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[d3d11] RestoreState: Restore shader resource bindings
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@ -2359,6 +2359,80 @@ namespace dxvk {
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m_state.ia.vertexBuffers[i].offset,
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m_state.ia.vertexBuffers[i].stride);
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}
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RestoreConstantBuffers(DxbcProgramType::VertexShader, m_state.vs.constantBuffers);
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RestoreConstantBuffers(DxbcProgramType::HullShader, m_state.hs.constantBuffers);
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RestoreConstantBuffers(DxbcProgramType::DomainShader, m_state.ds.constantBuffers);
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RestoreConstantBuffers(DxbcProgramType::GeometryShader, m_state.gs.constantBuffers);
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RestoreConstantBuffers(DxbcProgramType::PixelShader, m_state.ps.constantBuffers);
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RestoreConstantBuffers(DxbcProgramType::ComputeShader, m_state.cs.constantBuffers);
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RestoreSamplers(DxbcProgramType::VertexShader, m_state.vs.samplers);
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RestoreSamplers(DxbcProgramType::HullShader, m_state.hs.samplers);
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RestoreSamplers(DxbcProgramType::DomainShader, m_state.ds.samplers);
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RestoreSamplers(DxbcProgramType::GeometryShader, m_state.gs.samplers);
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RestoreSamplers(DxbcProgramType::PixelShader, m_state.ps.samplers);
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RestoreSamplers(DxbcProgramType::ComputeShader, m_state.cs.samplers);
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RestoreShaderResources(DxbcProgramType::VertexShader, m_state.vs.shaderResources);
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RestoreShaderResources(DxbcProgramType::HullShader, m_state.hs.shaderResources);
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RestoreShaderResources(DxbcProgramType::DomainShader, m_state.ds.shaderResources);
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RestoreShaderResources(DxbcProgramType::GeometryShader, m_state.gs.shaderResources);
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RestoreShaderResources(DxbcProgramType::PixelShader, m_state.ps.shaderResources);
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RestoreShaderResources(DxbcProgramType::ComputeShader, m_state.cs.shaderResources);
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RestoreUnorderedAccessViews(DxbcProgramType::PixelShader, m_state.ps.unorderedAccessViews);
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RestoreUnorderedAccessViews(DxbcProgramType::ComputeShader, m_state.cs.unorderedAccessViews);
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}
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void D3D11DeviceContext::RestoreConstantBuffers(
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DxbcProgramType Stage,
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D3D11ConstantBufferBindings& Bindings) {
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const uint32_t slotId = computeResourceSlotId(
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Stage, DxbcBindingType::ConstantBuffer, 0);
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for (uint32_t i = 0; i < Bindings.size(); i++)
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BindConstantBuffer(slotId + i, Bindings[i].ptr());
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}
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void D3D11DeviceContext::RestoreSamplers(
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DxbcProgramType Stage,
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D3D11SamplerBindings& Bindings) {
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const uint32_t slotId = computeResourceSlotId(
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Stage, DxbcBindingType::ImageSampler, 0);
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for (uint32_t i = 0; i < Bindings.size(); i++)
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BindSampler(slotId + i, Bindings[i].ptr());
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}
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void D3D11DeviceContext::RestoreShaderResources(
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DxbcProgramType Stage,
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D3D11ShaderResourceBindings& Bindings) {
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const uint32_t slotId = computeResourceSlotId(
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Stage, DxbcBindingType::ShaderResource, 0);
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for (uint32_t i = 0; i < Bindings.size(); i++)
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BindShaderResource(slotId + i, Bindings[i].ptr());
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}
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void D3D11DeviceContext::RestoreUnorderedAccessViews(
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DxbcProgramType Stage,
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D3D11UnorderedAccessBindings& Bindings) {
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const uint32_t uavSlotId = computeResourceSlotId(
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Stage, DxbcBindingType::UnorderedAccessView, 0);
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const uint32_t ctrSlotId = computeResourceSlotId(
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Stage, DxbcBindingType::UavCounter, 0);
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for (uint32_t i = 0; i < Bindings.size(); i++) {
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BindUnorderedAccessView(
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uavSlotId + i, ctrSlotId + i,
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Bindings[i].ptr());
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}
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}
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@ -606,6 +606,22 @@ namespace dxvk {
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void RestoreState();
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void RestoreConstantBuffers(
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DxbcProgramType Stage,
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D3D11ConstantBufferBindings& Bindings);
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void RestoreSamplers(
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DxbcProgramType Stage,
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D3D11SamplerBindings& Bindings);
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void RestoreShaderResources(
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DxbcProgramType Stage,
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D3D11ShaderResourceBindings& Bindings);
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void RestoreUnorderedAccessViews(
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DxbcProgramType Stage,
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D3D11UnorderedAccessBindings& Bindings);
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DxvkDataSlice AllocUpdateBufferSlice(size_t Size);
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template<typename Cmd>
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