[d3d11] Add binding methods to D3D11CommonContext

Uses mutable lambdas to avoid redundant ref counting on immediate contexts.
This commit is contained in:
Philip Rebohle 2022-08-03 17:55:39 +02:00
parent a7c25a01f2
commit 43661abbfc
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GPG Key ID: C8CC613427A31C99
2 changed files with 322 additions and 0 deletions

View File

@ -96,6 +96,272 @@ namespace dxvk {
}
template<typename ContextType>
template<DxbcProgramType ShaderStage>
void D3D11CommonContext<ContextType>::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) mutable {
VkShaderStageFlagBits stage = GetShaderStage(ShaderStage);
uint32_t slotId = computeConstantBufferBinding(ShaderStage,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
ctx->bindShader(stage,
Forwarder::move(cShader));
ctx->bindResourceBuffer(stage, slotId,
Forwarder::move(cSlice));
});
}
template<typename ContextType>
void D3D11CommonContext<ContextType>::BindFramebuffer() {
DxvkRenderTargets attachments;
uint32_t sampleCount = 0;
// 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() };
sampleCount = m_state.om.renderTargetViews[i]->GetSampleCount();
}
}
if (m_state.om.depthStencilView != nullptr) {
attachments.depth = {
m_state.om.depthStencilView->GetImageView(),
m_state.om.depthStencilView->GetRenderLayout() };
sampleCount = m_state.om.depthStencilView->GetSampleCount();
}
// Create and bind the framebuffer object to the context
EmitCs([
cAttachments = std::move(attachments)
] (DxvkContext* ctx) mutable {
ctx->bindRenderTargets(Forwarder::move(cAttachments));
});
// If necessary, update push constant for the sample count
if (m_state.om.sampleCount != sampleCount) {
m_state.om.sampleCount = sampleCount;
ApplyRasterizerSampleCount();
}
}
template<typename ContextType>
void D3D11CommonContext<ContextType>::BindDrawBuffers(
D3D11Buffer* pBufferForArgs,
D3D11Buffer* pBufferForCount) {
EmitCs([
cArgBuffer = pBufferForArgs ? pBufferForArgs->GetBufferSlice() : DxvkBufferSlice(),
cCntBuffer = pBufferForCount ? pBufferForCount->GetBufferSlice() : DxvkBufferSlice()
] (DxvkContext* ctx) mutable {
ctx->bindDrawBuffers(
Forwarder::move(cArgBuffer),
Forwarder::move(cCntBuffer));
});
}
template<typename ContextType>
void D3D11CommonContext<ContextType>::BindVertexBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Stride) {
if (likely(pBuffer != nullptr)) {
EmitCs([
cSlotId = Slot,
cBufferSlice = pBuffer->GetBufferSlice(Offset),
cStride = Stride
] (DxvkContext* ctx) mutable {
ctx->bindVertexBuffer(cSlotId,
Forwarder::move(cBufferSlice),
cStride);
});
} else {
EmitCs([
cSlotId = Slot
] (DxvkContext* ctx) {
ctx->bindVertexBuffer(cSlotId, DxvkBufferSlice(), 0);
});
}
}
template<typename ContextType>
void D3D11CommonContext<ContextType>::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) mutable {
ctx->bindIndexBuffer(
Forwarder::move(cBufferSlice),
cIndexType);
});
}
template<typename ContextType>
void D3D11CommonContext<ContextType>::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) mutable {
if (cCounterSlice.defined() && cOffset != ~0u) {
ctx->updateBuffer(
cCounterSlice.buffer(),
cCounterSlice.offset(),
sizeof(cOffset),
&cOffset);
}
ctx->bindXfbBuffer(cSlotId,
Forwarder::move(cBufferSlice),
Forwarder::move(cCounterSlice));
});
}
template<typename ContextType>
template<DxbcProgramType ShaderStage>
void D3D11CommonContext<ContextType>::BindConstantBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Length) {
EmitCs([
cSlotId = Slot,
cBufferSlice = pBuffer ? pBuffer->GetBufferSlice(16 * Offset, 16 * Length) : DxvkBufferSlice()
] (DxvkContext* ctx) mutable {
VkShaderStageFlagBits stage = GetShaderStage(ShaderStage);
ctx->bindResourceBuffer(stage, cSlotId,
Forwarder::move(cBufferSlice));
});
}
template<typename ContextType>
template<DxbcProgramType ShaderStage>
void D3D11CommonContext<ContextType>::BindConstantBufferRange(
UINT Slot,
UINT Offset,
UINT Length) {
EmitCs([
cSlotId = Slot,
cOffset = 16 * Offset,
cLength = 16 * Length
] (DxvkContext* ctx) {
VkShaderStageFlagBits stage = GetShaderStage(ShaderStage);
ctx->bindResourceBufferRange(stage, cSlotId, cOffset, cLength);
});
}
template<typename ContextType>
template<DxbcProgramType ShaderStage>
void D3D11CommonContext<ContextType>::BindSampler(
UINT Slot,
D3D11SamplerState* pSampler) {
EmitCs([
cSlotId = Slot,
cSampler = pSampler != nullptr ? pSampler->GetDXVKSampler() : nullptr
] (DxvkContext* ctx) mutable {
VkShaderStageFlagBits stage = GetShaderStage(ShaderStage);
ctx->bindResourceSampler(stage, cSlotId,
Forwarder::move(cSampler));
});
}
template<typename ContextType>
template<DxbcProgramType ShaderStage>
void D3D11CommonContext<ContextType>::BindShaderResource(
UINT Slot,
D3D11ShaderResourceView* pResource) {
EmitCs([
cSlotId = Slot,
cImageView = pResource != nullptr ? pResource->GetImageView() : nullptr,
cBufferView = pResource != nullptr ? pResource->GetBufferView() : nullptr
] (DxvkContext* ctx) mutable {
VkShaderStageFlagBits stage = GetShaderStage(ShaderStage);
ctx->bindResourceView(stage, cSlotId,
Forwarder::move(cImageView),
Forwarder::move(cBufferView));
});
}
template<typename ContextType>
template<DxbcProgramType ShaderStage>
void D3D11CommonContext<ContextType>::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) mutable {
VkShaderStageFlags stages = ShaderStage == DxbcProgramType::PixelShader
? VK_SHADER_STAGE_ALL_GRAPHICS
: VK_SHADER_STAGE_COMPUTE_BIT;
if (cCounterSlice.defined() && cCounterValue != ~0u) {
ctx->updateBuffer(
cCounterSlice.buffer(),
cCounterSlice.offset(),
sizeof(uint32_t),
&cCounterValue);
}
ctx->bindResourceView(stages, cUavSlotId,
Forwarder::move(cImageView),
Forwarder::move(cBufferView));
ctx->bindResourceBuffer(stages, cCtrSlotId,
Forwarder::move(cCounterSlice));
});
}
template<typename ContextType>
void D3D11CommonContext<ContextType>::UpdateResource(
ID3D11Resource* pDstResource,

View File

@ -92,6 +92,62 @@ namespace dxvk {
D3D11DeviceContextExt<ContextType> m_contextExt;
D3D11UserDefinedAnnotation<ContextType> m_annotation;
template<DxbcProgramType ShaderStage>
void BindShader(
const D3D11CommonShader* pShaderModule);
void BindFramebuffer();
void BindDrawBuffers(
D3D11Buffer* pBufferForArgs,
D3D11Buffer* pBufferForCount);
void BindVertexBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Stride);
void BindIndexBuffer(
D3D11Buffer* pBuffer,
UINT Offset,
DXGI_FORMAT Format);
void BindXfbBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset);
template<DxbcProgramType ShaderStage>
void BindConstantBuffer(
UINT Slot,
D3D11Buffer* pBuffer,
UINT Offset,
UINT Length);
template<DxbcProgramType ShaderStage>
void BindConstantBufferRange(
UINT Slot,
UINT Offset,
UINT Length);
template<DxbcProgramType ShaderStage>
void BindSampler(
UINT Slot,
D3D11SamplerState* pSampler);
template<DxbcProgramType ShaderStage>
void BindShaderResource(
UINT Slot,
D3D11ShaderResourceView* pResource);
template<DxbcProgramType ShaderStage>
void BindUnorderedAccessView(
UINT UavSlot,
D3D11UnorderedAccessView* pUav,
UINT CtrSlot,
UINT Counter);
void UpdateResource(
ID3D11Resource* pDstResource,
UINT DstSubresource,