mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-14 18:23:52 +01:00
672675ba78
Note that this does *not* properly implement UAV rendering in the backend yet. For that, we need to add memory barriers.
144 lines
4.0 KiB
C++
144 lines
4.0 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_sampler.h"
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#include "d3d11_shader.h"
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#include "d3d11_state.h"
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#include "d3d11_uav.h"
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#include "d3d11_view.h"
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namespace dxvk {
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using D3D11ConstantBufferBindings = std::array<
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Com<D3D11Buffer>, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT>;
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using D3D11SamplerBindings = std::array<
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Com<D3D11SamplerState>, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT>;
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using D3D11ShaderResourceBindings = std::array<
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Com<D3D11ShaderResourceView>, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT>;
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using D3D11UnorderedAccessBindings = std::array<
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Com<D3D11UnorderedAccessView>, D3D11_1_UAV_SLOT_COUNT>;
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struct D3D11ContextStateVS {
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Com<D3D11VertexShader> shader;
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D3D11ConstantBufferBindings constantBuffers;
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D3D11SamplerBindings samplers;
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D3D11ShaderResourceBindings shaderResources;
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};
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struct D3D11ContextStateHS {
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Com<D3D11HullShader> shader;
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D3D11ConstantBufferBindings constantBuffers;
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D3D11SamplerBindings samplers;
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D3D11ShaderResourceBindings shaderResources;
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};
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struct D3D11ContextStateDS {
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Com<D3D11DomainShader> shader;
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D3D11ConstantBufferBindings constantBuffers;
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D3D11SamplerBindings samplers;
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D3D11ShaderResourceBindings shaderResources;
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};
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struct D3D11ContextStateGS {
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Com<D3D11GeometryShader> shader;
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D3D11ConstantBufferBindings constantBuffers;
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D3D11SamplerBindings samplers;
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D3D11ShaderResourceBindings shaderResources;
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};
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struct D3D11ContextStatePS {
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Com<D3D11PixelShader> shader;
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D3D11ConstantBufferBindings constantBuffers;
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D3D11SamplerBindings samplers;
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D3D11ShaderResourceBindings shaderResources;
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D3D11UnorderedAccessBindings unorderedAccessViews;
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};
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struct D3D11ContextStateCS {
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Com<D3D11ComputeShader> shader;
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D3D11ConstantBufferBindings constantBuffers;
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D3D11SamplerBindings samplers;
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D3D11ShaderResourceBindings shaderResources;
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D3D11UnorderedAccessBindings unorderedAccessViews;
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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;
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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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};
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struct D3D11ContextStateOM {
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std::array<Com<D3D11RenderTargetView>, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT> renderTargetViews;
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Com<D3D11DepthStencilView> depthStencilView;
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Com<D3D11BlendState> cbState = nullptr;
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Com<D3D11DepthStencilState> dsState = nullptr;
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FLOAT blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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UINT sampleMask = 0xFFFFFFFFu;
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UINT stencilRef = 0u;
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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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Com<D3D11RasterizerState> state;
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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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D3D11ContextStateCS cs;
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D3D11ContextStateDS ds;
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D3D11ContextStateGS gs;
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D3D11ContextStateHS hs;
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D3D11ContextStatePS ps;
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D3D11ContextStateVS vs;
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D3D11ContextStateIA ia;
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D3D11ContextStateOM om;
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D3D11ContextStateRS rs;
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};
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} |