#include #include "d3d11_context.h" #include "d3d11_device.h" #include "d3d11_texture.h" #include "../dxbc/dxbc_util.h" namespace dxvk { D3D11DeviceContext::D3D11DeviceContext( D3D11Device* parent, Rc device) : m_parent(parent), m_device(device) { m_context = m_device->createContext(); m_context->beginRecording( m_device->createCommandList()); // 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_defaultBlendState->BindToContext(m_context, 0xFFFFFFFF); m_defaultDepthStencilState = static_cast(defaultDepthStencilState.ptr()); m_defaultDepthStencilState->BindToContext(m_context); m_defaultRasterizerState = static_cast(defaultRasterizerState.ptr()); m_defaultRasterizerState->BindToContext(m_context); m_context->setBlendConstants(m_state.om.blendFactor); m_context->setStencilReference(m_state.om.stencilRef); } D3D11DeviceContext::~D3D11DeviceContext() { } ULONG STDMETHODCALLTYPE D3D11DeviceContext::AddRef() { return m_parent->AddRef(); } ULONG STDMETHODCALLTYPE D3D11DeviceContext::Release() { return m_parent->Release(); } HRESULT STDMETHODCALLTYPE D3D11DeviceContext::QueryInterface( REFIID riid, void** ppvObject) { COM_QUERY_IFACE(riid, ppvObject, IUnknown); COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild); COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceContext); Logger::warn("D3D11DeviceContext::QueryInterface: Unknown interface query"); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11DeviceContext::GetDevice(ID3D11Device **ppDevice) { *ppDevice = ref(m_parent); } D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE D3D11DeviceContext::GetType() { return m_type; } UINT STDMETHODCALLTYPE D3D11DeviceContext::GetContextFlags() { return m_flags; } void STDMETHODCALLTYPE D3D11DeviceContext::ClearState() { this->IASetInputLayout(nullptr); this->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED); this->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0); for (uint32_t i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++) { ID3D11Buffer* buffer = nullptr; const UINT offset = 0; const UINT stride = 0; this->IASetVertexBuffers(i, 1, &buffer, &offset, &stride); } this->VSSetShader(nullptr, nullptr, 0); this->HSSetShader(nullptr, nullptr, 0); this->DSSetShader(nullptr, nullptr, 0); this->GSSetShader(nullptr, nullptr, 0); this->PSSetShader(nullptr, nullptr, 0); this->CSSetShader(nullptr, nullptr, 0); for (uint32_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++) { ID3D11Buffer* buffer = nullptr; this->VSSetConstantBuffers(i, 1, &buffer); this->HSSetConstantBuffers(i, 1, &buffer); this->DSSetConstantBuffers(i, 1, &buffer); this->GSSetConstantBuffers(i, 1, &buffer); this->PSSetConstantBuffers(i, 1, &buffer); this->CSSetConstantBuffers(i, 1, &buffer); } for (uint32_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++) { ID3D11ShaderResourceView* view = nullptr; this->VSSetShaderResources(i, 1, &view); this->HSSetShaderResources(i, 1, &view); this->DSSetShaderResources(i, 1, &view); this->GSSetShaderResources(i, 1, &view); this->PSSetShaderResources(i, 1, &view); this->CSSetShaderResources(i, 1, &view); } for (uint32_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++) { ID3D11SamplerState* sampler = nullptr; this->VSSetSamplers(i, 1, &sampler); this->HSSetSamplers(i, 1, &sampler); this->DSSetSamplers(i, 1, &sampler); this->GSSetSamplers(i, 1, &sampler); this->PSSetSamplers(i, 1, &sampler); this->CSSetSamplers(i, 1, &sampler); } for (uint32_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++) { ID3D11UnorderedAccessView* uav = nullptr; this->CSSetUnorderedAccessViews(i, 1, &uav, nullptr); } this->OMSetRenderTargets(0, nullptr, nullptr); this->OMSetBlendState(nullptr, nullptr, D3D11_DEFAULT_SAMPLE_MASK); this->OMSetDepthStencilState(nullptr, 0); this->RSSetState(nullptr); this->RSSetViewports(0, nullptr); this->RSSetScissorRects(0, nullptr); // this->SOSetTargets(0, nullptr, nullptr); // this->SetPredication(nullptr, FALSE); } void STDMETHODCALLTYPE D3D11DeviceContext::Flush() { if (m_type == D3D11_DEVICE_CONTEXT_IMMEDIATE) { m_device->submitCommandList( m_context->endRecording(), nullptr, nullptr); m_context->beginRecording( m_device->createCommandList()); } else { Logger::err("D3D11DeviceContext::Flush: Not supported on deferred context"); } } void STDMETHODCALLTYPE D3D11DeviceContext::ExecuteCommandList( ID3D11CommandList* pCommandList, WINBOOL RestoreContextState) { Logger::err("D3D11DeviceContext::ExecuteCommandList: Not implemented"); } HRESULT STDMETHODCALLTYPE D3D11DeviceContext::FinishCommandList( WINBOOL RestoreDeferredContextState, ID3D11CommandList **ppCommandList) { if (m_type == D3D11_DEVICE_CONTEXT_DEFERRED) { Logger::err("D3D11DeviceContext::FinishCommandList: Not implemented"); return E_NOTIMPL; } else { Logger::err("D3D11DeviceContext::FinishCommandList: Not supported on immediate context"); return DXGI_ERROR_INVALID_CALL; } } HRESULT STDMETHODCALLTYPE D3D11DeviceContext::Map( ID3D11Resource* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource) { D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&resourceDim); if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) { const D3D11Buffer* resource = static_cast(pResource); const Rc buffer = resource->GetBufferSlice().buffer(); if (buffer->mapPtr(0) == nullptr) { Logger::err("D3D11: Cannot map a device-local buffer"); return E_FAIL; } if (pMappedResource == nullptr) return S_OK; if (buffer->isInUse()) { // Don't wait if the application tells us not to if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT) return DXGI_ERROR_WAS_STILL_DRAWING; // Invalidate the buffer in order to avoid synchronization // if the application does not need the buffer contents to // be preserved. The No Overwrite mode does not require any // sort of synchronization, but should be used with care. if (MapType == D3D11_MAP_WRITE_DISCARD) { m_context->invalidateBuffer(buffer); } else if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE) { this->Flush(); this->Synchronize(); } } pMappedResource->pData = buffer->mapPtr(0); pMappedResource->RowPitch = buffer->info().size; pMappedResource->DepthPitch = buffer->info().size; return S_OK; } else { D3D11TextureInfo textureInfo; if (FAILED(GetCommonTextureInfo(pResource, &textureInfo))) { Logger::err("D3D11DeviceContext: Failed to retrieve texture info"); return E_FAIL; } if (textureInfo.image->mapPtr(0) == nullptr) { Logger::err("D3D11DeviceContext: Cannot map a device-local image"); return E_FAIL; } if (pMappedResource == nullptr) return S_OK; if (textureInfo.image->isInUse()) { // Don't wait if the application tells us not to if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT) return DXGI_ERROR_WAS_STILL_DRAWING; this->Flush(); this->Synchronize(); } const DxvkImageCreateInfo imageInfo = textureInfo.image->info(); const VkImageSubresource imageSubresource = GetSubresourceFromIndex(VK_IMAGE_ASPECT_COLOR_BIT, imageInfo.mipLevels, Subresource); const VkSubresourceLayout layout = textureInfo.image->querySubresourceLayout(imageSubresource); // TODO handle undefined stuff pMappedResource->pData = textureInfo.image->mapPtr(layout.offset); pMappedResource->RowPitch = layout.rowPitch; pMappedResource->DepthPitch = layout.depthPitch; return S_OK; } } void STDMETHODCALLTYPE D3D11DeviceContext::Unmap( ID3D11Resource* pResource, UINT Subresource) { // Nothing to do here, resources are persistently mapped } void STDMETHODCALLTYPE D3D11DeviceContext::Begin(ID3D11Asynchronous *pAsync) { Logger::err("D3D11DeviceContext::Begin: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::End(ID3D11Asynchronous *pAsync) { Logger::err("D3D11DeviceContext::End: Not implemented"); } HRESULT STDMETHODCALLTYPE D3D11DeviceContext::GetData( ID3D11Asynchronous* pAsync, void* pData, UINT DataSize, UINT GetDataFlags) { Logger::err("D3D11DeviceContext::GetData: Not implemented"); return E_NOTIMPL; } void STDMETHODCALLTYPE D3D11DeviceContext::SetPredication( ID3D11Predicate* pPredicate, WINBOOL PredicateValue) { Logger::err("D3D11DeviceContext::SetPredication: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::GetPredication( ID3D11Predicate** ppPredicate, WINBOOL* pPredicateValue) { Logger::err("D3D11DeviceContext::GetPredication: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::CopySubresourceRegion( ID3D11Resource* pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D11Resource* pSrcResource, UINT SrcSubresource, const D3D11_BOX* pSrcBox) { Logger::err("D3D11DeviceContext::CopySubresourceRegion: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::CopyResource( ID3D11Resource* pDstResource, ID3D11Resource* pSrcResource) { 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("D3D11DeviceContext: CopyResource: Mismatched resource types"); 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("D3D11DeviceContext: CopyResource: Mismatched buffer size"); return; } m_context->copyBuffer( dstBuffer.buffer(), dstBuffer.offset(), srcBuffer.buffer(), srcBuffer.offset(), srcBuffer.length()); } else { Logger::err("D3D11DeviceContext::CopyResource: Images not supported"); } } void STDMETHODCALLTYPE D3D11DeviceContext::CopyStructureCount( ID3D11Buffer* pDstBuffer, UINT DstAlignedByteOffset, ID3D11UnorderedAccessView* pSrcView) { Logger::err("D3D11DeviceContext::CopyStructureCount: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::ClearRenderTargetView( ID3D11RenderTargetView* pRenderTargetView, const FLOAT ColorRGBA[4]) { auto rtv = static_cast(pRenderTargetView); const Rc dxvkView = rtv->GetDXVKImageView(); // Find out whether the given attachment is currently bound // or not, and if it is, which attachment index it has. int32_t attachmentIndex = -1; for (uint32_t i = 0; i < m_state.om.renderTargetViews.size(); i++) { if (m_state.om.renderTargetViews.at(i) == rtv) attachmentIndex = i; } // Copy the clear color into a clear value structure. // This should also work for images that don nott have // a floating point format. VkClearColorValue clearValue; std::memcpy(clearValue.float32, ColorRGBA, sizeof(clearValue.float32)); if (attachmentIndex >= 0) { // Image is bound to the pipeline for rendering. We can // use the clear function that operates on attachments. VkClearAttachment clearInfo; clearInfo.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; clearInfo.colorAttachment = static_cast(attachmentIndex); clearInfo.clearValue.color = clearValue; // Clear the full area. On FL 9.x, only the first array // layer will be cleared, rather than all array layers. VkClearRect clearRect; clearRect.rect.offset.x = 0; clearRect.rect.offset.y = 0; clearRect.rect.extent.width = dxvkView->imageInfo().extent.width; clearRect.rect.extent.height = dxvkView->imageInfo().extent.height; clearRect.baseArrayLayer = 0; clearRect.layerCount = dxvkView->imageInfo().numLayers; if (m_parent->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0) clearRect.layerCount = 1; m_context->clearRenderTarget(clearInfo, clearRect); } else { // Image is not bound to the pipeline. We can still clear // it, but we'll have to use a generic clear function. m_context->clearColorImage(dxvkView->image(), clearValue, dxvkView->subresources()); } } void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewUint( ID3D11UnorderedAccessView* pUnorderedAccessView, const UINT Values[4]) { Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewUint: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewFloat( ID3D11UnorderedAccessView* pUnorderedAccessView, const FLOAT Values[4]) { Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewFloat: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::ClearDepthStencilView( ID3D11DepthStencilView* pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil) { auto dsv = static_cast(pDepthStencilView); const Rc dxvkView = dsv->GetDXVKImageView(); VkClearDepthStencilValue clearValue; clearValue.depth = Depth; clearValue.stencil = Stencil; if (m_state.om.depthStencilView == dsv) { // Image is bound to the pipeline for rendering. We can // use the clear function that operates on attachments. VkClearAttachment clearInfo; clearInfo.aspectMask = 0; clearInfo.colorAttachment = 0; clearInfo.clearValue.depthStencil = clearValue; if (ClearFlags & D3D11_CLEAR_DEPTH) clearInfo.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT; if (ClearFlags & D3D11_CLEAR_STENCIL) clearInfo.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT; // Clear the full area VkClearRect clearRect; clearRect.rect.offset.x = 0; clearRect.rect.offset.y = 0; clearRect.rect.extent.width = dxvkView->imageInfo().extent.width; clearRect.rect.extent.height = dxvkView->imageInfo().extent.height; clearRect.baseArrayLayer = 0; clearRect.layerCount = dxvkView->imageInfo().numLayers; // FIXME Is this correct? Docs don't say anything if (m_parent->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0) clearRect.layerCount = 1; m_context->clearRenderTarget(clearInfo, clearRect); } else { m_context->clearDepthStencilImage(dxvkView->image(), clearValue, dxvkView->subresources()); } } void STDMETHODCALLTYPE D3D11DeviceContext::GenerateMips(ID3D11ShaderResourceView* pShaderResourceView) { Logger::err("D3D11DeviceContext::GenerateMips: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::UpdateSubresource( ID3D11Resource* pDstResource, UINT DstSubresource, const D3D11_BOX* pDstBox, const void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch) { // 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(); VkDeviceSize offset = 0; VkDeviceSize size = bufferSlice.length(); if (pDstBox != nullptr) { offset = pDstBox->left; size = pDstBox->right - pDstBox->left; } if (offset + size > bufferSlice.length()) { Logger::err("D3D11DeviceContext: Buffer update range out of bounds"); return; } if (size != 0) { m_context->updateBuffer( bufferSlice.buffer(), bufferSlice.offset() + offset, size, pSrcData); } } else { D3D11TextureInfo textureInfo; if (FAILED(GetCommonTextureInfo(pDstResource, &textureInfo))) { Logger::err("D3D11DeviceContext: Failed to retrieve DXVK image"); return; } VkOffset3D offset = { 0, 0, 0 }; VkExtent3D extent = textureInfo.image->info().extent; 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 VkImageSubresource imageSubresource = GetSubresourceFromIndex(VK_IMAGE_ASPECT_COLOR_BIT, textureInfo.image->info().mipLevels, DstSubresource); VkImageSubresourceLayers layers; layers.aspectMask = imageSubresource.aspectMask; layers.mipLevel = imageSubresource.mipLevel; layers.baseArrayLayer = imageSubresource.arrayLayer; layers.layerCount = 1; m_context->updateImage( textureInfo.image, layers, offset, extent, pSrcData, SrcRowPitch, SrcDepthPitch); } } 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) { Logger::err("D3D11DeviceContext::ResolveSubresource: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawAuto() { Logger::err("D3D11DeviceContext::DrawAuto: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::Draw( UINT VertexCount, UINT StartVertexLocation) { m_context->draw( VertexCount, 1, StartVertexLocation, 0); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexed( UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation) { m_context->drawIndexed( IndexCount, 1, StartIndexLocation, BaseVertexLocation, 0); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstanced( UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation) { m_context->draw( VertexCountPerInstance, InstanceCount, StartVertexLocation, StartInstanceLocation); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstanced( UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation) { m_context->drawIndexed( IndexCountPerInstance, InstanceCount, StartIndexLocation, BaseVertexLocation, StartInstanceLocation); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstancedIndirect( ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) { Logger::err("D3D11DeviceContext::DrawIndexedInstancedIndirect: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstancedIndirect( ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) { Logger::err("D3D11DeviceContext::DrawInstancedIndirect: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::Dispatch( UINT ThreadGroupCountX, UINT ThreadGroupCountY, UINT ThreadGroupCountZ) { m_context->dispatch( ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ); } void STDMETHODCALLTYPE D3D11DeviceContext::DispatchIndirect( ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) { Logger::err("D3D11DeviceContext::DispatchIndirect: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) { auto inputLayout = static_cast(pInputLayout); if (m_state.ia.inputLayout != inputLayout) { m_state.ia.inputLayout = inputLayout; if (inputLayout != nullptr) inputLayout->BindToContext(m_context); else m_context->setInputLayout(0, nullptr, 0, nullptr); } } void STDMETHODCALLTYPE D3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) { if (m_state.ia.primitiveTopology != Topology) { m_state.ia.primitiveTopology = Topology; if (Topology == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED) return; const DxvkInputAssemblyState iaState = [&] () -> DxvkInputAssemblyState { switch (Topology) { case D3D11_PRIMITIVE_TOPOLOGY_POINTLIST: return { VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_FALSE }; case D3D11_PRIMITIVE_TOPOLOGY_LINELIST: return { VK_PRIMITIVE_TOPOLOGY_LINE_LIST, VK_FALSE }; case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP: return { VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_TRUE }; case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST: return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_FALSE }; case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP: return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, VK_TRUE }; case D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ: return { VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY, VK_FALSE }; case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ: return { VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY, VK_TRUE }; case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ: return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY, VK_FALSE }; case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ: return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, VK_TRUE }; default: Logger::err(str::format("D3D11DeviceContext::IASetPrimitiveTopology: Unknown primitive topology: ", Topology)); return { VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_FALSE }; } }(); m_context->setInputAssemblyState(iaState); } } void STDMETHODCALLTYPE D3D11DeviceContext::IASetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppVertexBuffers, const UINT* pStrides, const UINT* pOffsets) { // TODO check if any of these buffers // are bound as UAVs or stream outputs for (uint32_t i = 0; i < NumBuffers; i++) { auto newBuffer = static_cast(ppVertexBuffers[i]); m_state.ia.vertexBuffers[i].buffer = newBuffer; m_state.ia.vertexBuffers[i].offset = pOffsets[i]; m_state.ia.vertexBuffers[i].stride = pStrides[i]; if (newBuffer != nullptr) { m_context->bindVertexBuffer(StartSlot + i, newBuffer->GetBufferSlice(pOffsets[i]), pStrides[i]); } else { m_context->bindVertexBuffer(StartSlot + i, DxvkBufferSlice(), 0); } } } void STDMETHODCALLTYPE D3D11DeviceContext::IASetIndexBuffer( ID3D11Buffer* pIndexBuffer, DXGI_FORMAT Format, UINT Offset) { auto newBuffer = static_cast(pIndexBuffer); m_state.ia.indexBuffer.buffer = newBuffer; m_state.ia.indexBuffer.offset = Offset; m_state.ia.indexBuffer.format = Format; // As in Vulkan, the index format can be either a 32-bit // unsigned integer or a 16-bit unsigned integer, no other // formats are allowed. if (newBuffer != nullptr) { VkIndexType indexType = VK_INDEX_TYPE_UINT32; 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)); } m_context->bindIndexBuffer( newBuffer->GetBufferSlice(Offset), indexType); } } void STDMETHODCALLTYPE D3D11DeviceContext::IAGetInputLayout(ID3D11InputLayout** ppInputLayout) { *ppInputLayout = m_state.ia.inputLayout.ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::IAGetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY* pTopology) { *pTopology = m_state.ia.primitiveTopology; } void STDMETHODCALLTYPE D3D11DeviceContext::IAGetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppVertexBuffers, UINT* pStrides, UINT* pOffsets) { Logger::err("D3D11DeviceContext::IAGetVertexBuffers: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::IAGetIndexBuffer( ID3D11Buffer** pIndexBuffer, DXGI_FORMAT* Format, UINT* Offset) { Logger::err("D3D11DeviceContext::IAGetIndexBuffer: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShader( ID3D11VertexShader* pVertexShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) { auto shader = static_cast(pVertexShader); if (NumClassInstances != 0) Logger::err("D3D11DeviceContext::VSSetShader: Class instances not supported"); if (m_state.vs.shader != shader) { m_state.vs.shader = shader; m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, shader != nullptr ? shader->GetShader() : nullptr); } } void STDMETHODCALLTYPE D3D11DeviceContext::VSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { this->BindConstantBuffers( DxbcProgramType::VertexShader, m_state.vs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { this->BindShaderResources( DxbcProgramType::VertexShader, m_state.vs.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::VSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { this->BindSamplers( DxbcProgramType::VertexShader, m_state.vs.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShader( ID3D11VertexShader** ppVertexShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { if (ppVertexShader != nullptr) *ppVertexShader = m_state.vs.shader.ref(); if (pNumClassInstances != nullptr) { Logger::err("D3D11: VSGetShader: Class instances not implemented"); *pNumClassInstances = 0; } } void STDMETHODCALLTYPE D3D11DeviceContext::VSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { for (uint32_t i = 0; i < NumBuffers; i++) ppConstantBuffers[i] = m_state.vs.constantBuffers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { 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) { 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) { if (m_state.hs.shader.ptr() != pHullShader) Logger::err("D3D11DeviceContext::HSSetShader: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::HSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { this->BindShaderResources( DxbcProgramType::HullShader, m_state.hs.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::HSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { this->BindConstantBuffers( DxbcProgramType::HullShader, m_state.hs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::HSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { this->BindSamplers( DxbcProgramType::HullShader, m_state.hs.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShader( ID3D11HullShader** ppHullShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { if (ppHullShader != nullptr) *ppHullShader = m_state.hs.shader.ref(); if (pNumClassInstances != nullptr) { Logger::err("D3D11: HSGetShader: Class instances not implemented"); *pNumClassInstances = 0; } } void STDMETHODCALLTYPE D3D11DeviceContext::HSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { for (uint32_t i = 0; i < NumBuffers; i++) ppConstantBuffers[i] = m_state.hs.constantBuffers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { 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) { 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) { if (m_state.ds.shader.ptr() != pDomainShader) Logger::err("D3D11DeviceContext::DSSetShader: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::DSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { this->BindShaderResources( DxbcProgramType::DomainShader, m_state.ds.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::DSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { this->BindConstantBuffers( DxbcProgramType::DomainShader, m_state.ds.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::DSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { this->BindSamplers( DxbcProgramType::DomainShader, m_state.ds.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShader( ID3D11DomainShader** ppDomainShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { if (ppDomainShader != nullptr) *ppDomainShader = m_state.ds.shader.ref(); if (pNumClassInstances != nullptr) { Logger::err("D3D11: DSGetShader: Class instances not implemented"); *pNumClassInstances = 0; } } void STDMETHODCALLTYPE D3D11DeviceContext::DSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { for (uint32_t i = 0; i < NumBuffers; i++) ppConstantBuffers[i] = m_state.ds.constantBuffers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { 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) { 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) { auto shader = static_cast(pShader); if (NumClassInstances != 0) Logger::err("D3D11DeviceContext::GSSetShader: Class instances not supported"); if (m_state.gs.shader != shader) { m_state.gs.shader = shader; m_context->bindShader(VK_SHADER_STAGE_GEOMETRY_BIT, shader != nullptr ? shader->GetShader() : nullptr); } } void STDMETHODCALLTYPE D3D11DeviceContext::GSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { this->BindConstantBuffers( DxbcProgramType::GeometryShader, m_state.gs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::GSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { this->BindShaderResources( DxbcProgramType::GeometryShader, m_state.gs.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::GSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { this->BindSamplers( DxbcProgramType::GeometryShader, m_state.gs.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShader( ID3D11GeometryShader** ppGeometryShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { if (ppGeometryShader != nullptr) *ppGeometryShader = m_state.gs.shader.ref(); if (pNumClassInstances != nullptr) { Logger::err("D3D11: GSGetShader: Class instances not implemented"); *pNumClassInstances = 0; } } void STDMETHODCALLTYPE D3D11DeviceContext::GSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { for (uint32_t i = 0; i < NumBuffers; i++) ppConstantBuffers[i] = m_state.gs.constantBuffers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { 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) { 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) { auto shader = static_cast(pPixelShader); if (NumClassInstances != 0) Logger::err("D3D11DeviceContext::PSSetShader: Class instances not supported"); if (m_state.ps.shader != shader) { m_state.ps.shader = shader; m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, shader != nullptr ? shader->GetShader() : nullptr); } } void STDMETHODCALLTYPE D3D11DeviceContext::PSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { this->BindConstantBuffers( DxbcProgramType::PixelShader, m_state.ps.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::PSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { this->BindShaderResources( DxbcProgramType::PixelShader, m_state.ps.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::PSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { this->BindSamplers( DxbcProgramType::PixelShader, m_state.ps.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShader( ID3D11PixelShader** ppPixelShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { if (ppPixelShader != nullptr) *ppPixelShader = m_state.ps.shader.ref(); if (pNumClassInstances != nullptr) { Logger::err("D3D11: PSGetShader: Class instances not implemented"); *pNumClassInstances = 0; } } void STDMETHODCALLTYPE D3D11DeviceContext::PSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { for (uint32_t i = 0; i < NumBuffers; i++) ppConstantBuffers[i] = m_state.ps.constantBuffers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { 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) { 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) { auto shader = static_cast(pComputeShader); if (NumClassInstances != 0) Logger::err("D3D11DeviceContext::CSSetShader: Class instances not supported"); if (m_state.cs.shader != shader) { m_state.cs.shader = shader; m_context->bindShader(VK_SHADER_STAGE_COMPUTE_BIT, shader != nullptr ? shader->GetShader() : nullptr); } } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { this->BindConstantBuffers( DxbcProgramType::ComputeShader, m_state.cs.constantBuffers, StartSlot, NumBuffers, ppConstantBuffers); } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { this->BindShaderResources( DxbcProgramType::ComputeShader, m_state.cs.shaderResources, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { this->BindSamplers( DxbcProgramType::ComputeShader, m_state.cs.samplers, StartSlot, NumSamplers, ppSamplers); } void STDMETHODCALLTYPE D3D11DeviceContext::CSSetUnorderedAccessViews( UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, const UINT* pUAVInitialCounts) { // TODO implement append-consume buffers // if (pUAVInitialCounts != nullptr) // Logger::err("D3D11DeviceContext: pUAVInitialCounts not supported"); this->BindUnorderedAccessViews( DxbcProgramType::ComputeShader, m_state.cs.unorderedAccessViews, StartSlot, NumUAVs, ppUnorderedAccessViews); } void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShader( ID3D11ComputeShader** ppComputeShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) { if (ppComputeShader != nullptr) *ppComputeShader = m_state.cs.shader.ref(); if (pNumClassInstances != nullptr) { Logger::err("D3D11: CSGetShader: Class instances not implemented"); *pNumClassInstances = 0; } } void STDMETHODCALLTYPE D3D11DeviceContext::CSGetConstantBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) { for (uint32_t i = 0; i < NumBuffers; i++) ppConstantBuffers[i] = m_state.cs.constantBuffers.at(StartSlot + i).ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) { 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) { 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) { Logger::err("D3D11DeviceContext::CSGetUnorderedAccessViews: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargets( UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView) { for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) { D3D11RenderTargetView* view = nullptr; if ((i < NumViews) && (ppRenderTargetViews[i] != nullptr)) view = static_cast(ppRenderTargetViews[i]); m_state.om.renderTargetViews.at(i) = view; } m_state.om.depthStencilView = static_cast(pDepthStencilView); // TODO unbind overlapping shader resource views Rc framebuffer = nullptr; if (ppRenderTargetViews != nullptr || pDepthStencilView != nullptr) { // 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. DxvkRenderTargets attachments; for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) { if (m_state.om.renderTargetViews.at(i) != nullptr) attachments.setColorTarget(i, m_state.om.renderTargetViews.at(i)->GetDXVKImageView()); } if (m_state.om.depthStencilView != nullptr) attachments.setDepthTarget(m_state.om.depthStencilView->GetDXVKImageView()); if (attachments.hasAttachments()) framebuffer = m_device->createFramebuffer(attachments); } // Bind the framebuffer object to the context m_context->bindFramebuffer(framebuffer); } void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews( UINT NumRTVs, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView, UINT UAVStartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, const UINT* pUAVInitialCounts) { Logger::err("D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::OMSetBlendState( ID3D11BlendState* pBlendState, const FLOAT BlendFactor[4], UINT SampleMask) { 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; if (blendState == nullptr) blendState = m_defaultBlendState.ptr(); blendState->BindToContext(m_context, SampleMask); } if ((BlendFactor != nullptr) && (!std::memcmp(m_state.om.blendFactor, BlendFactor, 4 * sizeof(FLOAT)))) { std::memcpy(m_state.om.blendFactor, BlendFactor, 4 * sizeof(FLOAT)); m_context->setBlendConstants(BlendFactor); } } void STDMETHODCALLTYPE D3D11DeviceContext::OMSetDepthStencilState( ID3D11DepthStencilState* pDepthStencilState, UINT StencilRef) { auto depthStencilState = static_cast(pDepthStencilState); if (m_state.om.dsState != depthStencilState) { m_state.om.dsState = depthStencilState; if (depthStencilState == nullptr) depthStencilState = m_defaultDepthStencilState.ptr(); depthStencilState->BindToContext(m_context); } if (m_state.om.stencilRef != StencilRef) { m_state.om.stencilRef = StencilRef; m_context->setStencilReference(StencilRef); } } void STDMETHODCALLTYPE D3D11DeviceContext::OMGetRenderTargets( UINT NumViews, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView) { if (ppRenderTargetViews != nullptr) { for (UINT i = 0; i < NumViews; i++) ppRenderTargetViews[i] = i < m_state.om.renderTargetViews.size() ? m_state.om.renderTargetViews.at(i).ref() : nullptr; } 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) { Logger::err("D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::OMGetBlendState( ID3D11BlendState** ppBlendState, FLOAT BlendFactor[4], UINT* pSampleMask) { 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) { if (ppDepthStencilState != nullptr) *ppDepthStencilState = m_state.om.dsState.ref(); if (pStencilRef != nullptr) *pStencilRef = m_state.om.stencilRef; } void STDMETHODCALLTYPE D3D11DeviceContext::RSSetState(ID3D11RasterizerState* pRasterizerState) { auto rasterizerState = static_cast(pRasterizerState); if (m_state.rs.state != rasterizerState) { m_state.rs.state = rasterizerState; if (rasterizerState == nullptr) rasterizerState = m_defaultRasterizerState.ptr(); rasterizerState->BindToContext(m_context); // In D3D11, the rasterizer state defines // whether the scissor test is enabled, so // we have to update the scissor rectangles. this->ApplyViewportState(); } } void STDMETHODCALLTYPE D3D11DeviceContext::RSSetViewports( UINT NumViewports, const D3D11_VIEWPORT* pViewports) { m_state.rs.numViewports = NumViewports; for (uint32_t i = 0; i < NumViewports; i++) m_state.rs.viewports.at(i) = pViewports[i]; this->ApplyViewportState(); } void STDMETHODCALLTYPE D3D11DeviceContext::RSSetScissorRects( UINT NumRects, const D3D11_RECT* pRects) { m_state.rs.numScissors = NumRects; for (uint32_t i = 0; i < NumRects; i++) m_state.rs.scissors.at(i) = pRects[i]; if (m_state.rs.state != nullptr) { D3D11_RASTERIZER_DESC rsDesc; m_state.rs.state->GetDesc(&rsDesc); if (rsDesc.ScissorEnable) this->ApplyViewportState(); } } void STDMETHODCALLTYPE D3D11DeviceContext::RSGetState(ID3D11RasterizerState** ppRasterizerState) { if (ppRasterizerState != nullptr) *ppRasterizerState = m_state.rs.state.ref(); } void STDMETHODCALLTYPE D3D11DeviceContext::RSGetViewports( UINT* pNumViewports, D3D11_VIEWPORT* pViewports) { 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) { 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) { Logger::err("D3D11DeviceContext::SOSetTargets: Not implemented"); } void STDMETHODCALLTYPE D3D11DeviceContext::SOGetTargets( UINT NumBuffers, ID3D11Buffer** ppSOTargets) { Logger::err("D3D11DeviceContext::SOGetTargets: Not implemented"); } void D3D11DeviceContext::Synchronize() { m_device->waitForIdle(); } void D3D11DeviceContext::BindConstantBuffers( DxbcProgramType ShaderStage, D3D11ConstantBufferBindings& Bindings, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { const uint32_t slotId = computeResourceSlotId( ShaderStage, DxbcBindingType::ConstantBuffer, StartSlot); for (uint32_t i = 0; i < NumBuffers; i++) { auto newBuffer = static_cast(ppConstantBuffers[i]); if (Bindings[StartSlot + i] != newBuffer) { Bindings[StartSlot + i] = newBuffer; if (newBuffer != nullptr) { m_context->bindResourceBuffer( slotId + i, newBuffer->GetBufferSlice(0)); } else { m_context->bindResourceBuffer( slotId + i, DxvkBufferSlice()); } } } } void D3D11DeviceContext::BindSamplers( DxbcProgramType ShaderStage, D3D11SamplerBindings& Bindings, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { const uint32_t slotId = computeResourceSlotId( ShaderStage, DxbcBindingType::ImageSampler, StartSlot); for (uint32_t i = 0; i < NumSamplers; i++) { auto sampler = static_cast(ppSamplers[i]); if (Bindings[StartSlot + i] != sampler) { Bindings[StartSlot + i] = sampler; if (sampler != nullptr) { m_context->bindResourceSampler( slotId + i, sampler->GetDXVKSampler()); } else { m_context->bindResourceSampler( slotId + i, nullptr); } } } } void D3D11DeviceContext::BindShaderResources( DxbcProgramType ShaderStage, D3D11ShaderResourceBindings& Bindings, UINT StartSlot, UINT NumResources, ID3D11ShaderResourceView* const* ppResources) { const uint32_t slotId = computeResourceSlotId( ShaderStage, DxbcBindingType::ShaderResource, StartSlot); for (uint32_t i = 0; i < NumResources; i++) { auto resView = static_cast(ppResources[i]); if (Bindings[StartSlot + i] != resView) { Bindings[StartSlot + i] = resView; if (resView != nullptr) { // Figure out what we have to bind based on the resource type if (resView->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER) { m_context->bindResourceTexelBuffer( slotId + i, resView->GetDXVKBufferView()); } else { m_context->bindResourceImage( slotId + i, resView->GetDXVKImageView()); } } else { // When unbinding a resource, it doesn't really matter if // the resource type is correct, so we'll just bind a null // image to the given resource slot m_context->bindResourceImage(slotId + i, nullptr); } } } } void D3D11DeviceContext::BindUnorderedAccessViews( DxbcProgramType ShaderStage, D3D11UnorderedAccessBindings& Bindings, UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews) { const uint32_t slotId = computeResourceSlotId( ShaderStage, DxbcBindingType::UnorderedAccessView, StartSlot); for (uint32_t i = 0; i < NumUAVs; i++) { auto uav = static_cast(ppUnorderedAccessViews[i]); if (Bindings[StartSlot + i] != uav) { Bindings[StartSlot + i] = uav; if (uav != nullptr) { // Figure out what we have to bind based on the resource type if (uav->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER) { m_context->bindResourceTexelBuffer( slotId + i, uav->GetDXVKBufferView()); } else { m_context->bindResourceImage( slotId + i, uav->GetDXVKImageView()); } } else { // When unbinding a resource, it doesn't really matter if // the resource type is correct, so we'll just bind a null // image to the given resource slot m_context->bindResourceImage(slotId + i, nullptr); } } } } 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.at(i); viewports.at(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++) { // TODO D3D11 docs aren't clear about what should happen // when there are undefined scissor rects for a viewport. // Figure out what it does on Windows. if (enableScissorTest && (i < m_state.rs.numScissors)) { const D3D11_RECT& sr = m_state.rs.scissors.at(i); scissors.at(i) = VkRect2D { VkOffset2D { sr.left, sr.top }, VkExtent2D { static_cast(sr.right - sr.left), static_cast(sr.bottom - sr.top) } }; } else { scissors.at(i) = VkRect2D { VkOffset2D { 0, 0 }, VkExtent2D { D3D11_VIEWPORT_BOUNDS_MAX, D3D11_VIEWPORT_BOUNDS_MAX } }; } } m_context->setViewports( m_state.rs.numViewports, viewports.data(), scissors.data()); } }