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dxvk/src/d3d11/d3d11_view_uav.h
Philip Rebohle 161fb6215a
[d3d11] Optimize UAV binding
- UpdateBuffer is faster than ClearBuffer for small updates.
- We shouldn't dispatch *two* CS commands for each UAV, one is enough.
2018-09-27 16:50:34 +02:00

75 lines
2.0 KiB
C++

#pragma once
#include "../dxvk/dxvk_device.h"
#include "d3d11_device_child.h"
namespace dxvk {
class D3D11Device;
/**
* \brief Unordered access view
*
* Unordered access views are special in that they can
* have counters, which can be used inside shaders to
* atomically append or consume structures.
*/
class D3D11UnorderedAccessView : public D3D11DeviceChild<ID3D11UnorderedAccessView> {
public:
D3D11UnorderedAccessView(
D3D11Device* pDevice,
ID3D11Resource* pResource,
const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc);
~D3D11UnorderedAccessView();
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject) final;
void STDMETHODCALLTYPE GetDevice(ID3D11Device** ppDevice) final;
void STDMETHODCALLTYPE GetResource(ID3D11Resource** ppResource) final;
void STDMETHODCALLTYPE GetDesc(D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc) final;
D3D11_RESOURCE_DIMENSION GetResourceType() const {
D3D11_RESOURCE_DIMENSION type;
m_resource->GetType(&type);
return type;
}
Rc<DxvkBufferView> GetBufferView() const {
return m_bufferView;
}
Rc<DxvkImageView> GetImageView() const {
return m_imageView;
}
DxvkBufferSlice GetCounterSlice() const {
return m_counterSlice;
}
static HRESULT GetDescFromResource(
ID3D11Resource* pResource,
D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc);
static HRESULT NormalizeDesc(
ID3D11Resource* pResource,
D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc);
private:
Com<D3D11Device> m_device;
ID3D11Resource* m_resource;
D3D11_UNORDERED_ACCESS_VIEW_DESC m_desc;
Rc<DxvkBufferView> m_bufferView;
Rc<DxvkImageView> m_imageView;
DxvkBufferSlice m_counterSlice;
};
}