4 * 1024 * 1024;
if (Size >= UpdateBufferSize) {
Rc<DxvkDataBuffer> buffer = new DxvkDataBuffer(Size);
return buffer->alloc(Size);
} else {
if (m_updateBuffer == nullptr)
m_updateBuffer = new DxvkDataBuffer(Size);
DxvkDataSlice slice = m_updateBuffer->alloc(Size);
if (slice.ptr() == nullptr) {
m_updateBuffer = new DxvkDataBuffer(Size);
slice = m_updateBuffer->alloc(Size);
}
return slice;
}
}
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}