mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-14 18:23:52 +01:00
350 lines
8.5 KiB
C++
350 lines
8.5 KiB
C++
#pragma once
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#include <array>
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#include "d3d11_buffer.h"
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#include "d3d11_input_layout.h"
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#include "d3d11_query.h"
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#include "d3d11_sampler.h"
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#include "d3d11_shader.h"
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#include "d3d11_state.h"
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#include "d3d11_view_dsv.h"
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#include "d3d11_view_rtv.h"
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#include "d3d11_view_srv.h"
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#include "d3d11_view_uav.h"
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namespace dxvk {
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/**
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* \brief Per-stage state
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*
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* Stores an object of the given type for each shader stage.
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* \tparam Object type
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*/
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template<typename T>
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class D3D11ShaderStageState {
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public:
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T& operator [] (DxbcProgramType type) { return m_state[uint32_t(type)]; }
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const T& operator [] (DxbcProgramType type) const { return m_state[uint32_t(type)]; }
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/**
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* \brief Calls reset method on all objects
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*/
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void reset() {
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for (auto& state : m_state)
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state.reset();
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}
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private:
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std::array<T, 6> m_state = { };
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};
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/**
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* \brief Constant buffer bindings
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*
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* Stores the bound buffer range from a runtime point of view,
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* as well as the range that is actually bound to the context.
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*/
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struct D3D11ConstantBufferBinding {
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Com<D3D11Buffer> buffer = nullptr;
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UINT constantOffset = 0;
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UINT constantCount = 0;
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UINT constantBound = 0;
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};
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struct D3D11ShaderStageCbvBinding {
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std::array<D3D11ConstantBufferBinding, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT> buffers = { };
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uint32_t maxCount = 0;
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void reset() {
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for (uint32_t i = 0; i < maxCount; i++)
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buffers[i] = D3D11ConstantBufferBinding();
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maxCount = 0;
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}
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};
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using D3D11CbvBindings = D3D11ShaderStageState<D3D11ShaderStageCbvBinding>;
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/**
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* \brief Shader resource bindings
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*
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* Stores bound shader resource views, as well as a bit
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* set of views that are potentially hazardous.
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*/
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struct D3D11ShaderStageSrvBinding {
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std::array<Com<D3D11ShaderResourceView>, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT> views = { };
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DxvkBindingSet<D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT> hazardous = { };
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uint32_t maxCount = 0;
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void reset() {
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for (uint32_t i = 0; i < maxCount; i++)
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views[i] = nullptr;
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hazardous.clear();
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maxCount = 0;
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}
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};
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using D3D11SrvBindings = D3D11ShaderStageState<D3D11ShaderStageSrvBinding>;
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/**
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* \brief Sampler bindings
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*
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* Stores bound samplers.
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*/
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struct D3D11ShaderStageSamplerBinding {
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std::array<D3D11SamplerState*, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT> samplers = { };
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uint32_t maxCount = 0;
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void reset() {
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for (uint32_t i = 0; i < maxCount; i++)
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samplers[i] = nullptr;
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maxCount = 0;
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}
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};
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using D3D11SamplerBindings = D3D11ShaderStageState<D3D11ShaderStageSamplerBinding>;
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/**
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* \brief UAV bindings
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*
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* Stores bound UAVs. For compute shader UAVs,
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* we also store a bit mask of bound UAVs.
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*/
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using D3D11ShaderStageUavBinding = std::array<Com<D3D11UnorderedAccessView>, D3D11_1_UAV_SLOT_COUNT>;
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struct D3D11UavBindings {
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D3D11ShaderStageUavBinding views = { };
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DxvkBindingSet<D3D11_1_UAV_SLOT_COUNT> mask = { };
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uint32_t maxCount = 0;
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void reset() {
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for (uint32_t i = 0; i < maxCount; i++)
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views[i] = nullptr;
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mask.clear();
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maxCount = 0;
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}
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};
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/**
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* \brief Input assembly state
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*
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* Stores vertex buffers, the index buffer, the
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* input layout, and the dynamic primitive topology.
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*/
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struct D3D11VertexBufferBinding {
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Com<D3D11Buffer> buffer = nullptr;
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UINT offset = 0;
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UINT stride = 0;
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};
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struct D3D11IndexBufferBinding {
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Com<D3D11Buffer> buffer = nullptr;
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UINT offset = 0;
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DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
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};
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struct D3D11ContextStateIA {
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Com<D3D11InputLayout> inputLayout = nullptr;
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D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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std::array<D3D11VertexBufferBinding, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT> vertexBuffers = { };
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D3D11IndexBufferBinding indexBuffer = { };
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uint32_t maxVbCount = 0;
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void reset() {
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inputLayout = nullptr;
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primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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for (uint32_t i = 0; i < maxVbCount; i++)
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vertexBuffers[i] = D3D11VertexBufferBinding();
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indexBuffer = D3D11IndexBufferBinding();
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}
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};
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/**
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* \brief Output merger state
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*
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* Stores RTV, DSV, and graphics UAV bindings, as well as related state.
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*/
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using D3D11RenderTargetViewBinding = std::array<Com<D3D11RenderTargetView, false>, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT>;
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struct D3D11ContextStateOM {
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D3D11ShaderStageUavBinding uavs = { };
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D3D11RenderTargetViewBinding rtvs = { };
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Com<D3D11DepthStencilView, false> dsv = { };
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D3D11BlendState* cbState = nullptr;
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D3D11DepthStencilState* dsState = nullptr;
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FLOAT blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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UINT sampleCount = 0u;
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UINT sampleMask = D3D11_DEFAULT_SAMPLE_MASK;
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UINT stencilRef = D3D11_DEFAULT_STENCIL_REFERENCE;
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UINT maxRtv = 0u;
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UINT maxUav = 0u;
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void reset() {
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for (uint32_t i = 0; i < maxUav; i++)
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uavs[i] = nullptr;
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for (uint32_t i = 0; i < maxRtv; i++)
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rtvs[i] = nullptr;
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dsv = nullptr;
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cbState = nullptr;
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dsState = nullptr;
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for (uint32_t i = 0; i < 4; i++)
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blendFactor[i] = 1.0f;
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sampleCount = 0u;
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sampleMask = D3D11_DEFAULT_SAMPLE_MASK;
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stencilRef = D3D11_DEFAULT_STENCIL_REFERENCE;
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maxRtv = 0;
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maxUav = 0;
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}
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};
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/**
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* \brief Indirect draw state
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*
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* Stores the current indirct draw
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* argument and draw count buffer.
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*/
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struct D3D11ContextStateID {
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Com<D3D11Buffer> argBuffer = nullptr;
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Com<D3D11Buffer> cntBuffer = nullptr;
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void reset() {
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argBuffer = nullptr;
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cntBuffer = nullptr;
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}
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};
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/**
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* \brief Rasterizer state
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*
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* Stores viewport info and the rasterizer state object.
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*/
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struct D3D11ContextStateRS {
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uint32_t numViewports = 0;
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uint32_t numScissors = 0;
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std::array<D3D11_VIEWPORT, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE> viewports = { };
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std::array<D3D11_RECT, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE> scissors = { };
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D3D11RasterizerState* state = nullptr;
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void reset() {
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for (uint32_t i = 0; i < numViewports; i++)
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viewports[i] = D3D11_VIEWPORT();
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for (uint32_t i = 0; i < numScissors; i++)
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scissors[i] = D3D11_RECT();
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numViewports = 0;
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numScissors = 0;
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state = nullptr;
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}
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};
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/**
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* \brief Stream output binding
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*
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* Stores stream output buffers with offset.
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*/
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struct D3D11ContextSoTarget {
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Com<D3D11Buffer> buffer = nullptr;
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UINT offset = 0;
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};
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struct D3D11ContextStateSO {
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std::array<D3D11ContextSoTarget, D3D11_SO_BUFFER_SLOT_COUNT> targets = { };
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void reset() {
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for (uint32_t i = 0; i < targets.size(); i++)
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targets[i] = D3D11ContextSoTarget();
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}
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};
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/**
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* \brief Predication state
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*
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* Stores predication info.
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*/
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struct D3D11ContextStatePR {
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Com<D3D11Query> predicateObject = nullptr;
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BOOL predicateValue = false;
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void reset() {
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predicateObject = nullptr;
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predicateValue = false;
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}
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};
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/**
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* \brief Context state
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*/
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struct D3D11ContextState {
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Com<D3D11VertexShader> vs;
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Com<D3D11HullShader> hs;
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Com<D3D11DomainShader> ds;
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Com<D3D11GeometryShader> gs;
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Com<D3D11PixelShader> ps;
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Com<D3D11ComputeShader> cs;
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D3D11ContextStateID id;
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D3D11ContextStateIA ia;
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D3D11ContextStateOM om;
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D3D11ContextStateRS rs;
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D3D11ContextStateSO so;
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D3D11ContextStatePR pr;
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D3D11CbvBindings cbv;
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D3D11SrvBindings srv;
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D3D11UavBindings uav;
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D3D11SamplerBindings samplers;
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};
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/**
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* \brief Maximum used binding numbers in a shader stage
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*/
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struct D3D11MaxUsedStageBindings {
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uint32_t cbvCount : 5;
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uint32_t srvCount : 9;
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uint32_t uavCount : 7;
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uint32_t samplerCount : 5;
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uint32_t reserved : 6;
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};
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/**
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* \brief Maximum used binding numbers for all context state
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*/
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struct D3D11MaxUsedBindings {
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std::array<D3D11MaxUsedStageBindings, 6> stages;
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uint32_t vbCount;
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uint32_t soCount;
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};
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} |