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[d3d11] Rename some hazard tracking methods for clarity

This commit is contained in:
Philip Rebohle 2019-08-29 18:49:04 +02:00
parent 6be124e2cd
commit 30d19cd0f2
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
2 changed files with 35 additions and 35 deletions

View File

@ -2521,7 +2521,7 @@ namespace dxvk {
uavSlotId + StartSlot + i, uav,
ctrSlotId + StartSlot + i, ctr);
TestCsSrvHazards(uav);
ResolveCsSrvHazards(uav);
}
}
}
@ -2645,10 +2645,10 @@ namespace dxvk {
if (m_state.om.renderTargetViews[i] != rtv) {
m_state.om.renderTargetViews[i] = rtv;
needsUpdate = true;
TestOmSrvHazards(rtv);
ResolveOmSrvHazards(rtv);
if (NumUAVs == D3D11_KEEP_UNORDERED_ACCESS_VIEWS)
TestOmUavHazards(rtv);
ResolveOmUavHazards(rtv);
}
}
@ -2657,7 +2657,7 @@ namespace dxvk {
if (m_state.om.depthStencilView != dsv) {
m_state.om.depthStencilView = dsv;
needsUpdate = true;
TestOmSrvHazards(dsv);
ResolveOmSrvHazards(dsv);
}
m_state.om.maxRtv = NumRTVs;
@ -2687,10 +2687,10 @@ namespace dxvk {
uavSlotId + i, uav,
ctrSlotId + i, ctr);
TestOmSrvHazards(uav);
ResolveOmSrvHazards(uav);
if (NumRTVs == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL)
needsUpdate |= TestOmRtvHazards(uav);
needsUpdate |= ResolveOmRtvHazards(uav);
needsSpill = true;
}
@ -3844,7 +3844,7 @@ namespace dxvk {
template<DxbcProgramType ShaderStage, typename T>
void D3D11DeviceContext::TestSrvHazards(
void D3D11DeviceContext::ResolveSrvHazards(
T* pView,
D3D11ShaderResourceBindings& Bindings) {
uint32_t slotId = computeSrvBinding(ShaderStage, 0);
@ -3873,18 +3873,26 @@ namespace dxvk {
template<typename T>
void D3D11DeviceContext::TestOmSrvHazards(
void D3D11DeviceContext::ResolveCsSrvHazards(
T* pView) {
if (!pView) return;
TestSrvHazards<DxbcProgramType::VertexShader> (pView, m_state.vs.shaderResources);
TestSrvHazards<DxbcProgramType::HullShader> (pView, m_state.hs.shaderResources);
TestSrvHazards<DxbcProgramType::DomainShader> (pView, m_state.ds.shaderResources);
TestSrvHazards<DxbcProgramType::GeometryShader> (pView, m_state.gs.shaderResources);
TestSrvHazards<DxbcProgramType::PixelShader> (pView, m_state.ps.shaderResources);
ResolveSrvHazards<DxbcProgramType::ComputeShader> (pView, m_state.cs.shaderResources);
}
template<typename T>
void D3D11DeviceContext::ResolveOmSrvHazards(
T* pView) {
if (!pView) return;
ResolveSrvHazards<DxbcProgramType::VertexShader> (pView, m_state.vs.shaderResources);
ResolveSrvHazards<DxbcProgramType::HullShader> (pView, m_state.hs.shaderResources);
ResolveSrvHazards<DxbcProgramType::DomainShader> (pView, m_state.ds.shaderResources);
ResolveSrvHazards<DxbcProgramType::GeometryShader> (pView, m_state.gs.shaderResources);
ResolveSrvHazards<DxbcProgramType::PixelShader> (pView, m_state.ps.shaderResources);
}
bool D3D11DeviceContext::TestOmRtvHazards(
bool D3D11DeviceContext::ResolveOmRtvHazards(
D3D11UnorderedAccessView* pView) {
if (!pView || !pView->HasBindFlag(D3D11_BIND_RENDER_TARGET))
return false;
@ -3907,7 +3915,7 @@ namespace dxvk {
}
void D3D11DeviceContext::TestOmUavHazards(
void D3D11DeviceContext::ResolveOmUavHazards(
D3D11RenderTargetView* pView) {
if (!pView || !pView->HasBindFlag(D3D11_BIND_UNORDERED_ACCESS))
return;
@ -3927,14 +3935,6 @@ namespace dxvk {
}
template<typename T>
void D3D11DeviceContext::TestCsSrvHazards(
T* pView) {
if (!pView) return;
TestSrvHazards<DxbcProgramType::ComputeShader> (pView, m_state.cs.shaderResources);
}
bool D3D11DeviceContext::ValidateRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,

View File

@ -811,24 +811,24 @@ namespace dxvk {
D3D11ShaderResourceView* pView);
template<DxbcProgramType ShaderStage, typename T>
void TestSrvHazards(
void ResolveSrvHazards(
T* pView,
D3D11ShaderResourceBindings& Bindings);
template<typename T>
void TestOmSrvHazards(
T* pView);
bool TestOmRtvHazards(
D3D11UnorderedAccessView* pView);
void TestOmUavHazards(
D3D11RenderTargetView* pView);
template<typename T>
void TestCsSrvHazards(
void ResolveCsSrvHazards(
T* pView);
template<typename T>
void ResolveOmSrvHazards(
T* pView);
bool ResolveOmRtvHazards(
D3D11UnorderedAccessView* pView);
void ResolveOmUavHazards(
D3D11RenderTargetView* pView);
bool ValidateRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,