mirror of
https://github.com/doitsujin/dxvk.git
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161fb6215a
- UpdateBuffer is faster than ClearBuffer for small updates. - We shouldn't dispatch *two* CS commands for each UAV, one is enough.
75 lines
2.0 KiB
C++
75 lines
2.0 KiB
C++
#pragma once
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#include "../dxvk/dxvk_device.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 Unordered access 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 D3D11UnorderedAccessView : public D3D11DeviceChild<ID3D11UnorderedAccessView> {
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public:
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D3D11UnorderedAccessView(
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D3D11Device* pDevice,
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ID3D11Resource* pResource,
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const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc);
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~D3D11UnorderedAccessView();
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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_UNORDERED_ACCESS_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<DxvkBufferView> GetBufferView() const {
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return m_bufferView;
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}
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Rc<DxvkImageView> GetImageView() const {
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return m_imageView;
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}
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DxvkBufferSlice GetCounterSlice() const {
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return m_counterSlice;
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}
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static HRESULT GetDescFromResource(
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ID3D11Resource* pResource,
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D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc);
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static HRESULT NormalizeDesc(
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ID3D11Resource* pResource,
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D3D11_UNORDERED_ACCESS_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_UNORDERED_ACCESS_VIEW_DESC m_desc;
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Rc<DxvkBufferView> m_bufferView;
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Rc<DxvkImageView> m_imageView;
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DxvkBufferSlice m_counterSlice;
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};
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}
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