2017-11-29 20:19:40 +01:00
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#include <cstring>
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2017-10-11 09:51:48 +02:00
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#include "d3d11_context.h"
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#include "d3d11_device.h"
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namespace dxvk {
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2017-10-11 15:32:24 +02:00
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D3D11DeviceContext::D3D11DeviceContext(
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ID3D11Device* parent,
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Rc<DxvkDevice> device)
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: m_parent(parent),
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m_device(device) {
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2017-11-29 15:16:07 +01:00
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m_context = m_device->createContext();
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2017-12-01 10:08:49 +01:00
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m_context->beginRecording(
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m_device->createCommandList());
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2017-12-06 12:11:59 +01:00
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m_defaultRsState = new DxvkRasterizerState(
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VK_FALSE, VK_FALSE,
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_BACK_BIT,
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VK_FRONT_FACE_CLOCKWISE,
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VK_FALSE, 0.0f, 0.0f, 0.0f, 1.0f);
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2017-12-07 14:22:23 +01:00
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VkStencilOpState stencilOp;
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stencilOp.failOp = VK_STENCIL_OP_KEEP;
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stencilOp.passOp = VK_STENCIL_OP_KEEP;
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stencilOp.depthFailOp = VK_STENCIL_OP_KEEP;
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stencilOp.compareOp = VK_COMPARE_OP_ALWAYS;
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stencilOp.compareMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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stencilOp.writeMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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stencilOp.reference = 0;
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m_defaultDsState = new DxvkDepthStencilState(
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VK_TRUE, VK_TRUE, VK_FALSE, VK_FALSE,
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VK_COMPARE_OP_LESS, stencilOp, stencilOp,
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0.0f, 1.0f);
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m_defaultMsState = new DxvkMultisampleState(
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VK_SAMPLE_COUNT_1_BIT, 0xFFFFFFFFu,
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VK_FALSE, VK_FALSE, VK_FALSE, 0.0f);
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m_defaultCbState = new DxvkBlendState(
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VK_FALSE, VK_LOGIC_OP_CLEAR, 0, nullptr);
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2017-12-07 18:38:54 +01:00
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m_context->setRasterizerState(m_defaultRsState);
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m_context->setMultisampleState(m_defaultMsState);
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m_context->setDepthStencilState(m_defaultDsState);
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m_context->setBlendState(m_defaultCbState);
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2017-10-11 09:51:48 +02:00
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}
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D3D11DeviceContext::~D3D11DeviceContext() {
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2017-11-26 14:01:41 +01:00
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2017-10-11 09:51:48 +02:00
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}
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HRESULT D3D11DeviceContext::QueryInterface(
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REFIID riid,
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void** ppvObject) {
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2017-10-15 21:50:34 +02:00
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COM_QUERY_IFACE(riid, ppvObject, IUnknown);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
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2017-10-11 09:51:48 +02:00
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COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceContext);
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Logger::warn("D3D11DeviceContext::QueryInterface: Unknown interface query");
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return E_NOINTERFACE;
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}
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void D3D11DeviceContext::GetDevice(ID3D11Device **ppDevice) {
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2017-10-11 15:32:24 +02:00
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*ppDevice = ref(m_parent);
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2017-10-11 09:51:48 +02:00
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}
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D3D11_DEVICE_CONTEXT_TYPE D3D11DeviceContext::GetType() {
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2017-11-29 15:16:07 +01:00
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return m_type;
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2017-10-11 09:51:48 +02:00
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}
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UINT D3D11DeviceContext::GetContextFlags() {
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2017-11-29 15:16:07 +01:00
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return m_flags;
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2017-10-11 09:51:48 +02:00
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}
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void D3D11DeviceContext::ClearState() {
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2017-12-07 12:45:02 +01:00
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this->IASetInputLayout(nullptr);
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2017-12-06 18:54:01 +01:00
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this->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED);
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2017-12-06 12:11:59 +01:00
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// this->IASetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, nullptr, nullptr, nullptr);
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// this->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
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2017-12-07 10:12:48 +01:00
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this->VSSetShader(nullptr, nullptr, 0);
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2017-12-06 12:11:59 +01:00
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// this->VSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
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// this->VSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
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// this->VSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
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// this->HSSetShader(nullptr, nullptr, 0);
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// this->HSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
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// this->HSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
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// this->HSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
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// this->DSSetShader(nullptr, nullptr, 0);
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// this->DSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
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// this->DSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
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// this->DSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
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// this->GSSetShader(nullptr, nullptr, 0);
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// this->GSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
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// this->GSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
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// this->GSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
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2017-12-07 10:12:48 +01:00
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this->PSSetShader(nullptr, nullptr, 0);
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2017-12-06 12:11:59 +01:00
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// this->PSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
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// this->PSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
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// this->PSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
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// this->CSSetShader(nullptr, nullptr, 0);
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// this->CSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
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// this->CSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
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// this->CSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
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this->OMSetRenderTargets(0, nullptr, nullptr);
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2017-12-07 18:38:54 +01:00
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// this->OMSetBlendState(nullptr, nullptr, D3D11_DEFAULT_SAMPLE_MASK);
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// this->OMSetDepthStencilState(nullptr, 0);
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2017-12-06 12:11:59 +01:00
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this->RSSetState(nullptr);
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this->RSSetViewports(0, nullptr);
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this->RSSetScissorRects(0, nullptr);
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// this->SOSetTargets(0, nullptr, nullptr);
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// this->SetPredication(nullptr, FALSE);
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2017-10-11 09:51:48 +02:00
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}
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void D3D11DeviceContext::Flush() {
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2017-11-29 15:16:07 +01:00
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if (m_type == D3D11_DEVICE_CONTEXT_IMMEDIATE) {
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m_device->submitCommandList(
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2017-12-01 10:08:49 +01:00
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m_context->endRecording(),
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nullptr, nullptr);
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2017-11-29 15:16:07 +01:00
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2017-12-01 10:08:49 +01:00
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m_context->beginRecording(
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m_device->createCommandList());
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2017-11-29 15:16:07 +01:00
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} else {
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Logger::err("D3D11DeviceContext::Flush: Not supported on deferred context");
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}
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2017-10-11 09:51:48 +02:00
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}
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void D3D11DeviceContext::ExecuteCommandList(
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ID3D11CommandList* pCommandList,
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WINBOOL RestoreContextState) {
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Logger::err("D3D11DeviceContext::ExecuteCommandList: Not implemented");
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}
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HRESULT D3D11DeviceContext::FinishCommandList(
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WINBOOL RestoreDeferredContextState,
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ID3D11CommandList **ppCommandList) {
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2017-11-29 15:16:07 +01:00
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if (m_type == D3D11_DEVICE_CONTEXT_DEFERRED) {
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Logger::err("D3D11DeviceContext::FinishCommandList: Not implemented");
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return E_NOTIMPL;
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} else {
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Logger::err("D3D11DeviceContext::FinishCommandList: Not supported on immediate context");
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return DXGI_ERROR_INVALID_CALL;
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}
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2017-10-11 09:51:48 +02:00
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}
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HRESULT D3D11DeviceContext::Map(
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ID3D11Resource* pResource,
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UINT Subresource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
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Logger::err("D3D11DeviceContext::Map: Not implemented");
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return E_NOTIMPL;
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}
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void D3D11DeviceContext::Unmap(
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ID3D11Resource* pResource,
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UINT Subresource) {
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Logger::err("D3D11DeviceContext::Unmap: Not implemented");
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}
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void D3D11DeviceContext::Begin(ID3D11Asynchronous *pAsync) {
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Logger::err("D3D11DeviceContext::Begin: Not implemented");
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}
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void D3D11DeviceContext::End(ID3D11Asynchronous *pAsync) {
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Logger::err("D3D11DeviceContext::End: Not implemented");
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}
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HRESULT D3D11DeviceContext::GetData(
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ID3D11Asynchronous* pAsync,
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void* pData,
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UINT DataSize,
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UINT GetDataFlags) {
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Logger::err("D3D11DeviceContext::GetData: Not implemented");
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return E_NOTIMPL;
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}
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void D3D11DeviceContext::SetPredication(
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ID3D11Predicate* pPredicate,
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WINBOOL PredicateValue) {
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Logger::err("D3D11DeviceContext::SetPredication: Not implemented");
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}
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void D3D11DeviceContext::GetPredication(
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ID3D11Predicate** ppPredicate,
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WINBOOL* pPredicateValue) {
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Logger::err("D3D11DeviceContext::GetPredication: Not implemented");
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}
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void D3D11DeviceContext::CopySubresourceRegion(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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UINT DstX,
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UINT DstY,
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UINT DstZ,
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ID3D11Resource* pSrcResource,
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UINT SrcSubresource,
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const D3D11_BOX* pSrcBox) {
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Logger::err("D3D11DeviceContext::CopySubresourceRegion: Not implemented");
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}
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void D3D11DeviceContext::CopyResource(
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ID3D11Resource* pDstResource,
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ID3D11Resource* pSrcResource) {
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Logger::err("D3D11DeviceContext::CopyResource: Not implemented");
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}
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void D3D11DeviceContext::CopyStructureCount(
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ID3D11Buffer* pDstBuffer,
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UINT DstAlignedByteOffset,
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ID3D11UnorderedAccessView* pSrcView) {
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Logger::err("D3D11DeviceContext::CopyStructureCount: Not implemented");
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}
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void D3D11DeviceContext::ClearRenderTargetView(
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ID3D11RenderTargetView* pRenderTargetView,
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const FLOAT ColorRGBA[4]) {
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2017-12-04 13:39:37 +01:00
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auto rtv = static_cast<D3D11RenderTargetView*>(pRenderTargetView);
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2017-11-29 20:19:40 +01:00
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2017-12-01 00:52:39 +01:00
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const Rc<DxvkImageView> dxvkView = rtv->GetDXVKImageView();
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const Rc<DxvkImage> dxvkImage = dxvkView->image();
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2017-11-29 20:19:40 +01:00
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// Find out whether the given attachment is currently bound
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// or not, and if it is, which attachment index it has.
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int32_t attachmentIndex = -1;
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2017-12-04 13:39:37 +01:00
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if (m_state.om.framebuffer != nullptr) {
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attachmentIndex = m_state.om.framebuffer
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->renderTargets().getAttachmentId(dxvkView);
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2017-11-29 20:19:40 +01:00
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}
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2017-12-01 00:52:39 +01:00
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// Copy the clear color into a clear value structure.
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// This should also work for images that don nott have
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// a floating point format.
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VkClearColorValue clearValue;
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std::memcpy(clearValue.float32, ColorRGBA,
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sizeof(clearValue.float32));
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2017-11-29 20:19:40 +01:00
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2017-12-01 00:52:39 +01:00
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if (attachmentIndex >= 0) {
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// Image is bound to the pipeline for rendering. We can
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// use the clear function that operates on attachments.
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VkClearAttachment clearInfo;
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clearInfo.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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clearInfo.colorAttachment = static_cast<uint32_t>(attachmentIndex);
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clearInfo.clearValue.color = clearValue;
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// Clear the full area. On FL 9.x, only the first array
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// layer will be cleared, rather than all array layers.
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VkClearRect clearRect;
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clearRect.rect.offset.x = 0;
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clearRect.rect.offset.y = 0;
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clearRect.rect.extent.width = dxvkImage->info().extent.width;
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clearRect.rect.extent.height = dxvkImage->info().extent.height;
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clearRect.baseArrayLayer = 0;
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clearRect.layerCount = dxvkImage->info().numLayers;
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if (m_parent->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
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clearRect.layerCount = 1;
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m_context->clearRenderTarget(clearInfo, clearRect);
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} else {
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// Image is not bound to the pipeline. We can still clear
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// it, but we'll have to use a generic clear function.
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m_context->clearColorImage(dxvkImage,
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clearValue, dxvkView->subresources());
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}
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2017-10-11 09:51:48 +02:00
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}
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void D3D11DeviceContext::ClearUnorderedAccessViewUint(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const UINT Values[4]) {
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Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewUint: Not implemented");
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}
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void D3D11DeviceContext::ClearUnorderedAccessViewFloat(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const FLOAT Values[4]) {
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Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewFloat: Not implemented");
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}
|
|
|
|
|
|
|
|
|
|
|
|
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) {
|
2017-11-23 14:24:23 +01:00
|
|
|
m_context->draw(
|
|
|
|
VertexCount, 1,
|
|
|
|
StartVertexLocation, 0);
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::DrawIndexed(
|
|
|
|
UINT IndexCount,
|
|
|
|
UINT StartIndexLocation,
|
|
|
|
INT BaseVertexLocation) {
|
2017-11-23 14:24:23 +01:00
|
|
|
m_context->drawIndexed(
|
|
|
|
IndexCount, 1,
|
|
|
|
StartIndexLocation,
|
|
|
|
BaseVertexLocation, 0);
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::DrawInstanced(
|
|
|
|
UINT VertexCountPerInstance,
|
|
|
|
UINT InstanceCount,
|
|
|
|
UINT StartVertexLocation,
|
|
|
|
UINT StartInstanceLocation) {
|
2017-11-23 14:24:23 +01:00
|
|
|
m_context->draw(
|
|
|
|
VertexCountPerInstance,
|
|
|
|
InstanceCount,
|
|
|
|
StartVertexLocation,
|
|
|
|
StartInstanceLocation);
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::DrawIndexedInstanced(
|
|
|
|
UINT IndexCountPerInstance,
|
|
|
|
UINT InstanceCount,
|
|
|
|
UINT StartIndexLocation,
|
|
|
|
INT BaseVertexLocation,
|
|
|
|
UINT StartInstanceLocation) {
|
2017-11-23 14:24:23 +01:00
|
|
|
m_context->drawIndexed(
|
|
|
|
IndexCountPerInstance,
|
|
|
|
InstanceCount,
|
|
|
|
StartIndexLocation,
|
|
|
|
BaseVertexLocation,
|
|
|
|
StartInstanceLocation);
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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) {
|
2017-11-23 14:24:23 +01:00
|
|
|
m_context->dispatch(
|
|
|
|
ThreadGroupCountX,
|
|
|
|
ThreadGroupCountY,
|
|
|
|
ThreadGroupCountZ);
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::DispatchIndirect(
|
|
|
|
ID3D11Buffer* pBufferForArgs,
|
|
|
|
UINT AlignedByteOffsetForArgs) {
|
|
|
|
Logger::err("D3D11DeviceContext::DispatchIndirect: Not implemented");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) {
|
2017-12-07 12:45:02 +01:00
|
|
|
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);
|
|
|
|
}
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) {
|
2017-12-06 18:54:01 +01:00
|
|
|
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);
|
|
|
|
}
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::IASetVertexBuffers(
|
|
|
|
UINT StartSlot,
|
|
|
|
UINT NumBuffers,
|
|
|
|
ID3D11Buffer* const* ppVertexBuffers,
|
|
|
|
const UINT* pStrides,
|
|
|
|
const UINT* pOffsets) {
|
2017-12-07 14:03:15 +01:00
|
|
|
// 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(
|
2017-12-07 19:28:54 +01:00
|
|
|
StartSlot + i, dxvkBinding);
|
2017-12-07 14:03:15 +01:00
|
|
|
}
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::IASetIndexBuffer(
|
|
|
|
ID3D11Buffer* pIndexBuffer,
|
|
|
|
DXGI_FORMAT Format,
|
|
|
|
UINT Offset) {
|
|
|
|
Logger::err("D3D11DeviceContext::IASetIndexBuffer: Not implemented");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::IAGetInputLayout(ID3D11InputLayout** ppInputLayout) {
|
2017-12-07 12:45:02 +01:00
|
|
|
*ppInputLayout = m_state.ia.inputLayout.ref();
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::IAGetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY* pTopology) {
|
2017-12-06 18:54:01 +01:00
|
|
|
*pTopology = m_state.ia.primitiveTopology;
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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) {
|
2017-12-07 10:12:48 +01:00
|
|
|
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);
|
|
|
|
}
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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) {
|
2017-12-07 10:12:48 +01:00
|
|
|
auto shader = static_cast<D3D11PixelShader*>(pPixelShader);
|
|
|
|
|
|
|
|
if (NumClassInstances != 0)
|
2017-12-07 12:45:02 +01:00
|
|
|
Logger::err("D3D11DeviceContext::PSSetShader: Class instances not supported");
|
2017-12-07 10:12:48 +01:00
|
|
|
|
|
|
|
if (m_state.ps.shader != shader) {
|
|
|
|
m_state.ps.shader = shader;
|
|
|
|
|
|
|
|
m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
|
|
shader != nullptr ? shader->GetShader() : nullptr);
|
|
|
|
}
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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) {
|
2017-11-29 20:19:40 +01:00
|
|
|
// Update state vector for OMGetRenderTargets
|
2017-12-05 12:59:35 +01:00
|
|
|
for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) {
|
2017-12-04 13:39:37 +01:00
|
|
|
D3D11RenderTargetView* view = nullptr;
|
2017-11-29 20:19:40 +01:00
|
|
|
|
2017-12-04 13:39:37 +01:00
|
|
|
if ((i < NumViews) && (ppRenderTargetViews[i] != nullptr))
|
|
|
|
view = static_cast<D3D11RenderTargetView*>(ppRenderTargetViews[i]);
|
2017-11-29 20:19:40 +01:00
|
|
|
|
2017-12-05 12:59:35 +01:00
|
|
|
m_state.om.renderTargetViews.at(i) = view;
|
2017-11-29 20:19:40 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
// TODO unbind overlapping shader resource views
|
|
|
|
|
2017-12-06 12:11:59 +01:00
|
|
|
Rc<DxvkFramebuffer> framebuffer = nullptr;
|
2017-11-29 20:19:40 +01:00
|
|
|
|
2017-12-06 12:11:59 +01:00
|
|
|
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);
|
2017-11-29 20:19:40 +01:00
|
|
|
}
|
|
|
|
|
2017-12-06 12:11:59 +01:00
|
|
|
// Bind the framebuffer object to the context
|
|
|
|
m_state.om.framebuffer = framebuffer;
|
|
|
|
m_context->bindFramebuffer(framebuffer);
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
|
|
|
|
UINT NumRTVs,
|
|
|
|
ID3D11RenderTargetView* const* ppRenderTargetViews,
|
|
|
|
ID3D11DepthStencilView* pDepthStencilView,
|
|
|
|
UINT UAVStartSlot,
|
|
|
|
UINT NumUAVs,
|
|
|
|
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
|
2017-11-29 20:19:40 +01:00
|
|
|
const UINT* pUAVInitialCounts) {
|
2017-10-11 09:51:48 +02:00
|
|
|
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) {
|
2017-11-29 20:19:40 +01:00
|
|
|
if (ppRenderTargetViews != nullptr) {
|
|
|
|
for (UINT i = 0; i < NumViews; i++)
|
2017-12-05 12:59:35 +01:00
|
|
|
ppRenderTargetViews[i] = i < m_state.om.renderTargetViews.size()
|
|
|
|
? m_state.om.renderTargetViews.at(i).ref()
|
2017-11-29 20:19:40 +01:00
|
|
|
: nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ppDepthStencilView != nullptr) {
|
|
|
|
Logger::err("D3D11DeviceContext::OMGetRenderTargets: Stencil view not supported");
|
|
|
|
*ppDepthStencilView = nullptr;
|
|
|
|
}
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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) {
|
2017-12-06 12:11:59 +01:00
|
|
|
auto rasterizerState = static_cast<D3D11RasterizerState*>(pRasterizerState);
|
|
|
|
|
2017-12-06 13:16:54 +01:00
|
|
|
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
|
2017-12-06 14:16:14 +01:00
|
|
|
? rasterizerState->GetDXVKRasterizerState()
|
2017-12-06 13:16:54 +01:00
|
|
|
: m_defaultRsState);
|
|
|
|
|
|
|
|
// In D3D11, the rasterizer state defines
|
|
|
|
// whether the scissor test is enabled, so
|
|
|
|
// we have to update the scissor rectangles.
|
|
|
|
this->ApplyViewportState();
|
|
|
|
}
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::RSSetViewports(
|
|
|
|
UINT NumViewports,
|
|
|
|
const D3D11_VIEWPORT* pViewports) {
|
2017-12-06 12:11:59 +01:00
|
|
|
m_state.rs.numViewports = NumViewports;
|
|
|
|
|
|
|
|
for (uint32_t i = 0; i < NumViewports; i++)
|
|
|
|
m_state.rs.viewports.at(i) = pViewports[i];
|
|
|
|
|
|
|
|
this->ApplyViewportState();
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::RSSetScissorRects(
|
|
|
|
UINT NumRects,
|
|
|
|
const D3D11_RECT* pRects) {
|
2017-12-06 12:11:59 +01:00
|
|
|
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();
|
|
|
|
}
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::RSGetState(ID3D11RasterizerState** ppRasterizerState) {
|
2017-12-06 12:11:59 +01:00
|
|
|
*ppRasterizerState = m_state.rs.state.ref();
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::RSGetViewports(
|
|
|
|
UINT* pNumViewports,
|
|
|
|
D3D11_VIEWPORT* pViewports) {
|
2017-12-06 12:11:59 +01:00
|
|
|
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;
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void D3D11DeviceContext::RSGetScissorRects(
|
|
|
|
UINT* pNumRects,
|
|
|
|
D3D11_RECT* pRects) {
|
2017-12-06 12:11:59 +01:00
|
|
|
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;
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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");
|
|
|
|
}
|
|
|
|
|
2017-12-06 12:11:59 +01:00
|
|
|
|
|
|
|
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;
|
|
|
|
|
2017-12-07 18:51:41 +01:00
|
|
|
// FIXME compute proper viewport coordinates (vertical origin).
|
|
|
|
// D3D11's coordinate system has its origin in the bottom left.
|
2017-12-06 12:11:59 +01:00
|
|
|
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 {
|
2017-12-07 18:38:54 +01:00
|
|
|
vp.TopLeftX, vp.Height - vp.TopLeftY,
|
|
|
|
vp.Width, -vp.Height,
|
|
|
|
vp.MinDepth, vp.MaxDepth,
|
2017-12-06 12:11:59 +01:00
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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.
|
2017-12-07 19:28:54 +01:00
|
|
|
// FIXME Compute correct vertical position
|
2017-12-06 12:11:59 +01:00
|
|
|
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());
|
|
|
|
}
|
|
|
|
|
2017-10-11 09:51:48 +02:00
|
|
|
}
|