mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-14 09:23:53 +01:00
246 lines
8.3 KiB
C++
246 lines
8.3 KiB
C++
#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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namespace dxvk {
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D3D11ImmediateContext::D3D11ImmediateContext(
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D3D11Device* parent,
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Rc<DxvkDevice> device)
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: D3D11DeviceContext(parent, device) {
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}
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D3D11ImmediateContext::~D3D11ImmediateContext() {
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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::Flush() {
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m_parent->FlushInitContext();
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m_drawCount = 0;
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EmitCs([dev = m_device] (DxvkContext* ctx) {
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dev->submitCommandList(
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ctx->endRecording(),
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nullptr, nullptr);
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ctx->beginRecording(
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dev->createCommandList());
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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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WINBOOL RestoreContextState) {
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Logger::err("D3D11ImmediateContext::ExecuteCommandList: Not implemented");
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}
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HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::FinishCommandList(
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WINBOOL RestoreDeferredContextState,
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ID3D11CommandList **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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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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D3D11Buffer* resource = static_cast<D3D11Buffer*>(pResource);
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Rc<DxvkBuffer> buffer = resource->GetBufferSlice().buffer();
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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 (pMappedResource == nullptr)
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return S_FALSE;
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DxvkPhysicalBufferSlice physicalSlice;
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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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physicalSlice = buffer->allocPhysicalSlice();
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resource->GetBufferInfo()->mappedSlice = physicalSlice;
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EmitCs([
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cBuffer = buffer,
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cPhysicalSlice = physicalSlice
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] (DxvkContext* ctx) {
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ctx->invalidateBuffer(cBuffer, cPhysicalSlice);
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});
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} else if (MapType == D3D11_MAP_WRITE_NO_OVERWRITE) {
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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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physicalSlice = resource->GetBufferInfo()->mappedSlice;
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} else {
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// Synchronize with CS thread so that we know whether
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// the buffer is currently in use by the GPU or not
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// TODO implement
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if (buffer->isInUse()) {
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if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT)
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return DXGI_ERROR_WAS_STILL_DRAWING;
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Flush();
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Synchronize();
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}
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}
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pMappedResource->pData = physicalSlice.mapPtr(0);
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pMappedResource->RowPitch = physicalSlice.length();
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pMappedResource->DepthPitch = physicalSlice.length();
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return S_OK;
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} else {
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// Mapping an image is sadly not as simple as mapping a buffer
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// because applications tend to ignore row and layer strides.
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// We use a buffer instead and then perform a copy.
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D3D11TextureInfo* textureInfo
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= GetCommonTextureInfo(pResource);
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if (textureInfo->imageBuffer == nullptr) {
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Logger::err("D3D11DeviceContext: Cannot map a device-local image");
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return E_INVALIDARG;
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}
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if (pMappedResource == nullptr)
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return S_FALSE;
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// Query format and subresource in order to compute
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// the row pitch and layer pitch properly.
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const DxvkImageCreateInfo& imageInfo = textureInfo->image->info();
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const DxvkFormatInfo* formatInfo = imageFormatInfo(imageInfo.format);
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textureInfo->mappedSubresource =
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GetSubresourceFromIndex(VK_IMAGE_ASPECT_COLOR_BIT,
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imageInfo.mipLevels, Subresource);
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const VkExtent3D levelExtent = textureInfo->image
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->mipLevelExtent(textureInfo->mappedSubresource.mipLevel);
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const VkExtent3D blockCount = util::computeBlockCount(
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levelExtent, formatInfo->blockSize);
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DxvkPhysicalBufferSlice physicalSlice;
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// When using any map mode which requires the image contents
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// to be preserved, copy the image's contents into the buffer.
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if (MapType == D3D11_MAP_WRITE_DISCARD) {
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physicalSlice = textureInfo->imageBuffer->allocPhysicalSlice();
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EmitCs([
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cImageBuffer = textureInfo->imageBuffer,
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cPhysicalSlice = physicalSlice
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] (DxvkContext* ctx) {
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ctx->invalidateBuffer(cImageBuffer, cPhysicalSlice);
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});
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} else {
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const VkImageSubresourceLayers subresourceLayers = {
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textureInfo->mappedSubresource.aspectMask,
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textureInfo->mappedSubresource.mipLevel,
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textureInfo->mappedSubresource.arrayLayer, 1 };
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EmitCs([
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cImageBuffer = textureInfo->imageBuffer,
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cImage = textureInfo->image,
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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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Flush();
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Synchronize();
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physicalSlice = textureInfo->imageBuffer->slice();
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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 = physicalSlice.mapPtr(0);
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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 STDMETHODCALLTYPE D3D11ImmediateContext::Unmap(
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ID3D11Resource* pResource,
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UINT Subresource) {
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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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// Now that data has been written into the buffer,
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// we need to copy its contents into the image
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const D3D11TextureInfo* textureInfo
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= GetCommonTextureInfo(pResource);
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const VkExtent3D levelExtent = textureInfo->image
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->mipLevelExtent(textureInfo->mappedSubresource.mipLevel);
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const VkImageSubresourceLayers subresourceLayers = {
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textureInfo->mappedSubresource.aspectMask,
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textureInfo->mappedSubresource.mipLevel,
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textureInfo->mappedSubresource.arrayLayer, 1 };
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EmitCs([
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cSrcBuffer = textureInfo->imageBuffer,
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cDstImage = textureInfo->image,
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cDstLayers = subresourceLayers,
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cDstLevelExtent = levelExtent
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] (DxvkContext* ctx) {
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ctx->copyBufferToImage(cDstImage, cDstLayers,
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VkOffset3D { 0, 0, 0 }, cDstLevelExtent,
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cSrcBuffer, 0, { 0u, 0u });
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});
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}
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}
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void D3D11ImmediateContext::Synchronize() {
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// FIXME waiting until the device finished executing *all*
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// pending commands is too pessimistic. Instead we should
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// wait for individual command submissions to complete.
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// This will require changes in the DxvkDevice class.
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m_device->waitForIdle();
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}
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} |