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mirror of https://github.com/EduApps-CDG/OpenDX synced 2024-12-30 09:45:37 +01:00
OpenDX/src/d3d11/d3d11_context.cpp
Philip Rebohle aa0b306d2e
[d3d11] Require multiDrawIndirect feature for Feature Level 11.0
All hardware that DXVK can run on supports this, so let's just enable it.
Saves some feature checks in games using Ubisoft's Anvil Next engine.
2020-05-11 01:15:06 +02:00

4330 lines
146 KiB
C++

#include <cstring>
#include "d3d11_context.h"
#include "d3d11_device.h"
#include "d3d11_query.h"
#include "d3d11_texture.h"
#include "../dxbc/dxbc_util.h"
namespace dxvk {
D3D11DeviceContext::D3D11DeviceContext(
D3D11Device* pParent,
const Rc<DxvkDevice>& Device,
DxvkCsChunkFlags CsFlags)
: m_parent (pParent),
m_contextExt(this),
m_annotation(this),
m_multithread(this, false),
m_device (Device),
m_csFlags (CsFlags),
m_csChunk (AllocCsChunk()),
m_cmdData (nullptr) {
}
D3D11DeviceContext::~D3D11DeviceContext() {
}
HRESULT STDMETHODCALLTYPE D3D11DeviceContext::QueryInterface(REFIID riid, void** ppvObject) {
if (ppvObject == nullptr)
return E_POINTER;
*ppvObject = nullptr;
if (riid == __uuidof(IUnknown)
|| riid == __uuidof(ID3D11DeviceChild)
|| riid == __uuidof(ID3D11DeviceContext)
|| riid == __uuidof(ID3D11DeviceContext1)
|| riid == __uuidof(ID3D11DeviceContext2)
|| riid == __uuidof(ID3D11DeviceContext3)
|| riid == __uuidof(ID3D11DeviceContext4)) {
*ppvObject = ref(this);
return S_OK;
}
if (riid == __uuidof(ID3D11VkExtContext)) {
*ppvObject = ref(&m_contextExt);
return S_OK;
}
if (riid == __uuidof(ID3DUserDefinedAnnotation)) {
*ppvObject = ref(&m_annotation);
return S_OK;
}
if (riid == __uuidof(ID3D10Multithread)) {
*ppvObject = ref(&m_multithread);
return S_OK;
}
Logger::warn("D3D11DeviceContext::QueryInterface: Unknown interface query");
Logger::warn(str::format(riid));
return E_NOINTERFACE;
}
void STDMETHODCALLTYPE D3D11DeviceContext::DiscardResource(ID3D11Resource* pResource) {
D3D10DeviceLock lock = LockContext();
if (!pResource)
return;
// We don't support the Discard API for images
D3D11_RESOURCE_DIMENSION resType = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resType);
if (resType == D3D11_RESOURCE_DIMENSION_BUFFER) {
DiscardBuffer(pResource);
} else {
auto texture = GetCommonTexture(pResource);
for (uint32_t i = 0; i < texture->CountSubresources(); i++)
DiscardTexture(pResource, i);
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::DiscardView(ID3D11View* pResourceView) {
DiscardView1(pResourceView, nullptr, 0);
}
void STDMETHODCALLTYPE D3D11DeviceContext::DiscardView1(
ID3D11View* pResourceView,
const D3D11_RECT* pRects,
UINT NumRects) {
D3D10DeviceLock lock = LockContext();
// We don't support discarding individual rectangles
if (!pResourceView || (NumRects && pRects))
return;
// ID3D11View has no methods to query the exact type of
// the view, so we'll have to check each possible class
auto dsv = dynamic_cast<D3D11DepthStencilView*>(pResourceView);
auto rtv = dynamic_cast<D3D11RenderTargetView*>(pResourceView);
auto uav = dynamic_cast<D3D11UnorderedAccessView*>(pResourceView);
Rc<DxvkImageView> view;
if (dsv) view = dsv->GetImageView();
if (rtv) view = rtv->GetImageView();
if (uav) view = uav->GetImageView();
if (view == nullptr)
return;
// Get information about underlying resource
Com<ID3D11Resource> resource;
pResourceView->GetResource(&resource);
uint32_t mipCount = GetCommonTexture(resource.ptr())->Desc()->MipLevels;
// Discard mip levels one by one
VkImageSubresourceRange sr = view->subresources();
for (uint32_t layer = 0; layer < sr.layerCount; layer++) {
for (uint32_t mip = 0; mip < sr.levelCount; mip++) {
DiscardTexture(resource.ptr(), D3D11CalcSubresource(
sr.baseMipLevel + mip, sr.baseArrayLayer + layer, mipCount));
}
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::GetDevice(ID3D11Device **ppDevice) {
*ppDevice = ref(m_parent);
}
void STDMETHODCALLTYPE D3D11DeviceContext::ClearState() {
D3D10DeviceLock lock = LockContext();
// Default shaders
m_state.vs.shader = nullptr;
m_state.hs.shader = nullptr;
m_state.ds.shader = nullptr;
m_state.gs.shader = nullptr;
m_state.ps.shader = nullptr;
m_state.cs.shader = nullptr;
// Default constant buffers
for (uint32_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++) {
m_state.vs.constantBuffers[i] = { nullptr, 0, 0 };
m_state.hs.constantBuffers[i] = { nullptr, 0, 0 };
m_state.ds.constantBuffers[i] = { nullptr, 0, 0 };
m_state.gs.constantBuffers[i] = { nullptr, 0, 0 };
m_state.ps.constantBuffers[i] = { nullptr, 0, 0 };
m_state.cs.constantBuffers[i] = { nullptr, 0, 0 };
}
// Default samplers
for (uint32_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++) {
m_state.vs.samplers[i] = nullptr;
m_state.hs.samplers[i] = nullptr;
m_state.ds.samplers[i] = nullptr;
m_state.gs.samplers[i] = nullptr;
m_state.ps.samplers[i] = nullptr;
m_state.cs.samplers[i] = nullptr;
}
// Default shader resources
for (uint32_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++) {
m_state.vs.shaderResources.views[i] = nullptr;
m_state.hs.shaderResources.views[i] = nullptr;
m_state.ds.shaderResources.views[i] = nullptr;
m_state.gs.shaderResources.views[i] = nullptr;
m_state.ps.shaderResources.views[i] = nullptr;
m_state.cs.shaderResources.views[i] = nullptr;
}
m_state.vs.shaderResources.hazardous.clear();
m_state.hs.shaderResources.hazardous.clear();
m_state.ds.shaderResources.hazardous.clear();
m_state.gs.shaderResources.hazardous.clear();
m_state.ps.shaderResources.hazardous.clear();
m_state.cs.shaderResources.hazardous.clear();
// Default UAVs
for (uint32_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++) {
m_state.ps.unorderedAccessViews[i] = nullptr;
m_state.cs.unorderedAccessViews[i] = nullptr;
}
m_state.cs.uavMask.clear();
// Default ID state
m_state.id.argBuffer = nullptr;
// Default IA state
m_state.ia.inputLayout = nullptr;
m_state.ia.primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
for (uint32_t i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++) {
m_state.ia.vertexBuffers[i].buffer = nullptr;
m_state.ia.vertexBuffers[i].offset = 0;
m_state.ia.vertexBuffers[i].stride = 0;
}
m_state.ia.indexBuffer.buffer = nullptr;
m_state.ia.indexBuffer.offset = 0;
m_state.ia.indexBuffer.format = DXGI_FORMAT_UNKNOWN;
// Default OM State
for (uint32_t i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
m_state.om.renderTargetViews[i] = nullptr;
m_state.om.depthStencilView = nullptr;
m_state.om.cbState = nullptr;
m_state.om.dsState = nullptr;
for (uint32_t i = 0; i < 4; i++)
m_state.om.blendFactor[i] = 1.0f;
m_state.om.sampleMask = D3D11_DEFAULT_SAMPLE_MASK;
m_state.om.stencilRef = D3D11_DEFAULT_STENCIL_REFERENCE;
m_state.om.maxRtv = 0;
m_state.om.maxUav = 0;
// Default RS state
m_state.rs.state = nullptr;
m_state.rs.numViewports = 0;
m_state.rs.numScissors = 0;
for (uint32_t i = 0; i < D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; i++) {
m_state.rs.viewports[i] = D3D11_VIEWPORT { };
m_state.rs.scissors [i] = D3D11_RECT { };
}
// Default SO state
for (uint32_t i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++) {
m_state.so.targets[i].buffer = nullptr;
m_state.so.targets[i].offset = 0;
}
// Default predication
m_state.pr.predicateObject = nullptr;
m_state.pr.predicateValue = FALSE;
// Make sure to apply all state
ResetState();
}
void STDMETHODCALLTYPE D3D11DeviceContext::SetPredication(
ID3D11Predicate* pPredicate,
BOOL PredicateValue) {
D3D10DeviceLock lock = LockContext();
auto predicate = D3D11Query::FromPredicate(pPredicate);
m_state.pr.predicateObject = predicate;
m_state.pr.predicateValue = PredicateValue;
static bool s_errorShown = false;
if (pPredicate && !std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::SetPredication: Stub");
// TODO: Figure out why this breaks Watch Dogs and crashes War Thunder
// if (!m_device->features().extConditionalRendering.conditionalRendering)
// return;
// EmitCs([
// cPredicate = Com<D3D11Query, false>(predicate),
// cValue = PredicateValue
// ] (DxvkContext* ctx) {
// DxvkBufferSlice predSlice;
// if (cPredicate != nullptr)
// predSlice = cPredicate->GetPredicate(ctx);
// ctx->setPredicate(predSlice,
// cValue ? VK_CONDITIONAL_RENDERING_INVERTED_BIT_EXT : 0);
// });
}
void STDMETHODCALLTYPE D3D11DeviceContext::GetPredication(
ID3D11Predicate** ppPredicate,
BOOL* pPredicateValue) {
D3D10DeviceLock lock = LockContext();
if (ppPredicate)
*ppPredicate = D3D11Query::AsPredicate(m_state.pr.predicateObject.ref());
if (pPredicateValue)
*pPredicateValue = m_state.pr.predicateValue;
}
void STDMETHODCALLTYPE D3D11DeviceContext::CopySubresourceRegion(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) {
CopySubresourceRegion1(
pDstResource, DstSubresource, DstX, DstY, DstZ,
pSrcResource, SrcSubresource, pSrcBox, 0);
}
void STDMETHODCALLTYPE D3D11DeviceContext::CopySubresourceRegion1(
ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox,
UINT CopyFlags) {
D3D10DeviceLock lock = LockContext();
D3D11_RESOURCE_DIMENSION dstResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
D3D11_RESOURCE_DIMENSION srcResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pDstResource->GetType(&dstResourceDim);
pSrcResource->GetType(&srcResourceDim);
// Copying 2D image slices to 3D images and vice versa is legal
const bool copy2Dto3D = dstResourceDim == D3D11_RESOURCE_DIMENSION_TEXTURE3D
&& srcResourceDim == D3D11_RESOURCE_DIMENSION_TEXTURE2D;
const bool copy3Dto2D = dstResourceDim == D3D11_RESOURCE_DIMENSION_TEXTURE2D
&& srcResourceDim == D3D11_RESOURCE_DIMENSION_TEXTURE3D;
if (dstResourceDim != srcResourceDim && !copy2Dto3D && !copy3Dto2D) {
Logger::err(str::format(
"D3D11: CopySubresourceRegion: Incompatible resources",
"\n Dst resource type: ", dstResourceDim,
"\n Src resource type: ", srcResourceDim));
return;
}
if (dstResourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
auto dstBuffer = static_cast<D3D11Buffer*>(pDstResource)->GetBufferSlice();
auto srcBuffer = static_cast<D3D11Buffer*>(pSrcResource)->GetBufferSlice();
VkDeviceSize dstOffset = DstX;
VkDeviceSize srcOffset = 0;
VkDeviceSize regLength = srcBuffer.length();
if (dstOffset >= dstBuffer.length())
return;
if (pSrcBox != nullptr) {
if (pSrcBox->left >= pSrcBox->right)
return; // no-op, but legal
srcOffset = pSrcBox->left;
regLength = pSrcBox->right - pSrcBox->left;
if (srcOffset >= srcBuffer.length())
return;
}
// Clamp copy region to prevent out-of-bounds access
regLength = std::min(regLength, srcBuffer.length() - srcOffset);
regLength = std::min(regLength, dstBuffer.length() - dstOffset);
EmitCs([
cDstSlice = dstBuffer.subSlice(dstOffset, regLength),
cSrcSlice = srcBuffer.subSlice(srcOffset, regLength)
] (DxvkContext* ctx) {
bool sameResource = cDstSlice.buffer() == cSrcSlice.buffer();
if (!sameResource) {
ctx->copyBuffer(
cDstSlice.buffer(),
cDstSlice.offset(),
cSrcSlice.buffer(),
cSrcSlice.offset(),
cSrcSlice.length());
} else {
ctx->copyBufferRegion(
cDstSlice.buffer(),
cDstSlice.offset(),
cSrcSlice.offset(),
cSrcSlice.length());
}
});
} else {
const D3D11CommonTexture* dstTextureInfo = GetCommonTexture(pDstResource);
const D3D11CommonTexture* srcTextureInfo = GetCommonTexture(pSrcResource);
const Rc<DxvkImage> dstImage = dstTextureInfo->GetImage();
const Rc<DxvkImage> srcImage = srcTextureInfo->GetImage();
const DxvkFormatInfo* dstFormatInfo = imageFormatInfo(dstImage->info().format);
const DxvkFormatInfo* srcFormatInfo = imageFormatInfo(srcImage->info().format);
const VkImageSubresource dstSubresource = dstTextureInfo->GetSubresourceFromIndex(dstFormatInfo->aspectMask, DstSubresource);
const VkImageSubresource srcSubresource = srcTextureInfo->GetSubresourceFromIndex(srcFormatInfo->aspectMask, SrcSubresource);
if (DstSubresource >= dstTextureInfo->CountSubresources()
|| SrcSubresource >= srcTextureInfo->CountSubresources())
return;
// Copies are only supported on size-compatible formats
if (dstFormatInfo->elementSize != srcFormatInfo->elementSize) {
Logger::err(str::format(
"D3D11: CopySubresourceRegion: Incompatible texel size"
"\n Dst texel size: ", dstFormatInfo->elementSize,
"\n Src texel size: ", srcFormatInfo->elementSize));
return;
}
// Copies are only supported if the sample count matches
if (dstImage->info().sampleCount != srcImage->info().sampleCount) {
Logger::err(str::format(
"D3D11: CopySubresourceRegion: Incompatible sample count",
"\n Dst sample count: ", dstImage->info().sampleCount,
"\n Src sample count: ", srcImage->info().sampleCount));
return;
}
VkOffset3D srcOffset = { 0, 0, 0 };
VkOffset3D dstOffset = { int32_t(DstX), int32_t(DstY), int32_t(DstZ) };
VkExtent3D srcExtent = srcImage->mipLevelExtent(srcSubresource.mipLevel);
VkExtent3D dstExtent = dstImage->mipLevelExtent(dstSubresource.mipLevel);
VkExtent3D regExtent = srcExtent;
if (uint32_t(dstOffset.x) >= dstExtent.width
|| uint32_t(dstOffset.y) >= dstExtent.height
|| uint32_t(dstOffset.z) >= dstExtent.depth)
return;
if (pSrcBox != nullptr) {
if (pSrcBox->left >= pSrcBox->right
|| pSrcBox->top >= pSrcBox->bottom
|| pSrcBox->front >= pSrcBox->back)
return; // no-op, but legal
srcOffset.x = pSrcBox->left;
srcOffset.y = pSrcBox->top;
srcOffset.z = pSrcBox->front;
regExtent.width = pSrcBox->right - pSrcBox->left;
regExtent.height = pSrcBox->bottom - pSrcBox->top;
regExtent.depth = pSrcBox->back - pSrcBox->front;
if (uint32_t(srcOffset.x) >= srcExtent.width
|| uint32_t(srcOffset.y) >= srcExtent.height
|| uint32_t(srcOffset.z) >= srcExtent.depth)
return;
}
VkImageSubresourceLayers dstLayers = {
dstSubresource.aspectMask,
dstSubresource.mipLevel,
dstSubresource.arrayLayer, 1 };
VkImageSubresourceLayers srcLayers = {
srcSubresource.aspectMask,
srcSubresource.mipLevel,
srcSubresource.arrayLayer, 1 };
// Copying multiple slices does not
// seem to be supported in D3D11
if (copy2Dto3D || copy3Dto2D) {
regExtent.depth = 1;
dstLayers.layerCount = 1;
srcLayers.layerCount = 1;
}
// Don't perform the copy if the offsets aren't aligned
if (!util::isBlockAligned(srcOffset, srcFormatInfo->blockSize)
|| !util::isBlockAligned(dstOffset, dstFormatInfo->blockSize)) {
Logger::err(str::format(
"D3D11: CopySubresourceRegion: Unaligned block offset",
"\n Src offset: (", srcOffset.x, ",", srcOffset.y, ",", srcOffset.z, ")",
"\n Src block size: (", srcFormatInfo->blockSize.width, "x", srcFormatInfo->blockSize.height, "x", srcFormatInfo->blockSize.depth, ")",
"\n Dst offset: (", dstOffset.x, ",", dstOffset.y, ",", dstOffset.z, ")",
"\n Dst block size: (", dstFormatInfo->blockSize.width, "x", dstFormatInfo->blockSize.height, "x", dstFormatInfo->blockSize.depth, ")"));
return;
}
// Clamp the image region in order to avoid out-of-bounds access
VkExtent3D regBlockCount = util::computeBlockCount(regExtent, srcFormatInfo->blockSize);
VkExtent3D dstBlockCount = util::computeMaxBlockCount(dstOffset, dstExtent, dstFormatInfo->blockSize);
VkExtent3D srcBlockCount = util::computeMaxBlockCount(srcOffset, srcExtent, srcFormatInfo->blockSize);
regBlockCount = util::minExtent3D(regBlockCount, dstBlockCount);
regBlockCount = util::minExtent3D(regBlockCount, srcBlockCount);
regExtent = util::minExtent3D(regExtent, util::computeBlockExtent(regBlockCount, srcFormatInfo->blockSize));
// Don't perform the copy if the image extent is not aligned and
// if it does not touch the image border for unaligned dimensons
if (!util::isBlockAligned(srcOffset, regExtent, srcFormatInfo->blockSize, srcExtent)) {
Logger::err(str::format(
"D3D11: CopySubresourceRegion: Unaligned block size",
"\n Src offset: (", srcOffset.x, ",", srcOffset.y, ",", srcOffset.z, ")",
"\n Src extent: (", srcExtent.width, "x", srcExtent.height, "x", srcExtent.depth, ")",
"\n Src block size: (", srcFormatInfo->blockSize.width, "x", srcFormatInfo->blockSize.height, "x", srcFormatInfo->blockSize.depth, ")",
"\n Dst offset: (", dstOffset.x, ",", dstOffset.y, ",", dstOffset.z, ")",
"\n Dst extent: (", dstExtent.width, "x", dstExtent.height, "x", dstExtent.depth, ")",
"\n Dst block size: (", dstFormatInfo->blockSize.width, "x", dstFormatInfo->blockSize.height, "x", dstFormatInfo->blockSize.depth, ")",
"\n Region extent: (", regExtent.width, "x", regExtent.height, "x", regExtent.depth, ")"));
return;
}
EmitCs([
cDstImage = dstImage,
cSrcImage = srcImage,
cDstLayers = dstLayers,
cSrcLayers = srcLayers,
cDstOffset = dstOffset,
cSrcOffset = srcOffset,
cExtent = regExtent
] (DxvkContext* ctx) {
bool sameSubresource = cDstImage == cSrcImage
&& cDstLayers == cSrcLayers;
if (!sameSubresource) {
ctx->copyImage(
cDstImage, cDstLayers, cDstOffset,
cSrcImage, cSrcLayers, cSrcOffset,
cExtent);
} else {
ctx->copyImageRegion(
cDstImage, cDstLayers,
cDstOffset, cSrcOffset,
cExtent);
}
});
if (dstTextureInfo->CanUpdateMappedBufferEarly())
UpdateMappedBuffer(dstTextureInfo, dstSubresource);
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::CopyResource(
ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) {
D3D10DeviceLock lock = LockContext();
if (!pDstResource || !pSrcResource || (pDstResource == pSrcResource))
return;
D3D11_RESOURCE_DIMENSION dstResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
D3D11_RESOURCE_DIMENSION srcResourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pDstResource->GetType(&dstResourceDim);
pSrcResource->GetType(&srcResourceDim);
if (dstResourceDim != srcResourceDim) {
Logger::err(str::format(
"D3D11: CopyResource: Incompatible resources",
"\n Dst resource type: ", dstResourceDim,
"\n Src resource type: ", srcResourceDim));
return;
}
if (dstResourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
auto dstBuffer = static_cast<D3D11Buffer*>(pDstResource)->GetBufferSlice();
auto srcBuffer = static_cast<D3D11Buffer*>(pSrcResource)->GetBufferSlice();
if (dstBuffer.length() != srcBuffer.length()) {
Logger::err(str::format(
"D3D11: CopyResource: Mismatched buffer size",
"\n Dst buffer size: ", dstBuffer.length(),
"\n Src buffer size: ", srcBuffer.length()));
return;
}
EmitCs([
cDstBuffer = std::move(dstBuffer),
cSrcBuffer = std::move(srcBuffer)
] (DxvkContext* ctx) {
ctx->copyBuffer(
cDstBuffer.buffer(),
cDstBuffer.offset(),
cSrcBuffer.buffer(),
cSrcBuffer.offset(),
cSrcBuffer.length());
});
} else {
auto dstTexture = GetCommonTexture(pDstResource);
auto srcTexture = GetCommonTexture(pSrcResource);
const Rc<DxvkImage> dstImage = dstTexture->GetImage();
const Rc<DxvkImage> srcImage = srcTexture->GetImage();
const DxvkFormatInfo* dstFormatInfo = imageFormatInfo(dstImage->info().format);
const DxvkFormatInfo* srcFormatInfo = imageFormatInfo(srcImage->info().format);
// Copies are only supported on size-compatible formats
if (dstFormatInfo->elementSize != srcFormatInfo->elementSize) {
Logger::err(str::format(
"D3D11: CopyResource: Incompatible texel size"
"\n Dst texel size: ", dstFormatInfo->elementSize,
"\n Src texel size: ", srcFormatInfo->elementSize));
return;
}
// Layer count, mip level count, and sample count must match
if (srcImage->info().numLayers != dstImage->info().numLayers
|| srcImage->info().mipLevels != dstImage->info().mipLevels
|| srcImage->info().sampleCount != dstImage->info().sampleCount) {
Logger::err(str::format(
"D3D11: CopyResource: Incompatible images"
"\n Dst: (", dstImage->info().numLayers,
",", dstImage->info().mipLevels,
",", dstImage->info().sampleCount, ")",
"\n Src: (", srcImage->info().numLayers,
",", srcImage->info().mipLevels,
",", srcImage->info().sampleCount, ")"));
return;
}
for (uint32_t i = 0; i < srcImage->info().mipLevels; i++) {
VkImageSubresourceLayers dstLayers = { dstFormatInfo->aspectMask, i, 0, dstImage->info().numLayers };
VkImageSubresourceLayers srcLayers = { srcFormatInfo->aspectMask, i, 0, srcImage->info().numLayers };
VkExtent3D extent = srcImage->mipLevelExtent(i);
EmitCs([
cDstImage = dstImage,
cSrcImage = srcImage,
cDstLayers = dstLayers,
cSrcLayers = srcLayers,
cExtent = extent
] (DxvkContext* ctx) {
ctx->copyImage(
cDstImage, cDstLayers, VkOffset3D { 0, 0, 0 },
cSrcImage, cSrcLayers, VkOffset3D { 0, 0, 0 },
cExtent);
});
if (dstTexture->CanUpdateMappedBufferEarly()) {
for (uint32_t j = 0; j < dstImage->info().numLayers; j++)
UpdateMappedBuffer(dstTexture, { dstLayers.aspectMask, i, j });
}
}
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::CopyStructureCount(
ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView) {
D3D10DeviceLock lock = LockContext();
auto buf = static_cast<D3D11Buffer*>(pDstBuffer);
auto uav = static_cast<D3D11UnorderedAccessView*>(pSrcView);
if (!buf || !uav)
return;
auto counterSlice = uav->GetCounterSlice();
if (!counterSlice.defined())
return;
EmitCs([
cDstSlice = buf->GetBufferSlice(DstAlignedByteOffset),
cSrcSlice = std::move(counterSlice)
] (DxvkContext* ctx) {
ctx->copyBuffer(
cDstSlice.buffer(),
cDstSlice.offset(),
cSrcSlice.buffer(),
cSrcSlice.offset(),
sizeof(uint32_t));
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::CopyTiles(
ID3D11Resource* pTiledResource,
const D3D11_TILED_RESOURCE_COORDINATE* pTileRegionStartCoordinate,
const D3D11_TILE_REGION_SIZE* pTileRegionSize,
ID3D11Buffer* pBuffer,
UINT64 BufferStartOffsetInBytes,
UINT Flags) {
static bool s_errorShown = false;
if (!std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::CopyTiles: Not implemented");
}
HRESULT STDMETHODCALLTYPE D3D11DeviceContext::CopyTileMappings(
ID3D11Resource* pDestTiledResource,
const D3D11_TILED_RESOURCE_COORDINATE* pDestRegionStartCoordinate,
ID3D11Resource* pSourceTiledResource,
const D3D11_TILED_RESOURCE_COORDINATE* pSourceRegionStartCoordinate,
const D3D11_TILE_REGION_SIZE* pTileRegionSize,
UINT Flags) {
static bool s_errorShown = false;
if (!std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::CopyTileMappings: Not implemented");
return DXGI_ERROR_INVALID_CALL;
}
HRESULT STDMETHODCALLTYPE D3D11DeviceContext::ResizeTilePool(
ID3D11Buffer* pTilePool,
UINT64 NewSizeInBytes) {
static bool s_errorShown = false;
if (!std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::ResizeTilePool: Not implemented");
return DXGI_ERROR_INVALID_CALL;
}
void STDMETHODCALLTYPE D3D11DeviceContext::TiledResourceBarrier(
ID3D11DeviceChild* pTiledResourceOrViewAccessBeforeBarrier,
ID3D11DeviceChild* pTiledResourceOrViewAccessAfterBarrier) {
}
void STDMETHODCALLTYPE D3D11DeviceContext::ClearRenderTargetView(
ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) {
D3D10DeviceLock lock = LockContext();
auto rtv = static_cast<D3D11RenderTargetView*>(pRenderTargetView);
if (!rtv)
return;
auto view = rtv->GetImageView();
auto color = ConvertColorValue(ColorRGBA, view->formatInfo());
EmitCs([
cClearValue = color,
cImageView = std::move(view)
] (DxvkContext* ctx) {
ctx->clearRenderTarget(
cImageView,
VK_IMAGE_ASPECT_COLOR_BIT,
cClearValue);
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewUint(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) {
D3D10DeviceLock lock = LockContext();
auto uav = static_cast<D3D11UnorderedAccessView*>(pUnorderedAccessView);
if (!uav)
return;
// Gather UAV format info. We'll use this to determine
// whether we need to create a temporary view or not.
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uav->GetDesc(&uavDesc);
VkFormat uavFormat = m_parent->LookupFormat(uavDesc.Format, DXGI_VK_FORMAT_MODE_ANY).Format;
VkFormat rawFormat = m_parent->LookupFormat(uavDesc.Format, DXGI_VK_FORMAT_MODE_RAW).Format;
if (uavFormat != rawFormat && rawFormat == VK_FORMAT_UNDEFINED) {
Logger::err(str::format("D3D11: ClearUnorderedAccessViewUint: No raw format found for ", uavFormat));
return;
}
// Set up clear color struct
VkClearValue clearValue;
clearValue.color.uint32[0] = Values[0];
clearValue.color.uint32[1] = Values[1];
clearValue.color.uint32[2] = Values[2];
clearValue.color.uint32[3] = Values[3];
// This is the only packed format that has UAV support
if (uavFormat == VK_FORMAT_B10G11R11_UFLOAT_PACK32) {
clearValue.color.uint32[0] = ((Values[0] & 0x7FF) << 0)
| ((Values[1] & 0x7FF) << 11)
| ((Values[2] & 0x3FF) << 22);
}
if (uav->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER) {
// In case of raw and structured buffers as well as typed
// buffers that can be used for atomic operations, we can
// use the fast Vulkan buffer clear function.
Rc<DxvkBufferView> bufferView = uav->GetBufferView();
if (bufferView->info().format == VK_FORMAT_R32_UINT
|| bufferView->info().format == VK_FORMAT_R32_SINT
|| bufferView->info().format == VK_FORMAT_R32_SFLOAT) {
EmitCs([
cClearValue = Values[0],
cDstSlice = bufferView->slice()
] (DxvkContext* ctx) {
ctx->clearBuffer(
cDstSlice.buffer(),
cDstSlice.offset(),
cDstSlice.length(),
cClearValue);
});
} else {
// Create a view with an integer format if necessary
if (uavFormat != rawFormat) {
DxvkBufferViewCreateInfo info = bufferView->info();
info.format = rawFormat;
bufferView = m_device->createBufferView(
bufferView->buffer(), info);
}
EmitCs([
cClearValue = clearValue,
cDstView = bufferView
] (DxvkContext* ctx) {
ctx->clearBufferView(
cDstView, 0,
cDstView->elementCount(),
cClearValue.color);
});
}
} else {
// Create a view with an integer format if necessary
Rc<DxvkImageView> imageView = uav->GetImageView();
if (uavFormat != rawFormat) {
DxvkImageViewCreateInfo info = imageView->info();
info.format = rawFormat;
imageView = m_device->createImageView(
imageView->image(), info);
}
EmitCs([
cClearValue = clearValue,
cDstView = imageView
] (DxvkContext* ctx) {
ctx->clearImageView(cDstView,
VkOffset3D { 0, 0, 0 },
cDstView->mipLevelExtent(0),
VK_IMAGE_ASPECT_COLOR_BIT,
cClearValue);
});
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewFloat(
ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) {
D3D10DeviceLock lock = LockContext();
auto uav = static_cast<D3D11UnorderedAccessView*>(pUnorderedAccessView);
if (!uav)
return;
auto imgView = uav->GetImageView();
auto bufView = uav->GetBufferView();
const DxvkFormatInfo* info = nullptr;
if (imgView != nullptr) info = imgView->formatInfo();
if (bufView != nullptr) info = bufView->formatInfo();
if (!info || info->flags.any(DxvkFormatFlag::SampledSInt, DxvkFormatFlag::SampledUInt))
return;
VkClearValue clearValue;
clearValue.color.float32[0] = Values[0];
clearValue.color.float32[1] = Values[1];
clearValue.color.float32[2] = Values[2];
clearValue.color.float32[3] = Values[3];
if (uav->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER) {
EmitCs([
cClearValue = clearValue,
cDstView = std::move(bufView)
] (DxvkContext* ctx) {
ctx->clearBufferView(
cDstView, 0,
cDstView->elementCount(),
cClearValue.color);
});
} else {
EmitCs([
cClearValue = clearValue,
cDstView = std::move(imgView)
] (DxvkContext* ctx) {
ctx->clearImageView(cDstView,
VkOffset3D { 0, 0, 0 },
cDstView->mipLevelExtent(0),
VK_IMAGE_ASPECT_COLOR_BIT,
cClearValue);
});
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::ClearDepthStencilView(
ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) {
D3D10DeviceLock lock = LockContext();
auto dsv = static_cast<D3D11DepthStencilView*>(pDepthStencilView);
if (!dsv)
return;
// Figure out which aspects to clear based on
// the image view properties and clear flags.
VkImageAspectFlags aspectMask = 0;
if (ClearFlags & D3D11_CLEAR_DEPTH)
aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
if (ClearFlags & D3D11_CLEAR_STENCIL)
aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
aspectMask &= dsv->GetWritableAspectMask();
if (!aspectMask)
return;
VkClearValue clearValue;
clearValue.depthStencil.depth = Depth;
clearValue.depthStencil.stencil = Stencil;
EmitCs([
cClearValue = clearValue,
cAspectMask = aspectMask,
cImageView = dsv->GetImageView()
] (DxvkContext* ctx) {
ctx->clearRenderTarget(
cImageView,
cAspectMask,
cClearValue);
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::ClearView(
ID3D11View* pView,
const FLOAT Color[4],
const D3D11_RECT* pRect,
UINT NumRects) {
D3D10DeviceLock lock = LockContext();
if (NumRects && !pRect)
return;
// ID3D11View has no methods to query the exact type of
// the view, so we'll have to check each possible class
auto dsv = dynamic_cast<D3D11DepthStencilView*>(pView);
auto rtv = dynamic_cast<D3D11RenderTargetView*>(pView);
auto uav = dynamic_cast<D3D11UnorderedAccessView*>(pView);
// Retrieve underlying resource view
Rc<DxvkBufferView> bufView;
Rc<DxvkImageView> imgView;
if (dsv != nullptr)
imgView = dsv->GetImageView();
if (rtv != nullptr)
imgView = rtv->GetImageView();
if (uav != nullptr) {
bufView = uav->GetBufferView();
imgView = uav->GetImageView();
}
// 3D views are unsupported
if (imgView != nullptr
&& imgView->info().type == VK_IMAGE_VIEW_TYPE_3D)
return;
// Query the view format. We'll have to convert
// the clear color based on the format's data type.
VkFormat format = VK_FORMAT_UNDEFINED;
if (bufView != nullptr)
format = bufView->info().format;
if (imgView != nullptr)
format = imgView->info().format;
if (format == VK_FORMAT_UNDEFINED)
return;
// We'll need the format info to determine the buffer
// element size, and we also need it for depth images.
const DxvkFormatInfo* formatInfo = imageFormatInfo(format);
// Convert the clear color format. ClearView takes
// the clear value for integer formats as a set of
// integral floats, so we'll have to convert.
VkClearValue clearValue = ConvertColorValue(Color, formatInfo);
VkImageAspectFlags clearAspect = formatInfo->aspectMask & (VK_IMAGE_ASPECT_COLOR_BIT | VK_IMAGE_ASPECT_DEPTH_BIT);
// Clear all the rectangles that are specified
for (uint32_t i = 0; i < NumRects || i < 1; i++) {
if (pRect) {
if (pRect[i].left >= pRect[i].right
|| pRect[i].top >= pRect[i].bottom)
continue;
}
if (bufView != nullptr) {
VkDeviceSize offset = 0;
VkDeviceSize length = bufView->info().rangeLength / formatInfo->elementSize;
if (pRect) {
offset = pRect[i].left;
length = pRect[i].right - pRect[i].left;
}
EmitCs([
cBufferView = bufView,
cRangeOffset = offset,
cRangeLength = length,
cClearValue = clearValue
] (DxvkContext* ctx) {
ctx->clearBufferView(
cBufferView,
cRangeOffset,
cRangeLength,
cClearValue.color);
});
}
if (imgView != nullptr) {
VkOffset3D offset = { 0, 0, 0 };
VkExtent3D extent = imgView->mipLevelExtent(0);
if (pRect) {
offset = { pRect[i].left, pRect[i].top, 0 };
extent = {
uint32_t(pRect[i].right - pRect[i].left),
uint32_t(pRect[i].bottom - pRect[i].top), 1 };
}
EmitCs([
cImageView = imgView,
cAreaOffset = offset,
cAreaExtent = extent,
cClearAspect = clearAspect,
cClearValue = clearValue
] (DxvkContext* ctx) {
const VkImageUsageFlags rtUsage =
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT |
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
bool isFullSize = cImageView->mipLevelExtent(0) == cAreaExtent;
if ((cImageView->info().usage & rtUsage) && isFullSize) {
ctx->clearRenderTarget(
cImageView,
cClearAspect,
cClearValue);
} else {
ctx->clearImageView(
cImageView,
cAreaOffset,
cAreaExtent,
cClearAspect,
cClearValue);
}
});
}
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::GenerateMips(ID3D11ShaderResourceView* pShaderResourceView) {
D3D10DeviceLock lock = LockContext();
auto view = static_cast<D3D11ShaderResourceView*>(pShaderResourceView);
if (!view || view->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER)
return;
D3D11_COMMON_RESOURCE_DESC resourceDesc = view->GetResourceDesc();
if (!(resourceDesc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS))
return;
EmitCs([cDstImageView = view->GetImageView()]
(DxvkContext* ctx) {
ctx->generateMipmaps(cDstImageView);
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::UpdateSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) {
UpdateSubresource1(pDstResource,
DstSubresource, pDstBox, pSrcData,
SrcRowPitch, SrcDepthPitch, 0);
}
void STDMETHODCALLTYPE D3D11DeviceContext::UpdateSubresource1(
ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch,
UINT CopyFlags) {
D3D10DeviceLock lock = LockContext();
if (!pDstResource)
return;
// Filter out invalid copy flags
CopyFlags &= D3D11_COPY_NO_OVERWRITE | D3D11_COPY_DISCARD;
// We need a different code path for buffers
D3D11_RESOURCE_DIMENSION resourceType;
pDstResource->GetType(&resourceType);
if (resourceType == D3D11_RESOURCE_DIMENSION_BUFFER) {
const auto bufferResource = static_cast<D3D11Buffer*>(pDstResource);
const auto bufferSlice = bufferResource->GetBufferSlice();
VkDeviceSize offset = bufferSlice.offset();
VkDeviceSize size = bufferSlice.length();
if (pDstBox != nullptr) {
offset = pDstBox->left;
size = pDstBox->right - pDstBox->left;
}
if (!size || offset + size > bufferSlice.length())
return;
bool useMap = (bufferSlice.buffer()->memFlags() & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
&& (size == bufferSlice.length() || CopyFlags);
if (useMap) {
D3D11_MAP mapType = (CopyFlags & D3D11_COPY_NO_OVERWRITE)
? D3D11_MAP_WRITE_NO_OVERWRITE
: D3D11_MAP_WRITE_DISCARD;
D3D11_MAPPED_SUBRESOURCE mappedSr;
if (likely(useMap = SUCCEEDED(Map(pDstResource, 0, mapType, 0, &mappedSr)))) {
std::memcpy(reinterpret_cast<char*>(mappedSr.pData) + offset, pSrcData, size);
Unmap(pDstResource, 0);
}
}
if (!useMap) {
DxvkDataSlice dataSlice = AllocUpdateBufferSlice(size);
std::memcpy(dataSlice.ptr(), pSrcData, size);
EmitCs([
cDataBuffer = std::move(dataSlice),
cBufferSlice = bufferSlice.subSlice(offset, size)
] (DxvkContext* ctx) {
ctx->updateBuffer(
cBufferSlice.buffer(),
cBufferSlice.offset(),
cBufferSlice.length(),
cDataBuffer.ptr());
});
}
} else {
const D3D11CommonTexture* textureInfo = GetCommonTexture(pDstResource);
if (DstSubresource >= textureInfo->CountSubresources())
return;
VkFormat packedFormat = m_parent->LookupPackedFormat(
textureInfo->Desc()->Format,
textureInfo->GetFormatMode()).Format;
auto formatInfo = imageFormatInfo(packedFormat);
auto subresource = textureInfo->GetSubresourceFromIndex(
formatInfo->aspectMask, DstSubresource);
VkExtent3D mipExtent = textureInfo->GetImage()->mipLevelExtent(subresource.mipLevel);
VkOffset3D offset = { 0, 0, 0 };
VkExtent3D extent = mipExtent;
if (pDstBox != nullptr) {
if (pDstBox->left >= pDstBox->right
|| pDstBox->top >= pDstBox->bottom
|| pDstBox->front >= pDstBox->back)
return; // no-op, but legal
offset.x = pDstBox->left;
offset.y = pDstBox->top;
offset.z = pDstBox->front;
extent.width = pDstBox->right - pDstBox->left;
extent.height = pDstBox->bottom - pDstBox->top;
extent.depth = pDstBox->back - pDstBox->front;
}
const VkImageSubresourceLayers layers = {
subresource.aspectMask,
subresource.mipLevel,
subresource.arrayLayer, 1 };
if (!util::isBlockAligned(offset, formatInfo->blockSize)
|| !util::isBlockAligned(offset, extent, formatInfo->blockSize, mipExtent))
return;
const VkExtent3D regionExtent = util::computeBlockCount(extent, formatInfo->blockSize);
const VkDeviceSize bytesPerRow = regionExtent.width * formatInfo->elementSize;
const VkDeviceSize bytesPerLayer = regionExtent.height * bytesPerRow;
const VkDeviceSize bytesTotal = regionExtent.depth * bytesPerLayer;
DxvkDataSlice imageDataBuffer = AllocUpdateBufferSlice(bytesTotal);
util::packImageData(imageDataBuffer.ptr(), pSrcData,
regionExtent, formatInfo->elementSize,
SrcRowPitch, SrcDepthPitch);
EmitCs([
cDstImage = textureInfo->GetImage(),
cDstLayers = layers,
cDstOffset = offset,
cDstExtent = extent,
cSrcData = std::move(imageDataBuffer),
cSrcBytesPerRow = bytesPerRow,
cSrcBytesPerLayer = bytesPerLayer,
cPackedFormat = packedFormat
] (DxvkContext* ctx) {
if (cDstLayers.aspectMask != (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
ctx->updateImage(cDstImage, cDstLayers,
cDstOffset, cDstExtent, cSrcData.ptr(),
cSrcBytesPerRow, cSrcBytesPerLayer);
} else {
ctx->updateDepthStencilImage(cDstImage, cDstLayers,
VkOffset2D { cDstOffset.x, cDstOffset.y },
VkExtent2D { cDstExtent.width, cDstExtent.height },
cSrcData.ptr(), cSrcBytesPerRow, cSrcBytesPerLayer,
cPackedFormat);
}
});
if (textureInfo->CanUpdateMappedBufferEarly())
UpdateMappedBuffer(textureInfo, subresource);
}
}
HRESULT STDMETHODCALLTYPE D3D11DeviceContext::UpdateTileMappings(
ID3D11Resource* pTiledResource,
UINT NumTiledResourceRegions,
const D3D11_TILED_RESOURCE_COORDINATE* pTiledResourceRegionStartCoordinates,
const D3D11_TILE_REGION_SIZE* pTiledResourceRegionSizes,
ID3D11Buffer* pTilePool,
UINT NumRanges,
const UINT* pRangeFlags,
const UINT* pTilePoolStartOffsets,
const UINT* pRangeTileCounts,
UINT Flags) {
bool s_errorShown = false;
if (std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::UpdateTileMappings: Not implemented");
return DXGI_ERROR_INVALID_CALL;
}
void STDMETHODCALLTYPE D3D11DeviceContext::UpdateTiles(
ID3D11Resource* pDestTiledResource,
const D3D11_TILED_RESOURCE_COORDINATE* pDestTileRegionStartCoordinate,
const D3D11_TILE_REGION_SIZE* pDestTileRegionSize,
const void* pSourceTileData,
UINT Flags) {
bool s_errorShown = false;
if (std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::UpdateTiles: Not implemented");
}
void STDMETHODCALLTYPE D3D11DeviceContext::SetResourceMinLOD(
ID3D11Resource* pResource,
FLOAT MinLOD) {
bool s_errorShown = false;
if (std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::SetResourceMinLOD: Not implemented");
}
FLOAT STDMETHODCALLTYPE D3D11DeviceContext::GetResourceMinLOD(ID3D11Resource* pResource) {
bool s_errorShown = false;
if (std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::GetResourceMinLOD: Not implemented");
return 0.0f;
}
void STDMETHODCALLTYPE D3D11DeviceContext::ResolveSubresource(
ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) {
D3D10DeviceLock lock = LockContext();
bool isSameSubresource = pDstResource == pSrcResource
&& DstSubresource == SrcSubresource;
if (!pDstResource || !pSrcResource || isSameSubresource)
return;
D3D11_RESOURCE_DIMENSION dstResourceType;
D3D11_RESOURCE_DIMENSION srcResourceType;
pDstResource->GetType(&dstResourceType);
pSrcResource->GetType(&srcResourceType);
if (dstResourceType != D3D11_RESOURCE_DIMENSION_TEXTURE2D
|| srcResourceType != D3D11_RESOURCE_DIMENSION_TEXTURE2D) {
Logger::err(str::format(
"D3D11: ResolveSubresource: Incompatible resources",
"\n Dst resource type: ", dstResourceType,
"\n Src resource type: ", srcResourceType));
return;
}
auto dstTexture = static_cast<D3D11Texture2D*>(pDstResource);
auto srcTexture = static_cast<D3D11Texture2D*>(pSrcResource);
D3D11_TEXTURE2D_DESC dstDesc;
D3D11_TEXTURE2D_DESC srcDesc;
dstTexture->GetDesc(&dstDesc);
srcTexture->GetDesc(&srcDesc);
if (dstDesc.SampleDesc.Count != 1) {
Logger::err(str::format(
"D3D11: ResolveSubresource: Invalid sample counts",
"\n Dst sample count: ", dstDesc.SampleDesc.Count,
"\n Src sample count: ", srcDesc.SampleDesc.Count));
return;
}
const D3D11CommonTexture* dstTextureInfo = GetCommonTexture(pDstResource);
const D3D11CommonTexture* srcTextureInfo = GetCommonTexture(pSrcResource);
const DXGI_VK_FORMAT_INFO dstFormatInfo = m_parent->LookupFormat(dstDesc.Format, DXGI_VK_FORMAT_MODE_ANY);
const DXGI_VK_FORMAT_INFO srcFormatInfo = m_parent->LookupFormat(srcDesc.Format, DXGI_VK_FORMAT_MODE_ANY);
auto dstVulkanFormatInfo = imageFormatInfo(dstFormatInfo.Format);
auto srcVulkanFormatInfo = imageFormatInfo(srcFormatInfo.Format);
if (DstSubresource >= dstTextureInfo->CountSubresources()
|| SrcSubresource >= srcTextureInfo->CountSubresources())
return;
const VkImageSubresource dstSubresource =
dstTextureInfo->GetSubresourceFromIndex(
dstVulkanFormatInfo->aspectMask, DstSubresource);
const VkImageSubresource srcSubresource =
srcTextureInfo->GetSubresourceFromIndex(
srcVulkanFormatInfo->aspectMask, SrcSubresource);
const VkImageSubresourceLayers dstSubresourceLayers = {
dstSubresource.aspectMask,
dstSubresource.mipLevel,
dstSubresource.arrayLayer, 1 };
const VkImageSubresourceLayers srcSubresourceLayers = {
srcSubresource.aspectMask,
srcSubresource.mipLevel,
srcSubresource.arrayLayer, 1 };
if (srcDesc.SampleDesc.Count == 1) {
EmitCs([
cDstImage = dstTextureInfo->GetImage(),
cSrcImage = srcTextureInfo->GetImage(),
cDstLayers = dstSubresourceLayers,
cSrcLayers = srcSubresourceLayers
] (DxvkContext* ctx) {
ctx->copyImage(
cDstImage, cDstLayers, VkOffset3D { 0, 0, 0 },
cSrcImage, cSrcLayers, VkOffset3D { 0, 0, 0 },
cDstImage->mipLevelExtent(cDstLayers.mipLevel));
});
} else {
const VkFormat format = m_parent->LookupFormat(
Format, DXGI_VK_FORMAT_MODE_ANY).Format;
EmitCs([
cDstImage = dstTextureInfo->GetImage(),
cSrcImage = srcTextureInfo->GetImage(),
cDstSubres = dstSubresourceLayers,
cSrcSubres = srcSubresourceLayers,
cFormat = format
] (DxvkContext* ctx) {
VkImageResolve region;
region.srcSubresource = cSrcSubres;
region.srcOffset = VkOffset3D { 0, 0, 0 };
region.dstSubresource = cDstSubres;
region.dstOffset = VkOffset3D { 0, 0, 0 };
region.extent = cDstImage->mipLevelExtent(cDstSubres.mipLevel);
ctx->resolveImage(cDstImage, cSrcImage, region, cFormat);
});
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::DrawAuto() {
D3D10DeviceLock lock = LockContext();
D3D11Buffer* buffer = m_state.ia.vertexBuffers[0].buffer.ptr();
if (buffer == nullptr)
return;
DxvkBufferSlice vtxBuf = buffer->GetBufferSlice();
DxvkBufferSlice ctrBuf = buffer->GetSOCounter();
if (!ctrBuf.defined())
return;
EmitCs([=] (DxvkContext* ctx) {
ctx->drawIndirectXfb(ctrBuf,
vtxBuf.buffer()->getXfbVertexStride(),
vtxBuf.offset());
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::Draw(
UINT VertexCount,
UINT StartVertexLocation) {
D3D10DeviceLock lock = LockContext();
EmitCs([=] (DxvkContext* ctx) {
ctx->draw(
VertexCount, 1,
StartVertexLocation, 0);
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) {
D3D10DeviceLock lock = LockContext();
EmitCs([=] (DxvkContext* ctx) {
ctx->drawIndexed(
IndexCount, 1,
StartIndexLocation,
BaseVertexLocation, 0);
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) {
D3D10DeviceLock lock = LockContext();
EmitCs([=] (DxvkContext* ctx) {
ctx->draw(
VertexCountPerInstance,
InstanceCount,
StartVertexLocation,
StartInstanceLocation);
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) {
D3D10DeviceLock lock = LockContext();
EmitCs([=] (DxvkContext* ctx) {
ctx->drawIndexed(
IndexCountPerInstance,
InstanceCount,
StartIndexLocation,
BaseVertexLocation,
StartInstanceLocation);
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
D3D10DeviceLock lock = LockContext();
SetDrawBuffers(pBufferForArgs, nullptr);
// If possible, batch up multiple indirect draw calls of
// the same type into one single multiDrawIndirect call
constexpr VkDeviceSize stride = sizeof(VkDrawIndexedIndirectCommand);
auto cmdData = static_cast<D3D11CmdDrawIndirectData*>(m_cmdData);
bool useMultiDraw = cmdData && cmdData->type == D3D11CmdType::DrawIndirectIndexed
&& cmdData->offset + cmdData->count * stride == AlignedByteOffsetForArgs;
if (useMultiDraw) {
cmdData->count += 1;
} else {
cmdData = EmitCsCmd<D3D11CmdDrawIndirectData>(
[] (DxvkContext* ctx, const D3D11CmdDrawIndirectData* data) {
ctx->drawIndexedIndirect(data->offset, data->count,
sizeof(VkDrawIndexedIndirectCommand));
});
cmdData->type = D3D11CmdType::DrawIndirectIndexed;
cmdData->offset = AlignedByteOffsetForArgs;
cmdData->count = 1;
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstancedIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
D3D10DeviceLock lock = LockContext();
SetDrawBuffers(pBufferForArgs, nullptr);
// If possible, batch up multiple indirect draw calls of
// the same type into one single multiDrawIndirect call
constexpr VkDeviceSize stride = sizeof(VkDrawIndirectCommand);
auto cmdData = static_cast<D3D11CmdDrawIndirectData*>(m_cmdData);
bool useMultiDraw = cmdData && cmdData->type == D3D11CmdType::DrawIndirect
&& cmdData->offset + cmdData->count * stride == AlignedByteOffsetForArgs;
if (useMultiDraw) {
cmdData->count += 1;
} else {
cmdData = EmitCsCmd<D3D11CmdDrawIndirectData>(
[] (DxvkContext* ctx, const D3D11CmdDrawIndirectData* data) {
ctx->drawIndirect(data->offset, data->count,
sizeof(VkDrawIndirectCommand));
});
cmdData->type = D3D11CmdType::DrawIndirect;
cmdData->offset = AlignedByteOffsetForArgs;
cmdData->count = 1;
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::Dispatch(
UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) {
D3D10DeviceLock lock = LockContext();
EmitCs([=] (DxvkContext* ctx) {
ctx->dispatch(
ThreadGroupCountX,
ThreadGroupCountY,
ThreadGroupCountZ);
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::DispatchIndirect(
ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
D3D10DeviceLock lock = LockContext();
SetDrawBuffers(pBufferForArgs, nullptr);
EmitCs([cOffset = AlignedByteOffsetForArgs]
(DxvkContext* ctx) {
ctx->dispatchIndirect(cOffset);
});
}
void STDMETHODCALLTYPE D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) {
D3D10DeviceLock lock = LockContext();
auto inputLayout = static_cast<D3D11InputLayout*>(pInputLayout);
if (m_state.ia.inputLayout != inputLayout) {
bool equal = false;
// Some games (e.g. Grim Dawn) create lots and lots of
// identical input layouts, so we'll only apply the state
// if the input layouts has actually changed between calls.
if (m_state.ia.inputLayout != nullptr && inputLayout != nullptr)
equal = m_state.ia.inputLayout->Compare(inputLayout);
m_state.ia.inputLayout = inputLayout;
if (!equal)
ApplyInputLayout();
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) {
D3D10DeviceLock lock = LockContext();
if (m_state.ia.primitiveTopology != Topology) {
m_state.ia.primitiveTopology = Topology;
ApplyPrimitiveTopology();
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumBuffers; i++) {
auto newBuffer = static_cast<D3D11Buffer*>(ppVertexBuffers[i]);
bool needsUpdate = m_state.ia.vertexBuffers[StartSlot + i].buffer != newBuffer;
if (needsUpdate)
m_state.ia.vertexBuffers[StartSlot + i].buffer = newBuffer;
needsUpdate |= m_state.ia.vertexBuffers[StartSlot + i].offset != pOffsets[i]
|| m_state.ia.vertexBuffers[StartSlot + i].stride != pStrides[i];
if (needsUpdate) {
m_state.ia.vertexBuffers[StartSlot + i].offset = pOffsets[i];
m_state.ia.vertexBuffers[StartSlot + i].stride = pStrides[i];
BindVertexBuffer(StartSlot + i, newBuffer, pOffsets[i], pStrides[i]);
}
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::IASetIndexBuffer(
ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) {
D3D10DeviceLock lock = LockContext();
auto newBuffer = static_cast<D3D11Buffer*>(pIndexBuffer);
bool needsUpdate = m_state.ia.indexBuffer.buffer != newBuffer;
if (needsUpdate)
m_state.ia.indexBuffer.buffer = newBuffer;
needsUpdate |= m_state.ia.indexBuffer.offset != Offset
|| m_state.ia.indexBuffer.format != Format;
if (needsUpdate) {
m_state.ia.indexBuffer.offset = Offset;
m_state.ia.indexBuffer.format = Format;
BindIndexBuffer(newBuffer, Offset, Format);
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::IAGetInputLayout(ID3D11InputLayout** ppInputLayout) {
D3D10DeviceLock lock = LockContext();
*ppInputLayout = m_state.ia.inputLayout.ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::IAGetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY* pTopology) {
D3D10DeviceLock lock = LockContext();
*pTopology = m_state.ia.primitiveTopology;
}
void STDMETHODCALLTYPE D3D11DeviceContext::IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumBuffers; i++) {
if (ppVertexBuffers != nullptr)
ppVertexBuffers[i] = m_state.ia.vertexBuffers[StartSlot + i].buffer.ref();
if (pStrides != nullptr)
pStrides[i] = m_state.ia.vertexBuffers[StartSlot + i].stride;
if (pOffsets != nullptr)
pOffsets[i] = m_state.ia.vertexBuffers[StartSlot + i].offset;
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::IAGetIndexBuffer(
ID3D11Buffer** ppIndexBuffer,
DXGI_FORMAT* pFormat,
UINT* pOffset) {
D3D10DeviceLock lock = LockContext();
if (ppIndexBuffer != nullptr)
*ppIndexBuffer = m_state.ia.indexBuffer.buffer.ref();
if (pFormat != nullptr)
*pFormat = m_state.ia.indexBuffer.format;
if (pOffset != nullptr)
*pOffset = m_state.ia.indexBuffer.offset;
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShader(
ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
D3D10DeviceLock lock = LockContext();
auto shader = static_cast<D3D11VertexShader*>(pVertexShader);
if (NumClassInstances != 0)
Logger::err("D3D11: Class instances not supported");
if (m_state.vs.shader != shader) {
m_state.vs.shader = shader;
BindShader<DxbcProgramType::VertexShader>(GetCommonShader(shader));
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers<DxbcProgramType::VertexShader>(
m_state.vs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers1<DxbcProgramType::VertexShader>(
m_state.vs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
SetShaderResources<DxbcProgramType::VertexShader>(
m_state.vs.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
D3D10DeviceLock lock = LockContext();
SetSamplers<DxbcProgramType::VertexShader>(
m_state.vs.samplers,
StartSlot, NumSamplers,
ppSamplers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShader(
ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
D3D10DeviceLock lock = LockContext();
if (ppVertexShader != nullptr)
*ppVertexShader = m_state.vs.shader.ref();
if (pNumClassInstances != nullptr)
*pNumClassInstances = 0;
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.vs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.vs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.vs.shaderResources.views[StartSlot + i].ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = ref(m_state.vs.samplers[StartSlot + i]);
}
void STDMETHODCALLTYPE D3D11DeviceContext::HSSetShader(
ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
D3D10DeviceLock lock = LockContext();
auto shader = static_cast<D3D11HullShader*>(pHullShader);
if (NumClassInstances != 0)
Logger::err("D3D11: Class instances not supported");
if (m_state.hs.shader != shader) {
m_state.hs.shader = shader;
BindShader<DxbcProgramType::HullShader>(GetCommonShader(shader));
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::HSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
SetShaderResources<DxbcProgramType::HullShader>(
m_state.hs.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
}
void STDMETHODCALLTYPE D3D11DeviceContext::HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers<DxbcProgramType::HullShader>(
m_state.hs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::HSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers1<DxbcProgramType::HullShader>(
m_state.hs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::HSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
D3D10DeviceLock lock = LockContext();
SetSamplers<DxbcProgramType::HullShader>(
m_state.hs.samplers,
StartSlot, NumSamplers,
ppSamplers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShader(
ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
D3D10DeviceLock lock = LockContext();
if (ppHullShader != nullptr)
*ppHullShader = m_state.hs.shader.ref();
if (pNumClassInstances != nullptr)
*pNumClassInstances = 0;
}
void STDMETHODCALLTYPE D3D11DeviceContext::HSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.hs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
}
void D3D11DeviceContext::HSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.hs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.hs.shaderResources.views[StartSlot + i].ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::HSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = ref(m_state.hs.samplers[StartSlot + i]);
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSSetShader(
ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
D3D10DeviceLock lock = LockContext();
auto shader = static_cast<D3D11DomainShader*>(pDomainShader);
if (NumClassInstances != 0)
Logger::err("D3D11: Class instances not supported");
if (m_state.ds.shader != shader) {
m_state.ds.shader = shader;
BindShader<DxbcProgramType::DomainShader>(GetCommonShader(shader));
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
SetShaderResources<DxbcProgramType::DomainShader>(
m_state.ds.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers<DxbcProgramType::DomainShader>(
m_state.ds.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers1<DxbcProgramType::DomainShader>(
m_state.ds.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
D3D10DeviceLock lock = LockContext();
SetSamplers<DxbcProgramType::DomainShader>(
m_state.ds.samplers,
StartSlot, NumSamplers,
ppSamplers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShader(
ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
D3D10DeviceLock lock = LockContext();
if (ppDomainShader != nullptr)
*ppDomainShader = m_state.ds.shader.ref();
if (pNumClassInstances != nullptr)
*pNumClassInstances = 0;
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.ds.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.ds.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.ds.shaderResources.views[StartSlot + i].ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::DSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = ref(m_state.ds.samplers[StartSlot + i]);
}
void STDMETHODCALLTYPE D3D11DeviceContext::GSSetShader(
ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
D3D10DeviceLock lock = LockContext();
auto shader = static_cast<D3D11GeometryShader*>(pShader);
if (NumClassInstances != 0)
Logger::err("D3D11: Class instances not supported");
if (m_state.gs.shader != shader) {
m_state.gs.shader = shader;
BindShader<DxbcProgramType::GeometryShader>(GetCommonShader(shader));
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers<DxbcProgramType::GeometryShader>(
m_state.gs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
}
void D3D11DeviceContext::GSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers1<DxbcProgramType::GeometryShader>(
m_state.gs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
SetShaderResources<DxbcProgramType::GeometryShader>(
m_state.gs.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
}
void STDMETHODCALLTYPE D3D11DeviceContext::GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
D3D10DeviceLock lock = LockContext();
SetSamplers<DxbcProgramType::GeometryShader>(
m_state.gs.samplers,
StartSlot, NumSamplers,
ppSamplers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShader(
ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
D3D10DeviceLock lock = LockContext();
if (ppGeometryShader != nullptr)
*ppGeometryShader = m_state.gs.shader.ref();
if (pNumClassInstances != nullptr)
*pNumClassInstances = 0;
}
void STDMETHODCALLTYPE D3D11DeviceContext::GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.gs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
}
void D3D11DeviceContext::GSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.gs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.gs.shaderResources.views[StartSlot + i].ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = ref(m_state.gs.samplers[StartSlot + i]);
}
void STDMETHODCALLTYPE D3D11DeviceContext::PSSetShader(
ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
D3D10DeviceLock lock = LockContext();
auto shader = static_cast<D3D11PixelShader*>(pPixelShader);
if (NumClassInstances != 0)
Logger::err("D3D11: Class instances not supported");
if (m_state.ps.shader != shader) {
m_state.ps.shader = shader;
BindShader<DxbcProgramType::PixelShader>(GetCommonShader(shader));
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers<DxbcProgramType::PixelShader>(
m_state.ps.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
}
void D3D11DeviceContext::PSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers1<DxbcProgramType::PixelShader>(
m_state.ps.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
SetShaderResources<DxbcProgramType::PixelShader>(
m_state.ps.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
}
void STDMETHODCALLTYPE D3D11DeviceContext::PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
D3D10DeviceLock lock = LockContext();
SetSamplers<DxbcProgramType::PixelShader>(
m_state.ps.samplers,
StartSlot, NumSamplers,
ppSamplers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShader(
ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
D3D10DeviceLock lock = LockContext();
if (ppPixelShader != nullptr)
*ppPixelShader = m_state.ps.shader.ref();
if (pNumClassInstances != nullptr)
*pNumClassInstances = 0;
}
void STDMETHODCALLTYPE D3D11DeviceContext::PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.ps.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
}
void D3D11DeviceContext::PSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.ps.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.ps.shaderResources.views[StartSlot + i].ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = ref(m_state.ps.samplers[StartSlot + i]);
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSSetShader(
ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
D3D10DeviceLock lock = LockContext();
auto shader = static_cast<D3D11ComputeShader*>(pComputeShader);
if (NumClassInstances != 0)
Logger::err("D3D11: Class instances not supported");
if (m_state.cs.shader != shader) {
m_state.cs.shader = shader;
BindShader<DxbcProgramType::ComputeShader>(GetCommonShader(shader));
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers<DxbcProgramType::ComputeShader>(
m_state.cs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers1<DxbcProgramType::ComputeShader>(
m_state.cs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
SetShaderResources<DxbcProgramType::ComputeShader>(
m_state.cs.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
D3D10DeviceLock lock = LockContext();
SetSamplers<DxbcProgramType::ComputeShader>(
m_state.cs.samplers,
StartSlot, NumSamplers,
ppSamplers);
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSSetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
D3D10DeviceLock lock = LockContext();
if (TestRtvUavHazards(0, nullptr, NumUAVs, ppUnorderedAccessViews))
return;
// Unbind previously bound conflicting UAVs
uint32_t uavSlotId = computeUavBinding (DxbcProgramType::ComputeShader, 0);
uint32_t ctrSlotId = computeUavCounterBinding(DxbcProgramType::ComputeShader, 0);
int32_t uavId = m_state.cs.uavMask.findNext(0);
while (uavId >= 0) {
if (uint32_t(uavId) < StartSlot || uint32_t(uavId) >= StartSlot + NumUAVs) {
for (uint32_t i = 0; i < NumUAVs; i++) {
auto uav = static_cast<D3D11UnorderedAccessView*>(ppUnorderedAccessViews[i]);
if (CheckViewOverlap(uav, m_state.cs.unorderedAccessViews[uavId].ptr())) {
m_state.cs.unorderedAccessViews[uavId] = nullptr;
m_state.cs.uavMask.clr(uavId);
BindUnorderedAccessView(
uavSlotId + uavId, nullptr,
ctrSlotId + uavId, ~0u);
}
}
uavId = m_state.cs.uavMask.findNext(uavId + 1);
} else {
uavId = m_state.cs.uavMask.findNext(StartSlot + NumUAVs);
}
}
// Actually bind the given UAVs
for (uint32_t i = 0; i < NumUAVs; i++) {
auto uav = static_cast<D3D11UnorderedAccessView*>(ppUnorderedAccessViews[i]);
auto ctr = pUAVInitialCounts ? pUAVInitialCounts[i] : ~0u;
if (m_state.cs.unorderedAccessViews[StartSlot + i] != uav || ctr != ~0u) {
m_state.cs.unorderedAccessViews[StartSlot + i] = uav;
m_state.cs.uavMask.set(StartSlot + i, uav != nullptr);
BindUnorderedAccessView(
uavSlotId + StartSlot + i, uav,
ctrSlotId + StartSlot + i, ctr);
ResolveCsSrvHazards(uav);
}
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShader(
ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
D3D10DeviceLock lock = LockContext();
if (ppComputeShader != nullptr)
*ppComputeShader = m_state.cs.shader.ref();
if (pNumClassInstances != nullptr)
*pNumClassInstances = 0;
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.cs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
GetConstantBuffers(
m_state.cs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
pFirstConstant,
pNumConstants);
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.cs.shaderResources.views[StartSlot + i].ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = ref(m_state.cs.samplers[StartSlot + i]);
}
void STDMETHODCALLTYPE D3D11DeviceContext::CSGetUnorderedAccessViews(
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumUAVs; i++)
ppUnorderedAccessViews[i] = m_state.cs.unorderedAccessViews[StartSlot + i].ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) {
OMSetRenderTargetsAndUnorderedAccessViews(
NumViews, ppRenderTargetViews, pDepthStencilView,
NumViews, 0, nullptr, nullptr);
}
void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
D3D10DeviceLock lock = LockContext();
if (TestRtvUavHazards(NumRTVs, ppRenderTargetViews, NumUAVs, ppUnorderedAccessViews))
return;
bool needsUpdate = false;
if (likely(NumRTVs != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL)) {
// Native D3D11 does not change the render targets if
// the parameters passed to this method are invalid.
if (!ValidateRenderTargets(NumRTVs, ppRenderTargetViews, pDepthStencilView))
return;
for (uint32_t i = 0; i < m_state.om.renderTargetViews.size(); i++) {
auto rtv = i < NumRTVs
? static_cast<D3D11RenderTargetView*>(ppRenderTargetViews[i])
: nullptr;
if (m_state.om.renderTargetViews[i] != rtv) {
m_state.om.renderTargetViews[i] = rtv;
needsUpdate = true;
ResolveOmSrvHazards(rtv);
if (NumUAVs == D3D11_KEEP_UNORDERED_ACCESS_VIEWS)
ResolveOmUavHazards(rtv);
}
}
auto dsv = static_cast<D3D11DepthStencilView*>(pDepthStencilView);
if (m_state.om.depthStencilView != dsv) {
m_state.om.depthStencilView = dsv;
needsUpdate = true;
ResolveOmSrvHazards(dsv);
}
m_state.om.maxRtv = NumRTVs;
}
if (unlikely(NumUAVs || m_state.om.maxUav)) {
uint32_t uavSlotId = computeUavBinding (DxbcProgramType::PixelShader, 0);
uint32_t ctrSlotId = computeUavCounterBinding(DxbcProgramType::PixelShader, 0);
if (likely(NumUAVs != D3D11_KEEP_UNORDERED_ACCESS_VIEWS)) {
uint32_t newMaxUav = NumUAVs ? UAVStartSlot + NumUAVs : 0;
uint32_t oldMaxUav = std::exchange(m_state.om.maxUav, newMaxUav);
for (uint32_t i = 0; i < std::max(oldMaxUav, newMaxUav); i++) {
D3D11UnorderedAccessView* uav = nullptr;
uint32_t ctr = ~0u;
if (i >= UAVStartSlot && i < UAVStartSlot + NumUAVs) {
uav = static_cast<D3D11UnorderedAccessView*>(ppUnorderedAccessViews[i - UAVStartSlot]);
ctr = pUAVInitialCounts ? pUAVInitialCounts[i - UAVStartSlot] : ~0u;
}
if (m_state.ps.unorderedAccessViews[i] != uav || ctr != ~0u) {
m_state.ps.unorderedAccessViews[i] = uav;
BindUnorderedAccessView(
uavSlotId + i, uav,
ctrSlotId + i, ctr);
ResolveOmSrvHazards(uav);
if (NumRTVs == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL)
needsUpdate |= ResolveOmRtvHazards(uav);
}
}
}
}
if (needsUpdate)
BindFramebuffer();
}
void STDMETHODCALLTYPE D3D11DeviceContext::OMSetBlendState(
ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) {
D3D10DeviceLock lock = LockContext();
auto blendState = static_cast<D3D11BlendState*>(pBlendState);
if (m_state.om.cbState != blendState
|| m_state.om.sampleMask != SampleMask) {
m_state.om.cbState = blendState;
m_state.om.sampleMask = SampleMask;
ApplyBlendState();
}
if (BlendFactor != nullptr) {
for (uint32_t i = 0; i < 4; i++)
m_state.om.blendFactor[i] = BlendFactor[i];
ApplyBlendFactor();
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::OMSetDepthStencilState(
ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) {
D3D10DeviceLock lock = LockContext();
auto depthStencilState = static_cast<D3D11DepthStencilState*>(pDepthStencilState);
if (m_state.om.dsState != depthStencilState) {
m_state.om.dsState = depthStencilState;
ApplyDepthStencilState();
}
if (m_state.om.stencilRef != StencilRef) {
m_state.om.stencilRef = StencilRef;
ApplyStencilRef();
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::OMGetRenderTargets(
UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) {
D3D10DeviceLock lock = LockContext();
if (ppRenderTargetViews != nullptr) {
for (UINT i = 0; i < NumViews; i++)
ppRenderTargetViews[i] = m_state.om.renderTargetViews[i].ref();
}
if (ppDepthStencilView != nullptr)
*ppDepthStencilView = m_state.om.depthStencilView.ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews(
UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
OMGetRenderTargets(NumRTVs, ppRenderTargetViews, ppDepthStencilView);
D3D10DeviceLock lock = LockContext();
if (ppUnorderedAccessViews != nullptr) {
for (UINT i = 0; i < NumUAVs; i++)
ppUnorderedAccessViews[i] = m_state.ps.unorderedAccessViews[UAVStartSlot + i].ref();
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::OMGetBlendState(
ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) {
D3D10DeviceLock lock = LockContext();
if (ppBlendState != nullptr)
*ppBlendState = ref(m_state.om.cbState);
if (BlendFactor != nullptr)
std::memcpy(BlendFactor, m_state.om.blendFactor, sizeof(FLOAT) * 4);
if (pSampleMask != nullptr)
*pSampleMask = m_state.om.sampleMask;
}
void STDMETHODCALLTYPE D3D11DeviceContext::OMGetDepthStencilState(
ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) {
D3D10DeviceLock lock = LockContext();
if (ppDepthStencilState != nullptr)
*ppDepthStencilState = ref(m_state.om.dsState);
if (pStencilRef != nullptr)
*pStencilRef = m_state.om.stencilRef;
}
void STDMETHODCALLTYPE D3D11DeviceContext::RSSetState(ID3D11RasterizerState* pRasterizerState) {
D3D10DeviceLock lock = LockContext();
auto rasterizerState = static_cast<D3D11RasterizerState*>(pRasterizerState);
bool currScissorEnable = m_state.rs.state != nullptr
? m_state.rs.state->Desc()->ScissorEnable
: false;
bool nextScissorEnable = rasterizerState != nullptr
? rasterizerState->Desc()->ScissorEnable
: false;
if (m_state.rs.state != rasterizerState) {
m_state.rs.state = rasterizerState;
// In D3D11, the rasterizer state defines whether the
// scissor test is enabled, so we have to update the
// scissor rectangles as well.
ApplyRasterizerState();
if (currScissorEnable != nextScissorEnable)
ApplyViewportState();
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::RSSetViewports(
UINT NumViewports,
const D3D11_VIEWPORT* pViewports) {
D3D10DeviceLock lock = LockContext();
if (unlikely(NumViewports > m_state.rs.viewports.size()))
return;
bool dirty = m_state.rs.numViewports != NumViewports;
m_state.rs.numViewports = NumViewports;
for (uint32_t i = 0; i < NumViewports; i++) {
const D3D11_VIEWPORT& vp = m_state.rs.viewports[i];
dirty |= vp.TopLeftX != pViewports[i].TopLeftX
|| vp.TopLeftY != pViewports[i].TopLeftY
|| vp.Width != pViewports[i].Width
|| vp.Height != pViewports[i].Height
|| vp.MinDepth != pViewports[i].MinDepth
|| vp.MaxDepth != pViewports[i].MaxDepth;
m_state.rs.viewports[i] = pViewports[i];
}
if (dirty)
ApplyViewportState();
}
void STDMETHODCALLTYPE D3D11DeviceContext::RSSetScissorRects(
UINT NumRects,
const D3D11_RECT* pRects) {
D3D10DeviceLock lock = LockContext();
if (unlikely(NumRects > m_state.rs.scissors.size()))
return;
bool dirty = m_state.rs.numScissors != NumRects;
m_state.rs.numScissors = NumRects;
for (uint32_t i = 0; i < NumRects; i++) {
if (pRects[i].bottom >= pRects[i].top
&& pRects[i].right >= pRects[i].left) {
const D3D11_RECT& sr = m_state.rs.scissors[i];
dirty |= sr.top != pRects[i].top
|| sr.left != pRects[i].left
|| sr.bottom != pRects[i].bottom
|| sr.right != pRects[i].right;
m_state.rs.scissors[i] = pRects[i];
}
}
if (m_state.rs.state != nullptr && dirty) {
D3D11_RASTERIZER_DESC rsDesc;
m_state.rs.state->GetDesc(&rsDesc);
if (rsDesc.ScissorEnable)
ApplyViewportState();
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::RSGetState(ID3D11RasterizerState** ppRasterizerState) {
D3D10DeviceLock lock = LockContext();
if (ppRasterizerState != nullptr)
*ppRasterizerState = ref(m_state.rs.state);
}
void STDMETHODCALLTYPE D3D11DeviceContext::RSGetViewports(
UINT* pNumViewports,
D3D11_VIEWPORT* pViewports) {
D3D10DeviceLock lock = LockContext();
if (pViewports != nullptr) {
for (uint32_t i = 0; i < *pNumViewports; i++) {
if (i < m_state.rs.numViewports) {
pViewports[i] = m_state.rs.viewports[i];
} else {
pViewports[i].TopLeftX = 0.0f;
pViewports[i].TopLeftY = 0.0f;
pViewports[i].Width = 0.0f;
pViewports[i].Height = 0.0f;
pViewports[i].MinDepth = 0.0f;
pViewports[i].MaxDepth = 0.0f;
}
}
} else {
*pNumViewports = m_state.rs.numViewports;
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::RSGetScissorRects(
UINT* pNumRects,
D3D11_RECT* pRects) {
D3D10DeviceLock lock = LockContext();
if (pRects != nullptr) {
for (uint32_t i = 0; i < *pNumRects; i++) {
if (i < m_state.rs.numScissors) {
pRects[i] = m_state.rs.scissors[i];
} else {
pRects[i].left = 0;
pRects[i].top = 0;
pRects[i].right = 0;
pRects[i].bottom = 0;
}
}
} else {
*pNumRects = m_state.rs.numScissors;
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::SOSetTargets(
UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumBuffers; i++) {
D3D11Buffer* buffer = static_cast<D3D11Buffer*>(ppSOTargets[i]);
UINT offset = pOffsets != nullptr ? pOffsets[i] : 0;
m_state.so.targets[i].buffer = buffer;
m_state.so.targets[i].offset = offset;
}
for (uint32_t i = NumBuffers; i < D3D11_SO_BUFFER_SLOT_COUNT; i++) {
m_state.so.targets[i].buffer = nullptr;
m_state.so.targets[i].offset = 0;
}
for (uint32_t i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++) {
BindXfbBuffer(i,
m_state.so.targets[i].buffer.ptr(),
m_state.so.targets[i].offset);
}
}
void STDMETHODCALLTYPE D3D11DeviceContext::SOGetTargets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumBuffers; i++)
ppSOTargets[i] = m_state.so.targets[i].buffer.ref();
}
void STDMETHODCALLTYPE D3D11DeviceContext::SOGetTargetsWithOffsets(
UINT NumBuffers,
ID3D11Buffer** ppSOTargets,
UINT* pOffsets) {
D3D10DeviceLock lock = LockContext();
for (uint32_t i = 0; i < NumBuffers; i++) {
if (ppSOTargets != nullptr)
ppSOTargets[i] = m_state.so.targets[i].buffer.ref();
if (pOffsets != nullptr)
pOffsets[i] = m_state.so.targets[i].offset;
}
}
BOOL STDMETHODCALLTYPE D3D11DeviceContext::IsAnnotationEnabled() {
// Not implemented in the backend
return FALSE;
}
void STDMETHODCALLTYPE D3D11DeviceContext::SetMarkerInt(
LPCWSTR pLabel,
INT Data) {
// Not implemented in the backend, ignore
}
void STDMETHODCALLTYPE D3D11DeviceContext::BeginEventInt(
LPCWSTR pLabel,
INT Data) {
// Not implemented in the backend, ignore
}
void STDMETHODCALLTYPE D3D11DeviceContext::EndEvent() {
// Not implemented in the backend, ignore
}
void STDMETHODCALLTYPE D3D11DeviceContext::GetHardwareProtectionState(
BOOL* pHwProtectionEnable) {
static bool s_errorShown = false;
if (!std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::GetHardwareProtectionState: Not implemented");
if (pHwProtectionEnable)
*pHwProtectionEnable = FALSE;
}
void STDMETHODCALLTYPE D3D11DeviceContext::SetHardwareProtectionState(
BOOL HwProtectionEnable) {
static bool s_errorShown = false;
if (!std::exchange(s_errorShown, true))
Logger::err("D3D11DeviceContext::SetHardwareProtectionState: Not implemented");
}
void STDMETHODCALLTYPE D3D11DeviceContext::TransitionSurfaceLayout(
IDXGIVkInteropSurface* pSurface,
const VkImageSubresourceRange* pSubresources,
VkImageLayout OldLayout,
VkImageLayout NewLayout) {
D3D10DeviceLock lock = LockContext();
// Get the underlying D3D11 resource
Com<ID3D11Resource> resource;
pSurface->QueryInterface(__uuidof(ID3D11Resource),
reinterpret_cast<void**>(&resource));
// Get the texture from that resource
D3D11CommonTexture* texture = GetCommonTexture(resource.ptr());
EmitCs([
cImage = texture->GetImage(),
cSubresources = *pSubresources,
cOldLayout = OldLayout,
cNewLayout = NewLayout
] (DxvkContext* ctx) {
ctx->transformImage(
cImage, cSubresources,
cOldLayout, cNewLayout);
});
}
void D3D11DeviceContext::ApplyInputLayout() {
auto inputLayout = m_state.ia.inputLayout.prvRef();
if (likely(inputLayout != nullptr)) {
EmitCs([
cInputLayout = std::move(inputLayout)
] (DxvkContext* ctx) {
cInputLayout->BindToContext(ctx);
});
} else {
EmitCs([] (DxvkContext* ctx) {
ctx->setInputLayout(0, nullptr, 0, nullptr);
});
}
}
void D3D11DeviceContext::ApplyPrimitiveTopology() {
D3D11_PRIMITIVE_TOPOLOGY topology = m_state.ia.primitiveTopology;
DxvkInputAssemblyState iaState = { };
if (topology <= D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ) {
static const std::array<DxvkInputAssemblyState, 14> s_iaStates = {{
{ VK_PRIMITIVE_TOPOLOGY_MAX_ENUM, VK_FALSE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_FALSE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_LINE_LIST, VK_FALSE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_TRUE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_FALSE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, VK_TRUE, 0 },
{ }, { }, { }, { }, // Random gap that exists for no reason
{ VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY, VK_FALSE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY, VK_TRUE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY, VK_FALSE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, VK_TRUE, 0 },
}};
iaState = s_iaStates[uint32_t(topology)];
} else if (topology >= D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST
&& topology <= D3D11_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST) {
// The number of control points per patch can be inferred from the enum value in D3D11
uint32_t vertexCount = uint32_t(topology - D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + 1);
iaState = { VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, VK_FALSE, vertexCount };
}
EmitCs([iaState] (DxvkContext* ctx) {
ctx->setInputAssemblyState(iaState);
});
}
void D3D11DeviceContext::ApplyBlendState() {
if (m_state.om.cbState != nullptr) {
EmitCs([
cBlendState = m_state.om.cbState,
cSampleMask = m_state.om.sampleMask
] (DxvkContext* ctx) {
cBlendState->BindToContext(ctx, cSampleMask);
});
} else {
EmitCs([
cSampleMask = m_state.om.sampleMask
] (DxvkContext* ctx) {
DxvkBlendMode cbState;
DxvkLogicOpState loState;
DxvkMultisampleState msState;
InitDefaultBlendState(&cbState, &loState, &msState, cSampleMask);
for (uint32_t i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
ctx->setBlendMode(i, cbState);
ctx->setLogicOpState(loState);
ctx->setMultisampleState(msState);
});
}
}
void D3D11DeviceContext::ApplyBlendFactor() {
EmitCs([
cBlendConstants = DxvkBlendConstants {
m_state.om.blendFactor[0], m_state.om.blendFactor[1],
m_state.om.blendFactor[2], m_state.om.blendFactor[3] }
] (DxvkContext* ctx) {
ctx->setBlendConstants(cBlendConstants);
});
}
void D3D11DeviceContext::ApplyDepthStencilState() {
if (m_state.om.dsState != nullptr) {
EmitCs([
cDepthStencilState = m_state.om.dsState
] (DxvkContext* ctx) {
cDepthStencilState->BindToContext(ctx);
});
} else {
EmitCs([] (DxvkContext* ctx) {
DxvkDepthStencilState dsState;
InitDefaultDepthStencilState(&dsState);
ctx->setDepthStencilState(dsState);
});
}
}
void D3D11DeviceContext::ApplyStencilRef() {
EmitCs([
cStencilRef = m_state.om.stencilRef
] (DxvkContext* ctx) {
ctx->setStencilReference(cStencilRef);
});
}
void D3D11DeviceContext::ApplyRasterizerState() {
if (m_state.rs.state != nullptr) {
EmitCs([
cRasterizerState = m_state.rs.state
] (DxvkContext* ctx) {
cRasterizerState->BindToContext(ctx);
});
} else {
EmitCs([] (DxvkContext* ctx) {
DxvkRasterizerState rsState;
InitDefaultRasterizerState(&rsState);
ctx->setRasterizerState(rsState);
});
}
}
void D3D11DeviceContext::ApplyViewportState() {
std::array<VkViewport, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE> viewports;
std::array<VkRect2D, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE> scissors;
// The backend can't handle a viewport count of zero,
// so we should at least specify one empty viewport
uint32_t viewportCount = m_state.rs.numViewports;
if (unlikely(!viewportCount)) {
viewportCount = 1;
viewports[0] = VkViewport();
scissors [0] = VkRect2D();
}
// D3D11's coordinate system has its origin in the bottom left,
// but the viewport coordinates are aligned to the top-left
// corner so we can get away with flipping the viewport.
for (uint32_t i = 0; i < m_state.rs.numViewports; i++) {
const D3D11_VIEWPORT& vp = m_state.rs.viewports[i];
viewports[i] = VkViewport {
vp.TopLeftX, vp.Height + vp.TopLeftY,
vp.Width, -vp.Height,
vp.MinDepth, vp.MaxDepth,
};
}
// Scissor rectangles. Vulkan does not provide an easy way
// to disable the scissor test, so we'll have to set scissor
// rects that are at least as large as the framebuffer.
bool enableScissorTest = false;
if (m_state.rs.state != nullptr) {
D3D11_RASTERIZER_DESC rsDesc;
m_state.rs.state->GetDesc(&rsDesc);
enableScissorTest = rsDesc.ScissorEnable;
}
for (uint32_t i = 0; i < m_state.rs.numViewports; i++) {
if (!enableScissorTest) {
scissors[i] = VkRect2D {
VkOffset2D { 0, 0 },
VkExtent2D {
D3D11_VIEWPORT_BOUNDS_MAX,
D3D11_VIEWPORT_BOUNDS_MAX } };
} else if (i >= m_state.rs.numScissors) {
scissors[i] = VkRect2D {
VkOffset2D { 0, 0 },
VkExtent2D { 0, 0 } };
} else {
D3D11_RECT sr = m_state.rs.scissors[i];
VkOffset2D srPosA;
srPosA.x = std::max<int32_t>(0, sr.left);
srPosA.y = std::max<int32_t>(0, sr.top);
VkOffset2D srPosB;
srPosB.x = std::max<int32_t>(srPosA.x, sr.right);
srPosB.y = std::max<int32_t>(srPosA.y, sr.bottom);
VkExtent2D srSize;
srSize.width = uint32_t(srPosB.x - srPosA.x);
srSize.height = uint32_t(srPosB.y - srPosA.y);
scissors[i] = VkRect2D { srPosA, srSize };
}
}
if (likely(viewportCount == 1)) {
EmitCs([
cViewport = viewports[0],
cScissor = scissors[0]
] (DxvkContext* ctx) {
ctx->setViewports(1,
&cViewport,
&cScissor);
});
} else {
EmitCs([
cViewportCount = viewportCount,
cViewports = viewports,
cScissors = scissors
] (DxvkContext* ctx) {
ctx->setViewports(
cViewportCount,
cViewports.data(),
cScissors.data());
});
}
}
template<DxbcProgramType ShaderStage>
void D3D11DeviceContext::BindShader(
const D3D11CommonShader* pShaderModule) {
// Bind the shader and the ICB at once
EmitCs([
cSlice = pShaderModule != nullptr
&& pShaderModule->GetIcb() != nullptr
? DxvkBufferSlice(pShaderModule->GetIcb())
: DxvkBufferSlice(),
cShader = pShaderModule != nullptr
? pShaderModule->GetShader()
: nullptr
] (DxvkContext* ctx) {
VkShaderStageFlagBits stage = GetShaderStage(ShaderStage);
uint32_t slotId = computeConstantBufferBinding(ShaderStage,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
ctx->bindShader (stage, cShader);
ctx->bindResourceBuffer(slotId, cSlice);
});
}
void D3D11DeviceContext::BindFramebuffer() {
DxvkRenderTargets attachments;
// D3D11 doesn't have the concept of a framebuffer object,
// so we'll just create a new one every time the render
// target bindings are updated. Set up the attachments.
for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) {
if (m_state.om.renderTargetViews[i] != nullptr) {
attachments.color[i] = {
m_state.om.renderTargetViews[i]->GetImageView(),
m_state.om.renderTargetViews[i]->GetRenderLayout() };
}
}
if (m_state.om.depthStencilView != nullptr) {
attachments.depth = {
m_state.om.depthStencilView->GetImageView(),
m_state.om.depthStencilView->GetRenderLayout() };
}
// Create and bind the framebuffer object to the context
EmitCs([
cAttachments = std::move(attachments)
] (DxvkContext* ctx) {
ctx->bindRenderTargets(cAttachments);
});
}
void D3D11DeviceContext::BindDrawBuffers(
D3D11Buffer* pBufferForArgs,
D3D11Buffer* pBufferForCount) {
EmitCs([
cArgBuffer = pBufferForArgs ? pBufferForArgs->GetBufferSlice() : DxvkBufferSlice(),
cCntBuffer = pBufferForCount ? pBufferForCount->GetBufferSlice() : DxvkBufferSlice()
] (DxvkContext* ctx) {
ctx->bindDrawBuffers(cArgBuffer, cCntBuffer);
});
}
void D3D11DeviceContext::BindVertexBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Stride) {
EmitCs([
cSlotId = Slot,
cBufferSlice = pBuffer != nullptr ? pBuffer->GetBufferSlice(Offset) : DxvkBufferSlice(),
cStride = Stride
] (DxvkContext* ctx) {
ctx->bindVertexBuffer(cSlotId, cBufferSlice, cStride);
});
}
void D3D11DeviceContext::BindIndexBuffer(
D3D11Buffer* pBuffer,
UINT Offset,
DXGI_FORMAT Format) {
VkIndexType indexType = Format == DXGI_FORMAT_R16_UINT
? VK_INDEX_TYPE_UINT16
: VK_INDEX_TYPE_UINT32;
EmitCs([
cBufferSlice = pBuffer != nullptr ? pBuffer->GetBufferSlice(Offset) : DxvkBufferSlice(),
cIndexType = indexType
] (DxvkContext* ctx) {
ctx->bindIndexBuffer(cBufferSlice, cIndexType);
});
}
void D3D11DeviceContext::BindXfbBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset) {
DxvkBufferSlice bufferSlice;
DxvkBufferSlice counterSlice;
if (pBuffer != nullptr) {
bufferSlice = pBuffer->GetBufferSlice();
counterSlice = pBuffer->GetSOCounter();
}
EmitCs([
cSlotId = Slot,
cOffset = Offset,
cBufferSlice = bufferSlice,
cCounterSlice = counterSlice
] (DxvkContext* ctx) {
if (cCounterSlice.defined() && cOffset != ~0u) {
ctx->updateBuffer(
cCounterSlice.buffer(),
cCounterSlice.offset(),
sizeof(cOffset),
&cOffset);
}
ctx->bindXfbBuffer(cSlotId, cBufferSlice, cCounterSlice);
});
}
void D3D11DeviceContext::BindConstantBuffer(
UINT Slot,
D3D11Buffer* pBuffer) {
EmitCs([
cSlotId = Slot,
cBufferSlice = pBuffer ? pBuffer->GetBufferSlice() : DxvkBufferSlice()
] (DxvkContext* ctx) {
ctx->bindResourceBuffer(cSlotId, cBufferSlice);
});
}
void D3D11DeviceContext::BindConstantBuffer1(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Length) {
EmitCs([
cSlotId = Slot,
cBufferSlice = Length ? pBuffer->GetBufferSlice(16 * Offset, 16 * Length) : DxvkBufferSlice()
] (DxvkContext* ctx) {
ctx->bindResourceBuffer(cSlotId, cBufferSlice);
});
}
void D3D11DeviceContext::BindSampler(
UINT Slot,
D3D11SamplerState* pSampler) {
EmitCs([
cSlotId = Slot,
cSampler = pSampler != nullptr ? pSampler->GetDXVKSampler() : nullptr
] (DxvkContext* ctx) {
ctx->bindResourceSampler(cSlotId, cSampler);
});
}
void D3D11DeviceContext::BindShaderResource(
UINT Slot,
D3D11ShaderResourceView* pResource) {
EmitCs([
cSlotId = Slot,
cImageView = pResource != nullptr ? pResource->GetImageView() : nullptr,
cBufferView = pResource != nullptr ? pResource->GetBufferView() : nullptr
] (DxvkContext* ctx) {
ctx->bindResourceView(cSlotId, cImageView, cBufferView);
});
}
void D3D11DeviceContext::BindUnorderedAccessView(
UINT UavSlot,
D3D11UnorderedAccessView* pUav,
UINT CtrSlot,
UINT Counter) {
EmitCs([
cUavSlotId = UavSlot,
cCtrSlotId = CtrSlot,
cImageView = pUav != nullptr ? pUav->GetImageView() : nullptr,
cBufferView = pUav != nullptr ? pUav->GetBufferView() : nullptr,
cCounterSlice = pUav != nullptr ? pUav->GetCounterSlice() : DxvkBufferSlice(),
cCounterValue = Counter
] (DxvkContext* ctx) {
if (cCounterSlice.defined() && cCounterValue != ~0u) {
ctx->updateBuffer(
cCounterSlice.buffer(),
cCounterSlice.offset(),
sizeof(uint32_t),
&cCounterValue);
}
ctx->bindResourceView (cUavSlotId, cImageView, cBufferView);
ctx->bindResourceBuffer (cCtrSlotId, cCounterSlice);
});
}
void D3D11DeviceContext::DiscardBuffer(
ID3D11Resource* pResource) {
auto buffer = static_cast<D3D11Buffer*>(pResource);
if (buffer->GetMapMode() != D3D11_COMMON_BUFFER_MAP_MODE_NONE) {
D3D11_MAPPED_SUBRESOURCE sr;
Map(pResource, 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
Unmap(pResource, 0);
}
}
void D3D11DeviceContext::DiscardTexture(
ID3D11Resource* pResource,
UINT Subresource) {
auto texture = GetCommonTexture(pResource);
if (texture->GetMapMode() != D3D11_COMMON_TEXTURE_MAP_MODE_NONE) {
D3D11_MAPPED_SUBRESOURCE sr;
Map(pResource, Subresource, D3D11_MAP_WRITE_DISCARD, 0, &sr);
Unmap(pResource, Subresource);
}
}
void D3D11DeviceContext::SetDrawBuffers(
ID3D11Buffer* pBufferForArgs,
ID3D11Buffer* pBufferForCount) {
auto argBuffer = static_cast<D3D11Buffer*>(pBufferForArgs);
auto cntBuffer = static_cast<D3D11Buffer*>(pBufferForCount);
if (m_state.id.argBuffer != argBuffer
|| m_state.id.cntBuffer != cntBuffer) {
m_state.id.argBuffer = argBuffer;
m_state.id.cntBuffer = cntBuffer;
BindDrawBuffers(argBuffer, cntBuffer);
}
}
template<DxbcProgramType ShaderStage>
void D3D11DeviceContext::SetConstantBuffers(
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
uint32_t slotId = computeConstantBufferBinding(ShaderStage, StartSlot);
for (uint32_t i = 0; i < NumBuffers; i++) {
auto newBuffer = static_cast<D3D11Buffer*>(ppConstantBuffers[i]);
UINT constantBound = 0;
if (likely(newBuffer != nullptr))
constantBound = newBuffer->Desc()->ByteWidth / 16;
if (Bindings[StartSlot + i].buffer != newBuffer
|| Bindings[StartSlot + i].constantBound != constantBound) {
Bindings[StartSlot + i].buffer = newBuffer;
Bindings[StartSlot + i].constantOffset = 0;
Bindings[StartSlot + i].constantCount = constantBound;
Bindings[StartSlot + i].constantBound = constantBound;
BindConstantBuffer(slotId + i, newBuffer);
}
}
}
template<DxbcProgramType ShaderStage>
void D3D11DeviceContext::SetConstantBuffers1(
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant,
const UINT* pNumConstants) {
uint32_t slotId = computeConstantBufferBinding(ShaderStage, StartSlot);
for (uint32_t i = 0; i < NumBuffers; i++) {
auto newBuffer = static_cast<D3D11Buffer*>(ppConstantBuffers[i]);
UINT constantOffset;
UINT constantCount;
UINT constantBound;
if (likely(newBuffer != nullptr)) {
constantBound = newBuffer->Desc()->ByteWidth / 16;
if (likely(pFirstConstant && pNumConstants)) {
constantOffset = pFirstConstant[i];
constantCount = pNumConstants [i];
constantBound = (constantOffset + constantCount > constantBound)
? constantBound - std::min(constantOffset, constantBound)
: constantCount;
} else {
constantOffset = 0;
constantCount = constantBound;
}
} else {
constantOffset = 0;
constantCount = 0;
constantBound = 0;
}
bool needsUpdate = Bindings[StartSlot + i].buffer != newBuffer;
if (needsUpdate)
Bindings[StartSlot + i].buffer = newBuffer;
needsUpdate |= Bindings[StartSlot + i].constantOffset != constantOffset
|| Bindings[StartSlot + i].constantCount != constantCount;
if (needsUpdate) {
Bindings[StartSlot + i].constantOffset = constantOffset;
Bindings[StartSlot + i].constantCount = constantCount;
Bindings[StartSlot + i].constantBound = constantBound;
BindConstantBuffer1(slotId + i, newBuffer, constantOffset, constantBound);
}
}
}
template<DxbcProgramType ShaderStage>
void D3D11DeviceContext::SetSamplers(
D3D11SamplerBindings& Bindings,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
uint32_t slotId = computeSamplerBinding(ShaderStage, StartSlot);
for (uint32_t i = 0; i < NumSamplers; i++) {
auto sampler = static_cast<D3D11SamplerState*>(ppSamplers[i]);
if (Bindings[StartSlot + i] != sampler) {
Bindings[StartSlot + i] = sampler;
BindSampler(slotId + i, sampler);
}
}
}
template<DxbcProgramType ShaderStage>
void D3D11DeviceContext::SetShaderResources(
D3D11ShaderResourceBindings& Bindings,
UINT StartSlot,
UINT NumResources,
ID3D11ShaderResourceView* const* ppResources) {
uint32_t slotId = computeSrvBinding(ShaderStage, StartSlot);
for (uint32_t i = 0; i < NumResources; i++) {
auto resView = static_cast<D3D11ShaderResourceView*>(ppResources[i]);
if (Bindings.views[StartSlot + i] != resView) {
if (unlikely(resView && resView->TestHazards())) {
if (TestSrvHazards<ShaderStage>(resView))
resView = nullptr;
// Only set if necessary, but don't reset it on every
// bind as this would be more expensive than a few
// redundant checks in OMSetRenderTargets and friends.
Bindings.hazardous.set(StartSlot + i, resView);
}
Bindings.views[StartSlot + i] = resView;
BindShaderResource(slotId + i, resView);
}
}
}
void D3D11DeviceContext::GetConstantBuffers(
const D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers,
UINT* pFirstConstant,
UINT* pNumConstants) {
for (uint32_t i = 0; i < NumBuffers; i++) {
if (ppConstantBuffers != nullptr)
ppConstantBuffers[i] = Bindings[StartSlot + i].buffer.ref();
if (pFirstConstant != nullptr)
pFirstConstant[i] = Bindings[StartSlot + i].constantOffset;
if (pNumConstants != nullptr)
pNumConstants[i] = Bindings[StartSlot + i].constantCount;
}
}
void D3D11DeviceContext::ResetState() {
EmitCs([] (DxvkContext* ctx) {
// Reset render targets
ctx->bindRenderTargets(DxvkRenderTargets());
// Reset vertex input state
ctx->setInputLayout(0, nullptr, 0, nullptr);
// Reset render states
DxvkInputAssemblyState iaState;
InitDefaultPrimitiveTopology(&iaState);
DxvkDepthStencilState dsState;
InitDefaultDepthStencilState(&dsState);
DxvkRasterizerState rsState;
InitDefaultRasterizerState(&rsState);
DxvkBlendMode cbState;
DxvkLogicOpState loState;
DxvkMultisampleState msState;
InitDefaultBlendState(&cbState, &loState, &msState, D3D11_DEFAULT_SAMPLE_MASK);
ctx->setInputAssemblyState(iaState);
ctx->setDepthStencilState(dsState);
ctx->setRasterizerState(rsState);
ctx->setLogicOpState(loState);
ctx->setMultisampleState(msState);
for (uint32_t i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
ctx->setBlendMode(i, cbState);
// Reset dynamic states
ctx->setBlendConstants(DxvkBlendConstants { 1.0f, 1.0f, 1.0f, 1.0f });
ctx->setStencilReference(D3D11_DEFAULT_STENCIL_REFERENCE);
// Reset viewports
auto viewport = VkViewport();
auto scissor = VkRect2D();
ctx->setViewports(1, &viewport, &scissor);
// Reset predication
ctx->setPredicate(DxvkBufferSlice(), 0);
// Unbind indirect draw buffer
ctx->bindDrawBuffers(DxvkBufferSlice(), DxvkBufferSlice());
// Unbind index and vertex buffers
ctx->bindIndexBuffer(DxvkBufferSlice(), VK_INDEX_TYPE_UINT32);
for (uint32_t i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
ctx->bindVertexBuffer(i, DxvkBufferSlice(), 0);
// Unbind transform feedback buffers
for (uint32_t i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
ctx->bindXfbBuffer(i, DxvkBufferSlice(), DxvkBufferSlice());
// Unbind per-shader stage resources
for (uint32_t i = 0; i < 6; i++) {
auto programType = DxbcProgramType(i);
ctx->bindShader(GetShaderStage(programType), nullptr);
// Unbind constant buffers, including the shader's ICB
auto cbSlotId = computeConstantBufferBinding(programType, 0);
for (uint32_t j = 0; j <= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; j++)
ctx->bindResourceBuffer(cbSlotId + j, DxvkBufferSlice());
// Unbind shader resource views
auto srvSlotId = computeSrvBinding(programType, 0);
for (uint32_t j = 0; j < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; j++)
ctx->bindResourceView(srvSlotId + j, nullptr, nullptr);
// Unbind texture samplers
auto samplerSlotId = computeSamplerBinding(programType, 0);
for (uint32_t j = 0; j < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; j++)
ctx->bindResourceSampler(samplerSlotId + j, nullptr);
// Unbind UAVs for supported stages
if (programType == DxbcProgramType::PixelShader
|| programType == DxbcProgramType::ComputeShader) {
auto uavSlotId = computeUavBinding(programType, 0);
auto ctrSlotId = computeUavCounterBinding(programType, 0);
for (uint32_t j = 0; j < D3D11_1_UAV_SLOT_COUNT; j++) {
ctx->bindResourceView (uavSlotId, nullptr, nullptr);
ctx->bindResourceBuffer (ctrSlotId, DxvkBufferSlice());
}
}
}
});
}
void D3D11DeviceContext::RestoreState() {
BindFramebuffer();
BindShader<DxbcProgramType::VertexShader> (GetCommonShader(m_state.vs.shader.ptr()));
BindShader<DxbcProgramType::HullShader> (GetCommonShader(m_state.hs.shader.ptr()));
BindShader<DxbcProgramType::DomainShader> (GetCommonShader(m_state.ds.shader.ptr()));
BindShader<DxbcProgramType::GeometryShader> (GetCommonShader(m_state.gs.shader.ptr()));
BindShader<DxbcProgramType::PixelShader> (GetCommonShader(m_state.ps.shader.ptr()));
BindShader<DxbcProgramType::ComputeShader> (GetCommonShader(m_state.cs.shader.ptr()));
ApplyInputLayout();
ApplyPrimitiveTopology();
ApplyBlendState();
ApplyBlendFactor();
ApplyDepthStencilState();
ApplyStencilRef();
ApplyRasterizerState();
ApplyViewportState();
BindDrawBuffers(
m_state.id.argBuffer.ptr(),
m_state.id.cntBuffer.ptr());
BindIndexBuffer(
m_state.ia.indexBuffer.buffer.ptr(),
m_state.ia.indexBuffer.offset,
m_state.ia.indexBuffer.format);
for (uint32_t i = 0; i < m_state.ia.vertexBuffers.size(); i++) {
BindVertexBuffer(i,
m_state.ia.vertexBuffers[i].buffer.ptr(),
m_state.ia.vertexBuffers[i].offset,
m_state.ia.vertexBuffers[i].stride);
}
for (uint32_t i = 0; i < m_state.so.targets.size(); i++)
BindXfbBuffer(i, m_state.so.targets[i].buffer.ptr(), ~0u);
RestoreConstantBuffers<DxbcProgramType::VertexShader> (m_state.vs.constantBuffers);
RestoreConstantBuffers<DxbcProgramType::HullShader> (m_state.hs.constantBuffers);
RestoreConstantBuffers<DxbcProgramType::DomainShader> (m_state.ds.constantBuffers);
RestoreConstantBuffers<DxbcProgramType::GeometryShader> (m_state.gs.constantBuffers);
RestoreConstantBuffers<DxbcProgramType::PixelShader> (m_state.ps.constantBuffers);
RestoreConstantBuffers<DxbcProgramType::ComputeShader> (m_state.cs.constantBuffers);
RestoreSamplers<DxbcProgramType::VertexShader> (m_state.vs.samplers);
RestoreSamplers<DxbcProgramType::HullShader> (m_state.hs.samplers);
RestoreSamplers<DxbcProgramType::DomainShader> (m_state.ds.samplers);
RestoreSamplers<DxbcProgramType::GeometryShader>(m_state.gs.samplers);
RestoreSamplers<DxbcProgramType::PixelShader> (m_state.ps.samplers);
RestoreSamplers<DxbcProgramType::ComputeShader> (m_state.cs.samplers);
RestoreShaderResources<DxbcProgramType::VertexShader> (m_state.vs.shaderResources);
RestoreShaderResources<DxbcProgramType::HullShader> (m_state.hs.shaderResources);
RestoreShaderResources<DxbcProgramType::DomainShader> (m_state.ds.shaderResources);
RestoreShaderResources<DxbcProgramType::GeometryShader> (m_state.gs.shaderResources);
RestoreShaderResources<DxbcProgramType::PixelShader> (m_state.ps.shaderResources);
RestoreShaderResources<DxbcProgramType::ComputeShader> (m_state.cs.shaderResources);
RestoreUnorderedAccessViews<DxbcProgramType::PixelShader> (m_state.ps.unorderedAccessViews);
RestoreUnorderedAccessViews<DxbcProgramType::ComputeShader> (m_state.cs.unorderedAccessViews);
}
template<DxbcProgramType Stage>
void D3D11DeviceContext::RestoreConstantBuffers(
D3D11ConstantBufferBindings& Bindings) {
uint32_t slotId = computeConstantBufferBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.size(); i++) {
BindConstantBuffer1(slotId + i, Bindings[i].buffer.ptr(),
Bindings[i].constantOffset, Bindings[i].constantBound);
}
}
template<DxbcProgramType Stage>
void D3D11DeviceContext::RestoreSamplers(
D3D11SamplerBindings& Bindings) {
uint32_t slotId = computeSamplerBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.size(); i++)
BindSampler(slotId + i, Bindings[i]);
}
template<DxbcProgramType Stage>
void D3D11DeviceContext::RestoreShaderResources(
D3D11ShaderResourceBindings& Bindings) {
uint32_t slotId = computeSrvBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.views.size(); i++)
BindShaderResource(slotId + i, Bindings.views[i].ptr());
}
template<DxbcProgramType Stage>
void D3D11DeviceContext::RestoreUnorderedAccessViews(
D3D11UnorderedAccessBindings& Bindings) {
uint32_t uavSlotId = computeUavBinding (Stage, 0);
uint32_t ctrSlotId = computeUavCounterBinding(Stage, 0);
for (uint32_t i = 0; i < Bindings.size(); i++) {
BindUnorderedAccessView(
uavSlotId + i,
Bindings[i].ptr(),
ctrSlotId + i, ~0u);
}
}
void D3D11DeviceContext::UpdateMappedBuffer(
const D3D11CommonTexture* pTexture,
VkImageSubresource Subresource) {
UINT SubresourceIndex = D3D11CalcSubresource(
Subresource.mipLevel, Subresource.arrayLayer,
pTexture->Desc()->MipLevels);
Rc<DxvkImage> mappedImage = pTexture->GetImage();
Rc<DxvkBuffer> mappedBuffer = pTexture->GetMappedBuffer(SubresourceIndex);
VkFormat packedFormat = m_parent->LookupPackedFormat(
pTexture->Desc()->Format, pTexture->GetFormatMode()).Format;
VkExtent3D levelExtent = mappedImage->mipLevelExtent(Subresource.mipLevel);
EmitCs([
cImageBuffer = std::move(mappedBuffer),
cImage = std::move(mappedImage),
cSubresources = vk::makeSubresourceLayers(Subresource),
cLevelExtent = levelExtent,
cPackedFormat = packedFormat
] (DxvkContext* ctx) {
if (cSubresources.aspectMask != (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
ctx->copyImageToBuffer(
cImageBuffer, 0, VkExtent2D { 0u, 0u },
cImage, cSubresources, VkOffset3D { 0, 0, 0 },
cLevelExtent);
} else {
ctx->copyDepthStencilImageToPackedBuffer(
cImageBuffer, 0, cImage, cSubresources,
VkOffset2D { 0, 0 },
VkExtent2D { cLevelExtent.width, cLevelExtent.height },
cPackedFormat);
}
});
}
bool D3D11DeviceContext::TestRtvUavHazards(
UINT NumRTVs,
ID3D11RenderTargetView* const* ppRTVs,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUAVs) {
if (NumRTVs == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL) NumRTVs = 0;
if (NumUAVs == D3D11_KEEP_UNORDERED_ACCESS_VIEWS) NumUAVs = 0;
for (uint32_t i = 0; i < NumRTVs; i++) {
auto rtv = static_cast<D3D11RenderTargetView*>(ppRTVs[i]);
if (!rtv)
continue;
for (uint32_t j = 0; j < i; j++) {
if (CheckViewOverlap(rtv, static_cast<D3D11RenderTargetView*>(ppRTVs[j])))
return true;
}
if (rtv->HasBindFlag(D3D11_BIND_UNORDERED_ACCESS)) {
for (uint32_t j = 0; j < NumUAVs; j++) {
if (CheckViewOverlap(rtv, static_cast<D3D11UnorderedAccessView*>(ppUAVs[j])))
return true;
}
}
}
for (uint32_t i = 0; i < NumUAVs; i++) {
auto uav = static_cast<D3D11UnorderedAccessView*>(ppUAVs[i]);
if (!uav)
continue;
for (uint32_t j = 0; j < i; j++) {
if (CheckViewOverlap(uav, static_cast<D3D11UnorderedAccessView*>(ppUAVs[j])))
return true;
}
}
return false;
}
template<DxbcProgramType ShaderStage>
bool D3D11DeviceContext::TestSrvHazards(
D3D11ShaderResourceView* pView) {
bool hazard = false;
if (ShaderStage == DxbcProgramType::ComputeShader) {
int32_t uav = m_state.cs.uavMask.findNext(0);
while (uav >= 0 && !hazard) {
hazard = CheckViewOverlap(pView, m_state.cs.unorderedAccessViews[uav].ptr());
uav = m_state.cs.uavMask.findNext(uav + 1);
}
} else {
hazard = CheckViewOverlap(pView, m_state.om.depthStencilView.ptr());
for (uint32_t i = 0; !hazard && i < m_state.om.maxRtv; i++)
hazard = CheckViewOverlap(pView, m_state.om.renderTargetViews[i].ptr());
for (uint32_t i = 0; !hazard && i < m_state.om.maxUav; i++)
hazard = CheckViewOverlap(pView, m_state.ps.unorderedAccessViews[i].ptr());
}
return hazard;
}
template<DxbcProgramType ShaderStage, typename T>
void D3D11DeviceContext::ResolveSrvHazards(
T* pView,
D3D11ShaderResourceBindings& Bindings) {
uint32_t slotId = computeSrvBinding(ShaderStage, 0);
int32_t srvId = Bindings.hazardous.findNext(0);
while (srvId >= 0) {
auto srv = Bindings.views[srvId].ptr();
if (likely(srv && srv->TestHazards())) {
bool hazard = CheckViewOverlap(pView, srv);
if (unlikely(hazard)) {
Bindings.views[srvId] = nullptr;
Bindings.hazardous.clr(srvId);
BindShaderResource(slotId + srvId, nullptr);
}
} else {
// Avoid further redundant iterations
Bindings.hazardous.clr(srvId);
}
srvId = Bindings.hazardous.findNext(srvId + 1);
}
}
template<typename T>
void D3D11DeviceContext::ResolveCsSrvHazards(
T* pView) {
if (!pView) return;
ResolveSrvHazards<DxbcProgramType::ComputeShader> (pView, m_state.cs.shaderResources);
}
template<typename T>
void D3D11DeviceContext::ResolveOmSrvHazards(
T* pView) {
if (!pView) return;
ResolveSrvHazards<DxbcProgramType::VertexShader> (pView, m_state.vs.shaderResources);
ResolveSrvHazards<DxbcProgramType::HullShader> (pView, m_state.hs.shaderResources);
ResolveSrvHazards<DxbcProgramType::DomainShader> (pView, m_state.ds.shaderResources);
ResolveSrvHazards<DxbcProgramType::GeometryShader> (pView, m_state.gs.shaderResources);
ResolveSrvHazards<DxbcProgramType::PixelShader> (pView, m_state.ps.shaderResources);
}
bool D3D11DeviceContext::ResolveOmRtvHazards(
D3D11UnorderedAccessView* pView) {
if (!pView || !pView->HasBindFlag(D3D11_BIND_RENDER_TARGET))
return false;
bool hazard = false;
if (CheckViewOverlap(pView, m_state.om.depthStencilView.ptr())) {
m_state.om.depthStencilView = nullptr;
hazard = true;
}
for (uint32_t i = 0; i < m_state.om.maxRtv; i++) {
if (CheckViewOverlap(pView, m_state.om.renderTargetViews[i].ptr())) {
m_state.om.renderTargetViews[i] = nullptr;
hazard = true;
}
}
return hazard;
}
void D3D11DeviceContext::ResolveOmUavHazards(
D3D11RenderTargetView* pView) {
if (!pView || !pView->HasBindFlag(D3D11_BIND_UNORDERED_ACCESS))
return;
uint32_t uavSlotId = computeUavBinding (DxbcProgramType::PixelShader, 0);
uint32_t ctrSlotId = computeUavCounterBinding(DxbcProgramType::PixelShader, 0);
for (uint32_t i = 0; i < m_state.om.maxUav; i++) {
if (CheckViewOverlap(pView, m_state.ps.unorderedAccessViews[i].ptr())) {
m_state.ps.unorderedAccessViews[i] = nullptr;
BindUnorderedAccessView(
uavSlotId + i, nullptr,
ctrSlotId + i, ~0u);
}
}
}
bool D3D11DeviceContext::ValidateRenderTargets(
UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) {
Rc<DxvkImageView> refView;
if (pDepthStencilView != nullptr) {
refView = static_cast<D3D11DepthStencilView*>(
pDepthStencilView)->GetImageView();
}
for (uint32_t i = 0; i < NumViews; i++) {
if (ppRenderTargetViews[i] != nullptr) {
auto curView = static_cast<D3D11RenderTargetView*>(
ppRenderTargetViews[i])->GetImageView();
if (refView != nullptr) {
// Render target views must all have the same
// size, sample count, layer count, and type
if (curView->info().type != refView->info().type
|| curView->info().numLayers != refView->info().numLayers)
return false;
if (curView->imageInfo().sampleCount
!= refView->imageInfo().sampleCount)
return false;
} else {
// Set reference view. All remaining views
// must be compatible to the reference view.
refView = curView;
}
}
}
return true;
}
VkClearValue D3D11DeviceContext::ConvertColorValue(
const FLOAT Color[4],
const DxvkFormatInfo* pFormatInfo) {
VkClearValue result;
if (pFormatInfo->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
for (uint32_t i = 0; i < 4; i++) {
if (pFormatInfo->flags.test(DxvkFormatFlag::SampledUInt))
result.color.uint32[i] = uint32_t(std::max(0.0f, Color[i]));
else if (pFormatInfo->flags.test(DxvkFormatFlag::SampledSInt))
result.color.int32[i] = int32_t(Color[i]);
else
result.color.float32[i] = Color[i];
}
} else {
result.depthStencil.depth = Color[0];
result.depthStencil.stencil = 0;
}
return result;
}
DxvkDataSlice D3D11DeviceContext::AllocUpdateBufferSlice(size_t Size) {
constexpr size_t UpdateBufferSize = 16 * 1024 * 1024;
if (Size >= UpdateBufferSize) {
Rc<DxvkDataBuffer> buffer = new DxvkDataBuffer(Size);
return buffer->alloc(Size);
} else {
if (m_updateBuffer == nullptr)
m_updateBuffer = new DxvkDataBuffer(UpdateBufferSize);
DxvkDataSlice slice = m_updateBuffer->alloc(Size);
if (slice.ptr() == nullptr) {
m_updateBuffer = new DxvkDataBuffer(UpdateBufferSize);
slice = m_updateBuffer->alloc(Size);
}
return slice;
}
}
DxvkCsChunkRef D3D11DeviceContext::AllocCsChunk() {
return m_parent->AllocCsChunk(m_csFlags);
}
void D3D11DeviceContext::InitDefaultPrimitiveTopology(
DxvkInputAssemblyState* pIaState) {
pIaState->primitiveTopology = VK_PRIMITIVE_TOPOLOGY_MAX_ENUM;
pIaState->primitiveRestart = VK_FALSE;
pIaState->patchVertexCount = 0;
}
void D3D11DeviceContext::InitDefaultRasterizerState(
DxvkRasterizerState* pRsState) {
pRsState->polygonMode = VK_POLYGON_MODE_FILL;
pRsState->cullMode = VK_CULL_MODE_BACK_BIT;
pRsState->frontFace = VK_FRONT_FACE_CLOCKWISE;
pRsState->depthClipEnable = VK_TRUE;
pRsState->depthBiasEnable = VK_FALSE;
pRsState->sampleCount = 0;
}
void D3D11DeviceContext::InitDefaultDepthStencilState(
DxvkDepthStencilState* pDsState) {
VkStencilOpState stencilOp;
stencilOp.failOp = VK_STENCIL_OP_KEEP;
stencilOp.passOp = VK_STENCIL_OP_KEEP;
stencilOp.depthFailOp = VK_STENCIL_OP_KEEP;
stencilOp.compareOp = VK_COMPARE_OP_ALWAYS;
stencilOp.compareMask = D3D11_DEFAULT_STENCIL_READ_MASK;
stencilOp.writeMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
stencilOp.reference = 0;
pDsState->enableDepthTest = VK_TRUE;
pDsState->enableDepthWrite = VK_TRUE;
pDsState->enableStencilTest = VK_FALSE;
pDsState->depthCompareOp = VK_COMPARE_OP_LESS;
pDsState->stencilOpFront = stencilOp;
pDsState->stencilOpBack = stencilOp;
}
void D3D11DeviceContext::InitDefaultBlendState(
DxvkBlendMode* pCbState,
DxvkLogicOpState* pLoState,
DxvkMultisampleState* pMsState,
UINT SampleMask) {
pCbState->enableBlending = VK_FALSE;
pCbState->colorSrcFactor = VK_BLEND_FACTOR_ONE;
pCbState->colorDstFactor = VK_BLEND_FACTOR_ZERO;
pCbState->colorBlendOp = VK_BLEND_OP_ADD;
pCbState->alphaSrcFactor = VK_BLEND_FACTOR_ONE;
pCbState->alphaDstFactor = VK_BLEND_FACTOR_ZERO;
pCbState->alphaBlendOp = VK_BLEND_OP_ADD;
pCbState->writeMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT
| VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
pLoState->enableLogicOp = VK_FALSE;
pLoState->logicOp = VK_LOGIC_OP_NO_OP;
pMsState->sampleMask = SampleMask;
pMsState->enableAlphaToCoverage = VK_FALSE;
}
}