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[d3d11] Reimplemented ClearState

Potentially increases the overhead of ClearState calls, but also correctly
resets the context state when deferred contexts are used.
This commit is contained in:
Philip Rebohle 2018-03-10 13:06:15 +01:00
parent 5cb6c968b5
commit 7069df6b1e
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GPG Key ID: C8CC613427A31C99

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@ -81,75 +81,98 @@ namespace dxvk {
void STDMETHODCALLTYPE D3D11DeviceContext::ClearState() {
this->IASetInputLayout(nullptr);
this->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED);
this->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
// 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;
m_state.hs.constantBuffers[i] = nullptr;
m_state.ds.constantBuffers[i] = nullptr;
m_state.gs.constantBuffers[i] = nullptr;
m_state.ps.constantBuffers[i] = nullptr;
m_state.cs.constantBuffers[i] = nullptr;
}
// 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[i] = nullptr;
m_state.hs.shaderResources[i] = nullptr;
m_state.ds.shaderResources[i] = nullptr;
m_state.gs.shaderResources[i] = nullptr;
m_state.ps.shaderResources[i] = nullptr;
m_state.cs.shaderResources[i] = nullptr;
}
// 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;
}
// 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++) {
ID3D11Buffer* buffer = nullptr;
const UINT offset = 0;
const UINT stride = 0;
this->IASetVertexBuffers(i, 1, &buffer, &offset, &stride);
m_state.ia.vertexBuffers[i].buffer = nullptr;
m_state.ia.vertexBuffers[i].offset = 0;
m_state.ia.vertexBuffers[i].stride = 0;
}
this->VSSetShader(nullptr, nullptr, 0);
this->HSSetShader(nullptr, nullptr, 0);
this->DSSetShader(nullptr, nullptr, 0);
this->GSSetShader(nullptr, nullptr, 0);
this->PSSetShader(nullptr, nullptr, 0);
this->CSSetShader(nullptr, nullptr, 0);
m_state.ia.indexBuffer.buffer = nullptr;
m_state.ia.indexBuffer.offset = 0;
m_state.ia.indexBuffer.format = DXGI_FORMAT_UNKNOWN;
for (uint32_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++) {
ID3D11Buffer* buffer = nullptr;
this->VSSetConstantBuffers(i, 1, &buffer);
this->HSSetConstantBuffers(i, 1, &buffer);
this->DSSetConstantBuffers(i, 1, &buffer);
this->GSSetConstantBuffers(i, 1, &buffer);
this->PSSetConstantBuffers(i, 1, &buffer);
this->CSSetConstantBuffers(i, 1, &buffer);
// 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] = 0.0f;
m_state.om.sampleMask = D3D11_DEFAULT_SAMPLE_MASK;
m_state.om.stencilRef = D3D11_DEFAULT_STENCIL_REFERENCE;
// 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 { };
}
for (uint32_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++) {
ID3D11ShaderResourceView* view = nullptr;
this->VSSetShaderResources(i, 1, &view);
this->HSSetShaderResources(i, 1, &view);
this->DSSetShaderResources(i, 1, &view);
this->GSSetShaderResources(i, 1, &view);
this->PSSetShaderResources(i, 1, &view);
this->CSSetShaderResources(i, 1, &view);
}
// Default SO state
for (uint32_t i = 0; i < D3D11_SO_STREAM_COUNT; i++)
m_state.so.targets[i] = nullptr;
for (uint32_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++) {
ID3D11SamplerState* sampler = nullptr;
this->VSSetSamplers(i, 1, &sampler);
this->HSSetSamplers(i, 1, &sampler);
this->DSSetSamplers(i, 1, &sampler);
this->GSSetSamplers(i, 1, &sampler);
this->PSSetSamplers(i, 1, &sampler);
this->CSSetSamplers(i, 1, &sampler);
}
// Default predication
m_state.pr.predicateObject = nullptr;
m_state.pr.predicateValue = FALSE;
for (uint32_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++) {
ID3D11UnorderedAccessView* uav = nullptr;
this->CSSetUnorderedAccessViews(i, 1, &uav, nullptr);
}
this->OMSetRenderTargetsAndUnorderedAccessViews(0, nullptr, nullptr, 0, 0, nullptr, nullptr);
this->OMSetBlendState(nullptr, nullptr, D3D11_DEFAULT_SAMPLE_MASK);
this->OMSetDepthStencilState(nullptr, 0);
this->RSSetState(nullptr);
this->RSSetViewports(0, nullptr);
this->RSSetScissorRects(0, nullptr);
this->SOSetTargets(0, nullptr, nullptr);
this->SetPredication(nullptr, FALSE);
// Make sure to apply all state
RestoreState();
}