#include #include "d3d11_context.h" #include "d3d11_device.h" #include "d3d11_query.h" #include "d3d11_texture.h" #include "../dxbc/dxbc_util.h" namespace dxvk { D3D11DeviceContext::D3D11DeviceContext( D3D11Device* pParent, const Rc& Device, DxvkCsChunkFlags CsFlags) : m_parent (pParent), m_annotation(this), m_multithread(this, false), m_device (Device), m_csFlags (CsFlags), m_csChunk (AllocCsChunk()), m_cmdData (nullptr) { // Create default state objects. We won't ever return them // to the application, but we'll use them to apply state. Com defaultBlendState; Com defaultDepthStencilState; Com defaultRasterizerState; if (FAILED(m_parent->CreateBlendState (nullptr, &defaultBlendState)) || FAILED(m_parent->CreateDepthStencilState(nullptr, &defaultDepthStencilState)) || FAILED(m_parent->CreateRasterizerState (nullptr, &defaultRasterizerState))) throw DxvkError("D3D11DeviceContext: Failed to create default state objects"); // Apply default state to the context. This is required // in order to initialize the DXVK contex properly. m_defaultBlendState = static_cast (defaultBlendState.ptr()); m_defaultDepthStencilState = static_cast(defaultDepthStencilState.ptr()); m_defaultRasterizerState = static_cast (defaultRasterizerState.ptr()); } D3D11DeviceContext::~D3D11DeviceContext() { } HRESULT STDMETHODCALLTYPE D3D11DeviceContext::QueryInterface(REFIID riid, void** ppvObject) { if (ppvObject == nullptr) return E_POINTER; *ppvObject = nullptr; if (riid == __uuidof(IUnknown) || riid == __uuidof(ID3D11DeviceChild) || riid == __uuidof(ID3D11DeviceContext) || riid == __uuidof(ID3D11DeviceContext1)) { *ppvObject = ref(this); return S_OK; } if (riid == __uuidof(ID3DUserDefinedAnnotation)) { *ppvObject = ref(&m_annotation); return S_OK; } if (riid == __uuidof(ID3D10Multithread)) { *ppvObject = ref(&m_multithread); return S_OK; } Logger::warn("D3D11DeviceContext::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11DeviceContext::DiscardResource(ID3D11Resource* pResource) { D3D10DeviceLock lock = LockContext(); if (!pResource) return; // We don't support the Discard API for images D3D11_RESOURCE_DIMENSION resType = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&resType); if (resType == D3D11_RESOURCE_DIMENSION_BUFFER) DiscardBuffer(static_cast(pResource)); else if (resType != D3D11_RESOURCE_DIMENSION_UNKNOWN) DiscardTexture(GetCommonTexture(pResource)); } void STDMETHODCALLTYPE D3D11DeviceContext::DiscardView(ID3D11View* pResourceView) { D3D10DeviceLock lock = LockContext(); // ID3D11View has no methods to query the exact type of // the view, so we'll have to check each possible class auto dsv = dynamic_cast(pResourceView); auto rtv = dynamic_cast(pResourceView); auto uav = dynamic_cast(pResourceView); Rc view; if (dsv) view = dsv->GetImageView(); if (rtv) view = rtv->GetImageView(); if (uav) view = uav->GetImageView(); if (view != nullptr) { EmitCs([cView = std::move(view)] (DxvkContext* ctx) { ctx->discardImage( cView->image(), cView->subresources()); }); } } void STDMETHODCALLTYPE D3D11DeviceContext::DiscardView1( ID3D11View* pResourceView, const D3D11_RECT* pRects, UINT NumRects) { static bool s_errorShown = false; if (!std::exchange(s_errorShown, true)) Logger::err("D3D11DeviceContext::DiscardView1: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::GetDevice(ID3D11Device **ppDevice) { *ppDevice = ref(m_parent); } 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[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 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] = 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 { }; } // 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 RestoreState(); } void STDMETHODCALLTYPE D3D11DeviceContext::Begin(ID3D11Asynchronous *pAsync) { D3D10DeviceLock lock = LockContext(); if (!pAsync) return; Com queryPtr = static_cast(pAsync); EmitCs([queryPtr] (DxvkContext* ctx) { queryPtr->Begin(ctx); }); } void STDMETHODCALLTYPE D3D11DeviceContext::End(ID3D11Asynchronous *pAsync) { D3D10DeviceLock lock = LockContext(); if (!pAsync) return; Com queryPtr = static_cast(pAsync); EmitCs([queryPtr] (DxvkContext* ctx) { queryPtr->End(ctx); }); } void STDMETHODCALLTYPE D3D11DeviceContext::SetPredication( ID3D11Predicate* pPredicate, BOOL PredicateValue) { D3D10DeviceLock lock = LockContext(); auto predicate = static_cast(pPredicate); m_state.pr.predicateObject = predicate; m_state.pr.predicateValue = PredicateValue; static bool s_errorShown = false; if (pPredicate && !std::exchange(s_errorShown, true)) Logger::err("D3D11DeviceContext::SetPredication: Stub"); // TODO: Figure out why this breaks Watch Dogs and crashes War Thunder // if (!m_device->features().extConditionalRendering.conditionalRendering) // return; // EmitCs([ // cPredicate = Com(predicate), // cValue = PredicateValue // ] (DxvkContext* ctx) { // DxvkBufferSlice predSlice; // if (cPredicate != nullptr) // predSlice = cPredicate->GetPredicate(ctx); // ctx->setPredicate(predSlice, // cValue ? VK_CONDITIONAL_RENDERING_INVERTED_BIT_EXT : 0); // }); } void STDMETHODCALLTYPE D3D11DeviceContext::GetPredication( ID3D11Predicate** ppPredicate, BOOL* pPredicateValue) { D3D10DeviceLock lock = LockContext(); if (ppPredicate != nullptr) *ppPredicate = m_state.pr.predicateObject.ref(); if (pPredicateValue != nullptr) *pPredicateValue = m_state.pr.predicateValue; } void STDMETHODCALLTYPE D3D11DeviceContext::CopySubresourceRegion( ID3D11Resource* pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D11Resource* pSrcResource, UINT SrcSubresource, const D3D11_BOX* pSrcBox) { CopySubresourceRegion1( pDstResource, DstSubresource, DstX, DstY, DstZ, pSrcResource, SrcSubresource, pSrcBox, 0); } void STDMETHODCALLTYPE D3D11DeviceContext::CopySubresourceRegion1( ID3D11Resource* pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D11Resource* pSrcResource, UINT SrcSubresource, const D3D11_BOX* pSrcBox, UINT CopyFlags) { D3D10DeviceLock lock = LockContext(); D3D11_RESOURCE_DIMENSION dstResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; D3D11_RESOURCE_DIMENSION srcResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pDstResource->GetType(&dstResourceDim); pSrcResource->GetType(&srcResourceDim); // Copying 2D image slices to 3D images and vice versa is legal const bool copy2Dto3D = dstResourceDim == D3D11_RESOURCE_DIMENSION_TEXTURE3D && srcResourceDim == D3D11_RESOURCE_DIMENSION_TEXTURE2D; const bool copy3Dto2D = dstResourceDim == D3D11_RESOURCE_DIMENSION_TEXTURE2D && srcResourceDim == D3D11_RESOURCE_DIMENSION_TEXTURE3D; if (dstResourceDim != srcResourceDim && !copy2Dto3D && !copy3Dto2D) { Logger::err(str::format( "D3D11: CopySubresourceRegion: Incompatible resources", "\n Dst resource type: ", dstResourceDim, "\n Src resource type: ", srcResourceDim)); return; } if (dstResourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) { auto dstBuffer = static_cast(pDstResource)->GetBufferSlice(); auto srcBuffer = static_cast(pSrcResource)->GetBufferSlice(); if (CopyFlags & D3D11_COPY_DISCARD) DiscardBuffer(static_cast(pDstResource)); VkDeviceSize dstOffset = DstX; VkDeviceSize srcOffset = 0; VkDeviceSize regLength = srcBuffer.length(); if (dstOffset >= dstBuffer.length()) return; if (pSrcBox != nullptr) { if (pSrcBox->left >= pSrcBox->right) return; // no-op, but legal srcOffset = pSrcBox->left; regLength = pSrcBox->right - pSrcBox->left; if (srcOffset >= srcBuffer.length()) return; } // Clamp copy region to prevent out-of-bounds access regLength = std::min(regLength, srcBuffer.length() - srcOffset); regLength = std::min(regLength, dstBuffer.length() - dstOffset); EmitCs([ cDstSlice = dstBuffer.subSlice(dstOffset, regLength), cSrcSlice = srcBuffer.subSlice(srcOffset, regLength) ] (DxvkContext* ctx) { bool sameResource = cDstSlice.buffer() == cSrcSlice.buffer(); if (!sameResource) { ctx->copyBuffer( cDstSlice.buffer(), cDstSlice.offset(), cSrcSlice.buffer(), cSrcSlice.offset(), cSrcSlice.length()); } else { ctx->copyBufferRegion( cDstSlice.buffer(), cDstSlice.offset(), cSrcSlice.offset(), cSrcSlice.length()); } }); } else { const D3D11CommonTexture* dstTextureInfo = GetCommonTexture(pDstResource); const D3D11CommonTexture* srcTextureInfo = GetCommonTexture(pSrcResource); const Rc dstImage = dstTextureInfo->GetImage(); const Rc srcImage = srcTextureInfo->GetImage(); const DxvkFormatInfo* dstFormatInfo = imageFormatInfo(dstImage->info().format); const DxvkFormatInfo* srcFormatInfo = imageFormatInfo(srcImage->info().format); const VkImageSubresource dstSubresource = dstTextureInfo->GetSubresourceFromIndex(dstFormatInfo->aspectMask, DstSubresource); const VkImageSubresource srcSubresource = srcTextureInfo->GetSubresourceFromIndex(srcFormatInfo->aspectMask, SrcSubresource); // Copies are only supported on size-compatible formats if (dstFormatInfo->elementSize != srcFormatInfo->elementSize) { Logger::err(str::format( "D3D11: CopySubresourceRegion: Incompatible texel size" "\n Dst texel size: ", dstFormatInfo->elementSize, "\n Src texel size: ", srcFormatInfo->elementSize)); return; } // Copies are only supported if the sample count matches if (dstImage->info().sampleCount != srcImage->info().sampleCount) { Logger::err(str::format( "D3D11: CopySubresourceRegion: Incompatible sample count", "\n Dst sample count: ", dstImage->info().sampleCount, "\n Src sample count: ", srcImage->info().sampleCount)); return; } VkOffset3D srcOffset = { 0, 0, 0 }; VkOffset3D dstOffset = { int32_t(DstX), int32_t(DstY), int32_t(DstZ) }; VkExtent3D srcExtent = srcImage->mipLevelExtent(srcSubresource.mipLevel); VkExtent3D dstExtent = dstImage->mipLevelExtent(dstSubresource.mipLevel); VkExtent3D regExtent = srcExtent; if (uint32_t(dstOffset.x) >= dstExtent.width || uint32_t(dstOffset.y) >= dstExtent.height || uint32_t(dstOffset.z) >= dstExtent.depth) return; if (pSrcBox != nullptr) { if (pSrcBox->left >= pSrcBox->right || pSrcBox->top >= pSrcBox->bottom || pSrcBox->front >= pSrcBox->back) return; // no-op, but legal srcOffset.x = pSrcBox->left; srcOffset.y = pSrcBox->top; srcOffset.z = pSrcBox->front; regExtent.width = pSrcBox->right - pSrcBox->left; regExtent.height = pSrcBox->bottom - pSrcBox->top; regExtent.depth = pSrcBox->back - pSrcBox->front; if (uint32_t(srcOffset.x) >= srcExtent.width || uint32_t(srcOffset.y) >= srcExtent.height || uint32_t(srcOffset.z) >= srcExtent.depth) return; } VkImageSubresourceLayers dstLayers = { dstSubresource.aspectMask, dstSubresource.mipLevel, dstSubresource.arrayLayer, 1 }; VkImageSubresourceLayers srcLayers = { srcSubresource.aspectMask, srcSubresource.mipLevel, srcSubresource.arrayLayer, 1 }; // Copying multiple slices does not // seem to be supported in D3D11 if (copy2Dto3D || copy3Dto2D) { regExtent.depth = 1; dstLayers.layerCount = 1; srcLayers.layerCount = 1; } // Don't perform the copy if the offsets aren't aligned if (!util::isBlockAligned(srcOffset, srcFormatInfo->blockSize) || !util::isBlockAligned(dstOffset, dstFormatInfo->blockSize)) { Logger::err(str::format( "D3D11: CopySubresourceRegion: Unaligned block offset", "\n Src offset: (", srcOffset.x, ",", srcOffset.y, ",", srcOffset.z, ")", "\n Src block size: (", srcFormatInfo->blockSize.width, "x", srcFormatInfo->blockSize.height, "x", srcFormatInfo->blockSize.depth, ")", "\n Dst offset: (", dstOffset.x, ",", dstOffset.y, ",", dstOffset.z, ")", "\n Dst block size: (", dstFormatInfo->blockSize.width, "x", dstFormatInfo->blockSize.height, "x", dstFormatInfo->blockSize.depth, ")")); return; } // Clamp the image region in order to avoid out-of-bounds access VkExtent3D regBlockCount = util::computeBlockCount(regExtent, srcFormatInfo->blockSize); VkExtent3D dstBlockCount = util::computeMaxBlockCount(dstOffset, dstExtent, dstFormatInfo->blockSize); VkExtent3D srcBlockCount = util::computeMaxBlockCount(srcOffset, srcExtent, srcFormatInfo->blockSize); regBlockCount = util::minExtent3D(regBlockCount, dstBlockCount); regBlockCount = util::minExtent3D(regBlockCount, srcBlockCount); regExtent = util::minExtent3D(regExtent, util::computeBlockExtent(regBlockCount, srcFormatInfo->blockSize)); // Don't perform the copy if the image extent is not aligned and // if it does not touch the image border for unaligned dimensons if (!util::isBlockAligned(srcOffset, regExtent, srcFormatInfo->blockSize, srcExtent)) { Logger::err(str::format( "D3D11: CopySubresourceRegion: Unaligned block size", "\n Src offset: (", srcOffset.x, ",", srcOffset.y, ",", srcOffset.z, ")", "\n Src extent: (", srcExtent.width, "x", srcExtent.height, "x", srcExtent.depth, ")", "\n Src block size: (", srcFormatInfo->blockSize.width, "x", srcFormatInfo->blockSize.height, "x", srcFormatInfo->blockSize.depth, ")", "\n Dst offset: (", dstOffset.x, ",", dstOffset.y, ",", dstOffset.z, ")", "\n Dst extent: (", dstExtent.width, "x", dstExtent.height, "x", dstExtent.depth, ")", "\n Dst block size: (", dstFormatInfo->blockSize.width, "x", dstFormatInfo->blockSize.height, "x", dstFormatInfo->blockSize.depth, ")", "\n Region extent: (", regExtent.width, "x", regExtent.height, "x", regExtent.depth, ")")); return; } EmitCs([ cDstImage = dstImage, cSrcImage = srcImage, cDstLayers = dstLayers, cSrcLayers = srcLayers, cDstOffset = dstOffset, cSrcOffset = srcOffset, cExtent = regExtent ] (DxvkContext* ctx) { bool sameSubresource = cDstImage == cSrcImage && cDstLayers == cSrcLayers; if (!sameSubresource) { ctx->copyImage( cDstImage, cDstLayers, cDstOffset, cSrcImage, cSrcLayers, cSrcOffset, cExtent); } else { ctx->copyImageRegion( cDstImage, cDstLayers, cDstOffset, cSrcOffset, cExtent); } }); } } void STDMETHODCALLTYPE D3D11DeviceContext::CopyResource( ID3D11Resource* pDstResource, ID3D11Resource* pSrcResource) { D3D10DeviceLock lock = LockContext(); if (!pDstResource || !pSrcResource || (pDstResource == pSrcResource)) return; D3D11_RESOURCE_DIMENSION dstResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; D3D11_RESOURCE_DIMENSION srcResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pDstResource->GetType(&dstResourceDim); pSrcResource->GetType(&srcResourceDim); if (dstResourceDim != srcResourceDim) { Logger::err(str::format( "D3D11: CopyResource: Incompatible resources", "\n Dst resource type: ", dstResourceDim, "\n Src resource type: ", srcResourceDim)); return; } if (dstResourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) { auto dstBuffer = static_cast(pDstResource)->GetBufferSlice(); auto srcBuffer = static_cast(pSrcResource)->GetBufferSlice(); if (dstBuffer.length() != srcBuffer.length()) { Logger::err(str::format( "D3D11: CopyResource: Mismatched buffer size", "\n Dst buffer size: ", dstBuffer.length(), "\n Src buffer size: ", srcBuffer.length())); return; } EmitCs([ cDstBuffer = std::move(dstBuffer), cSrcBuffer = std::move(srcBuffer) ] (DxvkContext* ctx) { ctx->copyBuffer( cDstBuffer.buffer(), cDstBuffer.offset(), cSrcBuffer.buffer(), cSrcBuffer.offset(), cSrcBuffer.length()); }); } else { const Rc dstImage = GetCommonTexture(pDstResource)->GetImage(); const Rc srcImage = GetCommonTexture(pSrcResource)->GetImage(); const DxvkFormatInfo* dstFormatInfo = imageFormatInfo(dstImage->info().format); const DxvkFormatInfo* srcFormatInfo = imageFormatInfo(srcImage->info().format); // Copies are only supported on size-compatible formats if (dstFormatInfo->elementSize != srcFormatInfo->elementSize) { Logger::err(str::format( "D3D11: CopyResource: Incompatible texel size" "\n Dst texel size: ", dstFormatInfo->elementSize, "\n Src texel size: ", srcFormatInfo->elementSize)); return; } // Layer count, mip level count, and sample count must match if (srcImage->info().numLayers != dstImage->info().numLayers || srcImage->info().mipLevels != dstImage->info().mipLevels || srcImage->info().sampleCount != dstImage->info().sampleCount) { Logger::err(str::format( "D3D11: CopyResource: Incompatible images" "\n Dst: (", dstImage->info().numLayers, ",", dstImage->info().mipLevels, ",", dstImage->info().sampleCount, ")", "\n Src: (", srcImage->info().numLayers, ",", srcImage->info().mipLevels, ",", srcImage->info().sampleCount, ")")); return; } for (uint32_t i = 0; i < srcImage->info().mipLevels; i++) { VkImageSubresourceLayers dstLayers = { dstFormatInfo->aspectMask, i, 0, dstImage->info().numLayers }; VkImageSubresourceLayers srcLayers = { srcFormatInfo->aspectMask, i, 0, srcImage->info().numLayers }; VkExtent3D extent = srcImage->mipLevelExtent(i); EmitCs([ cDstImage = dstImage, cSrcImage = srcImage, cDstLayers = dstLayers, cSrcLayers = srcLayers, cExtent = extent ] (DxvkContext* ctx) { ctx->copyImage( cDstImage, cDstLayers, VkOffset3D { 0, 0, 0 }, cSrcImage, cSrcLayers, VkOffset3D { 0, 0, 0 }, cExtent); }); } } } void STDMETHODCALLTYPE D3D11DeviceContext::CopyStructureCount( ID3D11Buffer* pDstBuffer, UINT DstAlignedByteOffset, ID3D11UnorderedAccessView* pSrcView) { D3D10DeviceLock lock = LockContext(); auto buf = static_cast(pDstBuffer); auto uav = static_cast(pSrcView); if (!buf || !uav) return; auto counterSlice = uav->GetCounterSlice(); if (!counterSlice.defined()) return; EmitCs([ cDstSlice = buf->GetBufferSlice(DstAlignedByteOffset), cSrcSlice = std::move(counterSlice) ] (DxvkContext* ctx) { ctx->copyBuffer( cDstSlice.buffer(), cDstSlice.offset(), cSrcSlice.buffer(), cSrcSlice.offset(), sizeof(uint32_t)); }); } void STDMETHODCALLTYPE D3D11DeviceContext::ClearRenderTargetView( ID3D11RenderTargetView* pRenderTargetView, const FLOAT ColorRGBA[4]) { D3D10DeviceLock lock = LockContext(); auto rtv = static_cast(pRenderTargetView); if (!rtv) return; const Rc view = rtv->GetImageView(); VkClearValue clearValue; clearValue.color.float32[0] = ColorRGBA[0]; clearValue.color.float32[1] = ColorRGBA[1]; clearValue.color.float32[2] = ColorRGBA[2]; clearValue.color.float32[3] = ColorRGBA[3]; EmitCs([ cClearValue = clearValue, cImageView = view ] (DxvkContext* ctx) { ctx->clearRenderTarget( cImageView, VK_IMAGE_ASPECT_COLOR_BIT, cClearValue); }); } void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewUint( ID3D11UnorderedAccessView* pUnorderedAccessView, const UINT Values[4]) { D3D10DeviceLock lock = LockContext(); auto uav = static_cast(pUnorderedAccessView); if (!uav) return; // Gather UAV format info. We'll use this to determine // whether we need to create a temporary view or not. D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uav->GetDesc(&uavDesc); VkFormat uavFormat = m_parent->LookupFormat(uavDesc.Format, DXGI_VK_FORMAT_MODE_ANY).Format; VkFormat rawFormat = m_parent->LookupFormat(uavDesc.Format, DXGI_VK_FORMAT_MODE_RAW).Format; if (uavFormat != rawFormat && rawFormat == VK_FORMAT_UNDEFINED) { Logger::err(str::format("D3D11: ClearUnorderedAccessViewUint: No raw format found for ", uavFormat)); return; } // Set up clear color struct VkClearValue clearValue; clearValue.color.uint32[0] = Values[0]; clearValue.color.uint32[1] = Values[1]; clearValue.color.uint32[2] = Values[2]; clearValue.color.uint32[3] = Values[3]; // This is the only packed format that has UAV support if (uavFormat == VK_FORMAT_B10G11R11_UFLOAT_PACK32) { clearValue.color.uint32[0] = ((Values[0] & 0x7FF) << 0) | ((Values[1] & 0x7FF) << 11) | ((Values[2] & 0x3FF) << 22); } if (uav->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER) { // In case of raw and structured buffers as well as typed // buffers that can be used for atomic operations, we can // use the fast Vulkan buffer clear function. Rc bufferView = uav->GetBufferView(); if (bufferView->info().format == VK_FORMAT_R32_UINT || bufferView->info().format == VK_FORMAT_R32_SINT || bufferView->info().format == VK_FORMAT_R32_SFLOAT) { EmitCs([ cClearValue = Values[0], cDstSlice = bufferView->slice() ] (DxvkContext* ctx) { ctx->clearBuffer( cDstSlice.buffer(), cDstSlice.offset(), cDstSlice.length(), cClearValue); }); } else { // Create a view with an integer format if necessary if (uavFormat != rawFormat) { DxvkBufferViewCreateInfo info = bufferView->info(); info.format = rawFormat; bufferView = m_device->createBufferView( bufferView->buffer(), info); } EmitCs([ cClearValue = clearValue, cDstView = bufferView ] (DxvkContext* ctx) { ctx->clearBufferView( cDstView, 0, cDstView->elementCount(), cClearValue.color); }); } } else { // Create a view with an integer format if necessary Rc imageView = uav->GetImageView(); if (uavFormat != rawFormat) { DxvkImageViewCreateInfo info = imageView->info(); info.format = rawFormat; imageView = m_device->createImageView( imageView->image(), info); } EmitCs([ cClearValue = clearValue, cDstView = imageView ] (DxvkContext* ctx) { ctx->clearImageView(cDstView, VkOffset3D { 0, 0, 0 }, cDstView->mipLevelExtent(0), cClearValue); }); } } void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewFloat( ID3D11UnorderedAccessView* pUnorderedAccessView, const FLOAT Values[4]) { D3D10DeviceLock lock = LockContext(); auto uav = static_cast(pUnorderedAccessView); if (!uav) return; VkClearValue clearValue; clearValue.color.float32[0] = Values[0]; clearValue.color.float32[1] = Values[1]; clearValue.color.float32[2] = Values[2]; clearValue.color.float32[3] = Values[3]; if (uav->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER) { EmitCs([ cClearValue = clearValue, cDstView = uav->GetBufferView() ] (DxvkContext* ctx) { ctx->clearBufferView( cDstView, 0, cDstView->elementCount(), cClearValue.color); }); } else { EmitCs([ cClearValue = clearValue, cDstView = uav->GetImageView() ] (DxvkContext* ctx) { ctx->clearImageView(cDstView, VkOffset3D { 0, 0, 0 }, cDstView->mipLevelExtent(0), cClearValue); }); } } void STDMETHODCALLTYPE D3D11DeviceContext::ClearDepthStencilView( ID3D11DepthStencilView* pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil) { D3D10DeviceLock lock = LockContext(); auto dsv = static_cast(pDepthStencilView); if (!dsv) return; // Figure out which aspects to clear based // on the image format and the clear flags. const Rc view = dsv->GetImageView(); VkImageAspectFlags aspectMask = 0; if (ClearFlags & D3D11_CLEAR_DEPTH) aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT; if (ClearFlags & D3D11_CLEAR_STENCIL) aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT; aspectMask &= imageFormatInfo(view->info().format)->aspectMask; VkClearValue clearValue; clearValue.depthStencil.depth = Depth; clearValue.depthStencil.stencil = Stencil; EmitCs([ cClearValue = clearValue, cAspectMask = aspectMask, cImageView = view ] (DxvkContext* ctx) { ctx->clearRenderTarget( cImageView, cAspectMask, cClearValue); }); } void STDMETHODCALLTYPE D3D11DeviceContext::ClearView( ID3D11View* pView, const FLOAT Color[4], const D3D11_RECT* pRect, UINT NumRects) { D3D10DeviceLock lock = LockContext(); // ID3D11View has no methods to query the exact type of // the view, so we'll have to check each possible class auto dsv = dynamic_cast(pView); auto rtv = dynamic_cast(pView); auto uav = dynamic_cast(pView); // Retrieve underlying resource view Rc bufView; Rc imgView; if (dsv != nullptr) imgView = dsv->GetImageView(); if (rtv != nullptr) imgView = rtv->GetImageView(); if (uav != nullptr) { bufView = uav->GetBufferView(); imgView = uav->GetImageView(); } // 3D views are unsupported if (imgView != nullptr && imgView->info().type == VK_IMAGE_VIEW_TYPE_3D) return; // Query the view format. We'll have to convert // the clear color based on the format's data type. VkFormat format = VK_FORMAT_UNDEFINED; if (bufView != nullptr) format = bufView->info().format; if (imgView != nullptr) format = imgView->info().format; if (format == VK_FORMAT_UNDEFINED) return; // We'll need the format info to determine the buffer // element size, and we also need it for depth images. const DxvkFormatInfo* formatInfo = imageFormatInfo(format); // Convert the clear color format. ClearView takes // the clear value for integer formats as a set of // integral floats, so we'll have to convert. VkClearValue clearValue; if (imgView == nullptr || imgView->info().aspect & VK_IMAGE_ASPECT_COLOR_BIT) { for (uint32_t i = 0; i < 4; i++) { if (formatInfo->flags.test(DxvkFormatFlag::SampledUInt)) clearValue.color.uint32[i] = uint32_t(Color[i]); else if (formatInfo->flags.test(DxvkFormatFlag::SampledSInt)) clearValue.color.int32[i] = int32_t(Color[i]); else clearValue.color.float32[i] = Color[i]; } } else { clearValue.depthStencil.depth = Color[0]; clearValue.depthStencil.stencil = 0; } // Clear all the rectangles that are specified for (uint32_t i = 0; i < NumRects; i++) { if (pRect[i].left >= pRect[i].right || pRect[i].top >= pRect[i].bottom) continue; if (bufView != nullptr) { VkDeviceSize offset = pRect[i].left; VkDeviceSize length = pRect[i].right - pRect[i].left; EmitCs([ cBufferView = bufView, cRangeOffset = offset, cRangeLength = length, cClearValue = clearValue ] (DxvkContext* ctx) { ctx->clearBufferView( cBufferView, cRangeOffset, cRangeLength, cClearValue.color); }); } if (imgView != nullptr) { VkOffset3D offset = { pRect[i].left, pRect[i].top, 0 }; VkExtent3D extent = { uint32_t(pRect[i].right - pRect[i].left), uint32_t(pRect[i].bottom - pRect[i].top), 1 }; EmitCs([ cImageView = imgView, cAreaOffset = offset, cAreaExtent = extent, cClearValue = clearValue ] (DxvkContext* ctx) { ctx->clearImageView( cImageView, cAreaOffset, cAreaExtent, cClearValue); }); } } // The rect array is optional, so if it is not // specified, we'll have to clear the entire view if (pRect == nullptr) { if (bufView != nullptr) { EmitCs([ cBufferView = bufView, cClearValue = clearValue, cElementSize = formatInfo->elementSize ] (DxvkContext* ctx) { ctx->clearBufferView(cBufferView, cBufferView->info().rangeOffset / cElementSize, cBufferView->info().rangeLength / cElementSize, cClearValue.color); }); } if (imgView != nullptr) { EmitCs([ cImageView = imgView, cClearValue = clearValue ] (DxvkContext* ctx) { VkOffset3D offset = { 0, 0, 0 }; VkExtent3D extent = cImageView->mipLevelExtent(0); ctx->clearImageView(cImageView, offset, extent, cClearValue); }); } } } void STDMETHODCALLTYPE D3D11DeviceContext::GenerateMips(ID3D11ShaderResourceView* pShaderResourceView) { D3D10DeviceLock lock = LockContext(); auto view = static_cast(pShaderResourceView); if (!view || view->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER) return; EmitCs([cDstImageView = view->GetImageView()] (DxvkContext* ctx) { ctx->generateMipmaps(cDstImageView); }); } void STDMETHODCALLTYPE D3D11DeviceContext::UpdateSubresource( ID3D11Resource* pDstResource, UINT DstSubresource, const D3D11_BOX* pDstBox, const void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch) { UpdateSubresource1(pDstResource, DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch, 0); } void STDMETHODCALLTYPE D3D11DeviceContext::UpdateSubresource1( ID3D11Resource* pDstResource, UINT DstSubresource, const D3D11_BOX* pDstBox, const void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch, UINT CopyFlags) { D3D10DeviceLock lock = LockContext(); if (!pDstResource) return; // We need a different code path for buffers D3D11_RESOURCE_DIMENSION resourceType; pDstResource->GetType(&resourceType); if (resourceType == D3D11_RESOURCE_DIMENSION_BUFFER) { const auto bufferResource = static_cast(pDstResource); const auto bufferSlice = bufferResource->GetBufferSlice(); if (CopyFlags & D3D11_COPY_DISCARD) DiscardBuffer(bufferResource); VkDeviceSize offset = bufferSlice.offset(); VkDeviceSize size = bufferSlice.length(); if (pDstBox != nullptr) { offset = pDstBox->left; size = pDstBox->right - pDstBox->left; } if (offset + size > bufferSlice.length()) { Logger::err(str::format( "D3D11: UpdateSubresource: Buffer update range out of bounds", "\n Dst slice offset: ", bufferSlice.offset(), "\n Dst slice length: ", bufferSlice.length(), "\n Src slice offset: ", offset, "\n Src slice length: ", size)); return; } if (size == 0) return; if (((size == bufferSlice.length()) && (bufferSlice.buffer()->memFlags() & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT))) { D3D11_MAPPED_SUBRESOURCE mappedSr; Map(pDstResource, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSr); std::memcpy(mappedSr.pData, pSrcData, size); Unmap(pDstResource, 0); } else { DxvkDataSlice dataSlice = AllocUpdateBufferSlice(size); std::memcpy(dataSlice.ptr(), pSrcData, size); EmitCs([ cDataBuffer = std::move(dataSlice), cBufferSlice = bufferSlice.subSlice(offset, size) ] (DxvkContext* ctx) { ctx->updateBuffer( cBufferSlice.buffer(), cBufferSlice.offset(), cBufferSlice.length(), cDataBuffer.ptr()); }); } } else { const D3D11CommonTexture* textureInfo = GetCommonTexture(pDstResource); VkFormat packedFormat = m_parent->LookupPackedFormat( textureInfo->Desc()->Format, textureInfo->GetFormatMode()).Format; auto formatInfo = imageFormatInfo(packedFormat); auto subresource = textureInfo->GetSubresourceFromIndex( formatInfo->aspectMask, DstSubresource); VkExtent3D mipExtent = textureInfo->GetImage()->mipLevelExtent(subresource.mipLevel); VkOffset3D offset = { 0, 0, 0 }; VkExtent3D extent = mipExtent; if (pDstBox != nullptr) { if (pDstBox->left >= pDstBox->right || pDstBox->top >= pDstBox->bottom || pDstBox->front >= pDstBox->back) return; // no-op, but legal offset.x = pDstBox->left; offset.y = pDstBox->top; offset.z = pDstBox->front; extent.width = pDstBox->right - pDstBox->left; extent.height = pDstBox->bottom - pDstBox->top; extent.depth = pDstBox->back - pDstBox->front; } const VkImageSubresourceLayers layers = { subresource.aspectMask, subresource.mipLevel, subresource.arrayLayer, 1 }; if (!util::isBlockAligned(offset, formatInfo->blockSize) || !util::isBlockAligned(offset, extent, formatInfo->blockSize, mipExtent)) return; const VkExtent3D regionExtent = util::computeBlockCount(extent, formatInfo->blockSize); const VkDeviceSize bytesPerRow = regionExtent.width * formatInfo->elementSize; const VkDeviceSize bytesPerLayer = regionExtent.height * bytesPerRow; const VkDeviceSize bytesTotal = regionExtent.depth * bytesPerLayer; DxvkDataSlice imageDataBuffer = AllocUpdateBufferSlice(bytesTotal); util::packImageData( reinterpret_cast(imageDataBuffer.ptr()), reinterpret_cast(pSrcData), regionExtent, formatInfo->elementSize, SrcRowPitch, SrcDepthPitch); EmitCs([ cDstImage = textureInfo->GetImage(), cDstLayers = layers, cDstOffset = offset, cDstExtent = extent, cSrcData = std::move(imageDataBuffer), cSrcBytesPerRow = bytesPerRow, cSrcBytesPerLayer = bytesPerLayer, cPackedFormat = packedFormat ] (DxvkContext* ctx) { if (cDstLayers.aspectMask != (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) { ctx->updateImage(cDstImage, cDstLayers, cDstOffset, cDstExtent, cSrcData.ptr(), cSrcBytesPerRow, cSrcBytesPerLayer); } else { ctx->updateDepthStencilImage(cDstImage, cDstLayers, VkOffset2D { cDstOffset.x, cDstOffset.y }, VkExtent2D { cDstExtent.width, cDstExtent.height }, cSrcData.ptr(), cSrcBytesPerRow, cSrcBytesPerLayer, cPackedFormat); } }); } } void STDMETHODCALLTYPE D3D11DeviceContext::SetResourceMinLOD( ID3D11Resource* pResource, FLOAT MinLOD) { Logger::err("D3D11DeviceContext::SetResourceMinLOD: Not implemented"); } FLOAT STDMETHODCALLTYPE D3D11DeviceContext::GetResourceMinLOD(ID3D11Resource* pResource) { Logger::err("D3D11DeviceContext::GetResourceMinLOD: Not implemented"); return 0.0f; } void STDMETHODCALLTYPE D3D11DeviceContext::ResolveSubresource( ID3D11Resource* pDstResource, UINT DstSubresource, ID3D11Resource* pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format) { D3D10DeviceLock lock = LockContext(); bool isSameSubresource = pDstResource == pSrcResource && DstSubresource == SrcSubresource; if (!pDstResource || !pSrcResource || isSameSubresource) return; D3D11_RESOURCE_DIMENSION dstResourceType; D3D11_RESOURCE_DIMENSION srcResourceType; pDstResource->GetType(&dstResourceType); pSrcResource->GetType(&srcResourceType); if (dstResourceType != D3D11_RESOURCE_DIMENSION_TEXTURE2D || srcResourceType != D3D11_RESOURCE_DIMENSION_TEXTURE2D) { Logger::err(str::format( "D3D11: ResolveSubresource: Incompatible resources", "\n Dst resource type: ", dstResourceType, "\n Src resource type: ", srcResourceType)); return; } auto dstTexture = static_cast(pDstResource); auto srcTexture = static_cast(pSrcResource); D3D11_TEXTURE2D_DESC dstDesc; D3D11_TEXTURE2D_DESC srcDesc; dstTexture->GetDesc(&dstDesc); srcTexture->GetDesc(&srcDesc); if (dstDesc.SampleDesc.Count != 1) { Logger::err(str::format( "D3D11: ResolveSubresource: Invalid sample counts", "\n Dst sample count: ", dstDesc.SampleDesc.Count, "\n Src sample count: ", srcDesc.SampleDesc.Count)); return; } const D3D11CommonTexture* dstTextureInfo = GetCommonTexture(pDstResource); const D3D11CommonTexture* srcTextureInfo = GetCommonTexture(pSrcResource); const DXGI_VK_FORMAT_INFO dstFormatInfo = m_parent->LookupFormat(dstDesc.Format, DXGI_VK_FORMAT_MODE_ANY); const DXGI_VK_FORMAT_INFO srcFormatInfo = m_parent->LookupFormat(srcDesc.Format, DXGI_VK_FORMAT_MODE_ANY); auto dstVulkanFormatInfo = imageFormatInfo(dstFormatInfo.Format); auto srcVulkanFormatInfo = imageFormatInfo(srcFormatInfo.Format); const VkImageSubresource dstSubresource = dstTextureInfo->GetSubresourceFromIndex( dstVulkanFormatInfo->aspectMask, DstSubresource); const VkImageSubresource srcSubresource = srcTextureInfo->GetSubresourceFromIndex( srcVulkanFormatInfo->aspectMask, SrcSubresource); const VkImageSubresourceLayers dstSubresourceLayers = { dstSubresource.aspectMask, dstSubresource.mipLevel, dstSubresource.arrayLayer, 1 }; const VkImageSubresourceLayers srcSubresourceLayers = { srcSubresource.aspectMask, srcSubresource.mipLevel, srcSubresource.arrayLayer, 1 }; if (srcDesc.SampleDesc.Count == 1) { EmitCs([ cDstImage = dstTextureInfo->GetImage(), cSrcImage = srcTextureInfo->GetImage(), cDstLayers = dstSubresourceLayers, cSrcLayers = srcSubresourceLayers ] (DxvkContext* ctx) { ctx->copyImage( cDstImage, cDstLayers, VkOffset3D { 0, 0, 0 }, cSrcImage, cSrcLayers, VkOffset3D { 0, 0, 0 }, cDstImage->mipLevelExtent(cDstLayers.mipLevel)); }); } else { const VkFormat format = m_parent->LookupFormat( Format, DXGI_VK_FORMAT_MODE_ANY).Format; EmitCs([ cDstImage = dstTextureInfo->GetImage(), cSrcImage = srcTextureInfo->GetImage(), cDstSubres = dstSubresourceLayers, cSrcSubres = srcSubresourceLayers, cFormat = format ] (DxvkContext* ctx) { VkImageResolve region; region.srcSubresource = cSrcSubres; region.srcOffset = VkOffset3D { 0, 0, 0 }; region.dstSubresource = cDstSubres; region.dstOffset = VkOffset3D { 0, 0, 0 }; region.extent = cDstImage->mipLevelExtent(cDstSubres.mipLevel); ctx->resolveImage(cDstImage, cSrcImage, region, cFormat); }); } } void STDMETHODCALLTYPE D3D11DeviceContext::DrawAuto() { D3D10DeviceLock lock = LockContext(); D3D11Buffer* buffer = m_state.ia.vertexBuffers[0].buffer.ptr(); if (buffer == nullptr) return; DxvkBufferSlice vtxBuf = buffer->GetBufferSlice(); DxvkBufferSlice ctrBuf = buffer->GetSOCounter(); if (!ctrBuf.defined()) return; EmitCs([=] (DxvkContext* ctx) { ctx->drawIndirectXfb(ctrBuf, vtxBuf.buffer()->getXfbVertexStride(), vtxBuf.offset()); }); } void STDMETHODCALLTYPE D3D11DeviceContext::Draw( UINT VertexCount, UINT StartVertexLocation) { D3D10DeviceLock lock = LockContext(); EmitCs([=] (DxvkContext* ctx) { ctx->draw( VertexCount, 1, StartVertexLocation, 0); }); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexed( UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation) { D3D10DeviceLock lock = LockContext(); EmitCs([=] (DxvkContext* ctx) { ctx->drawIndexed( IndexCount, 1, StartIndexLocation, BaseVertexLocation, 0); }); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstanced( UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation) { D3D10DeviceLock lock = LockContext(); EmitCs([=] (DxvkContext* ctx) { ctx->draw( VertexCountPerInstance, InstanceCount, StartVertexLocation, StartInstanceLocation); }); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstanced( UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation) { D3D10DeviceLock lock = LockContext(); EmitCs([=] (DxvkContext* ctx) { ctx->drawIndexed( IndexCountPerInstance, InstanceCount, StartIndexLocation, BaseVertexLocation, StartInstanceLocation); }); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstancedIndirect( ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) { D3D10DeviceLock lock = LockContext(); SetDrawBuffer(pBufferForArgs); // If possible, batch up multiple indirect draw calls of // the same type into one single multiDrawIndirect call constexpr VkDeviceSize stride = sizeof(VkDrawIndexedIndirectCommand); auto cmdData = static_cast(m_cmdData); bool useMultiDraw = cmdData && cmdData->type == D3D11CmdType::DrawIndirectIndexed && cmdData->offset + cmdData->count * stride == AlignedByteOffsetForArgs && m_device->features().core.features.multiDrawIndirect; if (useMultiDraw) { cmdData->count += 1; } else { cmdData = EmitCsCmd( [] (DxvkContext* ctx, const D3D11CmdDrawIndirectData* data) { ctx->drawIndexedIndirect(data->offset, data->count, sizeof(VkDrawIndexedIndirectCommand)); }); cmdData->type = D3D11CmdType::DrawIndirectIndexed; cmdData->offset = AlignedByteOffsetForArgs; cmdData->count = 1; } } void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstancedIndirect( ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) { D3D10DeviceLock lock = LockContext(); SetDrawBuffer(pBufferForArgs); // If possible, batch up multiple indirect draw calls of // the same type into one single multiDrawIndirect call constexpr VkDeviceSize stride = sizeof(VkDrawIndirectCommand); auto cmdData = static_cast(m_cmdData); bool useMultiDraw = cmdData && cmdData->type == D3D11CmdType::DrawIndirect && cmdData->offset + cmdData->count * stride == AlignedByteOffsetForArgs && m_device->features().core.features.multiDrawIndirect; if (useMultiDraw) { cmdData->count += 1; } else { cmdData = EmitCsCmd( [] (DxvkContext* ctx, const D3D11CmdDrawIndirectData* data) { ctx->drawIndirect(data->offset, data->count, sizeof(VkDrawIndirectCommand)); }); cmdData->type = D3D11CmdType::DrawIndirect; cmdData->offset = AlignedByteOffsetForArgs; cmdData->count = 1; } } void STDMETHODCALLTYPE D3D11DeviceContext::Dispatch( UINT ThreadGroupCountX, UINT ThreadGroupCountY, UINT ThreadGroupCountZ) { D3D10DeviceLock lock = LockContext(); EmitCs([=] (DxvkContext* ctx) { ctx->dispatch( ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ); }); } void STDMETHODCALLTYPE D3D11DeviceContext::DispatchIndirect( ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) { D3D10DeviceLock lock = LockContext(); SetDrawBuffer(pBufferForArgs); EmitCs([cOffset = AlignedByteOffsetForArgs] (DxvkContext* ctx) { ctx->dispatchIndirect(cOffset); }); } void STDMETHODCALLTYPE D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) { D3D10DeviceLock lock = LockContext(); auto inputLayout = static_cast(pInputLayout); if (m_state.ia.inputLayout != inputLayout) { bool equal = false; // Some games (e.g. Grim Dawn) create lots and lots of // identical input layouts, so we'll only apply the state // if the input layouts has actually changed between calls. if (m_state.ia.inputLayout != nullptr && inputLayout != nullptr) equal = m_state.ia.inputLayout->Compare(inputLayout); m_state.ia.inputLayout = inputLayout; if (!equal) ApplyInputLayout(); } } void STDMETHODCALLTYPE D3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) { D3D10DeviceLock lock = LockContext(); if (m_state.ia.primitiveTopology != Topology) { m_state.ia.primitiveTopology = Topology; ApplyPrimitiveTopology(); } } void STDMETHODCALLTYPE D3D11DeviceContext::IASetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppVertexBuffers, const UINT* pStrides, const UINT* pOffsets) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumBuffers; i++) { auto newBuffer = static_cast(ppVertexBuffers[i]); m_state.ia.vertexBuffers[StartSlot + i].buffer = newBuffer; m_state.ia.vertexBuffers[StartSlot + i].offset = pOffsets[i]; m_state.ia.vertexBuffers[StartSlot + i].stride = pStrides[i]; BindVertexBuffer(StartSlot + i, newBuffer, pOffsets[i], pStrides[i]); } } void STDMETHODCALLTYPE D3D11DeviceContext::IASetIndexBuffer( ID3D11Buffer* pIndexBuffer, DXGI_FORMAT Format, UINT Offset) { D3D10DeviceLock lock = LockContext(); auto newBuffer = static_cast(pIndexBuffer); m_state.ia.indexBuffer.buffer = newBuffer; m_state.ia.indexBuffer.offset = Offset; m_state.ia.indexBuffer.format = Format; BindIndexBuffer(newBuffer, Offset, Format); } void STDMETHODCALLTYPE D3D11DeviceContext::IAGetInputLayout(ID3D11InputLayout** ppInputLayout) { D3D10DeviceLock lock = LockContext(); *ppInputLayout = m_state.ia.inputLayout.ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::IAGetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY* pTopology) { D3D10DeviceLock lock = LockContext(); *pTopology = m_state.ia.primitiveTopology; } void STDMETHODCALLTYPE D3D11DeviceContext::IAGetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppVertexBuffers, UINT* pStrides, UINT* pOffsets) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumBuffers; i++) { if (ppVertexBuffers != nullptr) ppVertexBuffers[i] = m_state.ia.vertexBuffers[StartSlot + i].buffer.ref(); if (pStrides != nullptr) pStrides[i] = m_state.ia.vertexBuffers[StartSlot + i].stride; if (pOffsets != nullptr) pOffsets[i] = m_state.ia.vertexBuffers[StartSlot + i].offset; } } void STDMETHODCALLTYPE D3D11DeviceContext::IAGetIndexBuffer( ID3D11Buffer** ppIndexBuffer, DXGI_FORMAT* pFormat, UINT* pOffset) { D3D10DeviceLock lock = LockContext(); if (ppIndexBuffer != nullptr) *ppIndexBuffer = m_state.ia.indexBuffer.buffer.ref(); if (pFormat != nullptr) *pFormat = m_state.ia.indexBuffer.format; if (pOffset != nullptr) *pOffset = m_state.ia.indexBuffer.offset; } void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShader( ID3D11VertexShader* pVertexShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) { D3D10DeviceLock lock = LockContext(); auto shader = static_cast(pVertexShader); if (NumClassInstances != 0) Logger::err("D3D11: Class instances not supported"); if (m_state.vs.shader != shader) { m_state.vs.shader = shader; BindShader( DxbcProgramType::VertexShader, GetCommonShader(shader)); } } void STDMETHODCALLTYPE D3D11DeviceContext::VSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers( DxbcProgramType::VertexShader, m_state.vs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::VSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers1( DxbcProgramType::VertexShader, m_state.vs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); SetShaderResources( DxbcProgramType::VertexShader, m_state.vs.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::VSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { D3D10DeviceLock lock = LockContext(); SetSamplers( DxbcProgramType::VertexShader, m_state.vs.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShader( ID3D11VertexShader** ppVertexShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { D3D10DeviceLock lock = LockContext(); if (ppVertexShader != nullptr) *ppVertexShader = m_state.vs.shader.ref(); if (pNumClassInstances != nullptr) *pNumClassInstances = 0; } void STDMETHODCALLTYPE D3D11DeviceContext::VSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.vs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, nullptr, nullptr); } void STDMETHODCALLTYPE D3D11DeviceContext::VSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.vs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumViews; i++) ppShaderResourceViews[i] = m_state.vs.shaderResources.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::VSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumSamplers; i++) ppSamplers[i] = m_state.vs.samplers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::HSSetShader( ID3D11HullShader* pHullShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) { D3D10DeviceLock lock = LockContext(); auto shader = static_cast(pHullShader); if (NumClassInstances != 0) Logger::err("D3D11: Class instances not supported"); if (m_state.hs.shader != shader) { m_state.hs.shader = shader; BindShader( DxbcProgramType::HullShader, GetCommonShader(shader)); } } void STDMETHODCALLTYPE D3D11DeviceContext::HSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); SetShaderResources( DxbcProgramType::HullShader, m_state.hs.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::HSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers( DxbcProgramType::HullShader, m_state.hs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::HSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers1( DxbcProgramType::HullShader, m_state.hs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::HSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { D3D10DeviceLock lock = LockContext(); SetSamplers( DxbcProgramType::HullShader, m_state.hs.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShader( ID3D11HullShader** ppHullShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { D3D10DeviceLock lock = LockContext(); if (ppHullShader != nullptr) *ppHullShader = m_state.hs.shader.ref(); if (pNumClassInstances != nullptr) *pNumClassInstances = 0; } void STDMETHODCALLTYPE D3D11DeviceContext::HSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.hs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, nullptr, nullptr); } void D3D11DeviceContext::HSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.hs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumViews; i++) ppShaderResourceViews[i] = m_state.hs.shaderResources.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::HSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumSamplers; i++) ppSamplers[i] = m_state.hs.samplers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::DSSetShader( ID3D11DomainShader* pDomainShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) { D3D10DeviceLock lock = LockContext(); auto shader = static_cast(pDomainShader); if (NumClassInstances != 0) Logger::err("D3D11: Class instances not supported"); if (m_state.ds.shader != shader) { m_state.ds.shader = shader; BindShader( DxbcProgramType::DomainShader, GetCommonShader(shader)); } } void STDMETHODCALLTYPE D3D11DeviceContext::DSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); SetShaderResources( DxbcProgramType::DomainShader, m_state.ds.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::DSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers( DxbcProgramType::DomainShader, m_state.ds.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::DSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers1( DxbcProgramType::DomainShader, m_state.ds.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::DSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { D3D10DeviceLock lock = LockContext(); SetSamplers( DxbcProgramType::DomainShader, m_state.ds.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShader( ID3D11DomainShader** ppDomainShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { D3D10DeviceLock lock = LockContext(); if (ppDomainShader != nullptr) *ppDomainShader = m_state.ds.shader.ref(); if (pNumClassInstances != nullptr) *pNumClassInstances = 0; } void STDMETHODCALLTYPE D3D11DeviceContext::DSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.ds.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, nullptr, nullptr); } void STDMETHODCALLTYPE D3D11DeviceContext::DSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.ds.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumViews; i++) ppShaderResourceViews[i] = m_state.ds.shaderResources.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::DSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumSamplers; i++) ppSamplers[i] = m_state.ds.samplers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::GSSetShader( ID3D11GeometryShader* pShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) { D3D10DeviceLock lock = LockContext(); auto shader = static_cast(pShader); if (NumClassInstances != 0) Logger::err("D3D11: Class instances not supported"); if (m_state.gs.shader != shader) { m_state.gs.shader = shader; BindShader( DxbcProgramType::GeometryShader, GetCommonShader(shader)); } } void STDMETHODCALLTYPE D3D11DeviceContext::GSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers( DxbcProgramType::GeometryShader, m_state.gs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void D3D11DeviceContext::GSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers1( DxbcProgramType::GeometryShader, m_state.gs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::GSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); SetShaderResources( DxbcProgramType::GeometryShader, m_state.gs.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::GSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { D3D10DeviceLock lock = LockContext(); SetSamplers( DxbcProgramType::GeometryShader, m_state.gs.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShader( ID3D11GeometryShader** ppGeometryShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { D3D10DeviceLock lock = LockContext(); if (ppGeometryShader != nullptr) *ppGeometryShader = m_state.gs.shader.ref(); if (pNumClassInstances != nullptr) *pNumClassInstances = 0; } void STDMETHODCALLTYPE D3D11DeviceContext::GSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.gs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, nullptr, nullptr); } void D3D11DeviceContext::GSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.gs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumViews; i++) ppShaderResourceViews[i] = m_state.gs.shaderResources.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::GSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumSamplers; i++) ppSamplers[i] = m_state.gs.samplers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::PSSetShader( ID3D11PixelShader* pPixelShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) { D3D10DeviceLock lock = LockContext(); auto shader = static_cast(pPixelShader); if (NumClassInstances != 0) Logger::err("D3D11: Class instances not supported"); if (m_state.ps.shader != shader) { m_state.ps.shader = shader; BindShader( DxbcProgramType::PixelShader, GetCommonShader(shader)); } } void STDMETHODCALLTYPE D3D11DeviceContext::PSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers( DxbcProgramType::PixelShader, m_state.ps.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void D3D11DeviceContext::PSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers1( DxbcProgramType::PixelShader, m_state.ps.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::PSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); SetShaderResources( DxbcProgramType::PixelShader, m_state.ps.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::PSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { D3D10DeviceLock lock = LockContext(); SetSamplers( DxbcProgramType::PixelShader, m_state.ps.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShader( ID3D11PixelShader** ppPixelShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { D3D10DeviceLock lock = LockContext(); if (ppPixelShader != nullptr) *ppPixelShader = m_state.ps.shader.ref(); if (pNumClassInstances != nullptr) *pNumClassInstances = 0; } void STDMETHODCALLTYPE D3D11DeviceContext::PSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.ps.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, nullptr, nullptr); } void D3D11DeviceContext::PSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.ps.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumViews; i++) ppShaderResourceViews[i] = m_state.ps.shaderResources.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::PSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumSamplers; i++) ppSamplers[i] = m_state.ps.samplers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetShader( ID3D11ComputeShader* pComputeShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) { D3D10DeviceLock lock = LockContext(); auto shader = static_cast(pComputeShader); if (NumClassInstances != 0) Logger::err("D3D11: Class instances not supported"); if (m_state.cs.shader != shader) { m_state.cs.shader = shader; BindShader( DxbcProgramType::ComputeShader, GetCommonShader(shader)); } } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers( DxbcProgramType::ComputeShader, m_state.cs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); SetConstantBuffers1( DxbcProgramType::ComputeShader, m_state.cs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); SetShaderResources( DxbcProgramType::ComputeShader, m_state.cs.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { D3D10DeviceLock lock = LockContext(); SetSamplers( DxbcProgramType::ComputeShader, m_state.cs.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetUnorderedAccessViews( UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, const UINT* pUAVInitialCounts) { D3D10DeviceLock lock = LockContext(); SetUnorderedAccessViews( DxbcProgramType::ComputeShader, m_state.cs.unorderedAccessViews, StartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts); } void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShader( ID3D11ComputeShader** ppComputeShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { D3D10DeviceLock lock = LockContext(); if (ppComputeShader != nullptr) *ppComputeShader = m_state.cs.shader.ref(); if (pNumClassInstances != nullptr) *pNumClassInstances = 0; } void STDMETHODCALLTYPE D3D11DeviceContext::CSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.cs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, nullptr, nullptr); } void STDMETHODCALLTYPE D3D11DeviceContext::CSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) { D3D10DeviceLock lock = LockContext(); GetConstantBuffers( m_state.cs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers, pFirstConstant, pNumConstants); } void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumViews; i++) ppShaderResourceViews[i] = m_state.cs.shaderResources.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::CSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumSamplers; i++) ppSamplers[i] = m_state.cs.samplers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::CSGetUnorderedAccessViews( UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumUAVs; i++) ppUnorderedAccessViews[i] = m_state.cs.unorderedAccessViews.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView) { D3D10DeviceLock lock = LockContext(); SetRenderTargets(NumViews, ppRenderTargetViews, pDepthStencilView); BindFramebuffer(false); } void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews( UINT NumRTVs, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView, UINT UAVStartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, const UINT* pUAVInitialCounts) { D3D10DeviceLock lock = LockContext(); bool isUavRendering = false; if (NumRTVs != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL) SetRenderTargets(NumRTVs, ppRenderTargetViews, pDepthStencilView); if (NumUAVs != D3D11_KEEP_UNORDERED_ACCESS_VIEWS) { // Check whether there actually are any UAVs bound for (uint32_t i = 0; i < NumUAVs && !isUavRendering; i++) isUavRendering = ppUnorderedAccessViews[i] != nullptr; // UAVs are made available to all shader stages in // the graphics pipeline even though this code may // suggest that they are limited to the pixel shader. SetUnorderedAccessViews( DxbcProgramType::PixelShader, m_state.ps.unorderedAccessViews, UAVStartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts); } BindFramebuffer(isUavRendering); } void STDMETHODCALLTYPE D3D11DeviceContext::OMSetBlendState( ID3D11BlendState* pBlendState, const FLOAT BlendFactor[4], UINT SampleMask) { D3D10DeviceLock lock = LockContext(); auto blendState = static_cast(pBlendState); if (m_state.om.cbState != blendState || m_state.om.sampleMask != SampleMask) { m_state.om.cbState = blendState; m_state.om.sampleMask = SampleMask; ApplyBlendState(); } if (BlendFactor != nullptr) { for (uint32_t i = 0; i < 4; i++) m_state.om.blendFactor[i] = BlendFactor[i]; ApplyBlendFactor(); } } void STDMETHODCALLTYPE D3D11DeviceContext::OMSetDepthStencilState( ID3D11DepthStencilState* pDepthStencilState, UINT StencilRef) { D3D10DeviceLock lock = LockContext(); auto depthStencilState = static_cast(pDepthStencilState); if (m_state.om.dsState != depthStencilState) { m_state.om.dsState = depthStencilState; ApplyDepthStencilState(); } if (m_state.om.stencilRef != StencilRef) { m_state.om.stencilRef = StencilRef; ApplyStencilRef(); } } void STDMETHODCALLTYPE D3D11DeviceContext::OMGetRenderTargets( UINT NumViews, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView) { D3D10DeviceLock lock = LockContext(); if (ppRenderTargetViews != nullptr) { for (UINT i = 0; i < NumViews; i++) ppRenderTargetViews[i] = m_state.om.renderTargetViews[i].ref(); } if (ppDepthStencilView != nullptr) *ppDepthStencilView = m_state.om.depthStencilView.ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews( UINT NumRTVs, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView, UINT UAVStartSlot, UINT NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews) { OMGetRenderTargets(NumRTVs, ppRenderTargetViews, ppDepthStencilView); D3D10DeviceLock lock = LockContext(); if (ppUnorderedAccessViews != nullptr) { for (UINT i = 0; i < NumUAVs; i++) ppUnorderedAccessViews[i] = m_state.ps.unorderedAccessViews[UAVStartSlot + i].ref(); } } void STDMETHODCALLTYPE D3D11DeviceContext::OMGetBlendState( ID3D11BlendState** ppBlendState, FLOAT BlendFactor[4], UINT* pSampleMask) { D3D10DeviceLock lock = LockContext(); if (ppBlendState != nullptr) *ppBlendState = m_state.om.cbState.ref(); if (BlendFactor != nullptr) std::memcpy(BlendFactor, m_state.om.blendFactor, sizeof(FLOAT) * 4); if (pSampleMask != nullptr) *pSampleMask = m_state.om.sampleMask; } void STDMETHODCALLTYPE D3D11DeviceContext::OMGetDepthStencilState( ID3D11DepthStencilState** ppDepthStencilState, UINT* pStencilRef) { D3D10DeviceLock lock = LockContext(); if (ppDepthStencilState != nullptr) *ppDepthStencilState = m_state.om.dsState.ref(); if (pStencilRef != nullptr) *pStencilRef = m_state.om.stencilRef; } void STDMETHODCALLTYPE D3D11DeviceContext::RSSetState(ID3D11RasterizerState* pRasterizerState) { D3D10DeviceLock lock = LockContext(); auto rasterizerState = static_cast(pRasterizerState); bool currScissorEnable = m_state.rs.state != nullptr ? m_state.rs.state->Desc()->ScissorEnable : false; bool nextScissorEnable = rasterizerState != nullptr ? rasterizerState->Desc()->ScissorEnable : false; if (m_state.rs.state != rasterizerState) { m_state.rs.state = rasterizerState; // In D3D11, the rasterizer state defines whether the // scissor test is enabled, so we have to update the // scissor rectangles as well. ApplyRasterizerState(); if (currScissorEnable != nextScissorEnable) ApplyViewportState(); } } void STDMETHODCALLTYPE D3D11DeviceContext::RSSetViewports( UINT NumViewports, const D3D11_VIEWPORT* pViewports) { D3D10DeviceLock lock = LockContext(); bool dirty = m_state.rs.numViewports != NumViewports; m_state.rs.numViewports = NumViewports; for (uint32_t i = 0; i < NumViewports; i++) { const D3D11_VIEWPORT& vp = m_state.rs.viewports[i]; dirty |= vp.TopLeftX != pViewports[i].TopLeftX || vp.TopLeftY != pViewports[i].TopLeftY || vp.Width != pViewports[i].Width || vp.Height != pViewports[i].Height || vp.MinDepth != pViewports[i].MinDepth || vp.MaxDepth != pViewports[i].MaxDepth; m_state.rs.viewports[i] = pViewports[i]; } if (dirty) ApplyViewportState(); } void STDMETHODCALLTYPE D3D11DeviceContext::RSSetScissorRects( UINT NumRects, const D3D11_RECT* pRects) { D3D10DeviceLock lock = LockContext(); bool dirty = m_state.rs.numScissors != NumRects; m_state.rs.numScissors = NumRects; for (uint32_t i = 0; i < NumRects; i++) { if (pRects[i].bottom >= pRects[i].top && pRects[i].right >= pRects[i].left) { const D3D11_RECT& sr = m_state.rs.scissors[i]; dirty |= sr.top != pRects[i].top || sr.left != pRects[i].left || sr.bottom != pRects[i].bottom || sr.right != pRects[i].right; m_state.rs.scissors[i] = pRects[i]; } } if (m_state.rs.state != nullptr && dirty) { D3D11_RASTERIZER_DESC rsDesc; m_state.rs.state->GetDesc(&rsDesc); if (rsDesc.ScissorEnable) ApplyViewportState(); } } void STDMETHODCALLTYPE D3D11DeviceContext::RSGetState(ID3D11RasterizerState** ppRasterizerState) { D3D10DeviceLock lock = LockContext(); if (ppRasterizerState != nullptr) *ppRasterizerState = m_state.rs.state.ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::RSGetViewports( UINT* pNumViewports, D3D11_VIEWPORT* pViewports) { D3D10DeviceLock lock = LockContext(); if (pViewports != nullptr) { for (uint32_t i = 0; i < *pNumViewports; i++) { if (i < m_state.rs.numViewports) { pViewports[i] = m_state.rs.viewports.at(i); } else { pViewports[i].TopLeftX = 0.0f; pViewports[i].TopLeftY = 0.0f; pViewports[i].Width = 0.0f; pViewports[i].Height = 0.0f; pViewports[i].MinDepth = 0.0f; pViewports[i].MaxDepth = 0.0f; } } } *pNumViewports = m_state.rs.numViewports; } void STDMETHODCALLTYPE D3D11DeviceContext::RSGetScissorRects( UINT* pNumRects, D3D11_RECT* pRects) { D3D10DeviceLock lock = LockContext(); if (pRects != nullptr) { for (uint32_t i = 0; i < *pNumRects; i++) { if (i < m_state.rs.numScissors) { pRects[i] = m_state.rs.scissors.at(i); } else { pRects[i].left = 0; pRects[i].top = 0; pRects[i].right = 0; pRects[i].bottom = 0; } } } *pNumRects = m_state.rs.numScissors; } void STDMETHODCALLTYPE D3D11DeviceContext::SOSetTargets( UINT NumBuffers, ID3D11Buffer* const* ppSOTargets, const UINT* pOffsets) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumBuffers; i++) { D3D11Buffer* buffer = static_cast(ppSOTargets[i]); UINT offset = pOffsets != nullptr ? pOffsets[i] : 0; m_state.so.targets[i].buffer = buffer; m_state.so.targets[i].offset = offset; } for (uint32_t i = NumBuffers; i < D3D11_SO_BUFFER_SLOT_COUNT; i++) { m_state.so.targets[i].buffer = nullptr; m_state.so.targets[i].offset = 0; } for (uint32_t i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++) { BindXfbBuffer(i, m_state.so.targets[i].buffer.ptr(), m_state.so.targets[i].offset); } } void STDMETHODCALLTYPE D3D11DeviceContext::SOGetTargets( UINT NumBuffers, ID3D11Buffer** ppSOTargets) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumBuffers; i++) ppSOTargets[i] = m_state.so.targets[i].buffer.ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::SOGetTargetsWithOffsets( UINT NumBuffers, ID3D11Buffer** ppSOTargets, UINT* pOffsets) { D3D10DeviceLock lock = LockContext(); for (uint32_t i = 0; i < NumBuffers; i++) { if (ppSOTargets != nullptr) ppSOTargets[i] = m_state.so.targets[i].buffer.ref(); if (pOffsets != nullptr) pOffsets[i] = m_state.so.targets[i].offset; } } void STDMETHODCALLTYPE D3D11DeviceContext::TransitionSurfaceLayout( IDXGIVkInteropSurface* pSurface, const VkImageSubresourceRange* pSubresources, VkImageLayout OldLayout, VkImageLayout NewLayout) { D3D10DeviceLock lock = LockContext(); // Get the underlying D3D11 resource Com resource; pSurface->QueryInterface(__uuidof(ID3D11Resource), reinterpret_cast(&resource)); // Get the texture from that resource D3D11CommonTexture* texture = GetCommonTexture(resource.ptr()); EmitCs([ cImage = texture->GetImage(), cSubresources = *pSubresources, cOldLayout = OldLayout, cNewLayout = NewLayout ] (DxvkContext* ctx) { ctx->transformImage( cImage, cSubresources, cOldLayout, cNewLayout); }); } void D3D11DeviceContext::ApplyInputLayout() { if (m_state.ia.inputLayout != nullptr) { EmitCs([cInputLayout = m_state.ia.inputLayout] (DxvkContext* ctx) { cInputLayout->BindToContext(ctx); }); } else { EmitCs([] (DxvkContext* ctx) { ctx->setInputLayout(0, nullptr, 0, nullptr); }); } } void D3D11DeviceContext::ApplyPrimitiveTopology() { if (m_state.ia.primitiveTopology == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED) return; const DxvkInputAssemblyState iaState = [Topology = m_state.ia.primitiveTopology] () -> DxvkInputAssemblyState { if (Topology >= D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST && Topology <= D3D11_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST) { // Tessellation patch. The number of control points per // patch can be inferred from the enum value in D3D11. return { VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, VK_FALSE, uint32_t(Topology - D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + 1) }; } else { switch (Topology) { case D3D11_PRIMITIVE_TOPOLOGY_POINTLIST: return { VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_FALSE, 0 }; case D3D11_PRIMITIVE_TOPOLOGY_LINELIST: return { VK_PRIMITIVE_TOPOLOGY_LINE_LIST, VK_FALSE, 0 }; case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP: return { VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_TRUE, 0 }; case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST: return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_FALSE, 0 }; case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP: return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, VK_TRUE, 0 }; case D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ: return { VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY, VK_FALSE, 0 }; case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ: return { VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY, VK_TRUE, 0 }; case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ: return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY, VK_FALSE, 0 }; case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ: return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, VK_TRUE, 0 }; default: Logger::err(str::format("D3D11: Invalid primitive topology: ", Topology)); return { }; } } }(); EmitCs([iaState] (DxvkContext* ctx) { ctx->setInputAssemblyState(iaState); }); } void D3D11DeviceContext::ApplyBlendState() { EmitCs([ cBlendState = m_state.om.cbState != nullptr ? m_state.om.cbState : m_defaultBlendState, cSampleMask = m_state.om.sampleMask ] (DxvkContext* ctx) { cBlendState->BindToContext(ctx, cSampleMask); }); } void D3D11DeviceContext::ApplyBlendFactor() { EmitCs([ cBlendConstants = DxvkBlendConstants { m_state.om.blendFactor[0], m_state.om.blendFactor[1], m_state.om.blendFactor[2], m_state.om.blendFactor[3] } ] (DxvkContext* ctx) { ctx->setBlendConstants(cBlendConstants); }); } void D3D11DeviceContext::ApplyDepthStencilState() { EmitCs([ cDepthStencilState = m_state.om.dsState != nullptr ? m_state.om.dsState : m_defaultDepthStencilState ] (DxvkContext* ctx) { cDepthStencilState->BindToContext(ctx); }); } void D3D11DeviceContext::ApplyStencilRef() { EmitCs([ cStencilRef = m_state.om.stencilRef ] (DxvkContext* ctx) { ctx->setStencilReference(cStencilRef); }); } void D3D11DeviceContext::ApplyRasterizerState() { EmitCs([ cRasterizerState = m_state.rs.state != nullptr ? m_state.rs.state : m_defaultRasterizerState ] (DxvkContext* ctx) { cRasterizerState->BindToContext(ctx); }); } void D3D11DeviceContext::ApplyViewportState() { // We cannot set less than one viewport in Vulkan, and // rendering with no active viewport is illegal anyway. if (m_state.rs.numViewports == 0) return; std::array viewports; std::array scissors; // D3D11's coordinate system has its origin in the bottom left, // but the viewport coordinates are aligned to the top-left // corner so we can get away with flipping the viewport. for (uint32_t i = 0; i < m_state.rs.numViewports; i++) { const D3D11_VIEWPORT& vp = m_state.rs.viewports[i]; viewports[i] = VkViewport { vp.TopLeftX, vp.Height + vp.TopLeftY, vp.Width, -vp.Height, vp.MinDepth, vp.MaxDepth, }; } // Scissor rectangles. Vulkan does not provide an easy way // to disable the scissor test, so we'll have to set scissor // rects that are at least as large as the framebuffer. bool enableScissorTest = false; if (m_state.rs.state != nullptr) { D3D11_RASTERIZER_DESC rsDesc; m_state.rs.state->GetDesc(&rsDesc); enableScissorTest = rsDesc.ScissorEnable; } for (uint32_t i = 0; i < m_state.rs.numViewports; i++) { if (enableScissorTest && (i < m_state.rs.numScissors)) { D3D11_RECT sr = m_state.rs.scissors[i]; VkOffset2D srPosA; srPosA.x = std::max(0, sr.left); srPosA.y = std::max(0, sr.top); VkOffset2D srPosB; srPosB.x = std::max(srPosA.x, sr.right); srPosB.y = std::max(srPosA.y, sr.bottom); VkExtent2D srSize; srSize.width = uint32_t(srPosB.x - srPosA.x); srSize.height = uint32_t(srPosB.y - srPosA.y); scissors[i] = VkRect2D { srPosA, srSize }; } else { scissors[i] = VkRect2D { VkOffset2D { 0, 0 }, VkExtent2D { D3D11_VIEWPORT_BOUNDS_MAX, D3D11_VIEWPORT_BOUNDS_MAX } }; } } EmitCs([ cViewportCount = m_state.rs.numViewports, cViewports = viewports, cScissors = scissors ] (DxvkContext* ctx) { ctx->setViewports( cViewportCount, cViewports.data(), cScissors.data()); }); } void D3D11DeviceContext::ApplyUnusedState() { // Initialize state that isn't exposed in D3D11 EmitCs([] (DxvkContext* ctx) { DxvkExtraState xs; xs.alphaCompareOp = VK_COMPARE_OP_ALWAYS; ctx->setExtraState(xs); }); } void D3D11DeviceContext::BindShader( DxbcProgramType ShaderStage, const D3D11CommonShader* pShaderModule) { // Bind the shader and the ICB at once uint32_t slotId = computeConstantBufferBinding(ShaderStage, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT); EmitCs([ cSlotId = slotId, cStage = GetShaderStage(ShaderStage), cSlice = pShaderModule != nullptr && pShaderModule->GetIcb() != nullptr ? DxvkBufferSlice(pShaderModule->GetIcb()) : DxvkBufferSlice(), cShader = pShaderModule != nullptr ? pShaderModule->GetShader() : nullptr ] (DxvkContext* ctx) { ctx->bindShader (cStage, cShader); ctx->bindResourceBuffer(cSlotId, cSlice); }); } void D3D11DeviceContext::BindFramebuffer(BOOL Spill) { // NOTE According to the Microsoft docs, we are supposed to // unbind overlapping shader resource views. Since this comes // with a large performance penalty we'll ignore this until an // application actually relies on this behaviour. DxvkRenderTargets attachments; // D3D11 doesn't have the concept of a framebuffer object, // so we'll just create a new one every time the render // target bindings are updated. Set up the attachments. for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) { if (m_state.om.renderTargetViews[i] != nullptr) { attachments.color[i] = { m_state.om.renderTargetViews[i]->GetImageView(), m_state.om.renderTargetViews[i]->GetRenderLayout() }; } } if (m_state.om.depthStencilView != nullptr) { attachments.depth = { m_state.om.depthStencilView->GetImageView(), m_state.om.depthStencilView->GetRenderLayout() }; } // Create and bind the framebuffer object to the context EmitCs([ cAttachments = std::move(attachments), cSpill = Spill ] (DxvkContext* ctx) { ctx->bindRenderTargets(cAttachments, cSpill); }); } void D3D11DeviceContext::BindDrawBuffer( D3D11Buffer* pBuffer) { EmitCs([ cBufferSlice = pBuffer != nullptr ? pBuffer->GetBufferSlice() : DxvkBufferSlice() ] (DxvkContext* ctx) { ctx->bindDrawBuffer(cBufferSlice); }); } void D3D11DeviceContext::BindVertexBuffer( UINT Slot, D3D11Buffer* pBuffer, UINT Offset, UINT Stride) { EmitCs([ cSlotId = Slot, cBufferSlice = pBuffer != nullptr ? pBuffer->GetBufferSlice(Offset) : DxvkBufferSlice(), cStride = pBuffer != nullptr ? Stride : 0 ] (DxvkContext* ctx) { ctx->bindVertexBuffer(cSlotId, cBufferSlice, cStride); }); } void D3D11DeviceContext::BindIndexBuffer( D3D11Buffer* pBuffer, UINT Offset, DXGI_FORMAT Format) { // As in Vulkan, the index format can be either a 32-bit // or 16-bit unsigned integer, no other formats are allowed. VkIndexType indexType = VK_INDEX_TYPE_UINT32; if (pBuffer != nullptr) { switch (Format) { case DXGI_FORMAT_R16_UINT: indexType = VK_INDEX_TYPE_UINT16; break; case DXGI_FORMAT_R32_UINT: indexType = VK_INDEX_TYPE_UINT32; break; default: Logger::err(str::format("D3D11: Invalid index format: ", Format)); } } EmitCs([ cBufferSlice = pBuffer != nullptr ? pBuffer->GetBufferSlice(Offset) : DxvkBufferSlice(), cIndexType = indexType ] (DxvkContext* ctx) { ctx->bindIndexBuffer(cBufferSlice, cIndexType); }); } void D3D11DeviceContext::BindXfbBuffer( UINT Slot, D3D11Buffer* pBuffer, UINT Offset) { DxvkBufferSlice bufferSlice; DxvkBufferSlice counterSlice; if (pBuffer != nullptr) { bufferSlice = pBuffer->GetBufferSlice(); counterSlice = pBuffer->GetSOCounter(); } EmitCs([ cSlotId = Slot, cOffset = Offset, cBufferSlice = bufferSlice, cCounterSlice = counterSlice ] (DxvkContext* ctx) { if (cCounterSlice.defined() && cOffset != ~0u) { ctx->updateBuffer( cCounterSlice.buffer(), cCounterSlice.offset(), sizeof(cOffset), &cOffset); } ctx->bindXfbBuffer(cSlotId, cBufferSlice, cCounterSlice); }); } void D3D11DeviceContext::BindConstantBuffer( UINT Slot, const D3D11ConstantBufferBinding* pBufferBinding) { EmitCs([ cSlotId = Slot, cBufferSlice = pBufferBinding->constantBound ? pBufferBinding->buffer->GetBufferSlice( pBufferBinding->constantOffset * 16, pBufferBinding->constantBound * 16) : DxvkBufferSlice() ] (DxvkContext* ctx) { ctx->bindResourceBuffer(cSlotId, cBufferSlice); }); } void D3D11DeviceContext::BindSampler( UINT Slot, D3D11SamplerState* pSampler) { EmitCs([ cSlotId = Slot, cSampler = pSampler != nullptr ? pSampler->GetDXVKSampler() : nullptr ] (DxvkContext* ctx) { ctx->bindResourceSampler(cSlotId, cSampler); }); } void D3D11DeviceContext::BindShaderResource( UINT Slot, D3D11ShaderResourceView* pResource) { EmitCs([ cSlotId = Slot, cImageView = pResource != nullptr ? pResource->GetImageView() : nullptr, cBufferView = pResource != nullptr ? pResource->GetBufferView() : nullptr ] (DxvkContext* ctx) { ctx->bindResourceView(cSlotId, cImageView, cBufferView); }); } void D3D11DeviceContext::BindUnorderedAccessView( UINT UavSlot, D3D11UnorderedAccessView* pUav, UINT CtrSlot, UINT Counter) { EmitCs([ cUavSlotId = UavSlot, cCtrSlotId = CtrSlot, cImageView = pUav != nullptr ? pUav->GetImageView() : nullptr, cBufferView = pUav != nullptr ? pUav->GetBufferView() : nullptr, cCounterSlice = pUav != nullptr ? pUav->GetCounterSlice() : DxvkBufferSlice(), cCounterValue = Counter ] (DxvkContext* ctx) { if (cCounterSlice.defined() && cCounterValue != ~0u) { ctx->updateBuffer( cCounterSlice.buffer(), cCounterSlice.offset(), sizeof(uint32_t), &cCounterValue); } ctx->bindResourceView (cUavSlotId, cImageView, cBufferView); ctx->bindResourceBuffer (cCtrSlotId, cCounterSlice); }); } void D3D11DeviceContext::DiscardBuffer( D3D11Buffer* pBuffer) { EmitCs([cBuffer = pBuffer->GetBuffer()] (DxvkContext* ctx) { ctx->discardBuffer(cBuffer); }); } void D3D11DeviceContext::DiscardTexture( D3D11CommonTexture* pTexture) { EmitCs([cImage = pTexture->GetImage()] (DxvkContext* ctx) { VkImageSubresourceRange subresources = { cImage->formatInfo()->aspectMask, 0, cImage->info().mipLevels, 0, cImage->info().numLayers }; ctx->discardImage(cImage, subresources); }); } void D3D11DeviceContext::SetDrawBuffer( ID3D11Buffer* pBuffer) { auto buffer = static_cast(pBuffer); if (m_state.id.argBuffer != buffer) { m_state.id.argBuffer = buffer; BindDrawBuffer(buffer); } } void D3D11DeviceContext::SetConstantBuffers( DxbcProgramType ShaderStage, D3D11ConstantBufferBindings& Bindings, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { uint32_t slotId = computeConstantBufferBinding(ShaderStage, StartSlot); for (uint32_t i = 0; i < NumBuffers; i++) { auto newBuffer = static_cast(ppConstantBuffers[i]); UINT constantBound = newBuffer ? newBuffer->Desc()->ByteWidth / 16 : 0; if (Bindings[StartSlot + i].buffer != newBuffer || Bindings[StartSlot + i].constantBound != constantBound) { Bindings[StartSlot + i].buffer = newBuffer; Bindings[StartSlot + i].constantOffset = 0; Bindings[StartSlot + i].constantCount = constantBound; Bindings[StartSlot + i].constantBound = constantBound; BindConstantBuffer(slotId + i, &Bindings[StartSlot + i]); } } } void D3D11DeviceContext::SetConstantBuffers1( DxbcProgramType ShaderStage, D3D11ConstantBufferBindings& Bindings, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants) { uint32_t slotId = computeConstantBufferBinding(ShaderStage, StartSlot); for (uint32_t i = 0; i < NumBuffers; i++) { auto newBuffer = static_cast(ppConstantBuffers[i]); UINT constantOffset; UINT constantCount; UINT constantBound; if (likely(newBuffer != nullptr)) { constantBound = newBuffer->Desc()->ByteWidth / 16; if (likely(pFirstConstant && pNumConstants)) { constantOffset = pFirstConstant[i]; constantCount = pNumConstants [i]; constantBound = (constantOffset + constantCount > constantBound) ? constantBound - std::min(constantOffset, constantBound) : constantCount; } else { constantOffset = 0; constantCount = constantBound; } } else { constantOffset = 0; constantCount = 0; constantBound = 0; } if (Bindings[StartSlot + i].buffer != newBuffer || Bindings[StartSlot + i].constantOffset != constantOffset || Bindings[StartSlot + i].constantCount != constantCount) { Bindings[StartSlot + i].buffer = newBuffer; Bindings[StartSlot + i].constantOffset = constantOffset; Bindings[StartSlot + i].constantCount = constantCount; Bindings[StartSlot + i].constantBound = constantBound; BindConstantBuffer(slotId + i, &Bindings[StartSlot + i]); } } } void D3D11DeviceContext::SetSamplers( DxbcProgramType ShaderStage, D3D11SamplerBindings& Bindings, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { uint32_t slotId = computeSamplerBinding(ShaderStage, StartSlot); for (uint32_t i = 0; i < NumSamplers; i++) { auto sampler = static_cast(ppSamplers[i]); if (Bindings[StartSlot + i] != sampler) { Bindings[StartSlot + i] = sampler; BindSampler(slotId + i, sampler); } } } void D3D11DeviceContext::SetShaderResources( DxbcProgramType ShaderStage, D3D11ShaderResourceBindings& Bindings, UINT StartSlot, UINT NumResources, ID3D11ShaderResourceView* const* ppResources) { uint32_t slotId = computeSrvBinding(ShaderStage, StartSlot); for (uint32_t i = 0; i < NumResources; i++) { auto resView = static_cast(ppResources[i]); if (Bindings[StartSlot + i] != resView) { Bindings[StartSlot + i] = resView; BindShaderResource(slotId + i, resView); } } } void D3D11DeviceContext::SetUnorderedAccessViews( DxbcProgramType ShaderStage, D3D11UnorderedAccessBindings& Bindings, UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, const UINT* pUAVInitialCounts) { uint32_t uavSlotId = computeUavBinding (ShaderStage, StartSlot); uint32_t ctrSlotId = computeUavCounterBinding(ShaderStage, StartSlot); for (uint32_t i = 0; i < NumUAVs; i++) { auto uav = static_cast(ppUnorderedAccessViews[i]); auto ctr = pUAVInitialCounts ? pUAVInitialCounts[i] : ~0u; if (Bindings[StartSlot + i] != uav || ctr != ~0u) { Bindings[StartSlot + i] = uav; BindUnorderedAccessView( uavSlotId + i, uav, ctrSlotId + i, ctr); } } } void D3D11DeviceContext::SetRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView) { // Native D3D11 does not change the render targets if // the parameters passed to this method are invalid. if (!ValidateRenderTargets(NumViews, ppRenderTargetViews, pDepthStencilView)) return; for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) { m_state.om.renderTargetViews[i] = i < NumViews ? static_cast(ppRenderTargetViews[i]) : nullptr; } m_state.om.depthStencilView = static_cast(pDepthStencilView); } void D3D11DeviceContext::GetConstantBuffers( const D3D11ConstantBufferBindings& Bindings, UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers, UINT* pFirstConstant, UINT* pNumConstants) { for (uint32_t i = 0; i < NumBuffers; i++) { if (ppConstantBuffers != nullptr) ppConstantBuffers[i] = Bindings[StartSlot + i].buffer.ref(); if (pFirstConstant != nullptr) pFirstConstant[i] = Bindings[StartSlot + i].constantOffset; if (pNumConstants != nullptr) pNumConstants[i] = Bindings[StartSlot + i].constantCount; } } void D3D11DeviceContext::RestoreState() { BindFramebuffer(false); 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(); ApplyViewportState(); ApplyUnusedState(); BindDrawBuffer( m_state.id.argBuffer.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); } void D3D11DeviceContext::RestoreConstantBuffers( DxbcProgramType Stage, D3D11ConstantBufferBindings& Bindings) { uint32_t slotId = computeConstantBufferBinding(Stage, 0); for (uint32_t i = 0; i < Bindings.size(); i++) BindConstantBuffer(slotId + i, &Bindings[i]); } void D3D11DeviceContext::RestoreSamplers( DxbcProgramType Stage, D3D11SamplerBindings& Bindings) { uint32_t slotId = computeSamplerBinding(Stage, 0); for (uint32_t i = 0; i < Bindings.size(); i++) BindSampler(slotId + i, Bindings[i].ptr()); } void D3D11DeviceContext::RestoreShaderResources( DxbcProgramType Stage, D3D11ShaderResourceBindings& Bindings) { uint32_t slotId = computeSrvBinding(Stage, 0); for (uint32_t i = 0; i < Bindings.size(); i++) BindShaderResource(slotId + i, Bindings[i].ptr()); } void D3D11DeviceContext::RestoreUnorderedAccessViews( DxbcProgramType Stage, D3D11UnorderedAccessBindings& Bindings) { uint32_t uavSlotId = computeUavBinding (Stage, 0); uint32_t ctrSlotId = computeUavCounterBinding(Stage, 0); for (uint32_t i = 0; i < Bindings.size(); i++) { BindUnorderedAccessView( uavSlotId + i, Bindings[i].ptr(), ctrSlotId + i, ~0u); } } bool D3D11DeviceContext::ValidateRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView) { Rc refView; if (pDepthStencilView != nullptr) { refView = static_cast( pDepthStencilView)->GetImageView(); } for (uint32_t i = 0; i < NumViews; i++) { if (ppRenderTargetViews[i] != nullptr) { auto curView = static_cast( ppRenderTargetViews[i])->GetImageView(); if (refView != nullptr) { // Render target views must all have the same // size, sample count, layer count, and type if (curView->info().type != refView->info().type || curView->info().numLayers != refView->info().numLayers) return false; if (curView->imageInfo().sampleCount != refView->imageInfo().sampleCount) return false; } else { // Set reference view. All remaining views // must be compatible to the reference view. refView = curView; } } } return true; } DxvkDataSlice D3D11DeviceContext::AllocUpdateBufferSlice(size_t Size) { constexpr size_t UpdateBufferSize = 16 * 1024 * 1024; if (Size >= UpdateBufferSize) { Rc buffer = new DxvkDataBuffer(Size); return buffer->alloc(Size); } else { if (m_updateBuffer == nullptr) m_updateBuffer = new DxvkDataBuffer(UpdateBufferSize); DxvkDataSlice slice = m_updateBuffer->alloc(Size); if (slice.ptr() == nullptr) { m_updateBuffer = new DxvkDataBuffer(UpdateBufferSize); slice = m_updateBuffer->alloc(Size); } return slice; } } DxvkCsChunkRef D3D11DeviceContext::AllocCsChunk() { return m_parent->AllocCsChunk(m_csFlags); } }