mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-12 13:08:50 +01:00
8b5db80fbd
Avoids the DxvkPhysicalBuffer indirection and keeps all buffer objects alive until the DxvkBuffer itself gets destroyed.
619 lines
21 KiB
C++
619 lines
21 KiB
C++
#include "d3d11_cmdlist.h"
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#include "d3d11_context_imm.h"
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#include "d3d11_device.h"
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#include "d3d11_texture.h"
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constexpr static uint32_t MinFlushIntervalUs = 1250;
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constexpr static uint32_t MaxPendingSubmits = 3;
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namespace dxvk {
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D3D11ImmediateContext::D3D11ImmediateContext(
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D3D11Device* pParent,
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const Rc<DxvkDevice>& Device)
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: D3D11DeviceContext(pParent, Device, DxvkCsChunkFlag::SingleUse),
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m_csThread(Device->createContext()) {
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EmitCs([cDevice = m_device] (DxvkContext* ctx) {
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ctx->beginRecording(cDevice->createCommandList());
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});
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ClearState();
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}
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D3D11ImmediateContext::~D3D11ImmediateContext() {
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Flush();
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SynchronizeCsThread();
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SynchronizeDevice();
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}
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ULONG STDMETHODCALLTYPE D3D11ImmediateContext::AddRef() {
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return m_parent->AddRef();
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}
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ULONG STDMETHODCALLTYPE D3D11ImmediateContext::Release() {
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return m_parent->Release();
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}
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D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE D3D11ImmediateContext::GetType() {
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return D3D11_DEVICE_CONTEXT_IMMEDIATE;
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}
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UINT STDMETHODCALLTYPE D3D11ImmediateContext::GetContextFlags() {
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return 0;
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::End(
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ID3D11Asynchronous* pAsync) {
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D3D11DeviceContext::End(pAsync);
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if (pAsync) {
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D3D11_QUERY_DESC desc;
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static_cast<D3D11Query*>(pAsync)->GetDesc(&desc);
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if (desc.Query == D3D11_QUERY_EVENT)
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FlushImplicit(TRUE);
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}
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}
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HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::GetData(
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ID3D11Asynchronous* pAsync,
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void* pData,
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UINT DataSize,
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UINT GetDataFlags) {
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if (!pAsync)
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return E_INVALIDARG;
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// Make sure that we can safely write to the memory
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// location pointed to by pData if it is specified.
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if (DataSize == 0)
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pData = nullptr;
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if (pData && pAsync->GetDataSize() != DataSize) {
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Logger::err(str::format(
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"D3D11: GetData: Data size mismatch",
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"\n Expected: ", pAsync->GetDataSize(),
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"\n Got: ", DataSize));
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return E_INVALIDARG;
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}
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// Get query status directly from the query object
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HRESULT hr = static_cast<D3D11Query*>(pAsync)->GetData(pData, GetDataFlags);
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// If we're likely going to spin on the asynchronous object,
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// flush the context so that we're keeping the GPU busy
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if (hr == S_FALSE)
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FlushImplicit(FALSE);
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return hr;
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::Flush() {
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m_parent->FlushInitContext();
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D3D10DeviceLock lock = LockContext();
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if (m_csIsBusy || m_csChunk->commandCount() != 0) {
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// Add commands to flush the threaded
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// context, then flush the command list
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EmitCs([] (DxvkContext* ctx) {
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ctx->flushCommandList();
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});
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FlushCsChunk();
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// Reset flush timer used for implicit flushes
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m_lastFlush = std::chrono::high_resolution_clock::now();
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m_csIsBusy = false;
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}
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::ExecuteCommandList(
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ID3D11CommandList* pCommandList,
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BOOL RestoreContextState) {
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D3D10DeviceLock lock = LockContext();
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auto commandList = static_cast<D3D11CommandList*>(pCommandList);
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// Flush any outstanding commands so that
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// we don't mess up the execution order
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FlushCsChunk();
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// As an optimization, flush everything if the
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// number of pending draw calls is high enough.
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FlushImplicit(FALSE);
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// Dispatch command list to the CS thread and
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// restore the immediate context's state
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commandList->EmitToCsThread(&m_csThread);
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if (RestoreContextState)
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RestoreState();
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else
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ClearState();
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// Mark CS thread as busy so that subsequent
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// flush operations get executed correctly.
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m_csIsBusy = true;
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}
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HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::FinishCommandList(
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BOOL RestoreDeferredContextState,
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ID3D11CommandList **ppCommandList) {
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InitReturnPtr(ppCommandList);
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Logger::err("D3D11: FinishCommandList called on immediate context");
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return DXGI_ERROR_INVALID_CALL;
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}
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HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::Map(
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ID3D11Resource* pResource,
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UINT Subresource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
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D3D10DeviceLock lock = LockContext();
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if (!pResource || !pMappedResource)
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return E_INVALIDARG;
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D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
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pResource->GetType(&resourceDim);
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HRESULT hr;
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if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
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hr = MapBuffer(
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static_cast<D3D11Buffer*>(pResource),
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MapType, MapFlags, pMappedResource);
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} else {
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hr = MapImage(
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GetCommonTexture(pResource),
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Subresource, MapType, MapFlags,
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pMappedResource);
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}
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if (FAILED(hr)) {
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pMappedResource->pData = nullptr;
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pMappedResource->RowPitch = 0;
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pMappedResource->DepthPitch = 0;
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}
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return hr;
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::Unmap(
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ID3D11Resource* pResource,
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UINT Subresource) {
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D3D10DeviceLock lock = LockContext();
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D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
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pResource->GetType(&resourceDim);
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if (resourceDim != D3D11_RESOURCE_DIMENSION_BUFFER)
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UnmapImage(GetCommonTexture(pResource), Subresource);
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::CopySubresourceRegion(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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UINT DstX,
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UINT DstY,
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UINT DstZ,
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ID3D11Resource* pSrcResource,
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UINT SrcSubresource,
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const D3D11_BOX* pSrcBox) {
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FlushImplicit(FALSE);
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D3D11DeviceContext::CopySubresourceRegion(
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pDstResource, DstSubresource, DstX, DstY, DstZ,
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pSrcResource, SrcSubresource, pSrcBox);
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::CopySubresourceRegion1(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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UINT DstX,
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UINT DstY,
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UINT DstZ,
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ID3D11Resource* pSrcResource,
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UINT SrcSubresource,
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const D3D11_BOX* pSrcBox,
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UINT CopyFlags) {
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FlushImplicit(FALSE);
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D3D11DeviceContext::CopySubresourceRegion1(
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pDstResource, DstSubresource, DstX, DstY, DstZ,
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pSrcResource, SrcSubresource, pSrcBox, CopyFlags);
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::CopyResource(
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ID3D11Resource* pDstResource,
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ID3D11Resource* pSrcResource) {
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FlushImplicit(FALSE);
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D3D11DeviceContext::CopyResource(
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pDstResource, pSrcResource);
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::GenerateMips(
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ID3D11ShaderResourceView* pShaderResourceView) {
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FlushImplicit(FALSE);
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D3D11DeviceContext::GenerateMips(
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pShaderResourceView);
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::UpdateSubresource(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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const D3D11_BOX* pDstBox,
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const void* pSrcData,
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UINT SrcRowPitch,
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UINT SrcDepthPitch) {
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FlushImplicit(FALSE);
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D3D11DeviceContext::UpdateSubresource(
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pDstResource, DstSubresource, pDstBox,
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pSrcData, SrcRowPitch, SrcDepthPitch);
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::UpdateSubresource1(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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const D3D11_BOX* pDstBox,
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const void* pSrcData,
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UINT SrcRowPitch,
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UINT SrcDepthPitch,
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UINT CopyFlags) {
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FlushImplicit(FALSE);
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D3D11DeviceContext::UpdateSubresource1(
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pDstResource, DstSubresource, pDstBox,
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pSrcData, SrcRowPitch, SrcDepthPitch,
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CopyFlags);
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::ResolveSubresource(
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ID3D11Resource* pDstResource,
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UINT DstSubresource,
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ID3D11Resource* pSrcResource,
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UINT SrcSubresource,
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DXGI_FORMAT Format) {
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FlushImplicit(FALSE);
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D3D11DeviceContext::ResolveSubresource(
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pDstResource, DstSubresource,
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pSrcResource, SrcSubresource,
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Format);
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::OMSetRenderTargets(
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UINT NumViews,
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ID3D11RenderTargetView* const* ppRenderTargetViews,
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ID3D11DepthStencilView* pDepthStencilView) {
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FlushImplicit(FALSE);
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D3D11DeviceContext::OMSetRenderTargets(
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NumViews, ppRenderTargetViews, pDepthStencilView);
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::OMSetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
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ID3D11RenderTargetView* const* ppRenderTargetViews,
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ID3D11DepthStencilView* pDepthStencilView,
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UINT UAVStartSlot,
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UINT NumUAVs,
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ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
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const UINT* pUAVInitialCounts) {
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FlushImplicit(FALSE);
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D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
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NumRTVs, ppRenderTargetViews, pDepthStencilView,
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UAVStartSlot, NumUAVs, ppUnorderedAccessViews,
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pUAVInitialCounts);
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}
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HRESULT D3D11ImmediateContext::MapBuffer(
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D3D11Buffer* pResource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
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Rc<DxvkBuffer> buffer = pResource->GetBuffer();
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if (!(buffer->memFlags() & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)) {
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Logger::err("D3D11: Cannot map a device-local buffer");
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return E_INVALIDARG;
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}
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if (MapType == D3D11_MAP_WRITE_DISCARD) {
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// Allocate a new backing slice for the buffer and set
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// it as the 'new' mapped slice. This assumes that the
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// only way to invalidate a buffer is by mapping it.
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auto physSlice = pResource->DiscardSlice();
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pMappedResource->pData = physSlice.mapPtr;
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pMappedResource->RowPitch = pResource->Desc()->ByteWidth;
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pMappedResource->DepthPitch = pResource->Desc()->ByteWidth;
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EmitCs([
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cBuffer = std::move(buffer),
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cBufferSlice = std::move(physSlice)
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] (DxvkContext* ctx) {
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ctx->invalidateBuffer(cBuffer, cBufferSlice);
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});
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return S_OK;
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} else {
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// Wait until the resource is no longer in use
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if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE) {
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if (!WaitForResource(buffer, MapFlags))
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return DXGI_ERROR_WAS_STILL_DRAWING;
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}
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// Use map pointer from previous map operation. This
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// way we don't have to synchronize with the CS thread
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// if the map mode is D3D11_MAP_WRITE_NO_OVERWRITE.
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DxvkBufferSliceHandle physSlice = pResource->GetMappedSlice();
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pMappedResource->pData = physSlice.mapPtr;
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pMappedResource->RowPitch = pResource->Desc()->ByteWidth;
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pMappedResource->DepthPitch = pResource->Desc()->ByteWidth;
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return S_OK;
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}
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}
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HRESULT D3D11ImmediateContext::MapImage(
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D3D11CommonTexture* pResource,
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UINT Subresource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
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const Rc<DxvkImage> mappedImage = pResource->GetImage();
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const Rc<DxvkBuffer> mappedBuffer = pResource->GetMappedBuffer();
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if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_NONE) {
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Logger::err("D3D11: Cannot map a device-local image");
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return E_INVALIDARG;
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}
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auto formatInfo = imageFormatInfo(mappedImage->info().format);
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auto subresource = pResource->GetSubresourceFromIndex(
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formatInfo->aspectMask, Subresource);
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pResource->SetMappedSubresource(subresource, MapType);
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if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT) {
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const VkImageType imageType = mappedImage->info().type;
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// Wait for the resource to become available
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if (!WaitForResource(mappedImage, MapFlags))
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return DXGI_ERROR_WAS_STILL_DRAWING;
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// Query the subresource's memory layout and hope that
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// the application respects the returned pitch values.
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VkSubresourceLayout layout = mappedImage->querySubresourceLayout(subresource);
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pMappedResource->pData = mappedImage->mapPtr(layout.offset);
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pMappedResource->RowPitch = imageType >= VK_IMAGE_TYPE_2D ? layout.rowPitch : layout.size;
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pMappedResource->DepthPitch = imageType >= VK_IMAGE_TYPE_3D ? layout.depthPitch : layout.size;
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return S_OK;
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} else if (formatInfo->aspectMask == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
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VkExtent3D levelExtent = mappedImage->mipLevelExtent(subresource.mipLevel);
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if (MapType != D3D11_MAP_READ) {
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Logger::err(str::format("D3D11: Map type ", MapType, " not supported for depth-stencil images"));
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return E_INVALIDARG;
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}
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// The actual Vulkan image format may differ
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// from the format requested by the application
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VkFormat packFormat = GetPackedDepthStencilFormat(pResource->Desc()->Format);
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auto packFormatInfo = imageFormatInfo(packFormat);
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// This is slow, but we have to dispatch a pack
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// operation and then immediately synchronize.
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EmitCs([
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cImageBuffer = mappedBuffer,
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cImage = mappedImage,
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cSubresource = subresource,
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cFormat = packFormat
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] (DxvkContext* ctx) {
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auto layers = vk::makeSubresourceLayers(cSubresource);
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auto x = cImage->mipLevelExtent(cSubresource.mipLevel);
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VkOffset2D offset = { 0, 0 };
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VkExtent2D extent = { x.width, x.height };
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ctx->copyDepthStencilImageToPackedBuffer(
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cImageBuffer, 0, cImage, layers, offset, extent, cFormat);
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});
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WaitForResource(mappedBuffer, 0);
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DxvkBufferSliceHandle physSlice = mappedBuffer->getSliceHandle();
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pMappedResource->pData = physSlice.mapPtr;
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pMappedResource->RowPitch = packFormatInfo->elementSize * levelExtent.width;
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pMappedResource->DepthPitch = packFormatInfo->elementSize * levelExtent.width * levelExtent.height;
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return S_OK;
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} else {
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VkExtent3D levelExtent = mappedImage->mipLevelExtent(subresource.mipLevel);
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VkExtent3D blockCount = util::computeBlockCount(levelExtent, formatInfo->blockSize);
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DxvkBufferSliceHandle physSlice;
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if (MapType == D3D11_MAP_WRITE_DISCARD) {
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// We do not have to preserve the contents of the
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// buffer if the entire image gets discarded.
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physSlice = mappedBuffer->allocSlice();
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EmitCs([
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cImageBuffer = mappedBuffer,
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cBufferSlice = physSlice
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] (DxvkContext* ctx) {
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ctx->invalidateBuffer(cImageBuffer, cBufferSlice);
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});
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} else {
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// When using any map mode which requires the image contents
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// to be preserved, and if the GPU has write access to the
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// image, copy the current image contents into the buffer.
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const bool copyExistingData = pResource->Desc()->Usage == D3D11_USAGE_STAGING;
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if (copyExistingData) {
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auto subresourceLayers = vk::makeSubresourceLayers(subresource);
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EmitCs([
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cImageBuffer = mappedBuffer,
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cImage = mappedImage,
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cSubresources = subresourceLayers,
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cLevelExtent = levelExtent
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] (DxvkContext* ctx) {
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ctx->copyImageToBuffer(
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cImageBuffer, 0, VkExtent2D { 0u, 0u },
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cImage, cSubresources, VkOffset3D { 0, 0, 0 },
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cLevelExtent);
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});
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}
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WaitForResource(mappedBuffer, 0);
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physSlice = mappedBuffer->getSliceHandle();
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}
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// Set up map pointer. Data is tightly packed within the mapped buffer.
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pMappedResource->pData = physSlice.mapPtr;
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pMappedResource->RowPitch = formatInfo->elementSize * blockCount.width;
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pMappedResource->DepthPitch = formatInfo->elementSize * blockCount.width * blockCount.height;
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return S_OK;
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}
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}
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void D3D11ImmediateContext::UnmapImage(
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D3D11CommonTexture* pResource,
|
|
UINT Subresource) {
|
|
if (pResource->GetMapType() == D3D11_MAP_READ)
|
|
return;
|
|
|
|
if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER) {
|
|
// Now that data has been written into the buffer,
|
|
// we need to copy its contents into the image
|
|
const Rc<DxvkImage> mappedImage = pResource->GetImage();
|
|
const Rc<DxvkBuffer> mappedBuffer = pResource->GetMappedBuffer();
|
|
|
|
VkImageSubresource subresource = pResource->GetMappedSubresource();
|
|
|
|
VkExtent3D levelExtent = mappedImage
|
|
->mipLevelExtent(subresource.mipLevel);
|
|
|
|
VkImageSubresourceLayers subresourceLayers = {
|
|
subresource.aspectMask,
|
|
subresource.mipLevel,
|
|
subresource.arrayLayer, 1 };
|
|
|
|
EmitCs([
|
|
cSrcBuffer = mappedBuffer,
|
|
cDstImage = mappedImage,
|
|
cDstLayers = subresourceLayers,
|
|
cDstLevelExtent = levelExtent
|
|
] (DxvkContext* ctx) {
|
|
ctx->copyBufferToImage(cDstImage, cDstLayers,
|
|
VkOffset3D { 0, 0, 0 }, cDstLevelExtent,
|
|
cSrcBuffer, 0, { 0u, 0u });
|
|
});
|
|
}
|
|
|
|
pResource->ClearMappedSubresource();
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::SynchronizeCsThread() {
|
|
D3D10DeviceLock lock = LockContext();
|
|
|
|
// Dispatch current chunk so that all commands
|
|
// recorded prior to this function will be run
|
|
FlushCsChunk();
|
|
|
|
m_csThread.synchronize();
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::SynchronizeDevice() {
|
|
m_device->waitForIdle();
|
|
}
|
|
|
|
|
|
bool D3D11ImmediateContext::WaitForResource(
|
|
const Rc<DxvkResource>& Resource,
|
|
UINT MapFlags) {
|
|
// Some games (e.g. The Witcher 3) do not work correctly
|
|
// when a map fails with D3D11_MAP_FLAG_DO_NOT_WAIT set
|
|
if (!m_parent->GetOptions()->allowMapFlagNoWait)
|
|
MapFlags &= ~D3D11_MAP_FLAG_DO_NOT_WAIT;
|
|
|
|
// Wait for the any pending D3D11 command to be executed
|
|
// on the CS thread so that we can determine whether the
|
|
// resource is currently in use or not.
|
|
SynchronizeCsThread();
|
|
|
|
if (Resource->isInUse()) {
|
|
if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT) {
|
|
// We don't have to wait, but misbehaving games may
|
|
// still try to spin on `Map` until the resource is
|
|
// idle, so we should flush pending commands
|
|
FlushImplicit(FALSE);
|
|
return false;
|
|
} else {
|
|
// Make sure pending commands using the resource get
|
|
// executed on the the GPU if we have to wait for it
|
|
Flush();
|
|
SynchronizeCsThread();
|
|
|
|
while (Resource->isInUse())
|
|
dxvk::this_thread::yield();
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::EmitCsChunk(DxvkCsChunkRef&& chunk) {
|
|
m_csThread.dispatchChunk(std::move(chunk));
|
|
m_csIsBusy = true;
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::FlushImplicit(BOOL StrongHint) {
|
|
// Flush only if the GPU is about to go idle, in
|
|
// order to keep the number of submissions low.
|
|
if (StrongHint || m_device->pendingSubmissions() <= MaxPendingSubmits) {
|
|
auto now = std::chrono::high_resolution_clock::now();
|
|
|
|
// Prevent flushing too often in short intervals.
|
|
if (now - m_lastFlush >= std::chrono::microseconds(MinFlushIntervalUs))
|
|
Flush();
|
|
}
|
|
}
|
|
|
|
}
|