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https://github.com/doitsujin/dxvk.git
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89 lines
2.6 KiB
C++
89 lines
2.6 KiB
C++
#pragma once
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#include "../dxvk/dxvk_device.h"
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#include "../d3d10/d3d10_view_dsv.h"
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#include "d3d11_device_child.h"
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namespace dxvk {
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class D3D11Device;
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/**
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* \brief Depth-stencil view
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*
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* Unordered access views are special in that they can
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* have counters, which can be used inside shaders to
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* atomically append or consume structures.
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*/
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class D3D11DepthStencilView : public D3D11DeviceChild<ID3D11DepthStencilView> {
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public:
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D3D11DepthStencilView(
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D3D11Device* pDevice,
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ID3D11Resource* pResource,
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const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc);
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~D3D11DepthStencilView();
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HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject) final;
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void STDMETHODCALLTYPE GetDevice(ID3D11Device** ppDevice) final;
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void STDMETHODCALLTYPE GetResource(ID3D11Resource** ppResource) final;
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void STDMETHODCALLTYPE GetDesc(D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc) final;
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D3D11_RESOURCE_DIMENSION GetResourceType() const {
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D3D11_RESOURCE_DIMENSION type;
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m_resource->GetType(&type);
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return type;
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}
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Rc<DxvkImageView> GetImageView() const {
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return m_view;
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}
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VkImageLayout GetRenderLayout() const {
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if (m_view->imageInfo().tiling == VK_IMAGE_TILING_OPTIMAL) {
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switch (m_desc.Flags & (D3D11_DSV_READ_ONLY_DEPTH | D3D11_DSV_READ_ONLY_STENCIL)) {
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default: // case 0
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return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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case D3D11_DSV_READ_ONLY_DEPTH:
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return VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL_KHR;
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case D3D11_DSV_READ_ONLY_STENCIL:
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return VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL_KHR;
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case D3D11_DSV_READ_ONLY_DEPTH | D3D11_DSV_READ_ONLY_STENCIL:
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return VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
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}
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} else {
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return VK_IMAGE_LAYOUT_GENERAL;
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}
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}
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D3D10DepthStencilView* GetD3D10Iface() {
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return &m_d3d10;
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}
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static HRESULT GetDescFromResource(
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ID3D11Resource* pResource,
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D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc);
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static HRESULT NormalizeDesc(
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ID3D11Resource* pResource,
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D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc);
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private:
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Com<D3D11Device> m_device;
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ID3D11Resource* m_resource;
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D3D11_DEPTH_STENCIL_VIEW_DESC m_desc;
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Rc<DxvkImageView> m_view;
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D3D10DepthStencilView m_d3d10;
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};
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}
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