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[d3d11] Move ClearState and RestoreState to D3D11CommonContext

This commit is contained in:
Philip Rebohle 2022-08-03 20:27:33 +02:00
parent f664e87749
commit 1ef9d5389b
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
4 changed files with 362 additions and 355 deletions

View File

@ -104,122 +104,6 @@ namespace dxvk {
}
void STDMETHODCALLTYPE D3D11DeviceContext::ClearState() {
D3D10DeviceLock lock = LockContext();
// Default shaders
m_state.vs.shader = nullptr;
m_state.hs.shader = nullptr;
m_state.ds.shader = nullptr;
m_state.gs.shader = nullptr;
m_state.ps.shader = nullptr;
m_state.cs.shader = nullptr;
// Default constant buffers
for (uint32_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++) {
m_state.vs.constantBuffers[i] = { nullptr, 0, 0 };
m_state.hs.constantBuffers[i] = { nullptr, 0, 0 };
m_state.ds.constantBuffers[i] = { nullptr, 0, 0 };
m_state.gs.constantBuffers[i] = { nullptr, 0, 0 };
m_state.ps.constantBuffers[i] = { nullptr, 0, 0 };
m_state.cs.constantBuffers[i] = { nullptr, 0, 0 };
}
// Default samplers
for (uint32_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++) {
m_state.vs.samplers[i] = nullptr;
m_state.hs.samplers[i] = nullptr;
m_state.ds.samplers[i] = nullptr;
m_state.gs.samplers[i] = nullptr;
m_state.ps.samplers[i] = nullptr;
m_state.cs.samplers[i] = nullptr;
}
// Default shader resources
for (uint32_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++) {
m_state.vs.shaderResources.views[i] = nullptr;
m_state.hs.shaderResources.views[i] = nullptr;
m_state.ds.shaderResources.views[i] = nullptr;
m_state.gs.shaderResources.views[i] = nullptr;
m_state.ps.shaderResources.views[i] = nullptr;
m_state.cs.shaderResources.views[i] = nullptr;
}
m_state.vs.shaderResources.hazardous.clear();
m_state.hs.shaderResources.hazardous.clear();
m_state.ds.shaderResources.hazardous.clear();
m_state.gs.shaderResources.hazardous.clear();
m_state.ps.shaderResources.hazardous.clear();
m_state.cs.shaderResources.hazardous.clear();
// Default UAVs
for (uint32_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++) {
m_state.ps.unorderedAccessViews[i] = nullptr;
m_state.cs.unorderedAccessViews[i] = nullptr;
}
m_state.cs.uavMask.clear();
// Default ID state
m_state.id.argBuffer = nullptr;
// Default IA state
m_state.ia.inputLayout = nullptr;
m_state.ia.primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
for (uint32_t i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++) {
m_state.ia.vertexBuffers[i].buffer = nullptr;
m_state.ia.vertexBuffers[i].offset = 0;
m_state.ia.vertexBuffers[i].stride = 0;
}
m_state.ia.indexBuffer.buffer = nullptr;
m_state.ia.indexBuffer.offset = 0;
m_state.ia.indexBuffer.format = DXGI_FORMAT_UNKNOWN;
// Default OM State
for (uint32_t i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
m_state.om.renderTargetViews[i] = nullptr;
m_state.om.depthStencilView = nullptr;
m_state.om.cbState = nullptr;
m_state.om.dsState = nullptr;
for (uint32_t i = 0; i < 4; i++)
m_state.om.blendFactor[i] = 1.0f;
m_state.om.sampleCount = 0;
m_state.om.sampleMask = D3D11_DEFAULT_SAMPLE_MASK;
m_state.om.stencilRef = D3D11_DEFAULT_STENCIL_REFERENCE;
m_state.om.maxRtv = 0;
m_state.om.maxUav = 0;
// Default RS state
m_state.rs.state = nullptr;
m_state.rs.numViewports = 0;
m_state.rs.numScissors = 0;
for (uint32_t i = 0; i < D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; i++) {
m_state.rs.viewports[i] = D3D11_VIEWPORT { };
m_state.rs.scissors [i] = D3D11_RECT { };
}
// Default SO state
for (uint32_t i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++) {
m_state.so.targets[i].buffer = nullptr;
m_state.so.targets[i].offset = 0;
}
// Default predication
m_state.pr.predicateObject = nullptr;
m_state.pr.predicateValue = FALSE;
// Make sure to apply all state
ResetState();
}
void STDMETHODCALLTYPE D3D11DeviceContext::SetPredication(
ID3D11Predicate* pPredicate,
BOOL PredicateValue) {
@ -2580,223 +2464,6 @@ namespace dxvk {
}
void D3D11DeviceContext::ResetState() {
EmitCs([] (DxvkContext* ctx) {
// Reset render targets
ctx->bindRenderTargets(DxvkRenderTargets());
// Reset vertex input state
ctx->setInputLayout(0, nullptr, 0, nullptr);
// Reset render states
DxvkInputAssemblyState iaState;
InitDefaultPrimitiveTopology(&iaState);
DxvkDepthStencilState dsState;
InitDefaultDepthStencilState(&dsState);
DxvkRasterizerState rsState;
InitDefaultRasterizerState(&rsState);
DxvkBlendMode cbState;
DxvkLogicOpState loState;
DxvkMultisampleState msState;
InitDefaultBlendState(&cbState, &loState, &msState, D3D11_DEFAULT_SAMPLE_MASK);
ctx->setInputAssemblyState(iaState);
ctx->setDepthStencilState(dsState);
ctx->setRasterizerState(rsState);
ctx->setLogicOpState(loState);
ctx->setMultisampleState(msState);
for (uint32_t i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
ctx->setBlendMode(i, cbState);
// Reset dynamic states
ctx->setBlendConstants(DxvkBlendConstants { 1.0f, 1.0f, 1.0f, 1.0f });
ctx->setStencilReference(D3D11_DEFAULT_STENCIL_REFERENCE);
// Reset viewports
auto viewport = VkViewport();
auto scissor = VkRect2D();
ctx->setViewports(1, &viewport, &scissor);
// Unbind indirect draw buffer
ctx->bindDrawBuffers(DxvkBufferSlice(), DxvkBufferSlice());
// Unbind index and vertex buffers
ctx->bindIndexBuffer(DxvkBufferSlice(), VK_INDEX_TYPE_UINT32);
for (uint32_t i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
ctx->bindVertexBuffer(i, DxvkBufferSlice(), 0);
// Unbind transform feedback buffers
for (uint32_t i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
ctx->bindXfbBuffer(i, DxvkBufferSlice(), DxvkBufferSlice());
// Unbind per-shader stage resources
for (uint32_t i = 0; i < 6; i++) {
auto programType = DxbcProgramType(i);
auto stage = GetShaderStage(programType);
ctx->bindShader(stage, nullptr);
// Unbind constant buffers, including the shader's ICB
auto cbSlotId = computeConstantBufferBinding(programType, 0);
for (uint32_t j = 0; j <= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; j++)
ctx->bindResourceBuffer(stage, cbSlotId + j, DxvkBufferSlice());
// Unbind shader resource views
auto srvSlotId = computeSrvBinding(programType, 0);
for (uint32_t j = 0; j < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; j++)
ctx->bindResourceView(stage, srvSlotId + j, nullptr, nullptr);
// Unbind texture samplers
auto samplerSlotId = computeSamplerBinding(programType, 0);
for (uint32_t j = 0; j < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; j++)
ctx->bindResourceSampler(stage, samplerSlotId + j, nullptr);
// Unbind UAVs for supported stages
if (programType == DxbcProgramType::PixelShader
|| programType == DxbcProgramType::ComputeShader) {
VkShaderStageFlags stages = programType == DxbcProgramType::PixelShader
? VK_SHADER_STAGE_ALL_GRAPHICS
: VK_SHADER_STAGE_COMPUTE_BIT;
auto uavSlotId = computeUavBinding(programType, 0);
auto ctrSlotId = computeUavCounterBinding(programType, 0);
for (uint32_t j = 0; j < D3D11_1_UAV_SLOT_COUNT; j++) {
ctx->bindResourceView (stages, uavSlotId, nullptr, nullptr);
ctx->bindResourceBuffer (stages, ctrSlotId, DxvkBufferSlice());
}
}
}
// Initialize push constants
DxbcPushConstants pc;
pc.rasterizerSampleCount = 1;
ctx->pushConstants(0, sizeof(pc), &pc);
});
}
void D3D11DeviceContext::RestoreState() {
BindFramebuffer();
BindShader<DxbcProgramType::VertexShader> (GetCommonShader(m_state.vs.shader.ptr()));
BindShader<DxbcProgramType::HullShader> (GetCommonShader(m_state.hs.shader.ptr()));
BindShader<DxbcProgramType::DomainShader> (GetCommonShader(m_state.ds.shader.ptr()));
BindShader<DxbcProgramType::GeometryShader> (GetCommonShader(m_state.gs.shader.ptr()));
BindShader<DxbcProgramType::PixelShader> (GetCommonShader(m_state.ps.shader.ptr()));
BindShader<DxbcProgramType::ComputeShader> (GetCommonShader(m_state.cs.shader.ptr()));
ApplyInputLayout();
ApplyPrimitiveTopology();
ApplyBlendState();
ApplyBlendFactor();
ApplyDepthStencilState();
ApplyStencilRef();
ApplyRasterizerState();
ApplyRasterizerSampleCount();
ApplyViewportState();
BindDrawBuffers(
m_state.id.argBuffer.ptr(),
m_state.id.cntBuffer.ptr());
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);
}
for (uint32_t i = 0; i < m_state.so.targets.size(); i++)
BindXfbBuffer(i, m_state.so.targets[i].buffer.ptr(), ~0u);
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);
RestoreUnorderedAccessViews<DxbcProgramType::ComputeShader> (m_state.cs.unorderedAccessViews);
}
template<DxbcProgramType Stage>
void D3D11DeviceContext::RestoreConstantBuffers(
D3D11ConstantBufferBindings& Bindings) {
uint32_t slotId = computeConstantBufferBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.size(); i++) {
BindConstantBuffer<Stage>(slotId + i, Bindings[i].buffer.ptr(),
Bindings[i].constantOffset, Bindings[i].constantBound);
}
}
template<DxbcProgramType Stage>
void D3D11DeviceContext::RestoreSamplers(
D3D11SamplerBindings& Bindings) {
uint32_t slotId = computeSamplerBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.size(); i++)
BindSampler<Stage>(slotId + i, Bindings[i]);
}
template<DxbcProgramType Stage>
void D3D11DeviceContext::RestoreShaderResources(
D3D11ShaderResourceBindings& Bindings) {
uint32_t slotId = computeSrvBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.views.size(); i++)
BindShaderResource<Stage>(slotId + i, Bindings.views[i].ptr());
}
template<DxbcProgramType Stage>
void D3D11DeviceContext::RestoreUnorderedAccessViews(
D3D11UnorderedAccessBindings& Bindings) {
uint32_t uavSlotId = computeUavBinding (Stage, 0);
uint32_t ctrSlotId = computeUavCounterBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.size(); i++) {
BindUnorderedAccessView<Stage>(
uavSlotId + i,
Bindings[i].ptr(),
ctrSlotId + i, ~0u);
}
}
bool D3D11DeviceContext::TestRtvUavHazards(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRTVs,

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@ -43,8 +43,6 @@ namespace dxvk {
const D3D11_RECT* pRects,
UINT NumRects);
void STDMETHODCALLTYPE ClearState();
void STDMETHODCALLTYPE SetPredication(
ID3D11Predicate* pPredicate,
BOOL PredicateValue);
@ -407,26 +405,6 @@ namespace dxvk {
ID3D11Buffer* pBufferForArgs,
ID3D11Buffer* pBufferForCount);
void ResetState();
void RestoreState();
template<DxbcProgramType Stage>
void RestoreConstantBuffers(
D3D11ConstantBufferBindings& Bindings);
template<DxbcProgramType Stage>
void RestoreSamplers(
D3D11SamplerBindings& Bindings);
template<DxbcProgramType Stage>
void RestoreShaderResources(
D3D11ShaderResourceBindings& Bindings);
template<DxbcProgramType Stage>
void RestoreUnorderedAccessViews(
D3D11UnorderedAccessBindings& Bindings);
bool TestRtvUavHazards(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRTVs,

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@ -63,6 +63,123 @@ namespace dxvk {
}
template<typename ContextType>
void STDMETHODCALLTYPE D3D11CommonContext<ContextType>::ClearState() {
D3D10DeviceLock lock = LockContext();
// Default shaders
m_state.vs.shader = nullptr;
m_state.hs.shader = nullptr;
m_state.ds.shader = nullptr;
m_state.gs.shader = nullptr;
m_state.ps.shader = nullptr;
m_state.cs.shader = nullptr;
// Default constant buffers
for (uint32_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++) {
m_state.vs.constantBuffers[i] = { nullptr, 0, 0 };
m_state.hs.constantBuffers[i] = { nullptr, 0, 0 };
m_state.ds.constantBuffers[i] = { nullptr, 0, 0 };
m_state.gs.constantBuffers[i] = { nullptr, 0, 0 };
m_state.ps.constantBuffers[i] = { nullptr, 0, 0 };
m_state.cs.constantBuffers[i] = { nullptr, 0, 0 };
}
// Default samplers
for (uint32_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++) {
m_state.vs.samplers[i] = nullptr;
m_state.hs.samplers[i] = nullptr;
m_state.ds.samplers[i] = nullptr;
m_state.gs.samplers[i] = nullptr;
m_state.ps.samplers[i] = nullptr;
m_state.cs.samplers[i] = nullptr;
}
// Default shader resources
for (uint32_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++) {
m_state.vs.shaderResources.views[i] = nullptr;
m_state.hs.shaderResources.views[i] = nullptr;
m_state.ds.shaderResources.views[i] = nullptr;
m_state.gs.shaderResources.views[i] = nullptr;
m_state.ps.shaderResources.views[i] = nullptr;
m_state.cs.shaderResources.views[i] = nullptr;
}
m_state.vs.shaderResources.hazardous.clear();
m_state.hs.shaderResources.hazardous.clear();
m_state.ds.shaderResources.hazardous.clear();
m_state.gs.shaderResources.hazardous.clear();
m_state.ps.shaderResources.hazardous.clear();
m_state.cs.shaderResources.hazardous.clear();
// Default UAVs
for (uint32_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++) {
m_state.ps.unorderedAccessViews[i] = nullptr;
m_state.cs.unorderedAccessViews[i] = nullptr;
}
m_state.cs.uavMask.clear();
// Default ID state
m_state.id.argBuffer = nullptr;
// Default IA state
m_state.ia.inputLayout = nullptr;
m_state.ia.primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
for (uint32_t i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++) {
m_state.ia.vertexBuffers[i].buffer = nullptr;
m_state.ia.vertexBuffers[i].offset = 0;
m_state.ia.vertexBuffers[i].stride = 0;
}
m_state.ia.indexBuffer.buffer = nullptr;
m_state.ia.indexBuffer.offset = 0;
m_state.ia.indexBuffer.format = DXGI_FORMAT_UNKNOWN;
// Default OM State
for (uint32_t i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
m_state.om.renderTargetViews[i] = nullptr;
m_state.om.depthStencilView = nullptr;
m_state.om.cbState = nullptr;
m_state.om.dsState = nullptr;
for (uint32_t i = 0; i < 4; i++)
m_state.om.blendFactor[i] = 1.0f;
m_state.om.sampleCount = 0;
m_state.om.sampleMask = D3D11_DEFAULT_SAMPLE_MASK;
m_state.om.stencilRef = D3D11_DEFAULT_STENCIL_REFERENCE;
m_state.om.maxRtv = 0;
m_state.om.maxUav = 0;
// Default RS state
m_state.rs.state = nullptr;
m_state.rs.numViewports = 0;
m_state.rs.numScissors = 0;
for (uint32_t i = 0; i < D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; i++) {
m_state.rs.viewports[i] = D3D11_VIEWPORT { };
m_state.rs.scissors [i] = D3D11_RECT { };
}
// Default SO state
for (uint32_t i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++) {
m_state.so.targets[i].buffer = nullptr;
m_state.so.targets[i].offset = 0;
}
// Default predication
m_state.pr.predicateObject = nullptr;
m_state.pr.predicateValue = FALSE;
// Make sure to apply all state
ResetState();
}
template<typename ContextType>
void STDMETHODCALLTYPE D3D11CommonContext<ContextType>::UpdateSubresource(
ID3D11Resource* pDstResource,
@ -1717,6 +1834,112 @@ namespace dxvk {
}
template<typename ContextType>
void D3D11CommonContext<ContextType>::ResetState() {
EmitCs([] (DxvkContext* ctx) {
// Reset render targets
ctx->bindRenderTargets(DxvkRenderTargets());
// Reset vertex input state
ctx->setInputLayout(0, nullptr, 0, nullptr);
// Reset render states
DxvkInputAssemblyState iaState;
InitDefaultPrimitiveTopology(&iaState);
DxvkDepthStencilState dsState;
InitDefaultDepthStencilState(&dsState);
DxvkRasterizerState rsState;
InitDefaultRasterizerState(&rsState);
DxvkBlendMode cbState;
DxvkLogicOpState loState;
DxvkMultisampleState msState;
InitDefaultBlendState(&cbState, &loState, &msState, D3D11_DEFAULT_SAMPLE_MASK);
ctx->setInputAssemblyState(iaState);
ctx->setDepthStencilState(dsState);
ctx->setRasterizerState(rsState);
ctx->setLogicOpState(loState);
ctx->setMultisampleState(msState);
for (uint32_t i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
ctx->setBlendMode(i, cbState);
// Reset dynamic states
ctx->setBlendConstants(DxvkBlendConstants { 1.0f, 1.0f, 1.0f, 1.0f });
ctx->setStencilReference(D3D11_DEFAULT_STENCIL_REFERENCE);
// Reset viewports
auto viewport = VkViewport();
auto scissor = VkRect2D();
ctx->setViewports(1, &viewport, &scissor);
// Unbind indirect draw buffer
ctx->bindDrawBuffers(DxvkBufferSlice(), DxvkBufferSlice());
// Unbind index and vertex buffers
ctx->bindIndexBuffer(DxvkBufferSlice(), VK_INDEX_TYPE_UINT32);
for (uint32_t i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
ctx->bindVertexBuffer(i, DxvkBufferSlice(), 0);
// Unbind transform feedback buffers
for (uint32_t i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
ctx->bindXfbBuffer(i, DxvkBufferSlice(), DxvkBufferSlice());
// Unbind per-shader stage resources
for (uint32_t i = 0; i < 6; i++) {
auto programType = DxbcProgramType(i);
auto stage = GetShaderStage(programType);
ctx->bindShader(stage, nullptr);
// Unbind constant buffers, including the shader's ICB
auto cbSlotId = computeConstantBufferBinding(programType, 0);
for (uint32_t j = 0; j <= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; j++)
ctx->bindResourceBuffer(stage, cbSlotId + j, DxvkBufferSlice());
// Unbind shader resource views
auto srvSlotId = computeSrvBinding(programType, 0);
for (uint32_t j = 0; j < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; j++)
ctx->bindResourceView(stage, srvSlotId + j, nullptr, nullptr);
// Unbind texture samplers
auto samplerSlotId = computeSamplerBinding(programType, 0);
for (uint32_t j = 0; j < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; j++)
ctx->bindResourceSampler(stage, samplerSlotId + j, nullptr);
// Unbind UAVs for supported stages
if (programType == DxbcProgramType::PixelShader
|| programType == DxbcProgramType::ComputeShader) {
VkShaderStageFlags stages = programType == DxbcProgramType::PixelShader
? VK_SHADER_STAGE_ALL_GRAPHICS
: VK_SHADER_STAGE_COMPUTE_BIT;
auto uavSlotId = computeUavBinding(programType, 0);
auto ctrSlotId = computeUavCounterBinding(programType, 0);
for (uint32_t j = 0; j < D3D11_1_UAV_SLOT_COUNT; j++) {
ctx->bindResourceView (stages, uavSlotId, nullptr, nullptr);
ctx->bindResourceBuffer (stages, ctrSlotId, DxvkBufferSlice());
}
}
}
// Initialize push constants
DxbcPushConstants pc;
pc.rasterizerSampleCount = 1;
ctx->pushConstants(0, sizeof(pc), &pc);
});
}
template<typename ContextType>
template<DxbcProgramType ShaderStage, typename T>
void D3D11CommonContext<ContextType>::ResolveSrvHazards(
@ -2049,6 +2272,123 @@ namespace dxvk {
}
template<typename ContextType>
void D3D11CommonContext<ContextType>::RestoreState() {
BindFramebuffer();
BindShader<DxbcProgramType::VertexShader> (GetCommonShader(m_state.vs.shader.ptr()));
BindShader<DxbcProgramType::HullShader> (GetCommonShader(m_state.hs.shader.ptr()));
BindShader<DxbcProgramType::DomainShader> (GetCommonShader(m_state.ds.shader.ptr()));
BindShader<DxbcProgramType::GeometryShader> (GetCommonShader(m_state.gs.shader.ptr()));
BindShader<DxbcProgramType::PixelShader> (GetCommonShader(m_state.ps.shader.ptr()));
BindShader<DxbcProgramType::ComputeShader> (GetCommonShader(m_state.cs.shader.ptr()));
ApplyInputLayout();
ApplyPrimitiveTopology();
ApplyBlendState();
ApplyBlendFactor();
ApplyDepthStencilState();
ApplyStencilRef();
ApplyRasterizerState();
ApplyRasterizerSampleCount();
ApplyViewportState();
BindDrawBuffers(
m_state.id.argBuffer.ptr(),
m_state.id.cntBuffer.ptr());
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);
}
for (uint32_t i = 0; i < m_state.so.targets.size(); i++)
BindXfbBuffer(i, m_state.so.targets[i].buffer.ptr(), ~0u);
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);
RestoreUnorderedAccessViews<DxbcProgramType::ComputeShader> (m_state.cs.unorderedAccessViews);
}
template<typename ContextType>
template<DxbcProgramType Stage>
void D3D11CommonContext<ContextType>::RestoreConstantBuffers(
D3D11ConstantBufferBindings& Bindings) {
uint32_t slotId = computeConstantBufferBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.size(); i++) {
BindConstantBuffer<Stage>(slotId + i, Bindings[i].buffer.ptr(),
Bindings[i].constantOffset, Bindings[i].constantBound);
}
}
template<typename ContextType>
template<DxbcProgramType Stage>
void D3D11CommonContext<ContextType>::RestoreSamplers(
D3D11SamplerBindings& Bindings) {
uint32_t slotId = computeSamplerBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.size(); i++)
BindSampler<Stage>(slotId + i, Bindings[i]);
}
template<typename ContextType>
template<DxbcProgramType Stage>
void D3D11CommonContext<ContextType>::RestoreShaderResources(
D3D11ShaderResourceBindings& Bindings) {
uint32_t slotId = computeSrvBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.views.size(); i++)
BindShaderResource<Stage>(slotId + i, Bindings.views[i].ptr());
}
template<typename ContextType>
template<DxbcProgramType Stage>
void D3D11CommonContext<ContextType>::RestoreUnorderedAccessViews(
D3D11UnorderedAccessBindings& Bindings) {
uint32_t uavSlotId = computeUavBinding (Stage, 0);
uint32_t ctrSlotId = computeUavCounterBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.size(); i++) {
BindUnorderedAccessView<Stage>(
uavSlotId + i,
Bindings[i].ptr(),
ctrSlotId + i, ~0u);
}
}
template<typename ContextType>
bool D3D11CommonContext<ContextType>::TestRtvUavHazards(
UINT NumRTVs,

View File

@ -68,6 +68,8 @@ namespace dxvk {
REFIID riid,
void** ppvObject);
void STDMETHODCALLTYPE ClearState();
void STDMETHODCALLTYPE UpdateSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
@ -584,6 +586,8 @@ namespace dxvk {
UINT NumSamplers,
ID3D11SamplerState** ppSamplers);
void ResetState();
template<DxbcProgramType ShaderStage, typename T>
void ResolveSrvHazards(
T* pView,
@ -603,6 +607,24 @@ namespace dxvk {
void ResolveOmUavHazards(
D3D11RenderTargetView* pView);
void RestoreState();
template<DxbcProgramType Stage>
void RestoreConstantBuffers(
D3D11ConstantBufferBindings& Bindings);
template<DxbcProgramType Stage>
void RestoreSamplers(
D3D11SamplerBindings& Bindings);
template<DxbcProgramType Stage>
void RestoreShaderResources(
D3D11ShaderResourceBindings& Bindings);
template<DxbcProgramType Stage>
void RestoreUnorderedAccessViews(
D3D11UnorderedAccessBindings& Bindings);
template<DxbcProgramType ShaderStage>
void SetConstantBuffers(
D3D11ConstantBufferBindings& Bindings,