#include #include #include "d3d11_buffer.h" #include "d3d11_class_linkage.h" #include "d3d11_context_def.h" #include "d3d11_context_imm.h" #include "d3d11_device.h" #include "d3d11_input_layout.h" #include "d3d11_interop.h" #include "d3d11_present.h" #include "d3d11_query.h" #include "d3d11_sampler.h" #include "d3d11_shader.h" #include "d3d11_texture.h" namespace dxvk { D3D11DeviceContainer::D3D11DeviceContainer() { } D3D11DeviceContainer::~D3D11DeviceContainer() { delete m_d3d11VkInterop; delete m_d3d11Presenter; delete m_d3d11Device; delete m_dxgiDevice; } HRESULT STDMETHODCALLTYPE D3D11DeviceContainer::QueryInterface(REFIID riid, void** ppvObject) { *ppvObject = nullptr; if (riid == __uuidof(IUnknown) || riid == __uuidof(IDXGIObject)) { *ppvObject = ref(this); return S_OK; } if (riid == __uuidof(IDXGIDevice) || riid == __uuidof(IDXGIDevice1) || riid == __uuidof(IDXGIDevice2) || riid == __uuidof(IDXGIVkDevice)) { *ppvObject = ref(m_dxgiDevice); return S_OK; } if (riid == __uuidof(IDXGIVkInteropDevice)) { *ppvObject = ref(m_d3d11VkInterop); return S_OK; } if (riid == __uuidof(ID3D11Device) || riid == __uuidof(ID3D11Device1)) { *ppvObject = ref(m_d3d11Device); return S_OK; } if (riid == __uuidof(IDXGIVkPresenter)) { *ppvObject = ref(m_d3d11Presenter); return S_OK; } if (riid == __uuidof(ID3D11Debug)) return E_NOINTERFACE; // Undocumented interfaces that are queried by some games if (riid == GUID{0xd56e2a4c,0x5127,0x8437,{0x65,0x8a,0x98,0xc5,0xbb,0x78,0x94,0x98}}) return E_NOINTERFACE; Logger::warn("D3D11DeviceContainer::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } HRESULT STDMETHODCALLTYPE D3D11DeviceContainer::GetParent( REFIID riid, void** ppParent) { return m_dxgiDevice->GetParent(riid, ppParent); } D3D11Device::D3D11Device( IDXGIObject* pContainer, IDXGIVkDevice* pDxgiDevice, D3D_FEATURE_LEVEL FeatureLevel, UINT FeatureFlags) : m_container (pContainer), m_featureLevel (FeatureLevel), m_featureFlags (FeatureFlags), m_dxvkDevice (pDxgiDevice->GetDXVKDevice()), m_dxvkAdapter (m_dxvkDevice->adapter()), m_d3d11Options (D3D11GetAppOptions(env::getExeName())), m_dxbcOptions (getDxbcAppOptions(env::getExeName()) | getDxbcDeviceOptions(m_dxvkDevice)) { Com adapter; if (FAILED(pDxgiDevice->GetAdapter(&adapter)) || FAILED(adapter->QueryInterface(__uuidof(IDXGIVkAdapter), reinterpret_cast(&m_dxgiAdapter)))) throw DxvkError("D3D11Device: Failed to query adapter"); m_context = new D3D11ImmediateContext(this, m_dxvkDevice); m_resourceInitContext = m_dxvkDevice->createContext(); m_resourceInitContext->beginRecording( m_dxvkDevice->createCommandList()); CreateCounterBuffer(); } D3D11Device::~D3D11Device() { delete m_context; } ULONG STDMETHODCALLTYPE D3D11Device::AddRef() { return m_container->AddRef(); } ULONG STDMETHODCALLTYPE D3D11Device::Release() { return m_container->Release(); } HRESULT STDMETHODCALLTYPE D3D11Device::QueryInterface(REFIID riid, void** ppvObject) { return m_container->QueryInterface(riid, ppvObject); } HRESULT STDMETHODCALLTYPE D3D11Device::CreateBuffer( const D3D11_BUFFER_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData, ID3D11Buffer** ppBuffer) { InitReturnPtr(ppBuffer); if (ppBuffer == nullptr) return S_FALSE; try { const Com buffer = new D3D11Buffer(this, pDesc); this->InitBuffer(buffer.ptr(), pInitialData); *ppBuffer = buffer.ref(); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateTexture1D( const D3D11_TEXTURE1D_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData, ID3D11Texture1D** ppTexture1D) { InitReturnPtr(ppTexture1D); D3D11_COMMON_TEXTURE_DESC desc; desc.Width = pDesc->Width; desc.Height = 1; desc.Depth = 1; desc.MipLevels = pDesc->MipLevels; desc.ArraySize = pDesc->ArraySize; desc.Format = pDesc->Format; desc.SampleDesc = DXGI_SAMPLE_DESC { 1, 0 }; desc.Usage = pDesc->Usage; desc.BindFlags = pDesc->BindFlags; desc.CPUAccessFlags = pDesc->CPUAccessFlags; desc.MiscFlags = pDesc->MiscFlags; if (FAILED(D3D11CommonTexture::NormalizeTextureProperties(&desc))) return E_INVALIDARG; if (ppTexture1D == nullptr) return S_FALSE; try { const Com texture = new D3D11Texture1D(this, &desc); this->InitTexture(texture->GetCommonTexture(), pInitialData); *ppTexture1D = texture.ref(); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateTexture2D( const D3D11_TEXTURE2D_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData, ID3D11Texture2D** ppTexture2D) { InitReturnPtr(ppTexture2D); D3D11_COMMON_TEXTURE_DESC desc; desc.Width = pDesc->Width; desc.Height = pDesc->Height; desc.Depth = 1; desc.MipLevels = pDesc->MipLevels; desc.ArraySize = pDesc->ArraySize; desc.Format = pDesc->Format; desc.SampleDesc = pDesc->SampleDesc; desc.Usage = pDesc->Usage; desc.BindFlags = pDesc->BindFlags; desc.CPUAccessFlags = pDesc->CPUAccessFlags; desc.MiscFlags = pDesc->MiscFlags; if (FAILED(D3D11CommonTexture::NormalizeTextureProperties(&desc))) return E_INVALIDARG; if (ppTexture2D == nullptr) return S_FALSE; try { const Com texture = new D3D11Texture2D(this, &desc); this->InitTexture(texture->GetCommonTexture(), pInitialData); *ppTexture2D = texture.ref(); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateTexture3D( const D3D11_TEXTURE3D_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData, ID3D11Texture3D** ppTexture3D) { InitReturnPtr(ppTexture3D); D3D11_COMMON_TEXTURE_DESC desc; desc.Width = pDesc->Width; desc.Height = pDesc->Height; desc.Depth = pDesc->Depth; desc.MipLevels = pDesc->MipLevels; desc.ArraySize = 1; desc.Format = pDesc->Format; desc.SampleDesc = DXGI_SAMPLE_DESC { 1, 0 }; desc.Usage = pDesc->Usage; desc.BindFlags = pDesc->BindFlags; desc.CPUAccessFlags = pDesc->CPUAccessFlags; desc.MiscFlags = pDesc->MiscFlags; if (FAILED(D3D11CommonTexture::NormalizeTextureProperties(&desc))) return E_INVALIDARG; if (ppTexture3D == nullptr) return S_FALSE; try { const Com texture = new D3D11Texture3D(this, &desc); this->InitTexture(texture->GetCommonTexture(), pInitialData); *ppTexture3D = texture.ref(); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateShaderResourceView( ID3D11Resource* pResource, const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc, ID3D11ShaderResourceView** ppSRView) { InitReturnPtr(ppSRView); D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&resourceDim); // The description is optional. If omitted, we'll create // a view that covers all subresources of the image. D3D11_SHADER_RESOURCE_VIEW_DESC desc; if (pDesc == nullptr) { if (FAILED(D3D11ShaderResourceView::GetDescFromResource(pResource, &desc))) return E_INVALIDARG; } else { desc = *pDesc; if (FAILED(D3D11ShaderResourceView::NormalizeDesc(pResource, &desc))) return E_INVALIDARG; } if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) { auto resource = static_cast(pResource); D3D11_BUFFER_DESC resourceDesc; resource->GetDesc(&resourceDesc); if ((resourceDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE) == 0) { Logger::warn("D3D11: Trying to create SRV for buffer without D3D11_BIND_SHADER_RESOURCE"); return E_INVALIDARG; } DxvkBufferViewCreateInfo viewInfo; D3D11_BUFFEREX_SRV bufInfo; if (desc.ViewDimension == D3D11_SRV_DIMENSION_BUFFEREX) { bufInfo.FirstElement = desc.BufferEx.FirstElement; bufInfo.NumElements = desc.BufferEx.NumElements; bufInfo.Flags = desc.BufferEx.Flags; } else if (desc.ViewDimension == D3D11_SRV_DIMENSION_BUFFER) { bufInfo.FirstElement = desc.Buffer.FirstElement; bufInfo.NumElements = desc.Buffer.NumElements; bufInfo.Flags = 0; } else { Logger::err("D3D11Device: Invalid buffer view dimension"); return E_INVALIDARG; } if (bufInfo.Flags & D3D11_BUFFEREX_SRV_FLAG_RAW) { // Raw buffer view. We'll represent this as a // uniform texel buffer with UINT32 elements. viewInfo.format = VK_FORMAT_R32_UINT; viewInfo.rangeOffset = sizeof(uint32_t) * bufInfo.FirstElement; viewInfo.rangeLength = sizeof(uint32_t) * bufInfo.NumElements; } else if (desc.Format == DXGI_FORMAT_UNKNOWN) { // Structured buffer view viewInfo.format = VK_FORMAT_R32_UINT; viewInfo.rangeOffset = resourceDesc.StructureByteStride * bufInfo.FirstElement; viewInfo.rangeLength = resourceDesc.StructureByteStride * bufInfo.NumElements; } else { // Typed buffer view - must use an uncompressed color format viewInfo.format = m_dxgiAdapter->LookupFormat( desc.Format, DXGI_VK_FORMAT_MODE_COLOR).Format; const DxvkFormatInfo* formatInfo = imageFormatInfo(viewInfo.format); viewInfo.rangeOffset = formatInfo->elementSize * bufInfo.FirstElement; viewInfo.rangeLength = formatInfo->elementSize * bufInfo.NumElements; if (formatInfo->flags.test(DxvkFormatFlag::BlockCompressed)) { Logger::err("D3D11Device: Compressed formats for buffer views not supported"); return E_INVALIDARG; } } if (ppSRView == nullptr) return S_FALSE; try { *ppSRView = ref(new D3D11ShaderResourceView( this, pResource, desc, m_dxvkDevice->createBufferView( resource->GetBufferSlice().buffer(), viewInfo))); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } else { const D3D11CommonTexture* textureInfo = GetCommonTexture(pResource); if ((textureInfo->Desc()->BindFlags & D3D11_BIND_SHADER_RESOURCE) == 0) { Logger::err("D3D11: Trying to create SRV for texture without D3D11_BIND_SHADER_RESOURCE"); return E_INVALIDARG; } // Check whether we can use the requested format for the view if (!textureInfo->CheckViewFormatCompatibility(desc.Format)) { Logger::err(str::format("D3D11: Incompatible SRV formats", "\n Base format: ", textureInfo->Desc()->Format, "\n View format: ", desc.Format)); return E_INVALIDARG; } // Fill in the view info. The view type depends solely // on the view dimension field in the view description, // not on the resource type. const DXGI_VK_FORMAT_INFO formatInfo = m_dxgiAdapter ->LookupFormat(desc.Format, textureInfo->GetFormatMode()); DxvkImageViewCreateInfo viewInfo; viewInfo.format = formatInfo.Format; viewInfo.aspect = formatInfo.Aspect; viewInfo.swizzle = formatInfo.Swizzle; // Shaders expect the stencil value in the G component if (viewInfo.aspect == VK_IMAGE_ASPECT_STENCIL_BIT) { viewInfo.swizzle = VkComponentMapping { VK_COMPONENT_SWIZZLE_ZERO, VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_ZERO, VK_COMPONENT_SWIZZLE_ZERO }; } switch (desc.ViewDimension) { case D3D11_SRV_DIMENSION_TEXTURE1D: viewInfo.type = VK_IMAGE_VIEW_TYPE_1D; viewInfo.minLevel = desc.Texture1D.MostDetailedMip; viewInfo.numLevels = desc.Texture1D.MipLevels; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; case D3D11_SRV_DIMENSION_TEXTURE1DARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_1D_ARRAY; viewInfo.minLevel = desc.Texture1DArray.MostDetailedMip; viewInfo.numLevels = desc.Texture1DArray.MipLevels; viewInfo.minLayer = desc.Texture1DArray.FirstArraySlice; viewInfo.numLayers = desc.Texture1DArray.ArraySize; break; case D3D11_SRV_DIMENSION_TEXTURE2D: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D; viewInfo.minLevel = desc.Texture2D.MostDetailedMip; viewInfo.numLevels = desc.Texture2D.MipLevels; viewInfo.minLayer = 0; viewInfo.numLayers = 1; if (m_dxbcOptions.test(DxbcOption::ForceTex2DArray)) viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; break; case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; viewInfo.minLevel = desc.Texture2DArray.MostDetailedMip; viewInfo.numLevels = desc.Texture2DArray.MipLevels; viewInfo.minLayer = desc.Texture2DArray.FirstArraySlice; viewInfo.numLayers = desc.Texture2DArray.ArraySize; break; case D3D11_SRV_DIMENSION_TEXTURE2DMS: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D; viewInfo.minLevel = 0; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; if (m_dxbcOptions.test(DxbcOption::ForceTex2DArray)) viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; break; case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; viewInfo.minLevel = 0; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture2DMSArray.FirstArraySlice; viewInfo.numLayers = desc.Texture2DMSArray.ArraySize; break; case D3D11_SRV_DIMENSION_TEXTURE3D: viewInfo.type = VK_IMAGE_VIEW_TYPE_3D; viewInfo.minLevel = desc.Texture3D.MostDetailedMip; viewInfo.numLevels = desc.Texture3D.MipLevels; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; case D3D11_SRV_DIMENSION_TEXTURECUBE: viewInfo.type = VK_IMAGE_VIEW_TYPE_CUBE_ARRAY; viewInfo.minLevel = desc.TextureCube.MostDetailedMip; viewInfo.numLevels = desc.TextureCube.MipLevels; viewInfo.minLayer = 0; viewInfo.numLayers = 6; break; case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_CUBE_ARRAY; viewInfo.minLevel = desc.TextureCubeArray.MostDetailedMip; viewInfo.numLevels = desc.TextureCubeArray.MipLevels; viewInfo.minLayer = desc.TextureCubeArray.First2DArrayFace; viewInfo.numLayers = desc.TextureCubeArray.NumCubes * 6; break; default: Logger::err(str::format( "D3D11: View dimension not supported for SRV: ", desc.ViewDimension)); return E_INVALIDARG; } if (ppSRView == nullptr) return S_FALSE; try { *ppSRView = ref(new D3D11ShaderResourceView( this, pResource, desc, m_dxvkDevice->createImageView( textureInfo->GetImage(), viewInfo))); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateUnorderedAccessView( ID3D11Resource* pResource, const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc, ID3D11UnorderedAccessView** ppUAView) { InitReturnPtr(ppUAView); D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&resourceDim); // The description is optional. If omitted, we'll create // a view that covers all subresources of the image. D3D11_UNORDERED_ACCESS_VIEW_DESC desc; if (pDesc == nullptr) { if (FAILED(D3D11UnorderedAccessView::GetDescFromResource(pResource, &desc))) return E_INVALIDARG; } else { desc = *pDesc; if (FAILED(D3D11UnorderedAccessView::NormalizeDesc(pResource, &desc))) return E_INVALIDARG; } if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) { auto resource = static_cast(pResource); D3D11_BUFFER_DESC resourceDesc; resource->GetDesc(&resourceDesc); if ((resourceDesc.BindFlags & D3D11_BIND_UNORDERED_ACCESS) == 0) { Logger::warn("D3D11: Trying to create UAV for buffer without D3D11_BIND_UNORDERED_ACCESS"); return E_INVALIDARG; } DxvkBufferViewCreateInfo viewInfo; if (desc.Buffer.Flags & D3D11_BUFFEREX_SRV_FLAG_RAW) { viewInfo.format = VK_FORMAT_R32_UINT; viewInfo.rangeOffset = sizeof(uint32_t) * desc.Buffer.FirstElement; viewInfo.rangeLength = sizeof(uint32_t) * desc.Buffer.NumElements; } else if (desc.Format == DXGI_FORMAT_UNKNOWN) { viewInfo.format = VK_FORMAT_R32_UINT; viewInfo.rangeOffset = resourceDesc.StructureByteStride * desc.Buffer.FirstElement; viewInfo.rangeLength = resourceDesc.StructureByteStride * desc.Buffer.NumElements; } else { // Typed buffer view - must use an uncompressed color format viewInfo.format = m_dxgiAdapter->LookupFormat( desc.Format, DXGI_VK_FORMAT_MODE_COLOR).Format; const DxvkFormatInfo* formatInfo = imageFormatInfo(viewInfo.format); viewInfo.rangeOffset = formatInfo->elementSize * desc.Buffer.FirstElement; viewInfo.rangeLength = formatInfo->elementSize * desc.Buffer.NumElements; if (formatInfo->flags.test(DxvkFormatFlag::BlockCompressed)) { Logger::err("D3D11Device: Compressed formats for buffer views not supported"); return E_INVALIDARG; } } if (ppUAView == nullptr) return S_FALSE; try { // Fetch a buffer slice for atomic // append/consume functionality. DxvkBufferSlice counterSlice; if (desc.Buffer.Flags & (D3D11_BUFFER_UAV_FLAG_APPEND | D3D11_BUFFER_UAV_FLAG_COUNTER)) counterSlice = AllocateCounterSlice(); *ppUAView = ref(new D3D11UnorderedAccessView( this, pResource, desc, m_dxvkDevice->createBufferView( resource->GetBufferSlice().buffer(), viewInfo), counterSlice)); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } else { const D3D11CommonTexture* textureInfo = GetCommonTexture(pResource); if ((textureInfo->Desc()->BindFlags & D3D11_BIND_UNORDERED_ACCESS) == 0) { Logger::warn("D3D11: Trying to create UAV for texture without D3D11_BIND_UNORDERED_ACCESS"); return E_INVALIDARG; } // Check whether we can use the requested format for the view if (!textureInfo->CheckViewFormatCompatibility(desc.Format)) { Logger::err(str::format("D3D11: Incompatible UAV formats", "\n Base format: ", textureInfo->Desc()->Format, "\n View format: ", desc.Format)); return E_INVALIDARG; } // Fill in the view info. The view type depends solely // on the view dimension field in the view description, // not on the resource type. const DXGI_VK_FORMAT_INFO formatInfo = m_dxgiAdapter ->LookupFormat(desc.Format, textureInfo->GetFormatMode()); DxvkImageViewCreateInfo viewInfo; viewInfo.format = formatInfo.Format; viewInfo.aspect = formatInfo.Aspect; viewInfo.swizzle = formatInfo.Swizzle; switch (desc.ViewDimension) { case D3D11_UAV_DIMENSION_TEXTURE1D: viewInfo.type = VK_IMAGE_VIEW_TYPE_1D; viewInfo.minLevel = desc.Texture1D.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; case D3D11_UAV_DIMENSION_TEXTURE1DARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_1D_ARRAY; viewInfo.minLevel = desc.Texture1DArray.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture1DArray.FirstArraySlice; viewInfo.numLayers = desc.Texture1DArray.ArraySize; break; case D3D11_UAV_DIMENSION_TEXTURE2D: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D; viewInfo.minLevel = desc.Texture2D.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; if (m_dxbcOptions.test(DxbcOption::ForceTex2DArray)) viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; break; case D3D11_UAV_DIMENSION_TEXTURE2DARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; viewInfo.minLevel = desc.Texture2DArray.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture2DArray.FirstArraySlice; viewInfo.numLayers = desc.Texture2DArray.ArraySize; break; case D3D11_UAV_DIMENSION_TEXTURE3D: // FIXME we actually have to map this to a // 2D array view in order to support W slices viewInfo.type = VK_IMAGE_VIEW_TYPE_3D; viewInfo.minLevel = desc.Texture3D.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; default: Logger::err(str::format( "D3D11: View dimension not supported for UAV: ", desc.ViewDimension)); return E_INVALIDARG; } if (ppUAView == nullptr) return S_FALSE; try { *ppUAView = ref(new D3D11UnorderedAccessView( this, pResource, desc, m_dxvkDevice->createImageView( textureInfo->GetImage(), viewInfo), DxvkBufferSlice())); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateRenderTargetView( ID3D11Resource* pResource, const D3D11_RENDER_TARGET_VIEW_DESC* pDesc, ID3D11RenderTargetView** ppRTView) { InitReturnPtr(ppRTView); // DXVK only supports render target views for image resources D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&resourceDim); if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) { Logger::warn("D3D11: Cannot create render target view for a buffer"); return S_OK; // It is required to run Battlefield 3 and Battlefield 4. } // The view description is optional. If not defined, it // will use the resource's format and all array layers. D3D11_RENDER_TARGET_VIEW_DESC desc; if (pDesc == nullptr) { if (FAILED(D3D11RenderTargetView::GetDescFromResource(pResource, &desc))) return E_INVALIDARG; } else { desc = *pDesc; if (FAILED(D3D11RenderTargetView::NormalizeDesc(pResource, &desc))) return E_INVALIDARG; } // Retrieve the image that we are going to create the view for const D3D11CommonTexture* textureInfo = GetCommonTexture(pResource); if ((textureInfo->Desc()->BindFlags & D3D11_BIND_RENDER_TARGET) == 0) { Logger::warn("D3D11: Trying to create RTV for texture without D3D11_BIND_RENDER_TARGET"); return E_INVALIDARG; } // Check whether we can use the requested format for the view if (!textureInfo->CheckViewFormatCompatibility(desc.Format)) { Logger::err(str::format("D3D11: Incompatible RTV formats", "\n Base format: ", textureInfo->Desc()->Format, "\n View format: ", desc.Format)); return E_INVALIDARG; } // Fill in Vulkan image view info DxvkImageViewCreateInfo viewInfo; viewInfo.format = m_dxgiAdapter->LookupFormat(desc.Format, DXGI_VK_FORMAT_MODE_COLOR).Format; viewInfo.aspect = imageFormatInfo(viewInfo.format)->aspectMask; switch (desc.ViewDimension) { case D3D11_RTV_DIMENSION_TEXTURE1D: viewInfo.type = VK_IMAGE_VIEW_TYPE_1D; viewInfo.minLevel = desc.Texture1D.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_1D_ARRAY; viewInfo.minLevel = desc.Texture1DArray.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture1DArray.FirstArraySlice; viewInfo.numLayers = desc.Texture1DArray.ArraySize; break; case D3D11_RTV_DIMENSION_TEXTURE2D: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D; viewInfo.minLevel = desc.Texture2D.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; viewInfo.minLevel = desc.Texture2DArray.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture2DArray.FirstArraySlice; viewInfo.numLayers = desc.Texture2DArray.ArraySize; break; case D3D11_RTV_DIMENSION_TEXTURE2DMS: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D; viewInfo.minLevel = 0; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; viewInfo.minLevel = 0; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture2DMSArray.FirstArraySlice; viewInfo.numLayers = desc.Texture2DMSArray.ArraySize; break; case D3D11_RTV_DIMENSION_TEXTURE3D: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; viewInfo.minLevel = desc.Texture3D.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture3D.FirstWSlice; viewInfo.numLayers = desc.Texture3D.WSize; break; default: Logger::err(str::format( "D3D11: pDesc->ViewDimension not supported for render target views: ", desc.ViewDimension)); return E_INVALIDARG; } // Normalize view type so that we won't accidentally // bind 2D array views and 2D views at the same time if (viewInfo.numLayers == 1) { if (viewInfo.type == VK_IMAGE_VIEW_TYPE_1D_ARRAY) viewInfo.type = VK_IMAGE_VIEW_TYPE_1D; if (viewInfo.type == VK_IMAGE_VIEW_TYPE_2D_ARRAY) viewInfo.type = VK_IMAGE_VIEW_TYPE_2D; } // Create the actual image view if requested if (ppRTView == nullptr) return S_FALSE; try { *ppRTView = ref(new D3D11RenderTargetView( this, pResource, desc, m_dxvkDevice->createImageView( textureInfo->GetImage(), viewInfo))); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateDepthStencilView( ID3D11Resource* pResource, const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc, ID3D11DepthStencilView** ppDepthStencilView) { InitReturnPtr(ppDepthStencilView); D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&resourceDim); // The view description is optional. If not defined, it // will use the resource's format and all array layers. D3D11_DEPTH_STENCIL_VIEW_DESC desc; if (pDesc == nullptr) { if (FAILED(D3D11DepthStencilView::GetDescFromResource(pResource, &desc))) return E_INVALIDARG; } else { desc = *pDesc; if (FAILED(D3D11DepthStencilView::NormalizeDesc(pResource, &desc))) return E_INVALIDARG; } // Retrieve the image that we are going to create the view for const D3D11CommonTexture* textureInfo = GetCommonTexture(pResource); if ((textureInfo->Desc()->BindFlags & D3D11_BIND_DEPTH_STENCIL) == 0) { Logger::warn("D3D11: Trying to create DSV for texture without D3D11_BIND_DEPTH_STENCIL"); return E_INVALIDARG; } // Check whether we can use the requested format for the view if (!textureInfo->CheckViewFormatCompatibility(desc.Format)) { Logger::err(str::format("D3D11: Incompatible DSV formats", "\n Base format: ", textureInfo->Desc()->Format, "\n View format: ", desc.Format)); return E_INVALIDARG; } // Fill in Vulkan image view info DxvkImageViewCreateInfo viewInfo; viewInfo.format = m_dxgiAdapter->LookupFormat(desc.Format, DXGI_VK_FORMAT_MODE_DEPTH).Format; viewInfo.aspect = imageFormatInfo(viewInfo.format)->aspectMask; switch (desc.ViewDimension) { case D3D11_DSV_DIMENSION_TEXTURE1D: viewInfo.type = VK_IMAGE_VIEW_TYPE_1D; viewInfo.minLevel = desc.Texture1D.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; case D3D11_DSV_DIMENSION_TEXTURE1DARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_1D_ARRAY; viewInfo.minLevel = desc.Texture1DArray.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture1DArray.FirstArraySlice; viewInfo.numLayers = desc.Texture1DArray.ArraySize; break; case D3D11_DSV_DIMENSION_TEXTURE2D: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D; viewInfo.minLevel = desc.Texture2D.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; case D3D11_DSV_DIMENSION_TEXTURE2DARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; viewInfo.minLevel = desc.Texture2DArray.MipSlice; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture2DArray.FirstArraySlice; viewInfo.numLayers = desc.Texture2DArray.ArraySize; break; case D3D11_DSV_DIMENSION_TEXTURE2DMS: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D; viewInfo.minLevel = 0; viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; break; case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY: viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; viewInfo.minLevel = 0; viewInfo.numLevels = 1; viewInfo.minLayer = desc.Texture2DMSArray.FirstArraySlice; viewInfo.numLayers = desc.Texture2DMSArray.ArraySize; break; default: Logger::err(str::format( "D3D11: pDesc->ViewDimension not supported for depth-stencil views: ", desc.ViewDimension)); return E_INVALIDARG; } // Normalize view type so that we won't accidentally // bind 2D array views and 2D views at the same time if (viewInfo.numLayers == 1) { if (viewInfo.type == VK_IMAGE_VIEW_TYPE_1D_ARRAY) viewInfo.type = VK_IMAGE_VIEW_TYPE_1D; if (viewInfo.type == VK_IMAGE_VIEW_TYPE_2D_ARRAY) viewInfo.type = VK_IMAGE_VIEW_TYPE_2D; } // Create the actual image view if requested if (ppDepthStencilView == nullptr) return S_FALSE; try { *ppDepthStencilView = ref(new D3D11DepthStencilView( this, pResource, desc, m_dxvkDevice->createImageView( textureInfo->GetImage(), viewInfo))); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateInputLayout( const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs, UINT NumElements, const void* pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength, ID3D11InputLayout** ppInputLayout) { InitReturnPtr(ppInputLayout); try { DxbcReader dxbcReader(reinterpret_cast( pShaderBytecodeWithInputSignature), BytecodeLength); DxbcModule dxbcModule(dxbcReader); const Rc inputSignature = dxbcModule.isgn(); std::vector attributes; std::vector bindings; for (uint32_t i = 0; i < NumElements; i++) { const DxbcSgnEntry* entry = inputSignature->find( pInputElementDescs[i].SemanticName, pInputElementDescs[i].SemanticIndex); if (entry == nullptr) { Logger::debug(str::format( "D3D11Device: No such vertex shader semantic: ", pInputElementDescs[i].SemanticName, pInputElementDescs[i].SemanticIndex)); continue; } // Create vertex input attribute description DxvkVertexAttribute attrib; attrib.location = entry->registerId; attrib.binding = pInputElementDescs[i].InputSlot; attrib.format = m_dxgiAdapter->LookupFormat( pInputElementDescs[i].Format, DXGI_VK_FORMAT_MODE_COLOR).Format; attrib.offset = pInputElementDescs[i].AlignedByteOffset; // The application may choose to let the implementation // generate the exact vertex layout. In that case we'll // pack attributes on the same binding in the order they // are declared, aligning each attribute to four bytes. if (attrib.offset == D3D11_APPEND_ALIGNED_ELEMENT) { attrib.offset = 0; for (uint32_t j = 1; j <= i; j++) { const DxvkVertexAttribute& prev = attributes.at(i - j); if (prev.binding == attrib.binding) { const DxvkFormatInfo* formatInfo = imageFormatInfo(prev.format); attrib.offset = align(prev.offset + formatInfo->elementSize, 4); break; } } } attributes.push_back(attrib); // Create vertex input binding description. The // stride is dynamic state in D3D11 and will be // set by D3D11DeviceContext::IASetVertexBuffers. DxvkVertexBinding binding; binding.binding = pInputElementDescs[i].InputSlot; binding.fetchRate = pInputElementDescs[i].InstanceDataStepRate; binding.inputRate = pInputElementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA ? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX; // Check if the binding was already defined. If so, the // parameters must be identical (namely, the input rate). bool bindingDefined = false; for (const auto& existingBinding : bindings) { if (binding.binding == existingBinding.binding) { bindingDefined = true; if (binding.inputRate != existingBinding.inputRate) { Logger::err(str::format( "D3D11Device: Conflicting input rate for binding ", binding.binding)); return E_INVALIDARG; } } } if (!bindingDefined) bindings.push_back(binding); } // Check if there are any semantics defined in the // shader that are not included in the current input // layout. for (auto i = inputSignature->begin(); i != inputSignature->end(); i++) { bool found = i->systemValue != DxbcSystemValue::None; for (uint32_t j = 0; j < attributes.size() && !found; j++) found = attributes.at(j).location == i->registerId; if (!found) { Logger::warn(str::format( "D3D11Device: Vertex input '", i->semanticName, i->semanticIndex, "' not defined by input layout")); } } std::sort(bindings.begin(), bindings.end(), [] (const DxvkVertexBinding& a, const DxvkVertexBinding& b) { return a.binding < b.binding; }); // Create the actual input layout object // if the application requests it. if (ppInputLayout != nullptr) { *ppInputLayout = ref( new D3D11InputLayout(this, attributes.size(), attributes.data(), bindings.size(), bindings.data())); } return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateVertexShader( const void* pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11VertexShader** ppVertexShader) { InitReturnPtr(ppVertexShader); D3D11ShaderModule module; if (FAILED(this->CreateShaderModule(&module, pShaderBytecode, BytecodeLength, pClassLinkage, DxbcProgramType::VertexShader))) return E_INVALIDARG; if (ppVertexShader == nullptr) return S_FALSE; *ppVertexShader = ref(new D3D11VertexShader( this, module)); return S_OK; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateGeometryShader( const void* pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11GeometryShader** ppGeometryShader) { InitReturnPtr(ppGeometryShader); D3D11ShaderModule module; if (FAILED(this->CreateShaderModule(&module, pShaderBytecode, BytecodeLength, pClassLinkage, DxbcProgramType::GeometryShader))) return E_INVALIDARG; if (ppGeometryShader == nullptr) return S_FALSE; *ppGeometryShader = ref(new D3D11GeometryShader( this, module)); return S_OK; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateGeometryShaderWithStreamOutput( const void* pShaderBytecode, SIZE_T BytecodeLength, const D3D11_SO_DECLARATION_ENTRY* pSODeclaration, UINT NumEntries, const UINT* pBufferStrides, UINT NumStrides, UINT RasterizedStream, ID3D11ClassLinkage* pClassLinkage, ID3D11GeometryShader** ppGeometryShader) { InitReturnPtr(ppGeometryShader); Logger::err("D3D11Device::CreateGeometryShaderWithStreamOutput: Not implemented"); return E_NOTIMPL; } HRESULT STDMETHODCALLTYPE D3D11Device::CreatePixelShader( const void* pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11PixelShader** ppPixelShader) { InitReturnPtr(ppPixelShader); D3D11ShaderModule module; if (FAILED(this->CreateShaderModule(&module, pShaderBytecode, BytecodeLength, pClassLinkage, DxbcProgramType::PixelShader))) return E_INVALIDARG; if (ppPixelShader == nullptr) return S_FALSE; *ppPixelShader = ref(new D3D11PixelShader( this, module)); return S_OK; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateHullShader( const void* pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11HullShader** ppHullShader) { InitReturnPtr(ppHullShader); D3D11ShaderModule module; if (FAILED(this->CreateShaderModule(&module, pShaderBytecode, BytecodeLength, pClassLinkage, DxbcProgramType::HullShader))) return E_INVALIDARG; if (ppHullShader == nullptr) return S_FALSE; *ppHullShader = ref(new D3D11HullShader( this, module)); return S_OK; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateDomainShader( const void* pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11DomainShader** ppDomainShader) { InitReturnPtr(ppDomainShader); D3D11ShaderModule module; if (FAILED(this->CreateShaderModule(&module, pShaderBytecode, BytecodeLength, pClassLinkage, DxbcProgramType::DomainShader))) return E_INVALIDARG; if (ppDomainShader == nullptr) return S_FALSE; *ppDomainShader = ref(new D3D11DomainShader( this, module)); return S_OK; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateComputeShader( const void* pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11ComputeShader** ppComputeShader) { InitReturnPtr(ppComputeShader); D3D11ShaderModule module; if (FAILED(this->CreateShaderModule(&module, pShaderBytecode, BytecodeLength, pClassLinkage, DxbcProgramType::ComputeShader))) return E_INVALIDARG; if (ppComputeShader == nullptr) return S_FALSE; *ppComputeShader = ref(new D3D11ComputeShader( this, module)); return S_OK; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateClassLinkage(ID3D11ClassLinkage** ppLinkage) { *ppLinkage = ref(new D3D11ClassLinkage(this)); return S_OK; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateBlendState( const D3D11_BLEND_DESC* pBlendStateDesc, ID3D11BlendState** ppBlendState) { InitReturnPtr(ppBlendState); D3D11_BLEND_DESC1 desc = pBlendStateDesc != nullptr ? D3D11BlendState::PromoteDesc(pBlendStateDesc) : D3D11BlendState::DefaultDesc(); if (FAILED(D3D11BlendState::NormalizeDesc(&desc))) return E_INVALIDARG; if (ppBlendState != nullptr) { *ppBlendState = m_bsStateObjects.Create(this, desc); return S_OK; } return S_FALSE; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateBlendState1( const D3D11_BLEND_DESC1* pBlendStateDesc, ID3D11BlendState1** ppBlendState) { InitReturnPtr(ppBlendState); D3D11_BLEND_DESC1 desc = pBlendStateDesc != nullptr ? *pBlendStateDesc : D3D11BlendState::DefaultDesc(); if (FAILED(D3D11BlendState::NormalizeDesc(&desc))) return E_INVALIDARG; if (ppBlendState != nullptr) { *ppBlendState = m_bsStateObjects.Create(this, desc); return S_OK; } return S_FALSE; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateDepthStencilState( const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc, ID3D11DepthStencilState** ppDepthStencilState) { InitReturnPtr(ppDepthStencilState); D3D11_DEPTH_STENCIL_DESC desc = pDepthStencilDesc != nullptr ? *pDepthStencilDesc : D3D11DepthStencilState::DefaultDesc(); if (FAILED(D3D11DepthStencilState::NormalizeDesc(&desc))) return E_INVALIDARG; if (ppDepthStencilState != nullptr) { *ppDepthStencilState = m_dsStateObjects.Create(this, desc); return S_OK; } return S_FALSE; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateRasterizerState( const D3D11_RASTERIZER_DESC* pRasterizerDesc, ID3D11RasterizerState** ppRasterizerState) { InitReturnPtr(ppRasterizerState); D3D11_RASTERIZER_DESC1 desc = pRasterizerDesc != nullptr ? D3D11RasterizerState::PromoteDesc(pRasterizerDesc) : D3D11RasterizerState::DefaultDesc(); if (FAILED(D3D11RasterizerState::NormalizeDesc(&desc))) return E_INVALIDARG; if (ppRasterizerState != nullptr) { *ppRasterizerState = m_rsStateObjects.Create(this, desc); return S_OK; } return S_FALSE; } HRESULT D3D11Device::CreateRasterizerState1( const D3D11_RASTERIZER_DESC1* pRasterizerDesc, ID3D11RasterizerState1** ppRasterizerState) { InitReturnPtr(ppRasterizerState); D3D11_RASTERIZER_DESC1 desc = pRasterizerDesc != nullptr ? *pRasterizerDesc : D3D11RasterizerState::DefaultDesc(); if (FAILED(D3D11RasterizerState::NormalizeDesc(&desc))) return E_INVALIDARG; if (ppRasterizerState != nullptr) { *ppRasterizerState = m_rsStateObjects.Create(this, desc); return S_OK; } return S_FALSE; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateSamplerState( const D3D11_SAMPLER_DESC* pSamplerDesc, ID3D11SamplerState** ppSamplerState) { InitReturnPtr(ppSamplerState); D3D11_SAMPLER_DESC desc = *pSamplerDesc; if (FAILED(D3D11SamplerState::NormalizeDesc(&desc))) return E_INVALIDARG; if (ppSamplerState == nullptr) return S_FALSE; try { *ppSamplerState = m_samplerObjects.Create(this, desc); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateQuery( const D3D11_QUERY_DESC* pQueryDesc, ID3D11Query** ppQuery) { InitReturnPtr(ppQuery); if (pQueryDesc->Query != D3D11_QUERY_EVENT && pQueryDesc->Query != D3D11_QUERY_OCCLUSION && pQueryDesc->Query != D3D11_QUERY_TIMESTAMP && pQueryDesc->Query != D3D11_QUERY_TIMESTAMP_DISJOINT && pQueryDesc->Query != D3D11_QUERY_PIPELINE_STATISTICS && pQueryDesc->Query != D3D11_QUERY_OCCLUSION_PREDICATE) { Logger::warn(str::format("D3D11Query: Unsupported query type ", pQueryDesc->Query)); return E_INVALIDARG; } if (ppQuery == nullptr) return S_FALSE; try { *ppQuery = ref(new D3D11Query(this, *pQueryDesc)); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreatePredicate( const D3D11_QUERY_DESC* pPredicateDesc, ID3D11Predicate** ppPredicate) { InitReturnPtr(ppPredicate); if (pPredicateDesc->Query != D3D11_QUERY_OCCLUSION_PREDICATE) return E_INVALIDARG; if (ppPredicate == nullptr) return S_FALSE; try { *ppPredicate = ref(new D3D11Query(this, *pPredicateDesc)); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } HRESULT STDMETHODCALLTYPE D3D11Device::CreateCounter( const D3D11_COUNTER_DESC* pCounterDesc, ID3D11Counter** ppCounter) { InitReturnPtr(ppCounter); Logger::err("D3D11Device::CreateCounter: Not implemented"); return E_NOTIMPL; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateDeferredContext( UINT ContextFlags, ID3D11DeviceContext** ppDeferredContext) { *ppDeferredContext = ref(new D3D11DeferredContext(this, m_dxvkDevice, ContextFlags)); return S_OK; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateDeferredContext1( UINT ContextFlags, ID3D11DeviceContext1** ppDeferredContext) { *ppDeferredContext = ref(new D3D11DeferredContext(this, m_dxvkDevice, ContextFlags)); return S_OK; } HRESULT STDMETHODCALLTYPE D3D11Device::CreateDeviceContextState( UINT Flags, const D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, REFIID EmulatedInterface, D3D_FEATURE_LEVEL* pChosenFeatureLevel, ID3DDeviceContextState** ppContextState) { InitReturnPtr(ppContextState); Logger::err("D3D11Device::CreateDeviceContextState: Not implemented"); return E_NOTIMPL; } HRESULT STDMETHODCALLTYPE D3D11Device::OpenSharedResource( HANDLE hResource, REFIID ReturnedInterface, void** ppResource) { InitReturnPtr(ppResource); Logger::err("D3D11Device::OpenSharedResource: Not implemented"); return E_NOTIMPL; } HRESULT STDMETHODCALLTYPE D3D11Device::OpenSharedResource1( HANDLE hResource, REFIID ReturnedInterface, void** ppResource) { InitReturnPtr(ppResource); Logger::err("D3D11Device::OpenSharedResource1: Not implemented"); return E_NOTIMPL; } HRESULT STDMETHODCALLTYPE D3D11Device::OpenSharedResourceByName( LPCWSTR lpName, DWORD dwDesiredAccess, REFIID returnedInterface, void** ppResource) { InitReturnPtr(ppResource); Logger::err("D3D11Device::OpenSharedResourceByName: Not implemented"); return E_NOTIMPL; } HRESULT STDMETHODCALLTYPE D3D11Device::CheckFormatSupport( DXGI_FORMAT Format, UINT* pFormatSupport) { return GetFormatSupportFlags(Format, pFormatSupport, nullptr); } HRESULT STDMETHODCALLTYPE D3D11Device::CheckMultisampleQualityLevels( DXGI_FORMAT Format, UINT SampleCount, UINT* pNumQualityLevels) { // There are many error conditions, so we'll just assume // that we will fail and return a non-zero value in case // the device does actually support the format. *pNumQualityLevels = 0; // We need to check whether the format is VkFormat format = m_dxgiAdapter->LookupFormat( Format, DXGI_VK_FORMAT_MODE_ANY).Format; if (format == VK_FORMAT_UNDEFINED) { Logger::err(str::format("D3D11: Unsupported format: ", Format)); return E_INVALIDARG; } // D3D may legally query non-power-of-two sample counts as well VkSampleCountFlagBits sampleCountFlag = VK_SAMPLE_COUNT_1_BIT; if (FAILED(DecodeSampleCount(SampleCount, &sampleCountFlag))) return E_INVALIDARG; // Check if the device supports the given combination of format // and sample count. D3D exposes the opaque concept of quality // levels to the application, we'll just define one such level. VkImageFormatProperties formatProps; VkResult status = m_dxvkAdapter->imageFormatProperties( format, VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_SAMPLED_BIT, 0, formatProps); if ((status == VK_SUCCESS) && (formatProps.sampleCounts & sampleCountFlag)) *pNumQualityLevels = 1; return S_OK; } void STDMETHODCALLTYPE D3D11Device::CheckCounterInfo(D3D11_COUNTER_INFO* pCounterInfo) { Logger::err("D3D11Device::CheckCounterInfo: Not implemented"); } HRESULT STDMETHODCALLTYPE D3D11Device::CheckCounter( const D3D11_COUNTER_DESC* pDesc, D3D11_COUNTER_TYPE* pType, UINT* pActiveCounters, LPSTR szName, UINT* pNameLength, LPSTR szUnits, UINT* pUnitsLength, LPSTR szDescription, UINT* pDescriptionLength) { Logger::err("D3D11Device::CheckCounter: Not implemented"); return E_NOTIMPL; } HRESULT STDMETHODCALLTYPE D3D11Device::CheckFeatureSupport( D3D11_FEATURE Feature, void* pFeatureSupportData, UINT FeatureSupportDataSize) { switch (Feature) { case D3D11_FEATURE_THREADING: { if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_THREADING)) return E_INVALIDARG; // We report native support for command lists here so that we do not actually // have to re-implement the UpdateSubresource bug from the D3D11 runtime, see // https://msdn.microsoft.com/en-us/library/windows/desktop/ff476486(v=vs.85).aspx) auto info = static_cast(pFeatureSupportData); info->DriverConcurrentCreates = TRUE; info->DriverCommandLists = TRUE; } return S_OK; case D3D11_FEATURE_DOUBLES: { if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_DOUBLES)) return E_INVALIDARG; auto info = static_cast(pFeatureSupportData); info->DoublePrecisionFloatShaderOps = FALSE; } return S_OK; case D3D11_FEATURE_FORMAT_SUPPORT: { if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_FORMAT_SUPPORT)) return E_INVALIDARG; auto info = static_cast(pFeatureSupportData); return GetFormatSupportFlags(info->InFormat, &info->OutFormatSupport, nullptr); } return S_OK; case D3D11_FEATURE_FORMAT_SUPPORT2: { if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_FORMAT_SUPPORT2)) return E_INVALIDARG; auto info = static_cast(pFeatureSupportData); return GetFormatSupportFlags(info->InFormat, nullptr, &info->OutFormatSupport2); } return S_OK; case D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS: { if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS)) return E_INVALIDARG; auto info = static_cast(pFeatureSupportData); info->ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x = TRUE; } return S_OK; case D3D11_FEATURE_D3D11_OPTIONS: { if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS)) return E_INVALIDARG; // TODO implement, most of these are required for FL 11.1 // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404457(v=vs.85).aspx const VkPhysicalDeviceFeatures& features = m_dxvkDevice->features(); auto info = static_cast(pFeatureSupportData); info->OutputMergerLogicOp = features.logicOp; info->UAVOnlyRenderingForcedSampleCount = FALSE; info->DiscardAPIsSeenByDriver = FALSE; info->FlagsForUpdateAndCopySeenByDriver = FALSE; info->ClearView = FALSE; info->CopyWithOverlap = FALSE; info->ConstantBufferPartialUpdate = TRUE; info->ConstantBufferOffsetting = TRUE; info->MapNoOverwriteOnDynamicConstantBuffer = TRUE; info->MapNoOverwriteOnDynamicBufferSRV = TRUE; info->MultisampleRTVWithForcedSampleCountOne = FALSE; info->SAD4ShaderInstructions = FALSE; info->ExtendedDoublesShaderInstructions = FALSE; info->ExtendedResourceSharing = FALSE; } return S_OK; case D3D11_FEATURE_ARCHITECTURE_INFO: { if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_ARCHITECTURE_INFO)) return E_INVALIDARG; auto info = static_cast(pFeatureSupportData); info->TileBasedDeferredRenderer = FALSE; } return S_OK; case D3D11_FEATURE_SHADER_MIN_PRECISION_SUPPORT: { if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT)) return E_INVALIDARG; // Report that we only support full 32-bit operations auto info = static_cast(pFeatureSupportData); info->PixelShaderMinPrecision = 0; info->AllOtherShaderStagesMinPrecision = 0; } return S_OK; case D3D11_FEATURE_D3D9_SHADOW_SUPPORT: { if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT)) return E_INVALIDARG; auto info = static_cast(pFeatureSupportData); info->SupportsDepthAsTextureWithLessEqualComparisonFilter = TRUE; return S_OK; } break; default: Logger::err(str::format( "D3D11Device: CheckFeatureSupport: Unknown feature: ", Feature)); return E_NOTIMPL; } } HRESULT STDMETHODCALLTYPE D3D11Device::GetPrivateData( REFGUID guid, UINT* pDataSize, void* pData) { return m_container->GetPrivateData(guid, pDataSize, pData); } HRESULT STDMETHODCALLTYPE D3D11Device::SetPrivateData( REFGUID guid, UINT DataSize, const void* pData) { return m_container->SetPrivateData(guid, DataSize, pData); } HRESULT STDMETHODCALLTYPE D3D11Device::SetPrivateDataInterface( REFGUID guid, const IUnknown* pData) { return m_container->SetPrivateDataInterface(guid, pData); } D3D_FEATURE_LEVEL STDMETHODCALLTYPE D3D11Device::GetFeatureLevel() { return m_featureLevel; } UINT STDMETHODCALLTYPE D3D11Device::GetCreationFlags() { return m_featureFlags; } HRESULT STDMETHODCALLTYPE D3D11Device::GetDeviceRemovedReason() { static std::atomic s_errorShown = { false }; if (!s_errorShown.exchange(true)) Logger::warn("D3D11Device::GetDeviceRemovedReason: Stub"); return S_OK; } void STDMETHODCALLTYPE D3D11Device::GetImmediateContext(ID3D11DeviceContext** ppImmediateContext) { *ppImmediateContext = ref(m_context); } void STDMETHODCALLTYPE D3D11Device::GetImmediateContext1(ID3D11DeviceContext1 ** ppImmediateContext) { *ppImmediateContext = ref(m_context); } HRESULT STDMETHODCALLTYPE D3D11Device::SetExceptionMode(UINT RaiseFlags) { Logger::err("D3D11Device::SetExceptionMode: Not implemented"); return E_NOTIMPL; } UINT STDMETHODCALLTYPE D3D11Device::GetExceptionMode() { Logger::err("D3D11Device::GetExceptionMode: Not implemented"); return 0; } DXGI_VK_FORMAT_INFO D3D11Device::LookupFormat( DXGI_FORMAT Format, DXGI_VK_FORMAT_MODE Mode) const { return m_dxgiAdapter->LookupFormat(Format, Mode); } DxvkBufferSlice D3D11Device::AllocateCounterSlice() { std::lock_guard lock(m_counterMutex); if (m_counterSlices.size() == 0) throw DxvkError("D3D11Device: Failed to allocate counter slice"); uint32_t sliceId = m_counterSlices.back(); m_counterSlices.pop_back(); return DxvkBufferSlice(m_counterBuffer, sizeof(D3D11UavCounter) * sliceId, sizeof(D3D11UavCounter)); } void D3D11Device::FreeCounterSlice(const DxvkBufferSlice& Slice) { std::lock_guard lock(m_counterMutex); m_counterSlices.push_back(Slice.offset() / sizeof(D3D11UavCounter)); } void D3D11Device::FlushInitContext() { LockResourceInitContext(); if (m_resourceInitCommands != 0) SubmitResourceInitCommands(); UnlockResourceInitContext(0); } VkPipelineStageFlags D3D11Device::GetEnabledShaderStages() const { VkPipelineStageFlags enabledShaderPipelineStages = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; if (m_dxvkDevice->features().geometryShader) enabledShaderPipelineStages |= VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT; if (m_dxvkDevice->features().tessellationShader) { enabledShaderPipelineStages |= VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT | VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT; } return enabledShaderPipelineStages; } bool D3D11Device::CheckFeatureLevelSupport( const Rc& adapter, D3D_FEATURE_LEVEL featureLevel) { // We currently only support 11_0 interfaces if (featureLevel > GetMaxFeatureLevel()) return false; // Check whether all features are supported const VkPhysicalDeviceFeatures features = GetDeviceFeatures(adapter, featureLevel); if (!adapter->checkFeatureSupport(features)) return false; // TODO also check for required limits return true; } VkPhysicalDeviceFeatures D3D11Device::GetDeviceFeatures( const Rc& adapter, D3D_FEATURE_LEVEL featureLevel) { VkPhysicalDeviceFeatures supported = adapter->features(); VkPhysicalDeviceFeatures enabled = {}; if (featureLevel >= D3D_FEATURE_LEVEL_9_1) { enabled.depthClamp = VK_TRUE; enabled.depthBiasClamp = VK_TRUE; enabled.fillModeNonSolid = VK_TRUE; enabled.pipelineStatisticsQuery = supported.pipelineStatisticsQuery; enabled.sampleRateShading = VK_TRUE; enabled.samplerAnisotropy = VK_TRUE; enabled.shaderClipDistance = VK_TRUE; enabled.shaderCullDistance = VK_TRUE; enabled.robustBufferAccess = VK_TRUE; } if (featureLevel >= D3D_FEATURE_LEVEL_9_2) { enabled.occlusionQueryPrecise = VK_TRUE; } if (featureLevel >= D3D_FEATURE_LEVEL_9_3) { enabled.multiViewport = VK_TRUE; enabled.independentBlend = VK_TRUE; } if (featureLevel >= D3D_FEATURE_LEVEL_10_0) { enabled.fullDrawIndexUint32 = VK_TRUE; enabled.fragmentStoresAndAtomics = VK_TRUE; enabled.geometryShader = VK_TRUE; enabled.logicOp = supported.logicOp; enabled.shaderImageGatherExtended = VK_TRUE; enabled.textureCompressionBC = VK_TRUE; } if (featureLevel >= D3D_FEATURE_LEVEL_10_1) { enabled.dualSrcBlend = VK_TRUE; enabled.imageCubeArray = VK_TRUE; } if (featureLevel >= D3D_FEATURE_LEVEL_11_0) { enabled.shaderFloat64 = supported.shaderFloat64; enabled.shaderInt64 = supported.shaderInt64; enabled.tessellationShader = VK_TRUE; enabled.shaderStorageImageReadWithoutFormat = supported.shaderStorageImageReadWithoutFormat; enabled.shaderStorageImageWriteWithoutFormat = VK_TRUE; } if (featureLevel >= D3D_FEATURE_LEVEL_11_1) { enabled.logicOp = VK_TRUE; enabled.vertexPipelineStoresAndAtomics = VK_TRUE; } return enabled; } HRESULT D3D11Device::CreateShaderModule( D3D11ShaderModule* pShaderModule, const void* pShaderBytecode, size_t BytecodeLength, ID3D11ClassLinkage* pClassLinkage, DxbcProgramType ProgramType) { if (pClassLinkage != nullptr) Logger::warn("D3D11Device::CreateShaderModule: Class linkage not supported"); try { *pShaderModule = m_shaderModules.GetShaderModule( &m_dxbcOptions, pShaderBytecode, BytecodeLength, ProgramType); return S_OK; } catch (const DxvkError& e) { Logger::err(e.message()); return E_FAIL; } } void D3D11Device::InitBuffer( D3D11Buffer* pBuffer, const D3D11_SUBRESOURCE_DATA* pInitialData) { const DxvkBufferSlice bufferSlice = pBuffer->GetBufferSlice(); if (pInitialData != nullptr && pInitialData->pSysMem != nullptr) { LockResourceInitContext(); m_resourceInitContext->updateBuffer( bufferSlice.buffer(), bufferSlice.offset(), bufferSlice.length(), pInitialData->pSysMem); UnlockResourceInitContext(1); } } void D3D11Device::InitTexture( D3D11CommonTexture* pTexture, const D3D11_SUBRESOURCE_DATA* pInitialData) { const Rc image = pTexture->GetImage(); const DxvkFormatInfo* formatInfo = imageFormatInfo(image->info().format); if (pInitialData != nullptr && pInitialData->pSysMem != nullptr) { LockResourceInitContext(); // pInitialData is an array that stores an entry for // every single subresource. Since we will define all // subresources, this counts as initialization. VkImageSubresourceLayers subresourceLayers; subresourceLayers.aspectMask = formatInfo->aspectMask; subresourceLayers.mipLevel = 0; subresourceLayers.baseArrayLayer = 0; subresourceLayers.layerCount = 1; for (uint32_t layer = 0; layer < image->info().numLayers; layer++) { for (uint32_t level = 0; level < image->info().mipLevels; level++) { subresourceLayers.baseArrayLayer = layer; subresourceLayers.mipLevel = level; const uint32_t id = D3D11CalcSubresource( level, layer, image->info().mipLevels); m_resourceInitContext->updateImage( image, subresourceLayers, VkOffset3D { 0, 0, 0 }, image->mipLevelExtent(level), pInitialData[id].pSysMem, pInitialData[id].SysMemPitch, pInitialData[id].SysMemSlicePitch); } } const uint32_t subresourceCount = image->info().numLayers * image->info().mipLevels; UnlockResourceInitContext(subresourceCount); } else { LockResourceInitContext(); // While the Microsoft docs state that resource contents are // undefined if no initial data is provided, some applications // expect a resource to be pre-cleared. We can only do that // for non-compressed images, but that should be fine. VkImageSubresourceRange subresources; subresources.aspectMask = formatInfo->aspectMask; subresources.baseMipLevel = 0; subresources.levelCount = image->info().mipLevels; subresources.baseArrayLayer = 0; subresources.layerCount = image->info().numLayers; if (formatInfo->flags.test(DxvkFormatFlag::BlockCompressed)) { m_resourceInitContext->initImage( image, subresources); } else { if (subresources.aspectMask == VK_IMAGE_ASPECT_COLOR_BIT) { m_resourceInitContext->clearColorImage( image, VkClearColorValue(), subresources); } else { VkClearDepthStencilValue value; value.depth = 1.0f; value.stencil = 0; m_resourceInitContext->clearDepthStencilImage( image, value, subresources); } } UnlockResourceInitContext(1); } } HRESULT D3D11Device::GetFormatSupportFlags(DXGI_FORMAT Format, UINT* pFlags1, UINT* pFlags2) const { // Query some general information from DXGI, DXVK and Vulkan about the format const DXGI_VK_FORMAT_INFO fmtMapping = m_dxgiAdapter->LookupFormat(Format, DXGI_VK_FORMAT_MODE_ANY); const VkFormatProperties fmtSupport = m_dxvkAdapter->formatProperties(fmtMapping.Format); const DxvkFormatInfo* fmtProperties = imageFormatInfo(fmtMapping.Format); // Reset output flags preemptively if (pFlags1 != nullptr) *pFlags1 = 0; if (pFlags2 != nullptr) *pFlags2 = 0; // Unsupported or invalid format if (fmtMapping.Format == VK_FORMAT_UNDEFINED) return E_INVALIDARG; UINT flags1 = 0; UINT flags2 = 0; // Format can be used for shader resource views with buffers if (fmtSupport.bufferFeatures & VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT) flags1 |= D3D11_FORMAT_SUPPORT_BUFFER; // Format can be used for vertex data if (fmtSupport.bufferFeatures & VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT) flags1 |= D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER; // Format can be used for index data. Only // these two formats are supported by D3D11. if (Format == DXGI_FORMAT_R16_UINT || Format == DXGI_FORMAT_R32_UINT) flags1 |= D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER; // TODO implement stream output // D3D11_FORMAT_SUPPORT_SO_BUFFER if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT || fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT) { const VkFormat depthFormat = m_dxgiAdapter->LookupFormat(Format, DXGI_VK_FORMAT_MODE_DEPTH).Format; if (GetImageTypeSupport(fmtMapping.Format, VK_IMAGE_TYPE_1D)) flags1 |= D3D11_FORMAT_SUPPORT_TEXTURE1D; if (GetImageTypeSupport(fmtMapping.Format, VK_IMAGE_TYPE_2D)) flags1 |= D3D11_FORMAT_SUPPORT_TEXTURE2D; if (GetImageTypeSupport(fmtMapping.Format, VK_IMAGE_TYPE_3D)) flags1 |= D3D11_FORMAT_SUPPORT_TEXTURE3D; flags1 |= D3D11_FORMAT_SUPPORT_MIP | D3D11_FORMAT_SUPPORT_CPU_LOCKABLE | D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT; // Format can be read if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) { flags1 |= D3D11_FORMAT_SUPPORT_TEXTURECUBE | D3D11_FORMAT_SUPPORT_SHADER_LOAD | D3D11_FORMAT_SUPPORT_SHADER_GATHER | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; if (depthFormat != VK_FORMAT_UNDEFINED) { flags1 |= D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON; } } // Format is a color format that can be used for rendering if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT) { flags1 |= D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN; if (m_dxvkDevice->features().logicOp) flags2 |= D3D11_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP; } // Format supports blending when used for rendering if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT) flags1 |= D3D11_FORMAT_SUPPORT_BLENDABLE; // Format is a depth-stencil format that can be used for rendering if (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) flags1 |= D3D11_FORMAT_SUPPORT_DEPTH_STENCIL; // FIXME implement properly. This would require a VkSurface. if (Format == DXGI_FORMAT_R8G8B8A8_UNORM || Format == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB || Format == DXGI_FORMAT_B8G8R8A8_UNORM || Format == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB || Format == DXGI_FORMAT_R16G16B16A16_FLOAT || Format == DXGI_FORMAT_R10G10B10A2_UNORM || Format == DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM) flags1 |= D3D11_FORMAT_SUPPORT_DISPLAY; // Query multisample support for this format VkImageFormatProperties imgFmtProperties; VkResult status = m_dxvkAdapter->imageFormatProperties(fmtMapping.Format, VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL, (fmtProperties->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) ? VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT : VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, 0, imgFmtProperties); if (status == VK_SUCCESS && imgFmtProperties.sampleCounts > VK_SAMPLE_COUNT_1_BIT) { flags1 |= D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD; } } // Format can be used for storage images or storage texel buffers if ((fmtSupport.bufferFeatures & VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT) && (fmtSupport.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT)) { flags1 |= D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW; flags2 |= D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE; if (m_dxvkDevice->features().shaderStorageImageReadWithoutFormat || Format == DXGI_FORMAT_R32_UINT || Format == DXGI_FORMAT_R32_SINT || Format == DXGI_FORMAT_R32_FLOAT) flags2 |= D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD; if (Format == DXGI_FORMAT_R32_UINT || Format == DXGI_FORMAT_R32_SINT) { flags2 |= D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_ADD | D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS | D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE | D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE; } if (Format == DXGI_FORMAT_R32_SINT) flags2 |= D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX; if (Format == DXGI_FORMAT_R32_UINT) flags2 |= D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX; } // Write back format support flags if (pFlags1 != nullptr) *pFlags1 = flags1; if (pFlags2 != nullptr) *pFlags2 = flags2; return S_OK; } BOOL D3D11Device::GetImageTypeSupport(VkFormat Format, VkImageType Type) const { VkImageFormatProperties props; VkResult status = m_dxvkAdapter->imageFormatProperties( Format, Type, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_SAMPLED_BIT, 0, props); return status == VK_SUCCESS; } void D3D11Device::CreateCounterBuffer() { const uint32_t MaxCounterStructs = 1 << 16; // The counter buffer is used as a storage buffer DxvkBufferCreateInfo info; info.size = MaxCounterStructs * sizeof(D3D11UavCounter); info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT; info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT | GetEnabledShaderStages(); info.access = VK_ACCESS_TRANSFER_READ_BIT | VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT; m_counterBuffer = m_dxvkDevice->createBuffer( info, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); // Init the counter struct allocator as well m_counterSlices.resize(MaxCounterStructs); for (uint32_t i = 0; i < MaxCounterStructs; i++) m_counterSlices[i] = MaxCounterStructs - i - 1; } void D3D11Device::LockResourceInitContext() { m_resourceInitMutex.lock(); } void D3D11Device::UnlockResourceInitContext(uint64_t CommandCount) { m_resourceInitCommands += CommandCount; if (m_resourceInitCommands >= InitCommandThreshold) SubmitResourceInitCommands(); m_resourceInitMutex.unlock(); } void D3D11Device::SubmitResourceInitCommands() { m_dxvkDevice->submitCommandList( m_resourceInitContext->endRecording(), nullptr, nullptr); m_resourceInitContext->beginRecording( m_dxvkDevice->createCommandList()); m_resourceInitCommands = 0; } D3D_FEATURE_LEVEL D3D11Device::GetMaxFeatureLevel() { static const std::array, 7> s_featureLevels = {{ { "11_1", D3D_FEATURE_LEVEL_11_1 }, { "11_0", D3D_FEATURE_LEVEL_11_0 }, { "10_1", D3D_FEATURE_LEVEL_10_1 }, { "10_0", D3D_FEATURE_LEVEL_10_0 }, { "9_3", D3D_FEATURE_LEVEL_9_3 }, { "9_2", D3D_FEATURE_LEVEL_9_2 }, { "9_1", D3D_FEATURE_LEVEL_9_1 }, }}; const std::string maxLevel = env::getEnvVar(L"DXVK_FEATURE_LEVEL"); auto entry = std::find_if(s_featureLevels.begin(), s_featureLevels.end(), [&] (const std::pair& pair) { return pair.first == maxLevel; }); return entry != s_featureLevels.end() ? entry->second : D3D_FEATURE_LEVEL_11_0; } }