dxvk/src/d3d11/d3d11_context.cpp

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#include <cstring>
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#include "d3d11_context.h"
#include "d3d11_device.h"
#include "../dxbc/dxbc_util.h"
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namespace dxvk {
D3D11DeviceContext::D3D11DeviceContext(
ID3D11Device* parent,
Rc<DxvkDevice> device)
: m_parent(parent),
m_device(device) {
m_context = m_device->createContext();
m_context->beginRecording(
m_device->createCommandList());
// Create default state objects. We won't ever return them
// to the application, but we'll use them to apply state.
Com<ID3D11BlendState> defaultBlendState;
Com<ID3D11DepthStencilState> defaultDepthStencilState;
Com<ID3D11RasterizerState> defaultRasterizerState;
if (FAILED(m_parent->CreateBlendState (nullptr, &defaultBlendState))
|| FAILED(m_parent->CreateDepthStencilState(nullptr, &defaultDepthStencilState))
|| FAILED(m_parent->CreateRasterizerState (nullptr, &defaultRasterizerState)))
throw DxvkError("D3D11DeviceContext: Failed to create default state objects");
// Apply default state to the context. This is required
// in order to initialize the DXVK contex properly.
m_defaultBlendState = static_cast<D3D11BlendState*>(defaultBlendState.ptr());
m_defaultBlendState->BindToContext(m_context, 0xFFFFFFFF);
m_defaultDepthStencilState = static_cast<D3D11DepthStencilState*>(defaultDepthStencilState.ptr());
m_defaultDepthStencilState->BindToContext(m_context);
m_defaultRasterizerState = static_cast<D3D11RasterizerState*>(defaultRasterizerState.ptr());
m_defaultRasterizerState->BindToContext(m_context);
m_context->setBlendConstants(m_state.om.blendFactor);
m_context->setStencilReference(m_state.om.stencilRef);
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}
D3D11DeviceContext::~D3D11DeviceContext() {
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}
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ULONG STDMETHODCALLTYPE D3D11DeviceContext::AddRef() {
return m_parent->AddRef();
}
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ULONG STDMETHODCALLTYPE D3D11DeviceContext::Release() {
return m_parent->Release();
}
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HRESULT STDMETHODCALLTYPE D3D11DeviceContext::QueryInterface(
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REFIID riid,
void** ppvObject) {
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COM_QUERY_IFACE(riid, ppvObject, IUnknown);
COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceContext);
Logger::warn("D3D11DeviceContext::QueryInterface: Unknown interface query");
return E_NOINTERFACE;
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GetDevice(ID3D11Device **ppDevice) {
*ppDevice = ref(m_parent);
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}
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D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE D3D11DeviceContext::GetType() {
return m_type;
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}
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UINT STDMETHODCALLTYPE D3D11DeviceContext::GetContextFlags() {
return m_flags;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearState() {
this->IASetInputLayout(nullptr);
this->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED);
this->IASetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, nullptr, nullptr, nullptr);
this->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
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this->VSSetShader(nullptr, nullptr, 0);
this->VSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
this->VSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
this->VSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
// this->HSSetShader(nullptr, nullptr, 0);
// this->HSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->HSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->HSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
// this->DSSetShader(nullptr, nullptr, 0);
// this->DSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->DSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->DSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
// this->GSSetShader(nullptr, nullptr, 0);
// this->GSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->GSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->GSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
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this->PSSetShader(nullptr, nullptr, 0);
this->PSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
this->PSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
this->PSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
// this->CSSetShader(nullptr, nullptr, 0);
// this->CSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, nullptr);
// this->CSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, nullptr);
// this->CSSetSamplers (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, nullptr);
this->OMSetRenderTargets(0, nullptr, nullptr);
this->OMSetBlendState(nullptr, nullptr, D3D11_DEFAULT_SAMPLE_MASK);
this->OMSetDepthStencilState(nullptr, 0);
this->RSSetState(nullptr);
this->RSSetViewports(0, nullptr);
this->RSSetScissorRects(0, nullptr);
// this->SOSetTargets(0, nullptr, nullptr);
// this->SetPredication(nullptr, FALSE);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::Flush() {
if (m_type == D3D11_DEVICE_CONTEXT_IMMEDIATE) {
m_device->submitCommandList(
m_context->endRecording(),
nullptr, nullptr);
m_context->beginRecording(
m_device->createCommandList());
} else {
Logger::err("D3D11DeviceContext::Flush: Not supported on deferred context");
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::ExecuteCommandList(
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ID3D11CommandList* pCommandList,
WINBOOL RestoreContextState) {
Logger::err("D3D11DeviceContext::ExecuteCommandList: Not implemented");
}
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HRESULT STDMETHODCALLTYPE D3D11DeviceContext::FinishCommandList(
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WINBOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList) {
if (m_type == D3D11_DEVICE_CONTEXT_DEFERRED) {
Logger::err("D3D11DeviceContext::FinishCommandList: Not implemented");
return E_NOTIMPL;
} else {
Logger::err("D3D11DeviceContext::FinishCommandList: Not supported on immediate context");
return DXGI_ERROR_INVALID_CALL;
}
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}
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HRESULT STDMETHODCALLTYPE D3D11DeviceContext::Map(
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ID3D11Resource* pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
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D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resourceDim);
if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
D3D11Buffer* resource = static_cast<D3D11Buffer*>(pResource);
return resource->Map(this, MapType, MapFlags, pMappedResource);
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} else {
Logger::err("D3D11: Mapping of image resources currently not supported");
return E_NOTIMPL;
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::Unmap(
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ID3D11Resource* pResource,
UINT Subresource) {
D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resourceDim);
if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
D3D11Buffer* resource = static_cast<D3D11Buffer*>(pResource);
return resource->Unmap(this);
} else {
// We already displayed an error on Map()
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::Begin(ID3D11Asynchronous *pAsync) {
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Logger::err("D3D11DeviceContext::Begin: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::End(ID3D11Asynchronous *pAsync) {
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Logger::err("D3D11DeviceContext::End: Not implemented");
}
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HRESULT STDMETHODCALLTYPE D3D11DeviceContext::GetData(
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ID3D11Asynchronous* pAsync,
void* pData,
UINT DataSize,
UINT GetDataFlags) {
Logger::err("D3D11DeviceContext::GetData: Not implemented");
return E_NOTIMPL;
}
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void STDMETHODCALLTYPE D3D11DeviceContext::SetPredication(
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ID3D11Predicate* pPredicate,
WINBOOL PredicateValue) {
Logger::err("D3D11DeviceContext::SetPredication: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GetPredication(
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ID3D11Predicate** ppPredicate,
WINBOOL* pPredicateValue) {
Logger::err("D3D11DeviceContext::GetPredication: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CopySubresourceRegion(
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ID3D11Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
const D3D11_BOX* pSrcBox) {
Logger::err("D3D11DeviceContext::CopySubresourceRegion: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CopyResource(
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ID3D11Resource* pDstResource,
ID3D11Resource* pSrcResource) {
Logger::err("D3D11DeviceContext::CopyResource: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CopyStructureCount(
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ID3D11Buffer* pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView* pSrcView) {
Logger::err("D3D11DeviceContext::CopyStructureCount: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearRenderTargetView(
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ID3D11RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) {
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auto rtv = static_cast<D3D11RenderTargetView*>(pRenderTargetView);
const Rc<DxvkImageView> dxvkView = rtv->GetDXVKImageView();
// Find out whether the given attachment is currently bound
// or not, and if it is, which attachment index it has.
int32_t attachmentIndex = -1;
for (uint32_t i = 0; i < m_state.om.renderTargetViews.size(); i++) {
if (m_state.om.renderTargetViews.at(i) == rtv)
attachmentIndex = i;
}
// Copy the clear color into a clear value structure.
// This should also work for images that don nott have
// a floating point format.
VkClearColorValue clearValue;
std::memcpy(clearValue.float32, ColorRGBA,
sizeof(clearValue.float32));
if (attachmentIndex >= 0) {
// Image is bound to the pipeline for rendering. We can
// use the clear function that operates on attachments.
VkClearAttachment clearInfo;
clearInfo.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
clearInfo.colorAttachment = static_cast<uint32_t>(attachmentIndex);
clearInfo.clearValue.color = clearValue;
// Clear the full area. On FL 9.x, only the first array
// layer will be cleared, rather than all array layers.
VkClearRect clearRect;
clearRect.rect.offset.x = 0;
clearRect.rect.offset.y = 0;
clearRect.rect.extent.width = dxvkView->imageInfo().extent.width;
clearRect.rect.extent.height = dxvkView->imageInfo().extent.height;
clearRect.baseArrayLayer = 0;
clearRect.layerCount = dxvkView->imageInfo().numLayers;
if (m_parent->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
clearRect.layerCount = 1;
m_context->clearRenderTarget(clearInfo, clearRect);
} else {
// Image is not bound to the pipeline. We can still clear
// it, but we'll have to use a generic clear function.
m_context->clearColorImage(dxvkView->image(),
clearValue, dxvkView->subresources());
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewUint(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
const UINT Values[4]) {
Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewUint: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearUnorderedAccessViewFloat(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
const FLOAT Values[4]) {
Logger::err("D3D11DeviceContext::ClearUnorderedAccessViewFloat: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::ClearDepthStencilView(
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ID3D11DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) {
auto dsv = static_cast<D3D11DepthStencilView*>(pDepthStencilView);
const Rc<DxvkImageView> dxvkView = dsv->GetDXVKImageView();
VkClearDepthStencilValue clearValue;
clearValue.depth = Depth;
clearValue.stencil = Stencil;
if (m_state.om.depthStencilView == dsv) {
// Image is bound to the pipeline for rendering. We can
// use the clear function that operates on attachments.
VkClearAttachment clearInfo;
clearInfo.aspectMask = 0;
clearInfo.colorAttachment = 0;
clearInfo.clearValue.depthStencil = clearValue;
if (ClearFlags & D3D11_CLEAR_DEPTH)
clearInfo.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
if (ClearFlags & D3D11_CLEAR_STENCIL)
clearInfo.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
// Clear the full area
VkClearRect clearRect;
clearRect.rect.offset.x = 0;
clearRect.rect.offset.y = 0;
clearRect.rect.extent.width = dxvkView->imageInfo().extent.width;
clearRect.rect.extent.height = dxvkView->imageInfo().extent.height;
clearRect.baseArrayLayer = 0;
clearRect.layerCount = dxvkView->imageInfo().numLayers;
// FIXME Is this correct? Docs don't say anything
if (m_parent->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
clearRect.layerCount = 1;
m_context->clearRenderTarget(clearInfo, clearRect);
} else {
m_context->clearDepthStencilImage(dxvkView->image(),
clearValue, dxvkView->subresources());
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GenerateMips(ID3D11ShaderResourceView* pShaderResourceView) {
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Logger::err("D3D11DeviceContext::GenerateMips: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::UpdateSubresource(
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ID3D11Resource* pDstResource,
UINT DstSubresource,
const D3D11_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) {
// 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->GetCurrentBufferSlice();
VkDeviceSize offset = 0;
VkDeviceSize size = bufferSlice.length();
if (pDstBox != nullptr) {
offset = pDstBox->left;
size = pDstBox->right - pDstBox->left;
}
if (offset + size > bufferSlice.length()) {
Logger::err("D3D11: UpdateSubresource: Buffer size out of bounds");
return;
}
if (size != 0) {
m_context->updateBuffer(
bufferSlice.buffer(),
bufferSlice.offset() + offset,
size, pSrcData);
}
} else {
Logger::err("D3D11DeviceContext::UpdateSubresource: Images not yet supported");
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::SetResourceMinLOD(
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ID3D11Resource* pResource,
FLOAT MinLOD) {
Logger::err("D3D11DeviceContext::SetResourceMinLOD: Not implemented");
}
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FLOAT STDMETHODCALLTYPE D3D11DeviceContext::GetResourceMinLOD(ID3D11Resource* pResource) {
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Logger::err("D3D11DeviceContext::GetResourceMinLOD: Not implemented");
return 0.0f;
}
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void STDMETHODCALLTYPE D3D11DeviceContext::ResolveSubresource(
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ID3D11Resource* pDstResource,
UINT DstSubresource,
ID3D11Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) {
Logger::err("D3D11DeviceContext::ResolveSubresource: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawAuto() {
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Logger::err("D3D11DeviceContext::DrawAuto: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::Draw(
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UINT VertexCount,
UINT StartVertexLocation) {
m_context->draw(
VertexCount, 1,
StartVertexLocation, 0);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexed(
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UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) {
m_context->drawIndexed(
IndexCount, 1,
StartIndexLocation,
BaseVertexLocation, 0);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstanced(
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UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) {
m_context->draw(
VertexCountPerInstance,
InstanceCount,
StartVertexLocation,
StartInstanceLocation);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstanced(
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UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) {
m_context->drawIndexed(
IndexCountPerInstance,
InstanceCount,
StartIndexLocation,
BaseVertexLocation,
StartInstanceLocation);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawIndexedInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
Logger::err("D3D11DeviceContext::DrawIndexedInstancedIndirect: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::DrawInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
Logger::err("D3D11DeviceContext::DrawInstancedIndirect: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::Dispatch(
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UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ) {
m_context->dispatch(
ThreadGroupCountX,
ThreadGroupCountY,
ThreadGroupCountZ);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DispatchIndirect(
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ID3D11Buffer* pBufferForArgs,
UINT AlignedByteOffsetForArgs) {
Logger::err("D3D11DeviceContext::DispatchIndirect: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) {
auto inputLayout = static_cast<D3D11InputLayout*>(pInputLayout);
if (m_state.ia.inputLayout != inputLayout) {
m_state.ia.inputLayout = inputLayout;
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if (inputLayout != nullptr)
inputLayout->BindToContext(m_context);
else
m_context->setInputLayout(0, nullptr, 0, nullptr);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) {
if (m_state.ia.primitiveTopology != Topology) {
m_state.ia.primitiveTopology = Topology;
DxvkInputAssemblyState iaState;
switch (Topology) {
case D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED:
return;
case D3D11_PRIMITIVE_TOPOLOGY_POINTLIST:
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
iaState.primitiveRestart = VK_FALSE;
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINELIST:
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
iaState.primitiveRestart = VK_FALSE;
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP:
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
iaState.primitiveRestart = VK_TRUE;
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
iaState.primitiveRestart = VK_FALSE;
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
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iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
iaState.primitiveRestart = VK_TRUE;
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ:
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY;
iaState.primitiveRestart = VK_FALSE;
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ:
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY;
iaState.primitiveRestart = VK_TRUE;
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ:
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY;
iaState.primitiveRestart = VK_FALSE;
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ:
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY;
iaState.primitiveRestart = VK_TRUE;
break;
default:
Logger::err(str::format(
"D3D11DeviceContext::IASetPrimitiveTopology: Unknown primitive topology: ",
Topology));
}
m_context->setInputAssemblyState(iaState);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IASetVertexBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) {
// TODO check if any of these buffers
// are bound as UAVs or stream outputs
for (uint32_t i = 0; i < NumBuffers; i++) {
D3D11VertexBufferBinding binding;
binding.buffer = nullptr;
binding.offset = 0;
binding.stride = 0;
m_state.ia.vertexBuffers.at(StartSlot + i) = binding;
if (ppVertexBuffers != nullptr) {
binding.buffer = static_cast<D3D11Buffer*>(ppVertexBuffers[i]);
binding.offset = pOffsets[i];
binding.stride = pStrides[i];
}
DxvkBufferSlice bufferSlice;
if (binding.buffer != nullptr) {
const DxvkBufferSlice baseSlice =
binding.buffer->GetCurrentBufferSlice();
bufferSlice = DxvkBufferSlice(
baseSlice.buffer(),
baseSlice.offset() + binding.offset,
baseSlice.length() - binding.offset);
}
m_context->bindVertexBuffer(
StartSlot + i, bufferSlice,
binding.stride);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IASetIndexBuffer(
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ID3D11Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) {
D3D11IndexBufferBinding binding;
binding.buffer = static_cast<D3D11Buffer*>(pIndexBuffer);
binding.offset = Offset;
binding.format = Format;
m_state.ia.indexBuffer = binding;
DxvkBufferSlice bufferSlice;
if (binding.buffer != nullptr) {
const DxvkBufferSlice baseSlice =
binding.buffer->GetCurrentBufferSlice();
bufferSlice = DxvkBufferSlice(
baseSlice.buffer(),
baseSlice.offset() + binding.offset,
baseSlice.length() - binding.offset);
}
// As in Vulkan, the index format can be either a 32-bit
// unsigned integer or a 16-bit unsigned integer, no other
// formats are allowed.
VkIndexType indexType = VK_INDEX_TYPE_UINT32;
if (binding.buffer != nullptr) {
switch (binding.format) {
case DXGI_FORMAT_R16_UINT: indexType = VK_INDEX_TYPE_UINT16; break;
case DXGI_FORMAT_R32_UINT: indexType = VK_INDEX_TYPE_UINT32; break;
default: Logger::err(str::format("D3D11: Invalid index format: ", binding.format));
}
}
m_context->bindIndexBuffer(
bufferSlice, indexType);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IAGetInputLayout(ID3D11InputLayout** ppInputLayout) {
*ppInputLayout = m_state.ia.inputLayout.ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IAGetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY* pTopology) {
*pTopology = m_state.ia.primitiveTopology;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::IAGetVertexBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) {
Logger::err("D3D11DeviceContext::IAGetVertexBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::IAGetIndexBuffer(
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ID3D11Buffer** pIndexBuffer,
DXGI_FORMAT* Format,
UINT* Offset) {
Logger::err("D3D11DeviceContext::IAGetIndexBuffer: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShader(
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ID3D11VertexShader* pVertexShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
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auto shader = static_cast<D3D11VertexShader*>(pVertexShader);
if (NumClassInstances != 0)
Logger::err("D3D11DeviceContext::VSSetShader: Class instances not supported");
if (m_state.vs.shader != shader) {
m_state.vs.shader = shader;
m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT,
shader != nullptr ? shader->GetShader() : nullptr);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
this->BindConstantBuffers(
DxbcProgramType::VertexShader,
&m_state.vs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->BindShaderResources(
DxbcProgramType::VertexShader,
&m_state.vs.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
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this->BindSamplers(
DxbcProgramType::VertexShader,
&m_state.vs.samplers,
StartSlot, NumSamplers,
ppSamplers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShader(
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ID3D11VertexShader** ppVertexShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
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if (ppVertexShader != nullptr)
*ppVertexShader = m_state.vs.shader.ref();
if (pNumClassInstances != nullptr) {
Logger::err("D3D11: VSGetShader: Class instances not implemented");
*pNumClassInstances = 0;
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::VSGetConstantBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::VSGetShaderResources: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::VSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::VSGetSamplers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSSetShader(
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ID3D11HullShader* pHullShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
if (m_state.hs.shader.ptr() != pHullShader)
Logger::err("D3D11DeviceContext::HSSetShader: Not implemented");
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::HSSetShaderResources: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::HSSetConstantBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::HSSetSamplers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShader(
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ID3D11HullShader** ppHullShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::HSGetShader: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::HSGetConstantBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::HSGetShaderResources: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::HSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::HSGetSamplers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSSetShader(
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ID3D11DomainShader* pDomainShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
if (m_state.ds.shader.ptr() != pDomainShader)
Logger::err("D3D11DeviceContext::DSSetShader: Not implemented");
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::DSSetShaderResources: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::DSSetConstantBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::DSSetSamplers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShader(
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ID3D11DomainShader** ppDomainShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::DSGetShader: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::DSGetConstantBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::DSGetShaderResources: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::DSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::DSGetSamplers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSSetShader(
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ID3D11GeometryShader* pShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
if (m_state.gs.shader.ptr() != pShader)
Logger::err("D3D11DeviceContext::GSSetShader: Not implemented");
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::GSSetConstantBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::GSSetShaderResources: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::GSSetSamplers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShader(
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ID3D11GeometryShader** ppGeometryShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::GSGetShader: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::GSGetConstantBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::GSGetShaderResources: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::GSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::GSGetSamplers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSSetShader(
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ID3D11PixelShader* pPixelShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
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auto shader = static_cast<D3D11PixelShader*>(pPixelShader);
if (NumClassInstances != 0)
Logger::err("D3D11DeviceContext::PSSetShader: Class instances not supported");
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if (m_state.ps.shader != shader) {
m_state.ps.shader = shader;
m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT,
shader != nullptr ? shader->GetShader() : nullptr);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
this->BindConstantBuffers(
DxbcProgramType::PixelShader,
&m_state.ps.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->BindShaderResources(
DxbcProgramType::PixelShader,
&m_state.ps.shaderResources,
StartSlot, NumViews,
ppShaderResourceViews);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
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this->BindSamplers(
DxbcProgramType::PixelShader,
&m_state.ps.samplers,
StartSlot, NumSamplers,
ppSamplers);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShader(
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ID3D11PixelShader** ppPixelShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
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if (ppPixelShader != nullptr)
*ppPixelShader = m_state.ps.shader.ref();
if (pNumClassInstances != nullptr) {
Logger::err("D3D11: PSGetShader: Class instances not implemented");
*pNumClassInstances = 0;
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
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for (uint32_t i = 0; i < NumBuffers; i++)
ppConstantBuffers[i] = m_state.ps.constantBuffers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
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for (uint32_t i = 0; i < NumViews; i++)
ppShaderResourceViews[i] = m_state.ps.shaderResources.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::PSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
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for (uint32_t i = 0; i < NumSamplers; i++)
ppSamplers[i] = m_state.ps.samplers.at(StartSlot + i).ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetShader(
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ID3D11ComputeShader* pComputeShader,
ID3D11ClassInstance* const* ppClassInstances,
UINT NumClassInstances) {
Logger::err("D3D11DeviceContext::CSSetShader: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
Logger::err("D3D11DeviceContext::CSSetConstantBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::CSSetShaderResources: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
Logger::err("D3D11DeviceContext::CSSetSamplers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSSetUnorderedAccessViews(
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UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
Logger::err("D3D11DeviceContext::CSSetUnorderedAccessViews: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShader(
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ID3D11ComputeShader** ppComputeShader,
ID3D11ClassInstance** ppClassInstances,
UINT* pNumClassInstances) {
Logger::err("D3D11DeviceContext::CSGetShader: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetConstantBuffers(
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UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer** ppConstantBuffers) {
Logger::err("D3D11DeviceContext::CSGetConstantBuffers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetShaderResources(
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UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D11DeviceContext::CSGetShaderResources: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetSamplers(
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UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState** ppSamplers) {
Logger::err("D3D11DeviceContext::CSGetSamplers: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::CSGetUnorderedAccessViews(
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UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
Logger::err("D3D11DeviceContext::CSGetUnorderedAccessViews: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargets(
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UINT NumViews,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView) {
for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) {
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D3D11RenderTargetView* view = nullptr;
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if ((i < NumViews) && (ppRenderTargetViews[i] != nullptr))
view = static_cast<D3D11RenderTargetView*>(ppRenderTargetViews[i]);
m_state.om.renderTargetViews.at(i) = view;
}
m_state.om.depthStencilView = static_cast<D3D11DepthStencilView*>(pDepthStencilView);
// TODO unbind overlapping shader resource views
Rc<DxvkFramebuffer> framebuffer = nullptr;
if (ppRenderTargetViews != nullptr || pDepthStencilView != nullptr) {
// 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.
DxvkRenderTargets attachments;
for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) {
if (m_state.om.renderTargetViews.at(i) != nullptr)
attachments.setColorTarget(i, m_state.om.renderTargetViews.at(i)->GetDXVKImageView());
}
if (m_state.om.depthStencilView != nullptr)
attachments.setDepthTarget(m_state.om.depthStencilView->GetDXVKImageView());
framebuffer = m_device->createFramebuffer(attachments);
}
// Bind the framebuffer object to the context
m_context->bindFramebuffer(framebuffer);
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
ID3D11RenderTargetView* const* ppRenderTargetViews,
ID3D11DepthStencilView* pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) {
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Logger::err("D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMSetBlendState(
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ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) {
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;
if (blendState == nullptr)
blendState = m_defaultBlendState.ptr();
blendState->BindToContext(m_context, SampleMask);
}
if ((BlendFactor != nullptr) && (!std::memcmp(m_state.om.blendFactor, BlendFactor, 4 * sizeof(FLOAT)))) {
std::memcpy(m_state.om.blendFactor, BlendFactor, 4 * sizeof(FLOAT));
m_context->setBlendConstants(BlendFactor);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMSetDepthStencilState(
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ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) {
auto depthStencilState = static_cast<D3D11DepthStencilState*>(pDepthStencilState);
if (m_state.om.dsState != depthStencilState) {
m_state.om.dsState = depthStencilState;
if (depthStencilState == nullptr)
depthStencilState = m_defaultDepthStencilState.ptr();
depthStencilState->BindToContext(m_context);
}
if (m_state.om.stencilRef != StencilRef) {
m_state.om.stencilRef = StencilRef;
m_context->setStencilReference(StencilRef);
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMGetRenderTargets(
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UINT NumViews,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView) {
if (ppRenderTargetViews != nullptr) {
for (UINT i = 0; i < NumViews; i++)
ppRenderTargetViews[i] = i < m_state.om.renderTargetViews.size()
? m_state.om.renderTargetViews.at(i).ref()
: nullptr;
}
if (ppDepthStencilView != nullptr) {
Logger::err("D3D11DeviceContext::OMGetRenderTargets: Stencil view not supported");
*ppDepthStencilView = nullptr;
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews(
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UINT NumRTVs,
ID3D11RenderTargetView** ppRenderTargetViews,
ID3D11DepthStencilView** ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView** ppUnorderedAccessViews) {
Logger::err("D3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMGetBlendState(
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ID3D11BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) {
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if (ppBlendState != nullptr)
*ppBlendState = m_state.om.cbState.ref();
if (BlendFactor != nullptr)
std::memcpy(BlendFactor, m_state.om.blendFactor, sizeof(FLOAT) * 4);
if (pSampleMask != nullptr)
*pSampleMask = m_state.om.sampleMask;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::OMGetDepthStencilState(
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ID3D11DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) {
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if (ppDepthStencilState != nullptr)
*ppDepthStencilState = m_state.om.dsState.ref();
if (pStencilRef != nullptr)
*pStencilRef = m_state.om.stencilRef;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSSetState(ID3D11RasterizerState* pRasterizerState) {
auto rasterizerState = static_cast<D3D11RasterizerState*>(pRasterizerState);
if (m_state.rs.state != rasterizerState) {
m_state.rs.state = rasterizerState;
if (rasterizerState == nullptr)
rasterizerState = m_defaultRasterizerState.ptr();
rasterizerState->BindToContext(m_context);
// In D3D11, the rasterizer state defines
// whether the scissor test is enabled, so
// we have to update the scissor rectangles.
this->ApplyViewportState();
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSSetViewports(
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UINT NumViewports,
const D3D11_VIEWPORT* pViewports) {
m_state.rs.numViewports = NumViewports;
for (uint32_t i = 0; i < NumViewports; i++)
m_state.rs.viewports.at(i) = pViewports[i];
this->ApplyViewportState();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSSetScissorRects(
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UINT NumRects,
const D3D11_RECT* pRects) {
m_state.rs.numScissors = NumRects;
for (uint32_t i = 0; i < NumRects; i++)
m_state.rs.scissors.at(i) = pRects[i];
if (m_state.rs.state != nullptr) {
D3D11_RASTERIZER_DESC rsDesc;
m_state.rs.state->GetDesc(&rsDesc);
if (rsDesc.ScissorEnable)
this->ApplyViewportState();
}
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSGetState(ID3D11RasterizerState** ppRasterizerState) {
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if (ppRasterizerState != nullptr)
*ppRasterizerState = m_state.rs.state.ref();
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSGetViewports(
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UINT* pNumViewports,
D3D11_VIEWPORT* pViewports) {
if (pViewports != nullptr) {
for (uint32_t i = 0; i < *pNumViewports; i++) {
if (i < m_state.rs.numViewports) {
pViewports[i] = m_state.rs.viewports.at(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;
}
}
}
*pNumViewports = m_state.rs.numViewports;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::RSGetScissorRects(
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UINT* pNumRects,
D3D11_RECT* pRects) {
if (pRects != nullptr) {
for (uint32_t i = 0; i < *pNumRects; i++) {
if (i < m_state.rs.numScissors) {
pRects[i] = m_state.rs.scissors.at(i);
} else {
pRects[i].left = 0;
pRects[i].top = 0;
pRects[i].right = 0;
pRects[i].bottom = 0;
}
}
}
*pNumRects = m_state.rs.numScissors;
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}
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void STDMETHODCALLTYPE D3D11DeviceContext::SOSetTargets(
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UINT NumBuffers,
ID3D11Buffer* const* ppSOTargets,
const UINT* pOffsets) {
Logger::err("D3D11DeviceContext::SOSetTargets: Not implemented");
}
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void STDMETHODCALLTYPE D3D11DeviceContext::SOGetTargets(
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UINT NumBuffers,
ID3D11Buffer** ppSOTargets) {
Logger::err("D3D11DeviceContext::SOGetTargets: Not implemented");
}
void D3D11DeviceContext::Synchronize() {
m_device->waitForIdle();
}
void D3D11DeviceContext::BindConstantBuffers(
DxbcProgramType ShaderStage,
D3D11ConstantBufferBindings* pBindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
for (uint32_t i = 0; i < NumBuffers; i++) {
D3D11Buffer* buffer = nullptr;
if (ppConstantBuffers != nullptr)
buffer = static_cast<D3D11Buffer*>(ppConstantBuffers[i]);
if (pBindings->at(StartSlot + i) != buffer) {
pBindings->at(StartSlot + i) = buffer;
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// Figure out which part of the buffer to bind
DxvkBufferSlice bufferSlice;
if (buffer != nullptr)
bufferSlice = buffer->GetCurrentBufferSlice();
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// Bind buffer to the DXVK resource slot
const VkPipelineBindPoint bindPoint
= ShaderStage == DxbcProgramType::ComputeShader
? VK_PIPELINE_BIND_POINT_COMPUTE
: VK_PIPELINE_BIND_POINT_GRAPHICS;
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const uint32_t slotId = computeResourceSlotId(
ShaderStage, DxbcBindingType::ConstantBuffer,
StartSlot + i);
m_context->bindResourceBuffer(
bindPoint, slotId, bufferSlice);
}
}
}
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void D3D11DeviceContext::BindSamplers(
DxbcProgramType ShaderStage,
D3D11SamplerBindings* pBindings,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) {
for (uint32_t i = 0; i < NumSamplers; i++) {
D3D11SamplerState* sampler = nullptr;
if (ppSamplers != nullptr)
sampler = static_cast<D3D11SamplerState*>(ppSamplers[i]);
if (pBindings->at(StartSlot + i) != sampler) {
pBindings->at(StartSlot + i) = sampler;
// Retrieve the DXVK sampler object
Rc<DxvkSampler> samplerInfo = nullptr;
if (sampler != nullptr)
samplerInfo = sampler->GetDXVKSampler();
// Bind sampler to the DXVK resource slot
const VkPipelineBindPoint bindPoint
= ShaderStage == DxbcProgramType::ComputeShader
? VK_PIPELINE_BIND_POINT_COMPUTE
: VK_PIPELINE_BIND_POINT_GRAPHICS;
const uint32_t slotId = computeResourceSlotId(
ShaderStage, DxbcBindingType::ImageSampler,
StartSlot + i);
m_context->bindResourceSampler(
bindPoint, slotId, samplerInfo);
}
}
}
void D3D11DeviceContext::BindShaderResources(
DxbcProgramType ShaderStage,
D3D11ShaderResourceBindings* pBindings,
UINT StartSlot,
UINT NumResources,
ID3D11ShaderResourceView* const* ppResources) {
for (uint32_t i = 0; i < NumResources; i++) {
D3D11ShaderResourceView* resView = nullptr;
if (ppResources != nullptr)
resView = static_cast<D3D11ShaderResourceView*>(ppResources[i]);
if (pBindings->at(StartSlot + i) != resView) {
pBindings->at(StartSlot + i) = resView;
// Bind sampler to the DXVK resource slot
const VkPipelineBindPoint bindPoint
= ShaderStage == DxbcProgramType::ComputeShader
? VK_PIPELINE_BIND_POINT_COMPUTE
: VK_PIPELINE_BIND_POINT_GRAPHICS;
const uint32_t slotId = computeResourceSlotId(
ShaderStage, DxbcBindingType::ShaderResource,
StartSlot + i);
if (resView != nullptr) {
// Figure out what we have to bind based on the resource type
if (resView->GetResourceType() == D3D11_RESOURCE_DIMENSION_BUFFER) {
Logger::warn("D3D11: Texel buffers not yet supported");
m_context->bindResourceTexelBuffer(
bindPoint, slotId, nullptr);
} else {
m_context->bindResourceImage(bindPoint,
slotId, resView->GetDXVKImageView());
}
} else {
// When unbinding a resource, it doesn't really matter if
// the resource type is correct, so we'll just bind a null
// image to the given resource slot
m_context->bindResourceImage(
bindPoint, slotId, nullptr);
}
}
}
}
void D3D11DeviceContext::ApplyViewportState() {
// We cannot set less than one viewport in Vulkan, and
// rendering with no active viewport is illegal anyway.
if (m_state.rs.numViewports == 0)
return;
std::array<VkViewport, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE> viewports;
std::array<VkRect2D, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE> scissors;
// 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.at(i);
viewports.at(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++) {
// TODO D3D11 docs aren't clear about what should happen
// when there are undefined scissor rects for a viewport.
// Figure out what it does on Windows.
if (enableScissorTest && (i < m_state.rs.numScissors)) {
const D3D11_RECT& sr = m_state.rs.scissors.at(i);
scissors.at(i) = VkRect2D {
VkOffset2D { sr.left, sr.top },
VkExtent2D {
static_cast<uint32_t>(sr.right - sr.left),
static_cast<uint32_t>(sr.bottom - sr.top) } };
} else {
scissors.at(i) = VkRect2D {
VkOffset2D { 0, 0 },
VkExtent2D {
D3D11_VIEWPORT_BOUNDS_MAX,
D3D11_VIEWPORT_BOUNDS_MAX } };
}
}
m_context->setViewports(
m_state.rs.numViewports,
viewports.data(),
scissors.data());
}
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}