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[d3d11] Use EmitCs for state object updates
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@ -715,7 +715,8 @@ namespace dxvk {
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void STDMETHODCALLTYPE D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) {
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auto inputLayout = static_cast<D3D11InputLayout*>(pInputLayout);
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Com<D3D11InputLayout> inputLayout =
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static_cast<D3D11InputLayout*>(pInputLayout);
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if (m_state.ia.inputLayout != inputLayout) {
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m_state.ia.inputLayout = inputLayout;
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@ -1469,14 +1470,12 @@ namespace dxvk {
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// unbind overlapping shader resource views. Since this comes
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// with a large performance penalty we'll ignore this until an
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// application actually relies on this behaviour.
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Rc<DxvkFramebuffer> framebuffer = nullptr;
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DxvkRenderTargets attachments;
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// D3D11 doesn't have the concept of a framebuffer object,
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// so we'll just create a new one every time the render
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// target bindings are updated. Set up the attachments.
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if (ppRenderTargetViews != nullptr || pDepthStencilView != nullptr) {
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// D3D11 doesn't have the concept of a framebuffer object,
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// so we'll just create a new one every time the render
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// target bindings are updated. Set up the attachments.
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DxvkRenderTargets attachments;
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for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) {
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if (m_state.om.renderTargetViews.at(i) != nullptr)
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attachments.setColorTarget(i, m_state.om.renderTargetViews.at(i)->GetImageView());
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@ -1484,13 +1483,15 @@ namespace dxvk {
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if (m_state.om.depthStencilView != nullptr)
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attachments.setDepthTarget(m_state.om.depthStencilView->GetImageView());
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if (attachments.hasAttachments())
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framebuffer = m_device->createFramebuffer(attachments);
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}
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// Bind the framebuffer object to the context
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m_context->bindFramebuffer(framebuffer);
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// Create and bind the framebuffer object to the context
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EmitCs([attachments, dev = m_device] (DxvkContext* ctx) {
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Rc<DxvkFramebuffer> framebuffer = nullptr;
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if (attachments.hasAttachments())
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framebuffer = dev->createFramebuffer(attachments);
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ctx->bindFramebuffer(framebuffer);
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});
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}
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@ -1528,7 +1529,8 @@ namespace dxvk {
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ID3D11BlendState* pBlendState,
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const FLOAT BlendFactor[4],
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UINT SampleMask) {
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auto blendState = static_cast<D3D11BlendState*>(pBlendState);
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Com<D3D11BlendState> blendState =
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static_cast<D3D11BlendState*>(pBlendState);
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if (m_state.om.cbState != blendState
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|| m_state.om.sampleMask != SampleMask) {
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@ -1538,14 +1540,31 @@ namespace dxvk {
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if (blendState == nullptr)
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blendState = m_defaultBlendState.ptr();
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blendState->BindToContext(m_context, SampleMask);
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EmitCs([
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cBlendState = std::move(blendState),
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cSampleMask = SampleMask
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] (DxvkContext* ctx) {
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cBlendState->BindToContext(ctx, cSampleMask);
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});
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}
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if (BlendFactor != nullptr) {
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std::memcpy(m_state.om.blendFactor, BlendFactor, 4 * sizeof(FLOAT));
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bool updateBlendFactor = false;
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m_context->setBlendConstants(DxvkBlendConstants {
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BlendFactor[0], BlendFactor[1], BlendFactor[2], BlendFactor[3] });
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for (uint32_t i = 0; i < 4; i++) {
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updateBlendFactor |= m_state.om.blendFactor[i] != BlendFactor[i];
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m_state.om.blendFactor[i] = BlendFactor[i];
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}
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if (updateBlendFactor) {
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EmitCs([
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cBlendConstants = DxvkBlendConstants {
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BlendFactor[0], BlendFactor[1],
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BlendFactor[2], BlendFactor[3] }
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] (DxvkContext* ctx) {
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ctx->setBlendConstants(cBlendConstants);
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});
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}
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}
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}
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@ -1553,7 +1572,8 @@ namespace dxvk {
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void STDMETHODCALLTYPE D3D11DeviceContext::OMSetDepthStencilState(
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ID3D11DepthStencilState* pDepthStencilState,
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UINT StencilRef) {
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auto depthStencilState = static_cast<D3D11DepthStencilState*>(pDepthStencilState);
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Com<D3D11DepthStencilState> depthStencilState =
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static_cast<D3D11DepthStencilState*>(pDepthStencilState);
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if (m_state.om.dsState != depthStencilState) {
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m_state.om.dsState = depthStencilState;
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@ -1561,12 +1581,18 @@ namespace dxvk {
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if (depthStencilState == nullptr)
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depthStencilState = m_defaultDepthStencilState.ptr();
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depthStencilState->BindToContext(m_context);
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EmitCs([cDepthStencilState = std::move(depthStencilState)]
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(DxvkContext* ctx) {
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cDepthStencilState->BindToContext(ctx);
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});
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}
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if (m_state.om.stencilRef != StencilRef) {
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m_state.om.stencilRef = StencilRef;
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m_context->setStencilReference(StencilRef);
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EmitCs([cStencilRef = StencilRef] (DxvkContext* ctx) {
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ctx->setStencilReference(cStencilRef);
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});
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}
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}
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@ -1625,7 +1651,8 @@ namespace dxvk {
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void STDMETHODCALLTYPE D3D11DeviceContext::RSSetState(ID3D11RasterizerState* pRasterizerState) {
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auto rasterizerState = static_cast<D3D11RasterizerState*>(pRasterizerState);
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Com<D3D11RasterizerState> rasterizerState =
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static_cast<D3D11RasterizerState*>(pRasterizerState);
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if (m_state.rs.state != rasterizerState) {
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m_state.rs.state = rasterizerState;
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@ -1633,7 +1660,10 @@ namespace dxvk {
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if (rasterizerState == nullptr)
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rasterizerState = m_defaultRasterizerState.ptr();
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rasterizerState->BindToContext(m_context);
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EmitCs([cRasterizerState = std::move(rasterizerState)]
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(DxvkContext* ctx) {
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cRasterizerState->BindToContext(ctx);
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});
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// In D3D11, the rasterizer state defines
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// whether the scissor test is enabled, so
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