mirror of
https://github.com/EduApps-CDG/OpenDX
synced 2024-12-30 09:45:37 +01:00
158 lines
3.8 KiB
C++
158 lines
3.8 KiB
C++
#pragma once
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#include "dxvk_buffer.h"
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#include "dxvk_descriptor.h"
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#include "dxvk_image.h"
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#include "dxvk_limits.h"
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#include "dxvk_sampler.h"
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namespace dxvk {
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/**
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* \brief Binding mask
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*
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* Used to track which resource slots have a compatible
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* binding and which ones don't. This is used to set up
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* binding-related specialization constants in shaders.
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* \tparam N Number of binding slots
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*/
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template<uint32_t BindingCount>
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class DxvkBindingSet {
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constexpr static uint32_t BitCount = 32;
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constexpr static uint32_t IntCount = (BindingCount + BitCount - 1) / BitCount;
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public:
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/**
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* \brief Tests whether a binding is active
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*
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* \param [in] slot The binding ID
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* \returns \c true if the binding is active
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*/
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bool test(uint32_t slot) const {
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const uint32_t intId = slot / BitCount;
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const uint32_t bitId = slot % BitCount;
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const uint32_t bitMask = 1u << bitId;
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return (m_slots[intId] & bitMask) != 0;
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}
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/**
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* \brief Changes a single binding
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*
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* \param [in] slot The binding ID
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* \param [in] value New binding state
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* \returns \c true if the state has changed
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*/
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bool set(uint32_t slot, bool value) {
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const uint32_t intId = slot / BitCount;
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const uint32_t bitId = slot % BitCount;
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const uint32_t bitMask = 1u << bitId;
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const uint32_t prev = m_slots[intId];
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const uint32_t next = value
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? prev | bitMask
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: prev & ~bitMask;
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m_slots[intId] = next;
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return prev != next;
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}
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/**
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* \brief Marks a binding as active
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*
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* \param [in] slot The binding ID
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* \returns \c true if the state has changed
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*/
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bool set(uint32_t slot) {
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return set(slot, true);
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}
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/**
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* \brief Marks a binding as inactive
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*
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* \param [in] slot The binding ID
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* \returns \c true if the state has changed
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*/
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bool clr(uint32_t slot) {
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return set(slot, false);
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}
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/**
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* \brief Clears binding state
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*
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* Useful to zero out any bindings
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* that are not used by a pipeline.
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*/
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void clear() {
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for (uint32_t i = 0; i < IntCount; i++)
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m_slots[i] = 0;
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}
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/**
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* \brief Enables multiple bindings
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* \param [in] n Number of bindings
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*/
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void setFirst(uint32_t n) {
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for (uint32_t i = 0; i < IntCount; i++) {
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m_slots[i] = n >= BitCount ? ~0u : ~(~0u << n);
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n = n >= BitCount ? n - BitCount : 0;
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}
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}
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/**
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* \brief Finds next set binding
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*
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* \param [in] first Fist bit to consider
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* \returns Binding ID, or -1 if none was found
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*/
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int32_t findNext(uint32_t first) const {
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if (unlikely(first >= BindingCount))
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return -1;
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uint32_t intId = first / BitCount;
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uint32_t bitId = first % BitCount;
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auto mask = m_slots[intId] & ~((1 << bitId) - 1);
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while (!mask && ++intId < IntCount)
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mask = m_slots[intId];
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if (!mask)
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return -1;
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return BitCount * intId + bit::tzcnt(mask);
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}
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bool operator == (const DxvkBindingSet& other) const {
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bool eq = true;
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for (uint32_t i = 0; i < IntCount; i++)
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eq &= m_slots[i] == other.m_slots[i];
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return eq;
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}
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bool operator != (const DxvkBindingSet& other) const {
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return !this->operator == (other);
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}
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private:
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uint32_t m_slots[IntCount];
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};
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using DxvkBindingMask = DxvkBindingSet<MaxNumActiveBindings>;
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/**
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* \brief Bound shader resources
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*
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* Stores the resources bound to a binding
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* slot in DXVK. These are used to create
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* descriptor sets.
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*/
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struct DxvkShaderResourceSlot {
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Rc<DxvkSampler> sampler;
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Rc<DxvkImageView> imageView;
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Rc<DxvkBufferView> bufferView;
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DxvkBufferSlice bufferSlice;
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};
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} |