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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-13 07:08:50 +01:00
dxvk/src/d3d11/d3d11_context.h
Philip Rebohle 1af52abb67
[d3d11] Move OMSetRenderTargets optimization to D3D11ImmediateContext
We cannot call Flush() on deferred contexts anyway, so the command
submission optimization should only be applied to immediate contexts.
2018-03-17 14:09:16 +01:00

664 lines
28 KiB
C++

#pragma once
#include "../dxvk/dxvk_adapter.h"
#include "../dxvk/dxvk_cs.h"
#include "../dxvk/dxvk_device.h"
#include "d3d11_context_state.h"
#include "d3d11_device_child.h"
namespace dxvk {
class D3D11Device;
class D3D11DeviceContext : public D3D11DeviceChild<ID3D11DeviceContext> {
public:
D3D11DeviceContext(
D3D11Device* pParent,
Rc<DxvkDevice> Device);
~D3D11DeviceContext();
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject) final;
void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice) final;
void STDMETHODCALLTYPE ClearState() final;
void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync) final;
void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync) final;
HRESULT STDMETHODCALLTYPE GetData(
ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) final;
void STDMETHODCALLTYPE SetPredication(
ID3D11Predicate* pPredicate,
BOOL PredicateValue) final;
void STDMETHODCALLTYPE GetPredication(
ID3D11Predicate** ppPredicate,
BOOL* pPredicateValue) final;
void STDMETHODCALLTYPE CopySubresourceRegion(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) final;
void STDMETHODCALLTYPE CopyResource(
ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) final;
void STDMETHODCALLTYPE CopyStructureCount(
ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView) final;
void STDMETHODCALLTYPE ClearRenderTargetView(
ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) final;
void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) final;
void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) final;
void STDMETHODCALLTYPE ClearDepthStencilView(
ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) final;
void STDMETHODCALLTYPE GenerateMips(
ID3D11ShaderResourceView* pShaderResourceView) final;
void STDMETHODCALLTYPE UpdateSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) final;
void STDMETHODCALLTYPE SetResourceMinLOD(
ID3D11Resource* pResource,
FLOAT MinLOD) final;
FLOAT STDMETHODCALLTYPE GetResourceMinLOD(
ID3D11Resource* pResource) final;
void STDMETHODCALLTYPE ResolveSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) final;
void STDMETHODCALLTYPE DrawAuto() final;
void STDMETHODCALLTYPE Draw(
UINT VertexCount,
UINT StartVertexLocation) final;
void STDMETHODCALLTYPE DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) final;
void STDMETHODCALLTYPE DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) final;
void STDMETHODCALLTYPE DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) final;
void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
void STDMETHODCALLTYPE DrawInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
void STDMETHODCALLTYPE Dispatch(
UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) final;
void STDMETHODCALLTYPE DispatchIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) final;
void STDMETHODCALLTYPE IASetInputLayout(
ID3D11InputLayout* pInputLayout) final;
void STDMETHODCALLTYPE IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY Topology) final;
void STDMETHODCALLTYPE IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) final;
void STDMETHODCALLTYPE IASetIndexBuffer(
ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) final;
void STDMETHODCALLTYPE IAGetInputLayout(
ID3D11InputLayout** ppInputLayout) final;
void STDMETHODCALLTYPE IAGetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY* pTopology) final;
void STDMETHODCALLTYPE IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) final;
void STDMETHODCALLTYPE IAGetIndexBuffer(
ID3D11Buffer** ppIndexBuffer,
DXGI_FORMAT* pFormat,
UINT* pOffset) final;
void STDMETHODCALLTYPE VSSetShader(
ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE VSGetShader(
ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE HSSetShader(
ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE HSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE HSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE HSGetShader(
ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE HSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE HSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE DSSetShader(
ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE DSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE DSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE DSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE DSGetShader(
ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE DSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE DSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE DSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE GSSetShader(
ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE GSGetShader(
ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE PSSetShader(
ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE PSGetShader(
ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE CSSetShader(
ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) final;
void STDMETHODCALLTYPE CSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) final;
void STDMETHODCALLTYPE CSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
void STDMETHODCALLTYPE CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) final;
void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) final;
void STDMETHODCALLTYPE CSGetShader(
ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) final;
void STDMETHODCALLTYPE CSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) final;
void STDMETHODCALLTYPE CSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) final;
void STDMETHODCALLTYPE CSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) final;
void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
void STDMETHODCALLTYPE OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView);
void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) final;
void STDMETHODCALLTYPE OMSetBlendState(
ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) final;
void STDMETHODCALLTYPE OMSetDepthStencilState(
ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) final;
void STDMETHODCALLTYPE OMGetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) final;
void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
void STDMETHODCALLTYPE OMGetBlendState(
ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) final;
void STDMETHODCALLTYPE OMGetDepthStencilState(
ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) final;
void STDMETHODCALLTYPE RSSetState(
ID3D11RasterizerState* pRasterizerState) final;
void STDMETHODCALLTYPE RSSetViewports(
UINT NumViewports,
const D3D11_VIEWPORT* pViewports) final;
void STDMETHODCALLTYPE RSSetScissorRects(
UINT NumRects,
const D3D11_RECT* pRects) final;
void STDMETHODCALLTYPE RSGetState(
ID3D11RasterizerState** ppRasterizerState) final;
void STDMETHODCALLTYPE RSGetViewports(
UINT* pNumViewports,
D3D11_VIEWPORT* pViewports) final;
void STDMETHODCALLTYPE RSGetScissorRects(
UINT* pNumRects,
D3D11_RECT* pRects) final;
void STDMETHODCALLTYPE SOSetTargets(
UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) final;
void STDMETHODCALLTYPE SOGetTargets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets) final;
protected:
D3D11Device* const m_parent;
Rc<DxvkDevice> m_device;
Rc<DxvkCsChunk> m_csChunk;
Rc<DxvkDataBuffer> m_updateBuffer;
Com<D3D11BlendState> m_defaultBlendState;
Com<D3D11DepthStencilState> m_defaultDepthStencilState;
Com<D3D11RasterizerState> m_defaultRasterizerState;
D3D11ContextState m_state;
uint64_t m_drawCount = 0;
void ApplyInputLayout();
void ApplyPrimitiveTopology();
void ApplyBlendState();
void ApplyBlendFactor();
void ApplyDepthStencilState();
void ApplyStencilRef();
void ApplyRasterizerState();
void ApplyViewportState();
void BindFramebuffer();
template<typename T>
void BindShader(
T* pShader,
VkShaderStageFlagBits Stage) {
EmitCs([
cShader = pShader != nullptr ? pShader->GetShader() : nullptr,
cStage = Stage
] (DxvkContext* ctx) {
ctx->bindShader(cStage, cShader);
});
}
void BindVertexBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Stride);
void BindIndexBuffer(
D3D11Buffer* pBuffer,
UINT Offset,
DXGI_FORMAT Format);
void BindConstantBuffer(
UINT Slot,
D3D11Buffer* pBuffer);
void BindSampler(
UINT Slot,
D3D11SamplerState* pSampler);
void BindShaderResource(
UINT Slot,
D3D11ShaderResourceView* pResource);
void BindUnorderedAccessView(
UINT UavSlot,
UINT CtrSlot,
D3D11UnorderedAccessView* pUav);
void SetConstantBuffers(
DxbcProgramType ShaderStage,
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void SetSamplers(
DxbcProgramType ShaderStage,
D3D11SamplerBindings& Bindings,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers);
void SetShaderResources(
DxbcProgramType ShaderStage,
D3D11ShaderResourceBindings& Bindings,
UINT StartSlot,
UINT NumResources,
ID3D11ShaderResourceView* const* ppResources);
void SetUnorderedAccessViews(
DxbcProgramType ShaderStage,
D3D11UnorderedAccessBindings& Bindings,
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews);
void InitUnorderedAccessViewCounters(
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts);
void RestoreState();
void RestoreConstantBuffers(
DxbcProgramType Stage,
D3D11ConstantBufferBindings& Bindings);
void RestoreSamplers(
DxbcProgramType Stage,
D3D11SamplerBindings& Bindings);
void RestoreShaderResources(
DxbcProgramType Stage,
D3D11ShaderResourceBindings& Bindings);
void RestoreUnorderedAccessViews(
DxbcProgramType Stage,
D3D11UnorderedAccessBindings& Bindings,
UINT SlotCount);
DxvkDataSlice AllocUpdateBufferSlice(size_t Size);
template<typename Cmd>
void EmitCs(Cmd&& command) {
if (!m_csChunk->push(command)) {
EmitCsChunk(std::move(m_csChunk));
m_csChunk = new DxvkCsChunk();
m_csChunk->push(command);
}
}
void FlushCsChunk() {
if (m_csChunk->commandCount() != 0) {
EmitCsChunk(std::move(m_csChunk));
m_csChunk = new DxvkCsChunk();
}
}
virtual void EmitCsChunk(Rc<DxvkCsChunk>&& chunk) = 0;
};
}