dxvk/src/dxvk/dxvk_binding.h

101 lines
2.5 KiB
C++

#pragma once
#include "dxvk_buffer.h"
#include "dxvk_descriptor.h"
#include "dxvk_image.h"
#include "dxvk_limits.h"
#include "dxvk_sampler.h"
namespace dxvk {
/**
* \brief Binding state
*
* Used to track which resource slots have a compatible
* binding and which ones don't. This is used to set up
* binding-related specialization constants in shaders.
* \tparam N Number of binding slots
*/
class DxvkBindingState {
constexpr static uint32_t BitCount = 32;
constexpr static uint32_t IntCount = (MaxNumActiveBindings + BitCount - 1) / BitCount;
public:
/**
* \brief Tests whether a binding is active
*
* \param [in] slot The binding ID
* \returns \c true if the binding is active
*/
bool isBound(uint32_t slot) const {
const uint32_t intId = slot / BitCount;
const uint32_t bitId = slot % BitCount;
const uint32_t bitMask = 1u << bitId;
return (m_slots[intId] & bitMask) != 0;
}
/**
* \brief Marks a binding as active
*
* \param [in] slot The binding ID
* \returns \c true if the state has changed
*/
bool setBound(uint32_t slot) {
const uint32_t intId = slot / BitCount;
const uint32_t bitId = slot % BitCount;
const uint32_t bitMask = 1u << bitId;
const uint32_t prev = m_slots[intId];
m_slots[intId] = prev | bitMask;
return (prev & bitMask) == 0;
}
/**
* \brief Marks a binding as inactive
*
* \param [in] slot The binding ID
* \returns \c true if the state has changed
*/
bool setUnbound(uint32_t slot) {
const uint32_t intId = slot / BitCount;
const uint32_t bitId = slot % BitCount;
const uint32_t bitMask = 1u << bitId;
const uint32_t prev = m_slots[intId];
m_slots[intId] = prev & ~bitMask;
return (prev & bitMask) != 0;
}
/**
* \brief Clears binding state
*
* Useful to zero out any bindings
* that are not used by a pipeline.
*/
void clear() {
for (uint32_t i = 0; i < IntCount; i++)
m_slots[i] = 0;
}
private:
uint32_t m_slots[IntCount];
};
/**
* \brief Bound shader resources
*
* Stores the resources bound to a binding
* slot in DXVK. These are used to create
* descriptor sets.
*/
struct DxvkShaderResourceSlot {
Rc<DxvkSampler> sampler;
Rc<DxvkImageView> imageView;
Rc<DxvkBufferView> bufferView;
DxvkBufferSlice bufferSlice;
};
}