#include "d3d11_context_imm.h" #include "d3d11_device.h" #include "d3d11_texture.h" namespace dxvk { D3D11ImmediateContext::D3D11ImmediateContext( D3D11Device* parent, Rc device) : D3D11DeviceContext(parent, device) { } D3D11ImmediateContext::~D3D11ImmediateContext() { } ULONG STDMETHODCALLTYPE D3D11ImmediateContext::AddRef() { return m_parent->AddRef(); } ULONG STDMETHODCALLTYPE D3D11ImmediateContext::Release() { return m_parent->Release(); } D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE D3D11ImmediateContext::GetType() { return D3D11_DEVICE_CONTEXT_IMMEDIATE; } UINT STDMETHODCALLTYPE D3D11ImmediateContext::GetContextFlags() { return 0; } void STDMETHODCALLTYPE D3D11ImmediateContext::Flush() { m_parent->FlushInitContext(); m_drawCount = 0; EmitCs([dev = m_device] (DxvkContext* ctx) { dev->submitCommandList( ctx->endRecording(), nullptr, nullptr); ctx->beginRecording( dev->createCommandList()); }); } void STDMETHODCALLTYPE D3D11ImmediateContext::ExecuteCommandList( ID3D11CommandList* pCommandList, WINBOOL RestoreContextState) { Logger::err("D3D11ImmediateContext::ExecuteCommandList: Not implemented"); } HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::FinishCommandList( WINBOOL RestoreDeferredContextState, ID3D11CommandList **ppCommandList) { Logger::err("D3D11: FinishCommandList called on immediate context"); return DXGI_ERROR_INVALID_CALL; } HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::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) { D3D11Buffer* resource = static_cast(pResource); Rc buffer = resource->GetBufferSlice().buffer(); if (!(buffer->memFlags() & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)) { Logger::err("D3D11: Cannot map a device-local buffer"); return E_INVALIDARG; } if (pMappedResource == nullptr) return S_FALSE; DxvkPhysicalBufferSlice physicalSlice; if (MapType == D3D11_MAP_WRITE_DISCARD) { // Allocate a new backing slice for the buffer and set // it as the 'new' mapped slice. This assumes that the // only way to invalidate a buffer is by mapping it. physicalSlice = buffer->allocPhysicalSlice(); resource->GetBufferInfo()->mappedSlice = physicalSlice; EmitCs([ cBuffer = buffer, cPhysicalSlice = physicalSlice ] (DxvkContext* ctx) { ctx->invalidateBuffer(cBuffer, cPhysicalSlice); }); } else if (MapType == D3D11_MAP_WRITE_NO_OVERWRITE) { // Use map pointer from previous map operation. This // way we don't have to synchronize with the CS thread. physicalSlice = resource->GetBufferInfo()->mappedSlice; } else { // Synchronize with CS thread so that we know whether // the buffer is currently in use by the GPU or not // TODO implement if (buffer->isInUse()) { if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT) return DXGI_ERROR_WAS_STILL_DRAWING; Flush(); Synchronize(); } } pMappedResource->pData = physicalSlice.mapPtr(0); pMappedResource->RowPitch = physicalSlice.length(); pMappedResource->DepthPitch = physicalSlice.length(); return S_OK; } else { // Mapping an image is sadly not as simple as mapping a buffer // because applications tend to ignore row and layer strides. // We use a buffer instead and then perform a copy. D3D11TextureInfo* textureInfo = GetCommonTextureInfo(pResource); if (textureInfo->imageBuffer == nullptr) { Logger::err("D3D11DeviceContext: Cannot map a device-local image"); return E_INVALIDARG; } if (pMappedResource == nullptr) return S_FALSE; // Query format and subresource in order to compute // the row pitch and layer pitch properly. const DxvkImageCreateInfo& imageInfo = textureInfo->image->info(); const DxvkFormatInfo* formatInfo = imageFormatInfo(imageInfo.format); textureInfo->mappedSubresource = GetSubresourceFromIndex(VK_IMAGE_ASPECT_COLOR_BIT, imageInfo.mipLevels, Subresource); const VkExtent3D levelExtent = textureInfo->image ->mipLevelExtent(textureInfo->mappedSubresource.mipLevel); const VkExtent3D blockCount = util::computeBlockCount( levelExtent, formatInfo->blockSize); DxvkPhysicalBufferSlice physicalSlice; // When using any map mode which requires the image contents // to be preserved, copy the image's contents into the buffer. if (MapType == D3D11_MAP_WRITE_DISCARD) { physicalSlice = textureInfo->imageBuffer->allocPhysicalSlice(); EmitCs([ cImageBuffer = textureInfo->imageBuffer, cPhysicalSlice = physicalSlice ] (DxvkContext* ctx) { ctx->invalidateBuffer(cImageBuffer, cPhysicalSlice); }); } else { const VkImageSubresourceLayers subresourceLayers = { textureInfo->mappedSubresource.aspectMask, textureInfo->mappedSubresource.mipLevel, textureInfo->mappedSubresource.arrayLayer, 1 }; EmitCs([ cImageBuffer = textureInfo->imageBuffer, cImage = textureInfo->image, cSubresources = subresourceLayers, cLevelExtent = levelExtent ] (DxvkContext* ctx) { ctx->copyImageToBuffer( cImageBuffer, 0, VkExtent2D { 0u, 0u }, cImage, cSubresources, VkOffset3D { 0, 0, 0 }, cLevelExtent); }); Flush(); Synchronize(); physicalSlice = textureInfo->imageBuffer->slice(); } // Set up map pointer. Data is tightly packed within the mapped buffer. pMappedResource->pData = physicalSlice.mapPtr(0); pMappedResource->RowPitch = formatInfo->elementSize * blockCount.width; pMappedResource->DepthPitch = formatInfo->elementSize * blockCount.width * blockCount.height; return S_OK; } } void STDMETHODCALLTYPE D3D11ImmediateContext::Unmap( ID3D11Resource* pResource, UINT Subresource) { D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&resourceDim); if (resourceDim != D3D11_RESOURCE_DIMENSION_BUFFER) { // Now that data has been written into the buffer, // we need to copy its contents into the image const D3D11TextureInfo* textureInfo = GetCommonTextureInfo(pResource); const VkExtent3D levelExtent = textureInfo->image ->mipLevelExtent(textureInfo->mappedSubresource.mipLevel); const VkImageSubresourceLayers subresourceLayers = { textureInfo->mappedSubresource.aspectMask, textureInfo->mappedSubresource.mipLevel, textureInfo->mappedSubresource.arrayLayer, 1 }; EmitCs([ cSrcBuffer = textureInfo->imageBuffer, cDstImage = textureInfo->image, cDstLayers = subresourceLayers, cDstLevelExtent = levelExtent ] (DxvkContext* ctx) { ctx->copyBufferToImage(cDstImage, cDstLayers, VkOffset3D { 0, 0, 0 }, cDstLevelExtent, cSrcBuffer, 0, { 0u, 0u }); }); } } void D3D11ImmediateContext::Synchronize() { // FIXME waiting until the device finished executing *all* // pending commands is too pessimistic. Instead we should // wait for individual command submissions to complete. // This will require changes in the DxvkDevice class. m_device->waitForIdle(); } }