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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"
#include "d3d11_video.h"
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#include "../dxbc/dxbc_util.h"
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namespace dxvk {
D3D11DeviceContext::D3D11DeviceContext(
D3D11Device* pParent,
const Rc<DxvkDevice>& Device,
DxvkCsChunkFlags CsFlags)
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: D3D11DeviceChild<ID3D11DeviceContext4>(pParent),
m_multithread(this, false),
m_device (Device),
m_staging (Device, StagingBufferSize),
m_csFlags (CsFlags),
m_csChunk (AllocCsChunk()),
m_cmdData (nullptr) {
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}
D3D11DeviceContext::~D3D11DeviceContext() {
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}
VkClearValue D3D11DeviceContext::ConvertColorValue(
const FLOAT Color[4],
const DxvkFormatInfo* pFormatInfo) {
VkClearValue result;
if (pFormatInfo->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
for (uint32_t i = 0; i < 4; i++) {
if (pFormatInfo->flags.test(DxvkFormatFlag::SampledUInt))
result.color.uint32[i] = uint32_t(std::max(0.0f, Color[i]));
else if (pFormatInfo->flags.test(DxvkFormatFlag::SampledSInt))
result.color.int32[i] = int32_t(Color[i]);
else
result.color.float32[i] = Color[i];
}
} else {
result.depthStencil.depth = Color[0];
result.depthStencil.stencil = 0;
}
return result;
}
DxvkDataSlice D3D11DeviceContext::AllocUpdateBufferSlice(size_t Size) {
constexpr size_t UpdateBufferSize = 1 * 1024 * 1024;
if (Size >= UpdateBufferSize) {
Rc<DxvkDataBuffer> buffer = new DxvkDataBuffer(Size);
return buffer->alloc(Size);
} else {
if (m_updateBuffer == nullptr)
m_updateBuffer = new DxvkDataBuffer(UpdateBufferSize);
DxvkDataSlice slice = m_updateBuffer->alloc(Size);
if (slice.ptr() == nullptr) {
m_updateBuffer = new DxvkDataBuffer(UpdateBufferSize);
slice = m_updateBuffer->alloc(Size);
}
return slice;
}
}
DxvkBufferSlice D3D11DeviceContext::AllocStagingBuffer(
VkDeviceSize Size) {
return m_staging.alloc(256, Size);
}
void D3D11DeviceContext::ResetStagingBuffer() {
m_staging.reset();
}
DxvkCsChunkRef D3D11DeviceContext::AllocCsChunk() {
return m_parent->AllocCsChunk(m_csFlags);
}
void D3D11DeviceContext::InitDefaultPrimitiveTopology(
DxvkInputAssemblyState* pIaState) {
pIaState->primitiveTopology = VK_PRIMITIVE_TOPOLOGY_MAX_ENUM;
pIaState->primitiveRestart = VK_FALSE;
pIaState->patchVertexCount = 0;
}
void D3D11DeviceContext::InitDefaultRasterizerState(
DxvkRasterizerState* pRsState) {
pRsState->polygonMode = VK_POLYGON_MODE_FILL;
pRsState->cullMode = VK_CULL_MODE_BACK_BIT;
pRsState->frontFace = VK_FRONT_FACE_CLOCKWISE;
pRsState->depthClipEnable = VK_TRUE;
pRsState->depthBiasEnable = VK_FALSE;
pRsState->conservativeMode = VK_CONSERVATIVE_RASTERIZATION_MODE_DISABLED_EXT;
pRsState->sampleCount = 0;
}
void D3D11DeviceContext::InitDefaultDepthStencilState(
DxvkDepthStencilState* pDsState) {
VkStencilOpState stencilOp;
stencilOp.failOp = VK_STENCIL_OP_KEEP;
stencilOp.passOp = VK_STENCIL_OP_KEEP;
stencilOp.depthFailOp = VK_STENCIL_OP_KEEP;
stencilOp.compareOp = VK_COMPARE_OP_ALWAYS;
stencilOp.compareMask = D3D11_DEFAULT_STENCIL_READ_MASK;
stencilOp.writeMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
stencilOp.reference = 0;
pDsState->enableDepthTest = VK_TRUE;
pDsState->enableDepthWrite = VK_TRUE;
pDsState->enableStencilTest = VK_FALSE;
pDsState->depthCompareOp = VK_COMPARE_OP_LESS;
pDsState->stencilOpFront = stencilOp;
pDsState->stencilOpBack = stencilOp;
}
void D3D11DeviceContext::InitDefaultBlendState(
DxvkBlendMode* pCbState,
DxvkLogicOpState* pLoState,
DxvkMultisampleState* pMsState,
UINT SampleMask) {
pCbState->enableBlending = VK_FALSE;
pCbState->colorSrcFactor = VK_BLEND_FACTOR_ONE;
pCbState->colorDstFactor = VK_BLEND_FACTOR_ZERO;
pCbState->colorBlendOp = VK_BLEND_OP_ADD;
pCbState->alphaSrcFactor = VK_BLEND_FACTOR_ONE;
pCbState->alphaDstFactor = VK_BLEND_FACTOR_ZERO;
pCbState->alphaBlendOp = VK_BLEND_OP_ADD;
pCbState->writeMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT
| VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
pLoState->enableLogicOp = VK_FALSE;
pLoState->logicOp = VK_LOGIC_OP_NO_OP;
pMsState->sampleMask = SampleMask;
pMsState->enableAlphaToCoverage = VK_FALSE;
}
void D3D11DeviceContext::TrackResourceSequenceNumber(
ID3D11Resource* pResource) {
if (!pResource)
return;
D3D11CommonTexture* texture = GetCommonTexture(pResource);
if (texture) {
if (texture->HasSequenceNumber()) {
for (uint32_t i = 0; i < texture->CountSubresources(); i++)
TrackTextureSequenceNumber(texture, i);
}
} else {
D3D11Buffer* buffer = static_cast<D3D11Buffer*>(pResource);
if (buffer->HasSequenceNumber())
TrackBufferSequenceNumber(buffer);
}
}
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}